Level Editor/Entities/Sounds

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Sounds
Made with Functional > Create Point Sound; any brush with Is Sound Volume; Map Config > Soundscape
What it is Sounds at a point, ambient sound in an area, and map-wide background audio
In the game Yes, it is exported with the map

A map can carry three kinds of sound:

  • A point sound plays from one spot and gets quieter with distance: a humming machine, a waterfall, a radio.
  • A sound volume plays while a player is inside an area: the wind on a rooftop, the drip of a cave, the hum of an engine room.
  • The soundscape plays everywhere, whatever a player's position: music or general ambience. It is set in Map Config > Soundscape.

Your own sound files (.wav, .ogg, .mp3) come in through File > Import Custom Asset... or the Import External File… button of the sound picker, and are packed into the map's export. See Custom assets.

Point sound

  1. Choose Functional > Create Point Sound.
  2. Click where the sound comes from.
  3. In the inspector, click Stream to pick a sound.

Inspector (the standard positional sound settings; the most used):

Setting Type Default What it does
Point Name Text empty A label shown above it in the editor.
Stream Sound none The sound to play.
Volume Db Decibels 0 Loudness. Negative is quieter.
Unit Size Number 10 How far the sound carries before it starts to fade. Larger is heard further.
Max Distance Meters 0 (no limit) Beyond this the sound is not heard at all.
Pitch Scale Number 1 Plays the sound faster and higher, or slower and lower.
Autoplay Check box Off Start playing when the map starts.
Attenuation Model List Inverse How the sound fades with distance.

To loop a sound, use a sound file set to loop.

Sound volumes

Any brush can be a sound volume, so the area can be the exact shape of a corridor or a room rather than a box.

  1. Build a brush of the area's shape.
  2. Tick Is Sound Volume in the inspector. The brush is no longer solid or visible in the game.
  3. Set its sound settings.
Setting Type Default What it does
Sound Name Text empty A name for the sound volume.
Stream Sound none What plays.
Volume Db -60 to 6 dB 0 Loudness.
Pitch Scale 0.01 to 4 1 Playback speed and pitch.
Autoplay Check box On Play automatically.
Loop When Inside Check box On Keep the sound looping while the player is inside the volume.

A brush cannot be a zone and a sound volume at once. Edit > Click Through Sound Volumes lets you click what is behind them.

Sounds of doors and buttons

Doors and buttons pick their sounds from the game's own sound list (type to search it), not from imported files.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use