Env soundscape

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Template:Base point 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.

Note.png注意:在 中,这是一个保留实体(preserved entity)(en)
  • 在新一轮中,它不会故意将自己重置为其默认属性(包括位置)。
    PlacementTip.png解决方案:如果这是一个问题,你可以采用 logic_auto 实体模拟重置它。
  • 通过Kill(en)杀死它会永远移除它,因为它不会在新一轮重生
  • 它不能用 point_template 生成。
  • 把这个实体与非保留实体绑定可能会导致不良影响

env_soundscape_triggerable is a related entity identical to env_soundscape, but for use in conjunction with the brush entity trigger_soundscape.

Tip.png提示:In some games such as TF2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
C++ 在源代码中,它由 class CEnvSoundscape 代表,定义于 soundscape.cpp

Keyvalues

Radius (radius) ([todo internal name (i)]) <整数(en)>
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) ([todo internal name (i)]) <字符串(en)>
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 playsoundscape console command.
Sound Position 0 (position0) ([todo internal name (i)]) to Sound Position 7 (position7) <目标名(en)>
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).
Start Disabled (StartDisabled) <布尔值(en)>
保持休眠状态,直到被唤醒。(利用Enable输入)。


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
Fired when this soundscape becomes the active one.


See Also