Difference between revisions of "Sound and Music"
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==Entities== | ==Entities== | ||
− | *[[ambient_generic]] — this is the basic | + | *[[ambient_generic]] — this is the basic entity to play a specific sound, including music |
*[[env_soundscape]] — plays background noises (see [[Soundscapes]]) | *[[env_soundscape]] — plays background noises (see [[Soundscapes]]) | ||
*[[env_microphone]] — detects sounds | *[[env_microphone]] — detects sounds |
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This article is a hub for finding information about sound and music in Source.
Entities
- ambient_generic — this is the basic entity to play a specific sound, including music
- env_soundscape — plays background noises (see Soundscapes)
- env_microphone — detects sounds
- env_speaker — plays sounds based on a set of Response System rules
- scripted_sentence — used to make an NPC speak an idea
- logic_choreographed_scene — used for conversations and other sequences. See Category:Choreography.
Articles
- Category:Sound System — how sound works in Source
- Hammer Sound Browser — documents the Hammer user interface for browsing sounds
- Soundscapes — background sounds in a map
- Sound sensitive trigger — how to trigger an event based on the loudness
- Startup Music — one way to add music to a mod's title screen (alternately, put it in a Menu Background Map)
AI sounds
AI sounds are not audible to the player; they are purely an AI construction. They can be placed in-map with the ai_sound entity.
Materials
To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.
Notes
- To play music, use Hammer Sound Browser to search for keyword
music
. - Many entities can have sounds assigned to them. For example, prop_door_rotating can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual entities for details.
External links
- Sound — tutorials about sound in Source, including adding custom sounds