List of L4D Soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added L4D soundscape list)
 
m (→‎Rural: Unicodifying, replaced: {{Template: → {{)
 
(19 intermediate revisions by 9 users not shown)
Line 1: Line 1:
Below is a list of [[soundscapes]] for use in [[Left 4 Dead]]. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
{{Underlinked|date=January 2024}}
{{lang|List of L4D Soundscapes}}
{{back | Left 4 Dead Level Creation}}
{{toc-right}}


== soundscapes_airport ==
Here is a list of 276 [[Soundscapes|soundscapes]] for use in Left 4 Dead. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.


*urban.airport.rooftop.spawn
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the [[env_soundscape]] entity's properties. If these locations are not given, the sounds will not be heard.
*airport.finaleoutside


//   Airport 01
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=xEAF9WF3KTc here].


*airport_01.rooftop
{{todo | Add descriptions for how they sound.}}
*airport_01.apartment
{{clr}}
*airport_01.street
*airport_01.alley
*airport_01.rooftopspawn
*airport_01.inn
*airport_01.hotel
*airport_01.greenhouse


//   Airport 02
== Airport (Dead Air) ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|airport.finaleoutside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.rooftop
|Identical to <code>urban.rooftop</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.airport.rooftop.spawn
|Identical to <code>urban.rooftop</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.apartment
|
|align="center" | {{DSP | 1}}
|
|align="center" | (3418.33, 2239.67, 272.90)
|Unsettling wind and metal sounds.
|-
|height="40px"|airport_01.street
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.alley
|Identical to <code>urban.alley</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.rooftopspawn
|Identical to <code>urban.hospitalspawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.inn
|Identical to <code>urban.apartment</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.hotel
|Identical to <code>urban.apartment</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_01.greenhouse
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_02.street
|Identical to <code>airport_01.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_02.alley
|
|align="center" | {{DSP | 1}}
|
|align="center" | (5090.92, 3289.04, 61.51)
|Medium burning fire.
|-
|
|
|
|
|align="center" | (8962.26, 3601.84, 32.03)
|height="40px"|Large echoing windy pipe.
|-
|height="40px"|airport_02.apartment
|
|align="center" | {{DSP | 1}}
|
|align="center" | (4910.51, 2638.24, 466.05)
|Electrical hum from a vending machine.
|-
|
|
|
|
|align="center" | (9295.32, 3890.53, 677.21)
|height="40px"|Very windy open rooftop/outdoor area.
|-
|height="40px"|airport_02.rooftop
|
|align="center" | {{DSP | 1}}
|
|align="center" | (6274.14, 3824.39, 516.56)
|Medium burning fire.
|-
|height="40px"|airport_02.pillarsroom
|Identical to <code>urban.pillarsroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_02.office
|
|align="center" | {{DSP | 1}}
|
|align="center" | (8496.57, 4025.56, 104.33)
|Electrical hum from a vending machine.
|-
|height="40px"|airport_02.respawn
|Identical to <code>urban.respawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_03.alley
|
|align="center" | {{DSP | 1}}
|
|align="center" | (-4942.73, -2730.21, 61.32)
|Medium burning fire.
|-
|
|
|
|
|align="center" | (-4584.35, -910.55, 61.29)
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center" | 0
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center" | 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center" | 3
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center" | 4
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center" | 5
|
|height="40px"| Medium burning fire.
|-
|height="40px"|airport_03.boilerroom
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|airport_03.street
|
|align="center" | {{DSP | 1}}
|
|align="center" | (-6795.31, -1355.78, 244.03)
|Random metal scaffold rattling.
|-
|
|
|
|align="center" |  0
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center" | 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center" | 3
|
|height="40px"| Large bold burning fire (burning car).
|-
|
|
|
|align="center" | 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center" | 5
|
|height="40px"| Medium burning fire.
|-
|height="40px"|airport_03.streetoffices
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Flourescent light
|-
|
|
|
|align="center" | 1
|
|height="40px"| Humming machine
|-
|
|
|
|align="center" | 2
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center" | 3
|
|height="40px"| Large bold burning fire (burning car).
|-
|height="40px"|airport_03.pumproomsmall
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_03.powerplant
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Flourescent light.
|-
|
|
|
|align="center" | 1
|
|height="40px"| Humming machine
|-
|
|
|
|align="center" | 2
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center" | 4
|
|height="40px"| Flourescent light
|-
|height="40px"|airport_03.powerplantinside
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Humming machine
|-
|
|
|
|
|align="center" | (-3068.72, 2143.31, 45.38)
|height="40px"| Steam gas loop.
|-
|height="40px"|airport_03.controlroom
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Flourescent light
|-
|
|
|
|align="center" | 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center" | 2
|
|height="40px"| Humming machine.
|-
|height="40px"|airport_03.respawn
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Flourescent light
|-
|
|
|
|align="center" | 1
|
|height="40px"| Humming machine
|-
|
|
|
|align="center" | 2
|
|height="40px"| Leaking water loop.
|-
|height="40px"|airport_03.parkinggarage
|
|align="center" | {{DSP | 1}}
|align="center" | 1
|
|Medium burning fire.
|-
|height="40px"|airport_03.skybridge
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|
|Flourescent light.
|-
|height="40px"|airport_03.airportinterior
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.office
|
|align="center" | {{DSP | 1}}
|
|align="center"|(1145.20, 3943.29, 312.05)
|Electrical hum from a vending machine.
|-
|height="40px"|airport_04.baggageclaim
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.terminal
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.conveyor
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.respawn
|Identical to <code>urban.respawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.ramp
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.bathroom
|Identical to <code>urban.respawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.ticketing
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_04.security
|
|align="center" | {{DSP | 1}}
|
|align="center"|(1818.47, 1358.97, 25.94)
|Medium burning fire.
|-
|height="40px"|airport_05.street
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_05.finaleinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|airport_05.finaleoutside
|
|align="center" | {{DSP | 1}}
|
|align="center"|(-5060.30, 9600.11, -313.47)
|Medium burning fire.
|-
|height="40px"|airport_05.respawn
|
|align="center" | {{DSP | 1}}
|
|align="center"| (4475.37, 4562.37, 62.17)
|Very heavy wind.
|-
|height="40px"|airport_05.finaleroof
|Identical to <code>urban.finaleroof</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_airport.txt</span>


*airport_02.street
== Farm (Blood Harvest) ==
*airport_02.alley
{| class=standard-table | style="width:100%;"
*airport_02.apartment
!width="275px"|Name
*airport_02.rooftop
!Description
*airport_02.pillarsroom
!width="75px"|DSP
*airport_02.office
!width="175px"|Position Number
*airport_02.respawn
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|farm_01.morning
|Identical to <code>rural.morning</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_01.bridge
|Identical to <code>rural.bridge</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_01.smallbuilding
|Identical to <code>rural.smallbuilding</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_01.trainyardentrance
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_01.trainyardrespawn
|Identical to <code>rural.trainyardrespawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_02.trainyardentrance
|Identical to <code>rural.trainyardentrance</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_02.trainyardrespawn
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-6377.34, -6575.94, 352.26)
|Humming machine.
|-
|height="40px"|farm_02.trainyardbuilding2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_02.trainyardbuilding2window
|Identical to <code>rural.trainyardbuilding2window</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_02.trainyard2
|Identical to <code>rural.trainyard2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_02.traintunnel
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-3481.24, -8872.65, 39.14)
|Large burning fire.
|-
|height="40px"|farm_02.drainagesmall
|Identical to <code>rural.drainagesmall</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_03.drainagesmall
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_03.drainagebig
|Identical to <code>rural.drainagebig</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_03.traintunnel
|Identical to <code>rural.traintunnel</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_03.morning
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_03.house
|Identical to <code>rural.house</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_04.morning
|Identical to <code>rural.morning</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_04.trainyardentrance
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_04.bridge
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_04.smallbuilding2
|Identical to <code>rural.smallbuilding2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_04.house
|Identical to <code>rural.house</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_05.trainyardentrance
|Identical to <code>rural.trainyardrespawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_05.morning
|Identical to <code>rural.morning</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|farm_05.smallbuilding2
|Identical to <code>rural.smallbuilding2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_farm.txt</span>


//   Airport 03
== Garage (Crash Course) ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|garage_01.alley
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|height="40px"|garage_01.spawn
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Medium burning fire.
|-
|height="40px"|garage_01.interior
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|
|align="center"| (-3857.41, -9468.37, 35.54)
|height="40px"| Steam gas loop.
|-
|height="40px"|garage_01.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|height="40px"|garage_01.street
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-2654.78, -8420.69, 44.05)
|Medium burning fire.
|-
|height="40px"| garage_02.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|height="40px"| garage_02.street
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|height="40px"|garage_02.alley
|Identical to <code>urban.alley</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|garage_02.interior
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|
|align="center"| (4433.04, 6543.67, 91.26)
|height="40px"| Large echoing windy interior.
|-
|height="40px"|garage_02.finale
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Looping vehicle diesel engine.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Looping vehicle diesel engine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Looping vehicle diesel engine.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_garage.txt</span>


*airport_03.alley
== Hospital (No Mercy) ==
*airport_03.boilerroom
{| class=standard-table | style="width:100%;"
*airport_03.street
!width="275px"|Name
*airport_03.streetoffices
!Description
*airport_03.pumproomsmall
!width="75px"|DSP
*airport_03.powerplant
!width="175px"|Position Number
*airport_03.powerplantinside
!width="200px"|Position Origin
*airport_03.controlroom
!width="250px"|Location Description
*airport_03.respawn
|-
*airport_03.parkinggarage
|height="40px"|background_menu.streetrain
*airport_03.skybridge
|
*airport_03.airportinterior
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Random far between crow calls.
|-
|height="40px"|hospital_01.alleyrain
|Identical to <code>urban.alleyrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_01.streetrain
|Identical to <code>urban.streetrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_01.subway
|Identical to <code>urban.subway</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_01.rooftop_1b_interior2
|Identical to <code>urban.rooftop_1b_interior2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_01.street
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_01.rooftop_1b
|Identical to <code>urban.rooftop_1b</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_01.rooftop_1b_interior
|Identical to <code>urban.rooftop_1b_interior</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.rooftop_1b_interior2
|Identical to <code>urban.rooftop_1b_interior2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.underground_2
|Identical to <code>urban.underground_2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.underground_1
|Identical to <code>urban.underground_1</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.underground_3
|Identical to <code>urban.underground_3</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.pillarsroom
|
|align="center" | {{DSP | 1}}
|
|align="center"| (8155.77, 3031.04, -147.45)
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|hospital_02.alleyrain
|Identical to <code>urban.alleyrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.generatorroom_off
|Identical to <code>urban.generatorroom_off</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.generatorroom
|Identical to <code>urban.generatorroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.streetrain
|Identical to <code>urban.streetrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.rooftop_1b_interior
|
|align="center" | {{DSP | 1}}
|
|align="center"| (7611.45, 4382.66, 259.27)
|Electrical hum from a vending machine.
|-
|
|
|
|
|align="center"| (7775.96, 4061.74, 248.02)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|hospital_02.rooftop
|Identical to <code>urban.rooftop</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.controlroom
|Identical to <code>urban.controlroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_02.warehouseoutside
|Identical to <code>urban.warehouseoutside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.alleyrain
|
|align="center" | {{DSP | 1}}
|
|align="center"| (12817.86, 8036.78, 125.83)
|Steam gas loop.
|-
|height="40px"|hospital_03.rooftop_1b_interior2
|
|align="center" | {{DSP | 1}}
|
|align="center"| (11136.49, 5917.66, 86.23)
|Medium amount of rain hitting ground.
|-
|
|
|
|
|align="center"| (10925.72, 7097.05, 296.03)
|height="40px"| Medium amount of rain hitting ground
|-
|height="40px"|hospital_03.warehouse_1
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.steamtunnel
|Identical to <code>urban.steamtunnel</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.boilerroom
|Identical to <code>urban.boilerroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.sewer
|
|align="center" | {{DSP | 1}}
|
|align="center"| (14283.93, 11623.13, -351.96)
|Leaking water loop.
|-
|
|
|
|
|align="center"| (14278.09, 11623.96, -100.94)
|height="40px"| Heavy wind and rain.
|-
|height="40px"|hospital_03.pipetunnel
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.streetrain
|Identical to <code>urban.streetrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.hospital
|
|align="center" | {{DSP | 1}}
|
|align="center"| (12662.56, 12319.38, 31.77)
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (12311.40, 12419.25, 39.79)
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|
|align="center"| (12882.79, 12341.79, 16.03)
|height="40px"| Heavy wind and rain.
|-
|height="40px"|hospital_03.rooftop_1b_interior
|Identical to <code>urban.rooftop_1b_interior</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_03.respawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_04.hospital_interior
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_04.hospital_atrium
|
|align="center" | {{DSP | 1}}
|
|align="center"| (12709.09, 12042.67, 191.22)
|Leaking water loop.
|-
|height="40px"|hospital_04.elevator
|Identical to <code>urban.elevator</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_04.finaleoutside
|Identical to <code>urban.finaleoutside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_04.construction
|Identical to <code>urban.construction</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_04.street
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_04.respawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_05.street
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_05.finaleinside
|
|align="center" | {{DSP | 1}}
|
|align="center"| (5819.67, 8430.61, 5920.03)
|Medium amount of rain hitting ground.
|-
|
|
|
|
|align="center"| (5819.67, 8430.61, 5920.03)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|hospital_05.finaleoutside
|Identical to <code>urban.finaleoutside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_05.respawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_05.finaleroof
|Identical to <code>urban.finaleroof</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|hospital_05.elevatorshaft
|
|align="center" | {{DSP | 1}}
|
|align="center"| (7200.16, 9297.32, 5920.03)
|Leaking water loop.
|-
|
|
|
|
|align="center"| (7179.41, 9275.03, 6091.31)
|height="40px"| Heavy wind and rain.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_hospital.txt</span>


//  Airport 04
== Lighthouse (The Last Stand) ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|lighthouse.woods
|
|align="center" | {{DSP | 1}}
|
|align="center"| (2360.08, -82.87, 173.25)
|Water waves hitting the shoreline.
|-
|
|
|
|
|align="center"| (2974.34, 768.07, 904.31)
|height="40px"| Occasional distant fog horn.
|-
|
|
|
|
|align="center"| (1000.08, -277.44, 1118.27)
|height="40px"| Infrequent loud and close-up fog horn.
|-
|height="40px"|lighthouse.house
|
|align="center" | {{DSP | 1}}
|
|align="center"| (2360.08, -82.87, 173.25)
|Water waves hitting the shoreline.
|-
|
|
|
|
|align="center"| (1000.08, -277.44, 1118.27)
|height="40px"| Infrequent loud and close-up fog horn.
|-
|
|
|
|
|align="center"| (736.46, -88.49, 854.33)
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (2974.34, 768.07, 904.31)
|height="40px"| Occasional distant fog horn.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_lighthouse.txt</span>


*airport_04.office
== Smalltown (Death Toll) ==
*airport_04.baggageclaim
{| class=standard-table | style="width:100%;"
*airport_04.terminal
!width="275px"|Name
*airport_04.conveyor
!Description
*airport_04.respawn
!width="75px"|DSP
*airport_04.ramp
!width="175px"|Position Number
*airport_04.bathroom
!width="200px"|Position Origin
*airport_04.ticketing
!width="250px"|Location Description
*airport_04.security
|-
|height="40px"|smalltown_01.woods_start
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy distant combat sounds.
|-
|height="40px"|smalltown_01.woods
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy distant combat sounds.
|-
|height="40px"|smalltown_01.riverbed
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-13336.70, -11634.56, -510.17)
|Swamp frog loop.
|-
|
|
|
|align="center"| 0
|
|height="40px"|Heavy distant combat sounds.
|-
|height="40px"|smalltown_01.tunnel
|Identical to <code>rural.caveclosed</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.tunnel_hall
|Identical to <code>rural.drainagesmall</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.tunnel_bigroom
|Identical to <code>rural.bigroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.river
|Identical to <code>rural.river</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.caveclosed
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.caveopen
|Identical to <code>rural.caveopen</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.pumproom
|Identical to <code>rural.pumproom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_02.pumproom
|Identical to <code>rural.pumproom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_02.drainagesmall
|Identical to <code>rural.drainagesmall</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_02.drainagemedium
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_02.drainagebig
|Identical to <code>rural.drainagebig</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_02.drainageopen
|Identical to <code>rural.drainageopen</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_02.trainyardbuilding
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_02.woods
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium distant combat sounds.
|-
|height="40px"|smalltown_03.trainyardbuilding
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_03.trainyard
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_03.woods_far
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_03.woods_medium
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|
|
|
|
|align="center"| (-9756.75, -3895.52, 16.99)
|height="40px"|Large bold burning fire (burning car).
|-
|height="40px"|smalltown_03.woods_close
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_03.graveyard
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_03.church
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|height="40px"|smalltown_03.house
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|-
|
|
|
|
|align="center"| (-6956.06, -1823.38, 10.21)
|height="40px"| Small burning fire.
|-
|height="40px"|smalltown_03.town
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|align="center"| (-239.48, -1101.99, -243.29)
|Medium burning fire.
|-
|
|
|
|
|align="center"| (-221.18, -1391.90, -159.93)
|height="40px"| Large bold burning fire (burning car).
|-
|
|
|
|
|align="center"| (-3283.99, -2058.96, -52.79)
|height="40px"| Electrical hum from a vending machine.
|-
|height="40px"|smalltown_03.towninside
|Identical to <code>rural.towninside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_03.townalley
|Identical to <code>rural.townalley</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_04.town
|
|align="center" | {{DSP | 1}}
|
|align="center"| (4306.20, -4515.68, 61.85)
|height="40px"| Medium burning fire.
|-
|height="40px"|smalltown_04.towninside
|
|align="center" | {{DSP | 1}}
|
|align="center"| (1871.42, -5544.37, 22.18)
|Fluorescent light
|-
|height="40px"|smalltown_04.townalley
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-1128.43, -4921.85, -40.16)
|Medium burning fire.
|-
|height="40px"|smalltown_04.street
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_04.house
|Identical to <code>urban.apartment</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_04.trainyardbuilding
|Identical to <code>rural.trainyardbuilding</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_05.park
|
|align="center" | {{DSP | 1}}
|
|align="center"| (5312.28, -859.43, 9.13)
|Medium burning fire.
|-
|height="40px"|smalltown_05.shack
|Identical to <code>rural.shack</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_05.town
|
|align="center" | {{DSP | 1}}
|
|align="center"| (2656.17, 2919.52, -18.67)
|Medium burning fire.
|-
|
|
|
|
|align="center"| (2980.75, 1780.56, -38.36)
|height="40px"| Medium burning fire.
|-
|height="40px"|smalltown_05.boatinterior
|Identical to <code>rural.boatinterior</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_05.boatexterior
|
|align="center" | {{DSP | 1}}
|
|align="center"| (5312.28, -859.43, 9.13)
|Medium burning fire.
|-
|height="40px"|smalltown_05.shoreline
|
|align="center" | {{DSP | 1}}
|
|align="center"| (5312.28, -859.43, 9.13)
|Medium burning fire.
|-
|height="40px"|smalltown_05.house
|Identical to <code>rural.house</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_smalltown.txt</span>


//  Airport 05
== River (The Sacrifice) ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|river.shoreline
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river.fishingboat
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river.woods
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river.rooftop
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river_01.spawn
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_01.shore
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_01.street
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_01.alley
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_01.interiors
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Electrical hum from a vending machine.
|-
|height="40px"|river_01.brickfactory
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Idle van motor loop.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_01.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Idle van motor loop.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_02.woods
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Frequent sound of critters.
|-
|height="40px"|river_02.oilbuilding
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Idle van motor loop.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|river_02.bargecrossing
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Gentle water stream.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Often wooden boards and rope squeaking.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 6
|
|height="40px"| Medium burning fire.
|-
|height="40px"|river_02.freighter
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Gentle water stream.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Gentle water stream.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Fluorescent light.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_02.hull
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|river_02.gravelpile
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Infrequent metal squeaking.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Infrequent metal squeaking.
|-
|height="40px"|river_02.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Fluorescent light.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Idle van motor loop.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Leaking water loop.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_02.highrise
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Water fountain.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Fluorescent light.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_river.txt</span>


*airport_05.street
== Urban ==
*airport_05.finaleinside
{| class=standard-table | style="width:100%;"
*airport_05.finaleoutside
!width="275px"|Name
*airport_05.respawn
!Description
*airport_05.finaleroof
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|urban.util_interiorslams
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_metalslams
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_metalslams_2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_woodfloorsqueaks
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_windgust
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_distantcombat
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_distantexplosions
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_rat_scratches
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_genericrooftop
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_genericexterior_from_interior_1
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_genericexterior_from_interior_2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_flies
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_steam
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_pipes
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.rooftop_1b
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Random far between crow calls.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Often mild to heavy interior metal squeaking.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"| Rain on a tarpaulin sheet.
|-
|height="40px"|urban.rooftop_1b_interior
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|
|align="center"| (2091.78, 1145.62, 305.90)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (7586.01, 4049.45, 20.73)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.rooftop_1b_interior2
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (3023.50, 3176.03, 59.38)
|height="40px"| Pipe plumbing system sounds.
|-
|
|
|
|
|align="center"| (1747.18, 954.33, 72.05)
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|
|align="center"| (2853.76, 3473.05, -222.57)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (1740.45, 915.84, 160.03)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (2173.42, 1053.01, 35.40)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.underground_1
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Pipe plumbing system sounds.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|
|align="center"| (3893.85, 4238.32, -511.96)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.underground_2
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 7
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (4056.33, 4229.33, -300.52)
|height="40px"| Steam gas loop.
|-
|
|
|
|
|align="center"| (5780.42, 3697.63, -219.21)
|height="40px"| Steam gas loop.
|-
|height="40px"|urban.underground_3
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Pipe plumbing system sounds.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 5
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 6
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 7
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.controlroom
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Humming machine.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Computer monitor humming ambient.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Generator mechanical hum.
|-
|height="40px"|urban.warehouse_1
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Steam gas loop.
|-
|height="40px"|urban.steamtunnel
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.boilerroom
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.hospital_interior
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Leaking water loop.
|-
|height="40px"|urban.flies
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.rooftop
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.street
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.streetrain
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"| Large bold burning fire (burning car).
|-
|
|
|
|align="center"| 4
|
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (3074.21, 4064.64, 61.28)
|height="40px"| Medium burning fire.
|-
|height="40px"|urban.alley
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.alleyrain
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (2657.18, 1841.60, 61.28)
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (11818.37, 6007.17, 65.28)
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (12675.75, 6965.87, 61.28)
|height="40px"| Medium burning fire.
|-
|height="40px"|urban.sewer
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.pipetunnel
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.apartment
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.generatorroom_off
|
|align="center" | {{DSP | 1}}
|align="center"| 6
|
|Pipe plumbing system and steam gas sounds.
|-
|
|
|
|align="center"| 7
|
|height="40px"| Pipe plumbing system and steam gas sounds.
|-
|height="40px"|urban.generatorroom
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Generator mechanical hum.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Generator mechanical hum.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Pipe plumbing system and steam gas sounds.
|-
|
|
|
|align="center"| 7
|
|height="40px"| Pipe plumbing system and steam gas sounds.
|-
|
|
|
|
|align="center"| (7254.25, 3786.20, 250.80)
|height="40px"| Electrical hum from a vending machine.
|-
|height="40px"|urban.respawn
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|hospital.respawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.rooftopspawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.hospitalspawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.spawnrain
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Random far between crow calls.
|-
|height="40px"|urban.hospital
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.office
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.subway
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.pillarsroom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.conveniencestore
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.warehouseoutside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.warehouseinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.tankroom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.powerplant
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.powerplantinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.parkinggarage
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.elevator
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.construction
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleoutside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleroof
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_urban.txt</span>


== soundscapes_farm ==
== Rural ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|rural.woods
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.woods3
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.morning
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.bridge
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.smallbuilding
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.smallbuilding2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.river
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-13336.70, -11634.56, -510.17)
|Swamp frog loop.
|-
|height="40px"|rural.caveclosed
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.caveopen
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.traintunnel
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.pumproom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.bigroom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainagebig
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainagesmall
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainageopen
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardentrance
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardrespawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardbuilding
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardbuilding2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardbuilding2window
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyard
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyard2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.house
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.town
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.towninside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.townalley
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.boatinterior
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.boatexterior
|
|align="center" | {{DSP | 1}}
|align="center"| 6
|
|Frequent sound of critters.
|-
|
|
|
|align="center"| 7
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|
|align="center"| (3848.49, -4641.39, -259.87)
|height="40px"| Gentle water stream.
|-
|height="40px"|rural.shoreline
|
|align="center" | {{DSP | 1}}
|
|align="center"| (4040.44, -2637.33, -21.18)
|height="40px"| Regularly coyote calls and screeching owls.
|-
|
|
|
|
|align="center"| (3874.10, -6037.81, -95.56)
|height="40px"| Frequent seagull calls.
|-
|
|
|
|
|align="center"| (3874.10, -6037.81, -95.56)
|height="40px"| Occasional distant fog horn.
|-
|height="40px"|rural.town_02
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.shack
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.combat_far_heavy
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy distant combat sounds.
|-
|height="40px"|rural.combat_far_medium
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium distant combat sounds.
|-
|height="40px"|rural.combat_close_light
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_rural.txt</span>


//  Farm 01
{{Envsound}}
 
*farm_01.morning
*farm_01.bridge
*farm_01.smallbuilding
*farm_01.trainyardentrance
*farm_01.trainyardrespawn
 
//  Farm 02
 
*farm_02.trainyardentrance
*farm_02.trainyardrespawn
*farm_02.trainyardbuilding2
*farm_02.trainyardbuilding2window
*farm_02.trainyard2
*farm_02.traintunnel
*farm_02.drainagesmall
 
//  Farm 03
 
*farm_03.drainagesmall
*farm_03.drainagebig
*farm_03.traintunnel
*farm_03.morning
*farm_03.house
 
//  Farm 04
 
*farm_04.morning
*farm_04.trainyardentrance
*farm_04.bridge
*farm_04.smallbuilding2
*farm_04.house
 
//  Farm 05
 
*farm_05.trainyardentrance
*farm_05.morning
*farm_05.smallbuilding2
*farm_05.smallbuilding2
 
== soundscapes_hospital ==
 
*background_menu.streetrain
 
//  Hospital 01
 
*hospital_01.alleyrain
*hospital_01.streetrain
*hospital_01.subway
*hospital_01.rooftop_1b_interior2
*hospital_01.street
*hospital_01.rooftop_1b
*hospital_01.rooftop_1b_interior
 
//  Hospital 02
 
*hospital_02.rooftop_1b_interior2
*hospital_02.underground_2
*hospital_02.underground_1
*hospital_02.underground_3
*hospital_02.pillarsroom
*hospital_02.alleyrain
*hospital_02.generatorroom_off
*hospital_02.generatorroom
*hospital_02.streetrain
*hospital_02.rooftop_1b_interior
*hospital_02.rooftop
*hospital_02.controlroom
*hospital_02.warehouseoutside
 
//  Hospital 03
 
*hospital_03.alleyrain
*hospital_03.rooftop_1b_interior2
*hospital_03.warehouse_1
*hospital_03.steamtunnel
*hospital_03.boilerroom
*hospital_03.sewer
*hospital_03.pipetunnel
*hospital_03.streetrain
*hospital_03.hospital
*hospital_03.rooftop_1b_interior
*hospital_03.respawn
 
//  Hospital 04
 
*hospital_04.hospital_interior
*hospital_04.hospital_atrium
*hospital_04.elevator
*hospital_04.finaleoutside
*hospital_04.construction
*hospital_04.street
*hospital_04.respawn
 
//  Hospital 05
 
*hospital_05.street
*hospital_05.finaleinside
*hospital_05.finaleoutside
*hospital_05.respawn
*hospital_05.finaleroof
*hospital_05.elevatorshaft
 
== soundscapes_rural ==
 
//  rural
 
*rural.woods
*rural.woods3
*rural.morning
*rural.bridge
*rural.smallbuilding
*rural.smallbuilding2
*rural.river
*rural.caveclosed
*rural.caveopen
*rural.traintunnel
*rural.pumproom
*rural.bigroom
*rural.drainagebig
*rural.drainagesmall
*rural.drainageopen
*rural.trainyardentrance
*rural.trainyardrespawn
*rural.trainyardbuilding
*rural.trainyardbuilding2
*rural.trainyardbuilding2window
*rural.trainyard
*rural.trainyard2
*rural.house
*rural.town
*rural.towninside
*rural.townalley
*rural.boatinterior
*rural.boatexterior
*rural.shoreline
*rural.town_02
*rural.shack
*rural.combat_far_heavy
*rural.combat_far_medium
*rural.combat_close_light
 
== soundscapes_smalltown ==
 
//  Small Town 01
 
*smalltown_01.woods_start
*smalltown_01.woods
*smalltown_01.riverbed
*smalltown_01.tunnel
*smalltown_01.tunnel_hall
*smalltown_01.tunnel_bigroom
*smalltown_01.river
*smalltown_01.caveclosed
*smalltown_01.caveopen
*smalltown_01.pumproom
 
//  Small Town 02
 
*smalltown_02.pumproom
*smalltown_02.drainagesmall
*smalltown_02.drainagemedium
*smalltown_02.drainagebig
*smalltown_02.drainageopen
*smalltown_02.trainyardbuilding
*smalltown_02.woods
 
//  Small Town 03
 
*smalltown_03.trainyardbuilding
*smalltown_03.trainyard
*smalltown_03.woods_far
*smalltown_03.woods_medium
*smalltown_03.woods_close
*smalltown_03.graveyard
*smalltown_03.church
*smalltown_03.house
*smalltown_03.town
*smalltown_03.towninside
*smalltown_03.townalley
 
//  Small Town 04
 
*smalltown_04.town
*smalltown_04.towninside
*smalltown_04.townalley
*smalltown_04.street
*smalltown_04.house
*smalltown_04.trainyardbuilding
 
//  Small Town 05
 
*smalltown_05.park
*smalltown_05.shack
*smalltown_05.town
*smalltown_05.boatinterior
*smalltown_05.boatexterior
*smalltown_05.shoreline
*smalltown_05.house
 
== soundscapes_urban ==
 
//  generic urban
 
*urban.util_interiorslams
*urban.util_metalslams
*urban.util_metalslams 2
*urban.util_woodfloorsqueaks
*urban.util_windgust
*urban.util_distantcombat
*urban.util_distantexplosions
*urban.util_rat_scratches
*urban.util_genericrooftop
*urban.util_genericexterior_from_interior_1
*urban.util_genericexterior_from_interior_2
*urban.util_flies
*urban.util_steam
*urban.util_pipes
*urban.rooftop_1b
*urban.rooftop_1b_interior
*urban.rooftop_1b_interior2
*urban.underground_1
*urban.underground_2
*urban.underground_3
*urban.controlroom
*urban.warehouse_1
*urban.steamtunnel
*urban.boilerroom
*urban.hospital_interior
*urban.flies
*urban.rooftop
*urban.street
*urban.streetrain
*urban.alley
*urban.alleyrain
*urban.sewer
*urban.pipetunnel
*urban.apartment
*urban.generatorroom_off
*urban.generatorroom
*urban.respawn
*hospital.respawn //empty - nav test
*urban.rooftopspawn
*urban.hospitalspawn
*urban.spawnrain
*urban.hospital
*urban.office
*urban.subway
*urban.pillarsroom
*urban.conveniencestore
*urban.warehouseoutside
*urban.warehouseinside
*urban.tankroom
*urban.powerplant
*urban.powerplantinside
*urban.parkinggarage
*urban.elevator
*urban.construction
*urban.finaleinside
*urban.finaleoutside
*urban.finaleroof


[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Sound System]]
[[Category:Left 4 Dead]]
[[Category:Left 4 Dead]]

Latest revision as of 05:49, 7 January 2024

Underlinked - Logo.png
This article needs more Wikipedia icon links to other articles to help Wikipedia icon integrate it into the encyclopedia. Please help improve this article by adding links Wikipedia icon that are relevant to the context within the existing text.
January 2024
English (en)Русский (ru)Translate (Translate)
Left 4 Dead Level Creation

Here is a list of 276 soundscapes for use in Left 4 Dead. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.

A preview video of these soundscapes can be found here.

Todo:  Add descriptions for how they sound.

Airport (Dead Air)

Name Description DSP Position Number Position Origin Location Description
airport.finaleoutside

1

airport_01.rooftop Identical to urban.rooftop.

1

urban.airport.rooftop.spawn Identical to urban.rooftop.

1

airport_01.apartment

1

(3418.33, 2239.67, 272.90) Unsettling wind and metal sounds.
airport_01.street

1

airport_01.alley Identical to urban.alley.

1

airport_01.rooftopspawn Identical to urban.hospitalspawn.

1

airport_01.inn Identical to urban.apartment.

1

airport_01.hotel Identical to urban.apartment.

1

airport_01.greenhouse

1

airport_02.street Identical to airport_01.street.

1

airport_02.alley

1

(5090.92, 3289.04, 61.51) Medium burning fire.
(8962.26, 3601.84, 32.03) Large echoing windy pipe.
airport_02.apartment

1

(4910.51, 2638.24, 466.05) Electrical hum from a vending machine.
(9295.32, 3890.53, 677.21) Very windy open rooftop/outdoor area.
airport_02.rooftop

1

(6274.14, 3824.39, 516.56) Medium burning fire.
airport_02.pillarsroom Identical to urban.pillarsroom.

1

airport_02.office

1

(8496.57, 4025.56, 104.33) Electrical hum from a vending machine.
airport_02.respawn Identical to urban.respawn.

1

airport_03.alley

1

(-4942.73, -2730.21, 61.32) Medium burning fire.
(-4584.35, -910.55, 61.29) Medium burning fire.
0 Flourescent light.
1 Humming machine.
3 Flourescent light.
4 Humming machine.
5 Medium burning fire.
airport_03.boilerroom

1

0 Heavy sound of buzzing flies (dead body).
airport_03.street

1

(-6795.31, -1355.78, 244.03) Random metal scaffold rattling.
0 Flourescent light.
1 Humming machine.
3 Large bold burning fire (burning car).
4 Flourescent light.
5 Medium burning fire.
airport_03.streetoffices

1

0 Flourescent light
1 Humming machine
2 Medium burning fire.
3 Large bold burning fire (burning car).
airport_03.pumproomsmall

1

airport_03.powerplant

1

0 Flourescent light.
1 Humming machine
2 Medium burning fire.
4 Flourescent light
airport_03.powerplantinside

1

0 Humming machine
(-3068.72, 2143.31, 45.38) Steam gas loop.
airport_03.controlroom

1

0 Flourescent light
1 Humming machine.
2 Humming machine.
airport_03.respawn

1

0 Flourescent light
1 Humming machine
2 Leaking water loop.
airport_03.parkinggarage

1

1 Medium burning fire.
airport_03.skybridge

1

0 Flourescent light.
airport_03.airportinterior

1

airport_04.office

1

(1145.20, 3943.29, 312.05) Electrical hum from a vending machine.
airport_04.baggageclaim

1

airport_04.terminal

1

airport_04.conveyor

1

airport_04.respawn Identical to urban.respawn.

1

airport_04.ramp

1

airport_04.bathroom Identical to urban.respawn.

1

airport_04.ticketing

1

airport_04.security

1

(1818.47, 1358.97, 25.94) Medium burning fire.
airport_05.street Identical to urban.street.

1

airport_05.finaleinside

1

airport_05.finaleoutside

1

(-5060.30, 9600.11, -313.47) Medium burning fire.
airport_05.respawn

1

(4475.37, 4562.37, 62.17) Very heavy wind.
airport_05.finaleroof Identical to urban.finaleroof.

1

soundscapes_airport.txt

Farm (Blood Harvest)

Name Description DSP Position Number Position Origin Location Description
farm_01.morning Identical to rural.morning.

1

farm_01.bridge Identical to rural.bridge.

1

farm_01.smallbuilding Identical to rural.smallbuilding.

1

farm_01.trainyardentrance

1

farm_01.trainyardrespawn Identical to rural.trainyardrespawn.

1

farm_02.trainyardentrance Identical to rural.trainyardentrance.

1

farm_02.trainyardrespawn

1

(-6377.34, -6575.94, 352.26) Humming machine.
farm_02.trainyardbuilding2

1

farm_02.trainyardbuilding2window Identical to rural.trainyardbuilding2window.

1

farm_02.trainyard2 Identical to rural.trainyard2.

1

farm_02.traintunnel

1

(-3481.24, -8872.65, 39.14) Large burning fire.
farm_02.drainagesmall Identical to rural.drainagesmall.

1

farm_03.drainagesmall

1

farm_03.drainagebig Identical to rural.drainagebig.

1

farm_03.traintunnel Identical to rural.traintunnel.

1

farm_03.morning

1

farm_03.house Identical to rural.house.

1

farm_04.morning Identical to rural.morning.

1

farm_04.trainyardentrance

1

farm_04.bridge

1

farm_04.smallbuilding2 Identical to rural.smallbuilding2.

1

farm_04.house Identical to rural.house.

1

farm_05.trainyardentrance Identical to rural.trainyardrespawn.

1

farm_05.morning Identical to rural.morning.

1

farm_05.smallbuilding2 Identical to rural.smallbuilding2.

1

soundscapes_farm.txt

Garage (Crash Course)

Name Description DSP Position Number Position Origin Location Description
garage_01.alley

1

0 Medium burning fire.
garage_01.spawn

1

0 Medium burning fire.
1 Medium burning fire.
garage_01.interior

1

0 Medium burning fire.
(-3857.41, -9468.37, 35.54) Steam gas loop.
garage_01.checkpoint

1

0 Steam gas loop.
garage_01.street

1

(-2654.78, -8420.69, 44.05) Medium burning fire.
garage_02.checkpoint

1

0 Steam gas loop.
garage_02.street

1

0 Medium burning fire.
garage_02.alley Identical to urban.alley.

1

garage_02.interior

1

0 Medium burning fire.
(4433.04, 6543.67, 91.26) Large echoing windy interior.
garage_02.finale

1

0 Looping vehicle diesel engine.
1 Looping vehicle diesel engine.
2 Looping vehicle diesel engine.

soundscapes_garage.txt

Hospital (No Mercy)

Name Description DSP Position Number Position Origin Location Description
background_menu.streetrain

1

0 Random far between crow calls.
hospital_01.alleyrain Identical to urban.alleyrain.

1

hospital_01.streetrain Identical to urban.streetrain.

1

hospital_01.subway Identical to urban.subway.

1

hospital_01.rooftop_1b_interior2 Identical to urban.rooftop_1b_interior2.

1

hospital_01.street Identical to urban.street.

1

hospital_01.rooftop_1b Identical to urban.rooftop_1b.

1

hospital_01.rooftop_1b_interior Identical to urban.rooftop_1b_interior.

1

hospital_02.rooftop_1b_interior2 Identical to urban.rooftop_1b_interior2.

1

hospital_02.underground_2 Identical to urban.underground_2.

1

hospital_02.underground_1 Identical to urban.underground_1.

1

hospital_02.underground_3 Identical to urban.underground_3.

1

hospital_02.pillarsroom

1

(8155.77, 3031.04, -147.45) Heavy sound of buzzing flies (dead body).
hospital_02.alleyrain Identical to urban.alleyrain.

1

hospital_02.generatorroom_off Identical to urban.generatorroom_off.

1

hospital_02.generatorroom Identical to urban.generatorroom.

1

hospital_02.streetrain Identical to urban.streetrain.

1

hospital_02.rooftop_1b_interior

1

(7611.45, 4382.66, 259.27) Electrical hum from a vending machine.
(7775.96, 4061.74, 248.02) Heavy sound of buzzing flies (dead body).
hospital_02.rooftop Identical to urban.rooftop.

1

hospital_02.controlroom Identical to urban.controlroom.

1

hospital_02.warehouseoutside Identical to urban.warehouseoutside.

1

hospital_03.alleyrain

1

(12817.86, 8036.78, 125.83) Steam gas loop.
hospital_03.rooftop_1b_interior2

1

(11136.49, 5917.66, 86.23) Medium amount of rain hitting ground.
(10925.72, 7097.05, 296.03) Medium amount of rain hitting ground
hospital_03.warehouse_1

1

hospital_03.steamtunnel Identical to urban.steamtunnel.

1

hospital_03.boilerroom Identical to urban.boilerroom.

1

hospital_03.sewer

1

(14283.93, 11623.13, -351.96) Leaking water loop.
(14278.09, 11623.96, -100.94) Heavy wind and rain.
hospital_03.pipetunnel

1

hospital_03.streetrain Identical to urban.streetrain.

1

hospital_03.hospital

1

(12662.56, 12319.38, 31.77) Heavy sound of buzzing flies (dead body).
(12311.40, 12419.25, 39.79) Electrical hum from a vending machine.
(12882.79, 12341.79, 16.03) Heavy wind and rain.
hospital_03.rooftop_1b_interior Identical to urban.rooftop_1b_interior.

1

hospital_03.respawn

1

hospital_04.hospital_interior

1

hospital_04.hospital_atrium

1

(12709.09, 12042.67, 191.22) Leaking water loop.
hospital_04.elevator Identical to urban.elevator.

1

hospital_04.finaleoutside Identical to urban.finaleoutside.

1

hospital_04.construction Identical to urban.construction.

1

hospital_04.street Identical to urban.street.

1

hospital_04.respawn

1

hospital_05.street Identical to urban.street.

1

hospital_05.finaleinside

1

(5819.67, 8430.61, 5920.03) Medium amount of rain hitting ground.
(5819.67, 8430.61, 5920.03) Heavy sound of buzzing flies (dead body).
hospital_05.finaleoutside Identical to urban.finaleoutside.

1

hospital_05.respawn

1

hospital_05.finaleroof Identical to urban.finaleroof.

1

hospital_05.elevatorshaft

1

(7200.16, 9297.32, 5920.03) Leaking water loop.
(7179.41, 9275.03, 6091.31) Heavy wind and rain.

soundscapes_hospital.txt

Lighthouse (The Last Stand)

Name Description DSP Position Number Position Origin Location Description
lighthouse.woods

1

(2360.08, -82.87, 173.25) Water waves hitting the shoreline.
(2974.34, 768.07, 904.31) Occasional distant fog horn.
(1000.08, -277.44, 1118.27) Infrequent loud and close-up fog horn.
lighthouse.house

1

(2360.08, -82.87, 173.25) Water waves hitting the shoreline.
(1000.08, -277.44, 1118.27) Infrequent loud and close-up fog horn.
(736.46, -88.49, 854.33) Medium burning fire.
(2974.34, 768.07, 904.31) Occasional distant fog horn.

soundscapes_lighthouse.txt

Smalltown (Death Toll)

Name Description DSP Position Number Position Origin Location Description
smalltown_01.woods_start

1

0 Heavy distant combat sounds.
smalltown_01.woods

1

0 Heavy distant combat sounds.
smalltown_01.riverbed

1

(-13336.70, -11634.56, -510.17) Swamp frog loop.
0 Heavy distant combat sounds.
smalltown_01.tunnel Identical to rural.caveclosed.

1

smalltown_01.tunnel_hall Identical to rural.drainagesmall.

1

smalltown_01.tunnel_bigroom Identical to rural.bigroom.

1

smalltown_01.river Identical to rural.river.

1

smalltown_01.caveclosed

1

smalltown_01.caveopen Identical to rural.caveopen.

1

smalltown_01.pumproom Identical to rural.pumproom.

1

smalltown_02.pumproom Identical to rural.pumproom.

1

smalltown_02.drainagesmall Identical to rural.drainagesmall.

1

smalltown_02.drainagemedium

1

smalltown_02.drainagebig Identical to rural.drainagebig.

1

smalltown_02.drainageopen Identical to rural.drainageopen.

1

smalltown_02.trainyardbuilding

1

0 Light close combat sounds.
smalltown_02.woods

1

0 Medium distant combat sounds.
smalltown_03.trainyardbuilding

1

0 Light close combat sounds.
smalltown_03.trainyard

1

0 Light close combat sounds.
smalltown_03.woods_far

1

0 Light close combat sounds.
smalltown_03.woods_medium

1

0 Light close combat sounds.
(-9756.75, -3895.52, 16.99) Large bold burning fire (burning car).
smalltown_03.woods_close

1

0 Light close combat sounds.
smalltown_03.graveyard

1

0 Light close combat sounds.
smalltown_03.church

1

0 Light close combat sounds.
smalltown_03.house

1

0 Light close combat sounds.
(-6956.06, -1823.38, 10.21) Small burning fire.
smalltown_03.town

1

0 (-239.48, -1101.99, -243.29) Medium burning fire.
(-221.18, -1391.90, -159.93) Large bold burning fire (burning car).
(-3283.99, -2058.96, -52.79) Electrical hum from a vending machine.
smalltown_03.towninside Identical to rural.towninside.

1

smalltown_03.townalley Identical to rural.townalley.

1

smalltown_04.town

1

(4306.20, -4515.68, 61.85) Medium burning fire.
smalltown_04.towninside

1

(1871.42, -5544.37, 22.18) Fluorescent light
smalltown_04.townalley

1

(-1128.43, -4921.85, -40.16) Medium burning fire.
smalltown_04.street

1

smalltown_04.house Identical to urban.apartment.

1

smalltown_04.trainyardbuilding Identical to rural.trainyardbuilding.

1

smalltown_05.park

1

(5312.28, -859.43, 9.13) Medium burning fire.
smalltown_05.shack Identical to rural.shack.

1

smalltown_05.town

1

(2656.17, 2919.52, -18.67) Medium burning fire.
(2980.75, 1780.56, -38.36) Medium burning fire.
smalltown_05.boatinterior Identical to rural.boatinterior.

1

smalltown_05.boatexterior

1

(5312.28, -859.43, 9.13) Medium burning fire.
smalltown_05.shoreline

1

(5312.28, -859.43, 9.13) Medium burning fire.
smalltown_05.house Identical to rural.house.

1

soundscapes_smalltown.txt

River (The Sacrifice)

Name Description DSP Position Number Position Origin Location Description
river.shoreline

1

river.fishingboat

1

river.woods

1

river.rooftop

1

river_01.spawn

1

0 Medium burning fire.
1 Gentle water stream.
2 Gentle water stream.
3 Heavy sound of buzzing flies (dead body).
4 Small burning fire.
river_01.shore

1

0 Medium burning fire.
1 Gentle water stream.
2 Frequent sound of critters.
3 Heavy sound of buzzing flies (dead body).
4 Small burning fire.
river_01.street

1

0 Medium burning fire.
1 Frequent sound of critters.
2 Heavy sound of buzzing flies (dead body).
3 Frequent sound of critters.
4 Medium burning fire.
5 Small burning fire.
river_01.alley

1

0 Medium burning fire.
1 Heavy sound of buzzing flies (dead body).
2 Steam gas loop.
3 Frequent sound of critters.
4 Gentle water stream.
5 Medium burning fire.
6 Small burning fire.
river_01.interiors

1

0 Medium burning fire.
1 Heavy sound of buzzing flies (dead body).
2 Steam gas loop.
3 Medium burning fire.
4 Small burning fire.
5 Electrical hum from a vending machine.
river_01.brickfactory

1

0 Steam gas loop.
1 Heavy sound of buzzing flies (dead body).
2 Idle van motor loop.
3 Electrical hum from a vending machine.
4 Small burning fire.
5 Small burning fire.
river_01.checkpoint

1

0 Electrical hum from a vending machine.
1 Idle van motor loop.
2 Electrical hum from a vending machine.
3 Small burning fire.
river_02.woods

1

0 Medium burning fire.
1 Frequent sound of critters.
2 Medium burning fire.
3 Frequent sound of critters.
4 Frequent sound of critters.
river_02.oilbuilding

1

0 Idle van motor loop.
1 Electrical hum from a vending machine.
2 Heavy sound of buzzing flies (dead body).
3 Heavy sound of buzzing flies (dead body).
river_02.bargecrossing

1

0 Gentle water stream.
1 Gentle water stream.
2 Frequent sound of critters.
3 Frequent sound of critters.
4 Often wooden boards and rope squeaking.
5 Heavy sound of buzzing flies (dead body).
6 Medium burning fire.
river_02.freighter

1

0 Gentle water stream.
1 Gentle water stream.
2 Gentle water stream.
3 Fluorescent light.
4 Small burning fire.
river_02.hull

1

0 Heavy sound of buzzing flies (dead body).
river_02.gravelpile

1

0 Infrequent metal squeaking.
1 Infrequent metal squeaking.
river_02.checkpoint

1

0 Fluorescent light.
1 Idle van motor loop.
2 Electrical hum from a vending machine.
3 Leaking water loop.
4 Medium burning fire.
5 Small burning fire.
river_02.highrise

1

0 Water fountain.
1 Fluorescent light.

soundscapes_river.txt

Urban

Name Description DSP Position Number Position Origin Location Description
urban.util_interiorslams

1

urban.util_metalslams

1

urban.util_metalslams_2

1

urban.util_woodfloorsqueaks

1

urban.util_windgust

1

urban.util_distantcombat

1

urban.util_distantexplosions

1

urban.util_rat_scratches

1

urban.util_genericrooftop

1

urban.util_genericexterior_from_interior_1

1

urban.util_genericexterior_from_interior_2

1

urban.util_flies

1

urban.util_steam

1

urban.util_pipes

1

urban.rooftop_1b

1

0 Random far between crow calls.
1 Often mild to heavy interior metal squeaking.
2 Heavy sound of buzzing flies (dead body).
3 Rain on a tarpaulin sheet.
urban.rooftop_1b_interior

1

0 Heavy rainy weather hitting ground outside.
1 Heavy rainy weather hitting ground outside.
(2091.78, 1145.62, 305.90) Heavy sound of buzzing flies (dead body).
(7586.01, 4049.45, 20.73) Heavy sound of buzzing flies (dead body).
urban.rooftop_1b_interior2

1

0 Heavy rainy weather hitting ground outside.
1 Heavy rainy weather hitting ground outside.
5 Flourescent light.
6 Medium burning fire.
(3023.50, 3176.03, 59.38) Pipe plumbing system sounds.
(1747.18, 954.33, 72.05) Electrical hum from a vending machine.
(2853.76, 3473.05, -222.57) Heavy sound of buzzing flies (dead body).
(1740.45, 915.84, 160.03) Heavy sound of buzzing flies (dead body).
(2173.42, 1053.01, 35.40) Heavy sound of buzzing flies (dead body).
urban.underground_1

1

0 Medium burning fire.
1 Humming machine.
2 Pipe plumbing system sounds.
4 Flourescent light.
(3893.85, 4238.32, -511.96) Heavy sound of buzzing flies (dead body).
urban.underground_2

1

0 Medium burning fire.
2 Humming machine.
3 Electrical hum from a vending machine.
4 Flourescent light.
5 Flourescent light.
6 Heavy sound of buzzing flies (dead body).
7 Heavy sound of buzzing flies (dead body).
(4056.33, 4229.33, -300.52) Steam gas loop.
(5780.42, 3697.63, -219.21) Steam gas loop.
urban.underground_3

1

0 Pipe plumbing system sounds.
1 Electrical hum from a vending machine.
2 Flourescent light.
3 Flourescent light.
4 Heavy sound of buzzing flies (dead body).
5 Heavy sound of buzzing flies (dead body).
6 Heavy sound of buzzing flies (dead body).
7 Heavy sound of buzzing flies (dead body).
urban.controlroom

1

0 Humming machine.
1 Humming machine.
2 Computer monitor humming ambient.
3 Generator mechanical hum.
urban.warehouse_1

1

0 Heavy rainy weather hitting ground outside.
1 Heavy rainy weather hitting ground outside.
2 Heavy rainy weather hitting ground outside.
3 Heavy rainy weather hitting ground outside.
4 Flourescent light.
5 Steam gas loop.
urban.steamtunnel

1

0 Steam gas loop.
1 Steam gas loop.
2 Steam gas loop.
3 Steam gas loop.
4 Heavy sound of buzzing flies (dead body).
urban.boilerroom

1

0 Heavy sound of buzzing flies (dead body).
urban.hospital_interior

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
2 Heavy rainy weather hitting ground outside.
3 Heavy rainy weather hitting ground outside.
4 Electrical hum from a vending machine.
5 Flourescent light.
6 Leaking water loop.
urban.flies

1

urban.rooftop

1

urban.street

1

urban.streetrain

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
2 Heavy sound of buzzing flies (dead body).
3 Large bold burning fire (burning car).
4 Medium burning fire.
(3074.21, 4064.64, 61.28) Medium burning fire.
urban.alley

1

urban.alleyrain

1

0 Heavy sound of buzzing flies (dead body).
(2657.18, 1841.60, 61.28) Medium burning fire.
(11818.37, 6007.17, 65.28) Medium burning fire.
(12675.75, 6965.87, 61.28) Medium burning fire.
urban.sewer

1

urban.pipetunnel

1

urban.apartment

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
urban.generatorroom_off

1

6 Pipe plumbing system and steam gas sounds.
7 Pipe plumbing system and steam gas sounds.
urban.generatorroom

1

0 Generator mechanical hum.
1 Generator mechanical hum.
3 Flourescent light.
4 Flourescent light.
5 Flourescent light.
6 Pipe plumbing system and steam gas sounds.
7 Pipe plumbing system and steam gas sounds.
(7254.25, 3786.20, 250.80) Electrical hum from a vending machine.
urban.respawn

1

0 Heavy sound of buzzing flies (dead body).
hospital.respawn

1

urban.rooftopspawn

1

urban.hospitalspawn

1

urban.spawnrain

1

0 Random far between crow calls.
urban.hospital

1

urban.office

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
urban.subway

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
2 Heavy sound of buzzing flies (dead body).
3 Heavy sound of buzzing flies (dead body).
urban.pillarsroom

1

urban.conveniencestore

1

0 Heavy sound of buzzing flies (dead body).
urban.warehouseoutside

1

urban.warehouseinside

1

urban.tankroom

1

urban.powerplant

1

urban.powerplantinside

1

urban.parkinggarage

1

urban.elevator

1

urban.construction

1

urban.finaleinside

1

urban.finaleoutside

1

urban.finaleroof

1

soundscapes_urban.txt

Rural

Name Description DSP Position Number Position Origin Location Description
rural.woods

1

rural.woods3

1

rural.morning

1

rural.bridge

1

rural.smallbuilding

1

rural.smallbuilding2

1

rural.river

1

(-13336.70, -11634.56, -510.17) Swamp frog loop.
rural.caveclosed

1

rural.caveopen

1

rural.traintunnel

1

rural.pumproom

1

rural.bigroom

1

rural.drainagebig

1

rural.drainagesmall

1

rural.drainageopen

1

rural.trainyardentrance

1

rural.trainyardrespawn

1

rural.trainyardbuilding

1

rural.trainyardbuilding2

1

rural.trainyardbuilding2window

1

rural.trainyard

1

rural.trainyard2

1

rural.house

1

rural.town

1

rural.towninside

1

rural.townalley

1

rural.boatinterior

1

rural.boatexterior

1

6 Frequent sound of critters.
7 Frequent sound of critters.
(3848.49, -4641.39, -259.87) Gentle water stream.
rural.shoreline

1

(4040.44, -2637.33, -21.18) Regularly coyote calls and screeching owls.
(3874.10, -6037.81, -95.56) Frequent seagull calls.
(3874.10, -6037.81, -95.56) Occasional distant fog horn.
rural.town_02

1

rural.shack

1

rural.combat_far_heavy

1

0 Heavy distant combat sounds.
rural.combat_far_medium

1

0 Medium distant combat sounds.
rural.combat_close_light

1

0 Light close combat sounds.

soundscapes_rural.txt


Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation