List of EP2 Soundscapes: Difference between revisions

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Below is a list of 83 [[soundscapes]] for use in [[Episode Two]].
{{back | Half-Life 2 Level Creation}}
{{toc-right}}


Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. 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 83 [[Soundscapes|soundscapes]] for use in {{ep2}}Episode Two. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
 
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 [https://www.youtube.com/watch?v=Om-ZV-Kk6D4 here.]
 
{{clr}}


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


== Outland 2 and [[White Forest]] ==
== Outland 2 and [[White Forest]] ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="285px"|Name
!Description
!Description
!Position Number
!width="75px"|DSP
!Position Description
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>ep2_portalstorm_stage_1</code>
|height="40px"|ep2_portalstorm_stage_1
|Eerie sounds of the citadel portal with heavy wind and rubble.
|Eerie sounds of the citadel portal with heavy wind and rubble.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_portalstorm_stage_1_inside</code>
|height="40px"|ep2_portalstorm_stage_1_inside
|Inside a cave with wind snippets and the citadel portal heard outside.
|Interior ambience with moderate constant wind, occasional wind snippets and metal squeaks, and the citadel portal heard outside.
|
|align="center" | {{DSP | 1}}
|
|align=center |0
|Quiet unstable citadel vortex sounds.
|-
|-
|<code>ep2_mines.outside</code>
|height="40px"|ep2_mines.outside
|Birds and wind with the citadel being heard more silently.
|Birds, wind snippets and creaking metal, with the citadel sounds being quieter.
|align="center" | {{DSP | 1}}
|align=center |0
|align=center |0
|Quiet citadel vortex, wind and thunder.
|Quiet citadel vortex, wind and thunder.
|-
|-
|<code>ep2_mines.woodbuilding</code>
|height="40px"|ep2_mines.woodbuilding
|Wood creaking and wind blowing.
|Wood creaking and infrequent metal squeaks.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_mines.tunnel</code>
|height="40px"|ep2_mines.tunnel
|Inside a windy cave with rocks falling and wood creaking.
|Inside a windy cave with rocks falling and wood creaking.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_mines.tunnel_dropoff</code>
|height="40px"|ep2_mines.tunnel_dropoff
|Windy cavern tunnel drop-off with falling rocks, wood creaking and occasionally the sound of distant antlion grubs.
|Windy cavern tunnel drop-off with falling rocks, wood creaking and occasionally the sound of distant antlion grubs.
|align="center" | {{DSP | 1}}
|align=center |0
|align=center |0
|Distant cave howl, growls, antlion grubs and rock rubbles.
|Distant cave howl, growls, antlion grubs and rock rubbles.
|-
|-
|<code>ep2_mines.elevator_shaft</code>
|height="40px"|ep2_mines.elevator_shaft
|Inside an elevator shaft with rocks falling, wood creaking and wind blowing.
|Inside an elevator shaft with rocks falling, wood creaking and wind blowing.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_mines.chamber</code>
|height="40px"|ep2_mines.chamber
|Wind silently blowing.
|Wind silently blowing.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_mines.tunnel_nests</code>
|height="40px"|ep2_mines.tunnel_nests
|Windy tunnel with distant grubs, growls, rock rumbles, wood creaks and a lot of echoing animal noises.
|Windy tunnel with distant grubs, growls, rock rumbles, wood creaks and a lot of echoing animal noises.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_mines.tunnel_grubs</code>
|height="40px"|ep2_mines.tunnel_grubs
|Tunnel wind blowing, rock rumbling, wood creaks and constant echoing animal sounds.
|Tunnel wind blowing, rock rumbling, wood creaks and constant echoing animal sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_caves.quiet_tunnel_flies</code>
|height="40px"|ep2_caves.quiet_tunnel_flies
|Similar to <code>ep2_caves.quiet_tunnel</code> with buzzing flies.
|Similar to <code>ep2_caves.quiet_tunnel</code> with buzzing flies.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_caves.watery_cavern_grubs</code>
|height="40px"|ep2_caves.watery_cavern_grubs
|Dripping water, constant echoing animal and some antlions sounds.
|Dripping water, constant echoing animal and some antlions sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_caves.large_watery_cavern_grubs</code>
|height="40px"|ep2_caves.large_watery_cavern_grubs
|Large dripping watery cavern with constant distant cave echoing animal and antlion sounds.
|Large dripping watery cavern with constant distant cave echoing animal and antlion sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_caves.watery_cavern_grubs_dropoff</code>
|height="40px"|ep2_caves.watery_cavern_grubs_dropoff
|Large dripping watery cavern with echoing sounds of antlion grubs, wind and distant growls.
|Large dripping watery cavern with echoing sounds of antlion grubs, wind and distant growls.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Distant cave howl, wind, growls, antlion grubs and rock rubles.
|Distant cave howl, wind, growls, antlion grubs and rock rubles.
|-
|-
|<code>ep2_caves.dropoff_grubs</code>
|height="40px"|ep2_caves.dropoff_grubs
|Same as above but without any dripping water.
|Same as above but without any dripping water.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Distant cave howl, wind, growls, antlion grubs and rock rubles.
|Distant cave howl, wind, growls, antlion grubs and rock rumbles.
|-
|-
|<code>ep2_factory.on_bridge</code>
|height="40px"|ep2_factory.on_bridge
|Heavy wind like being high up in the open, metal stress and the citadel portal.
|Heavy wind like being high up in the open, strong wind gusts, metal stress and the citadel portal.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Quiet citadel vortex, wind and thunder.
|Quiet citadel vortex, wind and thunder.
|-
|-
|<code>ep2_factory.woodenroom</code>
|height="40px"|ep2_factory.woodenroom
|Wind snippets and wood creaks.
|Light wind snippets and wood creaks.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_factory.concreteroom</code>
|height="40px"|ep2_factory.concreteroom
|Underground windy concrete hall.
|Generic interior tone.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_factory.slimepit</code>
|height="40px"|ep2_factory.slimepit
|Unstable citadel portal, toxic slime, wind snippets and quiet metal.
|Unstable citadel portal, toxic slime, wind snippets and quiet metal creaks.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Quiet citadel vortex, wind and thunder.
|Quiet citadel vortex, wind and thunder.
|-
|-
|
|
|
|
|
|align="center" |1
|align="center" |1
|Burbling toxic slime sound
|height="40px"|Burbling toxic slime sound
|-
|-
|
|
|
|
|
|align="center" |2
|align="center" |2
|Burbling toxic slime sound
|height="40px"|Burbling toxic slime sound
|-
|-
|
|
|
|
|
|align="center" |3
|align="center" |3
|Burbling toxic slime sound
|height="40px"|Burbling toxic slime sound
|-
|-
|<code>ep2_factory.vista</code>
|height="40px"|ep2_factory.vista
|Citadel portal, wind snippets and thunder.
|Silence with occasional wind gusts, positional citadel portal sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Citadel vortex and thunder.
|Citadel vortex and thunder.
|-
|-
|<code>ep2_util.advisorpod</code>
|height="40px"|ep2_util.advisorpod
| Mechanical rumble and quiet steam.
|Rhytmic mechanical rumble and quiet steam.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_farm.advisor_room</code>
|height="40px"|ep2_farm.advisor_room
|Combine atmosphere, a combine terminal and citadel sounds.
|Combine atmosphere with strange citadel sounds and a computer terminal.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Combine computer terminal.
|Combine computer terminal.
|-
|-
|<code>ep2_farm.courtyard</code>
|height="40px"|ep2_farm.courtyard
|The sound of an adviser pod, wind gusts and forest birds.
|The sound of an advisor pod, low-pitched wind gusts and quiet forest birds.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Adviser pod; mechanical rumble and steam loop.
|Adviser pod; rhytmic mechanical rumble and steam loop.
|-
|-
|<code>ep2_farm.barn</code>
|height="40px"|ep2_farm.barn
|Combine atmosphere, wood creaking and wind blowing.
|Combine atmosphere, wood creaking.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_farm.barn_crawlspace</code>
|height="40px"|ep2_farm.barn_crawlspace
|Same as above, just with a stronger combine atmosphere
|Same as above, with slightly louder and more high-pitched combine atmosphere.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_util.hunters</code>
|height="40px"|ep2_util.hunters
|Various distant Hunter sounds and calls.
|Various distant Hunter sounds and calls.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_radiotower.courtyard_hunters</code>
|height="40px"|ep2_radiotower.courtyard_hunters
|Sounds of the citadel portal, heavy wind, birds and Hunters in the distant.
|Sounds of the citadel portal, heavy wind, birds and Hunters in the distant.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Citadel portal storm ambience.
|Citadel portal ambience.
|-  
|-  
|<code>ep2_radiotower.courtyard_no_hunters</code>
|height="40px"|ep2_radiotower.courtyard_no_hunters
|Almost the same as above but without any hunters.
|Almost the same as above but without any hunters and with additional citadel vortex sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Citadel portal storm ambience, vortex, wind and thunder.
|Citadel portal ambience, vortex, wind and thunder.
|-
|-
|<code>ep2_radiotower.basement</code>
|height="40px"|ep2_radiotower.basement
|Fluorescent lighting / machinery and wood creaks.
|Fluorescent lighting / machinery and wood creaks.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_radiotower.radioroom_power_on</code>
|height="40px"|ep2_radiotower.radioroom_power_on
|Combine control room environment with wood creaks.
|Combine control room environment with wood creaks.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_radiotower.radioroom_power_off</code>
|height="40px"|ep2_radiotower.radioroom_power_off
|Very quiet with wood creaks and distant Hunter calls.
|Silence with occasional wood creaks and distant Hunter calls.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-  
|-  
|<code>ep2_industrial.garage</code>
|height="40px"|ep2_industrial.garage
|Kind of like the sound of an indoors laundry / industrial work place with fluorescent light.
|Constant industrial workplace ambience similar to an AC unit.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_industrial.courtyard_toxic</code>
|height="40px"|ep2_industrial.courtyard_toxic
|Toxic burbling slime and wind gusts.
|Silence with occasional wind gusts and burbling toxic slime.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Burbling toxic slime sound
|Burbling toxic slime sound
|-
|-
|
|
|
|
|
|align="center" |1
|align="center" |1
|Burbling toxic slime sound
|height="40px"|Burbling toxic slime sound
|-
|-
|<code>ep2_industrial.inside_turret_building</code>
|height="40px"|ep2_industrial.inside_turret_building
|Only the sound of the combine field is being played.
|Only the sound of the combine field is being played.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Combine field.
|Combine field.
|-
|-
|<code>ep2_industrial.crane_arena</code>
|height="40px"|ep2_industrial.crane_arena
|Toxic burbling slime, toxic gas and wind ambience.
|Quiet constant wind with occasional burbling toxic slime.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Burbling toxic slime sound
|Burbling toxic slime sound
|-
|-
|
|
|
|
|
|align="center" |1
|align="center" |1
|Burbling toxic slime sound
|height="40px"|Burbling toxic slime sound
|-
|-
|
|
|
|
|
|align="center" |2
|align="center" |2
|Burbling toxic slime sound
|height="40px"|Burbling toxic slime sound
|-
|-
|<code>ep2_industrial.no_slime_crane_arena</code>
|height="40px"|ep2_industrial.no_slime_crane_arena
|Quiet wind blowing.
|Same as above but no toxic slime sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_industrial.traintracks_tunnel</code>
|height="40px"|ep2_industrial.traintracks_tunnel
|The sound of a quiet machine.
|Quiet rumble-like droning tone.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-  
|-  
|<code>ep2_industrial.traintracks_chopper</code>
|height="40px"|ep2_industrial.traintracks_chopper
|Outside open area with wind gusts, wind blowing and birds chirping once in a while.
|Open outside area with wind blowing, occasional wind gusts and birds chirping.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_industrial.traintracks_chopperarena</code>
|height="40px"|ep2_industrial.traintracks_chopperarena
|Almost identical to above, just with the birds being a little louder.
|Same as above, with the birds being a little louder.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_util.rocket</code>
|height="40px"|ep2_util.rocket
|Constant steam sound together with occasionally gas igniting and metal groans.
|Constant steam sound together with occasionally gas igniting and metal groans.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-  
|-  
|<code>ep2_silo.concretehall</code>
|height="40px"|ep2_silo.concretehall
|The sound of a quiet machine.
|The sound of a quiet machine.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silo.techroom</code>
|height="40px"|ep2_silo.techroom
|Room ambience and beeping lab equipment.
|Room ambience and beeping lab equipment.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silo.concreteroom</code>
|height="40px"|ep2_silo.concreteroom
|General concrete room ambience.
|General concrete room ambience.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silo.silo_top</code>
|height="40px"|ep2_silo.silo_top
|Wind tunnel blowing, constant steam sounds, beeping machinery and sometimes gas igniting.
|Wind tunnel blowing, constant steam sounds, beeping machinery and sometimes gas igniting.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Wind and beeping lab equipment.
|Wind and beeping lab equipment.
|-
|-
|<code>ep2_silo.silo_middle</code>
|height="40px"|ep2_silo.silo_middle
|Wind tunnel blowing, constant steam sounds, metal groans and gas igniting from time to time.
|Wind tunnel blowing, constant steam sounds, metal groans and gas igniting from time to time.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Underground windy ambience.
|Underground windy ambience.
|-
|-
|<code>ep2_silo.silo_bottom</code>
|height="40px"|ep2_silo.silo_bottom
|Echoing, windy tunnel with constant steam sounds, gas igniting and metal groans like above.
|Echoing, windy tunnel with constant steam sounds, gas igniting and metal groans like above.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silobattle.halls</code>
|height="40px"|ep2_silobattle.halls
|Room ambience with random metal rattle sounds.
|Room ambience with random metal rattle sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silobattle.waterroom</code>
|height="40px"|ep2_silobattle.waterroom
|Windy tunnel with dripping water and very quiet water sounds.
|Windy tunnel with dripping water and very quiet water sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silobattle.silo_open</code>
|height="40px"|ep2_silobattle.silo_open
|Heavy tunnel wind and wind snippets.
|Heavy tunnel wind and wind snippets.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_silobattle.silo_shut</code>
|height="40px"|ep2_silobattle.silo_shut
|The constant sound of being in an elevator shaft / closed underground concrete room.
|The constant sound of being in an elevator shaft / closed underground concrete room.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>p2_whiteforest.training</code>
|height="40px"|ep2_whiteforest.training
|An enclosed windy area open to the sky.  
|An enclosed windy area open to the sky.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_whiteforest.pre_battle</code>
|height="40px"|ep2_whiteforest.pre_battle
|Birds, critters and wind gusts.
|Birds, critters and wind gusts.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_whiteforest.battle</code>
|height="40px"|ep2_whiteforest.battle
|Occasionally quiet wind gusts.
|Occasionally quiet wind gusts.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>ep2_whiteforest.post_battle</code>
|height="40px"|ep2_whiteforest.post_battle
|Identical to above.
|Identical to above.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_outland2.txt</span>


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

Latest revision as of 05:49, 7 January 2024

Half-Life 2 Level Creation

Here is a list of 83 soundscapes for use in Half-Life 2: Episode TwoEpisode Two. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

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

A preview video of these soundscapes can be found here.

Outland 1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

soundscapes_outland.txt

Outland 2 and White Forest

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

1

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

1

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

1

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

1

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

1

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

1

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

1

ep2_mines.chamber Wind silently blowing.

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

ep2_factory.concreteroom Generic interior tone.

1

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

1

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

1

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

1

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

1

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

1

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

1

ep2_util.hunters Various distant Hunter sounds and calls.

1

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

1

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

1

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

1

ep2_radiotower.radioroom_power_on Combine control room environment with wood creaks.

1

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

1

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

1

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

1

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

1

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

1

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

1

ep2_industrial.traintracks_tunnel Quiet rumble-like droning tone.

1

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

1

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

1

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

1

ep2_silo.techroom Room ambience and beeping lab equipment.

1

ep2_silo.concreteroom General concrete room ambience.

1

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

1

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

1

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

1

ep2_silobattle.halls Room ambience with random metal rattle sounds.

1

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

1

ep2_silobattle.silo_open Heavy tunnel wind and wind snippets.

1

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

1

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

1

ep2_whiteforest.pre_battle Birds, critters and wind gusts.

1

ep2_whiteforest.battle Occasionally quiet wind gusts.

1

ep2_whiteforest.post_battle Identical to above.

1

soundscapes_outland2.txt

Silo

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

4

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

9

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

4

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

9

1 Very silent beeping lab equipment.

soundscapes_silo.txt

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