List of EP2 Soundscapes: Difference between revisions

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Below is a list of [[soundscapes]] for use in [[Episode Two]]. 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.
{{back | Half-Life 2 Level Creation}}
{{toc-right}}


== soundscapes_outland ==
Here is a list of 83 [[Soundscapes|soundscapes]] for use in {{ep2}}Episode Two. 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.


*ep2_forest.util_windgusts
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.
*ep2_forest.util_shoreline
*ep2_forest.util_small_river
*ep2_forest.util_birds
*ep2_forest.util_critters
*ep2_forest.frogpond
*ep2_forest.small_river
*ep2_forest.light_forest
*ep2_traincrash.intro
*ep2_traincrash.vista_pre_bridgecrash
*ep2_traincrash.vista_post_bridgecrash
*ep2_caves.util_flies
*ep2_caves.util_dist_grubs
*ep2_caves.util_dist_growls
*ep2_caves.util_dist_rumbles
*ep2_caves.util_tunnel
*ep2_caves.util_drips
*ep2_caves.main_cavern
*ep2_caves.dropoff
*ep2_caves.quiet_tunnel
*ep2_caves.cricket_tunnel
*ep2_caves.nests_tunnel
*ep2_caves.large_tunnel
*ep2_caves.large_grub_cavern
*ep2_caves.watery_cavern


== soundscapes_outland2 ==
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=Om-ZV-Kk6D4 here.]


*ep2_portalstorm_stage_1
{{clr}}
*ep2_portalstorm_stage_1_inside
*ep2_mines.outside
*ep2_mines.woodbuilding
*ep2_mines.tunnel
*ep2_mines.tunnel_dropoff
*ep2_mines.elevator_shaft
*ep2_mines.chamber
*ep2_mines.tunnel_nests
*ep2_mines.tunnel_grubs
*ep2_caves.quiet_tunnel_flies
*ep2_caves.watery_cavern_grubs
*ep2_caves.large_watery_cavern_grubs
*ep2_caves.watery_cavern_grubs_dropoff
*ep2_caves.dropoff_grubs
*ep2_factory.on_bridge
*ep2_factory.woodenroom
*ep2_factory.concreteroom
*ep2_factory.slimepit
*ep2_factory.vista
*ep2_util.advisorpod
*ep2_farm.advisor_room
*ep2_farm.courtyard
*ep2_farm.barn
*ep2_farm.barn_crawlspace
*ep2_util.hunters
*ep2_radiotower.courtyard_hunters
*ep2_radiotower.courtyard_no_hunters
*ep2_radiotower.basement
*ep2_radiotower.radioroom_power_on
*ep2_radiotower.radioroom_power_off
*ep2_industrial.garage
*ep2_industrial.courtyard_toxic
*ep2_industrial.inside_turret_building
*ep2_industrial.crane_arena
*ep2_industrial.no_slime_crane_arena
*ep2_industrial.traintracks_tunnel
*ep2_industrial.traintracks_chopper
*ep2_industrial.traintracks_chopperarena
*ep2_util.rocket
*ep2_silo.concretehall
*ep2_silo.techroom
*ep2_silo.concreteroom
*ep2_silo.silo_top
*ep2_silo.silo_middle
*ep2_silo.silo_bottom
*ep2_silobattle.halls
*ep2_silobattle.waterroom
*ep2_silobattle.silo_open
*ep2_silobattle.silo_shut
*ep2_whiteforest.training
*ep2_whiteforest.pre_battle
*ep2_whiteforest.battle
*ep2_whiteforest.post_battle


== soundscapes_silo ==
== [[Outland | Outland 1]] ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|ep2_forest.util_windgusts
|Occasional thin wind snippets.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_forest.util_shoreline
|Small waves hitting shore.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_forest.util_small_river
|Small river with medium-paced running water.
|align="center" | {{DSP | 1}}
|align=center |0
|River with running water.
|-
|
|
|
|align=center |1
|height="40px"|River with running water.
|-
|height="40px"|ep2_forest.util_birds
|Multiple birds chirping and singing in a forest envionment once in a while.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_forest.util_critters
|Random occational animal sounds including insect buzzing, birds chirping and woodpeckers.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_forest.frogpond
|Distant or quiet water crashing with a constant sound of frogs, distant birds and other critters.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_forest.small_river
|Trickling river with ambient birds and critter sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_forest.light_forest
|Random sounds of birds, critters and wind gusts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_traincrash.intro
|(Not used in the game) wrecked train area. Constant flow of water, crumbling rocks, wind gusts and frequent metal stress and groans.
|style="background-color:rgb(50,50,50);"|
|align=center |0
|Flowing and shoreline water sounds.
|-
|height="40px"|ep2_traincrash.vista_pre_bridgecrash
|(Not used in the game) citadel vista scene. Critical citadel portal ambience with wind snippets and a lot of metal groans coming from the bridge.
|
|align=center |0
|Citadel vortex, wind and thunder.
|-
|
|
|
|align=center |1
|height="40px"|Various sounds of metal groans.
|-
|height="40px"|ep2_traincrash.vista_post_bridgecrash
|(Not used in the game) citadel vista scene after the bridge falls apart. Identical to above but without the metal groans.
|style="background-color:rgb(50,50,50);"|
|align=center |0
|Citadel vortex, wind and thunder.
|-
|height="40px"|ep2_caves.util_flies
|Buzzing flies.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.util_dist_grubs
|Infrequent cave echoing antlion grub sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.util_dist_growls
|Not very often, echoing antlion and deep voiced crowls in the distant.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.util_dist_rumbles
|Random infrequent small but also very big sounding distant rock rumbles.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.util_tunnel
|Distant growls, antlion grubs and rock rumbling.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.util_drips
|Distant and up-close water dripping sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.main_cavern
|Wind howling in wide open cave with antlion grubs, rock rumbles and occasional sounds of stressing metal supports.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.dropoff
|Similar to above with louder wind and no metal stress.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.quiet_tunnel
|Constant sounds of cave critters and occationally distant antlion grubs.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.cricket_tunnel
|Constant sound of crickets together with distant antlion grubs, growls and rock rumbles.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.nests_tunnel
|Constant echoing sound of cave critters, random distant grubs, growls and rock rumbles.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.large_tunnel
|Constant echoing sound of antlion grubs, growls plus rock rumbles.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.large_grub_cavern
|Similar to <code>ep2_caves.nests_tunnel</code>, but less echoing and with occasional flies buzzing.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.watery_cavern
|Windy underground cave with dripping water, antlion grubs, growls and rock rumbles.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_outland.txt</span>


*silo_garage_1
== Outland 2 and [[White Forest]] ==
*silo_indoor_upper_quiet_1
{| class=standard-table | style="width:100%;"
*silo_missle_upper_1
!width="285px"|Name
*silo_missle_labroom_1
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|ep2_portalstorm_stage_1
|Eerie sounds of the citadel portal with heavy wind and rubble.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_portalstorm_stage_1_inside
|Interior ambience with moderate constant wind, occasional wind snippets and metal squeaks, and the citadel portal heard outside.
|align="center" | {{DSP | 1}}
|align=center |0
|Quiet unstable citadel vortex sounds.
|-
|height="40px"|ep2_mines.outside
|Birds, wind snippets and creaking metal, with the citadel sounds being quieter.
|align="center" | {{DSP | 1}}
|align=center |0
|Quiet citadel vortex, wind and thunder.
|-
|height="40px"|ep2_mines.woodbuilding
|Wood creaking and infrequent metal squeaks.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_mines.tunnel
|Inside a windy cave with rocks falling and wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_mines.tunnel_dropoff
|Windy cavern tunnel drop-off with falling rocks, wood creaking and occasionally the sound of distant antlion grubs.
|align="center" | {{DSP | 1}}
|align=center |0
|Distant cave howl, growls, antlion grubs and rock rubbles.
|-
|height="40px"|ep2_mines.elevator_shaft
|Inside an elevator shaft with rocks falling, wood creaking and wind blowing.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_mines.chamber
|Wind silently blowing.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_mines.tunnel_nests
|Windy tunnel with distant grubs, growls, rock rumbles, wood creaks and a lot of echoing animal noises.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_mines.tunnel_grubs
|Tunnel wind blowing, rock rumbling, wood creaks and constant echoing animal sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.quiet_tunnel_flies
|Similar to <code>ep2_caves.quiet_tunnel</code> with buzzing flies.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.watery_cavern_grubs
|Dripping water, constant echoing animal and some antlions sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.large_watery_cavern_grubs
|Large dripping watery cavern with constant distant cave echoing animal and antlion sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_caves.watery_cavern_grubs_dropoff
|Large dripping watery cavern with echoing sounds of antlion grubs, wind and distant growls.
|align="center" | {{DSP | 1}}
|align="center" |0
|Distant cave howl, wind, growls, antlion grubs and rock rubles.
|-
|height="40px"|ep2_caves.dropoff_grubs
|Same as above but without any dripping water.
|align="center" | {{DSP | 1}}
|align="center" |0
|Distant cave howl, wind, growls, antlion grubs and rock rumbles.
|-
|height="40px"|ep2_factory.on_bridge
|Heavy wind like being high up in the open, strong wind gusts, metal stress and the citadel portal.
|align="center" | {{DSP | 1}}
|align="center" |0
|Quiet citadel vortex, wind and thunder.
|-
|height="40px"|ep2_factory.woodenroom
|Light wind snippets and wood creaks.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_factory.concreteroom
|Generic interior tone.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_factory.slimepit
|Unstable citadel portal, toxic slime, wind snippets and quiet metal creaks.
|align="center" | {{DSP | 1}}
|align="center" |0
|Quiet citadel vortex, wind and thunder.
|-
|
|
|
|align="center" |1
|height="40px"|Burbling toxic slime sound
|-
|
|
|
|align="center" |2
|height="40px"|Burbling toxic slime sound
|-
|
|
|
|align="center" |3
|height="40px"|Burbling toxic slime sound
|-
|height="40px"|ep2_factory.vista
|Silence with occasional wind gusts, positional citadel portal sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|Citadel vortex and thunder.
|-
|height="40px"|ep2_util.advisorpod
|Rhytmic mechanical rumble and quiet steam.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_farm.advisor_room
|Combine atmosphere with strange citadel sounds and a computer terminal.
|align="center" | {{DSP | 1}}
|align="center" |0
|Combine computer terminal.
|-
|height="40px"|ep2_farm.courtyard
|The sound of an advisor pod, low-pitched wind gusts and quiet forest birds.
|align="center" | {{DSP | 1}}
|align="center" |0
|Adviser pod; rhytmic mechanical rumble and steam loop.
|-
|height="40px"|ep2_farm.barn
|Combine atmosphere, wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_farm.barn_crawlspace
|Same as above, with slightly louder and more high-pitched combine atmosphere.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_util.hunters
|Various distant Hunter sounds and calls.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_radiotower.courtyard_hunters
|Sounds of the citadel portal, heavy wind, birds and Hunters in the distant.
|align="center" | {{DSP | 1}}
|align="center" |0
|Citadel portal ambience.
|-
|height="40px"|ep2_radiotower.courtyard_no_hunters
|Almost the same as above but without any hunters and with additional citadel vortex sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|Citadel portal ambience, vortex, wind and thunder.
|-
|height="40px"|ep2_radiotower.basement
|Fluorescent lighting / machinery and wood creaks.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_radiotower.radioroom_power_on
|Combine control room environment with wood creaks.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_radiotower.radioroom_power_off
|Silence with occasional wood creaks and distant Hunter calls.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_industrial.garage
|Constant industrial workplace ambience similar to an AC unit.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_industrial.courtyard_toxic
|Silence with occasional wind gusts and burbling toxic slime.
|align="center" | {{DSP | 1}}
|align="center" |0
|Burbling toxic slime sound
|-
|
|
|
|align="center" |1
|height="40px"|Burbling toxic slime sound
|-
|height="40px"|ep2_industrial.inside_turret_building
|Only the sound of the combine field is being played.
|align="center" | {{DSP | 1}}
|align="center" |0
|Combine field.
|-
|height="40px"|ep2_industrial.crane_arena
|Quiet constant wind with occasional burbling toxic slime.
|align="center" | {{DSP | 1}}
|align="center" |0
|Burbling toxic slime sound
|-
|
|
|
|align="center" |1
|height="40px"|Burbling toxic slime sound
|-
|
|
|
|align="center" |2
|height="40px"|Burbling toxic slime sound
|-
|height="40px"|ep2_industrial.no_slime_crane_arena
|Same as above but no toxic slime sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_industrial.traintracks_tunnel
|Quiet rumble-like droning tone.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_industrial.traintracks_chopper
|Open outside area with wind blowing, occasional wind gusts and birds chirping.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_industrial.traintracks_chopperarena
|Same as above, with the birds being a little louder.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_util.rocket
|Constant steam sound together with occasionally gas igniting and metal groans.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silo.concretehall
|The sound of a quiet machine.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silo.techroom
|Room ambience and beeping lab equipment.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silo.concreteroom
|General concrete room ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silo.silo_top
|Wind tunnel blowing, constant steam sounds, beeping machinery and sometimes gas igniting.
|align="center" | {{DSP | 1}}
|align="center" |0
|Wind and beeping lab equipment.
|-
|height="40px"|ep2_silo.silo_middle
|Wind tunnel blowing, constant steam sounds, metal groans and gas igniting from time to time.
|align="center" | {{DSP | 1}}
|align="center" |0
|Underground windy ambience.
|-
|height="40px"|ep2_silo.silo_bottom
|Echoing, windy tunnel with constant steam sounds, gas igniting and metal groans like above.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silobattle.halls
|Room ambience with random metal rattle sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silobattle.waterroom
|Windy tunnel with dripping water and very quiet water sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silobattle.silo_open
|Heavy tunnel wind and wind snippets.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_silobattle.silo_shut
|The constant sound of being in an elevator shaft / closed underground concrete room.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_whiteforest.training
|An enclosed windy area open to the sky.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_whiteforest.pre_battle
|Birds, critters and wind gusts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_whiteforest.battle
|Occasionally quiet wind gusts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep2_whiteforest.post_battle
|Identical to above.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_outland2.txt</span>


== Silo ==
{| class=standard-table style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|silo_garage_1
|Garage ambience with metal rattles and people coughing.
|align="center" | {{DSP | 4}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|silo_indoor_upper_quiet_1
|Fluorescent light with rarer metal rattles / people coughing to above.
|align="center" | {{DSP | 9}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|silo_missle_upper_1
|Fluorescent light tunnel ambience, coughing people and metal rattles with infrequent water dripping.
|align="center" | {{DSP | 4}}
|align=center |0
|Quiet metal rattling, water dripping and people coughing.
|-
|height="40px"|silo_missle_labroom_1
|Lab ambience and other machines playing at random.
|align="center" | {{DSP | 9}}
|align=center |1
|Very silent beeping lab equipment.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_silo.txt</span>
{{Envsound}}
[[Category:Level Design]][[Category:Sound System]]
[[Category:Level Design]][[Category:Sound System]]

Latest revision as of 05:49, 7 January 2024

Half-Life 2 Level Creation

Here is a list of 83 soundscapes for use in Half-Life 2: Episode TwoEpisode Two. 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.

Outland 1

Name Description DSP Position Number Position Description
ep2_forest.util_windgusts Occasional thin wind snippets.
ep2_forest.util_shoreline Small waves hitting shore.
ep2_forest.util_small_river Small river with medium-paced running water.

1

0 River with running water.
1 River with running water.
ep2_forest.util_birds Multiple birds chirping and singing in a forest envionment once in a while.
ep2_forest.util_critters Random occational animal sounds including insect buzzing, birds chirping and woodpeckers.
ep2_forest.frogpond Distant or quiet water crashing with a constant sound of frogs, distant birds and other critters.
ep2_forest.small_river Trickling river with ambient birds and critter sounds.

1

ep2_forest.light_forest Random sounds of birds, critters and wind gusts.

1

ep2_traincrash.intro (Not used in the game) wrecked train area. Constant flow of water, crumbling rocks, wind gusts and frequent metal stress and groans. 0 Flowing and shoreline water sounds.
ep2_traincrash.vista_pre_bridgecrash (Not used in the game) citadel vista scene. Critical citadel portal ambience with wind snippets and a lot of metal groans coming from the bridge. 0 Citadel vortex, wind and thunder.
1 Various sounds of metal groans.
ep2_traincrash.vista_post_bridgecrash (Not used in the game) citadel vista scene after the bridge falls apart. Identical to above but without the metal groans. 0 Citadel vortex, wind and thunder.
ep2_caves.util_flies Buzzing flies.
ep2_caves.util_dist_grubs Infrequent cave echoing antlion grub sounds.
ep2_caves.util_dist_growls Not very often, echoing antlion and deep voiced crowls in the distant.
ep2_caves.util_dist_rumbles Random infrequent small but also very big sounding distant rock rumbles.
ep2_caves.util_tunnel Distant growls, antlion grubs and rock rumbling.

1

ep2_caves.util_drips Distant and up-close water dripping sounds.
ep2_caves.main_cavern Wind howling in wide open cave with antlion grubs, rock rumbles and occasional sounds of stressing metal supports.

1

ep2_caves.dropoff Similar to above with louder wind and no metal stress.

1

ep2_caves.quiet_tunnel Constant sounds of cave critters and occationally distant antlion grubs.

1

ep2_caves.cricket_tunnel Constant sound of crickets together with distant antlion grubs, growls and rock rumbles.

1

ep2_caves.nests_tunnel Constant echoing sound of cave critters, random distant grubs, growls and rock rumbles.

1

ep2_caves.large_tunnel Constant echoing sound of antlion grubs, growls plus rock rumbles.

1

ep2_caves.large_grub_cavern Similar to ep2_caves.nests_tunnel, but less echoing and with occasional flies buzzing.

1

ep2_caves.watery_cavern Windy underground cave with dripping water, antlion grubs, growls and rock rumbles.

1

soundscapes_outland.txt

Outland 2 and White Forest

Name Description DSP Position Number Position Description
ep2_portalstorm_stage_1 Eerie sounds of the citadel portal with heavy wind and rubble.

1

ep2_portalstorm_stage_1_inside Interior ambience with moderate constant wind, occasional wind snippets and metal squeaks, and the citadel portal heard outside.

1

0 Quiet unstable citadel vortex sounds.
ep2_mines.outside Birds, wind snippets and creaking metal, with the citadel sounds being quieter.

1

0 Quiet citadel vortex, wind and thunder.
ep2_mines.woodbuilding Wood creaking and infrequent metal squeaks.

1

ep2_mines.tunnel Inside a windy cave with rocks falling and wood creaking.

1

ep2_mines.tunnel_dropoff Windy cavern tunnel drop-off with falling rocks, wood creaking and occasionally the sound of distant antlion grubs.

1

0 Distant cave howl, growls, antlion grubs and rock rubbles.
ep2_mines.elevator_shaft Inside an elevator shaft with rocks falling, wood creaking and wind blowing.

1

ep2_mines.chamber Wind silently blowing.

1

ep2_mines.tunnel_nests Windy tunnel with distant grubs, growls, rock rumbles, wood creaks and a lot of echoing animal noises.

1

ep2_mines.tunnel_grubs Tunnel wind blowing, rock rumbling, wood creaks and constant echoing animal sounds.

1

ep2_caves.quiet_tunnel_flies Similar to ep2_caves.quiet_tunnel with buzzing flies.

1

ep2_caves.watery_cavern_grubs Dripping water, constant echoing animal and some antlions sounds.

1

ep2_caves.large_watery_cavern_grubs Large dripping watery cavern with constant distant cave echoing animal and antlion sounds.

1

ep2_caves.watery_cavern_grubs_dropoff Large dripping watery cavern with echoing sounds of antlion grubs, wind and distant growls.

1

0 Distant cave howl, wind, growls, antlion grubs and rock rubles.
ep2_caves.dropoff_grubs Same as above but without any dripping water.

1

0 Distant cave howl, wind, growls, antlion grubs and rock rumbles.
ep2_factory.on_bridge Heavy wind like being high up in the open, strong wind gusts, metal stress and the citadel portal.

1

0 Quiet citadel vortex, wind and thunder.
ep2_factory.woodenroom Light wind snippets and wood creaks.

1

ep2_factory.concreteroom Generic interior tone.

1

ep2_factory.slimepit Unstable citadel portal, toxic slime, wind snippets and quiet metal creaks.

1

0 Quiet citadel vortex, wind and thunder.
1 Burbling toxic slime sound
2 Burbling toxic slime sound
3 Burbling toxic slime sound
ep2_factory.vista Silence with occasional wind gusts, positional citadel portal sounds.

1

0 Citadel vortex and thunder.
ep2_util.advisorpod Rhytmic mechanical rumble and quiet steam.
ep2_farm.advisor_room Combine atmosphere with strange citadel sounds and a computer terminal.

1

0 Combine computer terminal.
ep2_farm.courtyard The sound of an advisor pod, low-pitched wind gusts and quiet forest birds.

1

0 Adviser pod; rhytmic mechanical rumble and steam loop.
ep2_farm.barn Combine atmosphere, wood creaking.

1

ep2_farm.barn_crawlspace Same as above, with slightly louder and more high-pitched combine atmosphere.

1

ep2_util.hunters Various distant Hunter sounds and calls.

1

ep2_radiotower.courtyard_hunters Sounds of the citadel portal, heavy wind, birds and Hunters in the distant.

1

0 Citadel portal ambience.
ep2_radiotower.courtyard_no_hunters Almost the same as above but without any hunters and with additional citadel vortex sounds.

1

0 Citadel portal ambience, vortex, wind and thunder.
ep2_radiotower.basement Fluorescent lighting / machinery and wood creaks.

1

ep2_radiotower.radioroom_power_on Combine control room environment with wood creaks.

1

ep2_radiotower.radioroom_power_off Silence with occasional wood creaks and distant Hunter calls.

1

ep2_industrial.garage Constant industrial workplace ambience similar to an AC unit.

1

ep2_industrial.courtyard_toxic Silence with occasional wind gusts and burbling toxic slime.

1

0 Burbling toxic slime sound
1 Burbling toxic slime sound
ep2_industrial.inside_turret_building Only the sound of the combine field is being played.

1

0 Combine field.
ep2_industrial.crane_arena Quiet constant wind with occasional burbling toxic slime.

1

0 Burbling toxic slime sound
1 Burbling toxic slime sound
2 Burbling toxic slime sound
ep2_industrial.no_slime_crane_arena Same as above but no toxic slime sounds.

1

ep2_industrial.traintracks_tunnel Quiet rumble-like droning tone.

1

ep2_industrial.traintracks_chopper Open outside area with wind blowing, occasional wind gusts and birds chirping.

1

ep2_industrial.traintracks_chopperarena Same as above, with the birds being a little louder.

1

ep2_util.rocket Constant steam sound together with occasionally gas igniting and metal groans.
ep2_silo.concretehall The sound of a quiet machine.

1

ep2_silo.techroom Room ambience and beeping lab equipment.

1

ep2_silo.concreteroom General concrete room ambience.

1

ep2_silo.silo_top Wind tunnel blowing, constant steam sounds, beeping machinery and sometimes gas igniting.

1

0 Wind and beeping lab equipment.
ep2_silo.silo_middle Wind tunnel blowing, constant steam sounds, metal groans and gas igniting from time to time.

1

0 Underground windy ambience.
ep2_silo.silo_bottom Echoing, windy tunnel with constant steam sounds, gas igniting and metal groans like above.

1

ep2_silobattle.halls Room ambience with random metal rattle sounds.

1

ep2_silobattle.waterroom Windy tunnel with dripping water and very quiet water sounds.

1

ep2_silobattle.silo_open Heavy tunnel wind and wind snippets.

1

ep2_silobattle.silo_shut The constant sound of being in an elevator shaft / closed underground concrete room.

1

ep2_whiteforest.training An enclosed windy area open to the sky.

1

ep2_whiteforest.pre_battle Birds, critters and wind gusts.

1

ep2_whiteforest.battle Occasionally quiet wind gusts.

1

ep2_whiteforest.post_battle Identical to above.

1

soundscapes_outland2.txt

Silo

Name Description DSP Position Number Position Description
silo_garage_1 Garage ambience with metal rattles and people coughing.

4

silo_indoor_upper_quiet_1 Fluorescent light with rarer metal rattles / people coughing to above.

9

silo_missle_upper_1 Fluorescent light tunnel ambience, coughing people and metal rattles with infrequent water dripping.

4

0 Quiet metal rattling, water dripping and people coughing.
silo_missle_labroom_1 Lab ambience and other machines playing at random.

9

1 Very silent beeping lab equipment.

soundscapes_silo.txt

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