Sound operators
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These are the root sound operators referenced in Portal 2. See scripts/sound_operator_stacks.txt and Soundscripts#Operator stacks for more details.
To chain operators together, values can be set to @prev_op_name.property_name to read a value. For vectors the names can be appended with an index in square brackets to set/get a specific value.
Todo: Make this more beginner-friendy?
Usage
VFX.LightFlickerEnd
{
channel CHAN_AUTO
soundlevel SNDLVL_105db
volume 1.0
rndwave
{
wave "vfx/light_flicker/light_flicker_end_01.wav"
wave "vfx/light_flicker/light_flicker_end_02.wav"
wave "vfx/light_flicker/light_flicker_end_03.wav"
wave "vfx/light_flicker/light_flicker_end_04.wav"
}
soundentry_version 2
operator_stacks
{
start_stack // applied when the sound begins
{
import_stack "P2_exclusion_time_blocker_start" // defined in scripts/sound_operator_stacks.txt
// We are now extending/configuring P2_exclusion_time_blocker_start
block_entries // prevents another sound from playing
{
input_duration 0.25 // seconds to block for
match_entry "World.LightFlickerEnd" // the sound entry to block
match_entity false // only on the same entity that this sound is playing from?
}
}
}
}
Common properties
execute_once- Whether the operator should run every time the stack is evaluated, or only the first time. Output values are presumable stored between executions in the latter case.
input_execute- The operator will only run if this value is true (i.e. non-zero).
output- The result of the operator (if there is one). Accessed with
@OperatorName.output.
There is also one special command that is not an operator:
import_stack- Inserts another named stack into this one.
Operator list
System
Affect sound playback.
sys_stop_entries- Ends existing sounds.
match_entry- The sound entry name to look for.
match_substring- Whether
match_entrycan be part of a larger string (e.g. "MyGun" matches MyGun.fire, MyGun.reload). match_channel- Sound must have the same channel (e.g. CHAN_STATIC) as this one to match.
match_entity- Sound must be coming from the same entity as this one.
input_max_entries
Confirm:Stop all but this many instances of the sound?
sys_start_entry- Plays another sound.
input_start
Confirm:In addition to whether the operator is active, only start if/when this value is true?entry_name- The entry to play.
sys_block_entries- Prevents new sounds from playing.
input_duration- How long to suppress sounds for.
input_active
Confirm:In addition to normal duration, suppress only when this value is true?match_entry- Sound entry to suppress.
match_sound- A raw WAV/MP3 filename to match. Possibly deprecated?
match_substring- Whether
match_entrycan be part of a larger string (e.g. "MyGun" matches MyGun.fire, MyGun.reload). match_channel- Sound must have the same channel (e.g. CHAN_STATIC) as this one to match.
match_entity- Sound must be coming from the same entity as this one.
sys_output- Sends a value back to the sound system relating to the current entry.
input_float- Takes a float value to send to the system.
input_speakers- Takes an array of floats to send to the system, each to do with a certain speaker. Use only with the speakers output.
output- Says what value should be altered, for example:
speakers- Use in
update_stacks only. Adjusts the volume of each speaker according to values given byinput_speakers. pitch- Use in
update_stacks only. Adjusts the playback pitch of the sound to the value given withinput_float. dsp- Use in
update_stacks only. Adjusts the DSP of the sound to the value given withinput_float. delay- Use in
start_stacks only. Waits for the number of seconds specified ininput_floatbefore starting the sound. A negative value results in it starting the sound that many seconds into the WAV file instead of at the beginning. block_start- Use in
start_stacks only. Prevents the sound from starting if the value given withinput_floatis non-zero. mixlayer_trigger- "Tell the mixlayer we're active" if the value given with
input_floatis non-zero. - Todo: What does this mean?
save_restore
Confirm:Use in update_stacks only. Tells the system to save and restore the state of the sound if the value given withinput_floatis non-zero.stop_hold- Use in
update_stacks only.
Confirm:Prevents the sound from stopping if the value given with input_floatis non-zero. facing
Confirm:Make the sound play in a certain direction?
sys_platform- Tests what platform the engine is running on.
pcx360ps3- Should the operator return true if running on this platform?
sys_mixlayer- Configures a sound mixer. See
scripts\soundmixers.txtmixlayer- The layer to alter.
mixgroup- The sound group within the layer to alter.
field- Property of the group to alter.
input- Floating point value to set.
Maths
Generate or process numbers.
The result of these is stored in @name.output.
math_random- Produces a random number.
input_mininput_max- Range of values to output.
round_to_int- Set to
"true"or"false"(default). This makes the output a whole number.
math_float- Performs elementary maths operations with two values.
input1input2- The two operands to use.
apply- Specifies the operation to perform:
add- A + B
sub- A - B
mult- A * B
div- A / B
mod- Returns the remainder of A / B, or the modulus.
invert_scale- Unknown behaviour. Always performed on the output of cos(), and then used to multiply another value.
min- Outputs the smallest of the two numbers.
max- Outputs the largest of the two numbers.
less_than- Checks if A < B, and outputs 1.0 or 0.0.
greater_than- Checks if A > B, and outputs 1.0 or 0.0.
less_than_or_equal- Checks if A <= B, and outputs 1.0 or 0.0.
greater_than_or_equal- Checks if A >= B, and outputs 1.0 or 0.0.
equals- If both are equal outputs 1.0, otherwise 0.0
- math_float_accumulate12
- Does the same as
math_float, but uses 12 inputs instead. All examples usemult.
- math_func1
- Executes various maths functions.
input1- The argument to pass.
function- Specifies the function to call:
round- Round to the nearest whole number.
fabs- Compute the absolute value of the input.
sqrt- Computes the square root of the input.
exp- Computes e raised to the power of the input.
log- Computes the natural logarithm of the input.
sincostan- Computes the normal sin/cos/tan values. Angles are given in radians.
asinacosatan- Computes the inverse of sin/cos/tan. Angles are given in radians.
normalise_trig- Set to
"true"or"false". Unknown behaviour, but false computes normal trignometric values.
- math_logic_switch
- Selects one of two possible outputs.
input_switch- Chooses which of the other values is outputted.
input1- The value to output if
input_switchis0. input2- The value to output if
input_switchis1.
- math_delta
- math_remap_float
- Remaps a value from one range to another (identically to math_remap).
input- The value to remap.
input_mininput_max- The smallest/largest value the input will be set to.
input_map_min- When the input equals
input_min, the output will be this value. input_map_max- When the input equals
input_max, the output will be this value.
Getters
Provide values from the engine.
- get_convar
- Retrieve the value of a console variable.
convar- The name of the console variable to read.
- get_dashboard
get_map_name- Checks if the given
map_namematches the name of the map.
- get_opvar_float
- get_soundmixer
- get_track_syncpoint
get_sys_time- Collects the host/client time.
output_client_timeoutput_host_time
get_entry_time- Collects information about the playing sound.
output_entry_elapsed- The time this sound has been playing.
output_sound_elapsedoutput_stop_elapsed- -1 if playing, otherwise the time spent after being stopped.
output_sound_duration- The duration of the current sound. Zero during the start stack.
get_source_info- Collects a variety of information about the sound source.
source- Specify
"entity"or"emitter"to choose which entity is checked. The emitter is the entity where the sound emmenates from, the entity is the entity which made it play. output_entity_index- The index for this entity.
output_position- The position of the entity.
output_angles- The rotation of the entity.
output_radius- Only valid for the emitter.
output_volumeoutput_level- output_pitch
- The relevant values of the soundscript.
output_source_count- The number of sounds (including this one) produced by the entity.
game_view_info- Collects a variety of game-specific information about the player for specialised uses.
output_velocity_xyoutput_velocity_vector_zoutput_position_xoutput_position_youtput_position_z- Returns the vector or X/Y/Z position for the provided
input_source_index. output_stop_elapsed
Setters
Change values in the engine.
- set_convar
- set_opvar_float
- increment_opvar_float
Calculations
Calculate pre-set algorithms.
- calc_angles_facing
- calc_distant_dsp
- calc_occlusion
- calc_falloff
- calc_source_distance
- Calculates the distance from this sound to the provided
input_position.
- calc_spatialize_speakers
Other
util_print_float- Displays a float in the console, along with the name of this operator.
input- The floating point value to show.
- util_pos_vec8
- op_accumulate_ss_float
- iterate_merge_speakers
- track_queue
- track_stop
- track_update