Sound and Music

From Valve Developer Community
Revision as of 14:21, 1 July 2019 by Corizeus (talk | contribs) (changed 'how to play music' block to better reflect how to play music in source engine.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | Animals & Creatures | Antlions | Beams & Lasers | Cables & Ropes | Clouds & Sky | Color Theory | Combat | Combine | Doors | Dust, Fog & Smoke | Elevators | Level Transitions | Environmental Lighting & Weather | Explosions | Fire | Foliage | Glass | Headcrab | Health | Ladders | Lighting | Optimization | Physics | Retinal scanners | Sound & Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

To do: There needs to be a brief description or link to a tutorial or guide on how to take an existing .wav file and make it accessible to the Hammer Sound Browser or Face Poser.

Sound in Source can be processed in many ways. It can emit from a location in the world, have its pitch or volume altered, trigger behaviours from NPCs, and be lip synced.

Any sound can be played as music by prefixing it's path with #/. #/music/sound.wav or #/ui/gamestartup.mp3 works.



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.



To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.


  • 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.

See Also

External links