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env_soundscape_triggerable

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C++ Class hierarchy
CEnvSoundscapeTriggerable
CEnvSoundscape
CServerOnlyEntity
CBaseEntity
C++ soundscape.cpp
Env soundscape.png

env_soundscape_triggerable is an e0 available in all Source Source games.

Icon-Important.pngImportant:This entity is required when you want to use trigger_soundscape otherwise works just like env_soundscape.
Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

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

Radius (radius) <integer>
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) <string>
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) to Sound Position 7 (position7) <targetname>
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) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

ToggleEnabled
Toggle the soundscape on/off.
Enable
Disable
Enable/Disable the soundscape

Outputs

OnPlay
Fired when this soundscape becomes the active one.

See also