Sound mix layer: Difference between revisions

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==See also==
==See also==
==External links==
==External links==
[http://en.wikipedia.org/wiki/Audio_mixing_(recorded_music) Audio Mixing (recorded music)] - Wikipedia article regarding technical aspects of audio mixing
[[Category:Left_4_Dead_2]]
[[Category:Left_4_Dead_2]]

Revision as of 08:36, 1 July 2010

Template:L4d2 point It is used to set a mix layer to a specific value.

KeyValues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • MixLayerName:
Mix Layer Name [-1..x] <string>
Name of the mix layer to be setting the level of.
  • Level:
Level <float>
Set the Mix Layer Level.

Inputs

SoundMixLayer:
Level <float>
Set the Mix Layer Level

Outputs

Mix layers

More information regarding MixLayers can be found in pak01_dir.vpk: /scripts/soundmixers.txt

These are listed in the dev console commmand snd_list_mixers

  • mobBeatingLayer
  • mobRulesLayer
  • zombatMusicLayer
  • zombatMusic2Layer
  • zombatMusic3Layer
  • witchRageLayer
  • safeRoomLayer
  • unaliveLayer
  • PZVOWarnLayer
  • chargerAttackLayer
  • commentaryLayer
  • undeathLayer
  • adrenalineLayer
  • fluMusicLayer
  • rainLayer
  • stormLayer
  • voipLayer

Entries listed under the dev console command snd_list_mix_groups may work with a "Layer" post-fix, but need further testing.

See also

External links

Audio Mixing (recorded music) - Wikipedia article regarding technical aspects of audio mixing