Skip to content

weapon_custom_sound

Drake edited this page May 28, 2016 · 2 revisions

This entity is similar to ambient_generic, but is a bit simpler and supports pitch variation and sound chaining.

Keyvalues:

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.

Flags:

# 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.
Clone this wiki locally