List of Portal soundscapes: Difference between revisions

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Below are the list of Portal soundscapes, separated by  the Test Chamber levels and the Escape levels.
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{{back | Portal Level Creation}}
{{DISPLAYTITLE: Portal - List of Soundscapes|noerror}}


[http://myaperturelabs.com/file.php?id=404 An updated Portal FGD that lets you select soundscapes from within Hammer.]
{{toc-right}}


== Test Chamber soundscapes ==
Here is a list of 22 [[soundscapes]] for use in {{portal}}Portal. 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.


{| cellpadding=2 border=1
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
!align=left| Name
 
!align=left| Description and Notes
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=45sRgf9gVRs here.]
 
{{clr}}
 
== Test Chambers ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|portal_testchmb.fixed_portal
|height="40px"|portal_testchmb.fixed_portal
|Short different-pitched hums, sounds like distant voices. Position 0 is the fixed Portal you want the player guided to.
|Short, different-pitched hums; sounds like distant machinery.
|align="center" | {{DSP | 1}}
|align=center |0
|A fixed portal you want to guide the player to, plays a low, pulsing hum.
|-
|-
|portal_testchmb.tight_space
|height="40px"|portal_testchmb.tight_space
|An intermittent low humming sound and some quiet whoosh noises. Use in small rooms
|An intermittent low humming sound and some quiet whoosh noises. Use in small rooms.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.elevator_shaft
|height="40px"|portal_testchmb.elevator_shaft
|A continuous moving elevator sound. Use in elevators
|A continuous moving elevator sound. Use in moving elevators and elevator shafts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.get_the_box
|height="40px"|portal_testchmb.get_the_box
|A continuous low humming sound.
|A continuous low humming sound. Use with boxes when you want the player to get one.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.explore_space
|height="40px"|portal_testchmb.explore_space
|Low humming sound, with intermittent ticking and whirring sounds. Use in medium-sized rooms
|A whooshing sound, with intermittent ticking and whirring sounds. Use in idle areas.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.cross_the_gap
|height="40px"|portal_testchmb.cross_the_gap
|Far away noises and faint wind sounds. Gives the impression of being very high. Position 0 is the location across the gap where the Portal should be put.
|Far away noises and faint wind sounds. Gives the impression of being very high.
|align="center" | {{DSP | 1}}
|align=center |0
|The location across the gap where the portal should be placed, plays a windchime sound.
|-
|-
|portal_testchmb.energy_ball
|height="40px"|portal_testchmb.energy_ball
|Very low-pitched hum with high and low pitched hums alternating in the background.
|Very low-pitched hum with high and low pitched hums alternating in the background. Use in rooms with high energy pellets.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.goo_pit
|height="40px"|portal_testchmb.goo_pit
|Various bubbling sounds.
|Various bubbling sounds. Use in rooms with hazard liquid.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.cleanser
|height="40px"|portal_testchmb.cleanser
|Pulsing low hum. Use in rooms with fizzler.
|Pulsing low hum. Use in rooms with fizzlers.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.fling
|height="40px"|portal_testchmb.fling
|Low humming sounds, thumping, and distant growling sounds. Use in room you need to fling.
|Low humming sounds, thumping, and distant chanting. Similiar to Ravenholm soundscape. Use in rooms where you want the player to fling.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.turret_danger
|height="40px"|portal_testchmb.turret_danger
|Long whiney sounds, with a constant deep humming. Use in rooms with turrets.
|Long, whiny sounds, with a constant deep humming. Use in rooms with live turrets.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.use_your_box
|height="40px"|portal_testchmb.use_your_box
|Low hum, quiet whoosh, and distant whining sound. Position 0 is the box you want the player to use.
|Low hum, quiet whoosh, and distant whining sound.
|align="center" | {{DSP | 1}}
|align=center |0
|A box you want the player to use. Use with companion cubes when you need the player to use one.
|-
|-
|portal_testchmb.track_train
|height="40px"|portal_testchmb.track_train
|Low hum with high-pitched whoosh noises in the background. Use with moving platforms.
|Low hum with high-pitched whoosh noises in the background. Use with active light rail platforms.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_testchmb.fire_pit
|height="40px"|portal_testchmb.fire_pit
|Fire cracking sounds.
|Fire cracking sounds.
|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_testchmb_portal.txt</span>


==Escape soundscapes==
==Escape==
{| cellpadding=2 border=1
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|portal_escape.tube
|height="40px"|portal_escape.tube
|Loud wind noise to imitate the suction of the tubes.
|Loud wind noise to imitate the suction of the tubes. Use when the player is inside a tube.
|align="center" | {{DSP | 114}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.intro
|height="40px"|portal_escape.intro
|Low hum, intermittent squeaking sounds, and metal catwalk creaks.
|Low, windy hum, intermittent squeaking sounds, and metallic creaks and rattling.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.in_shaft_low
|height="40px"|portal_escape.in_shaft_low
|Low hum, quiet whooshes, and random distant slamming sounds.
|Low hum, quiet whooshes, and random distant slamming sounds to imitate moving pistons.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.in_shaft_high
|height="40px"|portal_escape.in_shaft_high
|Loud wind noise, creaking sounds and random distant slamming sounds. Gives impression of wide open area.
|Loud wind noise, creaking sounds and random distant slamming sounds to imitate moving pistons. Gives impression of wide open area.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.nearing_boss
|height="40px"|portal_escape.nearing_boss
|Loud wind sounds, loud creaking sounds, distant thumping noise. Gives impression of very huge room.
|Loud wind sounds, creaking sounds, random distant slamming sounds to imitate moving pistons, distant thumping noise. Gives impression of very huge room.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.final_boss
|height="40px"|portal_escape.final_boss
|Quiet wind sounds, distant thumping, low, pulsing hum.
|Quiet wind sounds, distant thumping, low, pulsing hum.
|align="center" | {{DSP | 103}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.final_boss2
|height="40px"|portal_escape.final_boss2
|
|Very quiet gust sounds.
|align="center" | {{DSP | 103}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|portal_escape.hazard_liquid_tunnel
|height="40px"|portal_escape.hazard_liquid_tunnel
|Dripping and bubbling sounds. Comparable to a sewer atmosphere.
|Dripping and water sounds. Comparable to a sewer atmosphere.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
{{todo|explain <code>portal_escape.final_boss2</code>}}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_escape_portal.txt</span>
{{Envsound}}


[[Category:Level Design]][[Category:Sound System]][[Category:Portal]]
[[Category:Level Design]]
[[Category:Sound System]]
[[Category:Portal]]

Latest revision as of 08:04, 12 July 2024

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Portal Level Creation


Here is a list of 22 soundscapes for use in PortalPortal. 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.

Test Chambers

Name Description DSP Position Number Position Description
portal_testchmb.fixed_portal Short, different-pitched hums; sounds like distant machinery.

1

0 A fixed portal you want to guide the player to, plays a low, pulsing hum.
portal_testchmb.tight_space An intermittent low humming sound and some quiet whoosh noises. Use in small rooms.

1

portal_testchmb.elevator_shaft A continuous moving elevator sound. Use in moving elevators and elevator shafts.

1

portal_testchmb.get_the_box A continuous low humming sound. Use with boxes when you want the player to get one.

1

portal_testchmb.explore_space A whooshing sound, with intermittent ticking and whirring sounds. Use in idle areas.

1

portal_testchmb.cross_the_gap Far away noises and faint wind sounds. Gives the impression of being very high.

1

0 The location across the gap where the portal should be placed, plays a windchime sound.
portal_testchmb.energy_ball Very low-pitched hum with high and low pitched hums alternating in the background. Use in rooms with high energy pellets.

1

portal_testchmb.goo_pit Various bubbling sounds. Use in rooms with hazard liquid.

1

portal_testchmb.cleanser Pulsing low hum. Use in rooms with fizzlers.

1

portal_testchmb.fling Low humming sounds, thumping, and distant chanting. Similiar to Ravenholm soundscape. Use in rooms where you want the player to fling.

1

portal_testchmb.turret_danger Long, whiny sounds, with a constant deep humming. Use in rooms with live turrets.

1

portal_testchmb.use_your_box Low hum, quiet whoosh, and distant whining sound.

1

0 A box you want the player to use. Use with companion cubes when you need the player to use one.
portal_testchmb.track_train Low hum with high-pitched whoosh noises in the background. Use with active light rail platforms.

1

portal_testchmb.fire_pit Fire cracking sounds.

1

soundscapes_testchmb_portal.txt

Escape

Name Description DSP Position Number Position Description
portal_escape.tube Loud wind noise to imitate the suction of the tubes. Use when the player is inside a tube.

114

portal_escape.intro Low, windy hum, intermittent squeaking sounds, and metallic creaks and rattling.

1

portal_escape.in_shaft_low Low hum, quiet whooshes, and random distant slamming sounds to imitate moving pistons.

1

portal_escape.in_shaft_high Loud wind noise, creaking sounds and random distant slamming sounds to imitate moving pistons. Gives impression of wide open area.

1

portal_escape.nearing_boss Loud wind sounds, creaking sounds, random distant slamming sounds to imitate moving pistons, distant thumping noise. Gives impression of very huge room.

1

portal_escape.final_boss Quiet wind sounds, distant thumping, low, pulsing hum.

103

portal_escape.final_boss2 Very quiet gust sounds.

103

portal_escape.hazard_liquid_tunnel Dripping and water sounds. Comparable to a sewer atmosphere.

1

soundscapes_escape_portal.txt

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