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Point EntityThe ambient_generic allows you to play a specific sound.
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:
<TL>
0 = None<BR>
1 = Huge Machine<BR>
2 = Big Machine<BR>
3 = Machine<BR>
4 = Slow Fade in<BR>
5 = Fade in<BR>
6 = Quick Fade in<BR>
7 = Slow Pulse<BR>
8 = Pulse<BR>
9 = Quick pulse<BR>
<TC>
10 = Slow Oscillator<BR>
11 = Oscillator<BR>
12 = Quick Oscillator<BR>
13 = Grunge pitch<BR>
14 = Very low pitch<BR>
15 = Low pitch<BR>
16 = High pitch<BR>
17 = Very high pitch<BR>
18 = Screaming pitch<BR>
19 = Oscillate spinup/down<BR>
<TC>
20 = Pulse spinup/down<BR>
21 = Random pitch<BR>
22 = Random pitch fast<BR>
23 = Incremental Spinup<BR>
24 = Alien<BR>
25 = Bizzare<BR>
26 = Planet X<BR>
27 = Haunted<BR>
</TL>
- 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)
Flags
- Play Everywhere (1) - Sound will be heard in the entire level.
- Small Radius (2) - Sound range is about 800 units at max volume.
- Medium Radius (4) - Sound range is about 1250 units at max volume.
- Large Radius (8) - Sound range is about 2000 units at max volume.
- Start Silent (16) - Checking this means the entity must be triggered to work.
- 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.
Inputs
Outputs
*