
#Valve hammer editor 3.5 sounds how to#
Sound sensitive trigger - how to trigger an event based on the loudness.Soundscapes - background sounds and ambience.Hammer Sound Browser - documents the Hammer user interface for browsing sounds.Soundscripts - advanced sound usage in Source.Category:Sound System - how sound works in Source.logic_choreographed_scene - used for conversations and other sequences.sound_mix_layer - used to set a mix layer to a specific value.scripted_sentence - used to make an NPC speak an idea.env_speaker - plays sounds based on a set of Response System rules.Does not need outputs, as it automatically triggers the soundscape specified by its Soundscape property. trigger_soundscape Brush-based soundscape trigger.env_soundscape_triggerable Point entity just like env_soundscape except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it.

env_soundscape_proxy Point entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity.env_soundscape - for playing background noises and ambience.ambient_music - audio in the music layer, overriding music queued by the AI Director.ambient_generic - this is the basic entity to play a specific sound or soundscript, including music.
