Fr/Ambient generic: Difference between revisions
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{{wrongtitle|title=ambient_generic}} | {{wrongtitle|title=ambient_generic}} | ||
{{base_point}} | {{base_point}} | ||
[[Category: | [[Category:Sound System]] | ||
__TOC__ | __TOC__ | ||
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[[Image:{{PAGENAME}}.png|left]] | [[Image:{{PAGENAME}}.png|left]] | ||
A simple sound source, able to play both looping and non-looping sounds from a position within the world. | |||
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}} | ||
{{bug| | {{bug|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| | {{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.}} | ||
== | == Fixing bugs == | ||
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]]. | ||
== | == See also == | ||
* [[env_soundscape]] - | * [[env_soundscape]] - an entity used for changing [[DSP]] settings and ambient [[Soundscapes|soundscapes]]. | ||
* [http://www. | ==External links== | ||
* [http://www.slackiller.com/New%20Tuts/sound.html Setting up ambient_generics in Counter-Strike: Source using logic_auto] - a substitute for creating a proper env_soundscape. | |||
== Details == | == Details == | ||
=== | === Keyvalues === | ||
;{{kv targetname}} | ;{{kv targetname}} | ||
;message | ;message | ||
:<sound> | :<sound> Name of the GameSound entry for the sound to play. Also supports raw .wav filenames and [[sentence]] scripts. | ||
;health ''(Volume)'' | ;health ''(Volume)'' | ||
:<integer:0-10> | :<integer:0-10> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest. Defaults to 10. | ||
;preset | ;preset | ||
:{| | :{| | ||
! | ! Literal Value || Dynamic Preset | ||
|- | |- | ||
| 0 || None | | 0 || None | ||
|- | |- | ||
| 1 || Huge Machine | | 1 || Huge Machine | ||
|- | |- | ||
| 2 || Big Machine | | 2 || Big Machine | ||
|- | |- | ||
| 3 || Machine | | 3 || Machine | ||
|- | |- | ||
| 4 || Slow Fade in | | 4 || Slow Fade in | ||
Line 64: | Line 59: | ||
| 9 || Quick pulse | | 9 || Quick pulse | ||
|- | |- | ||
| 10 || Slow Oscillator | | 10 || Slow Oscillator | ||
|- | |- | ||
| 11 || Oscillator | | 11 || Oscillator | ||
|- | |- | ||
| 12 || Quick Oscillator | | 12 || Quick Oscillator | ||
|- | |- | ||
| 13 || Grunge pitch | | 13 || Grunge pitch | ||
Line 101: | Line 96: | ||
|} | |} | ||
;volstart | ;volstart | ||
:<integer> Volume | :<integer> Volume to start 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 107: | Line 102: | ||
:<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> How long to fade in for. | ||
;{{ep1 add|fadeoutsecs}} | ;{{ep1 add|fadeoutsecs}} | ||
:<integer:0-100> | :<integer:0-100> How long to fade out for. 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. | ||
Line 148: | Line 143: | ||
=== Flags === | === Flags === | ||
;1 - Play everywhere | ;1 - Play everywhere | ||
: | :Sound always plays from all speakers at its configured volume. It doesn't bypass DSP effects, however. | ||
:{{bug| | :{{bug|This flag '''is broken at engine level''' for [[Soundscripts]]. It will only work when a sound is played with its raw filename.}} | ||
;16 - Start Silent | ;16 - Start Silent | ||
: | :The map will start without this sound playing. Enabled by default. | ||
:{{bug| | :{{bug|Looping sounds that do not start silent cannot be controlled!}} | ||
;32 - Is NOT Looped | ;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! | :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! | ||
Line 163: | Line 158: | ||
:{{bug|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.}} | :{{bug|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.}} | ||
;PlaySound | ;PlaySound | ||
: | :Starts the sound. | ||
;StopSound | ;StopSound | ||
: | :Stops a looping sound. | ||
:{{note|Does not stop a non-looping sound. This is intentional, and can be changed with C++.}} | :{{note|Does not stop a non-looping sound. This is intentional, and can be changed with C++.}} | ||
;ToggleSound | ;ToggleSound |
Revision as of 13:59, 4 November 2008
Template:Wrongtitle Template:Base point
A simple sound source, able to play both looping and non-looping sounds from a position within the world.
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.


Fixing bugs
Problems with sounds being unstoppable (detailed below) can be avoided by including this C++ code in your mod's binaries.
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 - a substitute for creating a proper env_soundscape.
Details
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 (Volume)
- <integer:0-10> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest. Defaults to 10.
- 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> Volume to start 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> How long to fade in for.
- Template:Ep1 add
- <integer:0-100> How long to fade out for. 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 ?]