Sound and Music: Difference between revisions

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*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules
*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules
*[[scripted_sentence]] — used to make an [[NPC]] speak an idea
*[[scripted_sentence]] — used to make an [[NPC]] speak an idea
*[[logic_choreographed_scene]]/[[scripted_scene]] — used for conversations and other sequences. See [[:Category:Choreography]].
*[[logic_choreographed_scene]] — used for conversations and other sequences. See [[:Category:Choreography]].


==Articles==
==Articles==

Revision as of 14:26, 26 October 2005

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This article is a hub for finding information about sound and music in Source.

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 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.