ai_sound
		
		
		
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ai_sound  is an   e0  available in all  Source games. This entity makes abstract sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs. An entity called soundent appears to help with managing AI sounds when the game runs.
 Source games. This entity makes abstract sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs. An entity called soundent appears to help with managing AI sounds when the game runs.
Keyvalues
- Volume (volume) ([todo internal name (i)]) <integer>
- How far away this sound can be heard. This is a radius.
- Duration (duration) ([todo internal name (i)]) <float>
- How long the sound persists each time it plays.
- Sound Type (soundtype) ([todo internal name (i)]) <choices>
- The type of sound or smell will determine the reaction of NPCs that sense it. Some of these are not in the FGD, so their associated number must be typed manually.
- Literal Value - Description - 1 - Combat: Will cause most NPCs to become alert - 2 - World: Will cause most NPCs to become alert - 4 - Player: Feign player audible - 8 - Danger: Will cause most NPCs to move away from the position of the sound - 16 - Bullet Impact - 32 - Carcass - 64 - Meat - 128 - Garbage - 256 - Thumper: causes antlions to run away briefly - 512 - !FGD Bugbait: get nearby antlions' attention - 1024 - !FGD Physics Danger: Scares off npc_metropolice, npc_combine_s, and npc_antlion - 2048 - !FGD Sniper Danger: Scares npc_snipers into their hole - 4096 - Move Away: Pushes away - npc_metropolice, npc_citizen,- npc_combine_s, npc_alyx, npc_barney, npc_fisherman- 8192 - !FGD Player Vehicle: Makes NPCs hear the player & makes - npc_metropoliceturn towards the sound (only used by prop_vehicle_airboat- 16384 - Player Companion Readiness: Low - 32768 - Player Companion Readiness: Medium - 65536 - Player Companion Readiness: High 
- Additional sound context (optional) (soundcontext) ([todo internal name (i)]) <choices>
- Optional settings specifying such things as who can or cannot hear the sound. Many of these are not in the FGD and some of them have not been fully tested.
- Literal Value - Description - 1048576 - !FGD Sound is from Sniper - 2097152 - !FGD Gunfire (use with combat sound type) - 4194304 - !FGD Mortar (pending explosion) - 8388608 - Only Combine hear/smell - 16777216 - !FGD React to source (faces the ai_sound instead of location proxy) - 33554432 - !FGD Explosion (use with combat sound type) - 67108864 - Exclude Combine (Combine don't hear/smell) - 134217728 - !FGD Danger approach (react with danger if you see the ai_sound, just face if otherwise, shouldn't work with location proxy) - 268435456 - !FGD Only allies (npc_citizen, etc.) hear/smell 
- Location Proxy (locationproxy) ([todo internal name (i)]) <targetname>
- If you specify an entity here, the sound will be made at that entity's location (!player is an option).
Inputs
- InsertSound <integer> 
- Deprecated.
 Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius.
- EmitAISound
- Make the Sound.

