Zh/Sound and Music

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概括性的地图制作系列 讨论你的想法——帮助我们写你需要的文章和想法

弹药 | 生物 | 蚁狮 | 光束和激光 | 线缆与绳索 | 动态的天空与云雾 | 色彩理论 | 战斗 | 联合军 | 压缩(起源 1) | | 尘土、雾、烟 | 升降机 | 关卡转换 | 环境光效、太阳、天气、室外 | 爆炸 | 火焰 | 植被 | 玻璃和窗户 | 猎头蟹 | 生命值 | 梯子 | 光效 | 优化 | 物理 | 视网膜扫描仪 | 声效和音乐 | 特效 | 地形 | 火车 | 炮塔 | | 武器 | 僵尸

待完善: There needs to be a brief description or link to a tutorial or guide on how to take an existing .wav file and make it accessible to the Hammer Sound Browser or Face Poser.


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.

Any sound can be played as music by prefixing it's path with #/. #/music/sound.wav or #/ui/gamestartup.mp3 works.

Entities

Articles

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

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