List of HL:S Soundscapes: Difference between revisions

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[[Category:Sound System]]
Here is a list of [[soundscapes]] for use in {{Half-Life: Source|2}} and {{Half-Life Deathmatch: Source|2}}.
Here is a list of [[Soundscapes|soundscapes]] for use in {{hls}} and {{hldms|4}}. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the ''playsoundscape'' command may not be so overbearing in a custom soundscape.
 
An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the ''playsoundscape'' command may not be so overbearing in a custom soundscape.


All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with <code>[[env_sound]]</code> entity (which in {{src}} is alias of <code>[[env_soundscape]]</code>).
{{modernImportant|Unlike {{gldsrc|2}}, roomtype values do not match up with the DSP type (most use automatic DSP instead), so direct ports may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.}}
{{Note|RT is value of <code>roomtype</code> key of <code>env_sound</code>.}}
{{note|{{code|<nowiki>#</nowiki>}} is the {{code|roomtype}} KV as used in {{goldsrc|2}}'s [[env_sound]].}}
{{todo|Make this a single column (instead of three), sorted by roomtype, so that it's easier to visually parse.}}
{|class="standard-table"
{|class="standard-table"
!RT
!#
!Name
!DSP
!RT
!Name
!DSP
!RT
!Name
!Name
!DSP
!DSP
Line 19: Line 13:
|<code>Normal (off)</code>
|<code>Normal (off)</code>
|0
|0
|-
|1
|1
|<code>Generic</code>
|<code>Generic</code>
Line 26: Line 21:
|<code>Metal Small</code>
|<code>Metal Small</code>
|1
|1
|-
|3
|3
|<code>Metal Medium</code>
|<code>Metal Medium</code>
|1
|1
|-
|4
|4
|<code>Metal Large</code>
|<code>Metal Large</code>
Line 36: Line 33:
|<code>Tunnel Small</code>
|<code>Tunnel Small</code>
|1
|1
|-
|6
|6
|<code>Tunnel Medium</code>
|<code>Tunnel Medium</code>
|1
|1
|-
|7
|7
|<code>Tunnel Large</code>
|<code>Tunnel Large</code>
Line 46: Line 45:
|<code>Chamber Small</code>
|<code>Chamber Small</code>
|1
|1
|-
|9
|9
|<code>Chamber Medium</code>
|<code>Chamber Medium</code>
|1
|1
|-
|10
|10
|<code>Chamber Large</code>
|<code>Chamber Large</code>
Line 56: Line 57:
|<code>Bright Small</code>
|<code>Bright Small</code>
|1
|1
|-
|12
|12
|<code>Bright Medium</code>
|<code>Bright Medium</code>
|1
|1
|-
|13
|13
|<code>Bright Large</code>
|<code>Bright Large</code>
Line 66: Line 69:
|<code>Water 1</code>
|<code>Water 1</code>
|14
|14
|-
|15
|15
|<code>Water 2</code>
|<code>Water 2</code>
|15
|15
|-
|16
|16
|<code>Water 3</code>
|<code>Water 3</code>
Line 76: Line 81:
|<code>Concrete Small</code>
|<code>Concrete Small</code>
|1
|1
|-
|18
|18
|<code>Concrete Medium</code>
|<code>Concrete Medium</code>
|1
|1
|-
|19
|19
|<code>Concrete Large</code>
|<code>Concrete Large</code>
Line 86: Line 93:
|<code>Big 1</code>
|<code>Big 1</code>
|1
|1
|-
|21
|21
|<code>Big 2</code>
|<code>Big 2</code>
|1
|1
|-
|22
|22
|<code>Big 3</code>
|<code>Big 3</code>
Line 96: Line 105:
|<code>Cavern Small</code>
|<code>Cavern Small</code>
|1
|1
|-
|24
|24
|<code>Cavern Medium</code>
|<code>Cavern Medium</code>
|1
|1
|-
|25
|25
|<code>Cavern Large</code>
|<code>Cavern Large</code>
Line 106: Line 117:
|<code>Weirdo 1</code>
|<code>Weirdo 1</code>
|26
|26
|-
|27
|27
|<code>Weirdo 2</code>
|<code>Weirdo 2</code>
|27
|27
|-
|28
|28
|<code>Weirdo 3</code>
|<code>Weirdo 3</code>
|28
|28
|-
|}
|}
{{Soundscape lists}}
[[Category:Half-Life: Source]]
[[Category:Half-Life: Source]]
[[Category:Sound System]]
[[Category:Lists]]

Latest revision as of 16:28, 4 September 2024

Here is a list of soundscapes for use in Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: 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. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape.

Icon-Important.pngImportant:Unlike GoldSrc GoldSrc, roomtype values do not match up with the DSP type (most use automatic DSP instead), so direct ports may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.
Note.pngNote:# is the roomtype KV as used in GoldSrc GoldSrc's env_sound.
# Name DSP
0 Normal (off) 0
1 Generic 1
2 Metal Small 1
3 Metal Medium 1
4 Metal Large 1
5 Tunnel Small 1
6 Tunnel Medium 1
7 Tunnel Large 1
8 Chamber Small 1
9 Chamber Medium 1
10 Chamber Large 1
11 Bright Small 1
12 Bright Medium 1
13 Bright Large 1
14 Water 1 14
15 Water 2 15
16 Water 3 16
17 Concrete Small 1
18 Concrete Medium 1
19 Concrete Large 1
20 Big 1 1
21 Big 2 1
22 Big 3 1
23 Cavern Small 1
24 Cavern Medium 1
25 Cavern Large 1
26 Weirdo 1 26
27 Weirdo 2 27
28 Weirdo 3 28