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Env soundscape.png

env_soundscape is a point entity available in all Source games. It changes the active soundscape of players, and defines where positioned sounds within it play from.

A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.

env_soundscape_triggerable is a related entity identical to env_soundscape, but for use in conjunction with the brush entity trigger_soundscape.

Tip.png Tip: In some mods such as TF2, soundscapes cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.

See also

Valve soundscapes lists: HL:S | HL2 | EP1 | EP2 | CS:S | CS:GO | L4D | L4D2 | Portal | Portal 2 | Alien Swarm | DoD:S | TF2
Mods soundscapes lists: INFRA | SE1 | The Ship | VTMB | Dark Messiah | BMS | DOI | Insurgency


Radius <integer>
Defines the entity's sphere of influence. Players must also be able to see the entity for it to trigger. -1 means infinite range.
Soundscape <string>
The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the playsoundscape console command.
Sound Position 0-7 <targetname>
Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g info_target or anything visible).


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.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).


Name (targetname) <string>
The targetname that other entities refer to this entity by.
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.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


Enabled, Disabled
Enable/disable the soundscape. Duplicated inputs!
Toggle the soundscape on/off.


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


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.


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
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.


Fired when this soundscape becomes the active one.


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.

Tutorials about Env_SoundScape (Russian)

Lessons created by Project-S