List of DoD:S Soundscapes: Difference between revisions

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[[Category:Sound System]]
{{back | Day of Defeat: Source Level Creation}}
{{toc-right}}


Here is a list of [[Soundscapes|soundscapes]] for use in [[Day of Defeat: Source]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
Here is a list of 34 [[Soundscapes|soundscapes]] for use in {{dods}}Day of Defeat: Source. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.


==Anzio==
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.


{| cellpadding=4
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=azgfGVN1BNk here.]
!align=left| Name
 
!align=left| Description and Notes
{{clr}}
 
== Anzio ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Anzio.MainAmbient</code>
|height="40px"|Anzio.Pond
|  
|Gentle water lapping with random critter sounds and flies.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Anzio.Pond</code>
|height="40px"|Anzio.MainAmbient
|  
|Continues distant urban battle ambient with wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Anzio.Sewers</code>
|height="40px"|Anzio.Sewers
|  
|Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_anzio.txt</span>


==Argentan==
== Argentan ==
{| class=standard-table | style="width:100%;"
!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>


{| cellpadding=4
== Avalanche ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Argentan.BlownStation</code>
|height="40px"|Avalanche.Outdoors
|  
|Urban area wind, lots of distant battle and not so often aircraft passing overhead.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>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
|-
|-
| <code>Argentan.MainAmbient</code>
|height="40px"|colmar.outside
|  
|Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Argentan.Windmill</code>
|height="40px"|colmar.inside
|  
|Identical to <code>Argentan.Indoors</code>
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_colmar.txt</span>


==Avalanche==
== 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>


{| cellpadding=4
== Flash ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!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>Avalanche.MainAmbient</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>


==Donner==
== 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>


{| cellpadding=4
== Kalt ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!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>Donner.AlliedSpawnAmbient</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>Donner.AxisSpawnAmbient</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>Donner.MainAmbient</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>


==Flash==
== Palermo ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!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);"|
|-
|-
| <code>Flash.InsideTown</code>
|height="40px"|Salerno.Inside
|  
|Generic calm indoor ambience with distant outdoor battle and wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Flash.OutsideTown</code>
|height="40px"|Salerno.Boathouse
|  
|Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_dod_palermo.txt</span>
{{Envsound}}
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]]

Latest revision as of 05:48, 7 January 2024

Day of Defeat: Source Level Creation

Here is a list of 34 soundscapes for use in Day of Defeat: SourceDay of Defeat: Source. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

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

A preview video of these soundscapes can be found here.

Anzio

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

1

Anzio.MainAmbient Continues distant urban battle ambient with wind.

1

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

1

soundscapes_anzio.txt

Argentan

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

1

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

soundscapes_argentan.txt

Avalanche

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

1

Avalanche.Indoors Identical to Argentan.Indoors

soundscapes_avalanche.txt

Colmar

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

1

colmar.inside Identical to Argentan.Indoors

1

soundscapes_colmar.txt

Donner

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

1

Donner.AlliedSpawnAmbient Identical to above.

1

Donner.AxisSpawnAmbient Identical to Donner.MainAmbient

1

soundscapes_donner.txt

Flash

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

1

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

1

Flash.Indoors Identical to Argentan.Indoors

soundscapes_flash.txt

Jagd

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

1

Jagd.Inside Identical to Argentan.Indoors

1

soundscapes_jagd.txt

Kalt

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

1

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

1

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

1

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

1

allied.inside Identical to Argentan.Indoors

1

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

1

axis.sewer Identical to above.

1

wheelhouse.inside Generic indoor ambience with rare wood creaking.

1

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

1

allied.spawn Utility soundscape. Idle halftrack motor sounds.

1

wheelhouse.wheel Utility soundscape. Often wood creaking.

1

soundscapes_kalt.txt

Palermo

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

1

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

1

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

1

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

1

soundscapes_dod_palermo.txt

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