Sound and Music: Difference between revisions
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==Entities== | ==Entities== | ||
*[[ambient_generic]] — this is the basic entitiy to play a specific sound, including music | *[[ambient_generic]] — this is the basic entitiy to play a specific sound, including music | ||
*[[env_soundscape]] — plays background noises (see [[Soundscapes]]) | *[[env_soundscape]] — plays background noises (see [[Soundscapes]]) | ||
*[[env_microphone]] — detects sounds | *[[env_microphone]] — detects sounds | ||
*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules | |||
==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 | |||
*[[Soundscapes]] — background sounds in a map | |||
*[[Sound sensitive trigger]] — how to trigger an event based on the loudness | *[[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== | ||
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. | ||
==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]]. | |||
==Notes== | ==Notes== | ||
*To make [[NPC]]s speak... ('''TODO''') | *To make [[NPC]]s speak... ('''TODO''') | ||
*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. | |||
[[Category:Level Design]] | [[Category:Level Design]] |
Revision as of 09:00, 26 October 2005

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Entities
- ambient_generic — this is the basic entitiy 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
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.
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 make NPCs speak... (TODO)
- 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.