Env soundscape

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Entity Description

An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius.

Keyvalues

<integer> If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it).
  • soundscape
<string> The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts directory.
    • Nothing
    • Automatic
    • Automatic_Dialog
    • GenericIndoor
    • GenericOutdoor


Positions

Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.
  • position0
    • <target_destination> Sound Position 0
  • position1
    • <target_destination> Sound Position 1
  • position2
    • <target_destination> Sound Position 2
  • position3
    • <target_destination> Sound Position 3
  • position4
    • <target_destination> Sound Position 4
  • position5
    • <target_destination> Sound Position 5
  • position6
    • <target_destination> Sound Position 6
  • position7
    • <target_destination> Sound Position 7

Inputs

  • ToggleEnabled
Toggle the soundscape enabled state.

Outputs

Fired when this soundscape becomes the active one.

See Also

  • Soundscapes - describes how to define new soundscapes and has more information on the use of this entity.
  • List of CSS Soundscapes - a list of soundscapes available for Counter-Strike: Source.
  • List of HL2 Soundscapes - a list of soundscapes available for Half-Life 2.
  • ambient_generic - an entity used for playing individual sounds at specific locations, usually intentionally triggered.