Ambient generic: Difference between revisions
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Note:Ambient_generic entities used to play looping ambient noise in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts.
Note:This entity is no longer intended to be used to generate environmental sounds. Use the (new to Source) env_soundscape for this purpose. Ambient_generic is largely retained for playing music or other one-shot sounds.
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==Entity Description== | ==Entity Description== | ||
[[Image:{{PAGENAME}}.png|left]] | [[Image:{{PAGENAME}}.png|left]] | ||
Universal ambient sound, useful for both continually looping ambient noise and single-play [[trigger]]ed sound. Use it to play and control a [[Soundscripts|soundscript]] sound, a raw .wav sample or a single [[scripted sentence]]. | Universal ambient sound, useful for both continually looping ambient noise and single-play [[trigger]]ed sound. Use it to play and control a [[Soundscripts|soundscript]] sound, a raw .wav sample or a single [[scripted sentence]]. In case of a scripted sentence you have to replace the path and filename with ! followed by the sentence name. | ||
{{clr}} | {{clr}} | ||
Revision as of 03:31, 15 November 2007
Entity Description
Universal ambient sound, useful for both continually looping ambient noise and single-play triggered sound. Use it to play and control a soundscript sound, a raw .wav sample or a single scripted sentence. In case of a scripted sentence you have to replace the path and filename with ! followed by the sentence name.


Keyvalues
- Template:Kv targetname
- message
- <sound> Name of the GameSound entry for the sound to play. Also supports raw .wav filenames and sentence scripts.
- health
- <integer> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest.
- preset
Literal Value Dynamic Preset 0 None 1 Huge Machine 2 Big Machine 3 Machine 4 Slow Fade in 5 Fade in 6 Quick Fade in 7 Slow Pulse 8 Pulse 9 Quick pulse 10 Slow Oscillator 11 Oscillator 12 Quick Oscillator 13 Grunge pitch 14 Very low pitch 15 Low pitch 16 High pitch 17 Very high pitch 18 Screaming pitch 19 Oscillate spinup/down 20 Pulse spinup/down 21 Random pitch 22 Random pitch fast 23 Incremental Spinup 24 Alien 25 Bizzare 26 Planet X 27 Haunted
- volstart
- <integer> Start Volume
- fadein
- <integer> Fade in time (0-100)
- fadeout
- <integer> Fade out time (0-100)
- Template:Ep1 add
- <integer> Fade in time (0-100). "fadein" deprecated
- Template:Ep1 add
- <integer> Fade out time (0-100). "fadeout" deprecated
- pitch
- <integer> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
- pitchstart
- <integer> Start pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
- spinup
- <integer> Spin up time (0-100)
- spindown
- <integer> Spin down time (0-100)
- lfotype
- <integer> LFO type
Literal Value LFO type 0 Off 1 Square Wave (alternate between low and high) 2 Triangle Wave (sharper transitions) 3 Sine Wave (smoother transitions)
- lforate
- <integer> LFO rate (0-1000), how frequently the LFO effect repeats itself.
- lfomodpitch
- <integer> LFO modulation pitch (0-100), affects the sound pitch or "vibrato". Higher numbers change the pitch more - singers use little, police sirens use a lot.
- lfomodvol
- <integer> LFO modulation volume (0-100), affects the volume of the sound, causing it to "pulse." Similar to "tremolo".
- cspinup
- <integer> Incremental Spinup Count
- radius
- <string> Maximum distance at which this sound is audible.
- SourceEntityName
- <target_destination> If an entity is specified, sound will come from this named entity instead of the location of ambient_generic. If the target is an NPC capable of lipsynching, and a lipsynch exists for the sound, the target will lipsynch to it.
Flags
- 1 - Play everywhere
- The sound will play as if inside the players head, not depending on distance or direction to the playing entity.
- 16 - Start Silent
- The map will start with this sound not playing. To make a sound play from the start of the map, both this flag and the Is NOT Looped flag must be cleared.
- 32 - Is NOT Looped
- Used for sounds that aren't looped. The sound can be repeatedly played using continuous PlaySound inputs, but can not be turned off by the StopSound input. (Multiple sounds from the same entity will not overlap eachother, meaning that the previous sound will be automatically stopped by the next sound being played.) If not checked, a StopSound input is instead required to reset the sound before it can be played with another PlaySound input. This flag concerns PlaySound inputs only. Volume inputs are not affected.
Inputs
- Pitch <integer>
- Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
- PlaySound
- Starts the sound (if a looped sound isn't already playing). Also registers a sound as playing for the StopSound input.
- StopSound
- Stops the sound if it is looped, is playing, and has been registered as playing through the PlaySound input.
- ToggleSound
- Toggles the sound between playing and stopping.
- Volume <integer>
- Plays the sound at the sound volume given, expressed as a range from 0 to 10, where 10 is the loudest. It will play the sound as a PlaySound input would, but will not register that the sound is playing, meaning that looped sounds started entirely through this input will not be able to be stopped with the StopSound input, and it will not be affected by the Is NOT Looped flag being unchecked. It is currently speculated that an unplayed sound being able to be played using only the Volume input, is a bug.
- Template:Ep1 add
- Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
- Template:Ep1 add
- Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
Outputs
See Also
- env_soundscape - An entity used for changing DSP settings and ambient soundscapes.
External links
- Setting up ambient_generics in Counter-Strike: Source using logic_auto - As a substitute for creating a proper env_soundscape.