Sound scenery are a type of object, typically invisible, used to play localized ambient looping sounds. They can be found along shorelines and rivers, at the base of waterfalls, and near noisy machinery. These objects complement the "background" sound_environment used for BSP clusters.
When creating a sound scenery tag in Guerilla or other tag editor, simply add an attachment in the attachments block with type
sound_looping, referring to the desired tag. It is not necessary to specify a model marker.
Sound distances are determined by the actual sound tag rather than the object's bounding radius.
debug_sound 1 can be used in Sapien to visualize the sounds playing in the map. The minimum and maximum distances are shown as red and yellow spheres, respectively.
In terms of tag data, sound scenery do not differ from scenery in any way; both are simple extensions of object which do not add any additional fields. Both can play sounds if attached, and both can have render and collision models. However, sound scenery collide with projectiles but not units and are thus similar to device_light_fixture.
You cannot have a sound scenery and background sound at the same time if both are playing a sound tag that is classed as "music". This will crash Sapien when you enter the audible radius of the scenery object, and will crash the game immediately.
This tag inherits fields from object which are not shown here. See the parent's page for more information. The following information is unique to the sound_scenery tag.
This structure has no fields.
This information was partially generated using Invader tag definitions.
Thanks to the following individuals for their research or contributions to this topic:
- Conscars (Testing collision behaviour)
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)
- Neo (Discovering the music bug)