This page is all about sound in Spark Editor in Natural Selection 2
Sounds Entities[]
Those are the Entity that can be used :
Ambient_sound | Play a FMOD sound in a Radius (see below) |
Ambient_sound_player | Play a FMOD for any player (= music) |
reverb | Add Reverb Effect |
sound_effect |
By defaut an ambient_sound play as a Loop. A sound has 3 radius that displays in the 3D view (From farest to closest) :
Trigger radius > Maximum falloff > Minimum falloff
Triggering sound[]
Triggers can be used to play or pause a sound.
Name | Action |
---|---|
area_trigger | trigger when player enters the area |
button_emitter | trigger when pushing a button (see ns2_descent club and push the jukebox) |
timed_emitter |
Sound & Occlusion[]
Since Build 327 :
- Added map occlusion geometry group for sound occlusion. This gets rid of sounds being muffled by small/medium obstacles within maps that are covered with occlusion geometry. Fmod will fall back using the normal occ-geo group if there is no special sound occ-geo group, to remain backwards compatible.
Using a custom sound []
Spark and Natural Selection uses a program called "FMOD". It is a program that creates sound events. The purpose of using this software is that from one sound (ie : a gun shot) you can have different variants (Pitch, duration, reverb, etc)
Beware : you'll need a specific version of FMOD
Ressource :
- This Topic with example image
Spark Editor - Maps • Spark Editor • Spark Game Entity • Spark Entity List • Spark Decals • Spark Custom Materials • Spark Custom Skybox • Spark Lights • Spark Sounds • Valve Hammer to Spark • Spark Troubleshooting • Spark Beginner Tricks • Spark Editor Final Checklist