Team Fortress 2/Soundscapes: Difference between revisions
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{{ | {{TF2 topicon}} {{lang|title=List of TF2 Soundscapes}} | ||
|title = List of TF2 Soundscapes | {{subpage|[[Team Fortress 2 Level Creation]]}} | ||
{{toc-right}} | |||
}} | |||
[[ | Here is a list of 153 [[Soundscapes|soundscapes]] for use in {{tf2}}Team Fortress 2. 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. | ||
Here is a list of [[Soundscapes|soundscapes]] for use in | 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. | ||
Preview videos of these soundscapes can be found [https://www.youtube.com/watch?v=Ao8Krh0ADN8 here] and [https://www.youtube.com/watch?v=tB7sjwyq3bc here.] | |||
{{clr}} | |||
{| | == Generic == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|tf2.respawn_room | ||
| Faint sounds of machinery whirring in the distance, and occasional locker room sounds. | |Faint sounds of machinery whirring in the distance, and occasional locker room sounds. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Machine hum. | |||
|- | |- | ||
| | |height="40px"|tf2.general_ambient | ||
| Normal, quite ambient, with outdoor and indoor sounds combined in the distance. | |Normal, quite ambient, with outdoor and indoor sounds combined in the distance. | ||
|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.txt</span> | |||
==2Fort== | == 2Fort == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
! | !width="105px"|Position Number | ||
! | !width="300px"|Position Description | ||
|- | |||
|height="40px"|2fort.Underground | |||
|A less noisy version of Underground2. Small beeps and occasional machinery whirs can be heard. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Machine humming. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |1 | ||
|height="40px"|Computer Tape | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| Computer | |align="center" |2 | ||
|height="40px"|Computer Working | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| Computer | |align="center" |3 | ||
|height="40px"|Computer Tape 2 | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |4 | ||
|height="40px"|Command Center | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |5 | ||
|height="40px"|Printer | |||
|- | |||
|height="40px"|2fort.Underground2 | |||
|A stronger version of Underground1. More beeps, computer modem crackling, and deep machine ambience can be heard. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Machine humming. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |1 | ||
|height="40px"|Machine humming. | |||
|- | |- | ||
| | | | ||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Computer tape. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |3 | ||
|height="40px"|Computer tape. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |4 | ||
|height="40px"|Command center. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |5 | ||
|height="40px"|Printer. | |||
|- | |||
|height="40px"|2fort.OutdoorPond | |||
|Water moving along with crickets to accommodate the sounds. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Sounds of birds and crows. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | | | ||
| | |align="center" |1 | ||
|height="40px"|An idle train engine. | |||
|- | |- | ||
| | | | ||
| | | | ||
| 1 | | | ||
| | |align="center" |2 | ||
|height="40px"|Idle car engine. | |||
|- | |||
|height="40px"|2fort.OutdoorFort | |||
|Birds chirping and occasional farm equipment sounds. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Sounds of birds and crows. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |1 | |||
|height="40px"|Outdoor factory ambience. | |||
|- | |||
|height="40px"|2fort.Indoor | |||
|Same as OutDoorFort, however deeper in ambience, and more wood creaking 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_2fort.txt</span> | |||
==Badlands== | == Badlands == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
!align= | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Badlands.Inside | |||
|Echoing rocks hitting the ground, while small machinery sounds in the distance. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |1 | |||
|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Computer noises. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Machine humming. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |4 | |||
|height="40px"|Computer noises. | |||
|- | |- | ||
| | |height="40px"|Badlands.Outside | ||
| | |Soup cans rattling from the wind, and occasional dog barking including wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Badlands.OutsideInterior | ||
| | |Same as outside, except the sounds from the outside sound more echoed, and slight machinery whirs. | ||
|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_badlads.txt</span> | |||
== | == BarnBlitz == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|barnblitz.inside | ||
| Very quiet, ambient indoors noise. | |Very quiet, ambient indoors noise. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|barnblitz.outside | ||
| Heavy wind whirring, snow. | |Heavy wind whirring, snow. | ||
|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_barnblitz.txt</span> | |||
== Cactus Valley == | |||
==Cactus Valley== | {| class=standard-table | style="width:100%;" | ||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|CactusV.RespawnA | ||
| Underground ambience and computer noises. | |Underground ambience and computer noises. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |1 | |||
|Computer noises. | |||
|- | |- | ||
| <code> | |height="40px"|CactusV.RespawnB | ||
| | |Identical to <code>RespawnA</code>. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|CactusV.Inside | ||
| Sounds of wind. | |Sounds of wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|CactusV.Outside | ||
| Sounds of wind with animal noises. | |Sounds of wind with animal noises. | ||
|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_cactusvalley.txt</span> | |||
== | == ColdFront == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|stormfront.Underground | ||
| Sounds of machinery and computers. | |Sounds of machinery and computers. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |2 | |||
|Computer noises. | |||
|- | |- | ||
| | | | ||
| Sounds of wind with random gusts. | | | ||
| | |||
|align="center" |3 | |||
|height="40px"|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Computer noises. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Alarm loop. | |||
|- | |||
|height="40px"|stormfront.Outside | |||
|Sounds of wind with random gusts. | |||
|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_cp_coldfront.txt</span> | |||
==Deathpit== | == Deathpit == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Deathpit.RespawnA | |||
|Sounds of ambient underground noise and computers. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |1 | |||
|Computer noises. | |||
|- | |- | ||
| <code> | |height="40px"|Deathpit.RespawnB | ||
| | |Identical to <code>RespawnA</code>. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |1 | |||
|Computer noises. | |||
|- | |- | ||
| | |height="40px"|Deathpit.Inside | ||
| | |Wind blowing and some minor wood creaking. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Deathpit.Outside | ||
| Wind blowing and | |Wind blowing, plants rustling, animal noises, and computer noises. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |1 | |||
|Computer noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |2 | |||
|height="40px"|Fluorescent lighting hum. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Computer noises. | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_deathpit.txt</span> | |||
== | == DoubleCross == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|DoubleCross.Inside | ||
| Light hum and general indoors ambience. | |Light hum and general indoors ambience. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|DoubleCross.Outside | ||
| Wind blowing and animal noises. | |Wind blowing and animal noises. | ||
|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_doublecross.txt</span> | |||
==Dustbowl== | == Dustbowl == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Dustbowl.Outdoors | ||
| Crickets chirping, and sounds of wind through low pass areas. Also some minor wood creaking. | |Crickets chirping, and sounds of wind through low pass areas. Also some minor wood creaking. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Dustbowl.Indoors | ||
| Same as above, but has a more echo feeling, and occasional rocks falling. | |Same as above, but has a more echo feeling, and occasional rocks falling. | ||
|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_dustbowl.txt</span> | |||
==Egypt== | == Egypt == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Egypt.Outdoor | ||
| | |Gentle wind and outdoors ambience. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Egypt.Indoor | ||
| | |Light indoor ambience. | ||
|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_egypt.txt</span> | |||
==Goldrush== | == Goldrush == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Goldrush.DeepInside | ||
| A loud buzzing sound mixed with machinery humming. | |A loud buzzing sound mixed with machinery humming. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Goldrush.Outside | ||
| Sounds of wind | |Sounds of wind, and a bird cawing in the distance. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Goldrush.Inside | ||
| Sounds of wind, | |Sounds of wind flowing through the insides of buildings, along with faint metal clanking. | ||
|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_goldrush.txt</span> | |||
==Gorge== | == Gorge == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
!align= | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Gorge.Outside | |||
|Birds and general outdoors ambience. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Occasional sound of birds. | |||
|- | |||
|height="40px"|Gorge.Inside | |||
|Machine hums and general indoor ambience. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Machine humming. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |5 | |||
|height="40px"|Machine humming. | |||
|- | |- | ||
| | | | ||
| Machine | | | ||
| | |||
|align="center" |6 | |||
|height="40px"|Machine humming. | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_gorge.txt</span> | |||
==Granary== | == Granary == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
!align= | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Granary.Outside | |||
|Machine humming but with a slight echo, and occasional squeaks. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Often sounds of cows and birds. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Outdoor factory ambience. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Often sounds of cows and birds. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |3 | |||
|height="40px"|Outdoor factory ambience. | |||
|- | |- | ||
| | |height="40px"|Granary.Inside | ||
| Machine humming. | |Machine humming. | ||
|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_granary.txt</span> | |||
==GravelPit== | == GravelPit == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| <code> | |height="40px"|GravelPit.Outside | ||
| | |Identical to <code>Granary Outside</code>. | ||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Often sounds of birds. | |||
|- | |- | ||
| | |height="40px"|GravelPit.Inside | ||
| Machine humming. | |Machine humming. | ||
|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_gravelpit.txt</span> | |||
==Halloween== | == Halloween == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Halloween.Outside | ||
| Sounds of wind and crickets. Random crow, owl, wolf sounds in the distance, and random whisper sounds. | |Sounds of wind and crickets. Random crow, owl, wolf sounds in the distance, and random whisper sounds. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Halloween.Inside | ||
| Sounds of wind and random wind gusts. Random creaks and whisper sounds. | |Sounds of wind and random wind gusts. Random creaks and whisper sounds. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Halloween.Underworld | ||
| Sounds of wind and random wind gusts. Random screams, thunder, and rumbles. | |Sounds of wind and random wind gusts. Random screams, thunder, and rumbles. | ||
|align="center" | {{DSP | 26}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Halloween.hell | ||
| Random screams, thunder, and rumbles. | |Random screams, thunder, and rumbles. | ||
|align="center" | {{DSP | 26}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Halloween_sf14.Outside | ||
| Desert sounds with owls, | |Desert sounds with owls, wolves, crows, and wind gusts. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Halloween_sf14.Inside | ||
| Underground ambience with wind noises and random creaking. | |Underground ambience with wind noises and random creaking. | ||
|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_halloween.txt</span> | |||
== | == Foundry == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|harbor.inside_blue_spawn_01 | ||
| Ambient industrial noises. | |Ambient industrial noises. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_blue_spawn_02 | ||
| | |Identical to <code>harbor.inside_blue_spawn_01</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_blue_spawn_03 | ||
| | |Identical to <code>harbor.inside_blue_spawn_01</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.inside_blue_hq | ||
| Same as harbor.inside_blue_spawn_01, but with sounds of machinery added and a larger size DSP setting. | |Same as harbor.inside_blue_spawn_01, but with sounds of machinery added and a larger size DSP setting. | ||
|align="center" | {{DSP | 4}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.inside_blue_ex_01 | ||
| Light industrial ambience. | |Light industrial ambience. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.inside_blue_ex_02 | ||
| Light industrial ambience with a rattling noise. | |Light industrial ambience with a rattling noise. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.inside_blue_ex_03 | ||
| Light industrial ambience with a repetitive pounding sound. | |Light industrial ambience with a repetitive pounding sound. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.indoor_blue_fuel | ||
| Light industrial ambience. | |Light industrial ambience. | ||
|align="center" | {{DSP | 3}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.outdoor_blue | ||
| Light industrial ambience. | |Light industrial ambience. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_spawn_01 | ||
| | |Identical to <code>harbor.inside_blue_spawn_01</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_spawn_02 | ||
| | |Identical to <code>harbor.inside_blue_spawn_01</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_hq | ||
| | |Identical to <code>harbor.inside_blue_hq</code>. | ||
|align="center" | {{DSP | 4}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_spawn_03 | ||
| | |Identical to <code>harbor.inside_blue_spawn_01</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_ex_01 | ||
| | |Identical to <code>harbor.inside_blue_ex_01</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_ex_02 | ||
| | |Identical to <code>harbor.inside_blue_ex_02</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.inside_red_ex_03 | ||
| | |Identical to <code>harbor.inside_blue_ex_03</code>. | ||
|align="center" | {{DSP | 2}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.outdoor_red | ||
| | |Identical to <code>harbor.outdoor_blue</code>. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>harbor. | |height="40px"|harbor.indoor_red_fuel | ||
| | |Identical to <code>harbor.indoor_blue_fuel</code>. | ||
|align="center" | {{DSP | 3}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|harbor.outdoor_central | ||
| Industrial ambience with random sounds of cars and trains. | |Industrial ambience with random sounds of cars and trains. | ||
|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_harbor.txt</span> | |||
== | == Hellfire == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Hellfire.Inside | |||
|Indoor ambience and a light hum. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Waterfall. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Computer noises. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Boiler. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Command center ambience. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Computer noises. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |7 | |||
|height="40px"|Boiler. | |||
|- | |||
|height="40px"|Hellfire.OutsideCovered | |||
| | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Command center ambience. | |||
|- | |||
|height="40px"|Hellfire.Outside | |||
|Sounds of wind with dogs barking and owls hooting randomly. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Computer noises. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Computer noises. | |||
|} | |||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_hellfire.txt</span> | |||
{| | == HighTower == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|HighTower.Inside | ||
| | | | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|HighTower.Outside | ||
| | | | ||
|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_hightower.txt</span> | |||
== Hydro == | |||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Hydro.Outside | |||
|Same as Granary and GravelPit Outside. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Sounds of birds. | |||
|- | |||
|height="40px"|Hydro.Inside | |||
|Machine humming with slight machine whirs in the background. | |||
|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_hydro.txt</span> | |||
== | == Mercenary Park == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
!align= | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Lair.VisitorsCenterSpawnBlue | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|align="center" |0 | |||
|Often weird voices and laugher. | |||
|- | |||
|height="40px"|Lair.VisitorsCenterSpawnBlueLightJungle | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.JungleLight | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|align="center" |0 | |||
|Frogs ambience loop. | |||
|- | |||
|height="40px"|Lair.JungleUnderGround | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.JungleUndergroundLightJungle | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.Jungle | |||
| | |||
|align="center" | {{DSP | 139}} | |||
|align="center" |0 | |||
|Electric perimeter fence. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Electric perimeter fence. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Electric perimeter fence. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Electric perimeter fence. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Electric perimeter fence. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Electric perimeter fence. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Frogs ambience loop. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |7 | |||
|height="40px"|Frogs ambience loop. | |||
|- | |||
|height="40px"|Lair.JungleCap1InteriorTransition | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|align="center" |0 | |||
|AC vent. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Fluorescent lighting hum. | |||
|- | |||
|height="40px"|Lair.Cap1Underground | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.Cap1SpawnBlue | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.Cap1 | |||
| | |||
|align="center" | {{DSP | 139}} | |||
|align="center" |0 | |||
|Close-up water waves. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Close-up water waves. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Waterfall. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Close-up waterfall. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Close-up waterfall. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Close-up waterfall. | |||
|- | |||
|height="40px"|Lair.Cap1Cap2Transition | |||
| | |||
|align="center" | {{DSP | 139}} | |||
|align="center" |0 | |||
|Waterfall. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Close-up waterfall. | |||
|- | |||
|height="40px"|Lair.Cap2SpawnRed | |||
| | |||
|align="center" | {{DSP | 138}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.Cap2SpawnBlue | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.Cap2 | |||
| | |||
|align="center" | {{DSP | 138}} | |||
|align="center" |0 | |||
|Moving fan. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Weird radar sounds. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Rough boiler. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Smooth boiler. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Weird radar sounds. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |7 | |||
|height="40px"|Fluorescent lighting hum. | |||
|- | |||
|height="40px"|Lair.Cap3SpawnRed | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Lair.Cap3 | |||
| | |||
|align="center" | {{DSP | 138}} | |||
|align="center" |0 | |||
|Moving fan. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Weird radar sounds. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Weird radar sounds. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |7 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
|height="40px"|Lair.Cap3Inside | |||
| | |||
|align="center" | {{DSP | 137}} | |||
|align="center" |0 | |||
|Weird radar sounds. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Electronic computer beeping. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Weird radar sounds. | |||
|- | |- | ||
| | |height="40px"|Lair.Cap3Duct | ||
| | | | ||
|align="center" | {{DSP | 137}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lair.Cap3Vista | ||
| | | | ||
|align="center" | {{DSP | 137}} | |||
|align="center" |0 | |||
|Highly echoing water dripping. | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_lair.txt</span> | |||
==Lakeside== | == Lakeside == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Lakeside.Outside | ||
| Wind noises and rocks falling randomly. | |Wind noises and rocks falling randomly. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lakeside.Wood | ||
| Wind noises and wood creaking. | |Wind noises and wood creaking. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lakeside.Lake | ||
| Wind noises, wind chimes, and water running. | |Wind noises, wind chimes, and water running. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lakeside.Inside_blu | ||
| | |Gusting wind noises, indoors ambience, and light humming. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lakeside.Inside | ||
| Indoors ambience and a small fire. | |Indoors ambience and a small fire. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lakeside.Temple | ||
| Indoors ambience, sounds of water, and a small fire. | |Indoors ambience, sounds of water, and a small fire. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lakeside.Cave | ||
| Indoors ambience and rocks falling randomly. | |Indoors ambience and rocks falling randomly. | ||
|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_lakeside.txt</span> | |||
== Lumberyard == | |||
==Lumberyard== | {| class=standard-table | style="width:100%;" | ||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Lumberyard.Inside | ||
| Very quiet, ambient indoors noise. | |Very quiet, ambient indoors noise. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Lumberyard.Outside | ||
| Birds chirping, along with some wind. | |Birds chirping, along with some wind. | ||
|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_lumberyard.txt</span> | |||
==Mannworks== | == Mannworks == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
!align= | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Mannworks.Respawn | |||
|Ambient underground noise with computers working. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |1 | |||
|Computer noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |2 | |||
|height="40px"|Computer noises. | |||
|- | |- | ||
| | |height="40px"|Mannworks.InsideWood | ||
| Outdoor ambience and wood creaking from wind. | |Outdoor ambience and wood creaking from wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Mannworks.InsideCellars | ||
| Ambient indoor noise and wind. | |Ambient indoor noise and wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Mannworks.Outside | ||
| Ambient outdoor noise, birds singing, and crow and owl noises. | |Ambient outdoor noise, birds singing, and crow and owl noises. | ||
|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_mannworks.txt</span> | |||
==Medieval== | == Medieval == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Medieval.Outside | ||
| Sounds of a medieval battle with falcons and thunder. | |Sounds of a medieval battle with falcons and thunder. | ||
|align="center" | {{DSP | 21}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Medieval.Inside | ||
| Sounds of a medieval battle. | |Sounds of a medieval battle. | ||
|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_medieval.txt</span> | |||
==Moonbase== | == Moonbase == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Moonbase.Outerspace | ||
| Space ambience with random bangs and rumbles. | |Space ambience with random bangs and rumbles. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Moonbase.Underground | ||
| Indoors ambience with random bangs and rumbles. | |Indoors ambience with random bangs and rumbles. | ||
|align="center" | {{DSP | 18}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_moonbase.txt</span> | |||
==Mountain Lab== | == Mountain Lab == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|mountainlab.Inside | ||
| Indoors ambience with sounds of wind and rain. | |Indoors ambience with sounds of wind and rain. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|mountainlab.Outside1 | ||
| Forest ambience with random animal noises and rain. | |Forest ambience with random animal noises and rain. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|mountainlab.Outside2 | ||
| Forest ambience with random animal noises, rain, and gentle wind. | |Forest ambience with random animal noises, rain, and gentle wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|mountainlab.Outside3 | ||
| Forest ambience with random animal noises, rain, and gentle wind. | |Forest ambience with random animal noises, rain, and gentle wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|mountainlab.entrance | ||
| Forest ambience with random animal noises, rain, gentle wind, and machines humming. | |Forest ambience with random animal noises, rain, gentle wind, and machines humming. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|mountainlab.Bluspawn | ||
| Waterfall with rain and wind. | |Waterfall with rain and wind. | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|mountainlab.Cpoint | ||
| Wind and machines humming. | |Wind and machines humming. | ||
|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_mountainlab.txt</span> | |||
==Nightfall== | == Nightfall == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Nightfall.Outdoors | ||
| Outdoors, forest ambience with a waterfall and rain. | |Outdoors, forest ambience with a waterfall and rain. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Nightfall.Indoors | ||
| Ambient indoors noise with sounds of a waterfall. | |Ambient indoors noise with sounds of a waterfall. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Nightfall.Cavern | ||
| Ambient underground noise with sounds of a waterfall and random dripping. | |Ambient underground noise with sounds of a waterfall and random dripping. | ||
|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_nightfall.txt</span> | |||
==Nucleus== | == Nucleus == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Nucleus.Inside | ||
| Ambient underground and indoors noise with sounds | |Ambient underground and indoors noise with 'snapping' electical sounds. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Nucleus.Outside | ||
| Ambient underground, indoors, and outdoors noise with sounds of electricity. | |Ambient underground, indoors, and outdoors noise with sounds of electricity. | ||
|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_nucleus.txt</span> | |||
==Pipeline== | == Pipeline == | ||
{| | {| class=standard-table | style="width:100%;" | ||
!align= | !width="285px"|Name | ||
!align= | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Chariots.Inside | |||
|Ambient indoors noise with a light humming. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Chariots.Outside | |||
|Ambient outdoor desert noise with wind and random dog barking and owl hooting. | |||
|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_pipeline.txt</span> | |||
== Powerhouse == | |||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Powerhouse.Inside | |||
| | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Powerhouse.InsideRed | |||
| | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|An idle train engine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Turbine. | |||
|- | |||
|height="40px"|Powerhouse.InsideBlue | |||
| | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|An idle train engine. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |1 | |||
|height="40px"|Turbine. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |2 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Turbine. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Turbine. | |||
|- | |||
|height="40px"|Powerhouse.Transition | |||
| | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Powerhouse.Outside | |||
| | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|height="40px"|Waterfall. | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_powerhouse.txt</span> | |||
==Ravine== | == Ravine == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Ravine.Inside | ||
| Ambient indoors and underground noise with a light humming. | |Ambient indoors and underground noise with a light humming. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Ravine.Outside | ||
| Ambient outdoor desert noise with wind and random dog, owl, hawk, warbler, and crow sounds. | |Ambient outdoor desert noise with wind and random dog, owl, hawk, warbler, and crow 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_ravine.txt</span> | |||
==Rottenburg== | == Rottenburg == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
! | !Description | ||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Rottenburg.Town | ||
| Ambient noise with random dog, crow, owl, and dove sounds, wind noise, and sounds of a moat. | |Ambient noise with random dog, crow, owl, and dove sounds, wind noise, and sounds of a moat. | ||
|align="center" | {{DSP | 21}} | |||
|align="center" |0 | |||
|Water noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |1 | |||
|height="40px"|Windy interior. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |2 | |||
|height="40px"|Windy interior. | |||
|- | |- | ||
| | |height="40px"|Rottenburg.Alcove | ||
| Ambient indoor and underground noise with a light humming. | |Ambient noise with random dog, crow, and dove sounds. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Rottenburg.Clearing | |||
|Ambient noise with random bird sounds. | |||
|align="center" | {{DSP | 21}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Rottenburg.Spawn | |||
|Ambient indoor and underground noise with a light humming. | |||
|align="center" | {{DSP | 17}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_rottenburg.txt</span> | |||
==Sawmill== | == Sawmill == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Sawmill.DeepInside | ||
| Very quiet, ambient indoors noise. | |Very quiet, ambient indoors noise. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Sawmill.Inside | ||
| Distant rain, lights buzzing. | |Distant rain, lights buzzing. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Sawmill.InsideNoLights | ||
| Distant rain, some thunder. | |Distant rain, some thunder. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Sawmill.InsideWaterfall | ||
| Distant rain, splashing water. | |Distant rain, splashing water. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Sawmill.Outside | ||
| Rain and wind. | |Rain and wind. | ||
|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_sawmill.txt</span> | |||
==Soho== | == Soho == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
!align= | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|soho_generic | |||
|Ambient outdoor noise with random sounds of cars, people, dogs, helicopters, and sirens. | |||
|align="center" | {{DSP | 21}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|soho_square | |||
|Ambient outdoor noise with random sounds of cars, dogs, helicopters, and sirens. | |||
|align="center" | {{DSP | 21}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|underground_soho | |||
|Ambient indoor noise and water leaking with random creaking sounds. | |||
|align="center" | {{DSP | 5}} | |||
|align="center" |0 | |||
|Leaking water. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Fluorescent lighting hum. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Industrial indoor ambience. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |3 | |||
|height="40px"|Leaking water. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |4 | |||
|height="40px"|Fluorescent lighting hum. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |5 | |||
|height="40px"|Industrial indoor ambience. | |||
|- | |- | ||
| | |height="40px"|soho_indoor | ||
| Ambient outdoor noise with a light humming. | |Ambient outdoor noise with a light humming. | ||
|align="center" | {{DSP | 11}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_soho.txt</span> | |||
== | == ThunderMountain == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|ThunderMountain.Inside | ||
| | |Calm inside ambiance and fan whirring | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|ThunderMountain.Outside | ||
| | |Flowing water and wind sounds, birds calling, hollow buzzing | ||
|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_thundermountain.txt</span> | |||
==Upward== | == Upward == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Upward.Outside | ||
| Ambient outdoor desert noise with wind and random gusts. | |Ambient outdoor desert noise with wind and random gusts. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Upward.Inside | ||
| Ambient desert indoor noise. | |Ambient desert indoor noise. | ||
|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_upward.txt</span> | |||
==Viaduct== | == Viaduct == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
! | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|viaduct.Inside | ||
| Ambient indoors and underground noise with a light humming and wind noise. | |Ambient indoors and underground noise with a light humming and high-pitched distant wind noise. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Viaduct.Outside | ||
| Ambient outdoor noise with wind and random owl and shutter sounds. | |Ambient outdoor noise with wind and random owl and shutter 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_viaduct.txt</span> | |||
== | == Brickyard == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|warehouse.inside_spawn_int | |||
|Ambient indoors and underground noise with a light humming. | |||
|align="center" | {{DSP | 17}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|warehouse.inside_spawn_foyer | |||
|Ambient indoors and outdoor noise with a light humming, sounds of a city, and random seagull and car sounds. | |||
|align="center" | {{DSP | 18}} | |||
|align="center" |1 | |||
|Car horns and cars passing by. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Often sounds of seagulls. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Outdoor industrial warehouse ambience. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |7 | |||
|height="40px"|Outdoor harbor ambience. | |||
|- | |||
|height="40px"|warehouse.outside | |||
|Ambient outdoor noise with sounds of a city, and random seagull, train and car sounds. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Occasional train ambience. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Outdoor industrial warehouse ambience. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Car horns and cars passing by. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Often sounds of seagulls. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Often sounds of seagulls. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Ship horns. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Outdoor industrial warehouse ambience. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |7 | |||
|height="40px"|Outdoor harbor ambience. | |||
|- | |||
|height="40px"|warehouse.inside_mainhall | |||
|Ambient indoors noise with a light humming, sounds of a city, and random seagull and car sounds. | |||
|align="center" | {{DSP | 25}} | |||
|align="center" |0 | |||
|Sounds of seagulls. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Often car horns. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |2 | |||
|height="40px"|Often car horns. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |3 | |||
|height="40px"|Often car horns. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |4 | |||
|height="40px"|Often car horns. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |6 | |||
|height="40px"|Outdoor industrial warehouse ambience. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |7 | |||
|height="40px"|Outdoor harbor ambience. | |||
|- | |- | ||
| | |height="40px"|warehouse.inside_boilers | ||
| Ambient outdoor noise with sounds of a city, and random | |Ambient indoors and outdoor noise with a light humming, sounds of a city, and random car sounds. | ||
|align="center" | {{DSP | 17}} | |||
|align="center" |0 | |||
|Boiler. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |1 | |||
|height="40px"|Car horns and cars passing by. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |2 | |||
|height="40px"|Car horns and cars passing by. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |6 | |||
|height="40px"|Outdoor industrial warehouse ambience. | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_warehouse.txt</span> | |||
==Well== | == Well == | ||
{{ | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Well.DeepInside | |||
|A deep version of the Normal Machine Humming, with very faint beeps. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Computer noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |2 | |||
|height="40px"|Computer noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
| | |||
|align="center" |3 | |||
|height="40px"|Computer noises. | |||
|- | |- | ||
| | | | ||
| Sounds of | | | ||
| | |||
|align="center" |4 | |||
|height="40px"|Command center. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |5 | |||
|height="40px"|Printer. | |||
|- | |||
|height="40px"|Well.Inside | |||
|A quieter version of Well's Deep Inside. Also, there are no beeping sounds. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Well.Outside | |||
|Sounds of an ocean in the distance and faint Machine humming. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" |0 | |||
|Machine humming. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Outdoor factory ambience. | |||
|} | |} | ||
= | <span style="text-size:12px; color:grey; margin:2px;">soundscapes_well.txt</span> | ||
{{Envsound}} | |||
[[Category:Level Design]] | |||
[[Category:Sound System]] | |||
[[Category:Team Fortress 2]] |
Latest revision as of 05:48, 7 January 2024
Here is a list of 153 soundscapes for use in Team Fortress 2. 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.
Preview videos of these soundscapes can be found here and here.
Generic
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
tf2.respawn_room | Faint sounds of machinery whirring in the distance, and occasional locker room sounds. |
1 |
0 | Machine hum. |
tf2.general_ambient | Normal, quite ambient, with outdoor and indoor sounds combined in the distance. |
1 |
soundscapes.txt
2Fort
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
2fort.Underground | A less noisy version of Underground2. Small beeps and occasional machinery whirs can be heard. |
1 |
0 | Machine humming. |
1 | Computer Tape | |||
2 | Computer Working | |||
3 | Computer Tape 2 | |||
4 | Command Center | |||
5 | Printer | |||
2fort.Underground2 | A stronger version of Underground1. More beeps, computer modem crackling, and deep machine ambience can be heard. |
1 |
0 | Machine humming. |
1 | Machine humming. | |||
2 | Computer tape. | |||
3 | Computer tape. | |||
4 | Command center. | |||
5 | Printer. | |||
2fort.OutdoorPond | Water moving along with crickets to accommodate the sounds. |
1 |
0 | Sounds of birds and crows. |
1 | An idle train engine. | |||
2 | Idle car engine. | |||
2fort.OutdoorFort | Birds chirping and occasional farm equipment sounds. |
1 |
0 | Sounds of birds and crows. |
1 | Outdoor factory ambience. | |||
2fort.Indoor | Same as OutDoorFort, however deeper in ambience, and more wood creaking sounds. |
1 |
soundscapes_2fort.txt
Badlands
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Badlands.Inside | Echoing rocks hitting the ground, while small machinery sounds in the distance. |
1 |
1 | Machine humming. |
2 | Computer noises. | |||
3 | Machine humming. | |||
4 | Computer noises. | |||
Badlands.Outside | Soup cans rattling from the wind, and occasional dog barking including wind. |
1 |
||
Badlands.OutsideInterior | Same as outside, except the sounds from the outside sound more echoed, and slight machinery whirs. |
1 |
soundscapes_badlads.txt
BarnBlitz
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
barnblitz.inside | Very quiet, ambient indoors noise. |
1 |
||
barnblitz.outside | Heavy wind whirring, snow. |
1 |
soundscapes_barnblitz.txt
Cactus Valley
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
CactusV.RespawnA | Underground ambience and computer noises. |
1 |
1 | Computer noises. |
CactusV.RespawnB | Identical to RespawnA .
|
1 |
||
CactusV.Inside | Sounds of wind. |
1 |
||
CactusV.Outside | Sounds of wind with animal noises. |
1 |
soundscapes_cactusvalley.txt
ColdFront
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
stormfront.Underground | Sounds of machinery and computers. |
1 |
2 | Computer noises. |
3 | Machine humming. | |||
4 | Computer noises. | |||
5 | Alarm loop. | |||
stormfront.Outside | Sounds of wind with random gusts. |
1 |
soundscapes_cp_coldfront.txt
Deathpit
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Deathpit.RespawnA | Sounds of ambient underground noise and computers. |
1 |
1 | Computer noises. |
Deathpit.RespawnB | Identical to RespawnA .
|
1 |
1 | Computer noises. |
Deathpit.Inside | Wind blowing and some minor wood creaking. |
1 |
||
Deathpit.Outside | Wind blowing, plants rustling, animal noises, and computer noises. |
1 |
1 | Computer noises. |
2 | Fluorescent lighting hum. | |||
5 | Computer noises. |
soundscapes_deathpit.txt
DoubleCross
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
DoubleCross.Inside | Light hum and general indoors ambience. |
1 |
||
DoubleCross.Outside | Wind blowing and animal noises. |
1 |
soundscapes_doublecross.txt
Dustbowl
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Dustbowl.Outdoors | Crickets chirping, and sounds of wind through low pass areas. Also some minor wood creaking. |
1 |
||
Dustbowl.Indoors | Same as above, but has a more echo feeling, and occasional rocks falling. |
1 |
soundscapes_dustbowl.txt
Egypt
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Egypt.Outdoor | Gentle wind and outdoors ambience. |
1 |
||
Egypt.Indoor | Light indoor ambience. |
1 |
soundscapes_egypt.txt
Goldrush
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Goldrush.DeepInside | A loud buzzing sound mixed with machinery humming. |
1 |
||
Goldrush.Outside | Sounds of wind, and a bird cawing in the distance. |
1 |
||
Goldrush.Inside | Sounds of wind flowing through the insides of buildings, along with faint metal clanking. |
1 |
soundscapes_goldrush.txt
Gorge
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Gorge.Outside | Birds and general outdoors ambience. |
1 |
0 | Occasional sound of birds. |
Gorge.Inside | Machine hums and general indoor ambience. |
1 |
0 | Machine humming. |
1 | Machine humming. | |||
2 | Machine humming. | |||
3 | Machine humming. | |||
4 | Machine humming. | |||
5 | Machine humming. | |||
6 | Machine humming. |
soundscapes_gorge.txt
Granary
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Granary.Outside | Machine humming but with a slight echo, and occasional squeaks. |
1 |
0 | Often sounds of cows and birds. |
1 | Outdoor factory ambience. | |||
2 | Often sounds of cows and birds. | |||
3 | Outdoor factory ambience. | |||
Granary.Inside | Machine humming. |
1 |
soundscapes_granary.txt
GravelPit
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
GravelPit.Outside | Identical to Granary Outside .
|
1 |
0 | Often sounds of birds. |
GravelPit.Inside | Machine humming. |
1 |
soundscapes_gravelpit.txt
Halloween
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Halloween.Outside | Sounds of wind and crickets. Random crow, owl, wolf sounds in the distance, and random whisper sounds. |
1 |
||
Halloween.Inside | Sounds of wind and random wind gusts. Random creaks and whisper sounds. |
1 |
||
Halloween.Underworld | Sounds of wind and random wind gusts. Random screams, thunder, and rumbles. |
26 |
||
Halloween.hell | Random screams, thunder, and rumbles. |
26 |
||
Halloween_sf14.Outside | Desert sounds with owls, wolves, crows, and wind gusts. |
1 |
||
Halloween_sf14.Inside | Underground ambience with wind noises and random creaking. |
1 |
soundscapes_halloween.txt
Foundry
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
harbor.inside_blue_spawn_01 | Ambient industrial noises. |
2 |
||
harbor.inside_blue_spawn_02 | Identical to harbor.inside_blue_spawn_01 .
|
2 |
||
harbor.inside_blue_spawn_03 | Identical to harbor.inside_blue_spawn_01 .
|
2 |
||
harbor.inside_blue_hq | Same as harbor.inside_blue_spawn_01, but with sounds of machinery added and a larger size DSP setting. |
4 |
||
harbor.inside_blue_ex_01 | Light industrial ambience. |
2 |
||
harbor.inside_blue_ex_02 | Light industrial ambience with a rattling noise. |
2 |
||
harbor.inside_blue_ex_03 | Light industrial ambience with a repetitive pounding sound. |
2 |
||
harbor.indoor_blue_fuel | Light industrial ambience. |
3 |
||
harbor.outdoor_blue | Light industrial ambience. |
1 |
||
harbor.inside_red_spawn_01 | Identical to harbor.inside_blue_spawn_01 .
|
2 |
||
harbor.inside_red_spawn_02 | Identical to harbor.inside_blue_spawn_01 .
|
2 |
||
harbor.inside_red_hq | Identical to harbor.inside_blue_hq .
|
4 |
||
harbor.inside_red_spawn_03 | Identical to harbor.inside_blue_spawn_01 .
|
2 |
||
harbor.inside_red_ex_01 | Identical to harbor.inside_blue_ex_01 .
|
2 |
||
harbor.inside_red_ex_02 | Identical to harbor.inside_blue_ex_02 .
|
2 |
||
harbor.inside_red_ex_03 | Identical to harbor.inside_blue_ex_03 .
|
2 |
||
harbor.outdoor_red | Identical to harbor.outdoor_blue .
|
1 |
||
harbor.indoor_red_fuel | Identical to harbor.indoor_blue_fuel .
|
3 |
||
harbor.outdoor_central | Industrial ambience with random sounds of cars and trains. |
1 |
soundscapes_harbor.txt
Hellfire
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Hellfire.Inside | Indoor ambience and a light hum. |
1 |
0 | Waterfall. |
2 | Computer noises. | |||
3 | Boiler. | |||
4 | Command center ambience. | |||
6 | Computer noises. | |||
7 | Boiler. | |||
Hellfire.OutsideCovered |
1 |
0 | Command center ambience. | |
Hellfire.Outside | Sounds of wind with dogs barking and owls hooting randomly. |
1 |
0 | Computer noises. |
1 | Computer noises. |
soundscapes_hellfire.txt
HighTower
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
HighTower.Inside |
1 |
|||
HighTower.Outside |
1 |
soundscapes_hightower.txt
Hydro
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Hydro.Outside | Same as Granary and GravelPit Outside. |
1 |
0 | Sounds of birds. |
Hydro.Inside | Machine humming with slight machine whirs in the background. |
1 |
soundscapes_hydro.txt
Mercenary Park
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Lair.VisitorsCenterSpawnBlue |
137 |
0 | Often weird voices and laugher. | |
Lair.VisitorsCenterSpawnBlueLightJungle |
137 |
|||
Lair.JungleLight |
137 |
0 | Frogs ambience loop. | |
Lair.JungleUnderGround |
137 |
|||
Lair.JungleUndergroundLightJungle |
137 |
|||
Lair.Jungle |
139 |
0 | Electric perimeter fence. | |
1 | Electric perimeter fence. | |||
2 | Electric perimeter fence. | |||
3 | Electric perimeter fence. | |||
4 | Electric perimeter fence. | |||
5 | Electric perimeter fence. | |||
6 | Frogs ambience loop. | |||
7 | Frogs ambience loop. | |||
Lair.JungleCap1InteriorTransition |
137 |
0 | AC vent. | |
1 | Fluorescent lighting hum. | |||
Lair.Cap1Underground |
137 |
|||
Lair.Cap1SpawnBlue |
137 |
|||
Lair.Cap1 |
139 |
0 | Close-up water waves. | |
1 | Close-up water waves. | |||
2 | Waterfall. | |||
3 | Close-up waterfall. | |||
4 | Close-up waterfall. | |||
5 | Close-up waterfall. | |||
Lair.Cap1Cap2Transition |
139 |
0 | Waterfall. | |
1 | Close-up waterfall. | |||
Lair.Cap2SpawnRed |
138 |
|||
Lair.Cap2SpawnBlue |
137 |
|||
Lair.Cap2 |
138 |
0 | Moving fan. | |
1 | Electronic computer beeping. | |||
2 | Electronic computer beeping. | |||
3 | Weird radar sounds. | |||
4 | Rough boiler. | |||
5 | Smooth boiler. | |||
6 | Weird radar sounds. | |||
7 | Fluorescent lighting hum. | |||
Lair.Cap3SpawnRed |
137 |
|||
Lair.Cap3 |
138 |
0 | Moving fan. | |
1 | Electronic computer beeping. | |||
2 | Electronic computer beeping. | |||
3 | Weird radar sounds. | |||
4 | Electronic computer beeping. | |||
5 | Weird radar sounds. | |||
6 | Electronic computer beeping. | |||
7 | Electronic computer beeping. | |||
Lair.Cap3Inside |
137 |
0 | Weird radar sounds. | |
2 | Electronic computer beeping. | |||
3 | Electronic computer beeping. | |||
4 | Weird radar sounds. | |||
Lair.Cap3Duct |
137 |
|||
Lair.Cap3Vista |
137 |
0 | Highly echoing water dripping. |
soundscapes_lair.txt
Lakeside
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Lakeside.Outside | Wind noises and rocks falling randomly. |
1 |
||
Lakeside.Wood | Wind noises and wood creaking. |
1 |
||
Lakeside.Lake | Wind noises, wind chimes, and water running. |
1 |
||
Lakeside.Inside_blu | Gusting wind noises, indoors ambience, and light humming. |
1 |
||
Lakeside.Inside | Indoors ambience and a small fire. |
1 |
||
Lakeside.Temple | Indoors ambience, sounds of water, and a small fire. |
1 |
||
Lakeside.Cave | Indoors ambience and rocks falling randomly. |
1 |
soundscapes_lakeside.txt
Lumberyard
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Lumberyard.Inside | Very quiet, ambient indoors noise. |
1 |
||
Lumberyard.Outside | Birds chirping, along with some wind. |
1 |
soundscapes_lumberyard.txt
Mannworks
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Mannworks.Respawn | Ambient underground noise with computers working. |
1 |
1 | Computer noises. |
2 | Computer noises. | |||
Mannworks.InsideWood | Outdoor ambience and wood creaking from wind. |
1 |
||
Mannworks.InsideCellars | Ambient indoor noise and wind. |
1 |
||
Mannworks.Outside | Ambient outdoor noise, birds singing, and crow and owl noises. |
1 |
soundscapes_mannworks.txt
Medieval
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Medieval.Outside | Sounds of a medieval battle with falcons and thunder. |
21 |
||
Medieval.Inside | Sounds of a medieval battle. |
1 |
soundscapes_medieval.txt
Moonbase
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Moonbase.Outerspace | Space ambience with random bangs and rumbles. | |||
Moonbase.Underground | Indoors ambience with random bangs and rumbles. |
18 |
soundscapes_moonbase.txt
Mountain Lab
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
mountainlab.Inside | Indoors ambience with sounds of wind and rain. |
1 |
||
mountainlab.Outside1 | Forest ambience with random animal noises and rain. |
1 |
||
mountainlab.Outside2 | Forest ambience with random animal noises, rain, and gentle wind. |
1 |
||
mountainlab.Outside3 | Forest ambience with random animal noises, rain, and gentle wind. |
1 |
||
mountainlab.entrance | Forest ambience with random animal noises, rain, gentle wind, and machines humming. |
1 |
||
mountainlab.Bluspawn | Waterfall with rain and wind. | |||
mountainlab.Cpoint | Wind and machines humming. |
1 |
soundscapes_mountainlab.txt
Nightfall
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Nightfall.Outdoors | Outdoors, forest ambience with a waterfall and rain. |
1 |
||
Nightfall.Indoors | Ambient indoors noise with sounds of a waterfall. |
1 |
||
Nightfall.Cavern | Ambient underground noise with sounds of a waterfall and random dripping. |
1 |
soundscapes_nightfall.txt
Nucleus
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Nucleus.Inside | Ambient underground and indoors noise with 'snapping' electical sounds. |
1 |
||
Nucleus.Outside | Ambient underground, indoors, and outdoors noise with sounds of electricity. |
1 |
soundscapes_nucleus.txt
Pipeline
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Chariots.Inside | Ambient indoors noise with a light humming. |
1 |
||
Chariots.Outside | Ambient outdoor desert noise with wind and random dog barking and owl hooting. |
1 |
soundscapes_pipeline.txt
Powerhouse
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Powerhouse.Inside |
1 |
|||
Powerhouse.InsideRed |
1 |
0 | An idle train engine. | |
1 | Turbine. | |||
2 | Turbine. | |||
3 | Turbine. | |||
4 | Turbine. | |||
5 | Turbine. | |||
6 | Turbine. | |||
Powerhouse.InsideBlue |
1 |
0 | An idle train engine. | |
1 | Turbine. | |||
2 | Turbine. | |||
3 | Turbine. | |||
4 | Turbine. | |||
5 | Turbine. | |||
6 | Turbine. | |||
Powerhouse.Transition |
1 |
|||
Powerhouse.Outside |
1 |
0 | Waterfall. |
soundscapes_powerhouse.txt
Ravine
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Ravine.Inside | Ambient indoors and underground noise with a light humming. |
1 |
||
Ravine.Outside | Ambient outdoor desert noise with wind and random dog, owl, hawk, warbler, and crow sounds. |
1 |
soundscapes_ravine.txt
Rottenburg
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Rottenburg.Town | Ambient noise with random dog, crow, owl, and dove sounds, wind noise, and sounds of a moat. |
21 |
0 | Water noises. |
1 | Windy interior. | |||
2 | Windy interior. | |||
Rottenburg.Alcove | Ambient noise with random dog, crow, and dove sounds. |
1 |
||
Rottenburg.Clearing | Ambient noise with random bird sounds. |
21 |
||
Rottenburg.Spawn | Ambient indoor and underground noise with a light humming. |
17 |
soundscapes_rottenburg.txt
Sawmill
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Sawmill.DeepInside | Very quiet, ambient indoors noise. |
1 |
||
Sawmill.Inside | Distant rain, lights buzzing. |
1 |
||
Sawmill.InsideNoLights | Distant rain, some thunder. |
1 |
||
Sawmill.InsideWaterfall | Distant rain, splashing water. |
1 |
||
Sawmill.Outside | Rain and wind. |
1 |
soundscapes_sawmill.txt
Soho
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
soho_generic | Ambient outdoor noise with random sounds of cars, people, dogs, helicopters, and sirens. |
21 |
||
soho_square | Ambient outdoor noise with random sounds of cars, dogs, helicopters, and sirens. |
21 |
||
underground_soho | Ambient indoor noise and water leaking with random creaking sounds. |
5 |
0 | Leaking water. |
1 | Fluorescent lighting hum. | |||
2 | Industrial indoor ambience. | |||
3 | Leaking water. | |||
4 | Fluorescent lighting hum. | |||
5 | Industrial indoor ambience. | |||
soho_indoor | Ambient outdoor noise with a light humming. |
11 |
soundscapes_soho.txt
ThunderMountain
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
ThunderMountain.Inside | Calm inside ambiance and fan whirring |
1 |
||
ThunderMountain.Outside | Flowing water and wind sounds, birds calling, hollow buzzing |
1 |
soundscapes_thundermountain.txt
Upward
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Upward.Outside | Ambient outdoor desert noise with wind and random gusts. |
1 |
||
Upward.Inside | Ambient desert indoor noise. |
1 |
soundscapes_upward.txt
Viaduct
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
viaduct.Inside | Ambient indoors and underground noise with a light humming and high-pitched distant wind noise. |
1 |
||
Viaduct.Outside | Ambient outdoor noise with wind and random owl and shutter sounds. |
1 |
soundscapes_viaduct.txt
Brickyard
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
warehouse.inside_spawn_int | Ambient indoors and underground noise with a light humming. |
17 |
||
warehouse.inside_spawn_foyer | Ambient indoors and outdoor noise with a light humming, sounds of a city, and random seagull and car sounds. |
18 |
1 | Car horns and cars passing by. |
4 | Often sounds of seagulls. | |||
6 | Outdoor industrial warehouse ambience. | |||
7 | Outdoor harbor ambience. | |||
warehouse.outside | Ambient outdoor noise with sounds of a city, and random seagull, train and car sounds. |
1 |
0 | Occasional train ambience. |
1 | Outdoor industrial warehouse ambience. | |||
2 | Car horns and cars passing by. | |||
3 | Often sounds of seagulls. | |||
4 | Often sounds of seagulls. | |||
5 | Ship horns. | |||
6 | Outdoor industrial warehouse ambience. | |||
7 | Outdoor harbor ambience. | |||
warehouse.inside_mainhall | Ambient indoors noise with a light humming, sounds of a city, and random seagull and car sounds. |
25 |
0 | Sounds of seagulls. |
1 | Often car horns. | |||
2 | Often car horns. | |||
3 | Often car horns. | |||
4 | Often car horns. | |||
6 | Outdoor industrial warehouse ambience. | |||
7 | Outdoor harbor ambience. | |||
warehouse.inside_boilers | Ambient indoors and outdoor noise with a light humming, sounds of a city, and random car sounds. |
17 |
0 | Boiler. |
1 | Car horns and cars passing by. | |||
2 | Car horns and cars passing by. | |||
6 | Outdoor industrial warehouse ambience. |
soundscapes_warehouse.txt
Well
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Well.DeepInside | A deep version of the Normal Machine Humming, with very faint beeps. |
1 |
0 | Machine humming. |
1 | Computer noises. | |||
2 | Computer noises. | |||
3 | Computer noises. | |||
4 | Command center. | |||
5 | Printer. | |||
Well.Inside | A quieter version of Well's Deep Inside. Also, there are no beeping sounds. |
1 |
||
Well.Outside | Sounds of an ocean in the distance and faint Machine humming. |
1 |
0 | Machine humming. |
1 | Outdoor factory ambience. |
soundscapes_well.txt
Environment articles: | |
---|---|
Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |