Env soundscape: Difference between revisions
		
		
		
		
		
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Tip:In some games such as 
 Team Fortress 2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
Warning:This entity counts an edict in 
 games (except 
 Team Fortress 2), inheriting the CPointEntity base class. In later branches[Which?] it is a server-only entity, inheriting the CServerOnlyEntity base class.
AltNames: In 
 Half-Life: Source and 
 Half-Life Deathmatch: Source, this entity is also tied to 
See List of HL:S Soundscapes for which soundscapes correspond to which
 GoldSrc env_sound values. 
		
	
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{{LanguageBar}}  | {{LanguageBar}}  | ||
{{  | {{TabsBar|main=Env soundscape}}  | ||
{{Preserved entity}}  | |||
{{CD|CEnvSoundscape|file1=soundscape.cpp}}  | {{CD|CEnvSoundscape|file1=soundscape.cpp}}  | ||
{{  | {{This is a|point entity|sprite=1|name=env_soundscape}} It changes the active [[soundscape]] of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.  | ||
{{toc-right}}  | {{toc-right}}  | ||
{{ent|env_soundscape_triggerable}} is a related entity identical to env_soundscape, but for use in conjunction with the brush entity {{ent|trigger_soundscape}}.  | {{ent|env_soundscape_triggerable}} is a related entity identical to env_soundscape, but for use in conjunction with the brush entity {{ent|trigger_soundscape}}.  | ||
| Line 19: | Line 19: | ||
{{KV EnableDisable}}  | {{KV EnableDisable}}  | ||
==Inputs==  | == Inputs ==  | ||
{{I|ToggleEnabled|Toggle the soundscape on/off.}}  | {{I|ToggleEnabled|Toggle the soundscape on/off.}}  | ||
{{I EnableDisable}}  | {{I EnableDisable}}  | ||
==Outputs==  | == Outputs ==  | ||
{{O|OnPlay|ac-is-this=1|Fired when this soundscape becomes the active one.}}  | {{O|OnPlay|ac-is-this=1|Fired when this soundscape becomes the active one.}}  | ||
==See also==  | == See also ==  | ||
* {{ent|env_soundscape_proxy}}  | * {{ent|env_soundscape_proxy}}  | ||
* {{ent|env_soundscape_triggerable}}  | * {{ent|env_soundscape_triggerable}}  | ||
*[[Soundscape lists]]  | * [[Soundscape lists]]  | ||
[[Category:Sound System]]  | [[Category:Sound System]]  | ||
Revision as of 06:31, 4 May 2025
This is a preserved entity in 







If the game has round restart mechanics this entity may not behave as expected.
If the game has round restart mechanics this entity may not behave as expected.
| CEnvSoundscape | 

env_soundscape  is a   point entity  available in all 
 Source games. It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.
env_soundscape_triggerable is a related entity identical to env_soundscape, but for use in conjunction with the brush entity trigger_soundscape.
env_sound. See List of HL:S Soundscapes for which soundscapes correspond to which
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Radius (radius) <integer>
 - Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range.
 
- Soundscape (soundscape) <string>
 - The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the 
playsoundscapeconsole command. 
- Sound Position 0 (position0) to Sound Position 7 (position7) <targetname>
 - Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g info_target or anything visible).
 
 Confirm:What happens if a targetname used for sound position is used by multiple entities? Does it play from all of them, or the first one found?
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
Inputs
- ToggleEnabled
 - Toggle the soundscape on/off.
 
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 
Outputs
- OnPlay
 - !activator = !caller = this entity
Fired when this soundscape becomes the active one.