CAmbientGeneric (CS)
- CBaseEntity
- CAmbienGeneric (ambient_generic)
W = Windows | L = Linux
Name | W. Offset | L. Offset | L. Diff | Type | Description |
---|---|---|---|---|---|
m_flAttenuation | 34 | 39 | +5 | float | Attenuation value.
// attenuation values #define ATTN_NONE 0 #define ATTN_NORM 0.8 #define ATTN_IDLE 2.0 #define ATTN_STATIC 1.25 |
m_dpv.preset | 35 | 40 | +5 | int | None. |
m_dpv.pitchrun | 36 | 41 | +5 | int | Pitch shift % when sound is running 0 - 255. |
m_dpv.pitchstart | 37 | 42 | +5 | int | Pitch shift % when sound stops or starts 0 - 255. |
m_dpv.spinup | 38 | 43 | +5 | int | Spinup time 0 - 100. |
m_dpv.volrun | 39 | 44 | +5 | int | Volume change % when sound is running 0 - 10. |
m_dpv.volstart | 40 | 46 | +5 | int | Volume change % when sound stops or starts 0 - 10. |
m_dpv.fadein | 41 | 46 | +5 | int | Volume fade in time 0 - 100. |
m_dpv.fadeout | 42 | 47 | +5 | int | Volume fade out time 0 - 100. |
m_dpv.lfotype | 43 | 48 | +5 | int | Low Frequency Oscillator. 0) off 1) square 2) triangle 3) random. |
m_dpv.lforate | 44 | 49 | +5 | int | Low Frequency Oscillator. 0 - 1000, how fast lfo osciallates. |
m_dpv.lfomodpitch | 45 | 50 | +5 | int | 0-100 mod of current pitch. 0 is off. |
m_dpv.lfomodvol | 46 | 51 | +5 | int | 0-100 mod of current volume. 0 is off. |
m_dpv.cspinup | 47 | 52 | +5 | int | Each trigger hit increments counter and spinup pitch. |
m_dpv.cspincount | 48 | 53 | +5 | int | None. |
m_dpv.pitch | 50 | 55 | +5 | int | None. |
m_dpv.spinupsav | 51 | 56 | +5 | int | None. |
m_dpv.spindownsav | 52 | 57 | +5 | int | None. |
m_dpv.cspincount | 53 | 58 | +5 | int | None. |
m_dpv.pitchfrac | 54 | 59 | +5 | int | None. |
m_dpv.vol | 55 | 60 | +5 | int | None. |
m_dpv.fadeoutsav | 56 | 61 | +5 | int | None. |
m_dpv.volfrac | 57 | 62 | +5 | int | None. |
m_dpv.lfofrac | 58 | 63 | +5 | int | None. |
m_dpv.lfomult | 59 | 64 | +5 | int | None. |
m_fActive | 60 | 65 | +5 | BOOL | Only TRUE when the entity is playing a looping sound. |
m_fLooping | 61 | 66 | +5 | BOOL | TRUE when the sound played will loop. |
Spawn flags
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation #define AMBIENT_SOUND_EVERYWHERE 1 #define AMBIENT_SOUND_SMALLRADIUS 2 #define AMBIENT_SOUND_MEDIUMRADIUS 4 #define AMBIENT_SOUND_LARGERADIUS 8 #define AMBIENT_SOUND_START_SILENT 16 #define AMBIENT_SOUND_NOT_LOOPING 32
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