CAmbientGeneric (CS)
(Redirected from CAmbienGeneric Offset List (Counter-Strike))
Contents
Basic Information
- Classname: CAmbientGeneric.
- Inheriting Instances: ambient_generic.
- Description: The ambient_generic allows you to play a specific sound.
Class Hierarchy
- CBaseEntity
- CAmbientGeneric (ambient_generic)
Entity Data
W = Windows | L = Linux
Name | W. Offset | L. Offset | L. Diff | Type | Description |
---|---|---|---|---|---|
m_flAttenuation | 34 | 38 | +4 | float | Attenuation value.
-1 : "Default" | None ATTN_NONE : "Everywhere" | AMBIENT_SOUND_EVERYWHERE ATTN_IDLE : "Small Radius" | AMBIENT_SOUND_SMALLRADIUS ATTN_STATIC : "Medium Radius" | AMBIENT_SOUND_MEDIUMRADIUS ATTN_NORM : "Large Radius" | AMBIENT_SOUND_LARGERADIUS |
m_dpv.preset | 35 | 39 | +4 | int | None. |
m_dpv.pitchrun | 36 | 40 | +4 | int | Pitch shift % when sound is running 0 - 255. |
m_dpv.pitchstart | 37 | 41 | +4 | int | Pitch shift % when sound stops or starts 0 - 255. |
m_dpv.spinup | 38 | 42 | +4 | int | Spinup time 0 - 100. |
m_dpv.spindown | 39 | 43 | +5 | int | Spindown time 0 - 100. |
m_dpv.volrun | 40 | 44 | +4 | int | Volume change % when sound is running 0 - 10. |
m_dpv.volstart | 41 | 45 | +4 | int | Volume change % when sound stops or starts 0 - 10. |
m_dpv.fadein | 42 | 46 | +4 | int | Volume fade in time 0 - 100. |
m_dpv.fadeout | 43 | 47 | +4 | int | Volume fade out time 0 - 100. |
m_dpv.lfotype | 44 | 48 | +4 | int | Low Frequency Oscillator. 0) off 1) square 2) triangle 3) random. |
m_dpv.lforate | 45 | 49 | +4 | int | Low Frequency Oscillator. 0 - 1000, how fast lfo osciallates. |
m_dpv.lfomodpitch | 46 | 50 | +4 | int | 0-100 mod of current pitch. 0 is off. |
m_dpv.lfomodvol | 47 | 51 | +4 | int | 0-100 mod of current volume. 0 is off. |
m_dpv.cspinup | 48 | 52 | +4 | int | Each trigger hit increments counter and spinup pitch. |
m_dpv.cspincount | 49 | 53 | +4 | int | None. |
m_dpv.pitch | 50 | 54 | +4 | int | None. |
m_dpv.spinupsav | 51 | 55 | +4 | int | None. |
m_dpv.spindownsav | 52 | 56 | +4 | int | None. |
m_dpv.cspincount | 53 | 57 | +4 | int | None. |
m_dpv.pitchfrac | 54 | 58 | +4 | int | None. |
m_dpv.vol | 55 | 59 | +4 | int | None. |
m_dpv.fadeoutsav | 56 | 60 | +4 | int | None. |
m_dpv.volfrac | 57 | 61 | +4 | int | None. |
m_dpv.lfofrac | 58 | 62 | +4 | int | None. |
m_dpv.lfomult | 59 | 63 | +4 | int | None. |
m_fActive | 60 | 64 | +4 | BOOL | Only TRUE when the entity is playing a looping sound. |
m_fLooping | 61 | 65 | +4 | BOOL | TRUE when the sound played will loop. |
Entity Attributes
- Name (targetname) - Property used to identify entities.
- WAV name (message) - This is the path/filename of the .wav file (note the forward-slash).
- Volume (health) - Volume of the sound. Range: 0-10.
- Dynamic Presets (preset) - Various effects that can be applied to the sound:
- 0 = None
- 1 = Huge Machine
- 2 = Big Machine
- 3 = Machine
- 4 = Slow Fade in
- 5 = Fade in
- 6 = Quick Fade in
- 7 = Slow Pulse
- 8 = Pulse
- 9 = Quick pulse
- 10 = Slow Oscillator
- 11 = Oscillator
- 12 = Quick Oscillator
- 13 = Grunge pitch
- 14 = Very low pitch
- 15 = Low pitch
- 16 = High pitch
- 17 = Very high pitch
- 18 = Screaming pitch
- 19 = Oscillate spinup/down
- 20 = Pulse spinup/down
- 21 = Random pitch
- 22 = Random pitch fast
- 23 = Incremental Spinup
- 24 = Alien
- 25 = Bizzare
- 26 = Planet X
- 27 = Haunted
- Start volume (volstart)
- Fade-in time (fadein) - Time taken for the sound to fade in. Range: 0-100
- Fade-out time (fadeout) - Time taken for the sound to fade out, if not looped. Range: 0-100
- Pitch (pitch) - 100 is normal, > 100 higher, < 100 lower.
- Start pitch (pitchstart)
- Spin-up time (spinup) - Range: 0-100
- spin-down time (spindown) - Range: 0-100
- LFO type (lfotype) - Values: 0=off,1=sqr,2=tri,3=rnd
- LFO rate (lforate) - Range: 0-1000
- LFO mod pitch (lfomodpitch) - Range: 0-100
- LFO modvol (lfomodvol) - Range: 0-100
- Incremental spin-up count (cspinup)
Entity Flags
#define AMBIENT_SOUND_STATIC 0 #define AMBIENT_SOUND_EVERYWHERE 1 // Play Everywhere (1) - Sound will be heard in the entire level. #define AMBIENT_SOUND_SMALLRADIUS 2 // Small Radius (2) - Sound range is about 800 units at max volume. #define AMBIENT_SOUND_MEDIUMRADIUS 4 // Medium Radius (4) - Sound range is about 1250 units at max volume. #define AMBIENT_SOUND_LARGERADIUS 8 // Large Radius (8) - Sound range is about 2000 units at max volume. #define AMBIENT_SOUND_START_SILENT 16 // Start Silent (16) - Checking this means the entity must be triggered to work. #define AMBIENT_SOUND_NOT_LOOPING 32 // Not Toggled (32) - Older FGDs show this as Not Looped. Specifies that /* the sound is to be played only once. With this flag checked, each time the entity is triggered it will play once. If it is not checked, triggering it will cause the sound to alternate between on and off. */
Constants
// channels #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 #define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area #define CHAN_STATIC 6 // allocate channel from the static area #define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network #define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END). // attenuation values #define ATTN_NONE 0 #define ATTN_NORM 0.8 #define ATTN_IDLE 2 #define ATTN_STATIC 1.25 // pitch values #define PITCH_NORM 100 // non-pitch shifted #define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high #define PITCH_HIGH 120 // volume values #define VOL_NORM 1.0
Notes
- From WorldCraft 2.1 Help: “To play a wav through the streaming code (for very large, one-shot wavs) use * in front of the name. For instance, ambience/*speak2.wav would stream speak2.wav. Streaming sounds are loaded in segments from the disk, played, and flushed from memory.”
- “To play any sentence from sentences.txt, replace the path/filename.wav with ! followed by the sentence name. For instance, !NA1 plays the sentence named NA1.”
- “All the keyvalues from volstart to cspinup are various pitch, volume, and low frequency pitch oscillation settings that are overridden by the dynamic preset setting. In general, don't use these. The incremental spin-up count may be used as follows: each time the ambient is triggered, its pitch will rise from 'start pitch' to 'pitch' by this many increments. So, a setting of '3' means that the pitch of the ambient will rise from 'start pitch' to 'pitch' in three presses (ie: three triggers).”
HLSDK Reference
- sound.cpp (line 31)