List of CS:GO Soundscapes: Difference between revisions

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(Added all the soundscapes in the game to the list, put all the soundscape in alphabetical order, added some more descriptional text, added some info about the generic soundscapes, cleaned up the page a bit and removed some unnecessary bit, WIP)
(Added Soundscape lists template)
 
(32 intermediate revisions by 6 users not shown)
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{{otherlang2
{{lang|List of CS:GO Soundscapes}}
|ko=:List of CS:GO Soundscapes:ko
{{back|Counter-Strike: Global Offensive Level Creation}}{{Delisted|csgo}}
}}


{{WIP|[[User:Soer4769|Soer4769]] ([[User talk:Soer4769|talk]])}}
Here is a list of [[soundscape]]s for use in {{csgo|4}}. An easy way of testing them is to use the <code>playsoundscape</code> console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the <code>playsoundscape</code> command may not be so overbearing in a custom soundscape.


Here is a list of 574 [[Soundscapes|soundscapes]] for use in [[Counter-Strike: Global Offensive]]. 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. Some sounds that are prominent when you use the ''playsoundscape'' command may not be so overbearing in a custom soundscape.
Preview videos of these soundscapes can be found [https://www.youtube.com/watch?v=X1Sw5vNAI3k here (1)], [https://www.youtube.com/watch?v=2Ejcu-P5PLo here (2)], [https://www.youtube.com/watch?v=XcMgBAVhybw here (3)], and [https://www.youtube.com/watch?v=XLt1wm6K10Q here (4)].


== Generic and Test ==
== Generic and Test ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|e3_techdemo_gmanspeaking
|height="40px"|e3_techdemo_gmanspeaking
|DSP 10.
|DSP 10.
|
|
Line 21: Line 20:
|
|
|-
|-
|e3_Techdemo_02
|height="40px"|e3_Techdemo_02
|Physics room.
|Physics room.
|
|
Line 27: Line 26:
|
|
|-
|-
|e3_Techdemo_03
|height="40px"|e3_Techdemo_03
|DSP 1.
|DSP 1.
|
|
Line 33: Line 32:
|
|
|-
|-
|e3_Techdemo_05
|height="40px"|e3_Techdemo_05
|Dripping cave ambient.
|Dripping cave ambient.
|
|
Line 39: Line 38:
|
|
|-
|-
|e3_Techdemo_06
|height="40px"|e3_Techdemo_06
|Lake.
|Lake.
|
|
Line 45: Line 44:
|
|
|-
|-
|e3_end
|height="40px"|e3_end
|No DSP, no ambients.
|No DSP, no ambients.
|
|
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|
|
|-
|-
|GenericIndoor
|height="40px"|GenericIndoor
|Fluorescent lighting hum.
|Fluorescent lighting hum.
|
|
Line 57: Line 56:
|
|
|-
|-
|GenericOutdoor
|height="40px"|GenericOutdoor
|Electric hum like above with a motor / gas / wind kind of sound in the background.
|Electric hum like above with a motor / gas / wind kind of sound in the background.
|align="center"|0
|align="center"|0
Line 63: Line 62:
|Quiet electric hum.
|Quiet electric hum.
|-
|-
|cabin
|height="40px"|cabin
|Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha).
|Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha).
|align="center"|0
|align="center"|0
Line 69: Line 68:
|Faint banjo-like TV music.
|Faint banjo-like TV music.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 75: Line 74:
|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
|-
|-
|cabin_outdoor
|height="40px"|cabin_outdoor
|Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu.
|Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu.
|
|
Line 81: Line 80:
|
|
|-
|-
|test_tvset
|height="40px"|test_tvset
|Music coming from a TV set  
|Music coming from a TV set  
|align="center"|0
|align="center"|0
Line 90: Line 89:
== Assault ==
== Assault ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|assault.outside
|height="40px"|assault.outside
|Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 102: Line 101:
|
|
|-
|-
|assault.inside
|height="40px"|assault.inside
|Continual industrial hum, occasional noise of gas in machinery.  
|Continual industrial hum, occasional noise of gas in machinery.  
|
|
Line 108: Line 107:
|
|
|-
|-
|assault.vents_distant
|height="40px"|assault.vents_distant
|Continual low pitch rumble.  
|Continual low pitch rumble.  
|
|
Line 114: Line 113:
|
|
|-
|-
|assault.flies
|height="40px"|assault.flies
|The buzzing of flies.
|The buzzing of flies.
|
|
Line 120: Line 119:
|
|
|-
|-
|assault.steamvent
|height="40px"|assault.steamvent
|Continual low pitch rush of steam with drips.
|Continual low pitch rush of steam with drips.
|
|
Line 126: Line 125:
|
|
|-
|-
|assault.industrial1
|height="40px"|assault.industrial1
|Continual sound of machinery operating interspersed with louder machine noises.
|Continual sound of machinery operating interspersed with louder machine noises.
|
|
Line 132: Line 131:
|
|
|-
|-
|assault.industrial2
|height="40px"|assault.industrial2
|Continual sound of machinery operating interspersed with gas venting noises.
|Continual sound of machinery operating interspersed with gas venting noises.
|
|
Line 138: Line 137:
|
|
|-
|-
|assault.industrial3
|height="40px"|assault.industrial3
|Continual industrial rumble interspersed with rattles & squeaks.
|Continual industrial rumble interspersed with rattles & squeaks.
|
|
Line 144: Line 143:
|
|
|-
|-
|assault.industrial4
|height="40px"|assault.industrial4
|Continual throb of machinery.
|Continual throb of machinery.
|
|
Line 150: Line 149:
|
|
|-
|-
|assault.powerline
|height="40px"|assault.powerline
|Continual electrical hum  
|Continual electrical hum  
|
|
Line 156: Line 155:
|
|
|-
|-
|assault.fan
|height="40px"|assault.fan
|Continual fan running.
|Continual fan running.
|
|
Line 162: Line 161:
|
|
|-
|-
|assault.humminglight
|height="40px"|assault.humminglight
|Continual electrical hum.
|Continual electrical hum.
|
|
Line 168: Line 167:
|
|
|-
|-
|assault.acunit
|height="40px"|assault.acunit
|Continual rumble of machinery.
|Continual rumble of machinery.
|
|
Line 174: Line 173:
|
|
|-
|-
|assault.acunit_alt
|height="40px"|assault.acunit_alt
|Sound of machinery starting up, running then shutting down.
|Sound of machinery starting up, running then shutting down.
|
|
Line 180: Line 179:
|
|
|-
|-
|assault.uppertracks
|height="40px"|assault.uppertracks
|Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 186: Line 185:
|
|
|-
|-
|assault.rourkestreet
|height="40px"|assault.rourkestreet
|Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 192: Line 191:
|
|
|-
|-
|assault.stephenst
|height="40px"|assault.stephenst
|Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.  
|Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.  
|
|
Line 198: Line 197:
|
|
|-
|-
|assault.ctalley
|height="40px"|assault.ctalley
|Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 204: Line 203:
|
|
|-
|-
|assault.talley
|height="40px"|assault.talley
|Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 210: Line 209:
|
|
|-
|-
|assault.building
|height="40px"|assault.building
|Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 216: Line 215:
|
|
|-
|-
|assault.parking
|height="40px"|assault.parking
|Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
|
|
Line 222: Line 221:
|
|
|-
|-
|assault.ware
|height="40px"|assault.ware
|Continual electrical hum & low pitch white noise, occasional machinery noises.
|Continual electrical hum & low pitch white noise, occasional machinery noises.
|
|
Line 228: Line 227:
|
|
|-
|-
|assault.hroom
|height="40px"|assault.hroom
|Continual electrical hum & higher pitch white noise.
|Continual electrical hum & higher pitch white noise.
|
|
Line 234: Line 233:
|
|
|-
|-
|assault.vents
|height="40px"|assault.vents
|Continual industrial rumble, occasional creaking and machinery noise.
|Continual industrial rumble, occasional creaking and machinery noise.
|
|
Line 240: Line 239:
|
|
|-
|-
|assault.roof
|height="40px"|assault.roof
|Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles.
|Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles.
|
|
Line 249: Line 248:
== Aztec ==
== Aztec ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|aztec.outdoors_e3
|height="40px"|aztec.outdoors_e3
|Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises.
|Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises.
|
|
Line 261: Line 260:
|
|
|-
|-
|aztec.outdoors
|height="40px"|aztec.outdoors
|Very similar to <code>aztec.outdoors_e3</code> but slightly quieter and with the faint drone of an engine or generator.
|Very similar to <code>aztec.outdoors_e3</code> but slightly quieter and with the faint drone of an engine or generator.
|
|
Line 267: Line 266:
|
|
|-
|-
|aztec.indoors
|height="40px"|aztec.indoors
|Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum.
|Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum.
|
|
Line 273: Line 272:
|
|
|-
|-
|aztec.indoors_river
|height="40px"|aztec.indoors_river
|The similar to <code>aztec.indoors</code> but with churning water and without the electrical hum.
|The similar to <code>aztec.indoors</code> but with churning water and without the electrical hum.
|
|
Line 279: Line 278:
|
|
|-
|-
|aztec.outdoors_river
|height="40px"|aztec.outdoors_river
|Similar to <code>aztec.outdoors</code> with additional churning water, creaking timbers and a steady electrical hum.
|Similar to <code>aztec.outdoors</code> with additional churning water, creaking timbers and a steady electrical hum.
|
|
Line 285: Line 284:
|
|
|-
|-
|coopcementplant.rain1
|height="40px"|coopcementplant.rain1
|
|Light rain and occasional thunder.
|
|
|
|
|
|
|-
|-
|coopcementplant.rain2
|height="40px"|coopcementplant.rain2
|
|Slightly louder light rain.
|
|
|
|
|
|
|-
|-
|coopcementplant.rain3
|height="40px"|coopcementplant.rain3
|
|Moderate rain.
|
|
|
|
|
|
|-
|-
|coopcementplant.rain4
|height="40px"|coopcementplant.rain4
|
|Heavy rain.
|
|
|
|
Line 312: Line 311:
== Baggage ==
== Baggage ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|baggage.indoors_main
|height="40px"|baggage.indoors_main
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
|
|
|-
|-
|baggage.indoors_lower_level_01
|height="40px"|baggage.indoors_lower_level_01
|
|Quiet droning tone, occasional metal stressing.
|
|
|
|
|
|
|-
|-
|baggage.indoors_lower_level_02
|height="40px"|baggage.indoors_lower_level_02
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
|
|
|-
|-
|baggage.counterterror_spawn
|height="40px"|baggage.counterterror_spawn
|
|Quiet droning tone, occasional metal stressing.
|
|
|
|
|
|
|-
|-
|baggage.terror_spawn
|height="40px"|baggage.terror_spawn
|
|Quiet droning tone, occasional windgusts.
|
|
|
|
|
|
|-
|-
|baggage.hallway_terror_spawn
|height="40px"|baggage.hallway_terror_spawn
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
|
|
|-
|-
|baggage.hallway_counterterror_spawn
|height="40px"|baggage.hallway_counterterror_spawn
|
|Almost identical to the above, except for slight volume differences.
|
|
|
|
|
|
|-
|-
|baggage.hallway_01
|height="40px"|baggage.hallway_01
|
|Quiet droning tone, occasional metal stressing.
|
|
|
|
|
|
|-
|-
|baggage.hallway_02
|height="40px"|baggage.hallway_02
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
|
|
|-
|-
|baggage.hallway_03
|height="40px"|baggage.hallway_03
|
|Quiet droning tone, occasional metal stressing.
|
|
|
|
|
|
|-
|-
|baggage.hallway_04
|height="40px"|baggage.hallway_04
|
|Identical to "baggage.hallway_02".
|
|
|
|
|
|
|-
|-
|baggage.hallway_05
|height="40px"|baggage.hallway_05
|
|Identical to "baggage.hallway_03", except for a different DSP value (5 -> 6).
|
|
|
|
|
|
|-
|-
|baggage.hallway_06
|height="40px"|baggage.hallway_06
|
|Identical to "baggage.hallway_04", except for a different DSP value (5 -> 6).
|
|
|
|
|
|
|-
|-
|baggage.hallway_07
|height="40px"|baggage.hallway_07
|
|Quiet droning tone, occasional metal stressing.
|
|
|
|
|
|
|-
|-
|baggage.hallway_08
|height="40px"|baggage.hallway_08
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
|
|
|-
|-
|baggage.hallway_09
|height="40px"|baggage.hallway_09
|
|Quiet droning tone, occasional metal stressing.
|
|
|
|
|
|
|-
|-
|baggage.hallway_10
|height="40px"|baggage.hallway_10
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
Line 423: Line 422:
== Bank ==
== Bank ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|bank.outdoors_01
|height="40px"|bank.outdoors_01
|
|
|
|
Line 435: Line 434:
|
|
|-
|-
|bank.outdoors_02
|height="40px"|bank.outdoors_02
|
|
|
|
Line 441: Line 440:
|
|
|-
|-
|bank.outdoors_03
|height="40px"|bank.outdoors_03
|
|
|
|
Line 447: Line 446:
|
|
|-
|-
|bank.outdoors_04
|height="40px"|bank.outdoors_04
|
|
|
|
Line 453: Line 452:
|
|
|-
|-
|bank.outdoors_05
|height="40px"|bank.outdoors_05
|
|
|
|
Line 459: Line 458:
|
|
|-
|-
|bank.outdoors_06
|height="40px"|bank.outdoors_06
|
|
|
|
Line 465: Line 464:
|
|
|-
|-
|bank.outdoors_07
|height="40px"|bank.outdoors_07
|
|
|
|
Line 471: Line 470:
|
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|-
|-
|bank.outdoors_08
|height="40px"|bank.outdoors_08
|
|
|
|
Line 477: Line 476:
|
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|-
|-
|bank.outdoors_09
|height="40px"|bank.outdoors_09
|
|
|
|
Line 483: Line 482:
|
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|-
|-
|bank.outdoors_10
|height="40px"|bank.outdoors_10
|
|
|
|
Line 489: Line 488:
|
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|-
|-
|bank.outdoors_11
|height="40px"|bank.outdoors_11
|
|
|
|
Line 495: Line 494:
|
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|-
|-
|bank.outdoors_12
|height="40px"|bank.outdoors_12
|
|
|
|
Line 501: Line 500:
|
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|-
|-
|bank.outdoors_13
|height="40px"|bank.outdoors_13
|
|
|
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Line 507: Line 506:
|
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|-
|-
|bank.outdoors_14
|height="40px"|bank.outdoors_14
|
|
|
|
Line 513: Line 512:
|
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|-
|-
|bank.indoors_01
|height="40px"|bank.indoors_01
|
|
|
|
Line 519: Line 518:
|
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|-
|-
|bank.indoors_02
|height="40px"|bank.indoors_02
|
|
|
|
Line 525: Line 524:
|
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|-
|-
|bank.indoors_03
|height="40px"|bank.indoors_03
|
|
|
|
Line 531: Line 530:
|
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|-
|-
|bank.indoors_04
|height="40px"|bank.indoors_04
|
|
|
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Line 537: Line 536:
|
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|-
|-
|bank.indoors_05
|height="40px"|bank.indoors_05
|
|
|
|
Line 543: Line 542:
|
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|-
|-
|bank.indoors_06
|height="40px"|bank.indoors_06
|
|
|
|
Line 549: Line 548:
|
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|-
|-
|bank.indoors_07
|height="40px"|bank.indoors_07
|
|
|
|
Line 555: Line 554:
|
|
|-
|-
|bank.indoors_08
|height="40px"|bank.indoors_08
|
|
|
|
Line 561: Line 560:
|
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|-
|-
|bank.indoors_09
|height="40px"|bank.indoors_09
|
|
|
|
Line 567: Line 566:
|
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|-
|-
|bank.indoors_10
|height="40px"|bank.indoors_10
|
|
|
|
Line 573: Line 572:
|
|
|-
|-
|bank.indoors_11
|height="40px"|bank.indoors_11
|
|
|
|
Line 579: Line 578:
|
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|-
|-
|bank.indoors_12
|height="40px"|bank.indoors_12
|
|
|
|
Line 588: Line 587:
== Boathouse ==
== Boathouse ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|boathouse.dock
|height="40px"|boathouse.dock
|
|
|
|
Line 600: Line 599:
|
|
|-
|-
|boathouse.ext
|height="40px"|boathouse.ext
|
|
|
|
Line 606: Line 605:
|
|
|-
|-
|boathouse.int
|height="40px"|boathouse.int
|
|
|
|
Line 612: Line 611:
|
|
|-
|-
|boathouse.boat.int
|height="40px"|boathouse.boat.int
|
|
|
|
Line 621: Line 620:
== Canals ==
== Canals ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|canals.Outside
|height="40px"|canals.Outside
|Generic outdoors ambience. Uses various sounds such as a bell or light traffic sounds that utilize a world origin point.
|Generic outdoors ambience. Uses various sounds such as a bell or light traffic sounds that utilize a world origin point.
|
|
Line 633: Line 632:
|
|
|-
|-
|canals.CTStart
|height="40px"|canals.CTStart
|
|
|
|
Line 639: Line 638:
|
|
|-
|-
|canals.CT_Lower
|height="40px"|canals.CT_Lower
|
|
|
|
Line 645: Line 644:
|
|
|-
|-
|canals.Water_CT
|height="40px"|canals.Water_CT
|
|
|
|
Line 651: Line 650:
|
|
|-
|-
|canals.ABomb
|height="40px"|canals.ABomb
|
|
|
|
Line 657: Line 656:
|
|
|-
|-
|canals.ABomb_Back
|height="40px"|canals.ABomb_Back
|
|
|
|
Line 663: Line 662:
|
|
|-
|-
|canals.Shop
|height="40px"|canals.Shop
|
|
|
|
Line 669: Line 668:
|
|
|-
|-
|canals.Arch
|height="40px"|canals.Arch
|
|
|
|
Line 675: Line 674:
|
|
|-
|-
|canals.Garden
|height="40px"|canals.Garden
|
|
|
|
Line 681: Line 680:
|
|
|-
|-
|canals.TMain
|height="40px"|canals.TMain
|
|
|
|
Line 687: Line 686:
|
|
|-
|-
|canals.TStart_Interior
|height="40px"|canals.TStart_Interior
|
|
|
|
Line 693: Line 692:
|
|
|-
|-
|canals.TStart_Exterior
|height="40px"|canals.TStart_Exterior
|
|
|
|
Line 699: Line 698:
|
|
|-
|-
|canals.TSide_Upper
|height="40px"|canals.TSide_Upper
|
|
|
|
Line 705: Line 704:
|
|
|-
|-
|canals.Ivy
|height="40px"|canals.Ivy
|
|
|
|
Line 711: Line 710:
|
|
|-
|-
|canals.Stairwell
|height="40px"|canals.Stairwell
|
|
|
|
Line 717: Line 716:
|
|
|-
|-
|canals.BBomb
|height="40px"|canals.BBomb
|
|
|
|
Line 723: Line 722:
|
|
|-
|-
|canals.Lobby
|height="40px"|canals.Lobby
|
|
|
|
Line 729: Line 728:
|
|
|-
|-
|canals.Water
|height="40px"|canals.Water
|
|
|
|
Line 735: Line 734:
|
|
|-
|-
|canals.WaterPoints
|height="40px"|canals.WaterPoints
|
|
|
|
Line 741: Line 740:
|
|
|-
|-
|canals.Balcony
|height="40px"|canals.Balcony
|
|
|
|
Line 747: Line 746:
|
|
|-
|-
|canals.Window
|height="40px"|canals.Window
|
|
|
|
Line 753: Line 752:
|
|
|-
|-
|canals.Courtyard
|height="40px"|canals.Courtyard
|
|
|
|
Line 759: Line 758:
|
|
|-
|-
|canals.Windows
|height="40px"|canals.Windows
|
|
|
|
Line 765: Line 764:
|
|
|-
|-
|canals.Tunnel_Stairs
|height="40px"|canals.Tunnel_Stairs
|
|
|
|
Line 771: Line 770:
|
|
|-
|-
|canals.Tunnels
|height="40px"|canals.Tunnels
|
|
|
|
Line 777: Line 776:
|
|
|-
|-
|canals.Short
|height="40px"|canals.Short
|
|
|
|
Line 786: Line 785:
== Cbble ==
== Cbble ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|cbble.indoors
|height="40px"|cbble.indoors
|A low rumble of wind / white noise with the occasional sound of shifting earth / shale.
|A low rumble of wind / white noise with the occasional sound of shifting earth / shale.
|
|
Line 798: Line 797:
|
|
|-
|-
|cbble.under
|height="40px"|cbble.under
|A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
|A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
|
|
Line 804: Line 803:
|
|
|-
|-
|cbble.outdoors1
|height="40px"|cbble.outdoors1
|A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow.
|A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow.
|
|
Line 810: Line 809:
|
|
|-
|-
|cbble.outdoors2
|height="40px"|cbble.outdoors2
|Very similar to <code>cbble.outdoors1</code> with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
|Very similar to <code>cbble.outdoors1</code> with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
|
|
Line 819: Line 818:
== Cementplant ==
== Cementplant ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|coopcementplant.missionselect_blank
|height="40px"|coopcementplant.missionselect_blank
|
|Empty soundscape.
|
|
|
|
|
|
|-
|-
|coopcementplant.outside
|height="40px"|coopcementplant.outside
|
|Truck, factory and insect-like sounds utilizing world origin points.
|
|
|
|
|
|
|-
|-
|coopcementplant.drainage_pipe
|height="40px"|coopcementplant.drainage_pipe
|
|Tunnel-like windy ambience, occasional flies buzzing, moderate rain coming from a world origin point.
|
|
|
|
|
|
|-
|-
|coopcementplant.drainage_bigroom
|height="40px"|coopcementplant.drainage_bigroom
|
|Tunnel-like windy ambience, light rain, occasional flies buzzing, moderate rain sounds utilizing world origin points.
|
|
|
|
|
|
|-
|-
|coopcementplant.drainage_stairs
|height="40px"|coopcementplant.drainage_stairs
|
|Quiet droning tone, faint water dripping, moderate rain sounds utilizing world origin points.
|
|
|
|
|
|
|-
|-
|coopcementplant.forest_tower
|height="40px"|coopcementplant.forest_tower
|
|Quiet droning tone, trees swaying, insect-like sounds.
|
|
|
|
|
|
|-
|-
|coopcementplant.forest_dawn
|height="40px"|coopcementplant.forest_dawn
|
|Loud noises of trees swaying, continuous and occasional birdsong.
|
|
|
|
|
|
|-
|-
|coopcementplant.forest_night
|height="40px"|coopcementplant.forest_night
|
|Moderate noises of trees swaying, insect-like sounds.
|
|
|
|
|
|
|-
|-
|coopcementplant.entrance
|height="40px"|coopcementplant.entrance
|
|Moderate noises of trees swaying, wind blowing.
|
|
|
|
|
|
|-
|-
|coopcementplant.factory_outside_1
|height="40px"|coopcementplant.factory_outside_1
|
|Moderate noises of trees swaying, wind blowing, occasional windgusts and truck noises.
|
|
|
|
|
|
|-
|-
|coopcementplant.factory_outside_1b
|height="40px"|coopcementplant.factory_outside_1b
|
|Identical to "coopcementplant.factory_outside_1".
|
|
|
|
|
|
|-
|-
|coopcementplant.factory_outside_3
|height="40px"|coopcementplant.factory_outside_3
|
|Identical to "coopcementplant.factory_outside_1".
|
|
|
|
|
|
|-
|-
|coopcementplant.dock_outside
|height="40px"|coopcementplant.dock_outside
|
|Wind blowing, faint continuous and occasional birdsong, sound of waves coming from a world origin point.
|
|
|
|
|
|
|-
|-
|coopcementplant.dock_under
|height="40px"|coopcementplant.dock_under
|
|Water lapping, faint continuous birdsong, nigh-inaudible occasional rodent noises.
|
|
|
|
|
|
|-
|-
|coopcementplant.truck_fillup
|height="40px"|coopcementplant.truck_fillup
|
|Moderate droning tone.
|
|
|
|
|
|
|-
|-
|coopcementplant.sniper_alley
|height="40px"|coopcementplant.sniper_alley
|
|Quiet droning tone, occasional echoing metal creaks.
|
|
|
|
|
|
|-
|-
|coopcementplant.sniperalley_rain_light
|height="40px"|coopcementplant.sniperalley_rain_light
|
|Quiet droning tone and light rain, additional rain sounds utilizing world origin points.
|
|
|
|
|
|
|-
|-
|coopcementplant.tents_exterior
|height="40px"|coopcementplant.tents_exterior
|
|Quiet droning tone, faint outdoor ambience, electrical light humming sounds utilizing world origin points.
|
|
|
|
|
|
|-
|-
|coopcementplant.tents_interior
|height="40px"|coopcementplant.tents_interior
|
|Quiet droning tone. Electrical light humming, pipe noises and factory sounds utilizing world origin points.
|
|
|
|
|
|
|-
|-
|coopcementplant.hostage_storage
|height="40px"|coopcementplant.hostage_storage
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|coopcementplant.dock_apc_garage
|height="40px"|coopcementplant.dock_apc_garage
|
|Quiet droning tone, occasional pipe noises and echoing metal creaks.
|
|
|
|
|
|
|-
|-
|coopcementplant.vent
|height="40px"|coopcementplant.vent
|
|Windy droning tone, occasional pipe noises and metal straining.
|
|
|
|
|
|
|-
|-
|coopcementplant.clinker_room
|height="40px"|coopcementplant.clinker_room
|
|Quiet droning tone, moderate rain pouring on a metal roof, occasional echoing metal creaks, machinery noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|coopcementplant.pcroom_inside_rain_light
|height="40px"|coopcementplant.pcroom_inside_rain_light
|
|Quiet droning tone, moderate rain pouring on a metal roof.
|
|
|
|
|
|
|-
|-
|coopcementplant.factory_outside_rain_med
|height="40px"|coopcementplant.factory_outside_rain_med
|
|Outside ambience with moderate rain and occasional thunder, machinery noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|coopcementplant.factory_outside_rain_heavy
|height="40px"|coopcementplant.factory_outside_rain_heavy
|
|Outside ambience with heavy rain and occasional thunder.
|
|
|
|
|
|
|-
|-
|coopcementplant.factory_outside_rain_heaviest
|height="40px"|coopcementplant.factory_outside_rain_heaviest
|
|Outside ambience with moderate rain, wind blowing and occasional windgusts.
|
|
|
|
|
|
|-
|-
|coopcementplant.MissionSelect_TechRoom
|height="40px"|coopcementplant.MissionSelect_TechRoom
|
|Quiet computer-like droning tone.
|
|
|
|
|
|
|-
|-
|coopcementplant.MissionSelect_M1
|height="40px"|coopcementplant.MissionSelect_M1
|
|Identical to "coopcementplant.forest_night", except with an extra sound position.
|
|0
|
|
|
|Loud helicopter noise.
|-
|-
|coopcementplant.MissionSelect_M3
|height="40px"|coopcementplant.MissionSelect_M3
|
|Identical to "coopcementplant.dock_outside", except with an extra sound position.
|
|0
|
|
|
|APC engine humming.
|}
|}


== Chateau ==
== Chateau ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|chateau.indoor
|height="40px"|chateau.indoor
|Continual white noise with occasional creaks.
|Continual white noise with occasional creaks.
|
|
Line 1,020: Line 1,019:
|
|
|-
|-
|chateau.outdoor
|height="40px"|chateau.outdoor
|Continual white noise with a distant piano and the occasional sounds of shifting earth / shale, birdsong and distant planes overhead.
|Continual white noise with occasional sounds of shifting earth / shale, birdsong and distant planes overhead.
|
|
|
|
|
|
|-
|-
|chateau.water
|height="40px"|chateau.water
|Continual white noise with churning water, occasional sounds of shifting earth / shale, a metallic clang, birdsong and distant planes overhead.
|Continual white noise with churning water, occasional sounds of shifting earth / shale, birdsong and distant planes overhead.
|
|0
|
|
|
|Metallic clangs at the front gate.
|-
|-
|chateau.water_enc
|height="40px"|chateau.water_enc
|A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale.
|A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale.
|
|
Line 1,041: Line 1,040:
== Compound ==
== Compound ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|compound.outdoora
|height="40px"|compound.outdoora
|No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs.
|No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs.
|
|
Line 1,053: Line 1,052:
|
|
|-
|-
|compound.indoora
|height="40px"|compound.indoora
|Continual low white noise, steady electrical hum and buzzing flies. Occasional sounds of gas inside machinery.
|Continual low white noise, steady electrical hum and buzzing flies. Occasional sounds of gas inside machinery.
|
|
Line 1,062: Line 1,061:
== Dust ==
== Dust ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|dust.Indoors
|height="40px"|dust.Indoors
|Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.
|Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.
|
|
Line 1,074: Line 1,073:
|
|
|-
|-
|dust.Outdoors1
|height="40px"|dust.Outdoors1
|Continual rush of wind and stringed instruments playing. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again.
|Continual rush of wind and stringed instruments playing. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again.
|
|
Line 1,080: Line 1,079:
|
|
|-
|-
|dust.Outdoors2
|height="40px"|dust.Outdoors2
|Continual rush of wind and Drums playing. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.
|Continual rush of wind and Drums playing. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.
|
|
Line 1,089: Line 1,088:
== Dust 2 ==
== Dust 2 ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|dust2.indoors
|height="40px"|dust2.indoors
|Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.
|Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.
|
|
Line 1,101: Line 1,100:
|
|
|-
|-
|dust2.outdoors
|height="40px"|dust2.outdoors
|Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.
|Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.
|
|
Line 1,110: Line 1,109:
== Dust 2 (new) ==
== Dust 2 (new) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|dust2_new.indoors
|height="40px"|dust2_new.indoors
|
|
|
|
Line 1,122: Line 1,121:
|
|
|-
|-
|dust2_new.outdoors
|height="40px"|dust2_new.outdoors
|
|
|
|
Line 1,128: Line 1,127:
|
|
|-
|-
|dust2_new.BBomb
|height="40px"|dust2_new.BBomb
|
|
|
|
Line 1,134: Line 1,133:
|
|
|-
|-
|dust2_new.BDoors
|height="40px"|dust2_new.BDoors
|
|
|
|
Line 1,140: Line 1,139:
|
|
|-
|-
|dust2_new.MidDoors
|height="40px"|dust2_new.MidDoors
|
|
|
|
Line 1,146: Line 1,145:
|
|
|-
|-
|dust2_new.ctstart
|height="40px"|dust2_new.ctstart
|
|
|
|
Line 1,152: Line 1,151:
|
|
|-
|-
|dust2_new.ABomb
|height="40px"|dust2_new.ABomb
|
|
|
|
Line 1,158: Line 1,157:
|
|
|-
|-
|dust2_new.LongA
|height="40px"|dust2_new.LongA
|
|
|
|
Line 1,164: Line 1,163:
|
|
|-
|-
|dust2_new.UnderA
|height="40px"|dust2_new.UnderA
|
|
|
|
Line 1,170: Line 1,169:
|
|
|-
|-
|dust2_new.ShortStairs
|height="40px"|dust2_new.ShortStairs
|
|
|
|
Line 1,176: Line 1,175:
|
|
|-
|-
|dust2_new.MidDoors
|height="40px"|dust2_new.MidDoors
|
|
|
|
Line 1,182: Line 1,181:
|
|
|-
|-
|dust2_new.Middle
|height="40px"|dust2_new.Middle
|
|
|
|
Line 1,188: Line 1,187:
|
|
|-
|-
|dust2_new.lowertunnel
|height="40px"|dust2_new.lowertunnel
|
|
|
|
Line 1,194: Line 1,193:
|
|
|-
|-
|dust2_new.UpperTunnel
|height="40px"|dust2_new.UpperTunnel
|
|
|
|
Line 1,200: Line 1,199:
|
|
|-
|-
|dust2_new.OutsideTunnel
|height="40px"|dust2_new.OutsideTunnel
|
|
|
|
Line 1,206: Line 1,205:
|
|
|-
|-
|dust2_new.TopMid
|height="40px"|dust2_new.TopMid
|
|
|
|
Line 1,212: Line 1,211:
|
|
|-
|-
|dust2_new.LongTunnel
|height="40px"|dust2_new.LongTunnel
|
|
|
|
Line 1,218: Line 1,217:
|
|
|-
|-
|dust2_new.LongDoors
|height="40px"|dust2_new.LongDoors
|
|
|
|
Line 1,224: Line 1,223:
|
|
|-
|-
|dust2_new.OutsideLong
|height="40px"|dust2_new.OutsideLong
|
|
|
|
Line 1,230: Line 1,229:
|
|
|-
|-
|dust2_new.topmidtunnel
|height="40px"|dust2_new.topmidtunnel
|
|
|
|
Line 1,236: Line 1,235:
|
|
|-
|-
|dust2_new.TStart
|height="40px"|dust2_new.TStart
|
|
|
|
Line 1,245: Line 1,244:
== Havana ==
== Havana ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|havana.indoors
|height="40px"|havana.indoors
|Continual low white noise, occasional sounds of creaking and barking dogs.
|Continual low white noise, occasional sounds of creaking and barking dogs.
|
|
Line 1,257: Line 1,256:
|
|
|-
|-
|havana.outdoors
|height="40px"|havana.outdoors
|Similar to <code>havana.indoors</code> with additional occasional knocks, bangs and radio transmissions.
|Similar to <code>havana.indoors</code> with additional occasional knocks, bangs and radio transmissions.
|
|
Line 1,263: Line 1,262:
|
|
|-
|-
|wood_scape
|height="40px"|wood_scape
|
|
|
|
Line 1,272: Line 1,271:
== House ==
== House ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|de.house.ctspwan
|height="40px"|de.house.ctspwan
|
|Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|de.house.tspawn
|height="40px"|de.house.tspawn
|
|Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|de.house.ext
|height="40px"|de.house.ext
|
|Trees swaying, continuous and occasional birdsong, nigh-inaudible planes overhead.
|
|
|
|
|
|
|-
|-
|de.house.int
|height="40px"|de.house.int
|
|Quiet droning tone, faint birdsong.
|
|
|
|
Line 1,305: Line 1,304:
== Inferno ==
== Inferno ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|inferno.Outside
|height="40px"|inferno.Outside
|Continual city white noise.
|Continual city white noise.
|
|
Line 1,317: Line 1,316:
|
|
|-
|-
|inferno.Inside
|height="40px"|inferno.Inside
|Continual low pitch white noise with occasional bird tweets and tree swaying.
|Continual low pitch white noise with occasional bird tweets and tree swaying.
|
|
Line 1,323: Line 1,322:
|
|
|-
|-
|inferno.LightbulbHum
|height="40px"|inferno.LightbulbHum
|Electrical hum.
|Electrical hum.
|
|
Line 1,329: Line 1,328:
|
|
|-
|-
|inferno.RefrigeratorHum
|height="40px"|inferno.RefrigeratorHum
|A Refrigerator starting up, running & shutting down.
|A Refrigerator starting up, running & shutting down.
|
|
Line 1,335: Line 1,334:
|
|
|-
|-
|inferno.CeilingFan
|height="40px"|inferno.CeilingFan
|Electrical hum and squeaking.
|Electrical hum and squeaking.
|
|
Line 1,341: Line 1,340:
|
|
|-
|-
|inferno.AngryDog
|height="40px"|inferno.AngryDog
|Noise of a chain, scratching and growling.
|Noise of a chain, scratching and growling.
|
|
Line 1,347: Line 1,346:
|
|
|-
|-
|inferno.Cricket
|height="40px"|inferno.Cricket
|Chirping Cricket.
|Chirping Cricket.
|
|
Line 1,353: Line 1,352:
|
|
|-
|-
|inferno.Birds
|height="40px"|inferno.Birds
|Occasional bird calls.
|Occasional bird calls.
|
|
Line 1,359: Line 1,358:
|
|
|-
|-
|inferno.Pigeons
|height="40px"|inferno.Pigeons
|Cooing of Pigeons.
|Cooing of Pigeons.
|
|
Line 1,365: Line 1,364:
|
|
|-
|-
|inferno.TSpawn
|height="40px"|inferno.TSpawn
|Continual city white noise, flowing water and birdsong.
|Continual city white noise, flowing water and birdsong.
|
|
Line 1,371: Line 1,370:
|
|
|-
|-
|inferno.FarBackCorner
|height="40px"|inferno.FarBackCorner
|Continual city white noise and occasional bird song.
|Continual city white noise and occasional bird song.
|
|
Line 1,377: Line 1,376:
|
|
|-
|-
|inferno.BackAlley
|height="40px"|inferno.BackAlley
|Continual city white noise and muffled music.
|Continual city white noise and muffled music.
|
|
Line 1,383: Line 1,382:
|
|
|-
|-
|inferno.TSpawnHall
|height="40px"|inferno.TSpawnHall
|Continual low white noise, electrical hum and Cricket chirp.
|Continual low white noise, electrical hum and Cricket chirp.
|
|
Line 1,389: Line 1,388:
|
|
|-
|-
|inferno.BellTowerArea
|height="40px"|inferno.BellTowerArea
|Continual city white noise and occasional bird song.
|Continual city white noise and occasional bird song.
|
|
Line 1,395: Line 1,394:
|
|
|-
|-
|inferno.LowerApartment
|height="40px"|inferno.LowerApartment
|Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down.
|Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down.
|
|
Line 1,401: Line 1,400:
|
|
|-
|-
|inferno.UpperApartment
|height="40px"|inferno.UpperApartment
|Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down.
|Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down.
|
|
Line 1,407: Line 1,406:
|
|
|-
|-
|inferno.BridgeApartment
|height="40px"|inferno.BridgeApartment
|Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down.
|Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down.
|
|
Line 1,413: Line 1,412:
|
|
|-
|-
|inferno.BackHall
|height="40px"|inferno.BackHall
|Continual low white noise & electrical hum.
|Continual low white noise & electrical hum.
|
|
Line 1,419: Line 1,418:
|
|
|-
|-
|inferno.BalconyAlley
|height="40px"|inferno.BalconyAlley
|Continual city white noise & birdsong.
|Continual city white noise & birdsong.
|
|
Line 1,425: Line 1,424:
|
|
|-
|-
|inferno.ApartmentHalls
|height="40px"|inferno.ApartmentHalls
|Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down.
|Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down.
|
|
Line 1,431: Line 1,430:
|
|
|-
|-
|inferno.SniperBalcony
|height="40px"|inferno.SniperBalcony
|Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down.
|Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down.
|
|
Line 1,437: Line 1,436:
|
|
|-
|-
|inferno.BackBalcony
|height="40px"|inferno.BackBalcony
|Continual city white noise and occasionally the sound of bird song and an angry dog.
|Continual city white noise and occasionally the sound of bird song and an angry dog.
|
|
Line 1,443: Line 1,442:
|
|
|-
|-
|inferno.MiddleAlley
|height="40px"|inferno.MiddleAlley
|Continual electrical hum and some Pigeons.
|Continual electrical hum and some Pigeons.
|
|
Line 1,449: Line 1,448:
|
|
|-
|-
|inferno.CrawlAlley
|height="40px"|inferno.CrawlAlley
|Continual low white noise and a Cricket chirping.
|Continual low white noise and a Cricket chirping.
|
|
Line 1,455: Line 1,454:
|
|
|-
|-
|inferno.CrawlTunnel
|height="40px"|inferno.CrawlTunnel
|Low white noise.
|Low white noise.
|
|
Line 1,461: Line 1,460:
|
|
|-
|-
|inferno.BombsiteB
|height="40px"|inferno.BombsiteB
|Continual city white noise and birdsong.
|Continual city white noise and birdsong.
|
|
Line 1,467: Line 1,466:
|
|
|-
|-
|inferno.CTApartment
|height="40px"|inferno.CTApartment
|Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down.
|Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down.
|
|
Line 1,473: Line 1,472:
|
|
|-
|-
|inferno.BombsiteBTunnel
|height="40px"|inferno.BombsiteBTunnel
|Low white noise.
|Low white noise.
|
|
Line 1,479: Line 1,478:
|
|
|-
|-
|inferno.DogBarkingInside
|height="40px"|inferno.DogBarkingInside
|The sound of a dog barking in an enclosed space.
|The sound of a dog barking in an enclosed space.
|
|
Line 1,485: Line 1,484:
|
|
|-
|-
|inferno.CTTunnel
|height="40px"|inferno.CTTunnel
|Low white noise and <code>inferno.DogBarkingInside.</code>
|Low white noise and <code>inferno.DogBarkingInside.</code>
|
|
Line 1,491: Line 1,490:
|
|
|-
|-
|inferno.CTSpawn
|height="40px"|inferno.CTSpawn
|Continual sound of an engine running*, birdsong and water drips*.
|Continual sound of an engine running*, birdsong and water drips*.
|
|
Line 1,497: Line 1,496:
|
|
|-
|-
|inferno.TheRuins
|height="40px"|inferno.TheRuins
|Continual howl of wind, occasion wind gusts.
|Continual howl of wind, occasion wind gusts.
|
|
Line 1,503: Line 1,502:
|
|
|-
|-
|inferno.BombsiteA
|height="40px"|inferno.BombsiteA
|Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving.
|Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving.
|
|
Line 1,509: Line 1,508:
|
|
|-
|-
|inferno.ColumnAlley
|height="40px"|inferno.ColumnAlley
|Continual music playing and Pigeons cooing.
|Continual music playing and Pigeons cooing.
|
|
Line 1,518: Line 1,517:
== Inferno (new) ==
== Inferno (new) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|inferno_new.Outside
|height="40px"|inferno_new.Outside
|
|
|
|
Line 1,530: Line 1,529:
|
|
|-
|-
|inferno_new.Inside
|height="40px"|inferno_new.Inside
|
|
|
|
Line 1,536: Line 1,535:
|
|
|-
|-
|inferno_new.CeilingFan
|height="40px"|inferno_new.CeilingFan
|Series of squeaking and an electrical hum.
|Series of squeaking and an electrical hum.
|
|
Line 1,542: Line 1,541:
|
|
|-
|-
|inferno.RefrigeratorHum
|height="40px"|inferno.RefrigeratorHum
|A Refrigerator starting up, running & shutting down.
|A Refrigerator starting up, running & shutting down.
|
|
Line 1,548: Line 1,547:
|
|
|-
|-
|inferno_new.AngryDog
|height="40px"|inferno_new.AngryDog
|
|
|
|
Line 1,554: Line 1,553:
|
|
|-
|-
|inferno_new.Cricket
|height="40px"|inferno_new.Cricket
|Chirping Cricket.
|Chirping Cricket.
|
|
Line 1,560: Line 1,559:
|
|
|-
|-
|inferno_new.Birds
|height="40px"|inferno_new.Birds
|Occasional bird calls.
|Occasional bird calls.
|
|
Line 1,566: Line 1,565:
|
|
|-
|-
|inferno_new.Pigeons
|height="40px"|inferno_new.Pigeons
|Cooing of Pigeons.
|Cooing of Pigeons.
|
|
Line 1,572: Line 1,571:
|
|
|-
|-
|inferno_new.TSpawn
|height="40px"|inferno_new.TSpawn
|
|
|align="center"|0
|align="center"|0
Line 1,578: Line 1,577:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,584: Line 1,583:
|Birds chirping
|Birds chirping
|-
|-
|
|height="40px"|
|
|
|align="center"|2
|align="center"|2
Line 1,590: Line 1,589:
|Water wheel sound.
|Water wheel sound.
|-
|-
|
|height="40px"|
|
|
|align="center"|4
|align="center"|4
Line 1,596: Line 1,595:
|Cricket chirping.
|Cricket chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|5
|align="center"|5
Line 1,602: Line 1,601:
|Flamenco music.
|Flamenco music.
|-
|-
|inferno_new.CrawlTunnel
|height="40px"|inferno_new.CrawlTunnel
|
|
|
|
Line 1,608: Line 1,607:
|
|
|-
|-
|inferno_new.BombsiteA
|height="40px"|inferno_new.BombsiteA
|
|
|align="center"|1
|align="center"|1
Line 1,614: Line 1,613:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|2
|align="center"|2
Line 1,620: Line 1,619:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|5
|align="center"|5
Line 1,632: Line 1,631:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,638: Line 1,637:
|APC noises.
|APC noises.
|-
|-
|
|height="40px"|
|
|
|align="center"|2
|align="center"|2
Line 1,644: Line 1,643:
|Distant dripping sounds.
|Distant dripping sounds.
|-
|-
|
|height="40px"|
|
|
|align="center"|3
|align="center"|3
Line 1,650: Line 1,649:
|Latin music.
|Latin music.
|-
|-
|
|height="40px"|
|
|
|align="center"|4
|align="center"|4
Line 1,656: Line 1,655:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|5
|align="center"|5
Line 1,662: Line 1,661:
|Cricket chirping.
|Cricket chirping.
|-
|-
|inferno_new.Church
|height="40px"|inferno_new.Church
|
|
|align="center"|0
|align="center"|0
Line 1,668: Line 1,667:
|Church ambience.
|Church ambience.
|-
|-
|inferno_new.BombsiteB
|height="40px"|inferno_new.BombsiteB
|
|
|align="center"|0
|align="center"|0
Line 1,674: Line 1,673:
|Horse sounds.
|Horse sounds.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,680: Line 1,679:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|2
|align="center"|2
Line 1,686: Line 1,685:
|Water stream ambience.
|Water stream ambience.
|-
|-
|
|height="40px"|
|
|
|align="center"|3
|align="center"|3
Line 1,692: Line 1,691:
|Cricket chirping.
|Cricket chirping.
|-
|-
|inferno_new.Banana
|height="40px"|inferno_new.Banana
|
|
|
|
Line 1,698: Line 1,697:
|
|
|-
|-
|inferno_new.Mid
|height="40px"|inferno_new.Mid
|
|
|align="center"|0
|align="center"|0
Line 1,704: Line 1,703:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,710: Line 1,709:
|Cricket chirping.
|Cricket chirping.
|-
|-
|inferno_new.AltMid
|height="40px"|inferno_new.AltMid
|
|
|align="center"|0
|align="center"|0
Line 1,716: Line 1,715:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,722: Line 1,721:
|Birds chirping.
|Birds chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|4
|align="center"|4
Line 1,728: Line 1,727:
|Cricket chirping.
|Cricket chirping.
|-
|-
|
|height="40px"|
|
|
|align="center"|5
|align="center"|5
Line 1,734: Line 1,733:
|Faded radio music.
|Faded radio music.
|-
|-
|inferno_new.TApp
|height="40px"|inferno_new.TApp
|
|
|align="center"|0
|align="center"|0
Line 1,740: Line 1,739:
|Ceiling fan.
|Ceiling fan.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,746: Line 1,745:
|Fridge.
|Fridge.
|-
|-
|inferno.ApartmentA
|height="40px"|inferno.ApartmentA
|
|
|align="center"|0
|align="center"|0
Line 1,752: Line 1,751:
|Ceiling fan.
|Ceiling fan.
|-
|-
|
|height="40px"|
|
|
|align="center"|1
|align="center"|1
Line 1,758: Line 1,757:
|Gas noises.
|Gas noises.
|-
|-
|
|height="40px"|
|
|
|align="center"|2
|align="center"|2
Line 1,767: Line 1,766:
== Island ==
== Island ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|island.generic
|height="40px"|island.generic
|
|Windy ambience with birdsong. Uses the following subscape(s): "substations".
|
|
|
|
|
|
|-
|-
|island.forest
|height="40px"|island.forest
|
|A subscape. Cyclically plays the easter egg audio message at a world origin point.
|
|
|
|
|
|
|-
|-
|island.elevation
|height="40px"|island.elevation
|
|Windy ambience with birdsong, occasional windgusts and planes overhead.
|
|
|
|
|
|
|-
|-
|substations
|height="40px"|substations
|
|A subscape. Several machine humming noises utilizing world origin points.
|
|
|
|
|
|
|-
|-
|bridge
|height="40px"|bridge
|
|A subscape. Metal clangs and wood creaks utilizing world origin points.
|
|
|
|
|
|
|-
|-
|metal.stress
|height="40px"|metal.stress
|
|A subscape. Metal creaks utilizing world origin points.
|
|
|
|
|
|
|-
|-
|island.outside.forest.high
|height="40px"|island.outside.forest.high
|
|Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees".
|
|
|
|
|
|
|-
|-
|island.outside.forest.low
|height="40px"|island.outside.forest.low
|
|Windy ambience with tree creaks and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations".
|
|
|
|
|
|
|-
|-
|island.outside.barren
|height="40px"|island.outside.barren
|
|Strong windy ambience with faint birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "trees".
|
|
|
|
|
|
|-
|-
|island.outside.buildings
|height="40px"|island.outside.buildings
|
|Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "substations", "wateredge".
|
|
|
|
|
|
|-
|-
|island.outside.coast
|height="40px"|island.outside.coast
|
|Shoreline ambience with occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations", "wateredge".
|
|
|
|
|
|
|-
|-
|island.inside.bunker
|height="40px"|island.inside.bunker
|
|Quiet droning tone with occasional rumble-like noises.
|
|
|
|
|
|
|-
|-
|island.inside.caves
|height="40px"|island.inside.caves
|
|Quiet droning tone with faint tree creaks and wind.
|
|
|
|
|
|
|-
|-
|island.inside.house
|height="40px"|island.inside.house
|
|Quiet droning tone with nigh-inaudible birdsong and occasional wood creaks. Uses the following subscape(s): "island.forest".
|
|
|
|
|
|
|-
|-
|island.inside.shack
|height="40px"|island.inside.shack
|
|Quiet droning tone with occasional wood creaks.
|
|
|
|
|
|
|-
|-
|island.inside.hanger
|height="40px"|island.inside.hanger
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|island.inside.crawlspace
|height="40px"|island.inside.crawlspace
|
|Quiet droning tone, occasional rat noises and wood creaks, faint hostage breathing sound.
|
|
|
|
|
|
|-
|-
|trees
|height="40px"|trees
|
|A subscape. Occasional tree creaking/rustling and cicada noises utilizing world origin points.
|
|
|
|
|
|
|-
|-
|wateredge
|height="40px"|wateredge
|
|A subscape. Occasional shoreline water lapping utilizing world origin points.
|
|
|
|
Line 1,890: Line 1,889:
== Italy ==
== Italy ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|italy.indoor
|height="40px"|italy.indoor
|Continual low white noise, occasional creaks.
|Continual low white noise, occasional creaks.
|
|
Line 1,902: Line 1,901:
|
|
|-
|-
|italy.indoor_b
|height="40px"|italy.indoor_b
|Continual low wind white noise, occasional creaks.
|Continual low wind white noise, occasional creaks.
|
|
Line 1,908: Line 1,907:
|
|
|-
|-
|italy.indoor_t
|height="40px"|italy.indoor_t
|Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking.
|Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking.
|
|
Line 1,914: Line 1,913:
|
|
|-
|-
|italy.outdoors
|height="40px"|italy.outdoors
|Continual low wind white noise and a piano playing. Occasional creaks, knocks, sound of planes overhead and dogs barking.
|Continual low wind white noise and a piano playing. Occasional creaks, knocks, sound of planes overhead and dogs barking.
|
|
Line 1,920: Line 1,919:
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|-
|-
|wood_scape
|height="40px"|wood_scape
|
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Line 1,929: Line 1,928:
== Militia ==
== Militia ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|militia.Outside
|height="40px"|militia.Outside
|
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Line 1,941: Line 1,940:
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|-
|-
|militia.OutsideWinter
|height="40px"|militia.OutsideWinter
|
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Line 1,947: Line 1,946:
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|-
|-
|militia.OutsideOnRoof
|height="40px"|militia.OutsideOnRoof
|
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|
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Line 1,953: Line 1,952:
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|-
|-
|militia.TunnelTone
|height="40px"|militia.TunnelTone
|
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|
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Line 1,959: Line 1,958:
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|-
|-
|militia.Inside
|height="40px"|militia.Inside
|
|
|
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Line 1,965: Line 1,964:
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|-
|-
|militia.LightbulbHum
|height="40px"|militia.LightbulbHum
|
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Line 1,971: Line 1,970:
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|-
|-
|militia.FluorescentLightHum
|height="40px"|militia.FluorescentLightHum
|
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Line 1,977: Line 1,976:
|
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|-
|-
|militia.FluorescentLightHum2
|height="40px"|militia.FluorescentLightHum2
|
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|
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Line 1,983: Line 1,982:
|
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|-
|-
|militia.RefrigeratorHum
|height="40px"|militia.RefrigeratorHum
|
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Line 1,989: Line 1,988:
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|-
|-
|militia.CeilingFan
|height="40px"|militia.CeilingFan
|
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Line 1,995: Line 1,994:
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|-
|-
|militia.Cricket
|height="40px"|militia.Cricket
|
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Line 2,001: Line 2,000:
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|-
|-
|militia.Rodent
|height="40px"|militia.Rodent
|
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Line 2,007: Line 2,006:
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|-
|-
|militia.Birds
|height="40px"|militia.Birds
|
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Line 2,013: Line 2,012:
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|-
|-
|militia.CTSpawn
|height="40px"|militia.CTSpawn
|
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Line 2,019: Line 2,018:
|
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|-
|-
|militia.Bridge
|height="40px"|militia.Bridge
|
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Line 2,025: Line 2,024:
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|-
|-
|militia.FrontRoad
|height="40px"|militia.FrontRoad
|
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Line 2,031: Line 2,030:
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|-
|-
|militia.Creek
|height="40px"|militia.Creek
|
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Line 2,037: Line 2,036:
|
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|-
|-
|militia.Sewer
|height="40px"|militia.Sewer
|
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Line 2,043: Line 2,042:
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|-
|-
|militia.Dugtunnel
|height="40px"|militia.Dugtunnel
|
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Line 2,049: Line 2,048:
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|-
|-
|militia.Cellarconnector
|height="40px"|militia.Cellarconnector
|
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Line 2,055: Line 2,054:
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|-
|-
|militia.TunnelBreach
|height="40px"|militia.TunnelBreach
|
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Line 2,061: Line 2,060:
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|-
|-
|militia.UnderTheShed
|height="40px"|militia.UnderTheShed
|
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Line 2,067: Line 2,066:
|
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|-
|-
|militia.Shed
|height="40px"|militia.Shed
|
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Line 2,073: Line 2,072:
|
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|-
|-
|militia.Backyard
|height="40px"|militia.Backyard
|
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Line 2,079: Line 2,078:
|
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|-
|-
|militia.SideYard
|height="40px"|militia.SideYard
|
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Line 2,085: Line 2,084:
|
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|-
|-
|militia.FrontYard
|height="40px"|militia.FrontYard
|
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|
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Line 2,091: Line 2,090:
|
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|-
|-
|militia.FirstFloor
|height="40px"|militia.FirstFloor
|
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|
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Line 2,097: Line 2,096:
|
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|-
|-
|militia.Kitchen
|height="40px"|militia.Kitchen
|
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Line 2,103: Line 2,102:
|
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|-
|-
|militia.Garage
|height="40px"|militia.Garage
|
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Line 2,109: Line 2,108:
|
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|-
|-
|militia.GarageAttic
|height="40px"|militia.GarageAttic
|
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Line 2,115: Line 2,114:
|
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|-
|-
|militia.SiloAddon
|height="40px"|militia.SiloAddon
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Line 2,121: Line 2,120:
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|-
|-
|militia.TractorGarage
|height="40px"|militia.TractorGarage
|
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Line 2,127: Line 2,126:
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|-
|-
|militia.Bedroom
|height="40px"|militia.Bedroom
|
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Line 2,133: Line 2,132:
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|-
|-
|militia.Bathroom
|height="40px"|militia.Bathroom
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Line 2,139: Line 2,138:
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|-
|-
|militia.Upstairs
|height="40px"|militia.Upstairs
|
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Line 2,145: Line 2,144:
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|-
|-
|militia.FrontRoom
|height="40px"|militia.FrontRoom
|
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Line 2,151: Line 2,150:
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|-
|-
|militia.Roof
|height="40px"|militia.Roof
|
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Line 2,160: Line 2,159:
== Mill ==
== Mill ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|mill.Outside
|height="40px"|mill.Outside
|
|Trees swaying, occasional sounds of seagulls and tropical birds.
|
|
|
|
|
|
|-
|-
|mill.inside
|height="40px"|mill.inside
|
|Droning tone, occasional echoing metal creaks/noises, steam and water dripping coming from world origin points.
|
|
|
|
|
|
|-
|-
|millport.LightHum2
|height="40px"|millport.LightHum2
|
|Identical to "port.LightHum2".
|
|
|
|
|
|
|-
|-
|millport.MetalStress
|height="40px"|millport.MetalStress
|
|Identical to "port.MetalStress".
|
|
|
|
|
|
|-
|-
|mill.TSpawn
|height="40px"|mill.TSpawn
|
|Identical to "port.TSpawn".
|
|
|
|
|
|
|-
|-
|millport.TankFarmRoad
|height="40px"|millport.TankFarmRoad
|
|Identical to "port.TankFarmRoad".
|
|
|
|
|
|
|-
|-
|millport.TankFarm
|height="40px"|millport.TankFarm
|
|Identical to "port.TankFarm".
|
|
|
|
|
|
|-
|-
|millport.Pier
|height="40px"|millport.Pier
|
|Identical to "port.Pier".
|
|
|
|
|
|
|-
|-
|millport.AroundTheWarehouse
|height="40px"|millport.AroundTheWarehouse
|
|Identical to "port.AroundTheWarehouse".
|
|
|
|
|
|
|-
|-
|millport.Warehouse
|height="40px"|millport.Warehouse
|
|Identical to "port.Warehouse".
|
|
|
|
|
|
|-
|-
|millport.TunnelTone
|height="40px"|millport.TunnelTone
|
|Identical to "port.TunnelTone".
|
|
|
|
|
|
|-
|-
|millport.WarehouseTunnel
|height="40px"|millport.WarehouseTunnel
|
|Identical to "port.WarehouseTunnel".
|
|
|
|
|
|
|-
|-
|millport.TunnelA3
|height="40px"|millport.TunnelA3
|
|Identical to "port.TunnelA3".
|
|
|
|
|
|
|-
|-
|millport.TunnelA2
|height="40px"|millport.TunnelA2
|
|Identical to "port.TunnelA2".
|
|
|
|
|
|
|-
|-
|millport.TunnelA1
|height="40px"|millport.TunnelA1
|
|Identical to "port.TunnelA1".
|
|
|
|
|
|
|-
|-
|millport.Docks
|height="40px"|millport.Docks
|
|Identical to "port.Docks".
|
|
|
|
|
|
|-
|-
|millport.Ship
|height="40px"|millport.Ship
|
|Identical to "port.Ship".
|
|
|
|
Line 2,271: Line 2,270:
== Mirage ==
== Mirage ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|Mirage.Outside.Generic
|height="40px"|Mirage.Outside.Generic
|
|
|
|
Line 2,283: Line 2,282:
|
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|-
|-
|Mirage.Outside.CTSpawn
|height="40px"|Mirage.Outside.CTSpawn
|
|
|
|
Line 2,289: Line 2,288:
|
|
|-
|-
|Mirage.Outside.Alley
|height="40px"|Mirage.Outside.Alley
|
|
|
|
Line 2,295: Line 2,294:
|
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|-
|-
|Mirage.Outside.Palace
|height="40px"|Mirage.Outside.Palace
|
|
|
|
Line 2,301: Line 2,300:
|
|
|-
|-
|Mirage.Outside.Palace_alley_01
|height="40px"|Mirage.Outside.Palace_alley_01
|
|
|
|
Line 2,307: Line 2,306:
|
|
|-
|-
|Mirage.Inside.Shop
|height="40px"|Mirage.Inside.Shop
|
|
|
|
Line 2,313: Line 2,312:
|
|
|-
|-
|Mirage.Inside.Tunnel
|height="40px"|Mirage.Inside.Tunnel
|
|
|
|
Line 2,319: Line 2,318:
|
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|-
|-
|Mirage.Inside.Quiet
|height="40px"|Mirage.Inside.Quiet
|
|
|
|
Line 2,325: Line 2,324:
|
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|-
|-
|Mirage.Inside.Quiet_02
|height="40px"|Mirage.Inside.Quiet_02
|
|
|
|
Line 2,331: Line 2,330:
|
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|-
|-
|Mirage.Inside.Quiet_03
|height="40px"|Mirage.Inside.Quiet_03
|
|
|
|
Line 2,337: Line 2,336:
|
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|-
|-
|Mirage.Inside.Quiet_04
|height="40px"|Mirage.Inside.Quiet_04
|
|
|
|
Line 2,343: Line 2,342:
|
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|-
|-
|Mirage.Inside.Quiet_05
|height="40px"|Mirage.Inside.Quiet_05
|
|
|
|
Line 2,349: Line 2,348:
|
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|-
|-
|Mirage.Inside.Quiet_06
|height="40px"|Mirage.Inside.Quiet_06
|
|
|
|
Line 2,355: Line 2,354:
|
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|-
|-
|mirage_suite_01
|height="40px"|mirage_suite_01
|
|
|
|
Line 2,361: Line 2,360:
|
|
|-
|-
|Mirage.Inside.Apartment
|height="40px"|Mirage.Inside.Apartment
|
|
|
|
Line 2,370: Line 2,369:
== Monestary ==
== Monestary ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|sndsc_ct_spawn_01
|height="40px"|sndsc_ct_spawn_01
|
|
|
|
Line 2,382: Line 2,381:
|
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|-
|-
|sndsc_ct_spawn_02
|height="40px"|sndsc_ct_spawn_02
|
|
|
|
Line 2,388: Line 2,387:
|
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|-
|-
|sndsc_ct_spawn_03
|height="40px"|sndsc_ct_spawn_03
|
|
|
|
Line 2,394: Line 2,393:
|
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|-
|-
|sndsc_ct_spawn_04
|height="40px"|sndsc_ct_spawn_04
|
|
|
|
Line 2,400: Line 2,399:
|
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|-
|-
|sndsc_ct_spawn_05
|height="40px"|sndsc_ct_spawn_05
|
|
|
|
Line 2,406: Line 2,405:
|
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|-
|-
|sndsc_ct_spawn_06
|height="40px"|sndsc_ct_spawn_06
|
|
|
|
Line 2,412: Line 2,411:
|
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|-
|-
|sndsc_t_spawn_01
|height="40px"|sndsc_t_spawn_01
|
|
|
|
Line 2,418: Line 2,417:
|
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|-
|-
|sndsc_t_spawn_02
|height="40px"|sndsc_t_spawn_02
|
|
|
|
Line 2,424: Line 2,423:
|
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|-
|-
|sndsc_t_spawn_03
|height="40px"|sndsc_t_spawn_03
|
|
|
|
Line 2,430: Line 2,429:
|
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|-
|-
|sndsc_t_spawn_04
|height="40px"|sndsc_t_spawn_04
|
|
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|
Line 2,436: Line 2,435:
|
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|-
|-
|sndsc_t_spawn_05
|height="40px"|sndsc_t_spawn_05
|
|
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|
Line 2,442: Line 2,441:
|
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|-
|-
|sndsc_t_spawn_06
|height="40px"|sndsc_t_spawn_06
|
|
|
|
Line 2,448: Line 2,447:
|
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|-
|-
|sndsc_indoor
|height="40px"|sndsc_indoor
|
|
|
|
Line 2,454: Line 2,453:
|
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|-
|-
|sndsc_indoor_open
|height="40px"|sndsc_indoor_open
|
|
|
|
Line 2,460: Line 2,459:
|
|
|-
|-
|sndsc_outdoor
|height="40px"|sndsc_outdoor
|
|
|
|
Line 2,469: Line 2,468:
== Nuke (legacy) ==
== Nuke (legacy) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|nuke.outside
|height="40px"|nuke.outside
|
|
|
|
Line 2,481: Line 2,480:
|
|
|-
|-
|nuke.roof
|height="40px"|nuke.roof
|
|
|
|
Line 2,487: Line 2,486:
|
|
|-
|-
|nuke.inside
|height="40px"|nuke.inside
|
|
|
|
Line 2,493: Line 2,492:
|
|
|-
|-
|nuke.flies
|height="40px"|nuke.flies
|
|
|
|
Line 2,499: Line 2,498:
|
|
|-
|-
|nuke.tank
|height="40px"|nuke.tank
|
|
|
|
Line 2,505: Line 2,504:
|
|
|-
|-
|nuke.light
|height="40px"|nuke.light
|
|
|
|
Line 2,511: Line 2,510:
|
|
|-
|-
|nuke.ac
|height="40px"|nuke.ac
|
|
|
|
Line 2,517: Line 2,516:
|
|
|-
|-
|nuke.acloop
|height="40px"|nuke.acloop
|
|
|
|
Line 2,523: Line 2,522:
|
|
|-
|-
|nuke.cricket
|height="40px"|nuke.cricket
|
|
|
|
Line 2,529: Line 2,528:
|
|
|-
|-
|nuke.transformer
|height="40px"|nuke.transformer
|
|
|
|
Line 2,535: Line 2,534:
|
|
|-
|-
|nuke.transformerlrg
|height="40px"|nuke.transformerlrg
|
|
|
|
Line 2,541: Line 2,540:
|
|
|-
|-
|nuke.birds
|height="40px"|nuke.birds
|
|
|
|
Line 2,547: Line 2,546:
|
|
|-
|-
|nuke.pigeons
|height="40px"|nuke.pigeons
|
|
|
|
Line 2,553: Line 2,552:
|
|
|-
|-
|nuke.drips
|height="40px"|nuke.drips
|
|
|
|
Line 2,559: Line 2,558:
|
|
|-
|-
|nuke.ctspawn
|height="40px"|nuke.ctspawn
|
|
|
|
Line 2,565: Line 2,564:
|
|
|-
|-
|nuke.ctcourtyard
|height="40px"|nuke.ctcourtyard
|
|
|
|
Line 2,571: Line 2,570:
|
|
|-
|-
|nuke.ctalley
|height="40px"|nuke.ctalley
|
|
|
|
Line 2,577: Line 2,576:
|
|
|-
|-
|nuke.middle
|height="40px"|nuke.middle
|
|
|
|
Line 2,583: Line 2,582:
|
|
|-
|-
|nuke.tentrance
|height="40px"|nuke.tentrance
|
|
|
|
Line 2,589: Line 2,588:
|
|
|-
|-
|nuke.talley
|height="40px"|nuke.talley
|
|
|
|
Line 2,595: Line 2,594:
|
|
|-
|-
|nuke.tspawn
|height="40px"|nuke.tspawn
|
|
|
|
Line 2,601: Line 2,600:
|
|
|-
|-
|nuke.warehouse
|height="40px"|nuke.warehouse
|
|
|
|
Line 2,607: Line 2,606:
|
|
|-
|-
|nuke.catwalk
|height="40px"|nuke.catwalk
|
|
|
|
Line 2,613: Line 2,612:
|
|
|-
|-
|nuke.troof
|height="40px"|nuke.troof
|
|
|
|
Line 2,619: Line 2,618:
|
|
|-
|-
|nuke.ctinside
|height="40px"|nuke.ctinside
|
|
|
|
Line 2,625: Line 2,624:
|
|
|-
|-
|nuke.ramproom
|height="40px"|nuke.ramproom
|
|
|
|
Line 2,631: Line 2,630:
|
|
|-
|-
|nuke.tinside
|height="40px"|nuke.tinside
|
|
|
|
Line 2,637: Line 2,636:
|
|
|-
|-
|nuke.computerroom
|height="40px"|nuke.computerroom
|
|
|
|
Line 2,643: Line 2,642:
|
|
|-
|-
|nuke.abomb
|height="40px"|nuke.abomb
|
|
|
|
Line 2,649: Line 2,648:
|
|
|-
|-
|nuke.vents
|height="40px"|nuke.vents
|
|
|
|
Line 2,655: Line 2,654:
|
|
|-
|-
|nuke.bbomb
|height="40px"|nuke.bbomb
|
|
|
|
Line 2,661: Line 2,660:
|
|
|-
|-
|nuke.tunnelentrance
|height="40px"|nuke.tunnelentrance
|
|
|
|
Line 2,667: Line 2,666:
|
|
|-
|-
|nuke.generatorroom
|height="40px"|nuke.generatorroom
|
|
|
|
Line 2,673: Line 2,672:
|
|
|-
|-
|nuke.tunnel
|height="40px"|nuke.tunnel
|
|
|
|
Line 2,682: Line 2,681:
== Nuke (new) ==
== Nuke (new) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|nuke.outside
|height="40px"|nuke.outside
|
|
|
|
Line 2,694: Line 2,693:
|
|
|-
|-
|nuke.roof
|height="40px"|nuke.roof
|
|
|
|
Line 2,700: Line 2,699:
|
|
|-
|-
|nuke.inside
|height="40px"|nuke.inside
|
|
|
|
Line 2,706: Line 2,705:
|
|
|-
|-
|nuke.flies
|height="40px"|nuke.flies
|
|
|
|
Line 2,712: Line 2,711:
|
|
|-
|-
|nuke.light
|height="40px"|nuke.light
|
|
|
|
Line 2,718: Line 2,717:
|
|
|-
|-
|nuke.substation1
|height="40px"|nuke.substation1
|
|
|
|
Line 2,724: Line 2,723:
|
|
|-
|-
|nuke.substation2
|height="40px"|nuke.substation2
|
|
|
|
Line 2,730: Line 2,729:
|
|
|-
|-
|nuke.ctspawn
|height="40px"|nuke.ctspawn
|
|
|
|
Line 2,736: Line 2,735:
|
|
|-
|-
|nuke.ctcourtyard
|height="40px"|nuke.ctcourtyard
|
|
|
|
Line 2,742: Line 2,741:
|
|
|-
|-
|nuke.ctalley
|height="40px"|nuke.ctalley
|
|
|
|
Line 2,748: Line 2,747:
|
|
|-
|-
|nuke.middle
|height="40px"|nuke.middle
|
|
|
|
Line 2,754: Line 2,753:
|
|
|-
|-
|nuke.tentrance
|height="40px"|nuke.tentrance
|
|
|
|
Line 2,760: Line 2,759:
|
|
|-
|-
|nuke.talley
|height="40px"|nuke.talley
|
|
|
|
Line 2,766: Line 2,765:
|
|
|-
|-
|nuke.tspawn
|height="40px"|nuke.tspawn
|
|
|
|
Line 2,772: Line 2,771:
|
|
|-
|-
|nuke.warehouse
|height="40px"|nuke.warehouse
|
|
|
|
Line 2,778: Line 2,777:
|
|
|-
|-
|nuke.catwalk
|height="40px"|nuke.catwalk
|
|
|
|
Line 2,784: Line 2,783:
|
|
|-
|-
|nuke.troof
|height="40px"|nuke.troof
|
|
|
|
Line 2,790: Line 2,789:
|
|
|-
|-
|nuke.ctinside
|height="40px"|nuke.ctinside
|
|
|
|
Line 2,796: Line 2,795:
|
|
|-
|-
|nuke.ramproom
|height="40px"|nuke.ramproom
|
|
|
|
Line 2,802: Line 2,801:
|
|
|-
|-
|nuke.tinside
|height="40px"|nuke.tinside
|
|
|
|
Line 2,808: Line 2,807:
|
|
|-
|-
|nuke.computerroom
|height="40px"|nuke.computerroom
|
|
|
|
Line 2,814: Line 2,813:
|
|
|-
|-
|nuke.abomb
|height="40px"|nuke.abomb
|
|
|
|
Line 2,820: Line 2,819:
|
|
|-
|-
|nuke.vents
|height="40px"|nuke.vents
|
|
|
|
Line 2,826: Line 2,825:
|
|
|-
|-
|nuke.bbomb
|height="40px"|nuke.bbomb
|
|
|
|
Line 2,832: Line 2,831:
|
|
|-
|-
|nuke.generatorroom
|height="40px"|nuke.generatorroom
|
|
|
|
Line 2,838: Line 2,837:
|
|
|-
|-
|nuke.tunnel
|height="40px"|nuke.tunnel
|
|
|
|
Line 2,847: Line 2,846:
== Office ==
== Office ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|office.indoor_garage_01
|height="40px"|office.indoor_garage_01
|
|Moderate droning tone. Steam noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.indoor_garage_02
|height="40px"|office.indoor_garage_02
|
|Moderate droning tone. Quieter steam noise coming from the same world origin point as above.
|
|
|
|
|
|
|-
|-
|office.indoor_ct_spawn
|height="40px"|office.indoor_ct_spawn
|
|Moderate droning tone. Sounds of air vent humming and water dripping utilizing world origin points.
|
|
|
|
|
|
|-
|-
|office.indoor_t_spawn
|height="40px"|office.indoor_t_spawn
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_proj
|height="40px"|office.indoor_proj
|
|Quiet droning tone. Office projector noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.indoor_breakroom
|height="40px"|office.indoor_breakroom
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_storeroom
|height="40px"|office.indoor_storeroom
|
|Quiet droning tone, more prominent electrical humming.
|
|
|
|
|
|
|-
|-
|office.indoor_reception
|height="40px"|office.indoor_reception
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_01
|height="40px"|office.indoor_hallway_01
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_02
|height="40px"|office.indoor_hallway_02
|
|Quiet droning tone. Occasional moving elevator sounds coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_03
|height="40px"|office.indoor_hallway_03
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_04
|height="40px"|office.indoor_hallway_04
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_tickets
|height="40px"|office.indoor_tickets
|
|Quiet droning tone, faint outdoor ambience.
|
|
|
|
|
|
|-
|-
|office.indoor_elevator_lobby
|height="40px"|office.indoor_elevator_lobby
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_05
|height="40px"|office.indoor_hallway_05
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_06
|height="40px"|office.indoor_hallway_06
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_07
|height="40px"|office.indoor_hallway_07
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_hallway_08
|height="40px"|office.indoor_hallway_08
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_main_01
|height="40px"|office.indoor_main_01
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_main_02
|height="40px"|office.indoor_main_02
|
|Identical to "office.indoor_main_01".
|
|
|
|
|
|
|-
|-
|office.indoor_loading_dock
|height="40px"|office.indoor_loading_dock
|
|Moderate droning tone. Steam noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.outdoor_01
|height="40px"|office.outdoor_01
|
|Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.outdoor_01b
|height="40px"|office.outdoor_01b
|
|Outdoor ambience with multiple quiet droning tones and faint wind.
|
|
|
|
|
|
|-
|-
|office.outdoor_01c
|height="40px"|office.outdoor_01c
|
|Identical to "office.outdoor_01", except for a different DSP value (21 -> 20).
|
|
|
|
|
|
|-
|-
|office.outdoor_02
|height="40px"|office.outdoor_02
|
|Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.outdoor_02b
|height="40px"|office.outdoor_02b
|
|Mostly identical to "office.outdoor_02", except without flag-related sounds.
|
|
|
|
|
|
|-
|-
|office.indoor_loading_hall
|height="40px"|office.indoor_loading_hall
|
|Quiet droning tone, faint wind.
|
|
|
|
|
|
|-
|-
|office.indoor_stairway
|height="40px"|office.indoor_stairway
|
|Quiet droning tone. Steam noise and water dripping utilizing world origin points.
|
|
|
|
|
|
|-
|-
|office.indoor_security
|height="40px"|office.indoor_security
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_security_02
|height="40px"|office.indoor_security_02
|
|Slightly different quiet droning tone.
|
|
|
|
|
|
|-
|-
|office.indoor_side_stairs_01
|height="40px"|office.indoor_side_stairs_01
|
|Moderate droning tone, faint outdoor ambience.
|
|
|
|
|
|
|-
|-
|office.indoor_side_stairs_02
|height="40px"|office.indoor_side_stairs_02
|
|Moderate droning tone, fluorescent humming noise coming from a world origin point.
|
|
|
|
|
|
|-
|-
|office.indoor_side_entrance
|height="40px"|office.indoor_side_entrance
|
|Moderate droning tone, faint outdoor ambience.
|
|
|
|
|
|
|-
|-
|office.indoor_sneaky
|height="40px"|office.indoor_sneaky
|
|Moderate droning tone, faint outdoor ambience. Pipe and gas noises utilizing world origin points.
|
|
|
|
|
|
|-
|-
|office.outdoor_sneaky
|height="40px"|office.outdoor_sneaky
|
|Identical to "office.outdoor_01", except for a different DSP value (21 -> 19).
|
|
|
|
|
|
|-
|-
|office.outdoor_sneaky_ladder
|height="40px"|office.outdoor_sneaky_ladder
|
|Identical to "office.outdoor_02b".
|
|
|
|
Line 3,072: Line 3,071:
== Overpass ==
== Overpass ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|overpass.Inside
|height="40px"|overpass.Inside
|
|Quiet droning tone. Occasional sounds of metal stressing, pipe noises.
|
|
|
|
|
|
|-
|-
|overpass.Inside.TSide
|height="40px"|overpass.Inside.TSide
|
|Smilar to "overpass.Inside".
|
|
|
|
|
|
|-
|-
|overpass.Birds
|height="40px"|overpass.Birds
|
|A subscape. Occasional birdsong.
|
|
|
|
|
|
|-
|-
|overpass.Traffic
|height="40px"|overpass.Traffic
|
|A subscape. Occasional traffic noises.
|
|
|
|
|
|
|-
|-
|overpass.Airplanes
|height="40px"|overpass.Airplanes
|
|A subscape. Occasional planes flying by.
|
|
|
|
|
|
|-
|-
|overpass.CTSpawn
|height="40px"|overpass.CTSpawn
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|overpass.TSpawn
|height="40px"|overpass.TSpawn
|
|Quiet droning tone.
|
|
|
|
|
|
|-
|-
|overpass.Canal.Water
|height="40px"|overpass.Canal.Water
|
|Quiet droning tone, occasional rat noises and flies buzzing. Sounds of running water utilizing world origin points.
|
|
|
|
|
|
|-
|-
|overpass.Canal.Water.Tunnel
|height="40px"|overpass.Canal.Water.Tunnel
|
|Tunnel-like wind blowing, occasional flies buzzing. Sound of running water coming from a world origin point.
|
|
|
|
|
|
|-
|-
|overpass.Canal
|height="40px"|overpass.Canal
|
|Quiet droning tone, occasional flies buzzing.
|
|
|
|
|
|
|-
|-
|overpass.Park
|height="40px"|overpass.Park
|
|Trees swaying, occasional birdsong and flies buzzing.
|
|
|
|
|
|
|-
|-
|overpass.Park.Fountain
|height="40px"|overpass.Park.Fountain
|
|Mostly identical to "overpass.Park".
|
|
|
|
|
|
|-
|-
|overpass.Park.Toilet
|height="40px"|overpass.Park.Toilet
|
|Quieter sound of trees swaying.
|
|
|
|
Line 3,159: Line 3,158:
== Piranesi ==
== Piranesi ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|piranesi.indoor
|height="40px"|piranesi.indoor
|
|
|
|
Line 3,171: Line 3,170:
|
|
|-
|-
|piranesi.outdoor
|height="40px"|piranesi.outdoor
|
|
|
|
Line 3,180: Line 3,179:
== Port ==
== Port ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|port.Outside
|height="40px"|port.Outside
|
|
|
|
Line 3,192: Line 3,191:
|
|
|-
|-
|port.LightHum
|height="40px"|port.LightHum
|
|
|
|
Line 3,198: Line 3,197:
|
|
|-
|-
|port.LightHum2
|height="40px"|port.LightHum2
|
|
|
|
Line 3,204: Line 3,203:
|
|
|-
|-
|port.MetalStress
|height="40px"|port.MetalStress
|
|
|
|
Line 3,210: Line 3,209:
|
|
|-
|-
|port.TSpawn
|height="40px"|port.TSpawn
|
|
|
|
Line 3,216: Line 3,215:
|
|
|-
|-
|port.TankFarmRoad
|height="40px"|port.TankFarmRoad
|
|
|
|
Line 3,222: Line 3,221:
|
|
|-
|-
|port.TankFarm
|height="40px"|port.TankFarm
|
|
|
|
Line 3,228: Line 3,227:
|
|
|-
|-
|port.Pier
|height="40px"|port.Pier
|
|
|
|
Line 3,234: Line 3,233:
|
|
|-
|-
|port.AroundTheWarehouse
|height="40px"|port.AroundTheWarehouse
|
|
|
|
Line 3,240: Line 3,239:
|
|
|-
|-
|port.Warehouse
|height="40px"|port.Warehouse
|
|
|
|
Line 3,246: Line 3,245:
|
|
|-
|-
|port.TunnelTone
|height="40px"|port.TunnelTone
|
|
|
|
Line 3,252: Line 3,251:
|
|
|-
|-
|port.WarehouseTunnel
|height="40px"|port.WarehouseTunnel
|
|
|
|
Line 3,258: Line 3,257:
|
|
|-
|-
|port.TunnelA3
|height="40px"|port.TunnelA3
|
|
|
|
Line 3,264: Line 3,263:
|
|
|-
|-
|port.TunnelA2
|height="40px"|port.TunnelA2
|
|
|
|
Line 3,270: Line 3,269:
|
|
|-
|-
|port.TunnelA1
|height="40px"|port.TunnelA1
|
|
|
|
Line 3,276: Line 3,275:
|
|
|-
|-
|port.Docks
|height="40px"|port.Docks
|
|
|
|
Line 3,282: Line 3,281:
|
|
|-
|-
|port.Ship
|height="40px"|port.Ship
|
|
|
|
Line 3,291: Line 3,290:
== Prodigy ==
== Prodigy ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|prodigy.computers
|height="40px"|prodigy.computers
|
|
|
|
Line 3,303: Line 3,302:
|
|
|-
|-
|prodigy.vents
|height="40px"|prodigy.vents
|
|
|
|
Line 3,309: Line 3,308:
|
|
|-
|-
|prodigy.tunnels
|height="40px"|prodigy.tunnels
|
|
|
|
Line 3,315: Line 3,314:
|
|
|-
|-
|prodigy.outside
|height="40px"|prodigy.outside
|
|
|
|
Line 3,321: Line 3,320:
|
|
|-
|-
|prodigy.hangar
|height="40px"|prodigy.hangar
|
|
|
|
Line 3,330: Line 3,329:
== Rialto ==
== Rialto ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|rialto.Outside
|height="40px"|rialto.Outside
|
|
|
|
Line 3,342: Line 3,341:
|
|
|-
|-
|rialto.Inside
|height="40px"|rialto.Inside
|
|
|
|
Line 3,348: Line 3,347:
|
|
|-
|-
|rialto.Tunnel
|height="40px"|rialto.Tunnel
|
|
|
|
Line 3,357: Line 3,356:
== Shacks ==
== Shacks ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|shacks.ext
|height="40px"|shacks.ext
|
|
|
|
Line 3,369: Line 3,368:
|
|
|-
|-
|shacks.ext_flag
|height="40px"|shacks.ext_flag
|
|
|
|
Line 3,375: Line 3,374:
|
|
|-
|-
|shacks.ext_t_spawn
|height="40px"|shacks.ext_t_spawn
|
|
|
|
Line 3,381: Line 3,380:
|
|
|-
|-
|shacks.ext_water
|height="40px"|shacks.ext_water
|
|
|
|
Line 3,387: Line 3,386:
|
|
|-
|-
|shacks.ext_steam
|height="40px"|shacks.ext_steam
|
|
|
|
Line 3,393: Line 3,392:
|
|
|-
|-
|shack.int
|height="40px"|shack.int
|
|
|
|
Line 3,402: Line 3,401:
== Shoots ==
== Shoots ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|shoots.outdoors
|height="40px"|shoots.outdoors
|
|
|
|
Line 3,414: Line 3,413:
|
|
|-
|-
|shoots.indoors
|height="40px"|shoots.indoors
|
|
|
|
Line 3,423: Line 3,422:
== Train ==
== Train ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|train.Outside
|height="40px"|train.Outside
|
|
|
|
Line 3,435: Line 3,434:
|
|
|-
|-
|train.Dumpster
|height="40px"|train.Dumpster
|
|
|
|
Line 3,441: Line 3,440:
|
|
|-
|-
|train.Traffic
|height="40px"|train.Traffic
|
|
|
|
Line 3,453: Line 3,452:
|
|
|-
|-
|train.Tank2
|height="40px"|train.Tank2
|
|
|
|
Line 3,459: Line 3,458:
|
|
|-
|-
|train.BombTarget
|height="40px"|train.BombTarget
|
|
|
|
Line 3,465: Line 3,464:
|
|
|-
|-
|train.Birds
|height="40px"|train.Birds
|
|
|
|
Line 3,471: Line 3,470:
|
|
|-
|-
|train.TSpawn
|height="40px"|train.TSpawn
|
|
|
|
Line 3,477: Line 3,476:
|
|
|-
|-
|train.TWalkway
|height="40px"|train.TWalkway
|
|
|
|
Line 3,483: Line 3,482:
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|train.twalkway_02
|height="40px"|train.twalkway_02
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Line 3,489: Line 3,488:
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|train.BackAlley
|height="40px"|train.BackAlley
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Line 3,495: Line 3,494:
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|train.BackCorner
|height="40px"|train.BackCorner
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Line 3,501: Line 3,500:
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|train.SideAlley
|height="40px"|train.SideAlley
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Line 3,507: Line 3,506:
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|train.CourtyardA
|height="40px"|train.CourtyardA
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Line 3,513: Line 3,512:
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|train.courtyarda_02
|height="40px"|train.courtyarda_02
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Line 3,519: Line 3,518:
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|train.BombsiteA
|height="40px"|train.BombsiteA
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Line 3,525: Line 3,524:
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|train.CTSpawn
|height="40px"|train.CTSpawn
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Line 3,531: Line 3,530:
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|train.BombsiteBCatwalk
|height="40px"|train.BombsiteBCatwalk
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Line 3,537: Line 3,536:
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|train.catwalk
|height="40px"|train.catwalk
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Line 3,543: Line 3,542:
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|train.BombsiteB
|height="40px"|train.BombsiteB
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Line 3,549: Line 3,548:
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|train.BackHall
|height="40px"|train.BackHall
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Line 3,555: Line 3,554:
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|train.BrickRoom
|height="40px"|train.BrickRoom
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Line 3,561: Line 3,560:
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|train.brickroom_entrance
|height="40px"|train.brickroom_entrance
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Line 3,567: Line 3,566:
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|train.Restroom
|height="40px"|train.Restroom
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Line 3,573: Line 3,572:
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|train.LockerRoom
|height="40px"|train.LockerRoom
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Line 3,579: Line 3,578:
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|train.BreakRoom
|height="40px"|train.BreakRoom
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Line 3,585: Line 3,584:
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|train.SniperNest
|height="40px"|train.SniperNest
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Line 3,591: Line 3,590:
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|train.Middle
|height="40px"|train.Middle
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Line 3,600: Line 3,599:
== Train (new) ==
== Train (new) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|train_new.Outside
|height="40px"|train_new.Outside
|
|Wind blowing and trees swaying. Occasional windgusts, sounds of trains passing in the distance, truck noises and overhead planes.
|
|
|
|
|
|
|-
|-
|train_new.Outside_TSpawn
|height="40px"|train_new.Outside_TSpawn
|
|Same as above.
|
|
|
|
|
|
|-
|-
|train_new.Outside_CTSpawn
|height="40px"|train_new.Outside_CTSpawn
|
|Same as above.
|
|
|
|
|
|
|-
|-
|train_new.Warehouse
|height="40px"|train_new.Warehouse
|
|Quiet droning tone, echoing metal creaks.
|
|
|
|
|
|
|-
|-
|train_new.InteriorGeneric
|height="40px"|train_new.InteriorGeneric
|
|Faint droning tone, nigh-inaudible trains passing in the distance.
|
|
|
|
|
|
|-
|-
|train_new.Breakroom
|height="40px"|train_new.Breakroom
|
|Faint droning tone.
|
|
|
|
|
|
|-
|-
|train_new.Showers
|height="40px"|train_new.Showers
|
|Louder faint droning tone.
|
|
|
|
|
|
|-
|-
|train_new.Outside_Ivy
|height="40px"|train_new.Outside_Ivy
|
|Same as "train_new.Outside".
|
|
|
|
|
|
|-
|-
|train_new.OfficeRoom
|height="40px"|train_new.OfficeRoom
|
|Faint droning tone with nigh-inaudible tree swaying.
|
|
|
|
|
|
|-
|-
|train_new.TechRoom
|height="40px"|train_new.TechRoom
|
|Quiet computer-like droning tone.
|
|
|
|
|
|
|-
|-
|train_new.Alley
|height="40px"|train_new.Alley
|
|Factory noises.
|
|
|
|
Line 3,675: Line 3,674:
== Training ==
== Training ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|training.intro
|height="40px"|training.intro
|
|Trees swaying, occasional birdsong. Electrical humming coming from a world origin point.
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_01
|height="40px"|training.outdoor_transition_01
|
|Trees swaying with additional woodland tone. Occasional birdsong and aircraft sounds.
|
|
|
|
|
|
|-
|-
|training.headshot
|height="40px"|training.headshot
|
|Mostly identical to "training.outdoor_transition_01", except without aircraft sounds. Electrical humming coming from the same world origin point as in "training.intro".
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_02
|height="40px"|training.outdoor_transition_02
|
|Mostly identical to "training.outdoor_transition_01".
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_03
|height="40px"|training.outdoor_transition_03
|
|Mostly identical to "training.outdoor_transition_01".
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_04
|height="40px"|training.outdoor_transition_04
|
|Mostly identical to "training.outdoor_transition_01", except with electrical humming coming from a world origin point.
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_05
|height="40px"|training.outdoor_transition_05
|
|Mostly identical to "training.outdoor_transition_01".
|
|
|
|
|
|
|-
|-
|training.reactiontime_intro
|height="40px"|training.reactiontime_intro
|
|Trees swaying, quiet droning tone. Fluorescent light humming coming from a world origin point.
|
|
|
|
|
|
|-
|-
|training.reactiontime
|height="40px"|training.reactiontime
|
|Continuous faint birdsong, quiet droning tone, nigh-inaudible gas hissing. Electrical humming coming from a world origin point.
|
|
|
|
|
|
|-
|-
|training.reactiontime_exit_a
|height="40px"|training.reactiontime_exit_a
|
|Similar to above, except without gas hissing and with fluorescent light humming coming from a world origin point.
|
|
|
|
|
|
|-
|-
|training.reactiontime_exit
|height="40px"|training.reactiontime_exit
|
|Trees swaying. Fluorescent light humming coming from a world origin point.
|
|
|
|
|
|
|-
|-
|training.final_01
|height="40px"|training.final_01
|
|Continuous faint birdsong, quiet droning tone. Fluorescent light humming utilizing world origin points.
|
|
|
|
|
|
|-
|-
|training.final_02
|height="40px"|training.final_02
|
|Continuous faint birdsong, quiet woodland tone. Electrical humming utilizing world origin points.
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_06
|height="40px"|training.outdoor_transition_06
|
|Similar to "training.outdoor_transition_04".
|
|
|
|
|
|
|-
|-
|training.outdoor_transition_07
|height="40px"|training.outdoor_transition_07
|
|Mostly identical to "training.outdoor_transition_01".
|
|
|
|
|
|
|-
|-
|training.final_03
|height="40px"|training.final_03
|
|Mostly identical to "training.outdoor_transition_01".
|
|
|
|
|
|
|-
|-
|training.final_04
|height="40px"|training.final_04
|
|Mostly identical to "training.outdoor_transition_01".
|
|
|
|
|
|
|-
|-
|training.final_05
|height="40px"|training.final_05
|
|Continuous birdsong.
|
|
|
|
|
|
|-
|-
|training.final_finishline
|height="40px"|training.final_finishline
|
|Similar to "training.outdoor_transition_04".
|
|
|
|
Line 3,798: Line 3,797:
== Vertigo ==
== Vertigo ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="280px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Origin
!width="200px"|Position Origin
!Location Description
!width="300px"|Location Description
|-
|-
|vertigo.edges
|height="40px"|vertigo.edges
|
|Windy ambience with occasional windgusts, metal clangs/noises, planes and city traffic/activity.
|
|
|
|
|
|
|-
|-
|vertigo.roof
|height="40px"|vertigo.roof
|
|Same as "vertigo.edges", with louder and more frequent sounds, plus an occasional helicopter noise.
|
|
|
|
|
|
|-
|-
|vertigo.inside
|height="40px"|vertigo.inside
|
|Windy tunnel-like ambience.
|
|
|
|
|
|
|-
|-
|vertigo.insulated
|height="40px"|vertigo.insulated
|
|Similar to above, slightly more enclosed.
|
|
|
|
|
|
|-
|-
|vertigo.flies
|height="40px"|vertigo.flies
|
|A subscape. Used for flies buzzing at construction dumpsters.
|
|
|
|
|
|
|-
|-
|vertigo.light
|height="40px"|vertigo.light
|
|A subscape. Continuous fluorescent light humming.
|
|
|
|
|
|
|-
|-
|vertigo.transformer
|height="40px"|vertigo.transformer
|
|A subscape. Continuous electrical humming.
|
|
|
|
|
|
|-
|-
|vertigo.generator
|height="40px"|vertigo.generator
|
|A subscape. Continuous diesel engine humming.
|
|
|
|
|
|
|-
|-
|vertigo.ctspawn
|height="40px"|vertigo.ctspawn
|
|Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.generator".
|
|
|
|
|
|
|-
|-
|vertigo.scaffolding
|height="40px"|vertigo.scaffolding
|
|Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light".
|
|
|
|
|
|
|-
|-
|vertigo.ceilingtile
|height="40px"|vertigo.ceilingtile
|
|Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light".
|
|
|
|
|
|
|-
|-
|vertigo.stairs
|height="40px"|vertigo.stairs
|
|Same as "vertigo.edges". Uses the following subscape(s): "vertigo.transformer", "vertigo.generator".
|
|
|
|
|
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|-
|-
|vertigo.stairsbase
|height="40px"|vertigo.stairsbase
|
|Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator".
|
|
|
|
|
|
|-
|-
|vertigo.tspawninside
|height="40px"|vertigo.tspawninside
|
|Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light", "vertigo.transformer".
|
|
|
|
|
|
|-
|-
|vertigo.tspawn
|height="40px"|vertigo.tspawn
|
|Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.transformer", "vertigo.generator".
|
|
|
|
|
|
|-
|-
|vertigo.tspawngenerator
|height="40px"|vertigo.tspawngenerator
|
|Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator", "vertigo.light", "vertigo.transformer".
|
|
|
|
|
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|-
|-
|vertigo.ramp
|height="40px"|vertigo.ramp
|
|Same as "vertigo.roof". Uses the following subscape(s): "vertigo.generator".
|
|
|
|
|
|
|-
|-
|vertigo.cthole
|height="40px"|vertigo.cthole
|
|Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light".
|
|
|
|
|
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|-
|-
|vertigo.thole
|height="40px"|vertigo.thole
|
|Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light".
|
|
|
|
|
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|-
|-
|vertigo.bombb
|height="40px"|vertigo.bombb
|
|Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator".
|
|
|
|
|
|
|}
|}
 
{{Soundscape lists}}
{{csgo-navbox}}
[[Category:Level Design]][[Category:Sound System]][[Category:Counter-Strike: Global Offensive]]
[[Category:Level Design]][[Category:Sound System]][[Category:Counter-Strike: Global Offensive]]

Latest revision as of 06:02, 30 August 2024

English (en)Translate (Translate)
Counter-Strike: Global Offensive Level Creation
Icon-delisted.png
This page documents information about a game or software, Counter-Strike: Global Offensive Counter-Strike: Global Offensive, that is no longer available for purchase or download digitally.
It is covered here for historical and technical reference.

Here is a list of soundscapes for use in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. 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. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape.

Preview videos of these soundscapes can be found here (1), here (2), here (3), and here (4).

Generic and Test

Name Description Position Number Position Origin Location Description
e3_techdemo_gmanspeaking DSP 10.
e3_Techdemo_02 Physics room.
e3_Techdemo_03 DSP 1.
e3_Techdemo_05 Dripping cave ambient.
e3_Techdemo_06 Lake.
e3_end No DSP, no ambients.
GenericIndoor Fluorescent lighting hum.
GenericOutdoor Electric hum like above with a motor / gas / wind kind of sound in the background. 0 Quiet electric hum.
cabin Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). 0 Faint banjo-like TV music.
1 Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
cabin_outdoor Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu.
test_tvset Music coming from a TV set 0 Banjo-like TV music.

Assault

Name Description Position Number Position Origin Location Description
assault.outside Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.inside Continual industrial hum, occasional noise of gas in machinery.
assault.vents_distant Continual low pitch rumble.
assault.flies The buzzing of flies.
assault.steamvent Continual low pitch rush of steam with drips.
assault.industrial1 Continual sound of machinery operating interspersed with louder machine noises.
assault.industrial2 Continual sound of machinery operating interspersed with gas venting noises.
assault.industrial3 Continual industrial rumble interspersed with rattles & squeaks.
assault.industrial4 Continual throb of machinery.
assault.powerline Continual electrical hum
assault.fan Continual fan running.
assault.humminglight Continual electrical hum.
assault.acunit Continual rumble of machinery.
assault.acunit_alt Sound of machinery starting up, running then shutting down.
assault.uppertracks Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.rourkestreet Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.stephenst Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.ctalley Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.talley Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.building Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.parking Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.
assault.ware Continual electrical hum & low pitch white noise, occasional machinery noises.
assault.hroom Continual electrical hum & higher pitch white noise.
assault.vents Continual industrial rumble, occasional creaking and machinery noise.
assault.roof Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles.

Aztec

Name Description Position Number Position Origin Location Description
aztec.outdoors_e3 Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises.
aztec.outdoors Very similar to aztec.outdoors_e3 but slightly quieter and with the faint drone of an engine or generator.
aztec.indoors Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum.
aztec.indoors_river The similar to aztec.indoors but with churning water and without the electrical hum.
aztec.outdoors_river Similar to aztec.outdoors with additional churning water, creaking timbers and a steady electrical hum.
coopcementplant.rain1 Light rain and occasional thunder.
coopcementplant.rain2 Slightly louder light rain.
coopcementplant.rain3 Moderate rain.
coopcementplant.rain4 Heavy rain.

Baggage

Name Description Position Number Position Origin Location Description
baggage.indoors_main Quiet droning tone, occasional echoing metal creaks.
baggage.indoors_lower_level_01 Quiet droning tone, occasional metal stressing.
baggage.indoors_lower_level_02 Quiet droning tone, occasional echoing metal creaks.
baggage.counterterror_spawn Quiet droning tone, occasional metal stressing.
baggage.terror_spawn Quiet droning tone, occasional windgusts.
baggage.hallway_terror_spawn Quiet droning tone, occasional echoing metal creaks.
baggage.hallway_counterterror_spawn Almost identical to the above, except for slight volume differences.
baggage.hallway_01 Quiet droning tone, occasional metal stressing.
baggage.hallway_02 Quiet droning tone, occasional echoing metal creaks.
baggage.hallway_03 Quiet droning tone, occasional metal stressing.
baggage.hallway_04 Identical to "baggage.hallway_02".
baggage.hallway_05 Identical to "baggage.hallway_03", except for a different DSP value (5 -> 6).
baggage.hallway_06 Identical to "baggage.hallway_04", except for a different DSP value (5 -> 6).
baggage.hallway_07 Quiet droning tone, occasional metal stressing.
baggage.hallway_08 Quiet droning tone, occasional echoing metal creaks.
baggage.hallway_09 Quiet droning tone, occasional metal stressing.
baggage.hallway_10 Quiet droning tone, occasional echoing metal creaks.

Bank

Name Description Position Number Position Origin Location Description
bank.outdoors_01
bank.outdoors_02
bank.outdoors_03
bank.outdoors_04
bank.outdoors_05
bank.outdoors_06
bank.outdoors_07
bank.outdoors_08
bank.outdoors_09
bank.outdoors_10
bank.outdoors_11
bank.outdoors_12
bank.outdoors_13
bank.outdoors_14
bank.indoors_01
bank.indoors_02
bank.indoors_03
bank.indoors_04
bank.indoors_05
bank.indoors_06
bank.indoors_07
bank.indoors_08
bank.indoors_09
bank.indoors_10
bank.indoors_11
bank.indoors_12

Boathouse

Name Description Position Number Position Origin Location Description
boathouse.dock
boathouse.ext
boathouse.int
boathouse.boat.int

Canals

Name Description Position Number Position Origin Location Description
canals.Outside Generic outdoors ambience. Uses various sounds such as a bell or light traffic sounds that utilize a world origin point.
canals.CTStart
canals.CT_Lower
canals.Water_CT
canals.ABomb
canals.ABomb_Back
canals.Shop
canals.Arch
canals.Garden
canals.TMain
canals.TStart_Interior
canals.TStart_Exterior
canals.TSide_Upper
canals.Ivy
canals.Stairwell
canals.BBomb
canals.Lobby
canals.Water
canals.WaterPoints
canals.Balcony
canals.Window
canals.Courtyard
canals.Windows
canals.Tunnel_Stairs
canals.Tunnels
canals.Short

Cbble

Name Description Position Number Position Origin Location Description
cbble.indoors A low rumble of wind / white noise with the occasional sound of shifting earth / shale.
cbble.under A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
cbble.outdoors1 A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow.
cbble.outdoors2 Very similar to cbble.outdoors1 with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.

Cementplant

Name Description Position Number Position Origin Location Description
coopcementplant.missionselect_blank Empty soundscape.
coopcementplant.outside Truck, factory and insect-like sounds utilizing world origin points.
coopcementplant.drainage_pipe Tunnel-like windy ambience, occasional flies buzzing, moderate rain coming from a world origin point.
coopcementplant.drainage_bigroom Tunnel-like windy ambience, light rain, occasional flies buzzing, moderate rain sounds utilizing world origin points.
coopcementplant.drainage_stairs Quiet droning tone, faint water dripping, moderate rain sounds utilizing world origin points.
coopcementplant.forest_tower Quiet droning tone, trees swaying, insect-like sounds.
coopcementplant.forest_dawn Loud noises of trees swaying, continuous and occasional birdsong.
coopcementplant.forest_night Moderate noises of trees swaying, insect-like sounds.
coopcementplant.entrance Moderate noises of trees swaying, wind blowing.
coopcementplant.factory_outside_1 Moderate noises of trees swaying, wind blowing, occasional windgusts and truck noises.
coopcementplant.factory_outside_1b Identical to "coopcementplant.factory_outside_1".
coopcementplant.factory_outside_3 Identical to "coopcementplant.factory_outside_1".
coopcementplant.dock_outside Wind blowing, faint continuous and occasional birdsong, sound of waves coming from a world origin point.
coopcementplant.dock_under Water lapping, faint continuous birdsong, nigh-inaudible occasional rodent noises.
coopcementplant.truck_fillup Moderate droning tone.
coopcementplant.sniper_alley Quiet droning tone, occasional echoing metal creaks.
coopcementplant.sniperalley_rain_light Quiet droning tone and light rain, additional rain sounds utilizing world origin points.
coopcementplant.tents_exterior Quiet droning tone, faint outdoor ambience, electrical light humming sounds utilizing world origin points.
coopcementplant.tents_interior Quiet droning tone. Electrical light humming, pipe noises and factory sounds utilizing world origin points.
coopcementplant.hostage_storage Quiet droning tone.
coopcementplant.dock_apc_garage Quiet droning tone, occasional pipe noises and echoing metal creaks.
coopcementplant.vent Windy droning tone, occasional pipe noises and metal straining.
coopcementplant.clinker_room Quiet droning tone, moderate rain pouring on a metal roof, occasional echoing metal creaks, machinery noise coming from a world origin point.
coopcementplant.pcroom_inside_rain_light Quiet droning tone, moderate rain pouring on a metal roof.
coopcementplant.factory_outside_rain_med Outside ambience with moderate rain and occasional thunder, machinery noise coming from a world origin point.
coopcementplant.factory_outside_rain_heavy Outside ambience with heavy rain and occasional thunder.
coopcementplant.factory_outside_rain_heaviest Outside ambience with moderate rain, wind blowing and occasional windgusts.
coopcementplant.MissionSelect_TechRoom Quiet computer-like droning tone.
coopcementplant.MissionSelect_M1 Identical to "coopcementplant.forest_night", except with an extra sound position. 0 Loud helicopter noise.
coopcementplant.MissionSelect_M3 Identical to "coopcementplant.dock_outside", except with an extra sound position. 0 APC engine humming.

Chateau

Name Description Position Number Position Origin Location Description
chateau.indoor Continual white noise with occasional creaks.
chateau.outdoor Continual white noise with occasional sounds of shifting earth / shale, birdsong and distant planes overhead.
chateau.water Continual white noise with churning water, occasional sounds of shifting earth / shale, birdsong and distant planes overhead. 0 Metallic clangs at the front gate.
chateau.water_enc A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale.

Compound

Name Description Position Number Position Origin Location Description
compound.outdoora No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs.
compound.indoora Continual low white noise, steady electrical hum and buzzing flies. Occasional sounds of gas inside machinery.

Dust

Name Description Position Number Position Origin Location Description
dust.Indoors Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.
dust.Outdoors1 Continual rush of wind and stringed instruments playing. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again.
dust.Outdoors2 Continual rush of wind and Drums playing. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.

Dust 2

Name Description Position Number Position Origin Location Description
dust2.indoors Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.
dust2.outdoors Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.

Dust 2 (new)

Name Description Position Number Position Origin Location Description
dust2_new.indoors
dust2_new.outdoors
dust2_new.BBomb
dust2_new.BDoors
dust2_new.MidDoors
dust2_new.ctstart
dust2_new.ABomb
dust2_new.LongA
dust2_new.UnderA
dust2_new.ShortStairs
dust2_new.MidDoors
dust2_new.Middle
dust2_new.lowertunnel
dust2_new.UpperTunnel
dust2_new.OutsideTunnel
dust2_new.TopMid
dust2_new.LongTunnel
dust2_new.LongDoors
dust2_new.OutsideLong
dust2_new.topmidtunnel
dust2_new.TStart

Havana

Name Description Position Number Position Origin Location Description
havana.indoors Continual low white noise, occasional sounds of creaking and barking dogs.
havana.outdoors Similar to havana.indoors with additional occasional knocks, bangs and radio transmissions.
wood_scape

House

Name Description Position Number Position Origin Location Description
de.house.ctspwan Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point.
de.house.tspawn Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point.
de.house.ext Trees swaying, continuous and occasional birdsong, nigh-inaudible planes overhead.
de.house.int Quiet droning tone, faint birdsong.

Inferno

Name Description Position Number Position Origin Location Description
inferno.Outside Continual city white noise.
inferno.Inside Continual low pitch white noise with occasional bird tweets and tree swaying.
inferno.LightbulbHum Electrical hum.
inferno.RefrigeratorHum A Refrigerator starting up, running & shutting down.
inferno.CeilingFan Electrical hum and squeaking.
inferno.AngryDog Noise of a chain, scratching and growling.
inferno.Cricket Chirping Cricket.
inferno.Birds Occasional bird calls.
inferno.Pigeons Cooing of Pigeons.
inferno.TSpawn Continual city white noise, flowing water and birdsong.
inferno.FarBackCorner Continual city white noise and occasional bird song.
inferno.BackAlley Continual city white noise and muffled music.
inferno.TSpawnHall Continual low white noise, electrical hum and Cricket chirp.
inferno.BellTowerArea Continual city white noise and occasional bird song.
inferno.LowerApartment Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down.
inferno.UpperApartment Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down.
inferno.BridgeApartment Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down.
inferno.BackHall Continual low white noise & electrical hum.
inferno.BalconyAlley Continual city white noise & birdsong.
inferno.ApartmentHalls Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down.
inferno.SniperBalcony Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down.
inferno.BackBalcony Continual city white noise and occasionally the sound of bird song and an angry dog.
inferno.MiddleAlley Continual electrical hum and some Pigeons.
inferno.CrawlAlley Continual low white noise and a Cricket chirping.
inferno.CrawlTunnel Low white noise.
inferno.BombsiteB Continual city white noise and birdsong.
inferno.CTApartment Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down.
inferno.BombsiteBTunnel Low white noise.
inferno.DogBarkingInside The sound of a dog barking in an enclosed space.
inferno.CTTunnel Low white noise and inferno.DogBarkingInside.
inferno.CTSpawn Continual sound of an engine running*, birdsong and water drips*.
inferno.TheRuins Continual howl of wind, occasion wind gusts.
inferno.BombsiteA Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving.
inferno.ColumnAlley Continual music playing and Pigeons cooing.

Inferno (new)

Name Description Position Number Position Origin Location Description
inferno_new.Outside
inferno_new.Inside
inferno_new.CeilingFan Series of squeaking and an electrical hum.
inferno.RefrigeratorHum A Refrigerator starting up, running & shutting down.
inferno_new.AngryDog
inferno_new.Cricket Chirping Cricket.
inferno_new.Birds Occasional bird calls.
inferno_new.Pigeons Cooing of Pigeons.
inferno_new.TSpawn 0 Birds chirping.
1 Birds chirping
2 Water wheel sound.
4 Cricket chirping.
5 Flamenco music.
inferno_new.CrawlTunnel
inferno_new.BombsiteA 1 Birds chirping.
2 Birds chirping.
5 Cricket chirping.
inferno_new.CTSpawn 0 Birds chirping.
1 APC noises.
2 Distant dripping sounds.
3 Latin music.
4 Birds chirping.
5 Cricket chirping.
inferno_new.Church 0 Church ambience.
inferno_new.BombsiteB 0 Horse sounds.
1 Birds chirping.
2 Water stream ambience.
3 Cricket chirping.
inferno_new.Banana
inferno_new.Mid 0 Birds chirping.
1 Cricket chirping.
inferno_new.AltMid 0 Birds chirping.
1 Birds chirping.
4 Cricket chirping.
5 Faded radio music.
inferno_new.TApp 0 Ceiling fan.
1 Fridge.
inferno.ApartmentA 0 Ceiling fan.
1 Gas noises.
2 Angry dog barking.

Island

Name Description Position Number Position Origin Location Description
island.generic Windy ambience with birdsong. Uses the following subscape(s): "substations".
island.forest A subscape. Cyclically plays the easter egg audio message at a world origin point.
island.elevation Windy ambience with birdsong, occasional windgusts and planes overhead.
substations A subscape. Several machine humming noises utilizing world origin points.
bridge A subscape. Metal clangs and wood creaks utilizing world origin points.
metal.stress A subscape. Metal creaks utilizing world origin points.
island.outside.forest.high Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees".
island.outside.forest.low Windy ambience with tree creaks and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations".
island.outside.barren Strong windy ambience with faint birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "trees".
island.outside.buildings Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "substations", "wateredge".
island.outside.coast Shoreline ambience with occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations", "wateredge".
island.inside.bunker Quiet droning tone with occasional rumble-like noises.
island.inside.caves Quiet droning tone with faint tree creaks and wind.
island.inside.house Quiet droning tone with nigh-inaudible birdsong and occasional wood creaks. Uses the following subscape(s): "island.forest".
island.inside.shack Quiet droning tone with occasional wood creaks.
island.inside.hanger Quiet droning tone.
island.inside.crawlspace Quiet droning tone, occasional rat noises and wood creaks, faint hostage breathing sound.
trees A subscape. Occasional tree creaking/rustling and cicada noises utilizing world origin points.
wateredge A subscape. Occasional shoreline water lapping utilizing world origin points.

Italy

Name Description Position Number Position Origin Location Description
italy.indoor Continual low white noise, occasional creaks.
italy.indoor_b Continual low wind white noise, occasional creaks.
italy.indoor_t Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking.
italy.outdoors Continual low wind white noise and a piano playing. Occasional creaks, knocks, sound of planes overhead and dogs barking.
wood_scape

Militia

Name Description Position Number Position Origin Location Description
militia.Outside
militia.OutsideWinter
militia.OutsideOnRoof
militia.TunnelTone
militia.Inside
militia.LightbulbHum
militia.FluorescentLightHum
militia.FluorescentLightHum2
militia.RefrigeratorHum
militia.CeilingFan
militia.Cricket
militia.Rodent
militia.Birds
militia.CTSpawn
militia.Bridge
militia.FrontRoad
militia.Creek
militia.Sewer
militia.Dugtunnel
militia.Cellarconnector
militia.TunnelBreach
militia.UnderTheShed
militia.Shed
militia.Backyard
militia.SideYard
militia.FrontYard
militia.FirstFloor
militia.Kitchen
militia.Garage
militia.GarageAttic
militia.SiloAddon
militia.TractorGarage
militia.Bedroom
militia.Bathroom
militia.Upstairs
militia.FrontRoom
militia.Roof

Mill

Name Description Position Number Position Origin Location Description
mill.Outside Trees swaying, occasional sounds of seagulls and tropical birds.
mill.inside Droning tone, occasional echoing metal creaks/noises, steam and water dripping coming from world origin points.
millport.LightHum2 Identical to "port.LightHum2".
millport.MetalStress Identical to "port.MetalStress".
mill.TSpawn Identical to "port.TSpawn".
millport.TankFarmRoad Identical to "port.TankFarmRoad".
millport.TankFarm Identical to "port.TankFarm".
millport.Pier Identical to "port.Pier".
millport.AroundTheWarehouse Identical to "port.AroundTheWarehouse".
millport.Warehouse Identical to "port.Warehouse".
millport.TunnelTone Identical to "port.TunnelTone".
millport.WarehouseTunnel Identical to "port.WarehouseTunnel".
millport.TunnelA3 Identical to "port.TunnelA3".
millport.TunnelA2 Identical to "port.TunnelA2".
millport.TunnelA1 Identical to "port.TunnelA1".
millport.Docks Identical to "port.Docks".
millport.Ship Identical to "port.Ship".

Mirage

Name Description Position Number Position Origin Location Description
Mirage.Outside.Generic
Mirage.Outside.CTSpawn
Mirage.Outside.Alley
Mirage.Outside.Palace
Mirage.Outside.Palace_alley_01
Mirage.Inside.Shop
Mirage.Inside.Tunnel
Mirage.Inside.Quiet
Mirage.Inside.Quiet_02
Mirage.Inside.Quiet_03
Mirage.Inside.Quiet_04
Mirage.Inside.Quiet_05
Mirage.Inside.Quiet_06
mirage_suite_01
Mirage.Inside.Apartment

Monestary

Name Description Position Number Position Origin Location Description
sndsc_ct_spawn_01
sndsc_ct_spawn_02
sndsc_ct_spawn_03
sndsc_ct_spawn_04
sndsc_ct_spawn_05
sndsc_ct_spawn_06
sndsc_t_spawn_01
sndsc_t_spawn_02
sndsc_t_spawn_03
sndsc_t_spawn_04
sndsc_t_spawn_05
sndsc_t_spawn_06
sndsc_indoor
sndsc_indoor_open
sndsc_outdoor

Nuke (legacy)

Name Description Position Number Position Origin Location Description
nuke.outside
nuke.roof
nuke.inside
nuke.flies
nuke.tank
nuke.light
nuke.ac
nuke.acloop
nuke.cricket
nuke.transformer
nuke.transformerlrg
nuke.birds
nuke.pigeons
nuke.drips
nuke.ctspawn
nuke.ctcourtyard
nuke.ctalley
nuke.middle
nuke.tentrance
nuke.talley
nuke.tspawn
nuke.warehouse
nuke.catwalk
nuke.troof
nuke.ctinside
nuke.ramproom
nuke.tinside
nuke.computerroom
nuke.abomb
nuke.vents
nuke.bbomb
nuke.tunnelentrance
nuke.generatorroom
nuke.tunnel

Nuke (new)

Name Description Position Number Position Origin Location Description
nuke.outside
nuke.roof
nuke.inside
nuke.flies
nuke.light
nuke.substation1
nuke.substation2
nuke.ctspawn
nuke.ctcourtyard
nuke.ctalley
nuke.middle
nuke.tentrance
nuke.talley
nuke.tspawn
nuke.warehouse
nuke.catwalk
nuke.troof
nuke.ctinside
nuke.ramproom
nuke.tinside
nuke.computerroom
nuke.abomb
nuke.vents
nuke.bbomb
nuke.generatorroom
nuke.tunnel

Office

Name Description Position Number Position Origin Location Description
office.indoor_garage_01 Moderate droning tone. Steam noise coming from a world origin point.
office.indoor_garage_02 Moderate droning tone. Quieter steam noise coming from the same world origin point as above.
office.indoor_ct_spawn Moderate droning tone. Sounds of air vent humming and water dripping utilizing world origin points.
office.indoor_t_spawn Quiet droning tone.
office.indoor_proj Quiet droning tone. Office projector noise coming from a world origin point.
office.indoor_breakroom Quiet droning tone.
office.indoor_storeroom Quiet droning tone, more prominent electrical humming.
office.indoor_reception Quiet droning tone.
office.indoor_hallway_01 Quiet droning tone.
office.indoor_hallway_02 Quiet droning tone. Occasional moving elevator sounds coming from a world origin point.
office.indoor_hallway_03 Quiet droning tone.
office.indoor_hallway_04 Quiet droning tone.
office.indoor_tickets Quiet droning tone, faint outdoor ambience.
office.indoor_elevator_lobby Quiet droning tone.
office.indoor_hallway_05 Quiet droning tone.
office.indoor_hallway_06 Quiet droning tone.
office.indoor_hallway_07 Quiet droning tone.
office.indoor_hallway_08 Quiet droning tone.
office.indoor_main_01 Quiet droning tone.
office.indoor_main_02 Identical to "office.indoor_main_01".
office.indoor_loading_dock Moderate droning tone. Steam noise coming from a world origin point.
office.outdoor_01 Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point.
office.outdoor_01b Outdoor ambience with multiple quiet droning tones and faint wind.
office.outdoor_01c Identical to "office.outdoor_01", except for a different DSP value (21 -> 20).
office.outdoor_02 Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point.
office.outdoor_02b Mostly identical to "office.outdoor_02", except without flag-related sounds.
office.indoor_loading_hall Quiet droning tone, faint wind.
office.indoor_stairway Quiet droning tone. Steam noise and water dripping utilizing world origin points.
office.indoor_security Quiet droning tone.
office.indoor_security_02 Slightly different quiet droning tone.
office.indoor_side_stairs_01 Moderate droning tone, faint outdoor ambience.
office.indoor_side_stairs_02 Moderate droning tone, fluorescent humming noise coming from a world origin point.
office.indoor_side_entrance Moderate droning tone, faint outdoor ambience.
office.indoor_sneaky Moderate droning tone, faint outdoor ambience. Pipe and gas noises utilizing world origin points.
office.outdoor_sneaky Identical to "office.outdoor_01", except for a different DSP value (21 -> 19).
office.outdoor_sneaky_ladder Identical to "office.outdoor_02b".

Overpass

Name Description Position Number Position Origin Location Description
overpass.Inside Quiet droning tone. Occasional sounds of metal stressing, pipe noises.
overpass.Inside.TSide Smilar to "overpass.Inside".
overpass.Birds A subscape. Occasional birdsong.
overpass.Traffic A subscape. Occasional traffic noises.
overpass.Airplanes A subscape. Occasional planes flying by.
overpass.CTSpawn Quiet droning tone.
overpass.TSpawn Quiet droning tone.
overpass.Canal.Water Quiet droning tone, occasional rat noises and flies buzzing. Sounds of running water utilizing world origin points.
overpass.Canal.Water.Tunnel Tunnel-like wind blowing, occasional flies buzzing. Sound of running water coming from a world origin point.
overpass.Canal Quiet droning tone, occasional flies buzzing.
overpass.Park Trees swaying, occasional birdsong and flies buzzing.
overpass.Park.Fountain Mostly identical to "overpass.Park".
overpass.Park.Toilet Quieter sound of trees swaying.

Piranesi

Name Description Position Number Position Origin Location Description
piranesi.indoor
piranesi.outdoor

Port

Name Description Position Number Position Origin Location Description
port.Outside
port.LightHum
port.LightHum2
port.MetalStress
port.TSpawn
port.TankFarmRoad
port.TankFarm
port.Pier
port.AroundTheWarehouse
port.Warehouse
port.TunnelTone
port.WarehouseTunnel
port.TunnelA3
port.TunnelA2
port.TunnelA1
port.Docks
port.Ship

Prodigy

Name Description Position Number Position Origin Location Description
prodigy.computers
prodigy.vents
prodigy.tunnels
prodigy.outside
prodigy.hangar

Rialto

Name Description Position Number Position Origin Location Description
rialto.Outside
rialto.Inside
rialto.Tunnel

Shacks

Name Description Position Number Position Origin Location Description
shacks.ext
shacks.ext_flag
shacks.ext_t_spawn
shacks.ext_water
shacks.ext_steam
shack.int

Shoots

Name Description Position Number Position Origin Location Description
shoots.outdoors
shoots.indoors

Train

Name Description Position Number Position Origin Location Description
train.Outside
train.Dumpster
train.Traffic
train.Tank1
train.Tank2
train.BombTarget
train.Birds
train.TSpawn
train.TWalkway
train.twalkway_02
train.BackAlley
train.BackCorner
train.SideAlley
train.CourtyardA
train.courtyarda_02
train.BombsiteA
train.CTSpawn
train.BombsiteBCatwalk
train.catwalk
train.BombsiteB
train.BackHall
train.BrickRoom
train.brickroom_entrance
train.Restroom
train.LockerRoom
train.BreakRoom
train.SniperNest
train.Middle

Train (new)

Name Description Position Number Position Origin Location Description
train_new.Outside Wind blowing and trees swaying. Occasional windgusts, sounds of trains passing in the distance, truck noises and overhead planes.
train_new.Outside_TSpawn Same as above.
train_new.Outside_CTSpawn Same as above.
train_new.Warehouse Quiet droning tone, echoing metal creaks.
train_new.InteriorGeneric Faint droning tone, nigh-inaudible trains passing in the distance.
train_new.Breakroom Faint droning tone.
train_new.Showers Louder faint droning tone.
train_new.Outside_Ivy Same as "train_new.Outside".
train_new.OfficeRoom Faint droning tone with nigh-inaudible tree swaying.
train_new.TechRoom Quiet computer-like droning tone.
train_new.Alley Factory noises.

Training

Name Description Position Number Position Origin Location Description
training.intro Trees swaying, occasional birdsong. Electrical humming coming from a world origin point.
training.outdoor_transition_01 Trees swaying with additional woodland tone. Occasional birdsong and aircraft sounds.
training.headshot Mostly identical to "training.outdoor_transition_01", except without aircraft sounds. Electrical humming coming from the same world origin point as in "training.intro".
training.outdoor_transition_02 Mostly identical to "training.outdoor_transition_01".
training.outdoor_transition_03 Mostly identical to "training.outdoor_transition_01".
training.outdoor_transition_04 Mostly identical to "training.outdoor_transition_01", except with electrical humming coming from a world origin point.
training.outdoor_transition_05 Mostly identical to "training.outdoor_transition_01".
training.reactiontime_intro Trees swaying, quiet droning tone. Fluorescent light humming coming from a world origin point.
training.reactiontime Continuous faint birdsong, quiet droning tone, nigh-inaudible gas hissing. Electrical humming coming from a world origin point.
training.reactiontime_exit_a Similar to above, except without gas hissing and with fluorescent light humming coming from a world origin point.
training.reactiontime_exit Trees swaying. Fluorescent light humming coming from a world origin point.
training.final_01 Continuous faint birdsong, quiet droning tone. Fluorescent light humming utilizing world origin points.
training.final_02 Continuous faint birdsong, quiet woodland tone. Electrical humming utilizing world origin points.
training.outdoor_transition_06 Similar to "training.outdoor_transition_04".
training.outdoor_transition_07 Mostly identical to "training.outdoor_transition_01".
training.final_03 Mostly identical to "training.outdoor_transition_01".
training.final_04 Mostly identical to "training.outdoor_transition_01".
training.final_05 Continuous birdsong.
training.final_finishline Similar to "training.outdoor_transition_04".

Vertigo

Name Description Position Number Position Origin Location Description
vertigo.edges Windy ambience with occasional windgusts, metal clangs/noises, planes and city traffic/activity.
vertigo.roof Same as "vertigo.edges", with louder and more frequent sounds, plus an occasional helicopter noise.
vertigo.inside Windy tunnel-like ambience.
vertigo.insulated Similar to above, slightly more enclosed.
vertigo.flies A subscape. Used for flies buzzing at construction dumpsters.
vertigo.light A subscape. Continuous fluorescent light humming.
vertigo.transformer A subscape. Continuous electrical humming.
vertigo.generator A subscape. Continuous diesel engine humming.
vertigo.ctspawn Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.generator".
vertigo.scaffolding Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light".
vertigo.ceilingtile Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light".
vertigo.stairs Same as "vertigo.edges". Uses the following subscape(s): "vertigo.transformer", "vertigo.generator".
vertigo.stairsbase Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator".
vertigo.tspawninside Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light", "vertigo.transformer".
vertigo.tspawn Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.transformer", "vertigo.generator".
vertigo.tspawngenerator Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator", "vertigo.light", "vertigo.transformer".
vertigo.ramp Same as "vertigo.roof". Uses the following subscape(s): "vertigo.generator".
vertigo.cthole Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light".
vertigo.thole Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light".
vertigo.bombb Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator".