ambient_generic
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CAmbientGeneric |
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This entity 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.
Template:ModernTip Template:ModernBug
Template:ModernBugfix Template:ModernBug Template:ModernBug
Template:ModernBug Template:ModernNote Template:ModernWarning
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)Template:ModernNoteTemplate:ModernNote
- Max Audible Distance (radius) <float>
- Maximum distance in units at which the sound plays for a client.Template:ModernBugTemplate:ModernBugTemplate:ModernNote
- SourceEntityName (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 lip-sync to it.Template:ModernBugTemplate:ModernBugTemplate:ModernBugTemplate:ModernBugTemplate:ModernNote
- Volume (health) <integer 0–10>
- How loud to play the sound. 0 is silent and 10 is normal. Default is 10.Template:ModernTipTemplate:ModernBug
- Start Volume (volstart) <integer 0–10>
- Fade in time in seconds (fadeinsecs) <integer 0–100>
- Fade out time in seconds (fadeoutsecs) <integer 0–100>
- How long to spend fading in and out, and what volume to start at. Default is no fading.
- Pitch (pitch) <integer 0–255>
- Pitch, where 1 is low, 100 is normal, and 255 is high.Template:ModernBug
- Start pitch (pitchstart) <integer 0–255>
- Spin up time (spinup) <integer 0–100>
- Spin down time (spindown) <integer 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 (preset) <choices>
- Various DSP effects that can be applied.
- LFO type (lfotype) <integer>
- Type of Low Frequency Oscillation to employ.
- 0. Off (default)
- 1. Square Wave (alternate between low and high)
- 2. Triangle Wave (crossfade between high and low)
- 3. Random
- LFO rate (lforate) <integer 0–1000>
- How frequently the LFO effect repeats itself.
- LFO modulation - pitch (lfomodpitch) <integer 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 (lfomodvol) <integer 0–100>
- Affects the volume of the sound, causing it to "pulse." Similar to tremolo. At a really high rate, this can make the same effect as talking through fan blades.
- Incremental Spinup Count (cspinup) <integer>
- Appears to be a intended to increase pitch in time with
ToggleSound
inputs. Template:ModernBug
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Pitch <integer >
- Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.Template:ModernBug
- PlaySound
- Starts the sound.
- StopSound
- Stops a looping sound. Does not stop a non-looping sound; however, a non-looping sound can be stopped by using the Volume input with a value of 0.
Code Fix:If necessary, you can allow this input to stop a non-looping sound via C++.
- ToggleSound
- Toggles a looping sound between playing and stopped. Behaves like
PlaySound
if the sound doesn't loop.
- Volume <float >
- Plays the sound at a volume from 0 to 10, where 10 is the loudest.Template:ModernBugTemplate:ModernNote
- FadeIn <integer >
- Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.Template:ModernBug
- FadeOut <integer >
- Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.Template:ModernBug
Flags
- Play everywhere : [1]
- Sound plays at a constant volume, no matter how far away the listener is from the sound source.Todo: How does this interact with env_microphone sound detection?}Template:ModernBug
- Start Silent : [16]
- The map will start without this sound playing. Enabled by default.Template:ModernBug
- Is NOT Looped : [32]
- 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!Template:ModernBug
See Also
- Adjust ambient_generic volume higher than 10 (Advanced Mapping Tutorial)
- env_soundscape - used to play many ambient/background sounds from a single entity via a script
- Looping a Sound - which requires modifying the actual
.wav
file - Setting up
ambient_generic
s in Counter-Strike: Source usinglogic_auto
- a substitute for creating a properenv_soundscape
.