snd_event_alignedbox

From Valve Developer Community
Jump to: navigation, search

snd_event_alignedbox is a point entity available in the following Source 2 engine games: <Half-Life: Alyx> Half-Life: Alyx. The snd_event_alignedbox plays a sound event from a point, passes along the min and max positions of its AABB. The point can be this entity or a specified entity's position.

Entity description

The snd_event_alignedbox is similar to a snd_event_point with the distinction of being able to use the bounds of its volume to modify variables tied to each sound event. How it interacts with the aabb system is yet to be determined though the snd_opvar_set_aabb is the most likely means of doing so. It functions identically to snd_event_point without the use of the system.

To do: Test this entity for its intended uses and update this page with use-cases

Investigate: The snd_opvar_set_aabb has many parameters relating to volumetric occlusion

Properties

Source 2 Transform:

origin <coordinates>
The world space origin of the entity.
angles <angles>
The pitch, yaw, roll orientation of the entity.
scales <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked <boolean>
Lock the transform at its current value, preveting the transform of the node from being modified.
Force Hidden <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only <boolean>
Entity is only displayed in Hammer and will not appear in game.
Name <string>
The name that other entities refer to this entity by.
Misc Entity Scripts <string>
Name(s) of script files that are executed after all entities have spawned.

Source 2 Hierarchy:

Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Parent Model Bone/Attachment Name (parentAttachmentName) <string>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
Model Attachment position offset (local.origin) <coordinates>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment angular offset (local.angles) <angles>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment scale (local.scales) <vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Use Model Attachment Offset (useLocalOffset) <boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.
Sound Event Name <string>
Name of the sound event to play
Source Entity Name <string>
Name of the entity the sound should emit from.
Start On Spawn <boolean>
Play the sound immediately upon spawning
To Local Player <boolean>
Play the sound directly to the local player
Re-trigger Stops Last <boolean>
Stop a previously playing event when a new one is started
Save/Restore <boolean>
This soundevent should be saved and restored.
Entity Attachment Name <string>
If set, will play the soundevent from this attachment point.
Box Mins <coordinates>
The minimum bounds for the volume, can be dragged out in the 3d view or entered manually.
Box Maxs <coordinates>
The maximumbounds for the volume, can be dragged out in the 3d view or entered manually.

Outputs

OnKilled
Fire when the entity is killed and removed from the game.
OnUser1
Fired in response to FireUser1 input
OnUser2
Fired in response to FireUser2 input
OnUser3
Fired in response to FireUser3 input
OnUser4
Fired in response to FireUser4 input
SoundEventGuid
Sound Event Guid
OnSoundFinished
Fired when the sound finished playing

Inputs

AlyxTargetName:

RunScriptFile
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
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.
CallScriptFunction
Execute a VScript function in the scope of the receiving entity.
CallPrivateScriptFunction
Execute a VScript function from this entity's private script scope
CallGlobalScriptFunction
Execute a VScript function from the global script scope
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
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.
SetParent
Changes the entity's parent in the movement hierarchy
SetParentAttachment
Changes this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset
Changes this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
SetSourceEntity
Set the name of the entity to play the sound from. The sound will follow the entity as it moves.
SetSoundEventName
Set the name of the sound event to play.
StartSound
Start the sound event. If an entity name is provided, the sound will originate from that entity.
PauseSound
Pause the sound event.
UnPauseSound
UnPause the sound event.
StopSound
Stop the sound event

See also