Ambient generic (GoldSrc): Difference between revisions
Jump to navigation
Jump to search
Dr. Orange (talk | contribs) m (Re-added targetname template.) |
Dr. Orange (talk | contribs) (Converted to use KV template.) |
||
Line 2: | Line 2: | ||
==Description== | ==Description== | ||
An ambient_Generic is essentially an audio player, that plays a ''single'' specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound ''once'', or continually repeating the sound (''looping''). <code>ambient_generic</code> audio comes from WAV files located in the | An <code>ambient_Generic</code> is essentially an audio player, that plays a ''single'' specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound ''once'', or continually repeating the sound (''looping''). <code>ambient_generic</code> audio comes from WAV files located in the game's ''Sound'' file directory. '''Example:''' ''\Half-Life\Valve\Sound\Barney\Hello.WAV'' | ||
==Key Values== | ==Key Values== | ||
{{Hl1 kv targetname}} | {{Hl1 kv targetname}} | ||
{{ScrollBox|title=Universal Ambient| | |||
{{KV|WAV Name|sound|The file name of the sound to play. Relative to the mod/sound folder, for instance: <code>anbience/techamb1.wav</code>}} | |||
{{KV|Volume|integer|A number between 1 and 10. The sound emitted will be scaled by this number where 10 is the loudest and 1 is almost completely silent.}} | |||
{{KV|Dynamic Presets|choices| | |||
: Modifies the sound with various effects and reverbs. | : Modifies the sound with various effects and reverbs. | ||
:* 0 : "None" | :* 0 : "None" | ||
Line 40: | Line 39: | ||
:* 26 : "Planet X" | :* 26 : "Planet X" | ||
:* 27 : "Haunted" | :* 27 : "Haunted" | ||
}} | |||
{{KV|Start Volume|integer|The volume to start a fade in at if fadein time is specified.}} | |||
{{KV|Fade in time|integer|Time to fully fade from start volume to volume.}} | |||
{{KV|Fade out time|integer|Time to fully fade from volume to start volume.}} | |||
{{KV|Pitch|integer|A number from 1-255 that modifies the pitch of the sound where 100 is normal pitch.}} | |||
{{KV|Start Pitch|integer|The pitch to start a fade in at if fadein time is specified.}} | |||
{{KV|Spin up time|integer|The time it takes for each incremental spinup if specified to be used.}} | |||
{{KV|Spin down time|integer|The time it takes for each incremental spindown if specified to be used.}} | |||
{{KV|LFO type|integer| | |||
Type of [[LFO|Low Frequency Oscillation]] to employ. | |||
:# off (default) | :# off (default) | ||
:# square (alternate between low and high) | :# square (alternate between low and high) | ||
:# tri (crossfade between high and low) | :# tri (crossfade between high and low) | ||
:# random | :# random | ||
}} | |||
{{KV|LFO rate|integer|How frequently the LFO effect repeats itself.}} | |||
{{KV|LFO mod pitch|integer|Affects the sound pitch or [[Wikipedia:vibrato|vibrato]]. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.}} | |||
{{KV|LFO mod vol|integer|Affects the volume of the sound, causing it to "pulse." Similar to [[Wikipedia:tremolo|tremolo]]. At a really high rate, this can make the same effect as talking through fan blades.}} | |||
{{KV|Incremental spinup count|integer|The amount of incremental spinups to do if specified to be used.}} | |||
}} | |||
==Flags== | ==Flags== | ||
Line 78: | Line 69: | ||
==See also== | ==See also== | ||
* {{ent|ambient_generic}} (Source Engine) | |||
[[Category: | [[Category:Entities]] | ||
[[Category:Half-Life]] | |||
[[Category:Half-Life Entities|A]] |
Revision as of 03:18, 15 June 2018
Template:GoldSource base point
Description
An ambient_Generic
is essentially an audio player, that plays a single specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound once, or continually repeating the sound (looping). ambient_generic
audio comes from WAV files located in the game's Sound file directory. Example: \Half-Life\Valve\Sound\Barney\Hello.WAV
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
Universal Ambient:
- WAV Name ([todo internal name (i)]) <sound>
- The file name of the sound to play. Relative to the mod/sound folder, for instance:
anbience/techamb1.wav
- Volume ([todo internal name (i)]) <integer>
- A number between 1 and 10. The sound emitted will be scaled by this number where 10 is the loudest and 1 is almost completely silent.
- Dynamic Presets ([todo internal name (i)]) <choices>
- Modifies the sound with various effects and reverbs.
- 0 : "None"
- 1 : "Huge Machine"
- 2 : "Big Machine"
- 3 : "Machine"
- 4 : "Slow Fade in"
- 5 : "Fade in"
- 6 : "Quick Fade in"
- 7 : "Slow Pulse"
- 8 : "Pulse"
- 9 : "Quick pulse"
- 10 : "Slow Oscillator"
- 11 : "Oscillator"
- 12 : "Quick Oscillator"
- 13 : "Grunge pitch"
- 14 : "Very low pitch"
- 15 : "Low pitch"
- 16 : "High pitch"
- 17 : "Very high pitch"
- 18 : "Screaming pitch"
- 19 : "Oscillate spinup/down"
- 20 : "Pulse spinup/down"
- 21 : "Random pitch"
- 22 : "Random pitch fast"
- 23 : "Incremental spinup"
- 24 : "Alien"
- 25 : "Bizzare"
- 26 : "Planet X"
- 27 : "Haunted"
- Start Volume ([todo internal name (i)]) <integer>
- The volume to start a fade in at if fadein time is specified.
- Pitch ([todo internal name (i)]) <integer>
- A number from 1-255 that modifies the pitch of the sound where 100 is normal pitch.
- Start Pitch ([todo internal name (i)]) <integer>
- The pitch to start a fade in at if fadein time is specified.
- Spin up time ([todo internal name (i)]) <integer>
- The time it takes for each incremental spinup if specified to be used.
- Spin down time ([todo internal name (i)]) <integer>
- The time it takes for each incremental spindown if specified to be used.
- LFO type ([todo internal name (i)]) <integer>
- Type of Low Frequency Oscillation to employ.
- off (default)
- square (alternate between low and high)
- tri (crossfade between high and low)
- random
- LFO mod pitch ([todo internal name (i)]) <integer>
- Affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
Flags
- 1 : "Play Everywhere"
- 2 : "Small Radius"
- 4 : "Medium Radius"
- 8 : "Large Radius"
- 16 : "Start Silent"
- 32 : "Not Toggled"
See also
- ambient_generic (Source Engine)