Sound and Music: Difference between revisions

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m (Added Soundscripts link in 'articles' section. One of the most important articles for knowledge about sound in the Source Engine was entirely missing...)
m (Removed misleading and misplaced line about how to play a sound as "music". That was incomplete to the point of falsehood and this page is *not* the place to tell a reader how to do that.)
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'''Sound''' in Source can be processed in many ways. It can emit from a location in the world, have its pitch or volume altered, trigger behaviours from NPCs, and be lip synced.
'''Sound''' in Source can be processed in many ways. It can emit from a location in the world, have its pitch or volume altered, trigger behaviours from NPCs, and be lip synced.
Any sound can be played as '''music''' by prefixing it's path with <code>#/</code>. <code>#/music/sound.wav</code> or <code>#/ui/gamestartup.mp3</code> works.


== Entities ==
== Entities ==

Revision as of 15:57, 8 August 2022

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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

Todo: There needs to be a brief description or link to a tutorial or guide on how to take an existing .wav file and make it accessible to the Hammer Sound Browser or Face Poser.


Sound in Source can be processed in many ways. It can emit from a location in the world, have its pitch or volume altered, trigger behaviours from NPCs, and be lip synced.

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.

Music

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.

See Also

External links