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Half life source gmod sounds
Half life source gmod sounds







half life source gmod sounds

After that, place your secondary soundscapes at every contrasting location (e.g. Try to choose from a similar set of soundscapes to be played, and then pick one that will be your primary soundscape. Tip: Use the convar soundscape_debug to examine which entity is active and why.Īt first, a good rule is to place only as many soundscapes as you absolutely need. Note that a soundscape will not stop playing just because a player exits its radius or it loses line of sight to them. (The radius of soundscape entities always take precedence over trigger_soundscape brushes.) The two exceptions to this are env_soundscape_proxy (that is triggered through an env_soundscape or an env_soundscape_triggerable), and env_soundscape_triggerable (that is typically set to also be triggered by a trigger_soundscape).Īs only one soundscape can be active at any one time, if one or more soundscape entities are triggered simultaneously, the closest one is given precedence. Soundscape entities are themselves point-based, but trigger when the player enters their specified radius and the entity has a line of sight to them. env_soundscape_proxy (in turn activates an env_soundscape or an env_soundscape_triggerable.).env_soundscape_triggerable (in turn typically activated by a trigger_soundscape.).Soundscapes can be activated by any of the following entities: Tip: The soundscape_flush console command will cancel an active soundscape. Whenever these entities activate a soundscape, any positional audio will originate from the targets defined under their properties. The other entities will point to these and use them as masters to remotely trigger the soundscape. There are other entities which can activate the soundscape, but these are the only entities which actually define soundscape properties. Soundscapes can only be configured through these entities: You can then scroll through this list using the arrow keys. After typing in the first letter as the commands parameter, the auto-complete feature will list them as suggestions. You can browse through all the available soundscapes in a current game first hand, using the in-game console command PlaySoundscape. Note: These files are usually packed away in the original Valve games, but they can be overridden automatically by any unpacked files within that folder.Īt the bottom of this article you will find links to lists of soundscapes for individual games, along with attempts at describing them. These soundscapes will be mounted by that map automatically without changing the manifest and can only be used in that map. With %mapname% being the map that they should be loaded on.

half life source gmod sounds

Soundscapes can also be mounted on a per-map basis by naming them Soundscapes mounted through the manifest can be used anywhere in the game, even if they're only intended for a specific area. Each file is loaded via scripts\soundscapes_manifest.txt, which lists all soundscape scripts that should be mounted by the game. Soundscapes are typically located in the scripts\ folder of a game, stored across multiple text files prefixed with soundscapes_. 6.6 Storing and using custom soundscapes.5 Multiple instances of one sound in one soundscape.









Half life source gmod sounds