List of DoD:S Soundscapes: Difference between revisions
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{{back | Day of Defeat: Source Level Creation}} | |||
Here is a list of [[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 [[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. | |||
{| | == Anzio == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>Anzio. | |<code>Anzio.Pond</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code>Anzio. | |<code>Anzio.MainAmbient</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code>Anzio.Sewers</code> | |<code>Anzio.Sewers</code> | ||
| | | | ||
| | |||
| | |||
|} | |} | ||
==Argentan== | == Argentan == | ||
{| class=standard-table | style="width:100%;" | |||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>Argentan.MainAmbient</code> | |||
| | |||
|align="center" | 0 | |||
|Heavy rotating windmill blades. | |||
|- | |||
| | |||
| | |||
|align="center" | 1 | |||
|Occasionally creaking metal. | |||
|- | |||
|<code>Argentan.Windmill</code> | |||
|Utility soundscape. | |||
| | |||
| | |||
|- | |||
|<code>Argentan.BlownStation</code> | |||
|Utility soundscape. | |||
| | |||
| | |||
|- | |||
|<code>Argentan.Indoors</code> | |||
| | |||
| | |||
| | |||
|} | |||
{| | == Avalanche == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code> | |<code>Avalanche.Outdoors</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>Avalanche.Indoors</code> | ||
| | | | ||
| | |||
| | |||
|} | |||
== Colmar == | |||
{| class=standard-table | style="width:100%;" | |||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code> | |<code>colmar.outside</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>colmar.inside</code> | ||
| | | | ||
| | |||
| | |||
|} | |} | ||
== | == Donner == | ||
{| class=standard-table | style="width:100%;" | |||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>Donner.MainAmbient</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>Donner.AlliedSpawnAmbient</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>Donner.AxisSpawnAmbient</code> | |||
| | |||
| | |||
| | |||
|} | |||
{| | == Flash == | ||
! | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code> | |<code>Flash.Street</code> | ||
| | | | ||
| | |||
| | |||
|- | |||
|<code>Flash.Field</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>Flash.Indoors</code> | |||
| | |||
| | |||
| | |||
|} | |} | ||
== | == Jagd == | ||
{| class=standard-table | style="width:100%;" | |||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>Jagd.MainAmbient</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>Jagd.Inside</code> | |||
| | |||
| | |||
| | |||
|} | |||
{| | == Kalt == | ||
!align= | {| class=standard-table | style="width:100%;" | ||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>kalt.canal</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>axis.outside</code> | |||
| | |||
|align="center" | 0 | |||
|Idle kübelwagon motor. | |||
|- | |||
|<code>allied.outside</code> | |||
| | |||
|align="center" | 0 | |||
|Idle halftrack motor. | |||
|- | |||
|<code>axis.inside</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>allied.inside</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>allied.sewer</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>axis.sewer</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>wheelhouse.inside</code> | |||
| | |||
|align="center" | 0 | |||
|Often wood creaks from a river wheel. | |||
|- | |- | ||
| <code> | |<code>axis.spawn</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>allied.spawn</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>wheelhouse.wheel</code> | ||
| | | | ||
| | |||
| | |||
|} | |} | ||
== | == Palermo == | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |||
|<code>Salerno.Town</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>Salerno.Beach</code> | |||
| | |||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>Salerno.Inside</code> | ||
| | | | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>Salerno.Boathouse</code> | ||
| | | | ||
| | |||
| | |||
|} | |} | ||
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]] |
Revision as of 12:14, 8 April 2018
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.
Anzio
Name | Description | Position Number | Position Description |
---|---|---|---|
Anzio.Pond
|
|||
Anzio.MainAmbient
|
|||
Anzio.Sewers
|
Argentan
Name | Description | Position Number | Position Description |
---|---|---|---|
Argentan.MainAmbient
|
0 | Heavy rotating windmill blades. | |
1 | Occasionally creaking metal. | ||
Argentan.Windmill
|
Utility soundscape. | ||
Argentan.BlownStation
|
Utility soundscape. | ||
Argentan.Indoors
|
Avalanche
Name | Description | Position Number | Position Description |
---|---|---|---|
Avalanche.Outdoors
|
|||
Avalanche.Indoors
|
Colmar
Name | Description | Position Number | Position Description |
---|---|---|---|
colmar.outside
|
|||
colmar.inside
|
Donner
Name | Description | Position Number | Position Description |
---|---|---|---|
Donner.MainAmbient
|
|||
Donner.AlliedSpawnAmbient
|
|||
Donner.AxisSpawnAmbient
|
Flash
Name | Description | Position Number | Position Description |
---|---|---|---|
Flash.Street
|
|||
Flash.Field
|
|||
Flash.Indoors
|
Jagd
Name | Description | Position Number | Position Description |
---|---|---|---|
Jagd.MainAmbient
|
|||
Jagd.Inside
|
Kalt
Name | Description | Position Number | Position Description |
---|---|---|---|
kalt.canal
|
|||
axis.outside
|
0 | Idle kübelwagon motor. | |
allied.outside
|
0 | Idle halftrack motor. | |
axis.inside
|
|||
allied.inside
|
|||
allied.sewer
|
|||
axis.sewer
|
|||
wheelhouse.inside
|
0 | Often wood creaks from a river wheel. | |
axis.spawn
|
|||
allied.spawn
|
|||
wheelhouse.wheel
|
Palermo
Name | Description | Position Number | Position Description |
---|---|---|---|
Salerno.Town
|
|||
Salerno.Beach
|
|||
Salerno.Inside
|
|||
Salerno.Boathouse
|