Ambients and Sound Effects

There are numerous looped sound effects, called ambients. Most of them are the same and simply change the default sound file that is played. Alternatively, ambient_custom_looping can be used in place of any of these so long as you know what sound file to specify.

Some sounds are looping, others are non-looped sounds played via trigger. Some ambients play non-looped sounds that get played at randomized intervals. Certain specialized ambients will play multiple different randomly picked non-looped sounds at randomized intervals; these are typically named ambient_custom_ at the beginning of their name, such as ambient_custom_wind or ambient_custom_wood. These features are extremely popular and have many different various implementations in almost all mods.

Standard Ambient Noises

These are simply static location, looping sound effects that play the same sound file over and over indefinitely. These can have their volume and falloff adjusted at map start but cannot be changed once the level has finished starting.

All of the following entities in this table have these common attributes:

spawnflags - Set 8 Global to play this ambient sound everywhere all the time. Not recommended unless for small maps in between larger levels. volume - Set to a value from 0 to 1, 0 is silent, 1 is full volume. 0.5 is default for the ambients in the table below. speed - Set to one of the following to specify the falloff attenuation. This affects the distance the sound will be heard.

  • 0: Plays everywhere (same as setting spawnflags 8 above)
  • 1: Default
  • 2: Idle (not as noticeable)
  • 3: Static (bit shorter)
  • 4: Quiet (small radius, still barely audible at longer distances but fades out quicker)

.

Entity NameSound File UsedDescription
ambient_bublfalsambience/bublfals.wavBubbly waterfall
ambient_comp_humambience/comp1.wavComputer beeping and fan noises, subtle
ambient_drainambience/drain.wavDrain gargling
ambient_dripambience/drip1.wavUltra-classic echoey drip noise in a cave or on pipes or wherever
ambient_droneambience/drone6.wavEngine/machinery sound, typically used on slipgates
ambient_eerieambience/rych1.wavEerie humming
ambient_factoryambience/factory.wavFactory type machinery noises
ambient_fan_blowingambience/fanblow.wavFan blowing
ambient_fliesambience/bugs.wavNehahra flies buzzing
ambient_flouro_buzzambience/buzz1.wavFluorescent Light Buzzing Noise with pauses, yes flouro is a typo [sic]
ambient_flysmisc/flys.wavHipnotic flies buzzing
ambient_grinderambience/grinder.wavGrinding churning noise
ambient_hevifalsambience/hevifals.wavHeavy waterfall
ambient_highwindambience/highwind.wavWind noise
ambient_hum1or ambient_teleportambience/hum1.wavTeleporter noise, the breathy noise used by trigger_teleport
ambient_hummingambience/humming.wavspawnflags 4 changes to Nehahra's sound effect (ambience/maydn.wav) that it used on its ambient_humming entities. Provided for completeness.
ambient_lappingambience/wat_amb.wavGentle water noise, useful for edges of pools or by dock posts.
ambient_lapping2ambience/wat_cave.wavSimilar to lapping but more echoey as if in a cave.
ambient_lavagurgambience/lavagurg.wavLava Gurgling Noise, deeper pitched than water gurgling, sounds viscous
ambient_light_buzzambience/fl_hum1.wavSteady fluorescent Light Buzzing Noise
ambient_machinesambience/begths.wavLoud Machines
ambient_nehumambience/filt.wavHumming
ambient_rainambience/rain.wavChange count to 0 for Rain Runoff (default), 1 for Steady Rain (ambience/rain3.wav), or 2 for Heavy Rain (ambience/rain2.wav). Uses ambience/rain3.wav if count is higher than 2 or lower than 0.
ambient_riftpowerambience/riftpowr.wavRiftpower
ambient_running_lavaambience/runlava.wavLava river
ambient_running_waterambience/runwater.wavWater river
ambient_rushingambience/rushing.wavWhirring
ambient_sizzleambience/amsizl.wavCooking sizzle
ambient_stargate_humambience/sgatehum.wavStargate humming
ambient_suck_windambience/suck1.wavClassic sky wind noise used outdoors
ambient_swamp1ambience/swamp1.wavFrogs croaking
ambient_swamp2ambience/swamp2.wavFrogs croaking B
ambient_swamp3ambience/swamp3.wavFrogs croaking C
ambient_teethambience/teeth.wavTeeth chomp chomp chomp
ambient_thrumambience/thrum.wavThrum
ambient_thunderambience/thunder1.wavConstant Thundering
ambient_waterfallambience/waterfal.wavWaterfall
ambient_water_fallambience/wat_fall.wavWaterfall B
ambient_whnoiseambience/whn.wavWeird Humming
ambient_zzxzzambience/flash.wavStrange Machinery

Specialty Ambient Noises

ambient_custom_chime

Randomly plays chime sounds at randomized intervals. Can be enabled or disabled using the Logic and Entity State System. |Key|Type|Default|Description| |---|---|---|---| |noise|string|ad171/ambience/chimes.wav|Set to the sound file to play. Do not include quotation marks.| |wait|integer|10|Maximum interval time.| |delay|integer|10|Minimum interval time.| |waitmin|integer|10-20|Initial minimum interval time before first playing sound after enabling.| |waitmin2|boolean (0 or 1)|-1|Set to 1 to prevent from turning off on subsequent targeting.| |spawnflags|2|0|Play only once when targeted| ||64|0|Starts off. Must have targetname set!|

.

ambient_custom_loop or ambient_generalpurpose or ambient_custom_water

Useful to set a custom looping ambient noise. |Key|Type|Default|Description| |---|---|---|---| |noise|string||Set to the sound file to play, for example ambient/demonwind.wav. Do not include quotation marks.| |volume|integer|1|Set to a value from 0 to 1, 0 is silent, 1 is full volume.|

.

ambient_custom_rain

Plays one of 3 different rain types looping. Must be targeted to start. |Key|Type|Default|Description| |---|---|---|---| |count|integer|0|Default Rain| |||1|Fast Dripping| |||2|Downpour| |volume|integer|1|Set to a value from 0 to 1, 0 is silent, 1 is full volume.| |impulse|integer|0|The sound channel to use; must be in the range 0 - 7.| |speed|integer|1|Set normal falloff attenuation. This affects the distance the sound will be heard.| |||0|Plays everwhere| |||2|Idle (not as noticeable)| |||3|Static (bit shorter)| |||4|Quiet (small radius, still barely audible at longer distances but fades out quicker)| |delay|integer|2|Minimum interval time.| |spawnflags|integer|64|Always starts off. Cannot be changed.|

Sounds to play:

  • ad171/ambience/rain1_nl.wav
  • ad171/ambience/rain2_nl.wav

.

ambient_custom_rumble

Randomly plays low rumbling sounds at randomized intervals. Can be enabled or disabled using the Logic and Entity State System. |Key|Type|Default|Description| |---|---|---|---| |count|integer|0|Pick different sound to start random seed from, 0 through 2| |volume|integer|0.5|Set to a value from 0 to 1, 0 is silent, 1 is full volume.| |speed|integer|1|Set normal falloff attenuation. This affects the distance the sound will be heard.| |||0|Plays everwhere| |||2|Idle (not as noticeable)| |||3|Static (bit shorter)| |||4|Quiet (small radius, still barely audible at longer distances but fades out quicker)| |wait|integer|20|Maximum interval time.| |delay|integer|20|Minimum interval time.| |waitmin|integer|6-12|Initial start time.| |spawnflags|2|0|Play only once when targeted| ||64|0|Starts off. Must have targetname set!|

Sounds to play:

  • ad171/ambience/rumble1.wav
  • ad171/ambience/rumble2.wav
  • ad171/ambience/rumble3.wav

.

ambient_custom_sound

Plays one of 3 different sounds at randomized interval. Can be enabled or disabled using the Logic and Entity State System. |Key|Type|Default|Description| |---|---|---|---| |target|string|2|If set, will run targets when making noise, useful for lights, sparks, etc.| |noise|string||Set to the 1st sound file to play, for example ambient/demonwind.wav. Do not include quotation marks.| |noise1|string||Set to the 1st sound file to play, for example ambient/demonwind.wav. Do not include quotation marks.| |noise2|string||Set to the 1st sound file to play, for example ambient/demonwind.wav. Do not include quotation marks.| |volume|integer|1|Set to a value from 0 to 1, 0 is silent, 1 is full volume.| |impulse|integer|0|The sound channel to use; must be in the range 0 - 7.| |speed|integer|1|Set normal falloff attenuation. This affects the distance the sound will be heard.| |||0|Plays everwhere| |||2|Idle (not as noticeable)| |||3|Static (bit shorter)| |||4|Quiet (small radius, still barely audible at longer distances but fades out quicker)| |wait|integer|20|Maximum interval time.| |delay|integer|2|Minimum interval time.| |waitmin|integer|2|Initial minimum interval time before first playing sound after enabling.| |waitmin2|boolean (0 or 1)|2|Set to 1 to prevent from turning off on subsequent targeting.| |spawnflags|2|0|Play only once when targeted| ||64|0|Starts off. Must have targetname set!|

.

ambient_custom_wind

Randomly plays wind gust sounds at randomized intervals. Can be enabled or disabled using the Logic and Entity State System. |Key|Type|Default|Description| |---|---|---|---| |count|integer|0|Pick different sound to start random seed from, 0 through 5| |volume|integer|1|Set to a value from 0 to 1, 0 is silent, 1 is full volume.| |speed|integer|1|Set normal falloff attenuation. This affects the distance the sound will be heard.| |||0|Plays everwhere| |||2|Idle (not as noticeable)| |||3|Static (bit shorter)| |||4|Quiet (small radius, still barely audible at longer distances but fades out quicker)| |wait|integer|10|Maximum interval time.| |delay|integer|10|Minimum interval time.| |waitmin|integer|4-8|Initial start time.| |spawnflags|2|0|Play only once when targeted| ||64|0|Starts off. Must have targetname set!|

Sounds to play:

  • ad171/ambience/windgust1.wav
  • ad171/ambience/windgust2.wav
  • ad171/ambience/windgust3.wav
  • ad171/ambience/windgust4.wav
  • ad171/ambience/windgust5.wav
  • ad171/ambience/windgust6.wav

.

ambient_custom_wood

Randomly plays wood creaking sounds at randomized intervals. Can be enabled or disabled using the Logic and Entity State System. |Key|Type|Default|Description| |---|---|---|---| |count|integer|0|Pick different sound to start random seed from, 0 through 3| |volume|integer|1|Set to a value from 0 to 1, 0 is silent, 1 is full volume.| |speed|integer|2|Set normal falloff attenuation. This affects the distance the sound will be heard.| |||0|Plays everwhere| |||2|Idle (not as noticeable)| |||3|Static (bit shorter)| |||4|Quiet (small radius, still barely audible at longer distances but fades out quicker)| |wait|integer|30|Maximum interval time.| |delay|integer|15|Minimum interval time.| |waitmin|integer|8-16|Initial start time.| |spawnflags|2|0|Play only once when targeted| ||64|0|Starts off. Must have targetname set!|

Sounds to play:

  • ad171/ambience/woodcreak2a.wav
  • ad171/ambience/woodcreak2b.wav
  • ad171/ambience/woodcreak2c.wav
  • ad171/ambience/woodcreak2d.wav

Backlinks