List of L4D Soundscapes: Difference between revisions

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(Added location information for the first set of soundscapes, added campaign title names)
m (→‎Rural: Unicodifying, replaced: {{Template: → {{)
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{otherlang2
{{Underlinked|date=January 2024}}
|ru=List_of_L4D_Soundscapes:ru
{{lang|List of L4D Soundscapes}}
}}
{{back | Left 4 Dead Level Creation}}
{{back | Left 4 Dead Level Creation}}
{{toc-right}}
{{toc-right}}
Line 9: Line 8:
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the [[env_soundscape]] entity's properties. If these locations are not given, the sounds will not be heard.
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the [[env_soundscape]] entity's properties. If these locations are not given, the sounds will not be heard.


A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=xEAF9WF3KTc here].
{{todo | Add descriptions for how they sound.}}
{{clr}}
{{clr}}


== Airport (Dead Air) ==
== Airport (Dead Air) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!width="275px"|Name
!Description
!Description
!width="105px"|Position Number
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="200px"|Position Origin
!width="250px"|Location Description
!width="250px"|Location Description
Line 21: Line 24:
|height="40px"|airport.finaleoutside
|height="40px"|airport.finaleoutside
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 27: Line 31:
|height="40px"|airport_01.rooftop
|height="40px"|airport_01.rooftop
|Identical to <code>urban.rooftop</code>.
|Identical to <code>urban.rooftop</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 33: Line 38:
|height="40px"|urban.airport.rooftop.spawn
|height="40px"|urban.airport.rooftop.spawn
|Identical to <code>urban.rooftop</code>.
|Identical to <code>urban.rooftop</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 39: Line 45:
|height="40px"|airport_01.apartment
|height="40px"|airport_01.apartment
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (3418.33, 2239.67, 272.90)
|align="center" | (3418.33, 2239.67, 272.90)
Line 45: Line 52:
|height="40px"|airport_01.street
|height="40px"|airport_01.street
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 51: Line 59:
|height="40px"|airport_01.alley
|height="40px"|airport_01.alley
|Identical to <code>urban.alley</code>.
|Identical to <code>urban.alley</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 57: Line 66:
|height="40px"|airport_01.rooftopspawn
|height="40px"|airport_01.rooftopspawn
|Identical to <code>urban.hospitalspawn</code>.
|Identical to <code>urban.hospitalspawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 63: Line 73:
|height="40px"|airport_01.inn
|height="40px"|airport_01.inn
|Identical to <code>urban.apartment</code>.
|Identical to <code>urban.apartment</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 69: Line 80:
|height="40px"|airport_01.hotel
|height="40px"|airport_01.hotel
|Identical to <code>urban.apartment</code>.
|Identical to <code>urban.apartment</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 75: Line 87:
|height="40px"|airport_01.greenhouse
|height="40px"|airport_01.greenhouse
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 81: Line 94:
|height="40px"|airport_02.street
|height="40px"|airport_02.street
|Identical to <code>airport_01.street</code>.
|Identical to <code>airport_01.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 87: Line 101:
|height="40px"|airport_02.alley
|height="40px"|airport_02.alley
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (5090.92, 3289.04, 61.51)
|align="center" | (5090.92, 3289.04, 61.51)
|Medium burning fire.
|Medium burning fire.
|-
|-
|
|
|
|
|
Line 99: Line 115:
|height="40px"|airport_02.apartment
|height="40px"|airport_02.apartment
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (4910.51, 2638.24, 466.05)
|align="center" | (4910.51, 2638.24, 466.05)
|Electrical hum from a vending machine.
|Electrical hum from a vending machine.
|-
|-
|
|
|
|
|
Line 111: Line 129:
|height="40px"|airport_02.rooftop
|height="40px"|airport_02.rooftop
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (6274.14, 3824.39, 516.56)
|align="center" | (6274.14, 3824.39, 516.56)
Line 117: Line 136:
|height="40px"|airport_02.pillarsroom
|height="40px"|airport_02.pillarsroom
|Identical to <code>urban.pillarsroom</code>.
|Identical to <code>urban.pillarsroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 123: Line 143:
|height="40px"|airport_02.office
|height="40px"|airport_02.office
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (8496.57, 4025.56, 104.33)
|align="center" | (8496.57, 4025.56, 104.33)
Line 129: Line 150:
|height="40px"|airport_02.respawn
|height="40px"|airport_02.respawn
|Identical to <code>urban.respawn</code>.
|Identical to <code>urban.respawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 135: Line 157:
|height="40px"|airport_03.alley
|height="40px"|airport_03.alley
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (-4942.73, -2730.21, 61.32)
|align="center" | (-4942.73, -2730.21, 61.32)
|Medium burning fire.
|Medium burning fire.
|-
|-
|
|
|
|
|
Line 145: Line 169:
|height="40px"| Medium burning fire.
|height="40px"| Medium burning fire.
|-
|-
|
|
|
|
|
Line 151: Line 176:
|height="40px"| Flourescent light.
|height="40px"| Flourescent light.
|-
|-
|
|
|
|
|
Line 157: Line 183:
|height="40px"| Humming machine.
|height="40px"| Humming machine.
|-
|-
|
|
|
|
|
Line 163: Line 190:
|height="40px"| Flourescent light.
|height="40px"| Flourescent light.
|-
|-
|
|
|
|
|
Line 169: Line 197:
|height="40px"| Humming machine.
|height="40px"| Humming machine.
|-
|-
|
|
|
|
|
Line 177: Line 206:
|height="40px"|airport_03.boilerroom
|height="40px"|airport_03.boilerroom
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
Line 183: Line 213:
|height="40px"|airport_03.street
|height="40px"|airport_03.street
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center" | (-6795.31, -1355.78, 244.03)
|align="center" | (-6795.31, -1355.78, 244.03)
|Random metal scaffold rattling.
|Random metal scaffold rattling.
|-
|-
|
|
|
|
|
Line 193: Line 225:
|height="40px"| Flourescent light.
|height="40px"| Flourescent light.
|-
|-
|
|
|
|
|
Line 199: Line 232:
|height="40px"| Humming machine.
|height="40px"| Humming machine.
|-
|-
|
|
|
|
|
Line 205: Line 239:
|height="40px"| Large bold burning fire (burning car).
|height="40px"| Large bold burning fire (burning car).
|-
|-
|
|
|
|
|
Line 211: Line 246:
|height="40px"| Flourescent light.
|height="40px"| Flourescent light.
|-
|-
|
|
|
|
|
Line 219: Line 255:
|height="40px"|airport_03.streetoffices
|height="40px"|airport_03.streetoffices
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
|Flourescent light
|Flourescent light
|-
|-
|
|
|
|
|
Line 229: Line 267:
|height="40px"| Humming machine
|height="40px"| Humming machine
|-
|-
|
|
|
|
|
Line 235: Line 274:
|height="40px"| Medium burning fire.
|height="40px"| Medium burning fire.
|-
|-
|
|
|
|
|
Line 243: Line 283:
|height="40px"|airport_03.pumproomsmall
|height="40px"|airport_03.pumproomsmall
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 249: Line 290:
|height="40px"|airport_03.powerplant
|height="40px"|airport_03.powerplant
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
|Flourescent light.
|Flourescent light.
|-
|-
|
|
|
|
|
Line 259: Line 302:
|height="40px"| Humming machine
|height="40px"| Humming machine
|-
|-
|
|
|
|
|
Line 265: Line 309:
|height="40px"| Medium burning fire.
|height="40px"| Medium burning fire.
|-
|-
|
|
|
|
|
Line 273: Line 318:
|height="40px"|airport_03.powerplantinside
|height="40px"|airport_03.powerplantinside
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
|Humming machine
|Humming machine
|-
|-
|
|
|
|
|
Line 285: Line 332:
|height="40px"|airport_03.controlroom
|height="40px"|airport_03.controlroom
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
Line 291: Line 339:
|
|
|
|
| align="center" | 1
|
|align="center" | 1
|
|
|height="40px"| Humming machine.
|height="40px"| Humming machine.
|-
|-
|
|
|
|
|
Line 303: Line 353:
|height="40px"|airport_03.respawn
|height="40px"|airport_03.respawn
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
|Flourescent light
|Flourescent light
|-
|-
|
|
|
|
|
Line 313: Line 365:
|height="40px"| Humming machine
|height="40px"| Humming machine
|-
|-
|
|
|
|
|
Line 321: Line 374:
|height="40px"|airport_03.parkinggarage
|height="40px"|airport_03.parkinggarage
|
|
|align="center" | {{DSP | 1}}
|align="center" | 1
|align="center" | 1
|
|
Line 327: Line 381:
|height="40px"|airport_03.skybridge
|height="40px"|airport_03.skybridge
|
|
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|
|
Line 333: Line 388:
|height="40px"|airport_03.airportinterior
|height="40px"|airport_03.airportinterior
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 339: Line 395:
|height="40px"|airport_04.office
|height="40px"|airport_04.office
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center"|(1145.20, 3943.29, 312.05)
|align="center"|(1145.20, 3943.29, 312.05)
Line 345: Line 402:
|height="40px"|airport_04.baggageclaim
|height="40px"|airport_04.baggageclaim
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 351: Line 409:
|height="40px"|airport_04.terminal
|height="40px"|airport_04.terminal
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 357: Line 416:
|height="40px"|airport_04.conveyor
|height="40px"|airport_04.conveyor
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 363: Line 423:
|height="40px"|airport_04.respawn
|height="40px"|airport_04.respawn
|Identical to <code>urban.respawn</code>.
|Identical to <code>urban.respawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 369: Line 430:
|height="40px"|airport_04.ramp
|height="40px"|airport_04.ramp
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 375: Line 437:
|height="40px"|airport_04.bathroom
|height="40px"|airport_04.bathroom
|Identical to <code>urban.respawn</code>.
|Identical to <code>urban.respawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 381: Line 444:
|height="40px"|airport_04.ticketing
|height="40px"|airport_04.ticketing
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 387: Line 451:
|height="40px"|airport_04.security
|height="40px"|airport_04.security
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center"|(1818.47, 1358.97, 25.94)
|align="center"|(1818.47, 1358.97, 25.94)
Line 393: Line 458:
|height="40px"|airport_05.street
|height="40px"|airport_05.street
|Identical to <code>urban.street</code>.
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 399: Line 465:
|height="40px"|airport_05.finaleinside
|height="40px"|airport_05.finaleinside
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 405: Line 472:
|height="40px"|airport_05.finaleoutside
|height="40px"|airport_05.finaleoutside
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center"|(-5060.30, 9600.11, -313.47)
|align="center"|(-5060.30, 9600.11, -313.47)
Line 411: Line 479:
|height="40px"|airport_05.respawn
|height="40px"|airport_05.respawn
|
|
|align="center" | {{DSP | 1}}
|
|
|align="center"| (4475.37, 4562.37, 62.17)
|align="center"| (4475.37, 4562.37, 62.17)
Line 417: Line 486:
|height="40px"|airport_05.finaleroof
|height="40px"|airport_05.finaleroof
|Identical to <code>urban.finaleroof</code>.
|Identical to <code>urban.finaleroof</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_airport.txt</span>


== Farm (Blood Harvest) ==
== Farm (Blood Harvest) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!width="275px"|Name
!Description
!Description
!width="105px"|Position Number
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="200px"|Position Origin
!width="250px"|Location Description
!width="250px"|Location Description
Line 432: Line 504:
|height="40px"|farm_01.morning
|height="40px"|farm_01.morning
|Identical to <code>rural.morning</code>.
|Identical to <code>rural.morning</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 438: Line 511:
|height="40px"|farm_01.bridge
|height="40px"|farm_01.bridge
|Identical to <code>rural.bridge</code>.
|Identical to <code>rural.bridge</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 444: Line 518:
|height="40px"|farm_01.smallbuilding
|height="40px"|farm_01.smallbuilding
|Identical to <code>rural.smallbuilding</code>.
|Identical to <code>rural.smallbuilding</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 450: Line 525:
|height="40px"|farm_01.trainyardentrance
|height="40px"|farm_01.trainyardentrance
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 456: Line 532:
|height="40px"|farm_01.trainyardrespawn
|height="40px"|farm_01.trainyardrespawn
|Identical to <code>rural.trainyardrespawn</code>.
|Identical to <code>rural.trainyardrespawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 462: Line 539:
|height="40px"|farm_02.trainyardentrance
|height="40px"|farm_02.trainyardentrance
|Identical to <code>rural.trainyardentrance</code>.
|Identical to <code>rural.trainyardentrance</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 468: Line 546:
|height="40px"|farm_02.trainyardrespawn
|height="40px"|farm_02.trainyardrespawn
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (-6377.34, -6575.94, 352.26)
|Humming machine.
|-
|-
|height="40px"|farm_02.trainyardbuilding2
|height="40px"|farm_02.trainyardbuilding2
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 480: Line 560:
|height="40px"|farm_02.trainyardbuilding2window
|height="40px"|farm_02.trainyardbuilding2window
|Identical to <code>rural.trainyardbuilding2window</code>.
|Identical to <code>rural.trainyardbuilding2window</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 486: Line 567:
|height="40px"|farm_02.trainyard2
|height="40px"|farm_02.trainyard2
|Identical to <code>rural.trainyard2</code>.
|Identical to <code>rural.trainyard2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 492: Line 574:
|height="40px"|farm_02.traintunnel
|height="40px"|farm_02.traintunnel
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (-3481.24, -8872.65, 39.14)
|Large burning fire.
|-
|-
|height="40px"|farm_02.drainagesmall
|height="40px"|farm_02.drainagesmall
|Identical to <code>rural.drainagesmall</code>.
|Identical to <code>rural.drainagesmall</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 504: Line 588:
|height="40px"|farm_03.drainagesmall
|height="40px"|farm_03.drainagesmall
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 510: Line 595:
|height="40px"|farm_03.drainagebig
|height="40px"|farm_03.drainagebig
|Identical to <code>rural.drainagebig</code>.
|Identical to <code>rural.drainagebig</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 516: Line 602:
|height="40px"|farm_03.traintunnel
|height="40px"|farm_03.traintunnel
|Identical to <code>rural.traintunnel</code>.
|Identical to <code>rural.traintunnel</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 522: Line 609:
|height="40px"|farm_03.morning
|height="40px"|farm_03.morning
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 528: Line 616:
|height="40px"|farm_03.house
|height="40px"|farm_03.house
|Identical to <code>rural.house</code>.
|Identical to <code>rural.house</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 534: Line 623:
|height="40px"|farm_04.morning
|height="40px"|farm_04.morning
|Identical to <code>rural.morning</code>.
|Identical to <code>rural.morning</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 540: Line 630:
|height="40px"|farm_04.trainyardentrance
|height="40px"|farm_04.trainyardentrance
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 546: Line 637:
|height="40px"|farm_04.bridge
|height="40px"|farm_04.bridge
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 552: Line 644:
|height="40px"|farm_04.smallbuilding2
|height="40px"|farm_04.smallbuilding2
|Identical to <code>rural.smallbuilding2</code>.
|Identical to <code>rural.smallbuilding2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 558: Line 651:
|height="40px"|farm_04.house
|height="40px"|farm_04.house
|Identical to <code>rural.house</code>.
|Identical to <code>rural.house</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 564: Line 658:
|height="40px"|farm_05.trainyardentrance
|height="40px"|farm_05.trainyardentrance
|Identical to <code>rural.trainyardrespawn</code>.
|Identical to <code>rural.trainyardrespawn</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 570: Line 665:
|height="40px"|farm_05.morning
|height="40px"|farm_05.morning
|Identical to <code>rural.morning</code>.
|Identical to <code>rural.morning</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 576: Line 672:
|height="40px"|farm_05.smallbuilding2
|height="40px"|farm_05.smallbuilding2
|Identical to <code>rural.smallbuilding2</code>.
|Identical to <code>rural.smallbuilding2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_farm.txt</span>


== Garage (Crash Course) ==
== Garage (Crash Course) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!width="275px"|Name
!Description
!Description
!width="105px"|Position Number
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="200px"|Position Origin
!width="250px"|Location Description
!width="250px"|Location Description
Line 591: Line 690:
|height="40px"|garage_01.alley
|height="40px"|garage_01.alley
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Medium burning fire.
|-
|-
|height="40px"|garage_01.spawn
|height="40px"|garage_01.spawn
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Medium burning fire.
|-
|-
|height="40px"|garage_01.interior
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|garage_01.checkpoint
|height="40px"|garage_01.interior
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|garage_01.street
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|garage_02.checkpoint
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"| (-3857.41, -9468.37, 35.54)
|height="40px"| Steam gas loop.
|-
|height="40px"|garage_01.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|height="40px"|garage_01.street
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-2654.78, -8420.69, 44.05)
|Medium burning fire.
|-
|height="40px"| garage_02.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|-
|height="40px"|garage_02.street
|height="40px"| garage_02.street
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|garage_02.alley
|height="40px"|garage_02.alley
|Identical to <code>urban.alley</code>.
|Identical to <code>urban.alley</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 639: Line 760:
|height="40px"|garage_02.interior
|height="40px"|garage_02.interior
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Medium burning fire.
|-
|-
|height="40px"|garage_02.finale
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"| (4433.04, 6543.67, 91.26)
|height="40px"| Large echoing windy interior.
|-
|height="40px"|garage_02.finale
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Looping vehicle diesel engine.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Looping vehicle diesel engine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Looping vehicle diesel engine.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_garage.txt</span>


== Hospital (No Mercy) ==
== Hospital (No Mercy) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!width="275px"|Name
!Description
!Description
!width="105px"|Position Number
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="200px"|Position Origin
!width="250px"|Location Description
!width="250px"|Location Description
Line 660: Line 806:
|height="40px"|background_menu.streetrain
|height="40px"|background_menu.streetrain
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Random far between crow calls.
|-
|-
|height="40px"|hospital_01.alleyrain
|height="40px"|hospital_01.alleyrain
|Identical to <code>urban.alleyrain</code>.
|Identical to <code>urban.alleyrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 672: Line 820:
|height="40px"|hospital_01.streetrain
|height="40px"|hospital_01.streetrain
|Identical to <code>urban.streetrain</code>.
|Identical to <code>urban.streetrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 678: Line 827:
|height="40px"|hospital_01.subway
|height="40px"|hospital_01.subway
|Identical to <code>urban.subway</code>.
|Identical to <code>urban.subway</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 684: Line 834:
|height="40px"|hospital_01.rooftop_1b_interior2
|height="40px"|hospital_01.rooftop_1b_interior2
|Identical to <code>urban.rooftop_1b_interior2</code>.
|Identical to <code>urban.rooftop_1b_interior2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 690: Line 841:
|height="40px"|hospital_01.street
|height="40px"|hospital_01.street
|Identical to <code>urban.street</code>.
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 696: Line 848:
|height="40px"|hospital_01.rooftop_1b
|height="40px"|hospital_01.rooftop_1b
|Identical to <code>urban.rooftop_1b</code>.
|Identical to <code>urban.rooftop_1b</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 702: Line 855:
|height="40px"|hospital_01.rooftop_1b_interior
|height="40px"|hospital_01.rooftop_1b_interior
|Identical to <code>urban.rooftop_1b_interior</code>.
|Identical to <code>urban.rooftop_1b_interior</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 708: Line 862:
|height="40px"|hospital_02.rooftop_1b_interior2
|height="40px"|hospital_02.rooftop_1b_interior2
|Identical to <code>urban.rooftop_1b_interior2</code>.
|Identical to <code>urban.rooftop_1b_interior2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 714: Line 869:
|height="40px"|hospital_02.underground_2
|height="40px"|hospital_02.underground_2
|Identical to <code>urban.underground_2</code>.
|Identical to <code>urban.underground_2</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 720: Line 876:
|height="40px"|hospital_02.underground_1
|height="40px"|hospital_02.underground_1
|Identical to <code>urban.underground_1</code>.
|Identical to <code>urban.underground_1</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 726: Line 883:
|height="40px"|hospital_02.underground_3
|height="40px"|hospital_02.underground_3
|Identical to <code>urban.underground_3</code>.
|Identical to <code>urban.underground_3</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 732: Line 890:
|height="40px"|hospital_02.pillarsroom
|height="40px"|hospital_02.pillarsroom
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (8155.77, 3031.04, -147.45)
|Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|hospital_02.alleyrain
|height="40px"|hospital_02.alleyrain
|Identical to <code>urban.alleyrain</code>.
|Identical to <code>urban.alleyrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 744: Line 904:
|height="40px"|hospital_02.generatorroom_off
|height="40px"|hospital_02.generatorroom_off
|Identical to <code>urban.generatorroom_off</code>.
|Identical to <code>urban.generatorroom_off</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 750: Line 911:
|height="40px"|hospital_02.generatorroom
|height="40px"|hospital_02.generatorroom
|Identical to <code>urban.generatorroom</code>.
|Identical to <code>urban.generatorroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 756: Line 918:
|height="40px"|hospital_02.streetrain
|height="40px"|hospital_02.streetrain
|Identical to <code>urban.streetrain</code>.
|Identical to <code>urban.streetrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 762: Line 925:
|height="40px"|hospital_02.rooftop_1b_interior
|height="40px"|hospital_02.rooftop_1b_interior
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (7611.45, 4382.66, 259.27)
|Electrical hum from a vending machine.
|-
|
|
|
|
|align="center"| (7775.96, 4061.74, 248.02)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|hospital_02.rooftop
|height="40px"|hospital_02.rooftop
|Identical to <code>urban.rooftop</code>.
|Identical to <code>urban.rooftop</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 774: Line 946:
|height="40px"|hospital_02.controlroom
|height="40px"|hospital_02.controlroom
|Identical to <code>urban.controlroom</code>.
|Identical to <code>urban.controlroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 780: Line 953:
|height="40px"|hospital_02.warehouseoutside
|height="40px"|hospital_02.warehouseoutside
|Identical to <code>urban.warehouseoutside</code>.
|Identical to <code>urban.warehouseoutside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 786: Line 960:
|height="40px"|hospital_03.alleyrain
|height="40px"|hospital_03.alleyrain
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (12817.86, 8036.78, 125.83)
|Steam gas loop.
|-
|-
|height="40px"|hospital_03.rooftop_1b_interior2
|height="40px"|hospital_03.rooftop_1b_interior2
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (11136.49, 5917.66, 86.23)
|Medium amount of rain hitting ground.
|-
|
|
|
|
|align="center"| (10925.72, 7097.05, 296.03)
|height="40px"| Medium amount of rain hitting ground
|-
|-
|height="40px"|hospital_03.warehouse_1
|height="40px"|hospital_03.warehouse_1
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 804: Line 988:
|height="40px"|hospital_03.steamtunnel
|height="40px"|hospital_03.steamtunnel
|Identical to <code>urban.steamtunnel</code>.
|Identical to <code>urban.steamtunnel</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 810: Line 995:
|height="40px"|hospital_03.boilerroom
|height="40px"|hospital_03.boilerroom
|Identical to <code>urban.boilerroom</code>.
|Identical to <code>urban.boilerroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 816: Line 1,002:
|height="40px"|hospital_03.sewer
|height="40px"|hospital_03.sewer
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (14283.93, 11623.13, -351.96)
|Leaking water loop.
|-
|
|
|
|
|align="center"| (14278.09, 11623.96, -100.94)
|height="40px"| Heavy wind and rain.
|-
|-
|height="40px"|hospital_03.pipetunnel
|height="40px"|hospital_03.pipetunnel
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 828: Line 1,023:
|height="40px"|hospital_03.streetrain
|height="40px"|hospital_03.streetrain
|Identical to <code>urban.streetrain</code>.
|Identical to <code>urban.streetrain</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 834: Line 1,030:
|height="40px"|hospital_03.hospital
|height="40px"|hospital_03.hospital
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (12662.56, 12319.38, 31.77)
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (12311.40, 12419.25, 39.79)
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|
|align="center"| (12882.79, 12341.79, 16.03)
|height="40px"| Heavy wind and rain.
|-
|-
|height="40px"|hospital_03.rooftop_1b_interior
|height="40px"|hospital_03.rooftop_1b_interior
|Identical to <code>urban.rooftop_1b_interior</code>.
|Identical to <code>urban.rooftop_1b_interior</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 846: Line 1,058:
|height="40px"|hospital_03.respawn
|height="40px"|hospital_03.respawn
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 852: Line 1,065:
|height="40px"|hospital_04.hospital_interior
|height="40px"|hospital_04.hospital_interior
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 858: Line 1,072:
|height="40px"|hospital_04.hospital_atrium
|height="40px"|hospital_04.hospital_atrium
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (12709.09, 12042.67, 191.22)
|Leaking water loop.
|-
|-
|height="40px"|hospital_04.elevator
|height="40px"|hospital_04.elevator
|Identical to <code>urban.elevator</code>.
|Identical to <code>urban.elevator</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 870: Line 1,086:
|height="40px"|hospital_04.finaleoutside
|height="40px"|hospital_04.finaleoutside
|Identical to <code>urban.finaleoutside</code>.
|Identical to <code>urban.finaleoutside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 876: Line 1,093:
|height="40px"|hospital_04.construction
|height="40px"|hospital_04.construction
|Identical to <code>urban.construction</code>.
|Identical to <code>urban.construction</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 882: Line 1,100:
|height="40px"|hospital_04.street
|height="40px"|hospital_04.street
|Identical to <code>urban.street</code>.
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 888: Line 1,107:
|height="40px"|hospital_04.respawn
|height="40px"|hospital_04.respawn
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 894: Line 1,114:
|height="40px"|hospital_05.street
|height="40px"|hospital_05.street
|Identical to <code>urban.street</code>.
|Identical to <code>urban.street</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 900: Line 1,121:
|height="40px"|hospital_05.finaleinside
|height="40px"|hospital_05.finaleinside
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (5819.67, 8430.61, 5920.03)
|Medium amount of rain hitting ground.
|-
|
|
|
|
|align="center"| (5819.67, 8430.61, 5920.03)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|hospital_05.finaleoutside
|height="40px"|hospital_05.finaleoutside
|Identical to <code>urban.finaleoutside</code>.
|Identical to <code>urban.finaleoutside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 912: Line 1,142:
|height="40px"|hospital_05.respawn
|height="40px"|hospital_05.respawn
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 918: Line 1,149:
|height="40px"|hospital_05.finaleroof
|height="40px"|hospital_05.finaleroof
|Identical to <code>urban.finaleroof</code>.
|Identical to <code>urban.finaleroof</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 924: Line 1,156:
|height="40px"|hospital_05.elevatorshaft
|height="40px"|hospital_05.elevatorshaft
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (7200.16, 9297.32, 5920.03)
|Leaking water loop.
|-
|
|
|
|
|align="center"| (7179.41, 9275.03, 6091.31)
|height="40px"| Heavy wind and rain.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_hospital.txt</span>


== Lighthouse (The Last Stand) ==
== Lighthouse (The Last Stand) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!width="275px"|Name
!Description
!Description
!width="105px"|Position Number
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="200px"|Position Origin
!width="250px"|Location Description
!width="250px"|Location Description
Line 939: Line 1,181:
|height="40px"|lighthouse.woods
|height="40px"|lighthouse.woods
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (2360.08, -82.87, 173.25)
|Water waves hitting the shoreline.
|-
|-
|height="40px"|lighthouse.house
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|}
|align="center"| (2974.34, 768.07, 904.31)
 
|height="40px"| Occasional distant fog horn.
== Smalltown (Death Toll) ==
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!Description
!width="105px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|-
|height="40px"|smalltown_01.woods_start
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"| (1000.08, -277.44, 1118.27)
|height="40px"| Infrequent loud and close-up fog horn.
|-
|-
|height="40px"|smalltown_01.woods
|height="40px"|lighthouse.house
|
|align="center" | {{DSP | 1}}
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (2360.08, -82.87, 173.25)
|style="background-color:rgb(50,50,50);"|
|Water waves hitting the shoreline.
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|smalltown_01.riverbed
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"| (1000.08, -277.44, 1118.27)
|height="40px"| Infrequent loud and close-up fog horn.
|-
|-
|height="40px"|smalltown_01.tunnel
|
|Identical to <code>rural.caveclosed</code>.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (736.46, -88.49, 854.33)
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|smalltown_01.tunnel_hall
|
|Identical to <code>rural.drainagesmall</code>.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (2974.34, 768.07, 904.31)
|height="40px"| Occasional distant fog horn.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_lighthouse.txt</span>
 
== Smalltown (Death Toll) ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|smalltown_01.woods_start
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy distant combat sounds.
|-
|height="40px"|smalltown_01.woods
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy distant combat sounds.
|-
|height="40px"|smalltown_01.riverbed
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-13336.70, -11634.56, -510.17)
|Swamp frog loop.
|-
|
|
|
|align="center"| 0
|
|height="40px"|Heavy distant combat sounds.
|-
|height="40px"|smalltown_01.tunnel
|Identical to <code>rural.caveclosed</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|smalltown_01.tunnel_hall
|Identical to <code>rural.drainagesmall</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|smalltown_01.tunnel_bigroom
|height="40px"|smalltown_01.tunnel_bigroom
|Identical to <code>rural.bigroom</code>.
|Identical to <code>rural.bigroom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 996: Line 1,290:
|height="40px"|smalltown_01.river
|height="40px"|smalltown_01.river
|Identical to <code>rural.river</code>.
|Identical to <code>rural.river</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,002: Line 1,297:
|height="40px"|smalltown_01.caveclosed
|height="40px"|smalltown_01.caveclosed
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,008: Line 1,304:
|height="40px"|smalltown_01.caveopen
|height="40px"|smalltown_01.caveopen
|Identical to <code>rural.caveopen</code>.
|Identical to <code>rural.caveopen</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,014: Line 1,311:
|height="40px"|smalltown_01.pumproom
|height="40px"|smalltown_01.pumproom
|Identical to <code>rural.pumproom</code>.
|Identical to <code>rural.pumproom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,020: Line 1,318:
|height="40px"|smalltown_02.pumproom
|height="40px"|smalltown_02.pumproom
|Identical to <code>rural.pumproom</code>.
|Identical to <code>rural.pumproom</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,026: Line 1,325:
|height="40px"|smalltown_02.drainagesmall
|height="40px"|smalltown_02.drainagesmall
|Identical to <code>rural.drainagesmall</code>.
|Identical to <code>rural.drainagesmall</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,032: Line 1,332:
|height="40px"|smalltown_02.drainagemedium
|height="40px"|smalltown_02.drainagemedium
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,038: Line 1,339:
|height="40px"|smalltown_02.drainagebig
|height="40px"|smalltown_02.drainagebig
|Identical to <code>rural.drainagebig</code>.
|Identical to <code>rural.drainagebig</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,044: Line 1,346:
|height="40px"|smalltown_02.drainageopen
|height="40px"|smalltown_02.drainageopen
|Identical to <code>rural.drainageopen</code>.
|Identical to <code>rural.drainageopen</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,050: Line 1,353:
|height="40px"|smalltown_02.trainyardbuilding
|height="40px"|smalltown_02.trainyardbuilding
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|-
|height="40px"|smalltown_02.woods
|height="40px"|smalltown_02.woods
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Medium distant combat sounds.
|-
|-
|height="40px"|smalltown_03.trainyardbuilding
|height="40px"|smalltown_03.trainyardbuilding
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|-
|height="40px"|smalltown_03.trainyard
|height="40px"|smalltown_03.trainyard
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|-
|height="40px"|smalltown_03.woods_far
|height="40px"|smalltown_03.woods_far
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|-
|height="40px"|smalltown_03.woods_medium
|height="40px"|smalltown_03.woods_medium
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|
|
|
|
|align="center"| (-9756.75, -3895.52, 16.99)
|height="40px"|Large bold burning fire (burning car).
|-
|-
|height="40px"|smalltown_03.woods_close
|height="40px"|smalltown_03.woods_close
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|-
|height="40px"|smalltown_03.graveyard
|height="40px"|smalltown_03.graveyard
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|-
|Light close combat sounds.
|-
|height="40px"|smalltown_03.church
|height="40px"|smalltown_03.church
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|-
|height="40px"|smalltown_03.house
|height="40px"|smalltown_03.house
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Light close combat sounds.
|-
|
|
|
|
|align="center"| (-6956.06, -1823.38, 10.21)
|height="40px"| Small burning fire.
|-
|-
|height="40px"|smalltown_03.town
|height="40px"|smalltown_03.town
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|align="center"| (-239.48, -1101.99, -243.29)
|Medium burning fire.
|-
|
|
|
|
|align="center"| (-221.18, -1391.90, -159.93)
|height="40px"| Large bold burning fire (burning car).
|-
|
|
|
|
|align="center"| (-3283.99, -2058.96, -52.79)
|height="40px"| Electrical hum from a vending machine.
|-
|-
|height="40px"|smalltown_03.towninside
|height="40px"|smalltown_03.towninside
|Identical to <code>rural.towninside</code>.
|Identical to <code>rural.towninside</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,122: Line 1,465:
|height="40px"|smalltown_03.townalley
|height="40px"|smalltown_03.townalley
|Identical to <code>rural.townalley</code>.
|Identical to <code>rural.townalley</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,128: Line 1,472:
|height="40px"|smalltown_04.town
|height="40px"|smalltown_04.town
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (4306.20, -4515.68, 61.85)
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|smalltown_04.towninside
|height="40px"|smalltown_04.towninside
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (1871.42, -5544.37, 22.18)
|Fluorescent light
|-
|-
|height="40px"|smalltown_04.townalley
|height="40px"|smalltown_04.townalley
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (-1128.43, -4921.85, -40.16)
|Medium burning fire.
|-
|-
|height="40px"|smalltown_04.street
|height="40px"|smalltown_04.street
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,152: Line 1,500:
|height="40px"|smalltown_04.house
|height="40px"|smalltown_04.house
|Identical to <code>urban.apartment</code>.
|Identical to <code>urban.apartment</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,158: Line 1,507:
|height="40px"|smalltown_04.trainyardbuilding
|height="40px"|smalltown_04.trainyardbuilding
|Identical to <code>rural.trainyardbuilding</code>.
|Identical to <code>rural.trainyardbuilding</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,164: Line 1,514:
|height="40px"|smalltown_05.park
|height="40px"|smalltown_05.park
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (5312.28, -859.43, 9.13)
|Medium burning fire.
|-
|-
|height="40px"|smalltown_05.shack
|height="40px"|smalltown_05.shack
|Identical to <code>rural.shack</code>.
|Identical to <code>rural.shack</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,176: Line 1,528:
|height="40px"|smalltown_05.town
|height="40px"|smalltown_05.town
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (2656.17, 2919.52, -18.67)
|Medium burning fire.
|-
|
|
|
|
|align="center"| (2980.75, 1780.56, -38.36)
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|smalltown_05.boatinterior
|height="40px"|smalltown_05.boatinterior
|Identical to <code>rural.boatinterior</code>.
|Identical to <code>rural.boatinterior</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,188: Line 1,549:
|height="40px"|smalltown_05.boatexterior
|height="40px"|smalltown_05.boatexterior
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (5312.28, -859.43, 9.13)
|Medium burning fire.
|-
|-
|height="40px"|smalltown_05.boatexterior
|height="40px"|smalltown_05.shoreline
|
|align="center" | {{DSP | 1}}
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| (5312.28, -859.43, 9.13)
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|smalltown_05.house
|height="40px"|smalltown_05.house
|Identical to <code>rural.house</code>.
|Identical to <code>rural.house</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_smalltown.txt</span>


== River (The Sacrifice) ==
== River (The Sacrifice) ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!width="275px"|Name
!Description
!Description
!width="105px"|Position Number
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="200px"|Position Origin
!width="250px"|Location Description
!width="250px"|Location Description
Line 1,215: Line 1,581:
|height="40px"|river.shoreline
|height="40px"|river.shoreline
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,221: Line 1,588:
|height="40px"|river.fishingboat
|height="40px"|river.fishingboat
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,227: Line 1,595:
|height="40px"|river.woods
|height="40px"|river.woods
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,233: Line 1,602:
|height="40px"|river.rooftop
|height="40px"|river.rooftop
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 1,239: Line 1,609:
|height="40px"|river_01.spawn
|height="40px"|river_01.spawn
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Medium burning fire.
|-
|-
|height="40px"|river_01.shore
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|river_01.street
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river_01.alley
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|river_01.interiors
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|river_01.brickfactory
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|river_01.checkpoint
|height="40px"|river_01.shore
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|river_02.woods
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river_02.oilbuilding
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|river_02.bargecrossing
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|river_02.freighter
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|river_02.hull
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|river_02.gravelpile
|height="40px"|river_01.street
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|river_02.checkpoint
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|river_02.highrise
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|}
|
 
|height="40px"| Frequent sound of critters.
== Urban ==
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!Description
!width="105px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|-
|height="40px"|urban.util_interiorslams
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.util_metalslams
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_metalslams_2
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.util_woodfloorsqueaks
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|urban.util_windgust
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 5
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|urban.util_distantcombat
|height="40px"|river_01.alley
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|urban.util_distantexplosions
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_rat_scratches
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.util_genericrooftop
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Steam gas loop.
|-
|-
|height="40px"|urban.util_genericexterior_from_interior_1
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.util_genericexterior_from_interior_2
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_flies
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|urban.util_steam
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.util_pipes
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 5
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|urban.rooftop_1b
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 6
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|urban.rooftop_1b_interior
|height="40px"|river_01.interiors
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|urban.rooftop_1b_interior2
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.underground_1
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.underground_2
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Steam gas loop.
|-
|-
|height="40px"|urban.underground_3
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|urban.controlroom
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.warehouse_1
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|urban.steamtunnel
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.boilerroom
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 5
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Electrical hum from a vending machine.
|-
|-
|height="40px"|urban.hospital_interior
|height="40px"|river_01.brickfactory
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Steam gas loop.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|urban.flies
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.rooftop
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Idle van motor loop.
|-
|-
|height="40px"|urban.street
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.streetrain
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Electrical hum from a vending machine.
|-
|-
|height="40px"|urban.alley
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|urban.alleyrain
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 5
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|urban.sewer
|height="40px"|river_01.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Electrical hum from a vending machine.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|urban.pipetunnel
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.apartment
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Idle van motor loop.
|-
|-
|height="40px"|urban.generatorroom_off
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Electrical hum from a vending machine.
|-
|-
|height="40px"|urban.generatorroom
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|urban.respawn
|height="40px"|river_02.woods
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Medium burning fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|hospital.respawn
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.rooftopspawn
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.hospitalspawn
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|urban.spawnrain
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.hospital
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.office
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.subway
|height="40px"|river_02.oilbuilding
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|
|Idle van motor loop.
|-
|-
|height="40px"|urban.pillarsroom
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Electrical hum from a vending machine.
|-
|-
|height="40px"|urban.conveniencestore
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.warehouseoutside
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.warehouseinside
|height="40px"|river_02.bargecrossing
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Gentle water stream.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|urban.tankroom
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|urban.powerplant
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.powerplantinside
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Frequent sound of critters.
|-
|-
|height="40px"|urban.parkinggarage
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.elevator
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|style="background-color:rgb(50,50,50);"|
|
|height="40px"| Often wooden boards and rope squeaking.
|-
|-
|height="40px"|urban.construction
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 5
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|urban.finaleinside
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 6
|
|height="40px"| Medium burning fire.
|-
|-
|height="40px"|urban.finaleoutside
|height="40px"|river_02.freighter
|
|
|style="background-color:rgb(50,50,50);"|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|align="center"| 0
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleroof
|
|
|style="background-color:rgb(50,50,50);"|
|Gentle water stream.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
 
== Rural ==
{| class=standard-table | style="width:100%;"
!width="350px"|Name
!Description
!width="105px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|-
|height="40px"|rural.woods
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|rural.woods3
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Gentle water stream.
|-
|-
|height="40px"|rural.morning
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|
|height="40px"| Fluorescent light.
|-
|-
|height="40px"|rural.bridge
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.smallbuilding
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.smallbuilding2
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 4
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|height="40px"| Small burning fire.
|-
|-
|height="40px"|rural.river
|height="40px"|river_02.hull
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Heavy sound of buzzing flies (dead body).
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.caveclosed
|height="40px"|river_02.gravelpile
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Infrequent metal squeaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.caveopen
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Infrequent metal squeaking.
|-
|-
|height="40px"|rural.traintunnel
|height="40px"|river_02.checkpoint
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Fluorescent light.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.pumproom
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Idle van motor loop.
|-
|-
|height="40px"|rural.bigroom
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 2
|
|height="40px"| Electrical hum from a vending machine.
|-
|-
|height="40px"|rural.drainagebig
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainagesmall
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainageopen
|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 3
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardentrance
|
|
|style="background-color:rgb(50,50,50);"|
|height="40px"| Leaking water loop.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.trainyardrespawn
|
|
|
|
|align="center"| 4
|
|height="40px"| Medium burning fire.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Small burning fire.
|-
|height="40px"|river_02.highrise
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Water fountain.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Fluorescent light.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_river.txt</span>
== Urban ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|urban.util_interiorslams
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.trainyardbuilding
|height="40px"|urban.util_metalslams
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.trainyardbuilding2
|height="40px"|urban.util_metalslams_2
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.trainyardbuilding2window
|height="40px"|urban.util_woodfloorsqueaks
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.trainyard
|height="40px"|urban.util_windgust
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.trainyard2
|height="40px"|urban.util_distantcombat
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.house
|height="40px"|urban.util_distantexplosions
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.town
|height="40px"|urban.util_rat_scratches
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.towninside
|height="40px"|urban.util_genericrooftop
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.townalley
|height="40px"|urban.util_genericexterior_from_interior_1
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.boatinterior
|height="40px"|urban.util_genericexterior_from_interior_2
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.boatexterior
|height="40px"|urban.util_flies
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.shoreline
|height="40px"|urban.util_steam
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.town_02
|height="40px"|urban.util_pipes
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.shack
|height="40px"|urban.rooftop_1b
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|
|style="background-color:rgb(50,50,50);"|
|Random far between crow calls.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural.combat_far_heavy
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|align="center"| 1
|
|height="40px"| Often mild to heavy interior metal squeaking.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"| Rain on a tarpaulin sheet.
|-
|height="40px"|urban.rooftop_1b_interior
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|-
|height="40px"|rural.combat_far_medium
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"| (2091.78, 1145.62, 305.90)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|-
|height="40px"|rural.combat_close_light
|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|
|align="center"| (7586.01, 4049.45, 20.73)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.rooftop_1b_interior2
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (3023.50, 3176.03, 59.38)
|height="40px"| Pipe plumbing system sounds.
|-
|
|
|
|
|align="center"| (1747.18, 954.33, 72.05)
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|
|align="center"| (2853.76, 3473.05, -222.57)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (1740.45, 915.84, 160.03)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (2173.42, 1053.01, 35.40)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.underground_1
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Pipe plumbing system sounds.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|
|align="center"| (3893.85, 4238.32, -511.96)
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.underground_2
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium burning fire.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 7
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (4056.33, 4229.33, -300.52)
|height="40px"| Steam gas loop.
|-
|
|
|
|
|align="center"| (5780.42, 3697.63, -219.21)
|height="40px"| Steam gas loop.
|-
|height="40px"|urban.underground_3
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Pipe plumbing system sounds.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 5
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 6
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 7
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.controlroom
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Humming machine.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Humming machine.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Computer monitor humming ambient.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Generator mechanical hum.
|-
|height="40px"|urban.warehouse_1
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Steam gas loop.
|-
|height="40px"|urban.steamtunnel
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Steam gas loop.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 2
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Steam gas loop.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.boilerroom
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.hospital_interior
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Heavy rainy weather hitting ground outside.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Electrical hum from a vending machine.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Leaking water loop.
|-
|height="40px"|urban.flies
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.rooftop
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.street
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.streetrain
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"| Large bold burning fire (burning car).
|-
|
|
|
|align="center"| 4
|
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (3074.21, 4064.64, 61.28)
|height="40px"| Medium burning fire.
|-
|height="40px"|urban.alley
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.alleyrain
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|
|align="center"| (2657.18, 1841.60, 61.28)
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (11818.37, 6007.17, 65.28)
|height="40px"| Medium burning fire.
|-
|
|
|
|
|align="center"| (12675.75, 6965.87, 61.28)
|height="40px"| Medium burning fire.
|-
|height="40px"|urban.sewer
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.pipetunnel
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.apartment
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"| Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.generatorroom_off
|
|align="center" | {{DSP | 1}}
|align="center"| 6
|
|Pipe plumbing system and steam gas sounds.
|-
|
|
|
|align="center"| 7
|
|height="40px"| Pipe plumbing system and steam gas sounds.
|-
|height="40px"|urban.generatorroom
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Generator mechanical hum.
|-
|
|
|
|align="center"| 1
|
|height="40px"| Generator mechanical hum.
|-
|
|
|
|align="center"| 3
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 4
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 5
|
|height="40px"| Flourescent light.
|-
|
|
|
|align="center"| 6
|
|height="40px"| Pipe plumbing system and steam gas sounds.
|-
|
|
|
|align="center"| 7
|
|height="40px"| Pipe plumbing system and steam gas sounds.
|-
|
|
|
|
|align="center"| (7254.25, 3786.20, 250.80)
|height="40px"| Electrical hum from a vending machine.
|-
|height="40px"|urban.respawn
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|hospital.respawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.rooftopspawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.hospitalspawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.spawnrain
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Random far between crow calls.
|-
|height="40px"|urban.hospital
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.office
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.subway
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 1
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 2
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|
|
|
|align="center"| 3
|
|height="40px"|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.pillarsroom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.conveniencestore
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy sound of buzzing flies (dead body).
|-
|height="40px"|urban.warehouseoutside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.warehouseinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.tankroom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.powerplant
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.powerplantinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.parkinggarage
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.elevator
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.construction
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleinside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleoutside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|urban.finaleroof
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_urban.txt</span>
== Rural ==
{| class=standard-table | style="width:100%;"
!width="275px"|Name
!Description
!width="75px"|DSP
!width="175px"|Position Number
!width="200px"|Position Origin
!width="250px"|Location Description
|-
|height="40px"|rural.woods
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.woods3
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.morning
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.bridge
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.smallbuilding
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.smallbuilding2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.river
|
|align="center" | {{DSP | 1}}
|
|align="center"| (-13336.70, -11634.56, -510.17)
|Swamp frog loop.
|-
|height="40px"|rural.caveclosed
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.caveopen
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.traintunnel
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.pumproom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.bigroom
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainagebig
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainagesmall
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.drainageopen
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardentrance
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardrespawn
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardbuilding
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardbuilding2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyardbuilding2window
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyard
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.trainyard2
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.house
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.town
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.towninside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.townalley
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.boatinterior
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.boatexterior
|
|align="center" | {{DSP | 1}}
|align="center"| 6
|
|Frequent sound of critters.
|-
|
|
|
|align="center"| 7
|
|height="40px"| Frequent sound of critters.
|-
|
|
|
|
|align="center"| (3848.49, -4641.39, -259.87)
|height="40px"| Gentle water stream.
|-
|height="40px"|rural.shoreline
|
|align="center" | {{DSP | 1}}
|
|align="center"| (4040.44, -2637.33, -21.18)
|height="40px"| Regularly coyote calls and screeching owls.
|-
|
|
|
|
|align="center"| (3874.10, -6037.81, -95.56)
|height="40px"| Frequent seagull calls.
|-
|
|
|
|
|align="center"| (3874.10, -6037.81, -95.56)
|height="40px"| Occasional distant fog horn.
|-
|height="40px"|rural.town_02
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.shack
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|rural.combat_far_heavy
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Heavy distant combat sounds.
|-
|height="40px"|rural.combat_far_medium
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Medium distant combat sounds.
|-
|height="40px"|rural.combat_close_light
|
|align="center" | {{DSP | 1}}
|align="center"| 0
|
|Light close combat sounds.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_rural.txt</span>
{{Envsound}}


{{Template:Envsound}}
[[Category:Level Design]]
[[Category:Level Design]][[Category:Sound System]][[Category:Left 4 Dead]]
[[Category:Sound System]]
[[Category:Left 4 Dead]]

Latest revision as of 05:49, 7 January 2024

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Left 4 Dead Level Creation

Here is a list of 276 soundscapes for use in Left 4 Dead. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

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

A preview video of these soundscapes can be found here.

Todo:  Add descriptions for how they sound.

Airport (Dead Air)

Name Description DSP Position Number Position Origin Location Description
airport.finaleoutside

1

airport_01.rooftop Identical to urban.rooftop.

1

urban.airport.rooftop.spawn Identical to urban.rooftop.

1

airport_01.apartment

1

(3418.33, 2239.67, 272.90) Unsettling wind and metal sounds.
airport_01.street

1

airport_01.alley Identical to urban.alley.

1

airport_01.rooftopspawn Identical to urban.hospitalspawn.

1

airport_01.inn Identical to urban.apartment.

1

airport_01.hotel Identical to urban.apartment.

1

airport_01.greenhouse

1

airport_02.street Identical to airport_01.street.

1

airport_02.alley

1

(5090.92, 3289.04, 61.51) Medium burning fire.
(8962.26, 3601.84, 32.03) Large echoing windy pipe.
airport_02.apartment

1

(4910.51, 2638.24, 466.05) Electrical hum from a vending machine.
(9295.32, 3890.53, 677.21) Very windy open rooftop/outdoor area.
airport_02.rooftop

1

(6274.14, 3824.39, 516.56) Medium burning fire.
airport_02.pillarsroom Identical to urban.pillarsroom.

1

airport_02.office

1

(8496.57, 4025.56, 104.33) Electrical hum from a vending machine.
airport_02.respawn Identical to urban.respawn.

1

airport_03.alley

1

(-4942.73, -2730.21, 61.32) Medium burning fire.
(-4584.35, -910.55, 61.29) Medium burning fire.
0 Flourescent light.
1 Humming machine.
3 Flourescent light.
4 Humming machine.
5 Medium burning fire.
airport_03.boilerroom

1

0 Heavy sound of buzzing flies (dead body).
airport_03.street

1

(-6795.31, -1355.78, 244.03) Random metal scaffold rattling.
0 Flourescent light.
1 Humming machine.
3 Large bold burning fire (burning car).
4 Flourescent light.
5 Medium burning fire.
airport_03.streetoffices

1

0 Flourescent light
1 Humming machine
2 Medium burning fire.
3 Large bold burning fire (burning car).
airport_03.pumproomsmall

1

airport_03.powerplant

1

0 Flourescent light.
1 Humming machine
2 Medium burning fire.
4 Flourescent light
airport_03.powerplantinside

1

0 Humming machine
(-3068.72, 2143.31, 45.38) Steam gas loop.
airport_03.controlroom

1

0 Flourescent light
1 Humming machine.
2 Humming machine.
airport_03.respawn

1

0 Flourescent light
1 Humming machine
2 Leaking water loop.
airport_03.parkinggarage

1

1 Medium burning fire.
airport_03.skybridge

1

0 Flourescent light.
airport_03.airportinterior

1

airport_04.office

1

(1145.20, 3943.29, 312.05) Electrical hum from a vending machine.
airport_04.baggageclaim

1

airport_04.terminal

1

airport_04.conveyor

1

airport_04.respawn Identical to urban.respawn.

1

airport_04.ramp

1

airport_04.bathroom Identical to urban.respawn.

1

airport_04.ticketing

1

airport_04.security

1

(1818.47, 1358.97, 25.94) Medium burning fire.
airport_05.street Identical to urban.street.

1

airport_05.finaleinside

1

airport_05.finaleoutside

1

(-5060.30, 9600.11, -313.47) Medium burning fire.
airport_05.respawn

1

(4475.37, 4562.37, 62.17) Very heavy wind.
airport_05.finaleroof Identical to urban.finaleroof.

1

soundscapes_airport.txt

Farm (Blood Harvest)

Name Description DSP Position Number Position Origin Location Description
farm_01.morning Identical to rural.morning.

1

farm_01.bridge Identical to rural.bridge.

1

farm_01.smallbuilding Identical to rural.smallbuilding.

1

farm_01.trainyardentrance

1

farm_01.trainyardrespawn Identical to rural.trainyardrespawn.

1

farm_02.trainyardentrance Identical to rural.trainyardentrance.

1

farm_02.trainyardrespawn

1

(-6377.34, -6575.94, 352.26) Humming machine.
farm_02.trainyardbuilding2

1

farm_02.trainyardbuilding2window Identical to rural.trainyardbuilding2window.

1

farm_02.trainyard2 Identical to rural.trainyard2.

1

farm_02.traintunnel

1

(-3481.24, -8872.65, 39.14) Large burning fire.
farm_02.drainagesmall Identical to rural.drainagesmall.

1

farm_03.drainagesmall

1

farm_03.drainagebig Identical to rural.drainagebig.

1

farm_03.traintunnel Identical to rural.traintunnel.

1

farm_03.morning

1

farm_03.house Identical to rural.house.

1

farm_04.morning Identical to rural.morning.

1

farm_04.trainyardentrance

1

farm_04.bridge

1

farm_04.smallbuilding2 Identical to rural.smallbuilding2.

1

farm_04.house Identical to rural.house.

1

farm_05.trainyardentrance Identical to rural.trainyardrespawn.

1

farm_05.morning Identical to rural.morning.

1

farm_05.smallbuilding2 Identical to rural.smallbuilding2.

1

soundscapes_farm.txt

Garage (Crash Course)

Name Description DSP Position Number Position Origin Location Description
garage_01.alley

1

0 Medium burning fire.
garage_01.spawn

1

0 Medium burning fire.
1 Medium burning fire.
garage_01.interior

1

0 Medium burning fire.
(-3857.41, -9468.37, 35.54) Steam gas loop.
garage_01.checkpoint

1

0 Steam gas loop.
garage_01.street

1

(-2654.78, -8420.69, 44.05) Medium burning fire.
garage_02.checkpoint

1

0 Steam gas loop.
garage_02.street

1

0 Medium burning fire.
garage_02.alley Identical to urban.alley.

1

garage_02.interior

1

0 Medium burning fire.
(4433.04, 6543.67, 91.26) Large echoing windy interior.
garage_02.finale

1

0 Looping vehicle diesel engine.
1 Looping vehicle diesel engine.
2 Looping vehicle diesel engine.

soundscapes_garage.txt

Hospital (No Mercy)

Name Description DSP Position Number Position Origin Location Description
background_menu.streetrain

1

0 Random far between crow calls.
hospital_01.alleyrain Identical to urban.alleyrain.

1

hospital_01.streetrain Identical to urban.streetrain.

1

hospital_01.subway Identical to urban.subway.

1

hospital_01.rooftop_1b_interior2 Identical to urban.rooftop_1b_interior2.

1

hospital_01.street Identical to urban.street.

1

hospital_01.rooftop_1b Identical to urban.rooftop_1b.

1

hospital_01.rooftop_1b_interior Identical to urban.rooftop_1b_interior.

1

hospital_02.rooftop_1b_interior2 Identical to urban.rooftop_1b_interior2.

1

hospital_02.underground_2 Identical to urban.underground_2.

1

hospital_02.underground_1 Identical to urban.underground_1.

1

hospital_02.underground_3 Identical to urban.underground_3.

1

hospital_02.pillarsroom

1

(8155.77, 3031.04, -147.45) Heavy sound of buzzing flies (dead body).
hospital_02.alleyrain Identical to urban.alleyrain.

1

hospital_02.generatorroom_off Identical to urban.generatorroom_off.

1

hospital_02.generatorroom Identical to urban.generatorroom.

1

hospital_02.streetrain Identical to urban.streetrain.

1

hospital_02.rooftop_1b_interior

1

(7611.45, 4382.66, 259.27) Electrical hum from a vending machine.
(7775.96, 4061.74, 248.02) Heavy sound of buzzing flies (dead body).
hospital_02.rooftop Identical to urban.rooftop.

1

hospital_02.controlroom Identical to urban.controlroom.

1

hospital_02.warehouseoutside Identical to urban.warehouseoutside.

1

hospital_03.alleyrain

1

(12817.86, 8036.78, 125.83) Steam gas loop.
hospital_03.rooftop_1b_interior2

1

(11136.49, 5917.66, 86.23) Medium amount of rain hitting ground.
(10925.72, 7097.05, 296.03) Medium amount of rain hitting ground
hospital_03.warehouse_1

1

hospital_03.steamtunnel Identical to urban.steamtunnel.

1

hospital_03.boilerroom Identical to urban.boilerroom.

1

hospital_03.sewer

1

(14283.93, 11623.13, -351.96) Leaking water loop.
(14278.09, 11623.96, -100.94) Heavy wind and rain.
hospital_03.pipetunnel

1

hospital_03.streetrain Identical to urban.streetrain.

1

hospital_03.hospital

1

(12662.56, 12319.38, 31.77) Heavy sound of buzzing flies (dead body).
(12311.40, 12419.25, 39.79) Electrical hum from a vending machine.
(12882.79, 12341.79, 16.03) Heavy wind and rain.
hospital_03.rooftop_1b_interior Identical to urban.rooftop_1b_interior.

1

hospital_03.respawn

1

hospital_04.hospital_interior

1

hospital_04.hospital_atrium

1

(12709.09, 12042.67, 191.22) Leaking water loop.
hospital_04.elevator Identical to urban.elevator.

1

hospital_04.finaleoutside Identical to urban.finaleoutside.

1

hospital_04.construction Identical to urban.construction.

1

hospital_04.street Identical to urban.street.

1

hospital_04.respawn

1

hospital_05.street Identical to urban.street.

1

hospital_05.finaleinside

1

(5819.67, 8430.61, 5920.03) Medium amount of rain hitting ground.
(5819.67, 8430.61, 5920.03) Heavy sound of buzzing flies (dead body).
hospital_05.finaleoutside Identical to urban.finaleoutside.

1

hospital_05.respawn

1

hospital_05.finaleroof Identical to urban.finaleroof.

1

hospital_05.elevatorshaft

1

(7200.16, 9297.32, 5920.03) Leaking water loop.
(7179.41, 9275.03, 6091.31) Heavy wind and rain.

soundscapes_hospital.txt

Lighthouse (The Last Stand)

Name Description DSP Position Number Position Origin Location Description
lighthouse.woods

1

(2360.08, -82.87, 173.25) Water waves hitting the shoreline.
(2974.34, 768.07, 904.31) Occasional distant fog horn.
(1000.08, -277.44, 1118.27) Infrequent loud and close-up fog horn.
lighthouse.house

1

(2360.08, -82.87, 173.25) Water waves hitting the shoreline.
(1000.08, -277.44, 1118.27) Infrequent loud and close-up fog horn.
(736.46, -88.49, 854.33) Medium burning fire.
(2974.34, 768.07, 904.31) Occasional distant fog horn.

soundscapes_lighthouse.txt

Smalltown (Death Toll)

Name Description DSP Position Number Position Origin Location Description
smalltown_01.woods_start

1

0 Heavy distant combat sounds.
smalltown_01.woods

1

0 Heavy distant combat sounds.
smalltown_01.riverbed

1

(-13336.70, -11634.56, -510.17) Swamp frog loop.
0 Heavy distant combat sounds.
smalltown_01.tunnel Identical to rural.caveclosed.

1

smalltown_01.tunnel_hall Identical to rural.drainagesmall.

1

smalltown_01.tunnel_bigroom Identical to rural.bigroom.

1

smalltown_01.river Identical to rural.river.

1

smalltown_01.caveclosed

1

smalltown_01.caveopen Identical to rural.caveopen.

1

smalltown_01.pumproom Identical to rural.pumproom.

1

smalltown_02.pumproom Identical to rural.pumproom.

1

smalltown_02.drainagesmall Identical to rural.drainagesmall.

1

smalltown_02.drainagemedium

1

smalltown_02.drainagebig Identical to rural.drainagebig.

1

smalltown_02.drainageopen Identical to rural.drainageopen.

1

smalltown_02.trainyardbuilding

1

0 Light close combat sounds.
smalltown_02.woods

1

0 Medium distant combat sounds.
smalltown_03.trainyardbuilding

1

0 Light close combat sounds.
smalltown_03.trainyard

1

0 Light close combat sounds.
smalltown_03.woods_far

1

0 Light close combat sounds.
smalltown_03.woods_medium

1

0 Light close combat sounds.
(-9756.75, -3895.52, 16.99) Large bold burning fire (burning car).
smalltown_03.woods_close

1

0 Light close combat sounds.
smalltown_03.graveyard

1

0 Light close combat sounds.
smalltown_03.church

1

0 Light close combat sounds.
smalltown_03.house

1

0 Light close combat sounds.
(-6956.06, -1823.38, 10.21) Small burning fire.
smalltown_03.town

1

0 (-239.48, -1101.99, -243.29) Medium burning fire.
(-221.18, -1391.90, -159.93) Large bold burning fire (burning car).
(-3283.99, -2058.96, -52.79) Electrical hum from a vending machine.
smalltown_03.towninside Identical to rural.towninside.

1

smalltown_03.townalley Identical to rural.townalley.

1

smalltown_04.town

1

(4306.20, -4515.68, 61.85) Medium burning fire.
smalltown_04.towninside

1

(1871.42, -5544.37, 22.18) Fluorescent light
smalltown_04.townalley

1

(-1128.43, -4921.85, -40.16) Medium burning fire.
smalltown_04.street

1

smalltown_04.house Identical to urban.apartment.

1

smalltown_04.trainyardbuilding Identical to rural.trainyardbuilding.

1

smalltown_05.park

1

(5312.28, -859.43, 9.13) Medium burning fire.
smalltown_05.shack Identical to rural.shack.

1

smalltown_05.town

1

(2656.17, 2919.52, -18.67) Medium burning fire.
(2980.75, 1780.56, -38.36) Medium burning fire.
smalltown_05.boatinterior Identical to rural.boatinterior.

1

smalltown_05.boatexterior

1

(5312.28, -859.43, 9.13) Medium burning fire.
smalltown_05.shoreline

1

(5312.28, -859.43, 9.13) Medium burning fire.
smalltown_05.house Identical to rural.house.

1

soundscapes_smalltown.txt

River (The Sacrifice)

Name Description DSP Position Number Position Origin Location Description
river.shoreline

1

river.fishingboat

1

river.woods

1

river.rooftop

1

river_01.spawn

1

0 Medium burning fire.
1 Gentle water stream.
2 Gentle water stream.
3 Heavy sound of buzzing flies (dead body).
4 Small burning fire.
river_01.shore

1

0 Medium burning fire.
1 Gentle water stream.
2 Frequent sound of critters.
3 Heavy sound of buzzing flies (dead body).
4 Small burning fire.
river_01.street

1

0 Medium burning fire.
1 Frequent sound of critters.
2 Heavy sound of buzzing flies (dead body).
3 Frequent sound of critters.
4 Medium burning fire.
5 Small burning fire.
river_01.alley

1

0 Medium burning fire.
1 Heavy sound of buzzing flies (dead body).
2 Steam gas loop.
3 Frequent sound of critters.
4 Gentle water stream.
5 Medium burning fire.
6 Small burning fire.
river_01.interiors

1

0 Medium burning fire.
1 Heavy sound of buzzing flies (dead body).
2 Steam gas loop.
3 Medium burning fire.
4 Small burning fire.
5 Electrical hum from a vending machine.
river_01.brickfactory

1

0 Steam gas loop.
1 Heavy sound of buzzing flies (dead body).
2 Idle van motor loop.
3 Electrical hum from a vending machine.
4 Small burning fire.
5 Small burning fire.
river_01.checkpoint

1

0 Electrical hum from a vending machine.
1 Idle van motor loop.
2 Electrical hum from a vending machine.
3 Small burning fire.
river_02.woods

1

0 Medium burning fire.
1 Frequent sound of critters.
2 Medium burning fire.
3 Frequent sound of critters.
4 Frequent sound of critters.
river_02.oilbuilding

1

0 Idle van motor loop.
1 Electrical hum from a vending machine.
2 Heavy sound of buzzing flies (dead body).
3 Heavy sound of buzzing flies (dead body).
river_02.bargecrossing

1

0 Gentle water stream.
1 Gentle water stream.
2 Frequent sound of critters.
3 Frequent sound of critters.
4 Often wooden boards and rope squeaking.
5 Heavy sound of buzzing flies (dead body).
6 Medium burning fire.
river_02.freighter

1

0 Gentle water stream.
1 Gentle water stream.
2 Gentle water stream.
3 Fluorescent light.
4 Small burning fire.
river_02.hull

1

0 Heavy sound of buzzing flies (dead body).
river_02.gravelpile

1

0 Infrequent metal squeaking.
1 Infrequent metal squeaking.
river_02.checkpoint

1

0 Fluorescent light.
1 Idle van motor loop.
2 Electrical hum from a vending machine.
3 Leaking water loop.
4 Medium burning fire.
5 Small burning fire.
river_02.highrise

1

0 Water fountain.
1 Fluorescent light.

soundscapes_river.txt

Urban

Name Description DSP Position Number Position Origin Location Description
urban.util_interiorslams

1

urban.util_metalslams

1

urban.util_metalslams_2

1

urban.util_woodfloorsqueaks

1

urban.util_windgust

1

urban.util_distantcombat

1

urban.util_distantexplosions

1

urban.util_rat_scratches

1

urban.util_genericrooftop

1

urban.util_genericexterior_from_interior_1

1

urban.util_genericexterior_from_interior_2

1

urban.util_flies

1

urban.util_steam

1

urban.util_pipes

1

urban.rooftop_1b

1

0 Random far between crow calls.
1 Often mild to heavy interior metal squeaking.
2 Heavy sound of buzzing flies (dead body).
3 Rain on a tarpaulin sheet.
urban.rooftop_1b_interior

1

0 Heavy rainy weather hitting ground outside.
1 Heavy rainy weather hitting ground outside.
(2091.78, 1145.62, 305.90) Heavy sound of buzzing flies (dead body).
(7586.01, 4049.45, 20.73) Heavy sound of buzzing flies (dead body).
urban.rooftop_1b_interior2

1

0 Heavy rainy weather hitting ground outside.
1 Heavy rainy weather hitting ground outside.
5 Flourescent light.
6 Medium burning fire.
(3023.50, 3176.03, 59.38) Pipe plumbing system sounds.
(1747.18, 954.33, 72.05) Electrical hum from a vending machine.
(2853.76, 3473.05, -222.57) Heavy sound of buzzing flies (dead body).
(1740.45, 915.84, 160.03) Heavy sound of buzzing flies (dead body).
(2173.42, 1053.01, 35.40) Heavy sound of buzzing flies (dead body).
urban.underground_1

1

0 Medium burning fire.
1 Humming machine.
2 Pipe plumbing system sounds.
4 Flourescent light.
(3893.85, 4238.32, -511.96) Heavy sound of buzzing flies (dead body).
urban.underground_2

1

0 Medium burning fire.
2 Humming machine.
3 Electrical hum from a vending machine.
4 Flourescent light.
5 Flourescent light.
6 Heavy sound of buzzing flies (dead body).
7 Heavy sound of buzzing flies (dead body).
(4056.33, 4229.33, -300.52) Steam gas loop.
(5780.42, 3697.63, -219.21) Steam gas loop.
urban.underground_3

1

0 Pipe plumbing system sounds.
1 Electrical hum from a vending machine.
2 Flourescent light.
3 Flourescent light.
4 Heavy sound of buzzing flies (dead body).
5 Heavy sound of buzzing flies (dead body).
6 Heavy sound of buzzing flies (dead body).
7 Heavy sound of buzzing flies (dead body).
urban.controlroom

1

0 Humming machine.
1 Humming machine.
2 Computer monitor humming ambient.
3 Generator mechanical hum.
urban.warehouse_1

1

0 Heavy rainy weather hitting ground outside.
1 Heavy rainy weather hitting ground outside.
2 Heavy rainy weather hitting ground outside.
3 Heavy rainy weather hitting ground outside.
4 Flourescent light.
5 Steam gas loop.
urban.steamtunnel

1

0 Steam gas loop.
1 Steam gas loop.
2 Steam gas loop.
3 Steam gas loop.
4 Heavy sound of buzzing flies (dead body).
urban.boilerroom

1

0 Heavy sound of buzzing flies (dead body).
urban.hospital_interior

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
2 Heavy rainy weather hitting ground outside.
3 Heavy rainy weather hitting ground outside.
4 Electrical hum from a vending machine.
5 Flourescent light.
6 Leaking water loop.
urban.flies

1

urban.rooftop

1

urban.street

1

urban.streetrain

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
2 Heavy sound of buzzing flies (dead body).
3 Large bold burning fire (burning car).
4 Medium burning fire.
(3074.21, 4064.64, 61.28) Medium burning fire.
urban.alley

1

urban.alleyrain

1

0 Heavy sound of buzzing flies (dead body).
(2657.18, 1841.60, 61.28) Medium burning fire.
(11818.37, 6007.17, 65.28) Medium burning fire.
(12675.75, 6965.87, 61.28) Medium burning fire.
urban.sewer

1

urban.pipetunnel

1

urban.apartment

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
urban.generatorroom_off

1

6 Pipe plumbing system and steam gas sounds.
7 Pipe plumbing system and steam gas sounds.
urban.generatorroom

1

0 Generator mechanical hum.
1 Generator mechanical hum.
3 Flourescent light.
4 Flourescent light.
5 Flourescent light.
6 Pipe plumbing system and steam gas sounds.
7 Pipe plumbing system and steam gas sounds.
(7254.25, 3786.20, 250.80) Electrical hum from a vending machine.
urban.respawn

1

0 Heavy sound of buzzing flies (dead body).
hospital.respawn

1

urban.rooftopspawn

1

urban.hospitalspawn

1

urban.spawnrain

1

0 Random far between crow calls.
urban.hospital

1

urban.office

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
urban.subway

1

0 Heavy sound of buzzing flies (dead body).
1 Heavy sound of buzzing flies (dead body).
2 Heavy sound of buzzing flies (dead body).
3 Heavy sound of buzzing flies (dead body).
urban.pillarsroom

1

urban.conveniencestore

1

0 Heavy sound of buzzing flies (dead body).
urban.warehouseoutside

1

urban.warehouseinside

1

urban.tankroom

1

urban.powerplant

1

urban.powerplantinside

1

urban.parkinggarage

1

urban.elevator

1

urban.construction

1

urban.finaleinside

1

urban.finaleoutside

1

urban.finaleroof

1

soundscapes_urban.txt

Rural

Name Description DSP Position Number Position Origin Location Description
rural.woods

1

rural.woods3

1

rural.morning

1

rural.bridge

1

rural.smallbuilding

1

rural.smallbuilding2

1

rural.river

1

(-13336.70, -11634.56, -510.17) Swamp frog loop.
rural.caveclosed

1

rural.caveopen

1

rural.traintunnel

1

rural.pumproom

1

rural.bigroom

1

rural.drainagebig

1

rural.drainagesmall

1

rural.drainageopen

1

rural.trainyardentrance

1

rural.trainyardrespawn

1

rural.trainyardbuilding

1

rural.trainyardbuilding2

1

rural.trainyardbuilding2window

1

rural.trainyard

1

rural.trainyard2

1

rural.house

1

rural.town

1

rural.towninside

1

rural.townalley

1

rural.boatinterior

1

rural.boatexterior

1

6 Frequent sound of critters.
7 Frequent sound of critters.
(3848.49, -4641.39, -259.87) Gentle water stream.
rural.shoreline

1

(4040.44, -2637.33, -21.18) Regularly coyote calls and screeching owls.
(3874.10, -6037.81, -95.56) Frequent seagull calls.
(3874.10, -6037.81, -95.56) Occasional distant fog horn.
rural.town_02

1

rural.shack

1

rural.combat_far_heavy

1

0 Heavy distant combat sounds.
rural.combat_far_medium

1

0 Medium distant combat sounds.
rural.combat_close_light

1

0 Light close combat sounds.

soundscapes_rural.txt


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