Env soundscape proxy

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Template:Base point It plays a soundscape with the properties set by an env_soundscape or env_soundscape_triggerable. This is convenient for soundscapes that can be triggered through many possible entrances/exits as it prevents the mapper from having to synchronize settings for many individual entities.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
C++ In code, it is represented by theCEnvSoundscapeProxyclass, defined in thesoundscape.cppfile.

Keyvalues

Soundscape entity (MainSoundscapeName) <targetname>
The soundscape entity to become a copy of.
Radius (radius) <float>
Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range. A note inside the FGD file says this does not work, but it does.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities