List of Portal soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(cleanup)
mNo edit summary
Line 1: Line 1:
{{otherlang2
{{otherlang2
| jp = List of Portal soundscapes:jp}}
| jp = List of Portal soundscapes:jp}}
Below is a list of [[soundscapes]] for use in [[Portal]]. 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.  
Below is a list of [[soundscapes]] for use in [[Portal]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes searching for all valid soundscape names so you shouldn't have to print out a copy of this list for reference.  The testchamber soundscapes are context-dependent in the game.


== Test Chamber soundscapes ==
== Test Chamber soundscapes ==
Line 9: Line 9:
|-
|-
|<code>portal_testchmb.fixed_portal</code>
|<code>portal_testchmb.fixed_portal</code>
|Short different-pitched hums, sounds like distant voices. Position 0 is the fixed Portal you want the player guided to. Seems to be unused.
|Short, different-pitched hums; sounds like distant machinery. Position 0 is the fixed Portal you want the player guided to, and will play a low, pulsing hum.
|-
|-
|<code>portal_testchmb.tight_space</code>
|<code>portal_testchmb.tight_space</code>
Line 15: Line 15:
|-
|-
|<code>portal_testchmb.elevator_shaft</code>
|<code>portal_testchmb.elevator_shaft</code>
|A continuous moving elevator sound. Use in elevators.
|A continuous moving elevator sound. Use in moving elevators and elevator shafts.
|-
|-
|<code>portal_testchmb.get_the_box</code>
|<code>portal_testchmb.get_the_box</code>
|A continuous low humming sound. Use with box droppers.
|A continuous low humming sound. Use with boxes when you want the player to get one.
|-
|-
|<code>portal_testchmb.explore_space</code>
|<code>portal_testchmb.explore_space</code>
|Low humming sound, with intermittent ticking and whirring sounds. Use in medium-sized rooms
|A whooshing sound, with intermittent ticking and whirring sounds. Use in idle areas.
|-
|-
|<code>portal_testchmb.cross_the_gap</code>
|<code>portal_testchmb.cross_the_gap</code>
|Far away noises and faint wind sounds. Gives the impression of being very high. Position 0 is the location across the gap where the Portal should be put.
|Far away noises and faint wind sounds. Gives the impression of being very high. Position 0 is the location across the gap where the Portal should be placed, and will play a windchime sound.
|-
|-
|<code>portal_testchmb.energy_ball</code>
|<code>portal_testchmb.energy_ball</code>
Line 36: Line 36:
|-
|-
|<code>portal_testchmb.fling</code>
|<code>portal_testchmb.fling</code>
|Low humming sounds, thumping, and distant chanting. Similiar to Ravenholm soundscape. Use in room where you need to fling.
|Low humming sounds, thumping, and distant chanting. Similiar to Ravenholm soundscape. Use in rooms where you want the player to fling.
|-
|-
|<code>portal_testchmb.turret_danger</code>
|<code>portal_testchmb.turret_danger</code>
|Long whiney sounds, with a constant deep humming. Use in rooms with turrets.
|Long, whiny sounds, with a constant deep humming. Use in rooms with live turrets.
|-
|-
|<code>portal_testchmb.use_your_box</code>
|<code>portal_testchmb.use_your_box</code>
|Low hum, quiet whoosh, and distant whining sound. Position 0 is the box you want the player to use. Use with Super Colliding Super Buttons.
|Low hum, quiet whoosh, and distant whining sound. Position 0 is the box you want the player to use. Use with companion cubes when you need the player to use one.
|-
|-
|<code>portal_testchmb.track_train</code>
|<code>portal_testchmb.track_train</code>
|Low hum with high-pitched whoosh noises in the background. Use with light rail platforms.
|Low hum with high-pitched whoosh noises in the background. Use with active light rail platforms.
|-
|-
|<code>portal_testchmb.fire_pit</code>
|<code>portal_testchmb.fire_pit</code>
Line 58: Line 58:
|-
|-
|<code>portal_escape.tube</code>
|<code>portal_escape.tube</code>
|Loud wind noise to imitate the suction of the tubes.
|Loud wind noise to imitate the suction of the tubes.  Use when the player is inside a tube.
|-
|-
|<code>portal_escape.intro</code>
|<code>portal_escape.intro</code>
|Low hum, intermittent squeaking sounds, and metal catwalk creaks.
|Low, windy hum, intermittent squeaking sounds, and metallic creaks and rattling.
|-
|-
|<code>portal_escape.in_shaft_low</code>
|<code>portal_escape.in_shaft_low</code>
|Low hum, quiet whooshes, and random distant slamming sounds.
|Low hum, quiet whooshes, and random distant slamming sounds to imitate moving pistons.
|-
|-
|<code>portal_escape.in_shaft_high</code>
|<code>portal_escape.in_shaft_high</code>
|Loud wind noise, creaking sounds and random distant slamming sounds. Gives impression of wide open area.
|Loud wind noise, creaking sounds and random distant slamming sounds to imitate moving pistons. Gives impression of wide open area.
|-
|-
|<code>portal_escape.nearing_boss</code>
|<code>portal_escape.nearing_boss</code>
|Loud wind sounds, loud creaking sounds, distant thumping noise. Gives impression of very huge room.
|Loud wind sounds, creaking sounds, random distant slamming sounds to imitate moving pistons, distant thumping noise. Gives impression of very huge room.
|-
|-
|<code>portal_escape.final_boss</code>
|<code>portal_escape.final_boss</code>
Line 76: Line 76:
|-
|-
|<code>portal_escape.final_boss2</code>
|<code>portal_escape.final_boss2</code>
|Silence.
|Very quiet gust sounds.
|-
|-
|<code>portal_escape.hazard_liquid_tunnel</code>
|<code>portal_escape.hazard_liquid_tunnel</code>
|Dripping and bubbling sounds. Comparable to a sewer atmosphere.
|Dripping and water sounds. Comparable to a sewer atmosphere.
|-
|-
|}
|}


[[Category:Level Design]][[Category:Sound System]][[Category:Portal]]
[[Category:Level Design]][[Category:Sound System]][[Category:Portal]]

Revision as of 01:16, 10 December 2012

Template:Otherlang2 Below is a list of soundscapes for use in Portal. An easy way of testing them is to use the playsoundscape console command, which includes searching for all valid soundscape names so you shouldn't have to print out a copy of this list for reference. The testchamber soundscapes are context-dependent in the game.

Test Chamber soundscapes

Name Description and Notes
portal_testchmb.fixed_portal Short, different-pitched hums; sounds like distant machinery. Position 0 is the fixed Portal you want the player guided to, and will play a low, pulsing hum.
portal_testchmb.tight_space An intermittent low humming sound and some quiet whoosh noises. Use in small rooms.
portal_testchmb.elevator_shaft A continuous moving elevator sound. Use in moving elevators and elevator shafts.
portal_testchmb.get_the_box A continuous low humming sound. Use with boxes when you want the player to get one.
portal_testchmb.explore_space A whooshing sound, with intermittent ticking and whirring sounds. Use in idle areas.
portal_testchmb.cross_the_gap Far away noises and faint wind sounds. Gives the impression of being very high. Position 0 is the location across the gap where the Portal should be placed, and will play a windchime sound.
portal_testchmb.energy_ball Very low-pitched hum with high and low pitched hums alternating in the background. Use in rooms with high energy pellets.
portal_testchmb.goo_pit Various bubbling sounds. Use in rooms with hazard liquid.
portal_testchmb.cleanser Pulsing low hum. Use in rooms with fizzlers.
portal_testchmb.fling Low humming sounds, thumping, and distant chanting. Similiar to Ravenholm soundscape. Use in rooms where you want the player to fling.
portal_testchmb.turret_danger Long, whiny sounds, with a constant deep humming. Use in rooms with live turrets.
portal_testchmb.use_your_box Low hum, quiet whoosh, and distant whining sound. Position 0 is the box you want the player to use. Use with companion cubes when you need the player to use one.
portal_testchmb.track_train Low hum with high-pitched whoosh noises in the background. Use with active light rail platforms.
portal_testchmb.fire_pit Fire cracking sounds.

Escape soundscapes

Name Description and Notes
portal_escape.tube Loud wind noise to imitate the suction of the tubes. Use when the player is inside a tube.
portal_escape.intro Low, windy hum, intermittent squeaking sounds, and metallic creaks and rattling.
portal_escape.in_shaft_low Low hum, quiet whooshes, and random distant slamming sounds to imitate moving pistons.
portal_escape.in_shaft_high Loud wind noise, creaking sounds and random distant slamming sounds to imitate moving pistons. Gives impression of wide open area.
portal_escape.nearing_boss Loud wind sounds, creaking sounds, random distant slamming sounds to imitate moving pistons, distant thumping noise. Gives impression of very huge room.
portal_escape.final_boss Quiet wind sounds, distant thumping, low, pulsing hum.
portal_escape.final_boss2 Very quiet gust sounds.
portal_escape.hazard_liquid_tunnel Dripping and water sounds. Comparable to a sewer atmosphere.