Env soundscape triggerable: Difference between revisions
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Note:This entity has the same keyvalues, (non-existant) flags, inputs, and outputs as env_soundscape.
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==Availability== | ==Availability== | ||
{{in game|point}} {{game-base}} | {{in game|point}} {{game-base}} | ||
{{in code|class=CEnvSoundscapeTriggerable|file=soundscape.cpp}} | {{in code|class=class_c_env_soundscape_triggerable.html CEnvSoundscapeTriggerable|file=soundscape_8cpp-source.html soundscape.cpp}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 07:12, 2 August 2006
Entity Description
A point entity that works like the env_soundscape entity except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it.

Availability
Template:In game Template:Game-base Template:In code
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
- Template:O targetname
- OnPlay
- Fired when this soundscape becomes the active one.