Env soundscape: Difference between revisions
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:*GenericIndoor | :*GenericIndoor | ||
:*GenericOutdoor | :*GenericOutdoor | ||
* '''position''0-7''''' | |||
:<target_destination> Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world. | |||
: Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world. | |||
==Inputs== | ==Inputs== |
Revision as of 00:29, 30 March 2006
Entity Description
An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius.
Keyvalues
- <integer> If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it).
- soundscape
- <string> The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts directory.
- Nothing
- Automatic
- Automatic_Dialog
- GenericIndoor
- GenericOutdoor
- position0-7
- <target_destination> Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.
Inputs
- ToggleEnabled
- Toggle the soundscape enabled state.
Outputs
- Template:O targetname
- OnPlay
- Fired when this soundscape becomes the active one.
See Also
- Soundscapes - describes how to define new soundscapes and has more information on the use of this entity.
- List of CS:S Soundscapes - a list of soundscapes available for Counter-Strike: Source.
- List of DoD:S Soundscapes - a list of soundscapes available for Day of Defeat: Source.
- List of HL2 Soundscapes - a list of soundscapes available for Half-Life 2.
- ambient_generic - an entity used for playing individual sounds at specific locations, usually intentionally triggered.