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Soundent: Difference between revisions

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(its position in the world irrelevant so it's logical entity)
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{{Ent not in fgd|codeonly=1}}
{{Ent not in fgd|codeonly=1}}
{{CD|CSoundEnt|file1=soundent.cpp}}
{{CD|CSoundEnt|file1=soundent.cpp}}
{{This is a|entity|name=soundent}} It's created automatically and manages sounds that AI hears
{{This is a|logical entity|name=soundent}} It's created automatically and manages sounds that AI hears
{{PreservedEnt|all}}
{{PreservedEnt|all}}
{{warning|Killing this entity will crash the game unless the entity gets created again through the {{code|ent_create}} command or a save gets made then loaded quickly before a crash occurs.}}
{{warning|Killing this entity will crash the game unless the entity gets created again through the {{code|ent_create}} command or a save gets made then loaded quickly before a crash occurs.}}

Revision as of 08:03, 29 April 2025

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.
C++ Class hierarchy
CSoundEnt
CPointEntity
CBaseEntity
C++ soundent.cpp

soundent is a logical entity available in all Source Source games. It's created automatically and manages sounds that AI hears

Icon-Important.pngImportant:This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
Warning.pngWarning:Killing this entity will crash the game unless the entity gets created again through the ent_create command or a save gets made then loaded quickly before a crash occurs.

ConVars

Cvar/Command Parameters or default value Descriptor Effect
displaysoundlist 0 Prints and visualizes sounds added/removed info. 1 = all sound, 2 = danger sounds

See Also