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Copy file name to clipboardExpand all lines: fgd/point/env/env_soundscape.fgd
+5-2Lines changed: 5 additions & 2 deletions
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radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as they can see it (regardless of distance to it)."
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soundscape[engine](string) : "Soundscape" : "" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts/ directory."
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// Strata and srctools support this, to dynamically figure out the names.
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soundscape[engine](soundscape) : "Soundscape" : "" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts/ directory."
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soundscape[STRATA](soundscape) : "Soundscape" : "" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts/ directory."
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soundscape(choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts/ directory." =
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"Nothing": "Nothing"
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// up to date as of 04/01/2019 - Ficool/Pinsplash
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// up to date as of 04/01/2019
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soundscape[tf2](choices) : "Soundscape" : "tf2.general_ambient" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the scripts/ directory." =
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"tf2.general_ambient" : "General Ambience"
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// Outputs
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output OnPlay(void) : "Fired when this soundscape becomes the active one."
= env_soundscape_triggerable: "An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it."
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input ChangeSoundscape[KZ](void) : "Change the activator's soundscape to the soundscape specified in this entity."
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input ChangeSoundscape[KZ](void) : "Change the activator's soundscape to the soundscape specified in this entity."
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