Sound and Music: Difference between revisions

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{{Abstract Mapping}}
{{Abstract Mapping}} __NOTOC__
==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
*[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds and music
*[[Startup Music]] — one way to add music to a mod's title screen (alternately, put it in a [[Menu Background Map]])
*[[Soundscapes]] — background sounds in a 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

Articles

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.