Ambient generic

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Ambient generic.png

Template:Base point It plays a sound, either once or on loop, and either from a location in the world or globally.

Use it to play and control a soundscript sound, a raw .wav sample or a scripted sentence. Unlike textures, and models, you must restart Hammer for the sound browser to be able to see the sound.

Icon-Bug.pngBug:ambient_generics used to play looping sounds in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts.  [todo tested in ?]
Icon-Bug.pngBug:Problems with sounds being unstoppable (detailed below) can be avoided by adding this C++ code to your mod.  [todo tested in ?]

See also

Keyvalues

Sound Name(message) <string>
The soundscript name of, or direct path to, the sound to play. For scripted sentences, type "!" followed by the sentence name. (Example: !COMBINE_THROW_GRENADE4)
Max Audible Distance <float>
Maximum distance in units at which the sound plays for a client.
Note.pngNote:Volume fades to nothing as the player approaches this distance, which can make it seem as if the sound stops playing too early.
SourceEntityName <targetname>
If specified, the sound will play from this entity instead of the ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lipsynch to it.
Icon-Bug.pngBug:Upon Entity destruction, sound will play at origin (0,0,0 of map).  [todo tested in ?]
Volume <int 0-10>
How loud to play the sound. 0 is silent and 10 is normal. Default is 10.
Start Volume <int 0-10>
Fade in time in seconds <int 0-100>
Fade out time in seconds <int 0-100>
How long to spend fading in and out, and what volume to start at. Default is no fading.
Pitch <int 1-255>
Pitch, where 1 is low, 100 is normal, and 255 is high.
Start pitch <int 1-255>
Spin up time <int 0-100>
Spin down time <int 0-100>
How long to spend spinning pitch up/down at the start/end of playback, and what pitch to start at. Default is no spinning.
Dynamic Presets <choices>
Various DSP effects that can be applied.
LFO type <int>
Type of Low Frequency Oscillation to employ.
  • Off (default)
  • Square Wave (alternate between low and high)
  • Triangle Wave (sharper transitions)
  • Random
LFO rate <int 0-1000>
How frequently the LFO effect repeats itself.
LFO modulation - pitch <int 0-100>
Affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
LFO modulation - volume <int 0-100>
Affects the volume of the sound, causing it to "pulse." Similar to tremolo.
Incremental Spinup Count <int>
Appears to be a intended to increase pitch in time with ToggleSound inputs, but:
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
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

Flags

  • 1 : Play everywhere
    Sound always plays from all speakers at its configured volume. It doesn't bypass DSP effects, however.
    Icon-Bug.pngBug:This flag is broken at engine level for Soundscripts. It will only work when a sound is played with its raw filename.  [todo tested in ?]
  • 16 : Start Silent
The map will start without this sound playing. Enabled by default.
Icon-Bug.pngBug:Looping sounds that do not start silent cannot be controlled!  [todo tested in ?]
  • 32 : Is NOT Looped
Changes how the ambient_generic handles stopping and starting playback. It won't stop a sound that loops from looping, but it is still very important to set it to the right value. You might not be able to stop and/or start the sound if it isn't!
Icon-Bug.pngBug:Having this option ticked while using a looped sound WILL prevent you from controlling it!  [todo tested in ?]

Inputs

Pitch <int>
Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.
Icon-Bug.pngBug:Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.  [todo tested in ?]
PlaySound
Starts the sound.
StopSound
Stops a looping sound. Does not stop a non-looping sound: this is intentional, and can be changed with C++.
ToggleSound
Toggles a looping sound between playing and stopped. Behaves like PlaySound if the sound is unlooped.
Volume <int>
Plays the sound at a volume from 0 to 10, where 10 is the loudest.
Icon-Bug.pngBug:Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.  [todo tested in ?]
FadeIn <int>
Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
FadeOut <int>
Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
Icon-Bug.pngBug:Will bring the sound up to full volume (i.e. 10) before beginning to fade it.  [todo tested in ?]


Outputs