Sound operators: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with 'These are the root sound operators referenced in Portal 2. See <code>scripts/sound_operator_stacks.txt</code> and Soundscripts for more details. * sys_stop_entries * math_ra…')
 
No edit summary
Line 1: Line 1:
These are the root sound operators referenced in Portal 2. See <code>scripts/sound_operator_stacks.txt</code> and [[Soundscripts]] for more details.
These are the root sound operators referenced in [[Portal 2]]. See <code>scripts/sound_operator_stacks.txt</code> and [[Soundscripts#Sound operators]] for more details.


* sys_stop_entries
== Common properties ==
* math_random
 
* get_entry_time
; <code>execute_once</code>
: Whether the operator should run every time the stack is evaluated, or only the first time. Output values are presumable stored between executions in the latter case.
; <code>input_execute</code>
: The operator will only run if this value is true (i.e. non-zero).
; <code>import_stack</code>
: Inserts another named stack into this one.
 
== Operator list ==
 
=== System ===
 
''Affect sound playback.''
 
; <code>sys_stop_entries</code>
: Stops sounds from playing.
:; <code>match_channel</code>
:: Sound must have the same channel (e.g. CHAN_STATIC) to match
:; <code>match_entity</code>
:: Sound must be coming from the same entity as this one
:; <code>match_entry</code>
:: The sound entry name to look for
:; <code>match_substring</code>
:: Whether <code>match_entry</code> can be part of a larger string (e.g. "MyGun" matches MyGun.fire, MyGun.reload...).
:; <code>input_max_entries</code>
:: {{confirm|The number of times this sound can be playing at once?}}
* sys_start_entry
* sys_start_entry
* sys_block_entries
* sys_block_entries
* sys_output
* sys_output
* get_sys_time
* math_float
* sys_platform
* sys_platform
* sys_mixlayer
* sys_mixlayer
=== Maths ===
''Generate or process numbers.''
; <code>math_random</code>
: Produces a random number. Access it with <code>@MyRandom.output</code>.
:; <code>input_min</code>
:; <code>input_max</code>
:: Range of values to output.
* math_float
* math_delta
* math_delta
* math_remap_float
* math_remap_float
* math_func1
=== Getters ===
''Provide values from the engine.''
* get_entry_time
* get_sys_time
* get_source_info
* get_source_info
* calc_source_distance
* calc_spatialize_speakers
* get_soundmixer
* get_soundmixer
* get_convar
* get_convar
* get_dashboard
* get_dashboard
* math_func1
* get_map_name
* util_pos_vec8
 
=== Calculations ===
 
''Calculate pre-set algorithms.''
 
* calc_angles_facing
* calc_distant_dsp
* calc_occlusion
* calc_occlusion
* calc_falloff
* calc_falloff
* calc_source_distance
* calc_spatialize_speakers
=== Other ===
* util_pos_vec8
* util_print_float
* util_print_float
* game_view_info
* game_view_info
* op_accumulate_ss_float
* op_accumulate_ss_float
* calc_distant_dsp
* get_map_name
* calc_angles_facing


[[Category:Sound System]]
[[Category:Sound System]]

Revision as of 07:37, 2 May 2011

These are the root sound operators referenced in Portal 2. See scripts/sound_operator_stacks.txt and Soundscripts#Sound operators for more details.

Common properties

execute_once
Whether the operator should run every time the stack is evaluated, or only the first time. Output values are presumable stored between executions in the latter case.
input_execute
The operator will only run if this value is true (i.e. non-zero).
import_stack
Inserts another named stack into this one.

Operator list

System

Affect sound playback.

sys_stop_entries
Stops sounds from playing.
match_channel
Sound must have the same channel (e.g. CHAN_STATIC) to match
match_entity
Sound must be coming from the same entity as this one
match_entry
The sound entry name to look for
match_substring
Whether match_entry can be part of a larger string (e.g. "MyGun" matches MyGun.fire, MyGun.reload...).
input_max_entries
Confirm:The number of times this sound can be playing at once?
  • sys_start_entry
  • sys_block_entries
  • sys_output
  • sys_platform
  • sys_mixlayer

Maths

Generate or process numbers.

math_random
Produces a random number. Access it with @MyRandom.output.
input_min
input_max
Range of values to output.
  • math_float
  • math_delta
  • math_remap_float
  • math_func1

Getters

Provide values from the engine.

  • get_entry_time
  • get_sys_time
  • get_source_info
  • get_soundmixer
  • get_convar
  • get_dashboard
  • get_map_name

Calculations

Calculate pre-set algorithms.

  • calc_angles_facing
  • calc_distant_dsp
  • calc_occlusion
  • calc_falloff
  • calc_source_distance
  • calc_spatialize_speakers

Other

  • util_pos_vec8
  • util_print_float
  • game_view_info
  • op_accumulate_ss_float