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Env microphone.png

env_microphone is a point entity available in all Source games. It acts as a microphone. In "Speaker mode", it picks up sound and rebroadcasts it at a Speaker target. It ignores the Hears X spawnflags and does not fire the SoundLevel output. In "Measuring mode", it measures the sound level at a Measure target and outputs the sound level as a value between 0 and 1. It only hears sounds that match the Hears X spawnflags.

In code, it is represented by class CEnvMicrophone, defined in envmicrophone.cpp.


  • 1: Hears combat sounds
  • 2: Hears world sounds
  • 4: Hears player sounds
  • 8: Hears bullet impacts
  • 16: Swallows sounds routed through speakers - This means it will not listen to sounds coming though from any other env_microphone including itself.
  • 32: Hears explosions
  • 64: Ignores non-attenuated sounds


Speaker target (SpeakerName) <targetname>
The name of an info_target at which to play any sounds heard by this microphone. If specified, the microphone will consider itself in Speaker mode. This should not be an env_speaker.
Bug.png Bug: If the speaker entity is moving, sounds will start playing at the correct position, but they will not follow the speaker as they continue playing.
Note.png Note:  If multiple info_target with the same name are referenced only one will output sounds.
Measure target (target) <targetname>
If the speaker is in Measuring mode, this is the name of the entity where the sound level is to be measured.
Listen Filter (ListenFilter) <filter>
The name of a filter entity which specifies the only entities the microphone can hear. Sounds emitted by other entities will not be heard.
Speaker DSP Preset (speaker_dsp_preset) <choices>
Only useful in Speaker mode. If specified, sounds played back through speakers will be affected by the selected DSP.
Bug.png Bug: Having multiple env_microphones with different DSP presets active at the same time will cause only one of the DSP presets to work, even if the microphones are nowhere near each other. This is because this entity just sets a ConVar called dsp_speaker.
  • 0: Use environment default
  • 50: (No effect)
  • 51: (No effect)
  • 52: (No effect)
  • 53: (No effect)
  • 54: (No effect)
  • 55: Loud speaker
  • 56: Very small speaker
  • 57: Echoing speaker
  • 58: Small speaker
  • 59: Tiny speaker
Note.png Note: This keyvalue can also use the settings seen on the DSP page.
Sensitivity (0-10) (Sensitivity) <float>
Sensitivity in measuring mode. 1 is normal, and anything between there and 10 is increasingly sensitive.
Smoothing (0-1) (SmoothFactor) <float>
How much to smooth the output value of measuring mode.
Maximum hearing range (0=infinite) (MaxRange) <float>
Sounds beyond this range won't be heard.
Warning.png Warning: setting this to 0, or greater 1024 when the microphone is in Speaker mode can be very bad for performance!
Sound Mask (SoundMask) <integer> !FGD
To do: Some kind of alternative to the Hears X spawnflags?


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since <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 (thinkfunction) <string> (in all games since <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. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since <Counter-Strike: Global Offensive>) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


SetSpeakerName <targetname>
Sets the info_target through which the microphone should emit what it hears.


Enable/disable this entity from performing its task. It might also disappear from view.


AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
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> (in all games since <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> (in all games since <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.png 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.png 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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <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> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.


SoundLevel <float>
Fired in Measuring mode whenever the sound level changes.
Fired whenever a sound is routed out through the specified speaker (if any).
Fired whenever this microphone hears any sound it cares about.


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 <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.