This article's documentation is for anything that uses the Source engine. Click here for more information.

env_soundscape

From Valve Developer Community
(Redirected from Env sound (Source))
Jump to: navigation, search
English (en)Hrvatski (hr)Русский (ru)中文 (zh)Translate (Translate)
edit
Class hierarchy
CEnvSoundscape
CServerOnlyEntity
CBaseEntity
soundscape.cpp
Env soundscape.png

env_soundscape is a point entity available in all Source 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.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourcePortalTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non preserved entities may have undesirable effects.

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

Tip.pngTip:In some games such as Team Fortress 2 Team Fortress 2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
Warning.pngWarning:This entity counts an edict in Source 2013 games (except Team Fortress 2 Team Fortress 2), inheriting the CPointEntity base class. In later branches[Which?] it is a server-only entity, inheriting the CServerOnlyEntity base class.
AltNames.pngAltNames: In Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: Source, this entity is also tied to env_sound.
See List of HL:S Soundscapes for which soundscapes correspond to which GoldSrc GoldSrc env_sound values.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Radius (radius) <integer>
Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range.
Soundscape (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 (position0) to Sound Position 7 (position7) <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).
Confirm:What happens if a targetname used for sound position is used by multiple entities? Does it play from all of them, or the first one found?
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

ToggleEnabled
Toggle the soundscape on/off.

EnableDisable:

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

Outputs

OnPlay
Fired when this soundscape becomes the active one.

See also