env_sound (Half-Life)
Last edited 14 years ago2010-08-30 13:57:40 UTC
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Point EntityThis entity controls how sounds are processed. Use it to enhance the atmosphere of a particular setting.
Attributes
- Radius (radius) - When the player passes through an part of this area around the entity, the sound style is triggered on.
- Room Type (roomtype) - The sound setting to use. Types are:
[list][li]0 = Normal (off)
- 1 = Generic
- 2 = Metal Small
- 3 = Metal Medium
- 4 = Metal Large
- 5 = Tunnel Small
- 6 = Tunnel Medium
- 7 = Tunnel Large
- 8 = Chamber Small
- 9 = Chamber Medium
- 10 = Chamber Large
- 11 = Bright Small
- 12 = Bright Medium
- 13 = Bright Large
- 14 = Water 1
- 15 = Water 2
- 16 = Water 3
- 17 = Concrete Small
- 18 = Concrete Medium
- 19 = Concrete Large
- 20 = Big 1
- 21 = Big 2
- 22 = Big 3
- 23 = Cavern Small
- 24 = Cavern Medium
- 25 = Cavern Large
- 26 = Weirdo 1
- 27 = Weirdo 2
- 28 = Weirdo 3
[/li]
[/list]
Flags
Notes
- Once the player has had a particular sound style applied, it stays with the player until it is changed by another env_sound. The setting can be returned to normal by forcing the player to pass through an env_sound with a Room Type of 0 (Normal).
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The cvar
waterroom_type
(default 14) controls which env_sound Room Type is applied when the player is underwater. It's seemingly unused in the game.