Sound operators: Difference between revisions
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:: Sound must be coming from the same entity as this one. | :: Sound must be coming from the same entity as this one. | ||
; <code>sys_output</code> | ; <code>sys_output</code> | ||
: {{todo| | : Sends a value back to the sound system relating to the current entry. | ||
:; <code>input_float</code> | |||
:: Takes a float value to send to the system. | |||
:; <code>input_speakers</code> | |||
:: Takes an array of floats to send to the system, each to do with a certain speaker. Use only with the speakers output. | |||
:; <code>output</code> | |||
:: Says what value should be altered, for example: | |||
::; <code>speakers</code> | |||
::: Use in <code>update_stack</code>s only. Adjusts the volume of each speaker according to values given by <code>input_speakers</code>. | |||
::; <code>pitch</code> | |||
::: Use in <code>update_stack</code>s only. Adjusts the playback pitch of the sound to the value given with <code>input_float</code>. | |||
::; <code>dsp</code> | |||
::: Use in <code>update_stack</code>s only. Adjusts the DSP of the sound to the value given with <code>input_float</code>. | |||
::; <code>delay</code> | |||
::: Use in <code>start_stack</code>s only. Waits for the number of seconds specified in <code>input_float</code> before starting the sound. A negative value results in it starting the sound that many seconds into the WAV file instead of at the beginning. | |||
::; <code>block_start</code> | |||
::: Use in <code>start_stack</code>s only. Prevents the sound from starting if the value given with <code>input_float</code> is non-zero. | |||
::; <code>mixlayer_trigger</code> | |||
::: "Tell the mixlayer we're active" if the value given with <code>input_float</code> is non-zero. | |||
::: {{todo|What does this mean?}} | |||
::; <code>save_restore</code> | |||
::: {{confirm|Use in <code>update_stack</code>s only. Tells the system to save and restore the state of the sound if the value given with <code>input_float</code> is non-zero.}} | |||
::; <code>stop_hold</code> | |||
::: Use in <code>update_stack</code>s only. {{confirm|Prevents the sound from stopping if the value given with <code>input_float</code> is non-zero.}} | |||
::; <code>facing</code> | |||
::: {{confirm|Make the sound play in a certain direction?}} | |||
; <code>sys_platform</code> | ; <code>sys_platform</code> | ||
: Tests what platform the engine is running on. | : Tests what platform the engine is running on. |
Revision as of 16:04, 6 November 2011
These are the root sound operators referenced in Portal 2. See scripts/sound_operator_stacks.txt
and Soundscripts#Operator stacks for more details.
Usage
VFX.LightFlickerEnd
{
channel CHAN_AUTO
soundlevel SNDLVL_105db
volume 1.0
rndwave
{
wave "vfx/light_flicker/light_flicker_end_01.wav"
wave "vfx/light_flicker/light_flicker_end_02.wav"
wave "vfx/light_flicker/light_flicker_end_03.wav"
wave "vfx/light_flicker/light_flicker_end_04.wav"
}
soundentry_version 2
operator_stacks
{
start_stack // applied when the sound begins
{
import_stack "P2_exclusion_time_blocker_start" // defined in scripts/sound_operator_stacks.txt
// We are now extending/configuring P2_exclusion_time_blocker_start
block_entries // prevents another sound from playing
{
input_duration 0.25 // seconds to block for
match_entry "World.LightFlickerEnd" // the sound entry to block
match_entity false // only on the same entity that this sound is playing from?
}
}
}
}
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).
output
- The result of the operator (if there is one). Accessed with
@OperatorName.output
.
There is also one special command that is not an operator:
import_stack
- Inserts another named stack into this one.
Operator list
System
Affect sound playback.
sys_stop_entries
- Ends existing sounds.
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). match_channel
- Sound must have the same channel (e.g. CHAN_STATIC) as this one to match.
match_entity
- Sound must be coming from the same entity as this one.
input_max_entries
Confirm:Stop all but this many instances of the sound?
sys_start_entry
- Plays another sound.
input_start
Confirm:In addition to whether the operator is active, only start if/when this value is true?
entry_name
- The entry to play.
sys_block_entries
- Prevents new sounds from playing.
input_duration
- How long to suppress sounds for.
input_active
Confirm:In addition to normal duration, suppress only when this value is true?
match_entry
- Sound entry to suppress.
match_sound
- A raw WAV/MP3 filename to match. Possibly deprecated?
match_substring
- Whether
match_entry
can be part of a larger string (e.g. "MyGun" matches MyGun.fire, MyGun.reload). match_channel
- Sound must have the same channel (e.g. CHAN_STATIC) as this one to match.
match_entity
- Sound must be coming from the same entity as this one.
sys_output
- Sends a value back to the sound system relating to the current entry.
input_float
- Takes a float value to send to the system.
input_speakers
- Takes an array of floats to send to the system, each to do with a certain speaker. Use only with the speakers output.
output
- Says what value should be altered, for example:
speakers
- Use in
update_stack
s only. Adjusts the volume of each speaker according to values given byinput_speakers
. pitch
- Use in
update_stack
s only. Adjusts the playback pitch of the sound to the value given withinput_float
. dsp
- Use in
update_stack
s only. Adjusts the DSP of the sound to the value given withinput_float
. delay
- Use in
start_stack
s only. Waits for the number of seconds specified ininput_float
before starting the sound. A negative value results in it starting the sound that many seconds into the WAV file instead of at the beginning. block_start
- Use in
start_stack
s only. Prevents the sound from starting if the value given withinput_float
is non-zero. mixlayer_trigger
- "Tell the mixlayer we're active" if the value given with
input_float
is non-zero. - Todo: What does this mean?
save_restore
Confirm:Use in
update_stack
s only. Tells the system to save and restore the state of the sound if the value given withinput_float
is non-zero.stop_hold
- Use in
update_stack
s only.Confirm:Prevents the sound from stopping if the value given with
input_float
is non-zero. facing
Confirm:Make the sound play in a certain direction?
sys_platform
- Tests what platform the engine is running on.
pc
x360
ps3
- Should the operator return true if running on this platform?
sys_mixlayer
- Configures a sound mixer. See
scripts\soundmixers.txt
mixlayer
- The layer to alter.
mixgroup
- The sound group within the layer to alter.
field
- Property of the group to alter.
input
- Floating point value to set.
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