Ambient generic

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Ambient generic.png

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.

Icon-Bug.pngBug: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.  [todo tested in ?]
Note.pngNote: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 by including this C++ code in your mod's binaries.

See also

External links

Details

Keyvalues

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

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)
fadeinsecs (in all games since Half-Life 2: Episode One)
<integer:0-100> How long to fade in for.
fadeoutsecs (in all games since Half-Life 2: Episode One)
<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:
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
radius (Max Audible Distance)
<string> Maximum distance at which this sound plays for a client.
Note.pngNote:The Volume (health) of this sound slowly fades to 0 as the player approaches the max distance, which makes it seam like this sound stops playing before then.
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.
Icon-Bug.pngBug: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.
Icon-Bug.pngBug: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!
Icon-Bug.pngBug:Having this option ticked while using a looped sound WILL prevent you from controlling it!  [todo tested in ?]

Inputs

Pitch <integer>
Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.
Icon-Bug.pngBug: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.pngNote: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.
Icon-Bug.pngBug: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 ?]
FadeIn <integer> (in all games since Half-Life 2: Episode One)
Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
FadeOut <integer> (in all games since Half-Life 2: Episode One)
Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
Icon-Bug.pngBug:Will bring the sound up to full volume (i.e. 10) before beginning to fade it.  [todo tested in ?]

Outputs