Env soundscape triggerable: Difference between revisions

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m (Added keyvalue types, and stuff.)
m (doxygen)
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==Availability==
==Availability==
{{in game|point}} {{game-base}}
{{in game|point}} {{game-base}}
{{in code|class=CEnvSoundscapeTriggerable|file=soundscape.cpp}}
{{in code|class=class_c_env_soundscape_triggerable.html CEnvSoundscapeTriggerable|file=soundscape_8cpp-source.html soundscape.cpp}}


==Keyvalues==
==Keyvalues==

Revision as of 07:12, 2 August 2006

Template:Wrongtitle

Entity Description

Env soundscape.png

A point entity that works like the env_soundscape entity except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it.

Note.pngNote:This entity has the same keyvalues, (non-existant) flags, inputs, and outputs as env_soundscape.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

<integer> Radius - If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it).
  • soundscape
<string> Soundscape - The name of the soundscape to use. Corresponds to an entry in the soundscapes_*.txt file in the hl2/scripts directory (normally packed into the source engine.gcf file).
Literal Value Description
Nothing Nothing
Automatic Automatic
Automatic_Dialog Automatic (dialog)
GenericIndoor Indoor
GenericOutdoor Outdoor
  • position0-7
<target_destination> Sound Position 0-7 - Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

Inputs

Todo: Write description. (It's not a typo - both Disable and Disabled exists.)
  • ToggleEnabled
Toggle the soundscape enabled state.

Outputs

Fired when this soundscape becomes the active one.