Fr/Ambient generic: Difference between revisions
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=== Flags === | === Flags === | ||
;1 - Play everywhere | ;1 - Play everywhere | ||
: | :Le sons sera joué partout. It doesn't bypass DSP effects, however. | ||
:{{bug| | :{{bug|Ce flag '''est rompu au niveau du moteur''' pour [[Soundscripts]]. Il ne fonctionne que lorsque le son est joué avec son nom de fichier brut.}} | ||
;16 - Start Silent | ;16 - Start Silent | ||
: | :Le sons ne sera pas joué au lancement de la map. Il peu être activée par un [[trigger]] par exemple. | ||
:{{bug| | :{{bug|La boucle des sons qui ne commencent pas par le silence ne peut pas être contrôlé!}} | ||
;32 - Is NOT Looped | ;32 - Is NOT Looped | ||
:Changes how the ambient_generic handles stopping and starting playback. This flag ''won't'' stop a sound that loops from looping, '''but it is still important to set it to the right value'''. You might not be able to stop and/or start the sound if it isn't! | :Changes how the ambient_generic handles stopping and starting playback. This flag ''won't'' stop a sound that loops from looping, '''but it is still important to set it to the right value'''. You might not be able to stop and/or start the sound if it isn't! |
Revision as of 13:33, 4 November 2008
Template:Wrongtitle Template:Base point
Une entité sonore simple, capable de jouer un sons en boucle ou normal (en continue) à partir d'une position choisie dans le monde (sur la map).
-> Pas clair ! (début) Utilisez là pour jouer et contrôler un son, un .raw,un échantillon .wav ou seul. In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name. --> Pas clair ! (fin)


Fixation de bug
Problems with sounds being unstoppable (detailed below) can be avoided by including this C++ code in your mod's binaries.
Voir aussi
- env_soundscape - une entité utilisée pour changer les paramètres et l'ambiance.
Liens Externes
- Mise en place d'un ambient_generics dans Counter-Strike: Source en utilisant un logic_auto - un substitut à la création d'un bon env_soundscape.
- La Sonorisation (SiteDuZero) - Un tutoriel très pratique sur les entités de sons.
- Les soundscapes de A à Z. - Un tutoriel sur l'env_soundscape signée Mapping-Area
Details
Propriétés
- Template:Kv targetname
- message
- <sound> Nom de l'entrée GameSound (Sons choisie avec le Browser de sons) pour le sons à jouer. Soutient également les formats .raw, .wav et phrase (sentence) script.
- health (Volume)
- <integer:0-10> Volume sonore, exprimée par une fourchette de 0 à 10, où 10 est le plus fort. La valeur par défaut est 10.
- preset
Literal Value Dynamic Preset 0 None (Aucun) 1 Huge Machine (Énorme machine) 2 Big Machine (Grosse machine) 3 Machine (machine) 4 Slow Fade in 5 Fade in 6 Quick Fade in 7 Slow Pulse 8 Pulse 9 Quick pulse 10 Slow Oscillator (Faible Oscillator (oscillation ??)) 11 Oscillator (Oscillation?) 12 Quick Oscillator (Oscillation rapide) 13 Grunge pitch 14 Very low pitch 15 Low pitch 16 High pitch 17 Very high pitch 18 Screaming pitch 19 Oscillate spinup/down 20 Pulse spinup/down 21 Random pitch 22 Random pitch fast 23 Incremental Spinup 24 Alien 25 Bizzare 26 Planet X 27 Haunted
- volstart
- <integer> Volume pour commencer fading in at.
- fadein [deprecated]
- <integer> Fade in time (0-100)
- fadeout [deprecated]
- <integer> Fade out time (0-100)
- Template:Ep1 add
- <integer:0-100> Combien de temps à disparaître pour.
- Template:Ep1 add
- <integer:0-100> Combien de temps à disparaître pour. Will delay any StopSound inputs to allow for the fade.
- pitch
- <integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
- pitchstart
- <integer:1-255> Pitch to begin spinning up at.
- spinup (Spin up time)
- <integer:0-100>. Analogous to fadeinsecs, but affecting pitch.
- spindown (Spin down time)
- <integer:0-100>. Analogous to fadeoutsecs, but affecting pitch.
- lfotype
- <integer> LFO type
Literal Value LFO type 0 Off 1 Square Wave (alternate between low and high) 2 Triangle Wave (sharper transitions) 3 Random
- lforate (LFO rate)
- <integer:0-1000> How frequently the LFO effect repeats itself.
- lfomodpitch (LFO modulation - pitch)
- <integer:0-100>, affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
- lfomodvol (LFO modulation - volume)
- <integer:0-100> Affects the volume of the sound, causing it to "pulse." Similar to tremolo.
- cspinup (Incremental Spinup Count)
- <integer> Appears to be a method for increasing pitch in time with ToggleSound inputs, but:
- radius (Max Audible Distance)
- <string> Maximum distance at which this sound is audible.
- SourceEntityName
- <targetname> If an entity is specified, sound will come from this named entity instead of the location of ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lipsynch to it.
Flags
- 1 - Play everywhere
- Le sons sera joué partout. It doesn't bypass DSP effects, however.
Template:Dictionary/Bug/fr:Ce flag est rompu au niveau du moteur pour Soundscripts. Il ne fonctionne que lorsque le son est joué avec son nom de fichier brut. [todo tested in ?]
- 16 - Start Silent
- Le sons ne sera pas joué au lancement de la map. Il peu être activée par un trigger par exemple.
Template:Dictionary/Bug/fr:La boucle des sons qui ne commencent pas par le silence ne peut pas être contrôlé! [todo tested in ?]
- 32 - Is NOT Looped
- Changes how the ambient_generic handles stopping and starting playback. This flag won't stop a sound that loops from looping, but it is still important to set it to the right value. You might not be able to stop and/or start the sound if it isn't!
Inputs
- Pitch <integer>
- Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.
Template:Dictionary/Bug/fr:Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself. [todo tested in ?]
- PlaySound
- Starts the sound.
- StopSound
- Stops a looping sound.
Note:Does not stop a non-looping sound. This is intentional, and can be changed with C++.
- ToggleSound
- Toggles a looping sound between playing and stopped. Behaves like PlaySound if the sound is unlooped.
- Volume <integer>
- Plays the sound at a volume from 0 to 10, where 10 is the loudest.
Template:Dictionary/Bug/fr:Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself. [todo tested in ?]
- Template:Ep1 add
- Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
- Template:Ep1 add
- Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
Template:Dictionary/Bug/fr:Will bring the sound up to full volume (i.e. 10) before beginning to fade it. [todo tested in ?]