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sound_emitter

v1.4.8

Plays one sound from an entity. Event Path picks the clip. Reach, length, and parameters belong to that event. The override numbers change this placement.

Find placed ones in the Scene panel with s:sound_emitter. See Filter.

Where you put it

Add the script to an entity at the spot the sound should sit. The ready-made prefab is _sound_emitter in Modules\Native\Prefabs\editor_helpers_&_tests.xml. It uses mesh icon_sound and is visible only while editing.

What you set

Native panel. The prefab stores this order. A tavern placement also stores Is Static after Play On Startup.

Panel field What to do with it
Event Path The id that matters, such as event:/mission/ambient/arena/ambience. The prefab stores empty.
Overrided Parameters On: this placement overrides the event's parameters. The prefab stores off.
Play On Startup Start when the scene starts. The prefab stores on.
Is Static Stored by the tavern placement, off. The helper prefab does not write it.
Overrided Max Distance How far this placement is heard. The prefab stores 0. The arena stores 10.
Overrided Min Distance Full volume inside this radius. The prefab stores 0. The arena stores 5.
Overrided Volume Multiplier Loudness for this placement. The helper prefab stores 0.44. The vineyard icon prefab stores 0.
Overrided Pitch Pitch for this placement. The prefab stores 0.
<script name="sound_emitter">
    <variables>
        <variable name="Event Path" value=""/>
        <variable name="Overrided Parameters" value="false"/>
        <variable name="Play On Startup" value="true"/>
        <variable name="Overrided Max Distance" value="0.000000"/>
        <variable name="Overrided Min Distance" value="0.000000"/>
        <variable name="Overrided Volume Multiplier" value="0.440000"/>
        <variable name="Overrided Pitch" value="0.000000"/>
    </variables>
</script>

What the player hears

  • Arena bed: event:/mission/ambient/arena/ambience. length="-1" keeps it going. The event's own max_distance is 10. It takes ArenaIntensity.
  • An empty emitter, as in the tavern kitchen, has a blank Event Path and plays nothing until you set one.

Ids: Modules\Native\ModuleData\sound_event_data.gen.xml.

Where it lives

Native script. Prefab _sound_emitter is in Modules\Native\Prefabs\editor_helpers_&_tests.xml. The vineyard icon prefabs in Modules\Native\Prefabs\map_icon_parts.xml also carry it.

Examples

Arena bed. SandBox\SceneObj\arena_empire_a. Prefab _sound_emitter at about (339, 437, 13). Event Path event:/mission/ambient/arena/ambience, volume 1, max distance 10, min distance 5.

Kitchen emitter with no clip. SandBox\SceneObj\empire_interior_tavern_a. Entity _sound_emitter, editor-only, mesh icon_sound. Event Path is empty, Play On Startup on, Is Static off, both distances 0.

Vineyard icon. Native\Prefabs\map_icon_parts.xml, entity map_icons_production_vineyard_a. Event Path empty, Play On Startup on, volume multiplier 0.