Env soundscape proxy: Difference between revisions
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Important:This is a preserved entity in 






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If the game has round restart mechanics this entity may not behave as expected:
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{{lang|Env soundscape proxy}} | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env soundscape proxy}}{{CD|CEnvSoundscapeProxy|file1=soundscape.cpp}} | ||
{{CD|CEnvSoundscapeProxy|file1=soundscape.cpp}} | {{this is a|name=env_soundscape_proxy|e0|sprite=env_soundscape.png}} It plays a [[soundscape]] with the properties set by an {{ent|env_soundscape}} or {{ent|env_soundscape_triggerable}}. This is convenient for soundscapes that can be triggered through many possible entrances/exits as it prevents the mapper from having to synchronize settings for many individual entities. | ||
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Revision as of 10:17, 4 January 2024


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CEnvSoundscapeProxy |
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env_soundscape_proxy
is an e0 available in all Source games. It plays a soundscape with the properties set by an env_soundscape or env_soundscape_triggerable. This is convenient for soundscapes that can be triggered through many possible entrances/exits as it prevents the mapper from having to synchronize settings for many individual entities.









If the game has round restart mechanics this entity may not behave as expected:
|
Keyvalues
- Soundscape entity (MainSoundscapeName) <targetname>
- The soundscape entity to become a copy of.
- Radius (radius) <float>
- Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range. A note inside the FGD file says this does not work, but it does.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- ToggleEnabled
- Toggle the soundscape on/off.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlay
- Fired when this soundscape becomes the active one.