List of EP1 Soundscapes: Difference between revisions

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Below is a list of [[soundscapes]] for use in [[Episode One]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
{{back | Half-Life 2 Level Creation}}
{{toc-right}}


== Citadel ==
Here is a list of 63 [[Soundscapes|soundscapes]] for use in {{ep1}}Episode One. 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
 
!align=left| Name
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| Description and Notes
 
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=wYJhl7JlkwY here.]
 
{{clr}}
 
== [[Citadel | Combine Citadel]] ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|ep_01.outside_thunder_hits
|Infrequent thunderclaps with silence.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep_01.outside_thunder_hits</code>
|height="40px"|ep_01.outside_wind_hits
|
|Semi-rare wind gusts and silence.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep_01.outside_wind_hits</code>
|height="40px"|ep_01.outside_battle_hits
|
|Rare explosions and odd airplane-like noises.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep_01.outside_battle_hits</code>
|height="40px"|ep1_citadel.util_metalstress
|
|Metal creaks and groans.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_metalstress</code>
|height="40px"|ep1_citadel.util_alarms
|
|Various Combine alarms.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_alarms</code>
|height="40px"|ep1_citadel.util_sickvoice
|
|Citadel voice:<br /> 1. "Warning: bypass detected."<br /> 2. "[[npc_turret_floor|Sterilizers]] and containment fields compromised."<br /> 3. "Deploy, diagnose. Deploy, diagnose. Resonant singularity. Resonant singularity."<br /> 4. "Priority alert: Internal stabilization team, deploy sterilizers, deploy."<br /> 5. "Alert."
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_sickvoice</code>
|height="40px"|ep1_citadel.util_coresickvoice
|
|Citadel voice:<br /> 1. "Priority warning: [[prop_thumper|restrictors]] disengaged."<br /> 2. "Stabilization force disengaged."<br /> 3. "Warning: core reprogramming detected."<br /> 4. "Alert. Alert. Alert."
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_coresickvoice</code>
|height="40px"|ep1_citadel.util_hits
|
|Combine alarms and strange alien noises.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_hits</code>
|height="40px"|ep1_citadel.util_activity
|
|Metal creaks and groans, distant marching, and odd metallic whooshes, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_activity</code>
|height="40px"|ep1_citadel.util_pods
|
|Something flying by. Almost sounds musical.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.util_pods_cit_01</code>
|height="40px"|ep1_citadel.util_pods_cit_01
|
|Similar to above, but more distant and less harmonic.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.deep_dropoff_inside</code>
|height="40px"|ep1_citadel.deep_dropoff_inside
|
|Combine alarms, warped Citadel drone, metal creaks and groans, and distant marching, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.pod_vista</code>
|height="40px"|ep1_citadel.pod_vista
|
|Loud pods moving.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.generic</code>
|height="40px"|ep1_citadel.generic
|
|Distorted Citadel drone, metal creaking, Combine alarms, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.generic_moody</code>
|height="40px"|ep1_citadel.generic_moody
|
|Similar to above, with less distortion, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.generic_moody2</code>
|height="40px"|ep1_citadel.generic_moody2
|
|Normal Citadel soundscape with damaged metal and plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.stasis_room</code>
|height="40px"|ep1_citadel.stasis_room
|
|Loud ambience with another machine and Combine alarms in the background.
|align="center" | {{DSP | 1}}
|align=center | 0
|Stasis field.
|-
|-
|<code>ep1_citadel.combine_ball_room</code>
|height="40px"|ep1_citadel.combine_ball_room
|
|Low hum with Combine alarms and plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
|align="center" | {{DSP | 1}}
|align=center | 0
|Ball field.
|-
|-
|<code>ep1_citadel.general_control_room</code>
|height="40px"|ep1_citadel.general_control_room
|
|Normal Citadel soundscape with distant explosions.
|align="center" | {{DSP | 1}}
|align=center | 0
|Combine computer terminal.
|-
|-
|<code>ep1_citadel.alyx_core_control_room</code>
|height="40px"|ep1_citadel.alyx_core_control_room
|
|Distorted Citadel droning, along with Combine alarms and portal discharges at random.
|align="center" | {{DSP | 1}}
|align=center | 0
|Combine computer terminal.
|-
|-
|<code>ep1_citadel.destabilized_core</code>
|height="40px"|ep1_citadel.destabilized_core
|
|High-pitched core screeching with thunder, portal discharges and plays <code>ep1_citadel.util_coresickvoice</code> citadel voices.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.stabilized_core</code>
|height="40px"|ep1_citadel.stabilized_core
|
|Medium-pitched humming with Combine alarms and portal discharges.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep_01.outside_citadel_edge</code>
|height="40px"|ep_01.outside_citadel_edge
|
|Distant explosions, wind gusts, and falling debris at random.
|align="center" | {{DSP | 1}}
|align=center | 0
|Citadel vortex.
|-
|-
|<code>ep_01.inside_scene_01</code>
|height="40px"|ep_01.inside_scene_01
|
|Similar to above.
|align="center" | {{DSP | 17}}
|align=center | 0
|Citadel vortex.
|-
|-
|<code>ep1_citadel_01.citadel_entrance</code>
|height="40px"|ep1_citadel_01.citadel_entrance
|
|Heavy wind, odd scraping noise, and Combine alarms.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel_04.stalkercar_ambient</code>
|height="40px"|ep1_citadel_04.stalkercar_ambient
|
|Quiet hum of a moving Razor Train, with semi-frequent metal impacts.
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.core_transmission</code>
|height="40px"|ep1_citadel.core_transmission
|
|Loud static with faint hum in the background.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_citadel.core_transmission2</code>
|height="40px"|ep1_citadel.core_transmission2
|Same as above, with garbled transmissions.
|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_citadel_episodic.txt</span>


== City 17 ==
== [[City 17]] ==
{| cellpadding=2
{| 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
|-
|height="40px"|ep1.util_fardrips
|Far-off, echoing drips of water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1_c17_00.util_fardrips
|Distant, solitary drips of water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1_c17_00.general_watery_tunnel
|Water leaking out of pipes, echoing water droplets.
|style="background-color:rgb(50,50,50);"|
|align=center | 0
|Distant drips of water.
|-
|height="40px"|ep1_c17_00.tunnel_wet
|Water running through pipes, the soft hum of machinery, and frequent echoing drips.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1.zombiedark
|Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1.outsidestalkertrain
|Heavy creaks of metal, soft hum of machinery, and crumbling concrete.
|align="center" | {{DSP | 1}}
|align=center | 0
|Stalker noises.
|-
|height="40px"|ep1.util_sirens
|Citadel sirens, with the occasional broken Overwatch voice.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1.util_light_sirens
|City voices:<br /> 1. "Alert. Alert. Alert."<br /> 2. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."<br /> 3. "Priority warning: restrictors disengaged."
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1.util_light_combat_atmosphere
|Helicopters, striders, and APCs, and plays <code>ep1.util_light_sirens</code> PA announcements.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1.util_medium_combat_atmosphere
|Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|ep1.util_heavy_wind_and_destruction
|Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.util_fardrips</code>
|height="40px"|ep1.util_light_wind_and_destruction
|
|Infrequent gusts of wind and thunder. Occasional rubble noises.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_c17_00.util_fardrips</code>
|height="40px"|ep1.util_light_combat
|
|Infrequent, somewhat distant gunfire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_c17_00.general_watery_tunnel</code>
|height="40px"|ep1.util_medium_combat
|
|Frequent, nearby explosions and gunfire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1_c17_00.tunnel_wet</code>
|height="40px"|ep1.util_slow_sky_flashes
|
|Infrequent portal zaps.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.zombiedark</code>
|height="40px"|ep1.util_rapid_sky_flashes
|
|Frequent and loud portal zaps.
|style="background-color:rgb(50,50,50);"|
|align=center | 0
|Portal zaps.
|-
|-
|<code>ep1.outsidestalkertrain</code>
|height="40px"|ep1.citadel_unstable_outside
|
|Relatively quite Citadel vortex, with occasional wind and thunder.
|align="center" | {{DSP | 1}}
|align=center | 0
|Plays all the sounds from this location.
|-
|-
|<code>ep1.util_sirens</code>
|height="40px"|ep1.citadel_unstable_inside
|
|Same as above, but muffled.
|align="center" | {{DSP | 1}}
|align=center | 0
|Citadel vortex.
|-
|-
|<code>ep1.util_light_sirens</code>
|height="40px"|ep1.citadel_critical_outside
|
|Loud Citadel vortex noises, with gusts of wind and booms of thunder.
|align="center" | {{DSP | 1}}
|align=center | 0
|Plays all the sounds from this location.
|-
|-
|<code>ep1.util_light_combat_atmosphere</code>
|height="40px"|ep1.citadel_critical_inside
|
|Loud but muffled Citadel vortex noises.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.util_medium_combat_atmosphere</code>
|height="40px"|ep1.citadel_predetonation_outside
|
|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
|align="center" | {{DSP | 1}}
|align=center | 0
|Plays all the sounds from this location.
|-
|-
|<code>ep1.util_heavy_wind_and_destruction </code>
|height="40px"|ep1.control_room
|
|Very quiet ambient noise with some distant gunfire and explosions.
|align="center" | {{DSP | 1}}
|align=center | 0
|Combine computer terminal.
|-
|-
|<code>ep1.util_light_wind_and_destruction</code>
|
|
|-
|<code>ep1.util_light_combat</code>
|
|
|-
|<code>ep1.util_medium_combat</code>
|
|
|align=center | 1
|height="40px"|Combine computer terminal.
|-
|-
|<code>ep1.util_slow_sky_flashes</code>
|height="40px"|ep1.general_small_tunnel
|
|Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.util_rapid_sky_flashes</code>
|height="40px"|ep1.general_large_tunnel
|
|Similar to above, but quieter and with less wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.citadel_unstable_outside</code>
|height="40px"|ep1.util_rubble
|
|Creaking metal and crumbling buildings.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.citadel_unstable_inside</code>
|height="40px"|ep1.general_start_of_evac_outside
|
|Distant Citadel ambience, with frequent nearby explosions and gunfire.
|align="center" | {{DSP | 1}}
|align=center | 0
|Citadel ambience.
|-
|-
|<code>ep1.citadel_citadel_critical_outside</code>
|height="40px"|ep1.general_start_of_evac_inside
|
|Same as above, but much more muted, as if the player is inside a building.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.citadel_critical_inside</code>
|height="40px"|ep1.general_middle_of_evac_outside
|
|Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and plays <code>ep1.util_light_sirens</code> PA announcements.
|align="center" | {{DSP | 1}}
|align=center | 0
|Citadel ambience.
|-
|-
|<code>ep1.citadel_predetonation_outside</code>
|height="40px"|ep1.general_middle_of_evac_inside
|
|Same as above, but muffled.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.control_room</code>
|height="40px"|ep1.general_end_of_evac_outside
|
|Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.
|align="center" | {{DSP | 1}}
|align=center | 0
|Citadel ambience.
|-
|-
|<code>ep1.general_small_tunnel</code>
|height="40px"|ep1.general_end_of_evac_inside
|
|Same as above, but muffled. Occasional sounds of buildings crumbling.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.general_large_tunnel</code>
|height="40px"|ep1.general_citadel_predetonation
|
|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
|align="center" | {{DSP | 1}}
|align=center | 0
|Citadel vortex.
|-
|-
|<code>ep1.general_start_of_evac_outside</code>
|height="40px"|ep1.hospital
|
|Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.general_start_of_evac_inside</code>
|height="40px"|ep1.hospital_water_room
|
|Water running through pipes, with several loud drops of water. Occasional very faint battle noises.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep1.general_middle_of_evac_outside</code>
|height="40px"|ep1.antlion_parking_garage
|
|Soft hum of machinery and ambient antlion hive noises. Occasional cave noises and metal creaking.
|align="center" | {{DSP | 1}}
|align=center | 0
|Antlion ambient.
|-
|-
|<code>ep1.general_middle_of_evac_inside</code>
|
|
|-
|<code>ep1.general_end_of_evac_outside</code>
|
|
|-
|<code>ep1.general_end_of_evac_inside</code>
|
|
|align=center | 1
|height="40px"|Antlion ambient.
|-
|-
|<code>ep1.general_citadel_predetonation</code>
|
|
|-
|<code>ep1.hospital</code>
|
|
|-
|<code>ep1.hospital_water_room</code>
|
|
|-
|align=center | 2
|<code>ep1.antlion_parking_garage</code>
|height="40px"|Antlion ambient.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_city_episodic.txt</span>
{{Envsound}}
[[Category:Level Design]][[Category:Sound System]]

Latest revision as of 11:08, 14 September 2024

Half-Life 2 Level Creation

Here is a list of 63 soundscapes for use in Half-Life 2: Episode OneEpisode One. 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.

Combine Citadel

Name Description DSP Position Number Position Description
ep_01.outside_thunder_hits Infrequent thunderclaps with silence.
ep_01.outside_wind_hits Semi-rare wind gusts and silence.
ep_01.outside_battle_hits Rare explosions and odd airplane-like noises.
ep1_citadel.util_metalstress Metal creaks and groans.
ep1_citadel.util_alarms Various Combine alarms.
ep1_citadel.util_sickvoice Citadel voice:
1. "Warning: bypass detected."
2. "Sterilizers and containment fields compromised."
3. "Deploy, diagnose. Deploy, diagnose. Resonant singularity. Resonant singularity."
4. "Priority alert: Internal stabilization team, deploy sterilizers, deploy."
5. "Alert."
ep1_citadel.util_coresickvoice Citadel voice:
1. "Priority warning: restrictors disengaged."
2. "Stabilization force disengaged."
3. "Warning: core reprogramming detected."
4. "Alert. Alert. Alert."
ep1_citadel.util_hits Combine alarms and strange alien noises.
ep1_citadel.util_activity Metal creaks and groans, distant marching, and odd metallic whooshes, plays ep1_citadel.util_sickvoice citadel voices.
ep1_citadel.util_pods Something flying by. Almost sounds musical.
ep1_citadel.util_pods_cit_01 Similar to above, but more distant and less harmonic.
ep1_citadel.deep_dropoff_inside Combine alarms, warped Citadel drone, metal creaks and groans, and distant marching, plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.pod_vista Loud pods moving.

1

ep1_citadel.generic Distorted Citadel drone, metal creaking, Combine alarms, plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.generic_moody Similar to above, with less distortion, plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.generic_moody2 Normal Citadel soundscape with damaged metal and plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.stasis_room Loud ambience with another machine and Combine alarms in the background.

1

0 Stasis field.
ep1_citadel.combine_ball_room Low hum with Combine alarms and plays ep1_citadel.util_sickvoice citadel voices.

1

0 Ball field.
ep1_citadel.general_control_room Normal Citadel soundscape with distant explosions.

1

0 Combine computer terminal.
ep1_citadel.alyx_core_control_room Distorted Citadel droning, along with Combine alarms and portal discharges at random.

1

0 Combine computer terminal.
ep1_citadel.destabilized_core High-pitched core screeching with thunder, portal discharges and plays ep1_citadel.util_coresickvoice citadel voices.

1

ep1_citadel.stabilized_core Medium-pitched humming with Combine alarms and portal discharges.

1

ep_01.outside_citadel_edge Distant explosions, wind gusts, and falling debris at random.

1

0 Citadel vortex.
ep_01.inside_scene_01 Similar to above.

17

0 Citadel vortex.
ep1_citadel_01.citadel_entrance Heavy wind, odd scraping noise, and Combine alarms.

1

ep1_citadel_04.stalkercar_ambient Quiet hum of a moving Razor Train, with semi-frequent metal impacts.

1

ep1_citadel.core_transmission Loud static with faint hum in the background.

1

ep1_citadel.core_transmission2 Same as above, with garbled transmissions.

1

soundscapes_citadel_episodic.txt

City 17

Name Description DSP Position Number Position Description
ep1.util_fardrips Far-off, echoing drips of water.
ep1_c17_00.util_fardrips Distant, solitary drips of water.
ep1_c17_00.general_watery_tunnel Water leaking out of pipes, echoing water droplets. 0 Distant drips of water.
ep1_c17_00.tunnel_wet Water running through pipes, the soft hum of machinery, and frequent echoing drips.

1

ep1.zombiedark Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.

1

ep1.outsidestalkertrain Heavy creaks of metal, soft hum of machinery, and crumbling concrete.

1

0 Stalker noises.
ep1.util_sirens Citadel sirens, with the occasional broken Overwatch voice.
ep1.util_light_sirens City voices:
1. "Alert. Alert. Alert."
2. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."
3. "Priority warning: restrictors disengaged."
ep1.util_light_combat_atmosphere Helicopters, striders, and APCs, and plays ep1.util_light_sirens PA announcements.
ep1.util_medium_combat_atmosphere Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
ep1.util_heavy_wind_and_destruction Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
ep1.util_light_wind_and_destruction Infrequent gusts of wind and thunder. Occasional rubble noises.
ep1.util_light_combat Infrequent, somewhat distant gunfire.
ep1.util_medium_combat Frequent, nearby explosions and gunfire.
ep1.util_slow_sky_flashes Infrequent portal zaps.
ep1.util_rapid_sky_flashes Frequent and loud portal zaps. 0 Portal zaps.
ep1.citadel_unstable_outside Relatively quite Citadel vortex, with occasional wind and thunder.

1

0 Plays all the sounds from this location.
ep1.citadel_unstable_inside Same as above, but muffled.

1

0 Citadel vortex.
ep1.citadel_critical_outside Loud Citadel vortex noises, with gusts of wind and booms of thunder.

1

0 Plays all the sounds from this location.
ep1.citadel_critical_inside Loud but muffled Citadel vortex noises.

1

ep1.citadel_predetonation_outside Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.

1

0 Plays all the sounds from this location.
ep1.control_room Very quiet ambient noise with some distant gunfire and explosions.

1

0 Combine computer terminal.
1 Combine computer terminal.
ep1.general_small_tunnel Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
ep1.general_large_tunnel Similar to above, but quieter and with less wind.

1

ep1.util_rubble Creaking metal and crumbling buildings.
ep1.general_start_of_evac_outside Distant Citadel ambience, with frequent nearby explosions and gunfire.

1

0 Citadel ambience.
ep1.general_start_of_evac_inside Same as above, but much more muted, as if the player is inside a building.

1

ep1.general_middle_of_evac_outside Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and plays ep1.util_light_sirens PA announcements.

1

0 Citadel ambience.
ep1.general_middle_of_evac_inside Same as above, but muffled.

1

ep1.general_end_of_evac_outside Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.

1

0 Citadel ambience.
ep1.general_end_of_evac_inside Same as above, but muffled. Occasional sounds of buildings crumbling.

1

ep1.general_citadel_predetonation Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.

1

0 Citadel vortex.
ep1.hospital Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.

1

ep1.hospital_water_room Water running through pipes, with several loud drops of water. Occasional very faint battle noises.

1

ep1.antlion_parking_garage Soft hum of machinery and ambient antlion hive noises. Occasional cave noises and metal creaking.

1

0 Antlion ambient.
1 Antlion ambient.
2 Antlion ambient.

soundscapes_city_episodic.txt

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