Ambient generic: Difference between revisions
		
		
		
		
		
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{{KV|Incremental Spinup Count|intn=cspinup|int|Appears to be a intended to increase pitch in time with <code>ToggleSound</code> inputs. {{ModernBug|Non-functional.}}}}  | {{KV|Incremental Spinup Count|intn=cspinup|int|Appears to be a intended to increase pitch in time with <code>ToggleSound</code> inputs. {{ModernBug|Non-functional.}}}}  | ||
{{KV Targetname}}  | {{KV Targetname}}  | ||
== Inputs ==  | == Inputs ==  | ||
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{{IO|FadeIn|param=int|Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.{{ModernBug|Non-functional outside of {{portal2|4}}.}}}}  | {{IO|FadeIn|param=int|Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.{{ModernBug|Non-functional outside of {{portal2|4}}.}}}}  | ||
{{IO|FadeOut|param=int|Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.{{ModernBug|Will bring the sound up to full volume (i.e., 10) before beginning to fade it.}}}}  | {{IO|FadeOut|param=int|Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.{{ModernBug|Will bring the sound up to full volume (i.e., 10) before beginning to fade it.}}}}  | ||
== Flags ==  | |||
{{fl|1|Play everywhere|Sound plays at a constant volume, no matter how far away the listener is from the sound source.{{todo|How does this interact with {{ent|env_microphone}} sound detection?}}}{{ModernBug|This flag '''is broken at engine level''' for sounds played from [[Soundscripts]]. It will only work when a sound is played with its raw filename.}}}}  | |||
{{fl|16|Start Silent|The map will start without this sound playing. Enabled by default.{{ModernBug|Looping sounds that do not start silent cannot be controlled!}}}}  | |||
{{fl|32|Is NOT Looped|Changes how the <code>ambient_generic</code> handles stopping and starting playback. It ''won't'' stop a sound that loops from looping, but it is still '''very important''' to set it to the right value. You might not be able to stop and/or start the sound if it isn't!{{ModernBug|Having this option ticked while using a looped sound WILL prevent you from controlling it!}}}}  | |||
== See Also ==  | == See Also ==  | ||
Revision as of 12:48, 11 March 2023
| CAmbientGeneric | 
This entity plays a sound, either once or on loop and either from a location in the world or globally. Use it to play and control a soundscript sound, a raw .wav sample, or a scripted_sentence.
Template:ModernTip Template:ModernBug
Template:ModernBugfix Template:ModernBug Template:ModernBug
Template:ModernBug Template:ModernNote Template:ModernWarning
Keyvalues
- Sound Name (message) <string>
 - The soundscript name of, or direct path to, the sound to play. For scripted_sentences, type "!" followed by the sentence name. (Example: !COMBINE_THROW_GRENADE4)Template:ModernNoteTemplate:ModernNote
 
- Max Audible Distance (radius) <float>
 - Maximum distance in units at which the sound plays for a client.Template:ModernBugTemplate:ModernBugTemplate:ModernNote
 
- SourceEntityName (SourceEntityName) <targetname>
 - If specified, the sound will play from this entity instead of the 
ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lip-sync to it.Template:ModernBugTemplate:ModernBugTemplate:ModernBugTemplate:ModernBugTemplate:ModernNote 
- Volume (health) <integer 0–10>
 - How loud to play the sound. 0 is silent and 10 is normal. Default is 10.Template:ModernTipTemplate:ModernBug
 
- Start Volume (volstart) <integer 0–10>
 
- Fade in time in seconds (fadeinsecs) <integer 0–100>
 
- Fade out time in seconds (fadeoutsecs) <integer 0–100>
 - How long to spend fading in and out, and what volume to start at. Default is no fading.
 
- Pitch (pitch) <integer 0–255>
 - Pitch, where 1 is low, 100 is normal, and 255 is high.Template:ModernBug
 
- Start pitch (pitchstart) <integer 0–255>
 
- Spin up time (spinup) <integer 0–100>
 
- Spin down time (spindown) <integer 0–100>
 - How long to spend spinning pitch up/down at the start/end of playback, and what pitch to start at. Default is no spinning.
 
- Dynamic Presets (preset) <choices>
 - Various DSP effects that can be applied.
 
- LFO type (lfotype) <integer>
 - Type of Low Frequency Oscillation to employ.
 - 0. Off (default)
 - 1. Square Wave (alternate between low and high)
 - 2. Triangle Wave (crossfade between high and low)
 - 3. Random
 
- LFO rate (lforate) <integer 0–1000>
 - How frequently the LFO effect repeats itself.
 
- LFO modulation - pitch (lfomodpitch) <integer 0–100>
 - Affects the sound pitch or vibrato. Higher numbers change the pitch more; warbling singers use little, police sirens use a lot.
 
- LFO modulation - volume (lfomodvol) <integer 0–100>
 - Affects the volume of the sound, causing it to "pulse." Similar to tremolo. At a really high rate, this can make the same effect as talking through fan blades.
 
- Incremental Spinup Count (cspinup) <integer>
 - Appears to be a intended to increase pitch in time with 
ToggleSoundinputs. Template:ModernBug 
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
Inputs
- Pitch <integer>
 - Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.Template:ModernBug
 
- PlaySound
 - Starts the sound.
 
- StopSound
 - Stops a looping sound. Does not stop a non-looping sound; however, a non-looping sound can be stopped by using the Volume input with a value of 0.
Code Fix:If necessary, you can allow this input to stop a non-looping sound via C++. 
- ToggleSound
 - Toggles a looping sound between playing and stopped. Behaves like 
PlaySoundif the sound doesn't loop. 
- Volume <float>
 - Plays the sound at a volume from 0 to 10, where 10 is the loudest.Template:ModernBugTemplate:ModernNote
 
- FadeIn <integer>
 - Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.Template:ModernBug
 
- FadeOut <integer>
 - Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.Template:ModernBug
 
Flags
- Play everywhere : [1]
 - Sound plays at a constant volume, no matter how far away the listener is from the sound source.Todo: How does this interact with env_microphone sound detection?}Template:ModernBug
 
- Start Silent : [16]
 - The map will start without this sound playing. Enabled by default.Template:ModernBug
 
- Is NOT Looped : [32]
 - Changes how the 
ambient_generichandles stopping and starting playback. It won't stop a sound that loops from looping, but it is still very important to set it to the right value. You might not be able to stop and/or start the sound if it isn't!Template:ModernBug 
See Also
- Adjust ambient_generic volume higher than 10 (Advanced Mapping Tutorial)
 - env_soundscape - used to play many ambient/background sounds from a single entity via a script
 - Looping a Sound - which requires modifying the actual 
.wavfile - Setting up 
ambient_generics in Counter-Strike: Source usinglogic_auto- a substitute for creating a properenv_soundscape.