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






.
If the game has round restart mechanics this entity may not behave as expected:
Tip:In some games such as
Team Fortress 2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
Warning:This entity counts an edict in
games (except
Team Fortress 2), inheriting the CPointEntity base class. In later branches[Which?] it is a server-only entity, inheriting the CServerOnlyEntity base class.
AltNames: In
Half-Life: Source and
Half-Life Deathmatch: Source, this entity is also tied to
See List of HL:S Soundscapes for which soundscapes correspond to which
GoldSrc env_sound values.
SirYodaJedi (talk | contribs) No edit summary |
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{{tip|In some games such as {{tf2|2}}, soundscape entities cannot be "seen" through water, in which case a [[env_soundscape_triggerable|triggerable]] soundscape is a useful workaround.}} | {{tip|In some games such as {{tf2|2}}, soundscape entities cannot be "seen" through water, in which case a [[env_soundscape_triggerable|triggerable]] soundscape is a useful workaround.}} | ||
{{warning|This entity counts an [[edict]] in {{src13}} games (except {{tf2|2}}), inheriting the [[CPointEntity]] base class. In later branches{{which}} it is a server-only entity, inheriting the [[CServerOnlyEntity]] base class.}} | {{warning|This entity counts an [[edict]] in {{src13}} games (except {{tf2|2}}), inheriting the [[CPointEntity]] base class. In later branches{{which}} it is a server-only entity, inheriting the [[CServerOnlyEntity]] base class.}} | ||
{{altnames|game={{hls|2}} and {{hldms|2}}|name1=env_sound|misc=See [[List of HL:S Soundscapes]] for which soundscapes correspond to which {{goldsrc|2}} [[env_sound]] values.}} | {{altnames|game={{hls|2}} and {{hldms|2}}|name1=env_sound|misc=<br>See [[List of HL:S Soundscapes]] for which soundscapes correspond to which {{goldsrc|2}} [[env_sound]] values.}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Radius|intn=radius|int|Defines the entity's sphere of influence. Players must also have [[LOS]] to the entity for it to trigger. -1 means infinite range.}} | {{KV|Radius|intn=radius|int|Defines the entity's sphere of influence. Players must also have [[LOS]] to the entity for it to trigger. -1 means infinite range.}} |
Revision as of 16:25, 4 September 2024
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CEnvSoundscape |
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env_soundscape
is a point entity available in all Source games. It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.









If the game has round restart mechanics this entity may not behave as expected:
|
env_soundscape_triggerable is a related entity identical to env_soundscape, but for use in conjunction with the brush entity trigger_soundscape.








env_sound
. See List of HL:S Soundscapes for which soundscapes correspond to which

Keyvalues
- Radius (radius) <integer>
- Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range.
- Soundscape (soundscape) <string>
- The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the
playsoundscape
console command.
- Sound Position 0 (position0) to Sound Position 7 (position7) <targetname>
- Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g info_target or anything visible).
Confirm:What happens if a targetname used for sound position is used by multiple entities? Does it play from all of them, or the first one found?
- 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.