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	<title>HPL3/Level Design/Sounds - Revision history</title>
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	<updated>2026-08-04T04:44:45Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.frictionalgames.com/page?title=HPL3/Level_Design/Sounds&amp;diff=7090&amp;oldid=prev</id>
		<title>TiMan: Created page with &quot;= Sounds =   General Parameters: * '''Name''': Name of the sound. Should be unique for all objects in map. * '''Active''' * '''Position''': 3D Vector storing the position in w...&quot;</title>
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		<updated>2026-07-30T09:54:39Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Sounds =   General Parameters: * &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;: Name of the sound. Should be unique for all objects in map. * &amp;#039;&amp;#039;&amp;#039;Active&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Position&amp;#039;&amp;#039;&amp;#039;: 3D Vector storing the position in w...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Sounds =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Parameters:&lt;br /&gt;
* '''Name''': Name of the sound. Should be unique for all objects in map.&lt;br /&gt;
* '''Active'''&lt;br /&gt;
* '''Position''': 3D Vector storing the position in world.&lt;br /&gt;
&lt;br /&gt;
Specific Parameters:&lt;br /&gt;
* '''Sound Entity file''': .snt file to be used by the sound.&lt;br /&gt;
* '''Use defaults''': if active, volume and Min/Max Distance values will be read from the .snt file.&lt;br /&gt;
* '''Min Distance''' / '''Max Distance''': Distances that will determine the space in which the sound will be faded out. Inside the radius defined by Min Distance the sound will have full volume.&lt;br /&gt;
* '''Volume''': value for full volume. Should be a real number in the [0, 1] range.&lt;br /&gt;
&lt;br /&gt;
=Sound EditMode=&lt;br /&gt;
&lt;br /&gt;
This EditMode is used to create Sound Entities in the map. These are used to add ambience sound, static sounds like water flowing, or pretty much any sound you want.&lt;br /&gt;
&lt;br /&gt;
To create a Sound Entity, just click on the grid when this EditMode is active. This will create an &amp;quot;empty&amp;quot; Sound Entity, meaning it is just a container.&lt;br /&gt;
Optionally, you can set up the .snt file that will be used by the newly created Sound Entity, in the only input that shows on the EditMode window. &lt;br /&gt;
&lt;br /&gt;
Have into account that these options will be valid for objects created right after changing them, so any Sound Entity that is already created will keep its settings.&lt;br /&gt;
&lt;br /&gt;
More on sounds [[HPL2/Sounds|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sound Browser window =&lt;br /&gt;
This window helps when having to pick sounds. It can work in two different modes:&lt;br /&gt;
&lt;br /&gt;
* Sound Entity&lt;br /&gt;
&lt;br /&gt;
[[File:sound_entity.png]]&lt;br /&gt;
&lt;br /&gt;
''' '''Full path input''': This input will display the current full path, will show each step in the path as a row in the open list. Clicking on a row will make the dialog navigate to that folder.&lt;br /&gt;
''' '''Up button''': will make the dialog navigate to the parent folder.&lt;br /&gt;
''' '''Directory and file listing'''&lt;br /&gt;
&lt;br /&gt;
* Sound Event&lt;br /&gt;
&lt;br /&gt;
[[File:sound_event.png]]&lt;br /&gt;
''' Two boxes will show up, left one will list available '''Sound Projects''' (or sound banks) and '''Sound Groups''' (pretty much like subdirectories) in a tree fashion. The one at the right will show '''Sound Events''' (sounds actually) present inside the picked Group. To use one of them, just select it there.&lt;br /&gt;
&lt;br /&gt;
These are common for both modes.&lt;br /&gt;
* '''Play button''': will play a sample of the picked sound.&lt;br /&gt;
* '''Load file name''': The name of the file to load.&lt;br /&gt;
* '''Load button''': Will try to load the given file name and close. &lt;br /&gt;
* '''Cancel button''': Will just close the dialog.&lt;/div&gt;</summary>
		<author><name>TiMan</name></author>
		
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