env_soundscape
		
		
		
		Jump to navigation
		Jump to search
		

This is a preserved entity in 







If the game has round restart mechanics this entity may not behave as expected.








If the game has round restart mechanics this entity may not behave as expected.
|  Class hierarchy | 
|---|
| CEnvSoundscape | 
|  soundscape.cpp | 

env_soundscape  is a   point entity  available in all  Source games. It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.
 Source games. It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.
env_soundscape_triggerable is a related entity identical to env_soundscape, but for use in conjunction with the brush entity trigger_soundscape.
 Tip:In some games such as
Tip:In some games such as  Team Fortress 2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
 Team Fortress 2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround. Warning:This entity counts an edict in
Warning:This entity counts an edict in  games (except
 games (except  Team Fortress 2), inheriting the CPointEntity base class. In later branches[Which?] it is a server-only entity, inheriting the CServerOnlyEntity base class.
 Team Fortress 2), inheriting the CPointEntity base class. In later branches[Which?] it is a server-only entity, inheriting the CServerOnlyEntity base class. AltNames: In
AltNames: In  Half-Life: Source and
 Half-Life: Source and  Half-Life Deathmatch: Source, this entity is also tied to
 Half-Life Deathmatch: Source, this entity is also tied to env_sound. See List of HL:S Soundscapes for which soundscapes correspond to which
 GoldSrc env_sound values.
 GoldSrc env_sound values. Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Radius (radius) <integer>
- Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range.
- Soundscape (soundscape) <string>
- The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the playsoundscapeconsole command.
- Sound Position 0 (position0) to Sound Position 7 (position7) <targetname>
- Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g info_target or anything visible).
 Note:If a targetname used for sound position is used by multiple entities, the sound plays from the first one found. Note:If a targetname used for sound position is used by multiple entities, the sound plays from the first one found.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
Inputs
- ToggleEnabled
- Toggle the soundscape on/off.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlay
- !activator = !caller = this entity
 Fired when this soundscape becomes the active one.


























