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weapon_custom_sound
Drake edited this page May 28, 2016
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This entity is similar to ambient_generic, but is a bit simpler and supports pitch variation and sound chaining.
Keyvalue Value Type |
Description |
---|---|
_____________________________ | |
Name string |
Name of the entity. Use this for keyvalues that are of type weapon_custom_sound. |
Delay float |
Time to wait before playing the sound. |
Sound File string |
Sound file to play. |
Sound Channel integer |
Sound channel to play on. If your sound is being cut off by some other sound (or if you want that to happen), then you'll want to change this. See Solokiller's SoundSystem page for more info. |
Play Mode integer |
Use this to force sounds to loop or play once. |
Radius integer |
The same type of radius options used with ambient_generic. There is one new one (Very Large) which is used for all of the Half-Life explosions. I'm not sure why this one is missing from ambient_generic. |
Volume integer |
Volume of the sound, given as a whole-number percentage. |
Pitch integer |
Pitch of the sound. |
Pitch Variation integer |
Amount to randomize the pitch (up or down) each time it is played. The range of pitches will be (pitch - variation) to (pitch + variation). |
Next Sound weapon_custom_sound |
Sound to trigger after this one has been triggered. The delay of this sound does not delay the trigger. Unlike other paramters of type weapon_custom_sound, this one can not just be a path to a sound file. |
# | Name | Description |
---|---|---|
___________________ | ||
1 | No Underwater Effects | When a weapon_custom_sound is played under water, the volume and pitch are reduced to make it sound somewhat realistic when heard out of water. This flag will disable that. |