Sound and Music

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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.

Entities

Articles

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.

Music

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.
  • To make audio files affected by the music slider, add the # character before the file path when declaring (ex "#music/HL2_song20_submix0.mp3")
  • Although Source supports surround sound, it cannot read audio files containing more than two channels. Surround effects should be either downmixed to stereo, implemented using soundscape targets or ambient_generic entities, or worked around using carefully placed scene actors.

See also

External links