Env soundscape: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Linked to prefab example.)
Line 2: Line 2:


==Entity Description==
==Entity Description==
[[Image:{{PAGENAME}}.png|left]]An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius.
[[Image:{{PAGENAME}}.png|left]]An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius. Soundscapes affect sound dynamics (such as echo) and play background sound in a more dynanic way than [[ambient_generic]].
{{clr}}
{{clr}}



Revision as of 18:12, 18 February 2007

Template:Wrongtitle

Entity Description

Env soundscape.png

An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius. Soundscapes affect sound dynamics (such as echo) and play background sound in a more dynanic way than ambient_generic.

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.

See Also