Env soundscape: Difference between revisions

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* [[List of DoD:S Soundscapes]] - a list of soundscapes available for [[Day of Defeat: 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]].
* [[List of HL2 Soundscapes]] - a list of soundscapes available for [[Half-Life 2]].
* [[List of TF2 Soundscapes]] - a list of soundscapes available for [[Team Fortress 2]].
* [[ambient_generic]] - an entity used for playing individual sounds at specific locations, usually intentionally triggered.
* [[ambient_generic]] - an entity used for playing individual sounds at specific locations, usually intentionally triggered.


[[Category:Entities]]
[[Category:Entities]]

Revision as of 12:22, 8 October 2007

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Entity Description

Env soundscape.png

An entity to control sound in an area. Soundscapes can play a collection of sounds complete with timing and random selections, soundscapes can also apply effects like an echo to their sounds and any others played while they are active. The actual effects and sounds need to be defined outside of Hammer but this entity is required to implement them. 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> Radius - 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> Soundscape - The name of the soundscape to use. Corresponds to an entry in the soundscapes_*.txt file in the hl2/scripts directory (normally packed into the source engine.gcf file).
Literal Value Description
Nothing Nothing
Automatic Automatic
Automatic_Dialog Automatic (dialog)
GenericIndoor Indoor
GenericOutdoor Outdoor
  • position0-7
<target_destination> Sound Position 0-7 - Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.

Inputs

Todo: Write description. (It's not a typo - both Disable and Disabled exists.)
  • ToggleEnabled
Toggle the soundscape enabled state.

Outputs

Fired when this soundscape becomes the active one.

See Also