# Entity for water sound effects

## Entity for sounding Pools

The **area** entity from the `service/sound/` folder allows you to sound water pools: rivers, lakes, and seas. \
Its difference from a regular speaker object is that all circular subzones created by this entity are combined into one and sounded as a whole.

<figure><img src="/files/PAiZezPU0qgkiTbG8iev" alt=""><figcaption><p>Area entity</p></figcaption></figure>

## Sound parameter settings

In the properties of the **area** entity, in the **environment\_sound** block, you need to configure the sound parameters.

<table><thead><tr><th width="155">Parameter</th><th>Description</th></tr></thead><tbody><tr><td><strong>tags</strong></td><td>Preset corresponding to the type of water body. <br>Water bodies with a Flow curve correspond to the <code>river</code> preset for a river with a regular flow and <code>river_fast</code> for a river with a fast flow. <br>For lakes and seas, use the <code>lake</code> and <code>sea</code> presets, respectively.</td></tr><tr><td><strong>curve</strong></td><td>For water bodies with a Flow curve, the name of the water body is entered in the <code>curve</code> field. For water bodies without flow, the <code>curve</code> field should be left empty.</td></tr><tr><td><strong>radius</strong></td><td>The radius of the circle within which the water body is located.</td></tr></tbody></table>

## Sound zone visualization mode

When working with the **area** entity, it is convenient to use the sound zone visualization mode. \
You can enable or disable the sound zone visualization mode using the console command:

* `snd_showEnvironmentSound 1` — enable;
* `snd_showEnvironmentSound 0` — disable.

## Sound Setup for Different Pool Types

### River flow sounding

1. **Place the area entity**\
   Switch to the `Entity` tab and place the **area** entity on the map approximately in the geometric center of the Flow curve of the river pool.

<figure><img src="/files/CLIM4KvcliVLTnnmEtD7" alt=""><figcaption></figcaption></figure>

2. **Configure sound parameters**\
   In the properties of the **area** entity, configure the sound parameters in the **environment\_sound** block.

* In the `tags` field, select the `river` or `river_fast` preset
* Enter the name of the river pool in the `curve` field
* Set the `radius` so that the entire river pool fits within the yellow circle

3. **Adjust the placement of the area entity**\
   The **area** entity must be positioned so that the entire river pool is within its radius. \
   Based on the Flow curve, subzones of sound will be added within the yellow circle, displayed as green circles. Along with the green subzones, the sound of the flow will appear.

<figure><img src="/files/00xQLmGc7KdPcXmHHBxL" alt=""><figcaption><p><strong>Adjust the placement of the area entity</strong></p></figcaption></figure>

### Sea or Lake Sounding

1. **Place the area entity**\
   Several **area** entities must be placed to cover the area of the sea or lake pool.

<figure><img src="/files/aDUqNSo1UdAVtSevSDCy" alt=""><figcaption></figcaption></figure>

2. **Configure sound parameters**\
   In the properties of the **area** entities, configure the sound parameters in the **environment\_sound** block.

* Select the `lake` or `sea` preset in the `tags` field
* Leave the `curve` field empty
* Adjust the radius to cover the entire lake or sea pool with sound zones

{% hint style="success" %}
When sounding water bodies without Flow, use as few area entities as possible, but set large radius values
{% endhint %}


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