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speaker

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Class hierarchy
CSpeaker
CBaseEntity
sound.cpp

speaker is a point entity available in all GoldSrc GoldSrc games.

Creates a public announcement system that randomly plays announcements from the sentences.txt file. Can also be used for randomized ambience using sentences.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Targeting the speaker turns it on and off.
Sentence Group Name (message) <string>
The sentence group to randomly select sentences from. If prefixed with !, then it will be a specific sentence every time.
Volume (10 = loudest) (health) <integer>
Sound Volume for the public announcement.
Announcement Presets (preset) <choices>
# Name Description
0 None Use Sentence Group Name
1 C1A0 Announcer Anomalous Materials: Sector C elevator lobby (Pre-disaster)
2 C1A1 Announcer Unforeseen Consequences: Sector C elevator lobby (Post-disaster)
3 C1A2 Announcer Office Complex: Sector D Administration (unused)
4 C1A3 Announcer "We've Got Hostiles!": Sector D High Security Materials Storage
5 C1A4 Announcer Blast Pit: Silo D Experimental Propulsion Laboratory (unused)
6 C2A1 Announcer Power Up: Sector E Track Control (unused)
7 C2A2 Announcer On A Rail: Silo E Launch Control (unused)
// 8 C2A3 Announcer Apprehension (silent and unused)
9 C2A4 Announcer Residue Processing & Questionable Ethics (unused)
// 10 C2A5 Announcer Surface Tension (silent and unused)
11 C3A1 Announcer "Forget About Freeman!" (unused)
12 C3A2 Announcer Lambda Core: Lambda Complex

Flags

Start Silent : [1]