List of Portal 2 Soundscapes: Difference between revisions
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{{ | {{Underlinked|date=January 2024}} | ||
| | {{lang|List of Portal 2 Soundscapes|title=List of ''Portal 2'' Soundscapes}}{{p2 topicon}} | ||
}} | |||
{{back | Portal 2 Level Creation}} | {{back | Portal 2 Level Creation}} | ||
{{toc-right}} | {{toc-right}} | ||
Below is a list of 396 [[soundscapes]] for use in | Below is a list of 396 [[soundscapes]] for use in {{Portal2|4}}. The game also contains all of {{Portal|2}}'s soundscapes, which own list can be found [[List of Portal soundscapes|here]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes searching for all valid 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. Some may use coordinates to place sound in specific places in the world instead of with the use of positions, as this is an out-of-map approach which means it is unnecessary to compile the map to change position data, although this also means developers must change the coordinates on their own for every soundscape they use that have these as they always are tailored to a specific map. | 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 {{ent|env_soundscape}} entity's properties. If these locations are not given, the sounds will not be heard. Some may use coordinates to place sound in specific places in the world instead of with the use of positions, as this is an out-of-map approach which means it is unnecessary to compile the map to change position data, although this also means developers must change the coordinates on their own for every soundscape they use that have these as they always are tailored to a specific map. | ||
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=N9TnPQUQi6w here.] | A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=N9TnPQUQi6w here.] | ||
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|- | |- | ||
|height="40px"|EntryExitElevator.Interior | |height="40px"|EntryExitElevator.Interior | ||
| | |Loud air moving through a room with very distant (undefinable) sounds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|EntryExitElevator.Exterior | |height="40px"|EntryExitElevator.Exterior | ||
| | |Identical to the above but with a large fan. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|EntryExitElevator.IndustrialStairs | |height="40px"|EntryExitElevator.IndustrialStairs | ||
| | |Air moving through with distant hit and thuds, random buzzing sound. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|EntryExitElevator.OpenChamber | |height="40px"|EntryExitElevator.OpenChamber | ||
| | |Distant Cicada sounds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_01.Vent | |height="40px"|TestChamber_01.Vent | ||
| | |Sound of a fan (echoing?). | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber.Vegetation | |height="40px"|TestChamber.Vegetation | ||
| | |Distant cicadas with crows. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Intro_02.BigRoom | |height="40px"|TestChamber_Intro_02.BigRoom | ||
| | |Identical to the above with possible crickets. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Intro_02.IntroRoom | |height="40px"|TestChamber_Intro_02.IntroRoom | ||
| | |Distant cicadas and cricket sounds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Intro_02.IntroRoom_02 | |height="40px"|TestChamber_Intro_02.IntroRoom_02 | ||
| | |Identical to the above but with water droplets. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Intro_02.SideRoom | |height="40px"|TestChamber_Intro_02.SideRoom | ||
| | |Identical to <code>TestChamber_Intro_02.BigRoom</code> with distant rumbling or falling rocks. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_01.Awake | |height="40px"|TestChamber_01.Awake | ||
| | |Air moving through a room with very distant metal sounds. | ||
|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);"| | ||
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<span style="text-size:12px; color:grey; margin:2px;">soundscapes_test_chambers.txt</span> | <span style="text-size:12px; color:grey; margin:2px;">soundscapes_test_chambers.txt</span> | ||
== | == Vegetation == | ||
{| class=standard-table | style="width:100%;" | {| class=standard-table | style="width:100%;" | ||
!width="350px"|Name | !width="350px"|Name | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Crows | |height="40px"|TestChamber_Vegetation.Crows | ||
| | |Silence for some seconds then distant crow sound with distant rocks falling or sliding. | ||
|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 104: | Line 103: | ||
|- | |- | ||
|height="40px"|TestChamber_Vegetation.AfricanBirds | |height="40px"|TestChamber_Vegetation.AfricanBirds | ||
| | |Silence for some seconds then distant african bird chirp. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.WaterDrips | |height="40px"|TestChamber_Vegetation.WaterDrips | ||
| | |Nearby water dripping. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Insects_01 | |height="40px"|TestChamber_Vegetation.Insects_01 | ||
| | |Distant cicadas. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Insects_02 | |height="40px"|TestChamber_Vegetation.Insects_02 | ||
| | |Distant crickets. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Elevator_Birds_01 | |height="40px"|TestChamber_Vegetation.Elevator_Birds_01 | ||
| | |Silence for some seconds then distant birds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Elevator_01 | |height="40px"|TestChamber_Vegetation.Elevator_01 | ||
| | |Distant cicadas with birds, air moving through a room with very distant water dripping. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Standard | |height="40px"|TestChamber_Vegetation.Standard | ||
| | |Nearby water dripping and distant cicada sounds with birds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.BirdsInsects | |height="40px"|TestChamber_Vegetation.BirdsInsects | ||
| | |Distant birds and cicada sounds. | ||
|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 158: | Line 157: | ||
|- | |- | ||
|height="40px"|TestChamber_Vegetation.NoBirds | |height="40px"|TestChamber_Vegetation.NoBirds | ||
| | |Distant cicada sound with nearby water dripping. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Intro_01_Main | |height="40px"|TestChamber_Vegetation.Intro_01_Main | ||
| | |Distant birds and cicada sound, nearby water, air moving through a room, some kind of metal sound with rocks sliding. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Intro_01_MainPortal | |height="40px"|TestChamber_Vegetation.Intro_01_MainPortal | ||
| | |Distant birds and cicadas, nearby water droplets and a low pulsing hum. | ||
|align=center |0 | |align=center |0 | ||
| | | | ||
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|- | |- | ||
|height="40px"|TestChamber_Vegetation.Intro_01_CubeRoom | |height="40px"|TestChamber_Vegetation.Intro_01_CubeRoom | ||
| | |Very distant birds and cicada sounds with small buzzing sounds. | ||
|align=center |0 | |align=center |0 | ||
| | | | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.MetalPipe_01 | |height="40px"|TestChamber_Destruction.MetalPipe_01 | ||
| | |Silence but distant like a metal rod hitting something. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.MetalGroan_01 | |height="40px"|TestChamber_Destruction.MetalGroan_01 | ||
| | |Distant metal groaning and possibly scraping and echoing through (maybe a large) a room. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.WaterDrip_01 | |height="40px"|TestChamber_Destruction.WaterDrip_01 | ||
| | |Near to proximity water dripping and echoing. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.WindEerie_01 | |height="40px"|TestChamber_Destruction.WindEerie_01 | ||
| | |quiet air moving through a room with sort of cave ambience. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.DestructionBeauty | |height="40px"|TestChamber_Destruction.DestructionBeauty | ||
| | |Silence for some second until a quiet echo of something gliding and stopping. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.DestructionBase | |height="40px"|TestChamber_Destruction.DestructionBase | ||
| | |Distant metal scraping, creaking with an echo and a distant of something gliding and stopping. (good to use in a large dark room) | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_03 | |height="40px"|TestChamber_Destruction.Intro_03 | ||
| | |Nearby water dripping with an unease air moving through a room, very very distant cicada sound and maybe bird sounds. | ||
|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 252: | Line 251: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_03_Alt | |height="40px"|TestChamber_Destruction.Intro_03_Alt | ||
| | |Identical to the above but nearby cicadas and bird sounds. | ||
|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 258: | Line 257: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_03_Halls | |height="40px"|TestChamber_Destruction.Intro_03_Halls | ||
| | |Unease air moving through a room with distant cicadas and water dripping. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_03_EndVeg | |height="40px"|TestChamber_Destruction.Intro_03_EndVeg | ||
| | |Identical to the above but near to proximity cicadas and bird sounds. | ||
|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 270: | Line 269: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_04 | |height="40px"|TestChamber_Destruction.Intro_04 | ||
| | |Unease air moving through a room with water dripping. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_04_Alt | |height="40px"|TestChamber_Destruction.Intro_04_Alt | ||
| | |Identical to <code>TestChamber_Destruction.WindEerie_01</code>. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_05_Start | |height="40px"|TestChamber_Destruction.Intro_05_Start | ||
| | |Identical to the above with metal (rod) like hitting something. | ||
|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 288: | Line 287: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_05 | |height="40px"|TestChamber_Destruction.Intro_05 | ||
| | |Earie air moving through a room with distant metal scraping and groaning. | ||
|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 294: | Line 293: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_05_End | |height="40px"|TestChamber_Destruction.Intro_05_End | ||
| | |Identical to <code>TestChamber_Destruction.Intro_05_Start</code>. | ||
|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 300: | Line 299: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_06 | |height="40px"|TestChamber_Destruction.Intro_06 | ||
| | |Earie air moving through a room with distant metal (rod) like hitting sound. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Intro_06_BTS | |height="40px"|TestChamber_Destruction.Intro_06_BTS | ||
| | |Big machine hum. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Laser_Redirect_Intro | |height="40px"|TestChamber_Destruction.Laser_Redirect_Intro | ||
| | |Earie air moving through with water nearby, distant metal scraping, creaking. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Laser_Stairs | |height="40px"|TestChamber_Destruction.Laser_Stairs | ||
| | |cicadas and birds nearby with water drippingy, air moving through a room with distant metal groaning. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Dual_Lasers_Intro | |height="40px"|TestChamber_Destruction.Dual_Lasers_Intro | ||
| | |Earie air moving through a room with a short pause of distant metal hitting and groaning. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Dual_Lasers | |height="40px"|TestChamber_Destruction.Dual_Lasers | ||
| | |Identical to the above but more frequent metal groaning sounds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.GlaDOS_Chamber_Prewake | |height="40px"|TestChamber_Destruction.GlaDOS_Chamber_Prewake | ||
| | |Nearby cicadas and water dripping, distant birds. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.Glados_Chamber_Postwake | |height="40px"|TestChamber_Destruction.Glados_Chamber_Postwake | ||
| | |Nearby cicadas and water dripping, (undefinable) unease sound. | ||
|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);"| | ||
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|- | |- | ||
|height="40px"|TestChamber_Destruction.GlaDOS_Breaker_Room | |height="40px"|TestChamber_Destruction.GlaDOS_Breaker_Room | ||
| | |Air moving through a room. | ||
|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 354: | Line 353: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.GlaDOS_Hall | |height="40px"|TestChamber_Destruction.GlaDOS_Hall | ||
| | |Air moving through a room with distant metal hitting something. | ||
|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 360: | Line 359: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.GlaDOS_PreBasement | |height="40px"|TestChamber_Destruction.GlaDOS_PreBasement | ||
| | |Earie air moving through a room with near to proximity cicadas and water dripping. | ||
|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 366: | Line 365: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.GlaDOS_Basement | |height="40px"|TestChamber_Destruction.GlaDOS_Basement | ||
| | |Identical to the above but distant cicada sounds. | ||
|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 372: | Line 371: | ||
|- | |- | ||
|height="40px"|TestChamber_Destruction.GlaDOS_New_Basement | |height="40px"|TestChamber_Destruction.GlaDOS_New_Basement | ||
| | |Earie air moving through a room with distant metal hitting something. | ||
|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 378: | Line 377: | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_destruction.txt</span> | <span style="text-size:12px; color:grey; margin:2px;">soundscapes_destruction.txt</span> | ||
== Partial Destruction == | == Partial Destruction == | ||
Line 388: | Line 388: | ||
|- | |- | ||
|height="40px"|colo_chamber_01 | |height="40px"|colo_chamber_01 | ||
| | |Air moving with distant metal groaning and hitting something, distant thumping sounds and nearby liquid moving (from a tube). | ||
| | | | ||
|align=center |(2412.25, 1285.33, -566.96) | |align=center |(2412.25, 1285.33, -566.96) | ||
Line 394: | Line 394: | ||
|- | |- | ||
|height="40px"|colo_chamber_02 | |height="40px"|colo_chamber_02 | ||
| | |Loud air moving with distant metal groaning and hitting something, some kind of rattle sound in the distant and nearby liquid moving (tube). | ||
| | | | ||
|align=center |(2532.99, -1493.87, -774.82) | |align=center |(2532.99, -1493.87, -774.82) | ||
Line 406: | Line 406: | ||
|- | |- | ||
|height="40px"|industrial_gen_01 | |height="40px"|industrial_gen_01 | ||
| | |Air moving with distant rattle sound, something groaning (big) and something buzzing quietly. | ||
|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 412: | Line 412: | ||
|- | |- | ||
|height="40px"|goalie_interior_01 | |height="40px"|goalie_interior_01 | ||
| | |Distant cicadas and birds with echoing moving water. | ||
| | | | ||
|align=center |(502.14, 10.89, 13.81) | |align=center |(502.14, 10.89, 13.81) | ||
Line 424: | Line 424: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_01 | |height="40px"|TestChamber.Industrial_muffled_01 | ||
| | |Distant thumping sound, water moving (in a tube(?)) some kind of rattle sound and machine moving for few seconds. | ||
|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 430: | Line 430: | ||
|- | |- | ||
|height="40px"|TestChamber.liquid_01 | |height="40px"|TestChamber.liquid_01 | ||
| | |Echoing moving water and distant metal creaking. | ||
|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 436: | Line 436: | ||
|- | |- | ||
|height="40px"|TestChamber_transition_01 | |height="40px"|TestChamber_transition_01 | ||
| | |Distant thumping sound, some kind of rattle sound, echoing moving water, Earie gust of wind and machine moving for few seconds. | ||
|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 442: | Line 442: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_06 | |height="40px"|TestChamber.Industrial_muffled_06 | ||
| | |Echo, distant thumping sounds, something scraping or rattling. | ||
| | | | ||
|align=center |(621.41, -449.71, 40.74) | |align=center |(621.41, -449.71, 40.74) | ||
Line 448: | Line 448: | ||
|- | |- | ||
|height="40px"|TestChamber_transition_02 | |height="40px"|TestChamber_transition_02 | ||
| | |Nearby water with distant machine sound, distant rattling sounds and metal groaning, very distant thumping sounds. | ||
|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 454: | Line 454: | ||
|- | |- | ||
|height="40px"|TestChamber.liquid_02 | |height="40px"|TestChamber.liquid_02 | ||
| | |Echoing water, going trough a pipe, distant thumping sounds, rattling sounds. | ||
| | | | ||
|align=center |(76.55, 234.82, -363.96) | |align=center |(76.55, 234.82, -363.96) | ||
Line 466: | Line 466: | ||
|- | |- | ||
|height="40px"|trust_ratman_01 | |height="40px"|trust_ratman_01 | ||
| | |Air moving through with distant thumping sounds. | ||
|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 472: | Line 472: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_02 | |height="40px"|TestChamber.Industrial_muffled_02 | ||
| | |Loud air moving with distant metal sounds. | ||
| | | | ||
|align=center |(-2231.16, 1950.39, -191.40) | |align=center |(-2231.16, 1950.39, -191.40) | ||
Line 484: | Line 484: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_02a | |height="40px"|TestChamber.Industrial_muffled_02a | ||
| | |Very distant something hitting, large metal groaning, distant something moving and some kind of machine sound. | ||
| | | | ||
|align=center |(2901.18, -1401.30, -593.55) | |align=center |(2901.18, -1401.30, -593.55) | ||
Line 496: | Line 496: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_02b | |height="40px"|TestChamber.Industrial_muffled_02b | ||
| | |Identical to the above with distant water moving. | ||
|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 502: | Line 502: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_partial_open | |height="40px"|TestChamber.Industrial_partial_open | ||
| | |Identical to <code>TestChamber.Industrial_muffled_02a</code> with very very distant cicada sounds. | ||
|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 508: | Line 508: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_03 | |height="40px"|TestChamber.Industrial_muffled_03 | ||
| | |Air moving, distant metal groaning, some kind of machine sound. | ||
|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 514: | Line 514: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_04 | |height="40px"|TestChamber.Industrial_muffled_04 | ||
| | |Air moving, distant rattling sounds and distant something moving (sounds like a train?), distant metal groaning. | ||
|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 520: | Line 520: | ||
|- | |- | ||
|height="40px"|TestChamber.liquid_03 | |height="40px"|TestChamber.liquid_03 | ||
| | |Goop-y water moving and going through a tube, distant metal sounds | ||
|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 526: | Line 526: | ||
|- | |- | ||
|height="40px"|gap.ratman_01 | |height="40px"|gap.ratman_01 | ||
| | |Air moving with distant rattling sound, distant metal groaning or creaking. | ||
|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 532: | Line 532: | ||
|- | |- | ||
|height="40px"|preTestChamber.Industrial_muffled_01 | |height="40px"|preTestChamber.Industrial_muffled_01 | ||
| | |Air moving, distant large object creaking and distant echo. <!-- lost motivation --> | ||
|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 538: | Line 538: | ||
|- | |- | ||
|height="40px"|TestChamber.Industrial_muffled_05 | |height="40px"|TestChamber.Industrial_muffled_05 | ||
| | | | ||
|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 2,568: | Line 2,568: | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_pressdemo.txt</span> | <span style="text-size:12px; color:grey; margin:2px;">soundscapes_pressdemo.txt</span> | ||
{{ | {{Envsound}} | ||
[[Category:Level Design]][[Category:Sound System | |||
[[Category:Portal 2 Level Design]] | |||
[[Category:Sound System]] |
Latest revision as of 09:52, 5 February 2024




January 2024
Below is a list of 396 soundscapes for use in Portal 2. The game also contains all of
Portal's soundscapes, which own list can be found here. An easy way of testing them is to use the playsoundscape console command, which includes searching for all valid 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. Some may use coordinates to place sound in specific places in the world instead of with the use of positions, as this is an out-of-map approach which means it is unnecessary to compile the map to change position data, although this also means developers must change the coordinates on their own for every soundscape they use that have these as they always are tailored to a specific map.
A preview video of these soundscapes can be found here.
Test Chambers
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
EntryExitElevator.Interior | Loud air moving through a room with very distant (undefinable) sounds. | |||
EntryExitElevator.Exterior | Identical to the above but with a large fan. | |||
EntryExitElevator.IndustrialStairs | Air moving through with distant hit and thuds, random buzzing sound. | |||
EntryExitElevator.OpenChamber | Distant Cicada sounds. | |||
TestChamber_01.Vent | Sound of a fan (echoing?). | |||
TestChamber.Vegetation | Distant cicadas with crows. | |||
TestChamber_Intro_02.BigRoom | Identical to the above with possible crickets. | |||
TestChamber_Intro_02.IntroRoom | Distant cicadas and cricket sounds. | |||
TestChamber_Intro_02.IntroRoom_02 | Identical to the above but with water droplets. | |||
TestChamber_Intro_02.SideRoom | Identical to TestChamber_Intro_02.BigRoom with distant rumbling or falling rocks.
|
|||
TestChamber_01.Awake | Air moving through a room with very distant metal sounds. |
soundscapes_test_chambers.txt
Vegetation
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_Vegetation.Crows | Silence for some seconds then distant crow sound with distant rocks falling or sliding. | |||
TestChamber_Vegetation.AfricanBirds | Silence for some seconds then distant african bird chirp. | |||
TestChamber_Vegetation.WaterDrips | Nearby water dripping. | |||
TestChamber_Vegetation.Insects_01 | Distant cicadas. | |||
TestChamber_Vegetation.Insects_02 | Distant crickets. | |||
TestChamber_Vegetation.Insects_03 | ||||
TestChamber_Vegetation.Elevator_Birds_01 | Silence for some seconds then distant birds. | |||
TestChamber_Vegetation.Elevator_01 | Distant cicadas with birds, air moving through a room with very distant water dripping. | |||
TestChamber_Vegetation.Standard | Nearby water dripping and distant cicada sounds with birds. | |||
TestChamber_Vegetation.BirdsInsects | Distant birds and cicada sounds. | |||
TestChamber_Vegetation.NoBirds | Distant cicada sound with nearby water dripping. | |||
TestChamber_Vegetation.Intro_01_Main | Distant birds and cicada sound, nearby water, air moving through a room, some kind of metal sound with rocks sliding. | |||
TestChamber_Vegetation.Intro_01_MainPortal | Distant birds and cicadas, nearby water droplets and a low pulsing hum. | 0 | A fixed portal you want to guide the player to, plays a low, pulsing hum. | |
TestChamber_Vegetation.Intro_01_CubeRoom | Very distant birds and cicada sounds with small buzzing sounds. | 0 | A box you want the player to use. Small buzzing and humming noises. |
soundscapes_vegetation.txt
Destruction
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_Destruction.MetalPipe_01 | Silence but distant like a metal rod hitting something. | |||
TestChamber_Destruction.MetalGroan_01 | Distant metal groaning and possibly scraping and echoing through (maybe a large) a room. | |||
TestChamber_Destruction.WaterDrip_01 | Near to proximity water dripping and echoing. | |||
TestChamber_Destruction.WindEerie_01 | quiet air moving through a room with sort of cave ambience. | |||
TestChamber_Destruction.DestructionBeauty | Silence for some second until a quiet echo of something gliding and stopping. | |||
TestChamber_Destruction.DestructionBase | Distant metal scraping, creaking with an echo and a distant of something gliding and stopping. (good to use in a large dark room) | |||
Testchamber_Destruction.Grain_Click | ||||
TestChamber_Destruction.GlaDOS_Chamber_Diver | ||||
TestChamber_Destruction.GlaDOS_Chamber_Whoomp | ||||
TestChamber_Destruction.Intro_03 | Nearby water dripping with an unease air moving through a room, very very distant cicada sound and maybe bird sounds. | |||
TestChamber_Destruction.Intro_03_Alt | Identical to the above but nearby cicadas and bird sounds. | |||
TestChamber_Destruction.Intro_03_Halls | Unease air moving through a room with distant cicadas and water dripping. | |||
TestChamber_Destruction.Intro_03_EndVeg | Identical to the above but near to proximity cicadas and bird sounds. | |||
TestChamber_Destruction.Intro_04 | Unease air moving through a room with water dripping. | |||
TestChamber_Destruction.Intro_04_Alt | Identical to TestChamber_Destruction.WindEerie_01 .
|
|||
TestChamber_Destruction.Intro_05_Start | Identical to the above with metal (rod) like hitting something. | |||
TestChamber_Destruction.Intro_05 | Earie air moving through a room with distant metal scraping and groaning. | |||
TestChamber_Destruction.Intro_05_End | Identical to TestChamber_Destruction.Intro_05_Start .
|
|||
TestChamber_Destruction.Intro_06 | Earie air moving through a room with distant metal (rod) like hitting sound. | |||
TestChamber_Destruction.Intro_06_BTS | Big machine hum. | |||
TestChamber_Destruction.Laser_Redirect_Intro | Earie air moving through with water nearby, distant metal scraping, creaking. | |||
TestChamber_Destruction.Laser_Stairs | cicadas and birds nearby with water drippingy, air moving through a room with distant metal groaning. | |||
TestChamber_Destruction.Dual_Lasers_Intro | Earie air moving through a room with a short pause of distant metal hitting and groaning. | |||
TestChamber_Destruction.Dual_Lasers | Identical to the above but more frequent metal groaning sounds. | |||
TestChamber_Destruction.GlaDOS_Chamber_Prewake | Nearby cicadas and water dripping, distant birds. | |||
TestChamber_Destruction.Glados_Chamber_Postwake | Nearby cicadas and water dripping, (undefinable) unease sound. | |||
TestChamber_Destruction.GlaDOS_Breaker_Room | Air moving through a room. | |||
TestChamber_Destruction.GlaDOS_Hall | Air moving through a room with distant metal hitting something. | |||
TestChamber_Destruction.GlaDOS_PreBasement | Earie air moving through a room with near to proximity cicadas and water dripping. | |||
TestChamber_Destruction.GlaDOS_Basement | Identical to the above but distant cicada sounds. | |||
TestChamber_Destruction.GlaDOS_New_Basement | Earie air moving through a room with distant metal hitting something. |
soundscapes_destruction.txt
Partial Destruction
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
colo_chamber_01 | Air moving with distant metal groaning and hitting something, distant thumping sounds and nearby liquid moving (from a tube). | (2412.25, 1285.33, -566.96) | Echoing moving water sludge with often bubbling. | |
colo_chamber_02 | Loud air moving with distant metal groaning and hitting something, some kind of rattle sound in the distant and nearby liquid moving (tube). | (2532.99, -1493.87, -774.82) | Echoing moving water sludge with often bubbling. | |
(1808.03, -1007.96, -767.96) | Highly echoing and eerie metal sound | |||
industrial_gen_01 | Air moving with distant rattle sound, something groaning (big) and something buzzing quietly. | |||
goalie_interior_01 | Distant cicadas and birds with echoing moving water. | (502.14, 10.89, 13.81) | Echoing moving water sludge with often bubbling. | |
(-97.24, -401.50, 118.25) | Rapid water dripping sounds. | |||
TestChamber.Industrial_muffled_01 | Distant thumping sound, water moving (in a tube(?)) some kind of rattle sound and machine moving for few seconds. | |||
TestChamber.liquid_01 | Echoing moving water and distant metal creaking. | |||
TestChamber_transition_01 | Distant thumping sound, some kind of rattle sound, echoing moving water, Earie gust of wind and machine moving for few seconds. | |||
TestChamber.Industrial_muffled_06 | Echo, distant thumping sounds, something scraping or rattling. | (621.41, -449.71, 40.74) | Highly echoing and eerie metal sound. | |
TestChamber_transition_02 | Nearby water with distant machine sound, distant rattling sounds and metal groaning, very distant thumping sounds. | |||
TestChamber.liquid_02 | Echoing water, going trough a pipe, distant thumping sounds, rattling sounds. | (76.55, 234.82, -363.96) | Echoing moving water sludge with often bubbling. | |
(-1035.47, 1012.92, 0.03) | Multiple heavy echoing metal sounds. | |||
trust_ratman_01 | Air moving through with distant thumping sounds. | |||
TestChamber.Industrial_muffled_02 | Loud air moving with distant metal sounds. | (-2231.16, 1950.39, -191.40) | Highly echoing and eerie metal sound. | |
(-2255.96, 1743.96, -191.96) | Slow pulsing electrical hum and buzz. | |||
TestChamber.Industrial_muffled_02a | Very distant something hitting, large metal groaning, distant something moving and some kind of machine sound. | (2901.18, -1401.30, -593.55) | Multiple heavy echoing metal sounds. | |
(4378.33, -2045.50, -849.94) | Slow pulsing electrical hum and buzz. | |||
TestChamber.Industrial_muffled_02b | Identical to the above with distant water moving. | |||
TestChamber.Industrial_partial_open | Identical to TestChamber.Industrial_muffled_02a with very very distant cicada sounds.
|
|||
TestChamber.Industrial_muffled_03 | Air moving, distant metal groaning, some kind of machine sound. | |||
TestChamber.Industrial_muffled_04 | Air moving, distant rattling sounds and distant something moving (sounds like a train?), distant metal groaning. | |||
TestChamber.liquid_03 | Goop-y water moving and going through a tube, distant metal sounds | |||
gap.ratman_01 | Air moving with distant rattling sound, distant metal groaning or creaking. | |||
preTestChamber.Industrial_muffled_01 | Air moving, distant large object creaking and distant echo. | |||
TestChamber.Industrial_muffled_05 | ||||
warehouse.Industrial_01 | ||||
warehouse.Industrial_02 | ||||
TestChamber.liquid_04 | ||||
Turretchamber.intro_01 | ||||
Turretchamber.liquid_01 | ||||
Turretchamber_01 | ||||
Turretchamber_02 | ||||
Turretchamber_03 | ||||
Turretchamber_04 | ||||
Turretchamber_04a | ||||
Testchamber_med_01 | ||||
rug_ratman_01 | ||||
Testchamber_med_01a | ||||
laser_chamber_lg_01 | ||||
testchamber.liquid_lg_01 | ||||
testchamber.liquid_lg_02 | ||||
util_lo.end_mach | ||||
util_water.drain | ||||
utility.metal.imp.lo | ||||
util.abstract.random.ambient |
soundscapes_partial_destruction.txt
Industrial
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_Industrial.Fire_01 | ||||
TestChamber_Industrial.BowedMetal_01 | ||||
TestChamber_Industrial.ScrapedMetal_01 | ||||
TestChamber_Industrial.ClickStick_01 | ||||
TestChamber_Industrial.BubblingGoo_01 | ||||
TestChamber_Industrial.WarehouseWronk_01 | ||||
TestChamber_Industrial.WarehouseWronk_02 | ||||
TestChamber_Industrial.WarehouseImpact_01 | ||||
TestChamber_Industrial.WarehouseImpact_02 | ||||
TestChamber_Industrial.WarehouseImpact_03 | ||||
TestChamber_Industrial.WarehouseMotor_01 | ||||
TestChamber_Industrial.WarehousePower_01 | ||||
TestChamber_Industrial.HotelFluorescents_01 | ||||
TestChamber_Industrial.HotelRefrigeration_01 | ||||
TestChamber_Industrial.Incinerator_Tube_Fall | ||||
TestChamber_Industrial.Incinerator | ||||
TestChamber_Industrial.Incinerator_Destroyed_Hall | ||||
TestChamber_Industrial.Incinerator_Destroyed_Hall_Inferno | ||||
TestChamber_Industrial.Incinerator_Destroyed_Hall_Goo | ||||
TestChamber_Industrial.Incinerator_Destroyed_Room_Goo | ||||
TestChamber_Industrial.Incinerator_Destroyed_Room | ||||
TestChamber_Industrial.Intro_01_Ride_01 | ||||
TestChamber_Industrial.Intro_01_Ride_02 | ||||
TestChamber_Industrial.Intro_01_Ride_03 | ||||
TestChamber_Industrial.Intro_01_Hotel_PrePowerLoss | ||||
TestChamber_Industrial.Intro_01_Hotel_PostPowerLoss |
soundscapes_industrial.txt
Reconstruction
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber.fizzler_01 | ||||
TestChamber.Industrial_clean_01 | ||||
TestChamber.Industrial_clean_02 | ||||
TestChamber.clean_liquid_01 | ||||
TestChamber.clean_liquid_02 | ||||
TestChamber.Industrial_clean_03 | ||||
TestChamber.Industrial_clean_04 | ||||
TestChamber.Industrial_clean_04a | ||||
laser_chamber_med_02 | ||||
TestChamber.Industrial_clean_05 | ||||
TestChamber.Industrial_clean_06 | ||||
TestChamber.Industrial_clean_07 | ||||
util.abstract.random.ambient.hi | ||||
util.tech.random.ambient.hi | ||||
util.random.metal_groans |
soundscapes_reconstruction.txt
Sabotage
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
jb_chamber_01 | ||||
jb_chamber_exit_01 | ||||
jb_toxin_chamber | ||||
jb_catwalksection_01 | ||||
jb2_catwalksection_01 | ||||
jb_catwalksection_02 | ||||
jb2_catwalksection_end_room | ||||
sabotage.spawn | ||||
warehouse.hallway_01 | ||||
sabotage.trans.small | ||||
warehouse.med_01 | ||||
warehouse.med_02 | ||||
warehouse.med_03 | ||||
warehouse.med_04 | ||||
warehouse.med_05 | ||||
warehouse.med_06 | ||||
warehouse.med_06a | ||||
jb3_catwalksection_01 | ||||
sab.tox.spawn | ||||
sab.tox.hall | ||||
sab.tox.factory_01 | ||||
sab.tox.factory_02 | ||||
tube.spawn | ||||
sab.factory.spawn | ||||
sab.factory.trans_01 | ||||
sab.factory.offices_01 | ||||
sab.factory_01 | ||||
sab.factory.offices_01a | ||||
sab.factory.turret_01 | ||||
sab.factory.hall_01 | ||||
sab.factory.turret_01a | ||||
sab.factory.control_room | ||||
sab.factory.geltubes | ||||
sab.factory.end.hall | ||||
core.spawn | ||||
core.chamber_01 | ||||
core.main.chamber_01 | ||||
sab.panel.spawn | ||||
sab.panel.trans_01 | ||||
sab.panel.factory_01 | ||||
sab.panel.conveyor_01 | ||||
sab.panel.hall_01 |
soundscapes_sabotage.txt
Underground
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
ug_sphere_water_01 | ||||
ug_sphere_water_01a | ||||
ug_sphere_samll_room | ||||
ug_sphere_water_01b | ||||
ug_sphere_int_01 | ||||
ug_sphere_int_01a | ||||
ug_sphere_water_02 | ||||
ug_sphere_water_02a | ||||
ug_sphere_water_02b | ||||
ug_sphere_int_02 | ||||
ug_sphere_int_02a | ||||
ug_bomb_water_01 | ||||
ug_trans_01 | ||||
ug_cave_spawn | ||||
ug_cave_int_01 | ||||
ug_cave_int_02 | ||||
ug_cave_int_03 | ||||
ug_cave_ext_01 | ||||
ug_pit_01 | ||||
ug_pit_02 | ||||
ug_pit_03 | ||||
ug_pit_lite | ||||
ug_door_01 | ||||
ug_lake_spawn | ||||
ug_lake_chamber_01 | ||||
ug_lake_int_01 | ||||
ug_lake_spawn_02 | ||||
ug_lake_top_01 | ||||
ug_lake_int_02 | ||||
ug_lake_int_02a | ||||
ug_portal_int_01 | ||||
ug_portal_int_02 | ||||
ug_portal_int_03 | ||||
ug_portal_ext_01 | ||||
ug_portal_tunnel_01 | ||||
ug_portal_shaft_01 | ||||
ug_climb_int_01 | ||||
ug_climb_int_02 | ||||
ug_climb_shaft_01 | ||||
ug_climb_door_01 | ||||
ug_climb_exit_01 | ||||
util.random.boomer | ||||
util.random.rockdebris | ||||
util.random.rockfall | ||||
util.random.woodcreak |
soundscapes_underground.txt
Behind the Scenes
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_BTS.Generator | ||||
TestChamber_BTS.Comb | ||||
TestChamber_BTS.Crystal | ||||
TestChamber_BTS.Drone |
soundscapes_bts.txt
Paint
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber.paint_01 | ||||
TestChamber.paint.liquid_01 | ||||
TestChamber_paint_transition_01 | ||||
TestChamber.paint.liquid_02 | ||||
TestChamber.paint_02 | ||||
TestChamber.paint_03 | ||||
TestChamber.paint.liquid_03 | ||||
pan_test |
soundscapes_paint.txt
Finale
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
trust_chamber_01 | ||||
return_spawn | ||||
return_chamber_01 | ||||
return_trans_01 | ||||
return_chamber_02 | ||||
tbeam_chamber_01 | ||||
tbeam_chamber_02 | ||||
tb_wall_chamber_01 | ||||
tb_pol_chamber_01 | ||||
tb_catch_chamber_01 | ||||
laser_chamber_lg_01a | ||||
laser_catapult_01 | ||||
laser_plat_01 | ||||
laser_plat_ext_01 | ||||
laser_plat_int_01 | ||||
catch_chamber_01 | ||||
jump_chamber_lg_01 | ||||
finale_1_chamber_01 | ||||
finale_1_transition_01 | ||||
finale_1_platform_01 | ||||
finale_1_hall_01 | ||||
finale_2_spawn | ||||
finale_2_turrets | ||||
finale_2_water.chamber | ||||
finale_2_chamber_01 | ||||
finale_2_tbeam_01 | ||||
finale_2_paint_01 | ||||
finale_3_spawn | ||||
finale_3_chamber_01 | ||||
finale_3_chamber_02 | ||||
finale_4_chamber_01 | ||||
finale_4_chamber_02 | ||||
finale_4_chamber_03 | ||||
finale_4_wheatley_chamber | ||||
util_rocks_big |
soundscapes_chapter_4.txt
Cooperation
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
room01.mp_coop_lobby_2 | ||||
room02.mp_coop_lobby_2 | ||||
room01.start | ||||
room02.start | ||||
room03.start | ||||
endlevel.instance | ||||
spawn_room_intro.instance | ||||
room02.start02 | ||||
room03.start02 | ||||
hallway_short01.instance | ||||
room02.start_03 | ||||
room03.start_03 | ||||
room02.doors | ||||
room03.doors | ||||
room02.race_2 | ||||
room03.race_02 | ||||
room02.laser_2 | ||||
room02.rat_maze | ||||
room02.laser_crusher | ||||
room02.seperation_1 | ||||
room02.fling_3 | ||||
room03.fling_3 | ||||
room02.infinifling_train | ||||
room02.come_along | ||||
room02.fling_1 | ||||
room02.catapult_1 | ||||
room04.catapult_1 | ||||
room06.catapult_1 | ||||
room02.multifling_1 | ||||
room04.multifling_1 | ||||
room02.fling_crushers | ||||
room05.fling_crushers | ||||
room01.fan | ||||
room02.fan | ||||
room03.fan | ||||
spawn_room01.instance | ||||
room02.wall_intro | ||||
airlock01.instance | ||||
room04.wall_intro | ||||
room02.wall_2 | ||||
room02.catapult_wall_intro | ||||
room04.catapult_wall_intro | ||||
room02.wall_block | ||||
room04.wall_block | ||||
room02.catapult_2 | ||||
room04.catapult_2 | ||||
room02.turret_walls | ||||
room04.turret_walls | ||||
room02.turret_ball | ||||
room04.turret_ball | ||||
room01.wall_5 | ||||
room02.wall_5 | ||||
room02_5.wall_5 | ||||
room03.wall_5 | ||||
room04.wall_5 | ||||
room05.wall_5 | ||||
room06.wall_5 | ||||
room02.tbeam_fling_float_1 | ||||
room02.tbeam_maze | ||||
room02.tbeam_redirect | ||||
room03.tbeam_redirect | ||||
room02.tbeam_drill | ||||
room02.tbeam_catch_grind_1 | ||||
room02.tbeam_laser_1 | ||||
room02.tbeam_polarity | ||||
room02.tbeam_polarity2 | ||||
room02.tbeam_polarity3 | ||||
room02.tbeam_end | ||||
room03.tbeam_end | ||||
room04.tbeam_end | ||||
room02.paint_come_along | ||||
room02.paint_redirect | ||||
room02.paint_bridge | ||||
room04.paint_bridge | ||||
room02.paint_walljumps | ||||
room04.paint_walljumps | ||||
room02.speed_fling | ||||
room04.speed_fling | ||||
room02.paint_red_racer | ||||
room04.paint_red_racer | ||||
room02.paint_speed_catch | ||||
room02.paint_longjump | ||||
hall01.paint_longjump | ||||
room01.endlevel |
soundscapes_mp_coop.txt
Cooperation DLC1
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
dlc1_sep.liquid_01 | ||||
dlc1_sep.liquid_02 | ||||
axis.mainroom | ||||
bridgecatch.mainroom | ||||
paint.rmaze | ||||
catapult.catch | ||||
laser.tbeam.01 | ||||
laser.tbeamwater.01 | ||||
laser.tbeam.02 | ||||
crazybox.01 | ||||
crazybox.02 | ||||
2paints_01 | ||||
2paints_02 | ||||
2paints_exit | ||||
2paints_end |
soundscapes_coop_dlc1.txt
Super 8
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
BR.train_interior_1 | ||||
BR.train_knocked_out | ||||
train.exterior_intro_fade | ||||
train.exterior | ||||
train.exterior.quiet | ||||
TestChamber_Industrial.BowedMetal_01 | ||||
traincar.mvmnt | ||||
TestChamber_Industrial.WarehouseImpact_01 | ||||
TestChamber_Industrial.WarehouseImpact_02 | ||||
TestChamber_Industrial.WarehouseImpact_03 | ||||
TestChamber_Industrial.WarehouseMotor_01 | ||||
TestChamber_Industrial.WarehousePower_01 | ||||
TestChamber_Industrial.HotelFluorescents_01 | ||||
BR_metals |
soundscapes_br_train_interior.txt
Press Demo
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
PD.Industrial_muffled_01 | ||||
PD.Industrial_muffled_02 | ||||
PD_transition_01 | ||||
PD.liquid_01 | ||||
PD.Industrial_muffled_03 | ||||
PD.liquid_02 | ||||
PD.Industrial_muffled_04 | ||||
PD.Industrial_muffled_04a | ||||
PD.Industrial_muffled_05 | ||||
PD.liquid_04 | ||||
PD.liquid_03 |
soundscapes_pressdemo.txt
Environment articles: | |
---|---|
Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |