Difference between revisions of "Ambient generic"

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{{clr}}
 
{{clr}}
  
Note that ambient_generic entities used to play looping ambient noise in [[Counter-Strike Source]] must be activated with a [[logic_auto]] or they will stop playing once the first round starts.
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{{note|Ambient_generic entities used to play looping ambient noise in [[Counter-Strike Source]] must be activated with a [[logic_auto]] or they will stop playing once the first round starts.}}
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{{note|This entity is no longer intended to be used to generate environmental sounds. Use the (new to Source) env_soundscape for this purpose. Ambient_generic is largely retained for playing music or other one-shot sounds.}}
  
 
==Keyvalues==
 
==Keyvalues==
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==External links==
 
==External links==
* [http://www.slackiller.com/New%20Tuts/sound.html Setting up ambient_generics in Counter-Strike: Source using logic_auto.]
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* [http://www.slackiller.com/New%20Tuts/sound.html Setting up ambient_generics in Counter-Strike: Source using logic_auto] - As a substitute for creating a proper env_soundscape.
  
 
[[Category:Entities]]
 
[[Category:Entities]]
 
[[Category:Sound System]]
 
[[Category:Sound System]]

Revision as of 17:52, 19 February 2007

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Entity Description

Ambient generic.png

Universal ambient sound, useful for both continually looping ambient noise and single-play triggered sound. Use it to play and control a soundscript sound, a raw .wav sample or a single scripted sentence.

Note.png Note: Ambient_generic entities used to play looping ambient noise in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts.
Note.png Note: This entity is no longer intended to be used to generate environmental sounds. Use the (new to Source) env_soundscape for this purpose. Ambient_generic is largely retained for playing music or other one-shot sounds.

Keyvalues

Template:Kv targetname
message
<sound> Name of the GameSound entry for the sound to play. Also supports raw .wav filenames and sentence scripts.
health
<integer> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest.
preset
Literal Value Dynamic Preset
0 None
1 Huge Machine
2 Big Machine
3 Machine
4 Slow Fade in
5 Fade in
6 Quick Fade in
7 Slow Pulse
8 Pulse
9 Quick pulse
10 Slow Oscillator
11 Oscillator
12 Quick Oscillator
13 Grunge pitch
14 Very low pitch
15 Low pitch
16 High pitch
17 Very high pitch
18 Screaming pitch
19 Oscillate spinup/down
20 Pulse spinup/down
21 Random pitch
22 Random pitch fast
23 Incremental Spinup
24 Alien
25 Bizzare
26 Planet X
27 Haunted
volstart
<integer> Start Volume
fadein
<integer> Fade in time (0-100)
fadeout
<integer> Fade out time (0-100)
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<integer> Fade in time (0-100). "fadein" deprecated
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<integer> Fade out time (0-100). "fadeout" deprecated
pitch
<integer> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
pitchstart
<integer> Start pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
spinup
<integer> Spin up time (0-100)
spindown
<integer> Spin down time (0-100)
lfotype
<integer> LFO type
Literal Value LFO type
0 Off
1 Square Wave (alternate between low and high)
2 Triangle Wave (sharper transitions)
3 Sine Wave (smoother transitions)
lforate
<integer> LFO rate (0-1000), how frequently the LFO effect repeats itself.
lfomodpitch
<integer> LFO modulation pitch (0-100), affects the sound pitch or "vibrato". Higher numbers change the pitch more - singers use little, police sirens use a lot.
lfomodvol
<integer> LFO modulation volume (0-100), affects the volume of the sound, causing it to "pulse." Similar to "tremolo".
cspinup
<integer> Incremental Spinup Count
radius
<string> Maximum distance at which this sound is audible.
SourceEntityName
<target_destination> If an entity is specified, sound will come from this named entity instead of the location of ambient_generic. If the target is an NPC capable of lipsynching, and a lipsynch exists for the sound, the target will lipsynch to it.

Flags

1 - Play everywhere
The sound will play as if inside the players head, not depending on distance or direction to the playing entity.
16 - Start Silent
The map will start with this sound not playing. To make a sound play from the start of the map, both this flag and the Is NOT Looped flag must be cleared.
32 - Is NOT Looped
Used for sounds that aren't looped. The sound can be repeatedly played using continuous PlaySound inputs, but can not be turned off by the StopSound input. (Multiple sounds from the same entity will not overlap eachother, meaning that the previous sound will be automatically stopped by the next sound being played.) If not checked, a StopSound input is instead required to reset the sound before it can be played with another PlaySound input. This flag concerns PlaySound inputs only. Volume inputs are not affected.

Inputs

Pitch <integer>
Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
PlaySound
Starts the sound (if a looped sound isn't already playing). Also registers a sound as playing for the StopSound input.
StopSound
Stops the sound if it is looped, is playing, and has been registered as playing through the PlaySound input.
ToggleSound
Toggles the sound between playing and stopping.
Volume <integer>
Plays the sound at the sound volume given, expressed as a range from 0 to 10, where 10 is the loudest. It will play the sound as a PlaySound input would, but will not register that the sound is playing, meaning that looped sounds started entirely through this input will not be able to be stopped with the StopSound input, and it will not be affected by the Is NOT Looped flag being unchecked. It is currently speculated that an unplayed sound being able to be played using only the Volume input, is a bug.
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Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
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Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.

Outputs

See Also

External links