List of HL2 Soundscapes: Difference between revisions
m (→Nova Prospekt: Ongoing description adds.) |
(Added Descriptions to all sound scapes! May not be as descriptive!) |
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|- | |- | ||
| <code>d1_canals.windchimes_and_wind</code> | | <code>d1_canals.windchimes_and_wind</code> | ||
| | | Constant wind whistling mixed with intermittent wind chime song. | ||
|- | |- | ||
| <code>canals_slime_outside</code> | | <code>canals_slime_outside</code> | ||
| | | Constant slime gurgling with random slime sounds inside a corridor. | ||
|- | |- | ||
| <code>canals_slime_tunnel</code> | | <code>canals_slime_tunnel</code> | ||
| | | Same as above. | ||
|- | |- | ||
| <code>canals_tunnel_dry</code> | | <code>canals_tunnel_dry</code> | ||
| | | Tunnel ambience. | ||
|- | |- | ||
| <code>canals_tunnel_wet</code> | | <code>canals_tunnel_wet</code> | ||
| | | Dripping sounds inside a tunnel. | ||
|- | |- | ||
| <code>canals_canal_nowater</code> | | <code>canals_canal_nowater</code> | ||
| | | Birds and wind. | ||
|- | |- | ||
| <code>canals_canal_water</code> | | <code>canals_canal_water</code> | ||
| | | Same as above only with water waves. | ||
|- | |- | ||
| <code>canals_canal_water_industrial</code> | | <code>canals_canal_water_industrial</code> | ||
| | | Same as above only with machine rumbling. | ||
|- | |- | ||
| <code>canals_river</code> | | <code>canals_river</code> | ||
| | | Wind and water waves. | ||
|- | |- | ||
| <code>canals_river_calm</code> | | <code>canals_river_calm</code> | ||
| | | Same as above but with crickets. | ||
|- | |- | ||
| <code>d1_canals_05_shanty_approach</code> | | <code>d1_canals_05_shanty_approach</code> | ||
Line 300: | Line 300: | ||
|- | |- | ||
| <code>d1_canals_05_shanty</code> | | <code>d1_canals_05_shanty</code> | ||
| | | Wind, headcrab canister ambience and constant steam sound. | ||
|- | |- | ||
| <code>d1_canals_07_entry_tunnel</code> | | <code>d1_canals_07_entry_tunnel</code> | ||
| | | Water drips in a tunnel. | ||
|- | |- | ||
| <code>d1_canals_07a_warehouse</code> | | <code>d1_canals_07a_warehouse</code> | ||
Line 327: | Line 327: | ||
|- | |- | ||
| <code>d1_canals_08_entry_tunnel</code> | | <code>d1_canals_08_entry_tunnel</code> | ||
| | | Loud water dripping inside a tunnel. | ||
|- | |- | ||
| <code>d1_canals_08_reservoir</code> | | <code>d1_canals_08_reservoir</code> | ||
| | | Loud constant water waves. | ||
|- | |- | ||
| <code>d1_canals_08_island</code> | | <code>d1_canals_08_island</code> | ||
Line 345: | Line 345: | ||
|- | |- | ||
| <code>K_lab.LabSounds</code> | | <code>K_lab.LabSounds</code> | ||
| | | Slime gurgling in a room with machines. | ||
|- | |- | ||
| <code>E3_lab.LabSounds</code> | | <code>E3_lab.LabSounds</code> | ||
| | | Fluorescent lights in a laboratory with machines and music playing. | ||
|- | |- | ||
| <code>eli_01_lab_main_1</code> | | <code>eli_01_lab_main_1</code> | ||
Line 366: | Line 366: | ||
|- | |- | ||
| <code>eli_01_lower_corridor_1</code> | | <code>eli_01_lower_corridor_1</code> | ||
| | | Corridor ambience. | ||
|- | |- | ||
| <code>eli_01_lower_ravenhall_1</code> | | <code>eli_01_lower_ravenhall_1</code> | ||
| | | Silent rumbling in a tunnel. | ||
|- | |- | ||
| <code>eli_01_lower_ravenhall_2</code> | | <code>eli_01_lower_ravenhall_2</code> | ||
| | | Many far away explosions. | ||
|- | |- | ||
| <code>eli_02_lowerlab_hall_1</code> | | <code>eli_02_lowerlab_hall_1</code> | ||
| | | Fluorescent light in a room with metal rumbling and shuffling. | ||
|- | |- | ||
| <code>eli_02_lower_corridor_1</code> | | <code>eli_02_lower_corridor_1</code> | ||
| | | Metal rumbling and shuffling in a corridor. | ||
|- | |- | ||
| <code>eli_02_ravenshaft_1</code> | | <code>eli_02_ravenshaft_1</code> | ||
Line 384: | Line 384: | ||
|- | |- | ||
| <code>eli_02_ravenshaft_2</code> | | <code>eli_02_ravenshaft_2</code> | ||
| | | Wood creaking, wind blowing and frequent drips of water in the outside. | ||
|- | |- | ||
| <code>eli_02_scrapyard_1</code> | | <code>eli_02_scrapyard_1</code> | ||
| | | Outside ambience with no life. | ||
|- | |- | ||
| <code>eli_02_scrapyard_2</code> | | <code>eli_02_scrapyard_2</code> | ||
| | | Same as above but with dull metal sounds. | ||
|} | |} | ||
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|- | |- | ||
| <code>d1_town.MineshaftDown</code> | | <code>d1_town.MineshaftDown</code> | ||
| | | Wind blowing, wood creaking, rumbling sounds and cave ambience. | ||
|- | |- | ||
| <code>d1_town.WaterCave</code> | | <code>d1_town.WaterCave</code> | ||
| | | Same as above, but with frequent water drops. | ||
|- | |- | ||
| <code>d1_town.HeadcrabCave</code> | | <code>d1_town.HeadcrabCave</code> | ||
| | | Same as above but with metal creaks and the drops being distant. | ||
|- | |- | ||
| <code>d1_town.CaveTunnel</code> | | <code>d1_town.CaveTunnel</code> | ||
| | | Corridor ambience with rumbling sounds. | ||
|} | |} | ||
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|- | |- | ||
| <code>prison.util_fardrips</code> | | <code>prison.util_fardrips</code> | ||
| | | Far away drips. | ||
|- | |- | ||
| <code>prison.util_drips</code> | | <code>prison.util_drips</code> | ||
| | | Same drips but closer. | ||
|- | |- | ||
| <code>prison.util_distant_trains</code> | | <code>prison.util_distant_trains</code> | ||
| | | Far away train horns. | ||
|- | |- | ||
| <code>prison.util_radio</code> | | <code>prison.util_radio</code> | ||
| | | Random radio sounds. | ||
|- | |- | ||
| <code>prison.util_control_room</code> | | <code>prison.util_control_room</code> | ||
| | | Random machine sounds from a combine monitor. | ||
|- | |- | ||
| <code>prison.citizen_camp</code> | | <code>prison.citizen_camp</code> | ||
Line 549: | Line 549: | ||
|- | |- | ||
| <code>prison.redlight_bunker</code> | | <code>prison.redlight_bunker</code> | ||
| | | Constant wind. | ||
|- | |- | ||
| <code>prison.outdoor_courtyard</code> | | <code>prison.outdoor_courtyard</code> | ||
| | | Wind with far away thumper sounds. | ||
|- | |- | ||
| <code>prison.outdoor_courtyard_hvycombat</code> | | <code>prison.outdoor_courtyard_hvycombat</code> | ||
| | | Same as above but with gun fire, soliders and antlions dying/attacking. | ||
|- | |- | ||
| <code>prison.trainstation</code> | | <code>prison.trainstation</code> | ||
| | | Room ambience with occasional train horns. | ||
|- | |- | ||
| <code>prison.teleport_area</code> | | <code>prison.teleport_area</code> | ||
| | | Combine machine sounds in a big open room. | ||
|- | |- | ||
| <code>prison.control_room</code> | | <code>prison.control_room</code> | ||
| | | Combine beeping sounds with a fan in the background. | ||
|- | |- | ||
| <code>prison.control_room_simple</code> | | <code>prison.control_room_simple</code> | ||
Line 570: | Line 570: | ||
|- | |- | ||
| <code>prison.combine_wall</code> | | <code>prison.combine_wall</code> | ||
| | | Loud ambience of the outside with explosion-like sounds. | ||
|- | |- | ||
| <code>prison.util_quiet_cellblock</code> | | <code>prison.util_quiet_cellblock</code> | ||
Line 576: | Line 576: | ||
|- | |- | ||
| <code>prison.util_louder_cellblock</code> | | <code>prison.util_louder_cellblock</code> | ||
| | | Slightly quieter ambience. | ||
|- | |- | ||
| <code>prison.larger_cellblock_vlightcombat</code> | | <code>prison.larger_cellblock_vlightcombat</code> | ||
| | | Machine sounds and metal rumbling in a corridor. | ||
|- | |- | ||
| <code>prison.larger_cellblock_hvycombat</code> | | <code>prison.larger_cellblock_hvycombat</code> | ||
| | | Same as above but with soliders, gunfire and antlions. | ||
|- | |- | ||
| <code>prison.larger_cellblock_lightcombat</code> | | <code>prison.larger_cellblock_lightcombat</code> | ||
| | | Same as above but only with gunfire. | ||
|- | |- | ||
| <code>prison.general_hallway_lightcombat</code> | | <code>prison.general_hallway_lightcombat</code> | ||
| | | Hallway with antlions, grenades and soliders. | ||
|- | |- | ||
| <code>prison.general_hallway_vlightcombat</code> | | <code>prison.general_hallway_vlightcombat</code> | ||
| | | Same as above but with no fights. | ||
|- | |- | ||
| <code>prison.general_dripping_tunnel</code> | | <code>prison.general_dripping_tunnel</code> | ||
| | | A tunnel with water drips. | ||
|- | |- | ||
| <code>prison.hall_with_burrows</code> | | <code>prison.hall_with_burrows</code> | ||
| | | Hallway with crickets and antlion burrowing sounds. | ||
|- | |- | ||
| <code>prison.electric_water_room</code> | | <code>prison.electric_water_room</code> | ||
| | | Water flowing in a room with machines in it. | ||
|- | |- | ||
| <code>prison.laundry</code> | | <code>prison.laundry</code> | ||
Line 606: | Line 606: | ||
|- | |- | ||
| <code>prison.watery_hallway</code> | | <code>prison.watery_hallway</code> | ||
| | | A lot of drips. | ||
|- | |- | ||
| <code>prison.showers</code> | | <code>prison.showers</code> | ||
Line 612: | Line 612: | ||
|- | |- | ||
| <code>prison.zombie_infested</code> | | <code>prison.zombie_infested</code> | ||
| | | Flies, distant drips, rats and deep, wind-like sounds. | ||
|} | |} | ||
Line 621: | Line 621: | ||
|- | |- | ||
| <code>streetwar.util_combine_atmosphere</code> | | <code>streetwar.util_combine_atmosphere</code> | ||
| | | Constant random wind gusts and machine-like sounds. | ||
|- | |- | ||
| <code>streetwar.util_rubble</code> | | <code>streetwar.util_rubble</code> | ||
| | | Random rubble falling off of somewhere. | ||
|- | |- | ||
| <code>streetwar.util_sirens</code> | | <code>streetwar.util_sirens</code> | ||
| | | Manhacks, cityscanners and APCs passing by. | ||
|- | |- | ||
| <code>streetwar.util_light_sirens</code> | | <code>streetwar.util_light_sirens</code> | ||
| | | Same as above but less frequent. | ||
|- | |- | ||
| <code>streetwar.util_zombie_infested</code> | | <code>streetwar.util_zombie_infested</code> | ||
Line 636: | Line 636: | ||
|- | |- | ||
| <code>streetwar.util_light_combat_atmosphere</code> | | <code>streetwar.util_light_combat_atmosphere</code> | ||
| | | Random wind blows and metal ambiences, helicopters passing by. | ||
|- | |- | ||
| <code>streetwar.util_heavy_combat_atmosphere</code> | | <code>streetwar.util_heavy_combat_atmosphere</code> | ||
| | | Same as above but more frequent. | ||
|- | |- | ||
| <code>streetwar.util_muffled_light_combat</code> | | <code>streetwar.util_muffled_light_combat</code> | ||
| | | Thunder sounds. | ||
|- | |- | ||
| <code>streetwar.util_light_combat</code> | | <code>streetwar.util_light_combat</code> | ||
| | | Rare gun fire, zombies, antlions and soliders. | ||
|- | |- | ||
| <code>streetwar.util_medium_combat</code> | | <code>streetwar.util_medium_combat</code> | ||
| | | Same as above but slightly more frequent. | ||
|- | |- | ||
| <code>streetwar.util_heavy_combat</code> | | <code>streetwar.util_heavy_combat</code> | ||
| | | Same as above but more frequent. | ||
|- | |- | ||
| <code>streetwar.util_drips</code> | | <code>streetwar.util_drips</code> | ||
| | | Water drips close up. | ||
|- | |- | ||
| <code>streetwar.util_fardrips</code> | | <code>streetwar.util_fardrips</code> | ||
| | | Same as above but farther away. | ||
|- | |- | ||
| <code>streetwar.zombie_water_room</code> | | <code>streetwar.zombie_water_room</code> | ||
Line 663: | Line 663: | ||
|- | |- | ||
| <code>streetwar.car_tunnel</code> | | <code>streetwar.car_tunnel</code> | ||
| | | Tunnel with cars passing by and silent explosions happening rarely. | ||
|- | |- | ||
| <code>streetwar.general_small_tunnel</code> | | <code>streetwar.general_small_tunnel</code> | ||
| | | Ambience of a small tunnel. | ||
|- | |- | ||
| <code>streetwar.car_tunnel_opensky</code> | | <code>streetwar.car_tunnel_opensky</code> | ||
| | | Same as <code>streetwar.car_tunnel</code> but with outdoor sounds and fighting sounds. | ||
|- | |- | ||
| <code>streetwar.toxic_car_tunnel</code> | | <code>streetwar.toxic_car_tunnel</code> | ||
| | | Same as <code>streetwar.car_tunnel</code> but with toxic slime gurgling. | ||
|- | |- | ||
| <code>streetwar.infested_appartments</code> | | <code>streetwar.infested_appartments</code> | ||
| | | Flies, fighting sounds, metal creaking and rats in a house. | ||
|- | |- | ||
| <code>streetwar.general_indoor_light_combat</code> | | <code>streetwar.general_indoor_light_combat</code> | ||
| | | Rare fighting from indoors. | ||
|- | |- | ||
| <code>streetwar.general_indoor_medium_combat</code> | | <code>streetwar.general_indoor_medium_combat</code> | ||
| | | Same as above, but slightly more frequent. | ||
|- | |- | ||
| <code>streetwar.general_indoor_heavy_combat</code> | | <code>streetwar.general_indoor_heavy_combat</code> | ||
| | | Same as above, but more frequent. | ||
|- | |- | ||
| <code>streetwar.general_outdoor_light_combat</code> | | <code>streetwar.general_outdoor_light_combat</code> | ||
| | | Fighting sounds from outdoors with alarms. | ||
|- | |- | ||
| <code>streetwar.general_outdoor_medium_combat</code> | | <code>streetwar.general_outdoor_medium_combat</code> | ||
| | | Same as above, but slightly more frequent. | ||
|- | |- | ||
| <code>streetwar.general_outdoor_heavy_combat</code> | | <code>streetwar.general_outdoor_heavy_combat</code> | ||
| | | Same as above, but more frequent. | ||
|- | |- | ||
| <code>streetwar.destroyed_concrete_building</code> | | <code>streetwar.destroyed_concrete_building</code> | ||
| | | Fighting sounds, explosions, wind in a building with outdoor sounds in the background. | ||
|- | |- | ||
| <code>streetwar.rooftop_heavy_combat</code> | | <code>streetwar.rooftop_heavy_combat</code> | ||
| | | Many fighting sounds with an alarm in the background and wind on top of a roof. | ||
|- | |- | ||
| <code>streetwar.control_room</code> | | <code>streetwar.control_room</code> | ||
| | | Combine machines beeping. | ||
|- | |- | ||
| <code>streetwar.bank_control_room</code> | | <code>streetwar.bank_control_room</code> | ||
| | | Same as above but with no beeping but instead just random machine sounds. | ||
|- | |- | ||
| <code>streetwar.bank_machine_room</code> | | <code>streetwar.bank_machine_room</code> | ||
| | | Steam, machine sounds, silent wind in a room full of pipes. | ||
|- | |- | ||
| <code>streetwar.bank_general</code> | | <code>streetwar.bank_general</code> | ||
| | | A big room with silent wind and with silent fighting in the background. | ||
|- | |- | ||
| <code>e3_c17_01_battle</code> | | <code>e3_c17_01_battle</code> | ||
| | | Fire, silent alarm in the background, fighting sounds. | ||
|- | |- | ||
| <code>c17_02_street_lower_1</code> | | <code>c17_02_street_lower_1</code> | ||
| | | Wind, very silent alarm, fighting sounds. | ||
|- | |- | ||
| <code>c17_02_street_upper_1</code> | | <code>c17_02_street_upper_1</code> | ||
| | | Same as above but with explosions and louder fighting. | ||
|- | |- | ||
| <code>c17_02_street_upper_2</code> | | <code>c17_02_street_upper_2</code> | ||
| | | Same as above but with a louder alarm. | ||
|- | |- | ||
| <code>c17_02_inside_apartments_1</code> | | <code>c17_02_inside_apartments_1</code> | ||
| | | Random loud metal creaking in a room with fluorescent light. | ||
|- | |- | ||
| <code>streetwar.underground_manhack_tunnel</code> | | <code>streetwar.underground_manhack_tunnel</code> | ||
| | | Loud steam, water dripping, silent machines and high pitched 'stingers'. | ||
|- | |- | ||
| <code>streetwar.vertical_warehouse_arena</code> | | <code>streetwar.vertical_warehouse_arena</code> | ||
| | | Wind passing by. | ||
|} | |} | ||
Line 744: | Line 744: | ||
|- | |- | ||
| <code>d3_citadel.util_hits</code> | | <code>d3_citadel.util_hits</code> | ||
| | | Strange, machine-like sounds. | ||
|- | |- | ||
| <code>d3_citadel.util_activity</code> | | <code>d3_citadel.util_activity</code> | ||
| | | Strider or gunship sounds. | ||
|- | |- | ||
| <code>d3_citadel.util_pods</code> | | <code>d3_citadel.util_pods</code> | ||
| | | Strange machine passing by. | ||
|- | |- | ||
| <code>d3_citadel.deep_dropoff_inside</code> | | <code>d3_citadel.deep_dropoff_inside</code> | ||
| | | Loud ambience with strange machine sounds and enemy sounds. | ||
|- | |- | ||
| <code>d3_citadel.pod_vista</code> | | <code>d3_citadel.pod_vista</code> | ||
| | | Very loud pods moving. | ||
|- | |- | ||
| <code>d3_citadel.generic</code> | | <code>d3_citadel.generic</code> | ||
| | | Kind of silent Citadel ambience with no combat. | ||
|- | |- | ||
| <code>d3_citadel.generic_moody</code> | | <code>d3_citadel.generic_moody</code> | ||
Line 768: | Line 768: | ||
|- | |- | ||
| <code>d3_citadel.stasis_room</code> | | <code>d3_citadel.stasis_room</code> | ||
| | | [POS] Loud ambience with a stasis field at position 0 with another machine in the background. | ||
|- | |- | ||
| <code>d3_citadel.combine_ball_room</code> | | <code>d3_citadel.combine_ball_room</code> | ||
| | | Harmonical combine balls passing by with more Citadel ambience. | ||
|- | |- | ||
| <code>d3_citadel.general_control_room</code> | | <code>d3_citadel.general_control_room</code> | ||
| | | [POS] A combine console at position 0 with Citadel ambience in the background. | ||
|- | |- | ||
| <code>d3_citadel.alyx_teleport_control_room</code> | | <code>d3_citadel.alyx_teleport_control_room</code> | ||
Line 786: | Line 786: | ||
|- | |- | ||
| <code>d3_citadel_01.pipe_entrance</code> | | <code>d3_citadel_01.pipe_entrance</code> | ||
| | | Alarm sound with combat sounds and wind gusts. | ||
|- | |- | ||
| <code>d3_citadel_01.cliffside1</code> | | <code>d3_citadel_01.cliffside1</code> | ||
| | | Metal creaking and loud wind with the city alarm in the background. | ||
|- | |- | ||
| <code>d3_citadel_01.citadel_entrance</code> | | <code>d3_citadel_01.citadel_entrance</code> | ||
| | | Same as above only silenter and with the citadel ambience slightly audible. | ||
|- | |- | ||
| <code>d3_citadel.breen_field</code> | | <code>d3_citadel.breen_field</code> | ||
Line 798: | Line 798: | ||
|- | |- | ||
| <code>d3_citadel.breen_hall</code> | | <code>d3_citadel.breen_hall</code> | ||
| Computer humming | | Computer humming. | ||
|- | |- | ||
| <code>d3_citadel.breen_office</code> | | <code>d3_citadel.breen_office</code> |
Revision as of 05:33, 20 July 2013
Here is a list of 245 soundscapes for use in Half-Life 2. 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. The list below will in time be upgraded to include descriptions of each soundscape's positional components if present.
Soundscapes with positional information are indicated by the prefix [POS]. These soundscapes were tested in a 1024 x 1024 x 1024 closed chamber, with the soundscape at the center, the player near the center and the eight directional markers in a circle with a radius of 512 around the soundscape and player. Marker 0 is at the left of the player (his nine o'clock), at player height; Marker 1 at a left 45 degree angle; Marker 2 dead ahead (12 o'clock); Marker 4 to the right of the player (three o'clock), and so on around the circle. After testing from the center, the player is walked in a circle through the markers to detect local sounds.
Generic and Test
Name | Description and Notes |
---|---|
Nothing | No DSP, no ambients |
Automatic | Automatic dsp at 50% mix |
automatic_dialog
|
dsp "1" dsp_volume "0.5" |
e3_techdemo_gmanspeaking
|
|
e3_Techdemo_02
|
'Physics room' |
e3_Techdemo_03
|
|
e3_Techdemo_05
|
Dripping cave ambient |
e3_Techdemo_06
|
Lake |
e3_end
|
|
GenericIndoor
|
Electric hum |
GenericOutdoor
|
Same hum, but quieter |
Cabin
|
[POS] General: medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). Position 0: faint banjo-like music and indistinct singing. Position 1: a regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. |
cabin_outdoor
|
[POS] No pronounced directional effects. Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu. |
test_tvset
|
Music coming from a TV set |
Train Station and City 17
Name | Description and Notes |
---|---|
d1_trainstation.util_city
|
Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. |
d1_trainstation.city
|
All of the above plus a steady uproar in the background. |
d1_trainstation.Platform
|
Loud and static hissing sound, city sounds barely audible in the background. |
d1_trainstation.Turnstyle
|
Similar to d1_trainstation.city but city sounds less audible.
|
combine.computer
|
Loud, flat whine and an occasional blip. |
d1_trainstation.Interrogation
|
Mixed uproar of the surrounding city and combine.computer .
|
d1_trainstation.TerminalSquare
|
Similar to d1_trainstation.Turnstyle .
|
d1_trainstation.QuietCourtyard
|
Same as above but the tumult is quieter. |
d1_trainstation.Occupants
|
Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. |
d1_trainstation.AppartmentCourtyard
|
Above mixed to city sounds. |
d1_trainstation.Appartments
|
Door knocking, breaking plates, woman screams and man grunts like being hit. |
d1_trainstation.RaidCityvoice
|
Cityvoice: Failure to cooperate will result in permanent offworld relocation. |
d1_trainstation.RaidOccupants
|
Breaking glass and boxes and knocking on door. |
d1_trainstation.RaidAppartments
|
Knocks on doors, PA woman asking citizens to assume inspection positions, people chattering nervously, breaking glass, man shouting, PA stating city block suspected to contain infection. |
general.concrete_quiet
|
Semi-loud hum of moving air. |
PA announcements for City 17
Name | Description and Notes |
---|---|
cityvoice_level0
|
PA system invokes unrest procedures, requests player id |
cityvoice_level1
|
Player is evading capture, cops are summoned |
cityvoice_level2
|
Player convicted of civil disruption, city block on alert |
cityvoice_level3
|
Player convicted of anticivil activity, city block punished |
cityvoice_level4
|
Citizenship revoked, cops fire at will |
cityvoice_level5
|
City looking for player |
city_searching_level1
|
City background noise with helicopters and alarm sounds. |
city_searching_level2
|
Same as above. |
city_searching_level3
|
Same as above. |
Canals
Name | Description and Notes |
---|---|
d1_canals.util_windgusts
|
Wind gusts. |
d1_canals.util_drips
|
Water dripping. |
d1_canals.util_fardrips
|
Water dripping a bit further away, with interior echo. |
d1_canals.util_headcrab_canister
|
Strong hissing noise. |
d1_canals.util_shoreline
|
Sounds of small waves hitting shore. |
d1_canals_tunnel01
|
Constant sound of what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. |
d1_canals_citystart
|
City sounds, trains horning close by,
PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. |
d1_canals_citadel
|
Same as above but with occasional low, massive metallic noises. |
d1_canals_traincanal
|
City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. |
d1_canals_traintunnel
|
Same as above and a strong, low tunnelish rumble in the background. |
d1_canals_watercanal
|
Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water masses hitting pontoons. |
d1_canals_junkyard
|
Similar to d1_canals_traincanal . Distant helicopter also.
|
d1_canals_copcanals
|
Similar to d1_canals_traincanal plus water dripping and different PA announcement concerning evasion behaviour and alerts.
|
d1_truck_pass
|
Quick, low noise. For use with other soundscapes. |
d1_canals_barnacle_tunnel
|
Wind gusts in a tunnel. Distant city noises and sirens. PA announcement charging the player with "socioendangerment level 1" and instructing CPs. |
d1_canals_pipe_chamber
|
Drips. Distant city noises and sirens. occasional helicopter fly-bys. |
d1_canals_cop_alerted
|
Similar to d1_canals_pipe_chamber . PA announcement charging player with "socioendangerment level 5".
|
d1_canals.heli_slide_tunnels
|
Interior. Loud running water and drips close by. Distant PA, trucks and sirens. |
d1_canals.heli_attack
|
Exterior. Loud city noises. PA, helicopter, squeak of rapidly accelerating trucks. |
d1_canals.drainroom
|
Loud running water and industrial hum. Distant PA. |
d1_canals.03copsattackthroughboards
|
Exterior. City ambience. PA ("Individual, you are charged with..."), constant close helicopters left and right, occasional train and other traffic sounds, distant sirens. |
d1_canals.03entrytunnel
|
Interior, tunnel. Close frequent dripping sounds left, right and centre. PA ("Individual..."), distant helicopters left and right, occasional train horn, various distant sirens. |
d1_canals.steamtunnel
|
Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming. |
d1_canals.waterpuzzleroom
|
Loud industrial hum. Drips. No PA. |
d1_canals.util_birds
|
Infrequent bird squawks. |
d1_canals.util_critters
|
Infrequent croaking noises. |
d1_canals.util_tunnel_windgusts
|
Occasional (infrequent) wind blowing through tunnel, varying pitches. |
d1_canals.util_critters_under_docks
|
Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises. |
d1_canals.util_toxic_slime
|
Gurgling and hissing. |
d1_canals.util_industrial
|
Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent. |
d1_canals.general_dripping_tunnel
|
Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds. |
d1_canals.general_windy_tunnel
|
Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans. |
d1_canals.general_watery_tunnel
|
Interior. Sound of continuously running rivulets of water in a cave/tunnel, occasional (frequent) additional drips, croaks and chirps at different pans. |
d1_canals.general_watery_tunnel_shore
|
As above with the sound of waves regularly breaking in a small rocky lagoon. |
d1_canals.redbarn_ambience
|
Hissing (of a headcrab canister?) Distant critters and creaks. |
d1_canals.floodgate_base_ambience
|
Interior. Loud continuous machine humming at centre, continuous beeping and buzzing to left, high-pitched drone to right, occasional mechanical sounds, plus beeping and electronic squeaks, to right. |
d1_canals.floodgate_machineroom
|
Looped machines droning as of a pump or motor. |
d1_canals.shore_and_reeds
|
Waves and occasional frog croaks/critter chirps and bird song. Occasional wind gusts. Notably quiet with no constant ambient wind noise. |
d1_canals.spooky_infested_pipe
|
Dripping at center-right with occasional eerie, modulating wind noise with stereo movement effect. Very rare critter chirps. |
d1_canals.water_tunnel_with_frogs
|
Constant sound of pipe draining into water, with waves breaking and constant, voluminous frog song. |
d1_canals.windchimes_and_wind
|
Constant wind whistling mixed with intermittent wind chime song. |
canals_slime_outside
|
Constant slime gurgling with random slime sounds inside a corridor. |
canals_slime_tunnel
|
Same as above. |
canals_tunnel_dry
|
Tunnel ambience. |
canals_tunnel_wet
|
Dripping sounds inside a tunnel. |
canals_canal_nowater
|
Birds and wind. |
canals_canal_water
|
Same as above only with water waves. |
canals_canal_water_industrial
|
Same as above only with machine rumbling. |
canals_river
|
Wind and water waves. |
canals_river_calm
|
Same as above but with crickets. |
d1_canals_05_shanty_approach
|
Continuous glutinous gurgling/boiling/bubbling sound to centre, plus random glutinous burping sounds, occasional wind gusts, hissing and water noises. |
d1_canals_05_shanty
|
Wind, headcrab canister ambience and constant steam sound. |
d1_canals_07_entry_tunnel
|
Water drips in a tunnel. |
d1_canals_07a_warehouse
|
Occasional creaking of wooden structures, repeated random high-pitched wind howling at varying pans, continuous sinister-sounding low-pitched modulated humming/droning sound. |
d1_canals_08a_gun_tunnel_entrance
|
Continuous running water sound, centre, plus sound of waves breaking, centre. |
d1_canals_08a_puzzle_arena
|
Waves breaking, infrequent chirping and wind noises. |
d1_canals_08a_gun_scene
|
[POS] No pronounced positional effects. Very faint low rumble, faint but regular sound of pump or other reciprocating mechanism (ah hooo e-clik!), and louder sharp intermittent dripping sounds that echo as if in a closed chamber. |
d1_canals_08a_tunnel_exit
|
[POS] No pronounced positional effects. A somewhat simpler version of d1_canals_08a_gun_scene , with the echoing, hollow rumble and the sound of a pump or other reciprocating mechanism (ah hooo e-clik!), perhaps a bit louder than in d1_canals_08a_gun_scene . No dripping or liquid sounds.
|
canals_canal_water_creaking_wood
|
[POS] No pronounced positional effects. Very regular medium-low volume slosh of water with intermittent medium or low-volume wood creaks, the thin whistling of gusts of wind, and twittering and other calls from birds and insects. |
canals_canal_water_creaking_metal
|
[POS] No pronounced positional effects. Very regular medium-low volume slosh of water with intermittent medium or low-volume metal creaks, the thin whistling of gusts of wind, and twittering and other calls from birds and insects. The metal creaking seems somewhat more frequent and a bit louder than the wood creaks in canals_canal_water_creaking_wood .
|
d1_canals_08_entry_tunnel
|
Loud water dripping inside a tunnel. |
d1_canals_08_reservoir
|
Loud constant water waves. |
d1_canals_08_island
|
[POS] Sound source at position of soundscape (that is, from Position 0 it appears to be to your right, from Position 4 it appears to be to your left, and so on). Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds. |
d1_canals_08_base_interior
|
[POS] No pronounced positional effects. The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes. |
Kleiner's Lab and Black Mesa East
Name | Description and Notes |
---|---|
K_lab.LabSounds
|
Slime gurgling in a room with machines. |
E3_lab.LabSounds
|
Fluorescent lights in a laboratory with machines and music playing. |
eli_01_lab_main_1
|
[POS] General: machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. Position 0: gurgling is louder. Position 1: faint electrical beeping. Position 2: beeping; machine noise louder and more sonorous. Position 3, 4: lower resonant hum like a largish fan. Position 5, 6, 7: quieter except for ambient dripping and soft pressure escaping sounds. |
eli_01_elevator_1
|
[POS] No pronounced positional effects. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. |
eli_01_upperhall_2
|
[POS] No pronounced positional effects. Musical throbbing note, medium low, that reverberates three times (bwuung-weh-weh-weh), mixed with clinking noises that resemble kitchen sounds, occasional dripping, and a man coughing. |
eli_01_upperhall_1
|
[POS] No pronounced positional effects. Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background. |
eli_01_lowerlab_hall_1
|
[POS] Slightly louder and more resonant version of eli_01_upperhall_2 , with the sounds becoming a bit stronger and more "present" at Position 0. No other positional effects.
|
eli_01_lower_corridor_1
|
Corridor ambience. |
eli_01_lower_ravenhall_1
|
Silent rumbling in a tunnel. |
eli_01_lower_ravenhall_2
|
Many far away explosions. |
eli_02_lowerlab_hall_1
|
Fluorescent light in a room with metal rumbling and shuffling. |
eli_02_lower_corridor_1
|
Metal rumbling and shuffling in a corridor. |
eli_02_ravenshaft_1
|
[POS] No pronounced positional effects. Windy, hollow low rumble with frequent background sounds half-way between the creak of metal and a zombie's scream. |
eli_02_ravenshaft_2
|
Wood creaking, wind blowing and frequent drips of water in the outside. |
eli_02_scrapyard_1
|
Outside ambience with no life. |
eli_02_scrapyard_2
|
Same as above but with dull metal sounds. |
Ravenholm
Name | Description and Notes |
---|---|
d1_town.Start
|
Wind gusts, distant zombie howls and screams, 'drum beats'. |
d1_town.Street
|
Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. |
d1_town.CorpseRoom
|
[POS] No directional effects at the marker positions, but irregular buzz-throughs by an aggressive fly that makes an unusually sharp sound, as well as occasional softer bursts of squeaking from mice or rats. Pronounced echo. |
d1_town.WoodBuilding
|
Wooden creaks, rodent sounds. |
d1_town.ConcreteBuilding
|
|
d1_town.Rooftop
|
[POS] No pronounced directional effects. Constant low rumble; gusts and whistles of wind. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts. |
d1_town.MineshaftDown
|
Wind blowing, wood creaking, rumbling sounds and cave ambience. |
d1_town.WaterCave
|
Same as above, but with frequent water drops. |
d1_town.HeadcrabCave
|
Same as above but with metal creaks and the drops being distant. |
d1_town.CaveTunnel
|
Corridor ambience with rumbling sounds. |
Coastline and Highway 17
Name | Description and Notes |
---|---|
coast.util_headcrab_canister
|
Silence with occasional bizarre Combine tech noise. |
coast.util_metalstress
|
Silence with occasional sounds of metal stress. |
coast.util_shackmetal
|
Silence with occasional quick squeeks from moving metal. |
coast.util_crumblycliff
|
Silence with sounds of crumbling landmasses. |
coast.util_windgusts
|
Silence with wind gusts. |
coast.util_fardrips
|
Silence with water dripping. |
coast.util_birds
|
Silence with occasional sounds of seagulls calling. |
coast.util_lakeshoreline
|
Waves breaking gently. |
coast.util_shoreline
|
Similar to above, but with what feels like much more massive waves. |
coast.util_distant_shoreline
|
Similar to above, but from a greater distace. |
coast.util_antlion_den
|
Antlions hissing. |
coast.general_windy_tunnel
|
Steady whine of wind in a tunnel and muffled sounds of waves crashing. |
coast.general_tunnel
|
Similar to above but quieter and with waterdrips mixed in. |
coast.zombie_tunnel
|
Steady, tunnelish sound and some occasional train sounds. |
coast.general_oldwoodbuilding
|
Wood stress, wind gusting, seagulls calling |
coast.general_oldwoodbuilding_with_windchimes
|
Same as above but with chimes. |
coast.combine_controlroom_ambience
|
Steady whine of Combine tech. |
coast.general_shoreline
|
Waves crashing, wind gusting, seagulls calling. |
coast.positional_shoreline
|
Similar to above, but closer by. |
coast.shoreline_with_antlion_dens
|
Similar to coast.general_shoreline , but with antlion sounds.
|
coast.bridge_ambient
|
Wind blowing, seagulls calling. |
coast.bridge_shack
|
Same as above but quieter. |
coast.cliffside
|
A mix of coast.general_shoreline and coast.util_crumblycliff .
|
coast.bridge_concrete_room
|
Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements. |
coast.distant_shoreline
|
Distant waves breaking, wind gusting and close-range antlion sounds. |
coast.generic_ambient_01
|
Similar to above, but without the antlions. |
Nova Prospekt
Name | Description and Notes |
---|---|
prison.util_distantcombat_verylight
|
Quiet ambience,occasionally the sound of a soldier dying, or gunfire |
prison.util_distantcombat_light
|
Identical to the soundscape above, just with more gunfire, and antlion hiss' |
prison.util_distantcombat_heavy
|
Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions |
prison.util_antlion_burrows
|
Sound of Antlions hissing and growling, waiting to ambush the enemy |
prison.util_fardrips
|
Far away drips. |
prison.util_drips
|
Same drips but closer. |
prison.util_distant_trains
|
Far away train horns. |
prison.util_radio
|
Random radio sounds. |
prison.util_control_room
|
Random machine sounds from a combine monitor. |
prison.citizen_camp
|
[POS] No pronounced positional effects. Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds. |
prison.redlight_bunker
|
Constant wind. |
prison.outdoor_courtyard
|
Wind with far away thumper sounds. |
prison.outdoor_courtyard_hvycombat
|
Same as above but with gun fire, soliders and antlions dying/attacking. |
prison.trainstation
|
Room ambience with occasional train horns. |
prison.teleport_area
|
Combine machine sounds in a big open room. |
prison.control_room
|
Combine beeping sounds with a fan in the background. |
prison.control_room_simple
|
Computer/combine console hum with centered combine soldier vocoder noise (as heard in nova propekt scripted radio transmissions), but no speech. |
prison.combine_wall
|
Loud ambience of the outside with explosion-like sounds. |
prison.util_quiet_cellblock
|
Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own. |
prison.util_louder_cellblock
|
Slightly quieter ambience. |
prison.larger_cellblock_vlightcombat
|
Machine sounds and metal rumbling in a corridor. |
prison.larger_cellblock_hvycombat
|
Same as above but with soliders, gunfire and antlions. |
prison.larger_cellblock_lightcombat
|
Same as above but only with gunfire. |
prison.general_hallway_lightcombat
|
Hallway with antlions, grenades and soliders. |
prison.general_hallway_vlightcombat
|
Same as above but with no fights. |
prison.general_dripping_tunnel
|
A tunnel with water drips. |
prison.hall_with_burrows
|
Hallway with crickets and antlion burrowing sounds. |
prison.electric_water_room
|
Water flowing in a room with machines in it. |
prison.laundry
|
Loud, whooshing metallic machinery sounds. |
prison.watery_hallway
|
A lot of drips. |
prison.showers
|
Loud, fairly high-pitched water pipes and water dripping. |
prison.zombie_infested
|
Flies, distant drips, rats and deep, wind-like sounds. |
War-torn City 17
Name | Description and Notes |
---|---|
streetwar.util_combine_atmosphere
|
Constant random wind gusts and machine-like sounds. |
streetwar.util_rubble
|
Random rubble falling off of somewhere. |
streetwar.util_sirens
|
Manhacks, cityscanners and APCs passing by. |
streetwar.util_light_sirens
|
Same as above but less frequent. |
streetwar.util_zombie_infested
|
Occasional buzzing flies and faint chirping birds. |
streetwar.util_light_combat_atmosphere
|
Random wind blows and metal ambiences, helicopters passing by. |
streetwar.util_heavy_combat_atmosphere
|
Same as above but more frequent. |
streetwar.util_muffled_light_combat
|
Thunder sounds. |
streetwar.util_light_combat
|
Rare gun fire, zombies, antlions and soliders. |
streetwar.util_medium_combat
|
Same as above but slightly more frequent. |
streetwar.util_heavy_combat
|
Same as above but more frequent. |
streetwar.util_drips
|
Water drips close up. |
streetwar.util_fardrips
|
Same as above but farther away. |
streetwar.zombie_water_room
|
Occasional buzzing flies and fairly loud dripping water. |
streetwar.car_tunnel
|
Tunnel with cars passing by and silent explosions happening rarely. |
streetwar.general_small_tunnel
|
Ambience of a small tunnel. |
streetwar.car_tunnel_opensky
|
Same as streetwar.car_tunnel but with outdoor sounds and fighting sounds.
|
streetwar.toxic_car_tunnel
|
Same as streetwar.car_tunnel but with toxic slime gurgling.
|
streetwar.infested_appartments
|
Flies, fighting sounds, metal creaking and rats in a house. |
streetwar.general_indoor_light_combat
|
Rare fighting from indoors. |
streetwar.general_indoor_medium_combat
|
Same as above, but slightly more frequent. |
streetwar.general_indoor_heavy_combat
|
Same as above, but more frequent. |
streetwar.general_outdoor_light_combat
|
Fighting sounds from outdoors with alarms. |
streetwar.general_outdoor_medium_combat
|
Same as above, but slightly more frequent. |
streetwar.general_outdoor_heavy_combat
|
Same as above, but more frequent. |
streetwar.destroyed_concrete_building
|
Fighting sounds, explosions, wind in a building with outdoor sounds in the background. |
streetwar.rooftop_heavy_combat
|
Many fighting sounds with an alarm in the background and wind on top of a roof. |
streetwar.control_room
|
Combine machines beeping. |
streetwar.bank_control_room
|
Same as above but with no beeping but instead just random machine sounds. |
streetwar.bank_machine_room
|
Steam, machine sounds, silent wind in a room full of pipes. |
streetwar.bank_general
|
A big room with silent wind and with silent fighting in the background. |
e3_c17_01_battle
|
Fire, silent alarm in the background, fighting sounds. |
c17_02_street_lower_1
|
Wind, very silent alarm, fighting sounds. |
c17_02_street_upper_1
|
Same as above but with explosions and louder fighting. |
c17_02_street_upper_2
|
Same as above but with a louder alarm. |
c17_02_inside_apartments_1
|
Random loud metal creaking in a room with fluorescent light. |
streetwar.underground_manhack_tunnel
|
Loud steam, water dripping, silent machines and high pitched 'stingers'. |
streetwar.vertical_warehouse_arena
|
Wind passing by. |
Combine Citadel
Name | Description and Notes |
---|---|
d3_citadel.silence_and_dialog
|
Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? |
d3_citadel.util_hits
|
Strange, machine-like sounds. |
d3_citadel.util_activity
|
Strider or gunship sounds. |
d3_citadel.util_pods
|
Strange machine passing by. |
d3_citadel.deep_dropoff_inside
|
Loud ambience with strange machine sounds and enemy sounds. |
d3_citadel.pod_vista
|
Very loud pods moving. |
d3_citadel.generic
|
Kind of silent Citadel ambience with no combat. |
d3_citadel.generic_moody
|
Fairly loud, near-musical Citadel ambience; no combat sounds |
d3_citadel.generic_moody2
|
Quieter Citadel ambience; no combat sounds |
d3_citadel.stasis_room
|
[POS] Loud ambience with a stasis field at position 0 with another machine in the background. |
d3_citadel.combine_ball_room
|
Harmonical combine balls passing by with more Citadel ambience. |
d3_citadel.general_control_room
|
[POS] A combine console at position 0 with Citadel ambience in the background. |
d3_citadel.alyx_teleport_control_room
|
Various teleport-discharge sounds; machinery audible. |
d3_citadel.final_portal_chamber
|
Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. |
d3_citadel.top_of_teleport_chamber
|
High-pitched buzzing; city combat sounds audible. |
d3_citadel_01.pipe_entrance
|
Alarm sound with combat sounds and wind gusts. |
d3_citadel_01.cliffside1
|
Metal creaking and loud wind with the city alarm in the background. |
d3_citadel_01.citadel_entrance
|
Same as above only silenter and with the citadel ambience slightly audible. |
d3_citadel.breen_field
|
Nearly the same as breen.office but with deep metal scraping sounds. |
d3_citadel.breen_hall
|
Computer humming. |
d3_citadel.breen_office
|
Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. |