Fr/Ambient generic: Difference between revisions
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{{wrongtitle|title=ambient_generic}} | {{wrongtitle|title=ambient_generic}} | ||
{{base_point}} | {{base_point}} | ||
[[Category: | [[Category:Son d'ambiance]] | ||
__TOC__ | __TOC__ | ||
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[[Image:{{PAGENAME}}.png|left]] | [[Image:{{PAGENAME}}.png|left]] | ||
Une entité sonore simple, capable de jouer un sons en boucle ou normal (en continue) à partir d'une position choisie dans le monde (sur la map). | |||
''-> Pas clair ! (début)'' | |||
Utilisez là pour jouer et contrôler un son, un .raw,un échantillon .wav ou seul. In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name. | |||
''--> Pas clair ! (fin)'' | |||
{{clr}} | {{clr}} | ||
{{bug|Ambient_generic | {{bug| L'entité Ambient_generic, utilisées pour jouer en boucle le bruit ambiant dans [[Counter-Strike Source]] doit être activé avec un [[logic_auto]] ou sinon le son s'arrêtera une fois le premier tour commencé.}} | ||
{{note| | {{note|Cette entité n'est plus destiné à être utilisé pour générer des sons environnementaux. Utilisez l'entité(Nouveau dans Source) [[env_soundscape]] pour cela. Ambient_generic est largement limitée (conservé) pour jouer de la musique ou d'autres sons one-shot.}} | ||
== | == Fixation de bug == | ||
Problems with sounds being unstoppable (detailed below) can be avoided [[Ambient generic: stop and toggle fix|by including this C++ code in your mod's binaries]]. | Problems with sounds being unstoppable (detailed below) can be avoided [[Ambient generic: stop and toggle fix|by including this C++ code in your mod's binaries]]. | ||
== | == Voir aussi == | ||
* [[env_soundscape]] - | * [[env_soundscape]] - une entité utilisée pour changer les paramètres et l'ambiance. | ||
== Liens Externes == | |||
* [http://www.slackiller.com/New%20Tuts/sound.html Mise en place d'un ambient_generics dans Counter-Strike: Source en utilisant un logic_auto] - un substitut à la création d'un bon [[env_soundscape]]. | |||
* [http://www.siteduzero.com/tutoriel-3-7082-0-la-sonorisation.html#ss_part_1 La Sonorisation (SiteDuZero)] - Un tutoriel très pratique sur les entités de sons. | |||
* [http://www.mapping-area.com/forum/viewtopic.php?f=16&t=20882 Les soundscapes de A à Z.] - Un tutoriel sur l'[[env_soundscape]] signée [http://www.mapping-area.com Mapping-Area] | |||
* [http://www. | |||
== Details == | == Details == | ||
=== | === Propriétés === | ||
;{{kv targetname}} | ;{{kv targetname}} | ||
;message | ;message | ||
:<sound> | :<sound> Nom de l'entrée GameSound (Sons choisie avec le Browser de sons) pour le sons à jouer. Soutient également les formats .raw, .wav et phrase ([[sentence]]) script. | ||
;health ''(Volume)'' | ;health ''(Volume)'' | ||
:<integer:0-10> | :<integer:0-10> Volume sonore, exprimée par une fourchette de 0 à 10, où 10 est le plus fort. La valeur par défaut est 10. | ||
;preset | ;preset | ||
:{| | :{| | ||
! Literal Value || Dynamic Preset | ! Literal Value || Dynamic Preset | ||
|- | |- | ||
| 0 || None | | 0 || None (Aucun) | ||
|- | |- | ||
| 1 || Huge Machine | | 1 || Huge Machine (Énorme machine) | ||
|- | |- | ||
| 2 || Big Machine | | 2 || Big Machine (Grosse machine) | ||
|- | |- | ||
| 3 || Machine | | 3 || Machine (machine) | ||
|- | |- | ||
| 4 || Slow Fade in | | 4 || Slow Fade in | ||
Line 59: | Line 64: | ||
| 9 || Quick pulse | | 9 || Quick pulse | ||
|- | |- | ||
| 10 || Slow Oscillator | | 10 || Slow Oscillator (Faible Oscillator (oscillation ??)) | ||
|- | |- | ||
| 11 || Oscillator | | 11 || Oscillator (Oscillation?) | ||
|- | |- | ||
| 12 || Quick Oscillator | | 12 || Quick Oscillator (Oscillation rapide) | ||
|- | |- | ||
| 13 || Grunge pitch | | 13 || Grunge pitch | ||
Line 96: | Line 101: | ||
|} | |} | ||
;volstart | ;volstart | ||
:<integer> Volume | :<integer> Volume pour commencer fading in at. | ||
;<span style="color:grey;">fadein [deprecated]</span> | ;<span style="color:grey;">fadein [deprecated]</span> | ||
:<span style="color:grey;"><integer> Fade in time (0-100)</span> | :<span style="color:grey;"><integer> Fade in time (0-100)</span> | ||
Line 102: | Line 107: | ||
:<span style="color:grey;"><integer> Fade out time (0-100)</span> | :<span style="color:grey;"><integer> Fade out time (0-100)</span> | ||
;{{ep1 add|fadeinsecs}} | ;{{ep1 add|fadeinsecs}} | ||
:<integer:0-100> | :<integer:0-100> Combien de temps à disparaître pour. | ||
;{{ep1 add|fadeoutsecs}} | ;{{ep1 add|fadeoutsecs}} | ||
:<integer:0-100> | :<integer:0-100> Combien de temps à disparaître pour. Will delay any ''StopSound'' inputs to allow for the fade. | ||
;pitch | ;pitch | ||
:<integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch. | :<integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch. |
Revision as of 13:28, 4 November 2008
Template:Wrongtitle Template:Base point
Une entité sonore simple, capable de jouer un sons en boucle ou normal (en continue) à partir d'une position choisie dans le monde (sur la map).
-> Pas clair ! (début) Utilisez là pour jouer et contrôler un son, un .raw,un échantillon .wav ou seul. In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name. --> Pas clair ! (fin)


Fixation de bug
Problems with sounds being unstoppable (detailed below) can be avoided by including this C++ code in your mod's binaries.
Voir aussi
- env_soundscape - une entité utilisée pour changer les paramètres et l'ambiance.
Liens Externes
- Mise en place d'un ambient_generics dans Counter-Strike: Source en utilisant un logic_auto - un substitut à la création d'un bon env_soundscape.
- La Sonorisation (SiteDuZero) - Un tutoriel très pratique sur les entités de sons.
- Les soundscapes de A à Z. - Un tutoriel sur l'env_soundscape signée Mapping-Area
Details
Propriétés
- Template:Kv targetname
- message
- <sound> Nom de l'entrée GameSound (Sons choisie avec le Browser de sons) pour le sons à jouer. Soutient également les formats .raw, .wav et phrase (sentence) script.
- health (Volume)
- <integer:0-10> Volume sonore, exprimée par une fourchette de 0 à 10, où 10 est le plus fort. La valeur par défaut est 10.
- preset
Literal Value Dynamic Preset 0 None (Aucun) 1 Huge Machine (Énorme machine) 2 Big Machine (Grosse machine) 3 Machine (machine) 4 Slow Fade in 5 Fade in 6 Quick Fade in 7 Slow Pulse 8 Pulse 9 Quick pulse 10 Slow Oscillator (Faible Oscillator (oscillation ??)) 11 Oscillator (Oscillation?) 12 Quick Oscillator (Oscillation rapide) 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> Volume pour commencer fading in at.
- fadein [deprecated]
- <integer> Fade in time (0-100)
- fadeout [deprecated]
- <integer> Fade out time (0-100)
- Template:Ep1 add
- <integer:0-100> Combien de temps à disparaître pour.
- Template:Ep1 add
- <integer:0-100> Combien de temps à disparaître pour. Will delay any StopSound inputs to allow for the fade.
- pitch
- <integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
- pitchstart
- <integer:1-255> Pitch to begin spinning up at.
- spinup (Spin up time)
- <integer:0-100>. Analogous to fadeinsecs, but affecting pitch.
- spindown (Spin down time)
- <integer:0-100>. Analogous to fadeoutsecs, but affecting pitch.
- lfotype
- <integer> LFO type
Literal Value LFO type 0 Off 1 Square Wave (alternate between low and high) 2 Triangle Wave (sharper transitions) 3 Random
- lforate (LFO rate)
- <integer:0-1000> How frequently the LFO effect repeats itself.
- lfomodpitch (LFO modulation - pitch)
- <integer:0-100>, affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
- lfomodvol (LFO modulation - volume)
- <integer:0-100> Affects the volume of the sound, causing it to "pulse." Similar to tremolo.
- cspinup (Incremental Spinup Count)
- <integer> Appears to be a method for increasing pitch in time with ToggleSound inputs, but:
- radius (Max Audible Distance)
- <string> Maximum distance at which this sound is audible.
- SourceEntityName
- <targetname> 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 phoneme data is found within the sound, the target will lipsynch to it.
Flags
- 1 - Play everywhere
- Sound always plays from all speakers at its configured volume. It doesn't bypass DSP effects, however.
Template:Dictionary/Bug/fr:This flag is broken at engine level for Soundscripts. It will only work when a sound is played with its raw filename. [todo tested in ?]
- 16 - Start Silent
- The map will start without this sound playing. Enabled by default.
Template:Dictionary/Bug/fr:Looping sounds that do not start silent cannot be controlled! [todo tested in ?]
- 32 - Is NOT Looped
- Changes how the ambient_generic handles stopping and starting playback. This flag won't stop a sound that loops from looping, but it is still important to set it to the right value. You might not be able to stop and/or start the sound if it isn't!
Inputs
- Pitch <integer>
- Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.
Template:Dictionary/Bug/fr:Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself. [todo tested in ?]
- PlaySound
- Starts the sound.
- StopSound
- Stops a looping sound.
Note:Does not stop a non-looping sound. This is intentional, and can be changed with C++.
- ToggleSound
- Toggles a looping sound between playing and stopped. Behaves like PlaySound if the sound is unlooped.
- Volume <integer>
- Plays the sound at a volume from 0 to 10, where 10 is the loudest.
Template:Dictionary/Bug/fr:Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself. [todo tested in ?]
- 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.
Template:Dictionary/Bug/fr:Will bring the sound up to full volume (i.e. 10) before beginning to fade it. [todo tested in ?]