POINT ambient_generic

Universal ambient sound. Use it to play and control a single sound.

KeyValues

spawnflags <flags>

No description provided.

Possible Flags:

NameValueDefault
Infinite Range1
Start Silent16
Is NOT Looped32

Sound Name <sound>

Name of the GameSound entry for the sound to play. Also supports direct .wav filenames.

Volume <integer> = 10

Sound volume, expressed as a range from 0 to 10, where 10 is the loudest.

Sound Range <float> = 1250

Maximum distance at which this sound is audible. Overridden by soundscripts.

Pitch <integer> = 100

Sound pitch, expressed as a range from 1(low) to 255(high), where 100 is the sound's default pitch. Overridden by soundscripts.

Source Entity <target_destination>

If an entity is specified, sound will come from this named entity instead of the location of ambient_generic.

Sound Flags <choices> = None (0)

Additional options for your sound.

Possible Values:

NameValue
None0
[256] Ignore phonemes (no lip-syncing)256
[1024] Don't overwrite existing sound on channel (untested)1024
Ignore phonemes and don't overwrite1280

Dynamic Presets <choices> = None (0)

If used, overrides many of the below properties (+pitch) to preset values.

Possible Values:

NameValue
None0
Huge Machine1
Big Machine2
Machine3
Slow Fade in4
Fade in5
Quick Fade in6
Slow Pulse7
Pulse8
Quick pulse9
Slow Oscillator10
Oscillator11
Quick Oscillator12
Grunge pitch13
Very low pitch14
Low pitch15
High pitch16
Very high pitch17
Screaming pitch18
Oscillate spinup/down19
Pulse spinup/down20
Random pitch21
Random pitch fast22
Incremental Spinup23
Alien24
Bizzare25
Planet X26
Haunted27

Transition Volume <integer> = 0

The Volume to start/end with. Use with Fade In and Out times.

Volume Transition Time - Start (0-100) <integer> = 0

Time in seconds for the sound to transition from the Transition Volume to the set volume as it starts playing.

Volume Transition Time - Stop (0-100) <integer> = 0

Time in seconds for the sound to transition from the set volume to the Transition Volume as it stops playing.

Transition Pitch <integer> = 100

Pitch to start with/end. Use with Spin Up and Spin Down.

Pitch Transition Time - Start (0-100) <integer> = 0

The time taken to change from the Transition Pitch to the final Pitch while the sound starts playing. Simulates the noise powering-up when an object is activated.

Pitch Transition Time - Stop (0-100) <integer> = 0

The time taken to transition from the Pitch to the Transition pitch while the sound stops playing. Simulates the noise fading out as the object shuts down.

LFO type <choices> = None (0)

The kind of Low Frequency Oscillation to apply to the sound. Allows subtle modification to the sound. Square waves instantly switch between the high and low values, whereas Triangle Waves gradually switch between the two.

Possible Values:

NameValue
None0
Square Wave1
Triangle Wave2
Random3

LFO rate (0-1000) <integer> = 0

How often the Low Frequency Oscillation repeats itself.

LFO Effect On Pitch (0-100) <integer> = 0

The amount the Low Frequency Oscillation affects the pitch.

LFO Effect On Volume (0-100) <integer> = 0

The amount the Low Frequency Oscillation affects the volume.

Incremental Spinup Count <integer> = 0

Appears non-functional.

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inputs

Pitch <integer>

Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.

PlaySound <void>

Starts the sound or restart from beginning (if looped).

StopSound <void>

Stops the sound if it is playing. Only works properly if the looped flag is checked.

ToggleSound <void>

Toggles the sound between playing and stopping.

Volume <integer>

Sets the sound volume, expressed as a range from 0 to 10, where 10 is the loudest.

FadeIn <integer>

Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.

FadeOut <integer>

Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds. Sound is forced to full volume first!

SetSound <string>

Sets the sound this ambient_generic should play.

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

OnSoundFinished <void>

Fires when the sound finishes playing. NOTE: This sound should be set to pause when the game is paused.

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.