Env soundscape

From Valve Developer Community
Revision as of 10:13, 29 May 2011 by TomEdwards (talk | contribs) (cleaned)
Jump to navigation Jump to search
Env soundscape.png

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.

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

Tip.pngTip:In some mods such as TF2, soundscapes cannot be "seen" through water, in which case a triggerable soundscape is useful workaround.

See also

Keyvalues

Radius ([todo internal name (i)]) <integer>
Defines the entity's sphere of influence. Players must also be able to see the entity for it to trigger. -1 means infinite range.
Soundscape ([todo internal name (i)]) <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 0-7 ([todo internal name (i)]) <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).
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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

Inputs

Enabled, Disabled
Enable/disable the soundscape. Duplicated inputs!
ToggleEnabled
Toggle the soundscape on/off.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnPlay
Fired when this soundscape becomes the active one.