Sound operators: Difference between revisions
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				m (→math_float:  added operation)  | 
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::; <code>div</code>  | ::; <code>div</code>  | ||
::: A / B. If B is negative or zero, returns zero.  | ::: A / B. If B is negative or zero, returns zero.  | ||
::; <code>pow</code>  | |||
::: Raises the base <code>input1</code> to the power of <code>input2</code> (Exponent).  | |||
::; <code>mod</code>  | ::; <code>mod</code>  | ||
::: Returns the remainder of A / B, or the modulus. If B is negative or zero, returns zero.  | ::: Returns the remainder of A / B, or the modulus. If B is negative or zero, returns zero.  | ||
Revision as of 03:52, 17 February 2021
These are the root sound operators referenced in Portal 2. See scripts/sound_operator_stacks.txt and Soundscripts#Operator stacks  for more details.
To chain operators together, values can be set to @prev_op_name.property_name to read a value. For vectors the names can be appended with an index in square brackets to set/get a specific value.
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.
input_execute<float>- Will execute this operation if its value is greater than 
0.0. Default value is1.0 input_max_entries<float>- Amount of instances allowed to play before one of the instances is stopped and replaced by a new instance of the sound entry.
 input_stop_delay<float>- Adds a delay before an instance of the sound entry is stopped.
 match_entry<string>- The sound entry name to look for.
 output_entries_matching
 Confirm:Outputs the number of entries matching the defined entry.- Usage: 
"input1"(of a separate operation)"@your_stop_entry_operation.output_entries_matching" 
- Usage: 
 
output_this_matches_index- Uncertain. It's an output so it'd be used in the same manner as 
output_entries_matching. match_sound<string>- Match the name of the audio file.
 
 Confirm: Is the path needed or just the audio file name and format?match_substring<bool>- Whether 
match_entrycan be part of a larger string (e.g. "MyGun" matches MyGun.fire, MyGun.reload). match_channel<bool>- Sound must have the same channel (e.g. CHAN_STATIC) as this one to match.
 match_entity<bool>- Sound must be coming from the same entity as this one.
 stop_oldest<bool>- Stops the oldest instance of the sound entry.
 invert_match<bool>
 
sys_start_entry
- Plays another sound.
input_execute<float>- If its value is greater than 
0.0, this operation will execute. Default value is1.0 input_start<float>- If its value is greater than 
0.0the sound entry will start. Default value is1.0 entry_name<string>- The entry to play.
 input_start_delay<float>- Adds a delay before an instance is played.
 input_maintain_seed<float>- Greater than 
0.0will ensure that therndwaveselection is maintained. 
 
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_entrycan 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_vec3- Vector.
 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_stacks only. Adjusts the volume of each speaker according to values given byinput_speakers. pitch- Use in 
update_stacks only. Adjusts the playback pitch of the sound to the value given withinput_float. dsp- Use in 
update_stacks only. Adjusts the DSP of the sound to the value given withinput_float. delay- Use in 
start_stacks only. Waits for the number of seconds specified ininput_floatbefore 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_stacks only. Prevents the sound from starting if the value given withinput_floatis non-zero. mixlayer_trigger- "Tell the mixlayer we're active" if the value given with 
input_floatis non-zero. 
Note:A mixlayerallows you to modify properties (volume,level,dsp) of individualmixgroupswithin the activesoundmixer.mixlayerscan be found and created insoundmixers.txt.save_restore
 Confirm:Use in update_stacks only. Tells the system to save and restore the state of the sound if the value given withinput_floatis non-zero.stop_hold- Use in 
update_stacks only.
 Confirm:Prevents the sound from stopping if the value given with input_floatis non-zero. facing
 Confirm:Make the sound play in a certain direction?
 
 
sys_platform
- Tests what platform the engine is running on.
pcx360ps3- Should the operator return true if running on this platform?
 
 
sys_mixlayer
- Configures a 
Mixlayer. Seescripts\soundmixers.txtmixlayer<string>- The layer to alter.
Note:A mixlayerallows you to modify properties (volume,level,dsp) of individualmixgroupswithin the activesoundmixer.mixlayerscan be found and created insoundmixers.txt.
 
 
Maths
Generate or process numbers.
The result of these is stored in @name.output.
math_random
- Produces a random number.
input_mininput_max- Range of values to output.
 round_to_int- Set to 
"true"or"false"(default). This makes the output a whole number. 
 
math_float
- Performs elementary maths operations with two values.
input1input2- The two operands to use.
 apply- Specifies the operation to perform:
add- A + B
 sub- A - B
 mult- A * B
 div- A / B. If B is negative or zero, returns zero.
 pow- Raises the base 
input1to the power ofinput2(Exponent). mod- Returns the remainder of A / B, or the modulus. If B is negative or zero, returns zero.
 
 
 
invert- Returns 1 - A, ignoring B.
 
invert_scale- Returns 1 + AB - B.
 min- Outputs the smallest of the two numbers.
 max- Outputs the largest of the two numbers.
 
less_than- Checks if A < B, and outputs 1.0 or 0.0.
 greater_than- Checks if A > B, and outputs 1.0 or 0.0.
 less_than_or_equal- Checks if A ≤ B, and outputs 1.0 or 0.0.
 greater_than_or_equal- Checks if A ≥ B, and outputs 1.0 or 0.0.
 equals- If both are equal outputs 1.0, otherwise 0.0.
 not_equal- If both are different outputs 1.0, otherwise 0.0.
 
math_float_accumulate12
- Does the same as 
math_float, but uses 12 inputs instead. All examples usemult. 
math_func1
- Executes various maths functions.
input1- The argument to pass.
 function- Specifies the function to call:
none- Do nothing to the input.
 round- Round to the nearest whole number.
 floor- Round down to a whole number.
 ceil- Round up to a whole number.
 fabs- Compute the absolute value of the input.
 sqrt- Computes the square root of the input.
 exp- Computes e raised to the power of the input.
 log- Computes the natural logarithm of the input.
 log10- Computes the logarithm base 10 of the input.
 sincostan- Computes the normal sin/cos/tan values. Angles are given in radians.
 asinacosatan- Computes the inverse of sin/cos/tan. Angles are given in radians.
 sinhcoshtanh- Computes the hyperbolic version of sin/cos/tan. Angles are given in radians.
 
 
normalise_trig- If set to 
"true", rescales the output from (-1, +1) to (0, 1). 
 
math_logic_switch
- Selects one of two possible outputs.
input_switch- Chooses which of the other values is outputted.
 input1- The value to output if 
input_switchis0. input2- The value to output if 
input_switchis1. 
 
math_curve_2d_4knot
- Multinode Remapper. Found in Insurgency(2014) and Day of Infamy sound_operator_stacks.txt.
curve_typestep,linearinput- Value that is compared to X: if input = X1 then ouput = Y1, if input = X2 then ouput = Y2, etc.
 input_X1input_Y1input_X2input_Y2input_X3input_Y3input_X4input_Y4
 
math_remap_float
- Remaps a value from one range to another (identically to math_remap).
 
math_delta
input<float>
Getters
Provide values from the engine.
get_convar
- Retrieve the value of a console variable.
convar- The name of the console variable to read.
 
 
get_dashboard
get_map_name- Checks if the given 
map_namematches the name of the map. 
get_sys_time
- Collects the host/client time.
output_client_timeoutput_host_time
 
get_entry_time
- Collects information about the playing sound.
output_entry_elapsed- The time this sound has been playing.
 output_sound_elapsedoutput_stop_elapsed- -1 if playing, otherwise the time spent after being stopped.
 output_sound_duration- The duration of the current sound. Zero during the start stack.
 
 
get_source_info
- Collects a variety of information about the sound source.
source- Specify 
"entity"or"emitter"to choose which entity is checked. The emitter is the entity where the sound emmenates from, the entity is the entity which made it play. game_multi_origin<bool>
 - Below are the data points output by this operator: @my_get_source_info_operator.output_position, etc..
output_entity_index- The index for this entity.
 output_position- The position of the entity.
 output_angles- The rotation of the entity.
 output_radius- Only valid for the emitter.
 output_volumeoutput_leveloutput_pitch- The relevant values of the soundscript.
 output_source_count- The number of sounds (including this one) produced by the entity.
 
 
game_view_info
- Collects a variety of game-specific information about the player for specialised uses.
output_velocity_xyoutput_velocity_vector_zoutput_position_xoutput_position_youtput_position_z- Returns the vector or X/Y/Z position for the provided 
input_source_index. output_stop_elapsed
 
get_track_syncpoint
- Used to sync one sound entry to another.
 
- Example 
get_track_syncpoint 
"start_delay_to_track_sync_point"
	{
		// the start sync point for the file we are syncing to
		"this_entry_syncpoints"
		{
			"operator" "get_track_syncpoint"
			"syncpoint_list" "syncpoints_1"
			"this_entry_syncpoints" "true"
		}
		"sync_track_syncpoints"
		{
			"operator" "get_track_syncpoint"
			"syncpoint_list" "syncpoints_1"
			"input_min_time_to_next_sync" 	"@this_entry_syncpoints.output_first_syncpoint"
			"input_max_time_to_next_sync" 	"1000"
			"match_entry" "DOTAMusic.BattleMusic"
		}
		// output our resulting delay value
		"delay_output"
		{
			"operator" "sys_output"
			"input_float" "@sync_track_syncpoints.output_time_to_next_syncpoint"
			"output" "delay"
		}
	}
get_soundmixer
get_opvar_float
- Creates a variable to use in your stack.
opvar<string>
 
"MyStack"
{
 "Get_Opvar"
 {
     "operator"    "get_opvar_float"
     "opvar"       "myVar"
 }
 "Increment_myVar"
 {
     "operator"     "increment_opvar_float"
     "input"        "1.0"
     "opvar"        "myVar"
 }
 "Randomizer"
 {
    "operator"	    "math_random"
    "input_min"	    "500"
    "input_max"	    "1500"
    "round_to_int"  "true"
 }
 "gtoe"
 {
    "operator"	    "math_float"
    "apply"         "greater_than_or_equal"
    "input1"	    "@Increment_myVar.output"
    "input2"	    "@Randomizer.output"
 }
 "set_opvar"
 {
    "operator"      "set_opvar_float"
    "input_execute" "@gtoe.output"
    "opvar"         "myVar"
    "input"         "0.0"
 }
 "Play_Sound_Entry"
 {
    "operator"            "sys_start_entry"
    "input_execute"       "@gtoe.output"
    "execute_once"        "true"
    "input_start"         "1"
    "input_start_delay"   "0.0"
    "input_maintain_seed" "1"
    "entry_name"          "Name_Of_Sound_Entry.To_Play"
 }
}In the above example (as a start_stack), every time the sound plays, the value of myVar increments by 1. 
Once myVar equals or is greater-than the output of the math_random ("Ranomizer") operation by testing the output of the increment_opvar_float operation ("Increment_myVar") with the "Randomizer" output using a greater_than_or_equal operation ("gtoe"), myVar is reset to 0. 
By inputing the output of the greater_than_or_equal operation into an input_execute parameter of a separate operation, you can use it to perform randomized events-like playing another sound entry using a sys_start_entry ("Play_Sound_Entry"), as seen in the code above.
Setters
Change values in the engine.
set_convar
set_opvar_float
- Set an 
opvar(operator varaible), created with theget_opvar_floatoperator, to the value defined ininput opvar<string>input<float>
Note:See Sound operators#get_opvar_float for an example use of this operator.
- Set an 
 
increment_opvar_float
- Increments an 
opvarvariable created with theget_opvar_floatoperator, by the value set in theinputparameter. opvar<string>input<float>
Note:See Sound operators#get_opvar_float for an example use of this operator.
- Increments an 
 
Calculations
Calculate pre-set algorithms.
calc_source_distance
- Calculates the distance from this sound source (
emitter/entity) to the listener. 
calc_falloff
- Calculates the falloff of a sound based on the distance from the sound source (
emitter/entity) to the listener and the multiplied output of the sound entriessoundleveland thelevelproperty value of its assignedmixgroupwithin the activesoundmixer.input_distance- Sound source position. Generally the output of a 
calc_source_distanceoperation. input_level- Sound source's level/attenuation. Generally the output of a multiplication operation of the sound entries 
soundleveland themixgrouplevelwithin the activesoundmixer. 
 
calc_distant_dsp
- Same setup as 
calc_fallof. Scales thedsplevel defined in the sound's assignedmixgroupwithin the activesoundmixerbased on distance.input_distance- Sound source position. Generally the output of a 
calc_source_distanceoperation. input_level- Sound source's level/attenuation. Generally the output of a multiplication operation of the sound entries 
soundleveland themixgrouplevelwithin the activesoundmixer. 
Note:The output of this operation is then multipled by the dspproperty value (@get_soundmixer_op.output_dsp) of the assignedmixgroupwithin the activesoundmixer, with the output then being input to asys_outputdspoperation.
 
calc_spatialize_speakers
input_radiusinput_distanceinput_positioninput_rear_stereo_scale
calc_occlusion
- Performs audio occlusion calculations.
input_trace_intervalinput_scalarinput_position- Generally the output (
@get_info_op.output_position) of aget_source_infooperation. 
 
calc_angles_facing
- input_angles
 - Generally the output (
@get_info_op.output_angles) of aget_source_infooperation. 
Other
util_print_float- Displays a float in the console, along with the name of this operator.
input- The floating point value to show.
 
 
- util_pos_vec8
 - op_accumulate_ss_float
 - iterate_merge_speakers
 - track_queue
 - track_stop
 - track_update