List of DoD:S Soundscapes: Difference between revisions
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{{back | Day of Defeat: Source Level Creation}}  | |||
{{toc-right}}  | |||
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  | |||
|-  | |-  | ||
| <code>  | |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);"|  | |||
|-  | |||
|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 04:48, 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 |