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{{back | Day of Defeat: Source Level Creation}} | |||
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Here is a list of [[Soundscapes|soundscapes]] for use in | Here is a list of 34 [[Soundscapes|soundscapes]] for use in {{dods}}Day of Defeat: Source. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. | ||
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the [[env_soundscape]] entity's properties. If these locations are not given, the sounds will not be heard. | |||
{| | A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=azgfGVN1BNk here.] | ||
! | |||
! | {{clr}} | ||
== Anzio == | |||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Anzio.Pond | ||
| | |Gentle water lapping with random critter sounds and flies. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Anzio.MainAmbient | ||
| | |Continues distant urban battle ambient with wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Anzio.Sewers | ||
| | |Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_anzio.txt</span> | |||
==Argentan== | == Argentan == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Argentan.MainAmbient | |||
|Quiet outdoor wind, rotaing windmill blades and metal creaking. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" | 0 | |||
|Rotating windmill blades. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" | 1 | |||
|height="40px"|Occasionally creaking metal. | |||
|- | |||
|height="40px"|Argentan.Windmill | |||
|Utility soundscape. Continoues heavy / loud rotating windmill blades. | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Argentan.BlownStation | |||
|Utility soundscape. Infrequent metal creaking and tearing. | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Argentan.Indoors | |||
|Generic indoor ambient. | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_argentan.txt</span> | |||
{| | == Avalanche == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|Avalanche.Outdoors | ||
| | |Urban area wind, lots of distant battle and not so often aircraft passing overhead. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>Argentan.Indoors</code> | |height="40px"|Avalanche.Indoors | ||
| | |Identical to <code>Argentan.Indoors</code> | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_avalanche.txt</span> | |||
== Colmar == | |||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |- | ||
| | |height="40px"|colmar.outside | ||
| | |Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code>Argentan. | |height="40px"|colmar.inside | ||
| | |Identical to <code>Argentan.Indoors</code> | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_colmar.txt</span> | |||
== | == Donner == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Donner.MainAmbient | |||
|Rustling wind with rare loud thunder, the sound of an incoming storm. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Donner.AlliedSpawnAmbient | |||
|Identical to above. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Donner.AxisSpawnAmbient | |||
|Identical to <code>Donner.MainAmbient</code> | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_donner.txt</span> | |||
{| | == Flash == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !width="285px"|Name | ||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Flash.Street | |||
|Light wind, wind snippets, often birds chirping and distant combat sounds. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Flash.Field | |||
|Similar to above but with occational tank movement sounds. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code> | |height="40px"|Flash.Indoors | ||
| | |Identical to <code>Argentan.Indoors</code> | ||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_flash.txt</span> | |||
== | == Jagd == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Jagd.MainAmbient | |||
|Loud urban wind, wind snippets, distant battle and sometimes tanks moving, | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Jagd.Inside | |||
|Identical to <code>Argentan.Indoors</code> | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_jagd.txt</span> | |||
{| | == Kalt == | ||
! | {| class=standard-table | style="width:100%;" | ||
!align= | !width="285px"|Name | ||
!Description | |||
!width="75px"|DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|kalt.canal | |||
|Gentle running river water, lots of distant battle and light wind. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|axis.outside | |||
|Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" | 0 | |||
|Idle kübelwagon motor. | |||
|- | |||
|height="40px"|allied.outside | |||
|Similar to above but another type of motor sounds. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" | 0 | |||
|Idle halftrack motor. | |||
|- | |- | ||
| <code> | |height="40px"|axis.inside | ||
| | |Identical to <code>Argentan.Indoors</code> | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code> | |height="40px"|allied.inside | ||
| | |Identical to <code>Argentan.Indoors</code> | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| <code> | |height="40px"|allied.sewer | ||
| | |Almost identical to <code>Argentan.Indoors</code> but with heavier underground wind. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|axis.sewer | |||
|Identical to above. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|wheelhouse.inside | |||
|Generic indoor ambience with rare wood creaking. | |||
|align="center" | {{DSP | 1}} | |||
|align="center" | 0 | |||
|Often wood creaks from a river wheel. | |||
|- | |||
|height="40px"|axis.spawn | |||
|Utility soundscape. Idle kübelwagon motor sounds. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|allied.spawn | |||
|Utility soundscape. Idle halftrack motor sounds. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|wheelhouse.wheel | |||
|Utility soundscape. Often wood creaking. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_kalt.txt</span> | |||
== | == Palermo == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !width="285px"|Name | ||
! | !Description | ||
!align= | !width="75px"|DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|Salerno.Town | |||
|Very light wind, distant combat sounds and from time to time tanks moving about. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|Salerno.Beach | |||
|Water waves breaking shore, light wind and very distant battle. | |||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Salerno.Inside | ||
| | |Generic calm indoor ambience with distant outdoor battle and wood creaking. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |- | ||
| | |height="40px"|Salerno.Boathouse | ||
| | |Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking. | ||
|align="center" | {{DSP | 1}} | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_dod_palermo.txt</span> | |||
{{Envsound}} | |||
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]] |
Latest revision as of 05:48, 7 January 2024
Here is a list of 34 soundscapes for use in Day of Defeat: Source. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.
A preview video of these soundscapes can be found here.
Anzio
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Anzio.Pond | Gentle water lapping with random critter sounds and flies. |
1 |
||
Anzio.MainAmbient | Continues distant urban battle ambient with wind. |
1 |
||
Anzio.Sewers | Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam. |
1 |
soundscapes_anzio.txt
Argentan
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Argentan.MainAmbient | Quiet outdoor wind, rotaing windmill blades and metal creaking. |
1 |
0 | Rotating windmill blades. |
1 | Occasionally creaking metal. | |||
Argentan.Windmill | Utility soundscape. Continoues heavy / loud rotating windmill blades. | |||
Argentan.BlownStation | Utility soundscape. Infrequent metal creaking and tearing. | |||
Argentan.Indoors | Generic indoor ambient. |
soundscapes_argentan.txt
Avalanche
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Avalanche.Outdoors | Urban area wind, lots of distant battle and not so often aircraft passing overhead. |
1 |
||
Avalanche.Indoors | Identical to Argentan.Indoors
|
soundscapes_avalanche.txt
Colmar
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
colmar.outside | Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement. |
1 |
||
colmar.inside | Identical to Argentan.Indoors
|
1 |
soundscapes_colmar.txt
Donner
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Donner.MainAmbient | Rustling wind with rare loud thunder, the sound of an incoming storm. |
1 |
||
Donner.AlliedSpawnAmbient | Identical to above. |
1 |
||
Donner.AxisSpawnAmbient | Identical to Donner.MainAmbient
|
1 |
soundscapes_donner.txt
Flash
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Flash.Street | Light wind, wind snippets, often birds chirping and distant combat sounds. |
1 |
||
Flash.Field | Similar to above but with occational tank movement sounds. |
1 |
||
Flash.Indoors | Identical to Argentan.Indoors
|
soundscapes_flash.txt
Jagd
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Jagd.MainAmbient | Loud urban wind, wind snippets, distant battle and sometimes tanks moving, |
1 |
||
Jagd.Inside | Identical to Argentan.Indoors
|
1 |
soundscapes_jagd.txt
Kalt
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
kalt.canal | Gentle running river water, lots of distant battle and light wind. |
1 |
||
axis.outside | Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby. |
1 |
0 | Idle kübelwagon motor. |
allied.outside | Similar to above but another type of motor sounds. |
1 |
0 | Idle halftrack motor. |
axis.inside | Identical to Argentan.Indoors
|
1 |
||
allied.inside | Identical to Argentan.Indoors
|
1 |
||
allied.sewer | Almost identical to Argentan.Indoors but with heavier underground wind.
|
1 |
||
axis.sewer | Identical to above. |
1 |
||
wheelhouse.inside | Generic indoor ambience with rare wood creaking. |
1 |
0 | Often wood creaks from a river wheel. |
axis.spawn | Utility soundscape. Idle kübelwagon motor sounds. |
1 |
||
allied.spawn | Utility soundscape. Idle halftrack motor sounds. |
1 |
||
wheelhouse.wheel | Utility soundscape. Often wood creaking. |
1 |
soundscapes_kalt.txt
Palermo
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Salerno.Town | Very light wind, distant combat sounds and from time to time tanks moving about. |
1 |
||
Salerno.Beach | Water waves breaking shore, light wind and very distant battle. |
1 |
||
Salerno.Inside | Generic calm indoor ambience with distant outdoor battle and wood creaking. |
1 |
||
Salerno.Boathouse | Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking. |
1 |
soundscapes_dod_palermo.txt
Environment articles: | |
---|---|
Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |