Soundscape
Controls the ambient background audio for an area. Triggered by output chains to cross-fade between soundscapes as the player moves through the map.
Properties
Name Type Description
Soundscape String Path to the default ambient audio file for this entity, relative to the content Audio folder. Inputs
Name Parameter Description
TriggerChangeSoundscape — Begins playing a new soundscape. Pass the path to the audio file as the input parameter (e.g. Ambience/forest_night.ogg). The new sound fades in over approximately 15 seconds. Universal Inputs
These inputs are available on every entity in the engine, not just this one.
Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details. AddVelocity x,y,z Adds the given vector to the entity's current velocity. SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity. SetPosition x,y,z Teleports the entity to the given world position. SetScale x,y,z Sets the entity's scale. SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees. AddImpulse x,y,z Applies an instantaneous physics impulse to the entity. Destroy — Despawns this entity on the next frame. Notes
Place one Soundscape entity per area or zone. Wire a FuncTrigger volume’s OnTriggerEnter output to the TriggerChangeSoundscape input and set the input parameter to the audio file path you want to play. This lets the ambient audio change automatically as the player walks between areas.
The audio path passed to TriggerChangeSoundscape is relative to Content/, so a value of Audio/Ambience/cave.ogg maps to Content/Audio/Ambience/cave.ogg.
Note: the soundscape system is currently undergoing a rework.