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ambientsound

From Quake Wiki

void ambientsound(vector pos, string soundPath, float volume, float attenuation)

Usage[edit]

Starts playing a sound with no connection to any entity. A sound must be precached during map load in order to be considered valid. Once an ambient sound starts playing it cannot be stopped.

Unlike standard sounds, ambient sounds must loop in order to be considered valid (sound markers need to be present in the file).

Parameters:[edit]

  • pos
The origin of the sound.
  • soundPath
The path of the sound file. Supports WAV (.wav) files.
  • volume
Can be a value from 0 to 1.
  • attenuation
Determines the linear falloff of the sound over distance. A value of 0 (ATTN_NONE) will have no fall off. The larger the value, the greater the falloff. Default values:
  • ATTN_NONE
  • ATTN_NORM
  • ATTN_IDLE
  • ATTN_STATIC

Example[edit]

// This entity plays an ambient sound when it initializes
void ambient_ocean()
{
    precache_sound("ambience/ocean.wav");
    ambientsound(self.origin, "ambience/ocean.wav", 1, ATTN_STATIC);

    remove(self);
}