Sound and Music: Difference between revisions
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This article is a hub for finding information about sound and music in [[Source]]. | This article is a hub for finding information about sound and music in [[Source]]. | ||
==Entities== | == Entities == | ||
*[[ambient_generic]] — this is the basic entity to play a specific sound, including music | *[[ambient_generic]] — this is the basic entity to play a specific sound, including music | ||
*[[env_soundscape]] — plays background noises (see [[Soundscapes]]) | *[[env_soundscape]] — plays background noises (see [[Soundscapes]]) | ||
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*[[logic_choreographed_scene]] — used for conversations and other sequences. See [[:Category:Choreography]]. | *[[logic_choreographed_scene]] — used for conversations and other sequences. See [[:Category:Choreography]]. | ||
==Articles== | == Articles == | ||
*[[:Category:Sound System]] — how sound works in Source | *[[:Category:Sound System]] — how sound works in Source | ||
*[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds | *[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds | ||
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*[[Startup Music]] — one way to add music to a mod's title screen (alternately, put it in a [[Menu Background Map]]) | *[[Startup Music]] — one way to add music to a mod's title screen (alternately, put it in a [[Menu Background Map]]) | ||
==AI sounds== | == AI sounds == | ||
AI sounds are not audible to the player; they are purely an [[:Category:AI|AI]] construction. They can be placed in-map with the [[ai_sound]] entity. | AI sounds are not audible to the player; they are purely an [[:Category:AI|AI]] construction. They can be placed in-map with the [[ai_sound]] entity. | ||
==Music== | == Music == | ||
*[[Music Composition]] - software synthesizers and other audio tools | * [[Music Composition]] - software synthesizers and other audio tools | ||
==Materials== | == Materials == | ||
To specify the set of sounds for a custom [[:Category:Material System|material]] (the noises produced in response to hits, scrapes, etc), see [[Material surface properties]]. | To specify the set of sounds for a custom [[:Category:Material System|material]] (the noises produced in response to hits, scrapes, etc), see [[Material surface properties]]. | ||
==Notes== | == Notes == | ||
*To play music, use [[Hammer Sound Browser]] to search for keyword <code>music</code>. | *To play music, use [[Hammer Sound Browser]] to search for keyword <code>music</code>. | ||
*Many entities can have sounds assigned to them. For example, [[prop_door_rotating]] can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual [[list of entities|entities]] for details. | *Many entities can have sounds assigned to them. For example, [[prop_door_rotating]] can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual [[list of entities|entities]] for details. | ||
==External links== | == External links == | ||
*[http://www.halflifestorm.com/?page=tutorials&tutorial=16 Adding Sounds into your Maps]Tutorial | *[http://www.halflifestorm.com/?page=tutorials&tutorial=16 Adding Sounds into your Maps] - Tutorial | ||
*[http://www.halflifestorm.com/?page=tutorials&tutorial=17 Triggering sounds in your Maps]Tutorial | *[http://www.halflifestorm.com/?page=tutorials&tutorial=17 Triggering sounds in your Maps] - Tutorial | ||
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*[http://www.sdknuts.net/akg/?sdk=tutarts Art & Sound] — tutorials about sound in Source, including adding custom sounds {{todo|replace with list of sound tutorials}} | *[http://www.sdknuts.net/akg/?sdk=tutarts Art & Sound] — tutorials about sound in Source, including adding custom sounds {{todo|replace with list of sound tutorials}} | ||
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Revision as of 13:47, 13 February 2008
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This article is a hub for finding information about sound and music in Source.
Entities
- ambient_generic — this is the basic entity to play a specific sound, including music
- env_soundscape — plays background noises (see Soundscapes)
- env_microphone — detects sounds
- env_speaker — plays sounds based on a set of Response System rules
- scripted_sentence — used to make an NPC speak an idea
- logic_choreographed_scene — used for conversations and other sequences. See Category:Choreography.
Articles
- Category:Sound System — how sound works in Source
- Hammer Sound Browser — documents the Hammer user interface for browsing sounds
- Soundscapes — background sounds in a map
- Sound sensitive trigger — how to trigger an event based on the loudness
- Startup Music — one way to add music to a mod's title screen (alternately, put it in a Menu Background Map)
AI sounds
AI sounds are not audible to the player; they are purely an AI construction. They can be placed in-map with the ai_sound entity.
Music
- Music Composition - software synthesizers and other audio tools
Materials
To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.
Notes
- To play music, use Hammer Sound Browser to search for keyword
music
. - Many entities can have sounds assigned to them. For example, prop_door_rotating can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual entities for details.
External links
- Adding Sounds into your Maps - Tutorial
- Triggering sounds in your Maps - Tutorial