Class SoundscapeBank
Namespace: ValveResourceFormat.Renderer.Audio
Assembly: Renderer.dll
Stores "scripted" soundscape definitions loaded from classic KeyValues1 soundscape script files (e.g. "scripts/soundscapes_citadel.txt", or HLVR's "scripts/soundscapes_*.txt"), which name a set of operators to start together for an env_soundscape region - the predecessor to the modern single-sound-event soundscapes (env_soundscape with "enablesoundevent" set), which
public sealed class SoundscapeBankInheritance
Remarks
Operators:
playevent: starts an existing named sound event directly.playsoundscape: inlines another soundscape's operators here.playrandom/playlooping(the older HLVR-style scripts, which define audio inline instead of referencing a vsndevt): wrapped and registered as an anonymous entry in the main on first resolve, so the rest of the pipeline (caching, play, retrigger, fade-out) treats them like any other named event. See and .
DSP presets ("dsp") and per-operator repositioning ("traveler") are not modeled.
Methods
AddSoundscapes(KVObject)
Adds all soundscape definitions from a parsed soundscape script's root object.
public void AddSoundscapes(KVObject scriptRoot)Parameters
scriptRoot KVObject
GetSoundEvents(string)
Gets the flattened list of sound event names a scripted soundscape starts, recursively inlining "playsoundscape" references, or null when the soundscape is unknown. Resolved once, then cached.
public string[]? GetSoundEvents(string name)Parameters
name string
Returns
string[]?

