Entity speaker
A sound source.
These entities should be placed throughout a map in order to populate it with sound.
Sounds can be either looped (e.g. for the sound of rain, whirring machinery, trickling water) or not (e.g. an explosion, a click, the whir of a door opening.) When a sound is triggered, it will either start the sound playing (if it isn't already), or stop the sound playing (if it is set to loop.)
Random Sounds
By setting a value for the wait key, a sound can be set to automatically play at specific intervals. For example, a value of '5' would make the sound play every 5 seconds.
This can be randomised by setting a value for the random key. For example, if wait is set to '5' and random set to '2', the game will wait between 3 and 7 seconds to play the sound again. This is useful for random events such as thunder, computer bleeps, or gusts of wind.
Entity Keys
classname speaker
- s_shader sound
- the sound shader or wavefile.
- overlayDemonic variable
- set to 1 overlays the demonic sound instead of replacing it.
- s_waitfortrigger variable
- play on load or play when triggered.
- s_volume variable
- override shader volume level.
- s_minDistance variable
- override shader minDistance.
- s_maxDistance variable
- override shader maxDistance.
- s_omni variable
- force omnidirectional
- s_looping variable
- force looping
- s_occlusion variable
- force no portal occlusion
- s_global variable
- force no falloff at all
- s_shakes variable
- this entity can make the screen shake when the sound is loud.
- s_singleArea variable
- falloff only when outside of the area this speaker is in.
- wait variable
- when set > 0, seconds between triggerings. time between sounds is wait + or - random
- random variable
- wait variance.