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Valve hammer editor 3.5 sounds
Valve hammer editor 3.5 sounds










  • To play music, use Hammer Sound Browser to search for keyword music.
  • To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.
  • Creating your own music - composing and adding music to a mod.
  • They can be placed in-map with the ai_sound entity.
  • AI sounds are not audible to the player they are purely an AI construction.
  • Startup Music - one way to add music to a mod's title screen (alternatively, put it in a Menu Background Map).
  • #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.

    valve hammer editor 3.5 sounds

    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.










    Valve hammer editor 3.5 sounds