Sound and Music
|Abstract Mapping series Discuss your thoughts—Help us develop the articles or ideas you want
Ammunition | Animals | Animated Clouds & Sky | Antlions | Beams | Bushes | Cables | Color | Combat | Combine | Creatures | Doors | Dust | Elevators | Environmental Lighting | Explosions | Fire | Fog | Foliage | Glass | Grass | Headcrab | Health | Ladders | Lasers | Lighting | Moving Clouds | Music | Optimization | Outdoors | Physics | Retinal scanners | Ropes | Smoke | Sound | Special effects | Sun | Terrain | Trains | Trees | Turrets | Water | Weather | Windows | 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.
Music differs from other sounds in Source only in that its path is prefixed with a '#' character.
.mp3) is music whereas
sound.wav is not.
- ambient_generic — this is the basic entity to play a specific sound, including music
- ambient_music — audio in the music layer, overriding music queued by the AI Director.
- env_soundscape plays background noises (see Soundscapes)
- env_soundscape_proxy Point entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity.
- env_soundscape_triggerable Point entity just like env_soundscape except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it.
- trigger_soundscape Brush-based soundscape trigger. Does not need outputs, as it automatically triggers the soundscape specified by its Soundscape property.
- env_microphone — detects sounds
- env_speaker — plays sounds based on a set of Response System rules
- scripted_sentence — used to make an NPC speak an idea
- sound_mix_layer — used to set a mix layer to a specific value.
- logic_choreographed_scene — used for conversations and other sequences. See Category:Choreography.
- Category:Sound System — how sound works in Source
- Hammer Sound Browser — documents the Hammer user interface for browsing sounds
- Soundscapes — background sounds in a map
- Sound sensitive trigger — how to trigger an event based on the loudness
- Startup Music — one way to add music to a mod's title screen (alternatively, put it in a Menu Background Map)
- 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 Composition - software synthesizers and other audio tools
- To play music, use Hammer Sound Browser to search for keyword
- 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.