ambient_generic
Class hierarchy |
---|
CAmbientGeneric |
sound.cpp
|
ambient_generic
is an internal point entity available in all GoldSrc games.
Description
An ambient_generic
is essentially an audio player, that plays a single specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound once, or continually repeating the sound (looping). ambient_generic
audio comes from WAV files located in the game's Sound file directory. Example: Half-Life\valve\sound\barney\hello.wav
.
Key Values
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- WAV Name
([todo internal name (i)])
<sound> - The file name of the sound to play. Relative to the mod/sound folder, for instance:
ambience/techamb1.wav
- Volume
([todo internal name (i)])
<integer> - A number between 1 and 10. The sound emitted will be scaled by this number where 10 is the loudest and 1 is almost completely silent.
- Dynamic Presets
([todo internal name (i)])
<choices> - Modifies the sound with various effects and reverbs.
- 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"
- Start Volume
([todo internal name (i)])
<integer> - The volume to start a fade in at if fadein time is specified.
- Fade in time
([todo internal name (i)])
<integer> - Time to fully fade from start volume to volume.
- Fade out time
([todo internal name (i)])
<integer> - Time to fully fade from volume to start volume.
- Pitch
([todo internal name (i)])
<integer> - A number from 1-255 that modifies the pitch of the sound where 100 is normal pitch.
- Start Pitch
([todo internal name (i)])
<integer> - The pitch to start a fade in at if fadein time is specified.
- Spin up time
([todo internal name (i)])
<integer> - The time it takes for each incremental spinup if specified to be used.
- Spin down time
([todo internal name (i)])
<integer> - The time it takes for each incremental spindown if specified to be used.
- LFO type
([todo internal name (i)])
<integer> - Type of Low Frequency Oscillation to employ.
- off (default)
- square (alternate between low and high)
- tri (crossfade between high and low)
- random
- LFO rate
([todo internal name (i)])
<integer> - How frequently the LFO effect repeats itself.
- LFO mod pitch
([todo internal name (i)])
<integer> - Affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
- LFO mod vol
([todo internal name (i)])
<integer> - Affects the volume of the sound, causing it to "pulse." Similar to tremolo. At a really high rate, this can make the same effect as talking through fan blades.
- Incremental spinup count
([todo internal name (i)])
<integer> - The amount of incremental spinups to do if specified to be used.
Flags
- 1 : "Play Everywhere"
- Important:This does not disable directionality, only attenuation! To simulate disabled directionality without a custom audio backend, place three or four identical ambient_generic entities in the far corners of the map.
- 2 : "Small Radius"
- 4 : "Medium Radius"
- 8 : "Large Radius"
- 16 : "Start Silent"
- 32 : "Not Toggled"
- Enable this flag for non-looping sounds.