Env soundscape
Jump to navigation
Jump to search
Template:Wrongtitle Template:Base point
Entity description
An entity to control sound in an area. Soundscapes can play a collection of sounds complete with timing and random selections, soundscapes can also apply effects like an echo to their sounds and any others played while they are active. The actual effects and sounds need to be defined outside of Hammer but this entity is required to implement them. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius.
See also
- Soundscapes - describes how to define new soundscapes and has more information on the use of this entity.
- Env_soundscape (prefab) - a prefab containing basic soundscape setup.
- ambient_generic - an entity used for playing individual sounds at specific locations, usually intentionally triggered.
- Soundscape lists : CS:S | DoD:S | HL2 | TF2
Keyvalues
- <integer> Radius - If set to
-1
, then the player can hear the soundscape as long as he can see it (regardless of distance to it).
- soundscape
- <string> Soundscape - The name of the soundscape to use. Corresponds to an entry in the soundscapes_*.txt file in the hl2/scripts directory (normally packed into the source engine.gcf file).
Literal Value Description Nothing Nothing Automatic Automatic Automatic_Dialog Automatic (dialog) GenericIndoor Indoor GenericOutdoor Outdoor
- position0-7
- <target_destination> Sound Position 0-7 - Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.
Inputs
- Todo: Write description. (It's not a typo - both Disable and Disabled exist.)
- ToggleEnabled
- Toggle the soundscape enabled state.
Outputs
- Template:O targetname
- OnPlay
- Fired when this soundscape becomes the active one.