Sound and Music
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Sound in Source can be processed in many ways. It can emit from a location in the world, have its pitch or volume altered, trigger behaviours from NPCs, and be lip synced.
Music differs from other sounds in Source only in that its path is prefixed with a '#' character. #sound.wav
(or .mp3
) is music whereas sound.wav
is not.
Entities
- ambient_generic — this is the basic entity to play a specific sound, including music
- env_soundscape plays background noises (see Soundscapes)
- env_soundscape_proxy Point entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity.
- env_soundscape_triggerable Point entity just like env_soundscape except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it.
- trigger_soundscape Brush-based soundscape trigger. Does not need outputs, as it automatically triggers the soundscape specified by its Soundscape property.
- env_microphone — detects sounds
- env_speaker — plays sounds based on a set of Response System rules
- scripted_sentence — used to make an NPC speak an idea
- logic_choreographed_scene — used for conversations and other sequences. See Category:Choreography.
Articles
- Category:Sound System — how sound works in Source
- Hammer Sound Browser — documents the Hammer user interface for browsing sounds
- Soundscapes — background sounds in a map
- Sound sensitive trigger — how to trigger an event based on the loudness
- Startup Music — one way to add music to a mod's title screen (alternately, put it in a Menu Background Map)
AI sounds
- AI sounds are not audible to the player; they are purely an AI construction. They can be placed in-map with the ai_sound entity.
Music
- Music Composition - software synthesizers and other audio tools
Materials
To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.
Notes
- To play music, use Hammer Sound Browser to search for keyword
music
. - Many entities can have sounds assigned to them. For example, prop_door_rotating can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual entities for details.
See Also
External links
- Adding Sounds into your Maps - Tutorial
- Triggering sounds in your Maps - Tutorial