Ambient generic:fr

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Entitée point disponible pour tous les jeux Source.

Permet de jouer un son unique ou en boucle (ne fonctionne plus sous CSS). Les mp3 en hautes qualitées (44100Hz) sont reconnu, mais ne fonctionne pas sous l'explorateur de son sous hammer. Cette entitée ne fonctionne pas avec le DSP.

Bug: Les sons en boucles peuvent seulement être jouer avec un WAV et une entité logic_auto, sinon ils ne seront joué qu'une seul fois au début du chargement de la map.

Les sons émis sont localisé la ou se situe l'entité, et diminue avec la distance. Cette entités à une zone d'écoute au dela vous n'entendrez plus le son.

Use it to play and control a soundscript sound, a raw .wav sample or a single scripted sentence. In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name.


  • Note : Cette entité n'est plus destiné à être utilisée pour les sons environementaux. Utilisé pour cela la nouvelle entitée env_soundscape. Ambient_generic est largement conservé pour jouer les son uniques, trigger avec par exemple un logic_timer ou les musics.


Bugs de son en boucle

Ce problème de son en boucle instoppable peut être corrigé en incluant ceci dans votre mods.

Details

Flags

1 - Play everywhere
le son est joué avec toutes les encientes au volume choisis. Le DSP ne l'influe pas.
16 - Start Silent
La map démarre sans jouer le son. Activer par défault.
Bug: Les sons en boucle qui n'on pas ce flag cocher ne démareront pas.
32 - Is NOT Looped
Il est impotant de bien choisir la valeur ici ou le son ne démarera pas ou ne stopera pas.


Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
message
<sound> Name of the GameSound entry for the sound to play. Also supports raw .wav filenames and sentence scripts.
health (Volume)
<integer:0-10> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest. Defaults to 10.
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> Volume to start fading in at.
fadein [deprecated]
<integer> Fade in time (0-100)
fadeout [deprecated]
<integer> Fade out time (0-100)
fadeinsecs (New with Half-Life 2: Episode One / Source 2006)
<integer:0-100> How long to fade in for.
fadeoutsecs (New with Half-Life 2: Episode One / Source 2006)
<integer:0-100> How long to fade out for. Will delay any StopSound inputs to allow for the fade.
pitch
<integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
pitchstart
<integer:1-255> Pitch to begin spinning up at.
spinup (Spin up time)
<integer:0-100>. Analogous to fadeinsecs, but affecting pitch.
spindown (Spin down time)
<integer:0-100>. Analogous to fadeoutsecs, but affecting pitch.
lfotype
<integer> LFO type
Literal Value LFO type
0 Off
1 Square Wave (alternate between low and high)
2 Triangle Wave (sharper transitions)
3 Random
lforate (LFO rate)
<integer:0-1000> How frequently the LFO effect repeats itself.
lfomodpitch (LFO modulation - pitch)
<integer:0-100>, affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
lfomodvol (LFO modulation - volume)
<integer:0-100> Affects the volume of the sound, causing it to "pulse." Similar to tremolo.
cspinup (Incremental Spinup Count)
<integer> Appears to be a method for increasing pitch in time with ToggleSound inputs, but:
Bug: Non-functional.
radius (Max Audible Distance)
<string> Maximum distance at which this sound is audible.
Bug: Non-functional.
SourceEntityName
<targetname> 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 phoneme data is found within the sound, the target will lipsynch to it.

Inputs

  • Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.
Pitch <integer>
Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.
Bug: Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.
PlaySound
Starts the sound.
StopSound
Stops a looping sound.
Note:Does not stop a non-looping sound. This is intentional, and can be changed with C++.
ToggleSound
Toggles a looping sound between playing and stopped. Behaves like PlaySound if the sound is unlooped.
Volume <integer>
Plays the sound at a volume from 0 to 10, where 10 is the loudest.
Bug: Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.
FadeIn <integer> (New with Half-Life 2: Episode One / Source 2006)
Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
Bug: Non-functional.
FadeOut <integer> (New with Half-Life 2: Episode One / Source 2006)
Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
Bug: Will bring the sound up to full volume (i.e. 10) before beginning to fade it.

Outputs

  • Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.

External links