CEnvSoundscape
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Code classes:
CEnvSoundscapeCPointEntityCBaseEntity(all ents)
CEnvSoundscape is a code class in all Source games. These entities play soundscapes.
Classnames:
env_soundscape- Makes the player hear a certain soundscape when they're able to see the entity. If multipleenv_soundscapes are visible, the closest wins.
Bug: In some games (one being
), soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround. Tested in:
To do: All others
ConVars/Commands[edit | edit source]
| ConVar/Command | Parameters or default value | Parameter Type | Effect |
|---|---|---|---|
soundscape_debug | 0 | 0 disables, 1 enables | Shows which soundscape entities are trying to play. Soundscapes with positional sounds will also have those spots indicated. To do: Describe the line colors accurately. |
Keyvalues[edit | edit source]
- Radius
(radius)<int> - Defines the entity's sphere of influence. -1 means infinite range.
- Soundscape
(soundscape)<string> - The name of the soundscape to play. Some examples are provided, but the entire list is not. Corresponds to an entry in the
soundscapes*.txtfile in the /scripts/ directory. The best way to browse soundscapes is from within the game with theplaysoundscapeconsole command. - Sound Position 0
(position0)to Sound Position 7(position7)<target_destination> - Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g
info_targetor anything visible).
- Start Disabled
(StartDisabled)<boolean> - Stay inactive until Enabled.
Inputs[edit | edit source]
- ToggleEnabled
- Toggle the soundscape on/off. When off, the soundscape will never play from this entity.
- Enable
- Makes the entity active.
- Disable
- Makes the entity inactive.
Outputs[edit | edit source]
- OnPlay
- Fired when this soundscape becomes the active one.