Sound and Music: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 4: Line 4:
== Entities ==
== Entities ==
*[[ambient_generic]] — this is the basic entity to play a specific sound, including music
*[[ambient_generic]] — this is the basic entity to play a specific sound, including music
*[[env_soundscape]] — plays background noises (see [[Soundscapes]])
*[[env_soundscape]] plays background noises (see [[Soundscapes]])
*[[env_soundscape_proxy]] Point entity that acts like a soundscape but gets all of its sound parameters from another [[env_soundscape]] entity.
*[[env_soundscape_triggerable]] Point entity just like [[env_soundscape]] except that it works in conjunction with the [[trigger_soundscape]] entity to determine when a player hears it.
*[[trigger_soundscape]] Brush-based soundscape trigger. Does not need outputs, as it automatically triggers the soundscape specified by its Soundscape property.
*[[env_microphone]] — detects sounds
*[[env_microphone]] — detects sounds
*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules
*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules

Revision as of 19:40, 12 April 2008

Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

This article is a hub for finding information about sound and music in Source.

Entities

Articles

AI sounds

  • AI sounds are not audible to the player; they are purely an AI construction. They can be placed in-map with the ai_sound entity.
  • The Response System controls the semi-random little comments made by NPCs.

Music

Materials

To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.

Notes

  • To play music, use Hammer Sound Browser to search for keyword music.
  • Many entities can have sounds assigned to them. For example, prop_door_rotating can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual entities for details.

External links