trigger_cdaudio
		
		
		
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Not to be confused with target_cdaudio (the point entity).

trigger_cdaudio  is an   e2  available in all  GoldSrc games.
 GoldSrc games.
 Warning:
Warning:
- The {{{engine}}}parameter is inconsistent with the name defined by the {{gldsrc}} template. This can most likely be fixed by setting the value of the{{{engine}}}parameter toGoldSrc.
 If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It plays a specified track either on the CD or in the media folder when the player walks through this entity.
 Note:The MP3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in
Note:The MP3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in  . Therefore, the filenames of custom MP3s must be very specific.
. Therefore, the filenames of custom MP3s must be very specific. Note:In early retail (WON) versions of the game, only CD Audio support was support. Later WON versions added undocumented MP3 playback which was used in the Steam release.
Note:In early retail (WON) versions of the game, only CD Audio support was support. Later WON versions added undocumented MP3 playback which was used in the Steam release.Keyvalues
- TrackName ([todo internal name (i)])  <string> (only in  ) )
- The path of the MP3 track to play, relative to the base mod directory.
- Loop ([todo internal name (i)])  <choices> (only in  ) )
- Whether the track should loop. Default is "No".
- 0: No
- 1: Yes
 
 Confirm:Broken in current Steam release? Confirm:Broken in current Steam release?
- Track ([todo internal name (i)]) <integer>
- The name of the track to play via the media folder (only in  later WON version as undocumented, fully supported in all Steam versions) OR the CD-track number if a Red Book Audio CD is available. later WON version as undocumented, fully supported in all Steam versions) OR the CD-track number if a Red Book Audio CD is available.
- Value - Mp3 file to play - 1 - <None> - 2 - Half-Life01.mp3 - 3 - Prospero01.mp3 - 4 - Half-Life12.mp3 - 5 - Half-Life07.mp3 - 6 - Half-Life10.mp3 - 7 - Suspense01.mp3 - 8 - Suspense03.mp3 - 9 - Half-Life09.mp3 - 10 - Half-Life02.mp3 - 11 - Half-Life13.mp3 - 12 - Half-Life04.mp3 - 13 - Half-Life15.mp3 - 14 - Half-Life14.mp3 - 15 - Half-Life16.mp3 - 16 - Suspense02.mp3 - 17 - Half-Life03.mp3 - 18 - Half-Life08.mp3 - 19 - Prospero02.mp3 - 20 - Half-Life05.mp3 - 21 - Prospero04.mp3 - 22 - Half-Life11.mp3 - 23 - Half-Life06.mp3 - 24 - Prospero03.mp3 - 25 - Half-Life17.mp3 - 26 - Prospero05.mp3 - 27 - Suspense05.mp3 - 28 - Suspense07.mp3 - 29 - gamestartup.mp3 - 30 - <None> 
 Note:Track 29 or gamestartup.mp3 will automatically play upon game launching into the main menu, and will loop and continue to play until another music track is called or a mulitplayer server is loaded.
Note:Track 29 or gamestartup.mp3 will automatically play upon game launching into the main menu, and will loop and continue to play until another music track is called or a mulitplayer server is loaded.- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
See also
- target_cdaudio, a point entity used for the same purpose
- Soundtrack lists
