List of DoD:S Soundscapes: Difference between revisions

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{{back | Day of Defeat: Source Level Creation}}
{{back | Day of Defeat: Source Level Creation}}
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Here is a list of 34 [[Soundscapes|soundscapes]] for use in [[Day of Defeat: Source]]. 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 34 [[Soundscapes|soundscapes]] for use in {{dods}}Day of Defeat: Source. 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.
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=azgfGVN1BNk here.]
{{clr}}


== Anzio ==
== Anzio ==
{| 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>Anzio.Pond</code>
|height="40px"|Anzio.Pond
|
|Gentle water lapping with random critter sounds and flies.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Anzio.MainAmbient</code>
|height="40px"|Anzio.MainAmbient
|
|Continues distant urban battle ambient with wind.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Anzio.Sewers</code>
|height="40px"|Anzio.Sewers
|
|Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.
|
|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_anzio.txt</span>


== Argentan ==
== Argentan ==
{| 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>Argentan.MainAmbient</code>
|height="40px"|Argentan.MainAmbient
|
|Quiet outdoor wind, rotaing windmill blades and metal creaking.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Heavy rotating windmill blades.
|Rotating windmill blades.
|-
|-
|
|
|
|
|
|align="center" | 1
|align="center" | 1
|Occasionally creaking metal.
|height="40px"|Occasionally creaking metal.
|-
|-
|<code>Argentan.Windmill</code>
|height="40px"|Argentan.Windmill
|Utility soundscape.
|Utility soundscape. Continoues heavy / loud rotating windmill blades.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Argentan.BlownStation</code>
|height="40px"|Argentan.BlownStation
|Utility soundscape.
|Utility soundscape. Infrequent metal creaking and tearing.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Argentan.Indoors</code>
|height="40px"|Argentan.Indoors
|
|Generic indoor ambient.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_argentan.txt</span>


== Avalanche ==
== Avalanche ==
{| 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>Avalanche.Outdoors</code>
|height="40px"|Avalanche.Outdoors
|
|Urban area wind, lots of distant battle and not so often aircraft passing overhead.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Avalanche.Indoors</code>
|height="40px"|Avalanche.Indoors
|
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_avalanche.txt</span>


== Colmar ==
== Colmar ==
{| 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>colmar.outside</code>
|height="40px"|colmar.outside
|
|Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>colmar.inside</code>
|height="40px"|colmar.inside
|
|Identical to <code>Argentan.Indoors</code>
|
|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_colmar.txt</span>


== Donner ==
== Donner ==
{| 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>Donner.MainAmbient</code>
|height="40px"|Donner.MainAmbient
|
|Rustling wind with rare loud thunder, the sound of an incoming storm.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Donner.AlliedSpawnAmbient</code>
|height="40px"|Donner.AlliedSpawnAmbient
|
|Identical to above.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Donner.AxisSpawnAmbient</code>
|height="40px"|Donner.AxisSpawnAmbient
|
|Identical to <code>Donner.MainAmbient</code>
|
|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_donner.txt</span>


== Flash ==
== Flash ==
{| 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>Flash.Street</code>
|height="40px"|Flash.Street
|
|Light wind, wind snippets, often birds chirping and distant combat sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Flash.Field</code>
|height="40px"|Flash.Field
|
|Similar to above but with occational tank movement sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Flash.Indoors</code>
|height="40px"|Flash.Indoors
|
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_flash.txt</span>


== Jagd ==
== Jagd ==
{| 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>Jagd.MainAmbient</code>
|height="40px"|Jagd.MainAmbient
|
|Loud urban wind, wind snippets, distant battle and sometimes tanks moving,
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Jagd.Inside</code>
|height="40px"|Jagd.Inside
|
|Identical to <code>Argentan.Indoors</code>
|
|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_jagd.txt</span>


== Kalt ==
== Kalt ==
{| 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>kalt.canal</code>
|height="40px"|kalt.canal
|
|Gentle running river water, lots of distant battle and light wind.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>axis.outside</code>
|height="40px"|axis.outside
|
|Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Idle kübelwagon motor.
|Idle kübelwagon motor.
|-
|-
|<code>allied.outside</code>
|height="40px"|allied.outside
|
|Similar to above but another type of motor sounds.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Idle halftrack motor.
|Idle halftrack motor.
|-
|-
|<code>axis.inside</code>
|height="40px"|axis.inside
|
|Identical to <code>Argentan.Indoors</code>
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>allied.inside</code>
|height="40px"|allied.inside
|
|Identical to <code>Argentan.Indoors</code>
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>allied.sewer</code>
|height="40px"|allied.sewer
|
|Almost identical to <code>Argentan.Indoors</code> but with heavier underground wind.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>axis.sewer</code>
|height="40px"|axis.sewer
|
|Identical to above.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>wheelhouse.inside</code>
|height="40px"|wheelhouse.inside
|
|Generic indoor ambience with rare wood creaking.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Often wood creaks from a river wheel.
|Often wood creaks from a river wheel.
|-
|-
|<code>axis.spawn</code>
|height="40px"|axis.spawn
|
|Utility soundscape. Idle kübelwagon motor sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>allied.spawn</code>
|height="40px"|allied.spawn
|
|Utility soundscape. Idle halftrack motor sounds.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>wheelhouse.wheel</code>
|height="40px"|wheelhouse.wheel
|
|Utility soundscape. Often wood 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_kalt.txt</span>


== Palermo ==
== Palermo ==
{| 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>Salerno.Town</code>
|height="40px"|Salerno.Town
|
|Very light wind, distant combat sounds and from time to time tanks moving about.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Salerno.Beach</code>
|height="40px"|Salerno.Beach
|
|Water waves breaking shore, light wind and very distant battle.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Salerno.Inside</code>
|height="40px"|Salerno.Inside
|
|Generic calm indoor ambience with distant outdoor battle and wood creaking.
|
|align="center" | {{DSP | 1}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Salerno.Boathouse</code>
|height="40px"|Salerno.Boathouse
|
|Gentle water sounds, distant combat, plus random sounds of flies, rats and wood 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_dod_palermo.txt</span>
{{Envsound}}
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]]
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]]

Latest revision as of 05:48, 7 January 2024

Day of Defeat: Source Level Creation

Here is a list of 34 soundscapes for use in Day of Defeat: SourceDay of Defeat: Source. 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.

Anzio

Name Description DSP Position Number Position Description
Anzio.Pond Gentle water lapping with random critter sounds and flies.

1

Anzio.MainAmbient Continues distant urban battle ambient with wind.

1

Anzio.Sewers Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.

1

soundscapes_anzio.txt

Argentan

Name Description DSP Position Number Position Description
Argentan.MainAmbient Quiet outdoor wind, rotaing windmill blades and metal creaking.

1

0 Rotating windmill blades.
1 Occasionally creaking metal.
Argentan.Windmill Utility soundscape. Continoues heavy / loud rotating windmill blades.
Argentan.BlownStation Utility soundscape. Infrequent metal creaking and tearing.
Argentan.Indoors Generic indoor ambient.

soundscapes_argentan.txt

Avalanche

Name Description DSP Position Number Position Description
Avalanche.Outdoors Urban area wind, lots of distant battle and not so often aircraft passing overhead.

1

Avalanche.Indoors Identical to Argentan.Indoors

soundscapes_avalanche.txt

Colmar

Name Description DSP Position Number Position Description
colmar.outside Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.

1

colmar.inside Identical to Argentan.Indoors

1

soundscapes_colmar.txt

Donner

Name Description DSP Position Number Position Description
Donner.MainAmbient Rustling wind with rare loud thunder, the sound of an incoming storm.

1

Donner.AlliedSpawnAmbient Identical to above.

1

Donner.AxisSpawnAmbient Identical to Donner.MainAmbient

1

soundscapes_donner.txt

Flash

Name Description DSP Position Number Position Description
Flash.Street Light wind, wind snippets, often birds chirping and distant combat sounds.

1

Flash.Field Similar to above but with occational tank movement sounds.

1

Flash.Indoors Identical to Argentan.Indoors

soundscapes_flash.txt

Jagd

Name Description DSP Position Number Position Description
Jagd.MainAmbient Loud urban wind, wind snippets, distant battle and sometimes tanks moving,

1

Jagd.Inside Identical to Argentan.Indoors

1

soundscapes_jagd.txt

Kalt

Name Description DSP Position Number Position Description
kalt.canal Gentle running river water, lots of distant battle and light wind.

1

axis.outside Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby.

1

0 Idle kübelwagon motor.
allied.outside Similar to above but another type of motor sounds.

1

0 Idle halftrack motor.
axis.inside Identical to Argentan.Indoors

1

allied.inside Identical to Argentan.Indoors

1

allied.sewer Almost identical to Argentan.Indoors but with heavier underground wind.

1

axis.sewer Identical to above.

1

wheelhouse.inside Generic indoor ambience with rare wood creaking.

1

0 Often wood creaks from a river wheel.
axis.spawn Utility soundscape. Idle kübelwagon motor sounds.

1

allied.spawn Utility soundscape. Idle halftrack motor sounds.

1

wheelhouse.wheel Utility soundscape. Often wood creaking.

1

soundscapes_kalt.txt

Palermo

Name Description DSP Position Number Position Description
Salerno.Town Very light wind, distant combat sounds and from time to time tanks moving about.

1

Salerno.Beach Water waves breaking shore, light wind and very distant battle.

1

Salerno.Inside Generic calm indoor ambience with distant outdoor battle and wood creaking.

1

Salerno.Boathouse Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking.

1

soundscapes_dod_palermo.txt

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