List of L4D2 Soundscapes: Difference between revisions

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(added info about stopping soundscape with "stopsound". i know "stopsoundscape" would be the obvious choice, but it never worked for me.)
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{{l4d2}} Below is a list of [[soundscapes]] for use in [[Left 4 Dead 2]].  
{{l4d2}} Below is a list of [[soundscapes]] for use in [[Left 4 Dead 2]].  


An easy way of testing them is to use the <code>playsoundscape</code> console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
An easy way of testing them is to use the <code>playsoundscape</code> console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. To stop the soundscapes use the <code>stopsound</code> console command to abruptly stop all sounds playing.


{{note|Left 4 Dead 2 contains all [[List_of_L4D_Soundscapes|soundscapes from Left 4 Dead]], which are excluded from this list.}}
{{note|Left 4 Dead 2 contains all [[List_of_L4D_Soundscapes|soundscapes from Left 4 Dead]], which are excluded from this list.}}

Revision as of 12:33, 11 December 2017

Left 4 Dead 2 Below is a list of soundscapes for use in Left 4 Dead 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. To stop the soundscapes use the stopsound console command to abruptly stop all sounds playing.

Note.pngNote:Left 4 Dead 2 contains all soundscapes from Left 4 Dead, which are excluded from this list.

soundscapes_campaign1/Dead Center

Name Description and Notes
fire.debris.metal Somewhat distant metal crashes and straining, with the occasional sound of burning. This soundscape should be used with others, as the sound cuts in and out.
fire.debris.wood Similar to the above, except with the sounds of wood collapsing and breaking instead of metal.
fire.debris.junk Similar to the above, except with the sounds of generic rubble, glass and rocks(?) moving and falling around.
structure.groans Pretty self-explanatory, occasional sounds of metal eerily groaning and straining. This soundscape should be used with others, as the sound cuts in and out.
mall.randomverbs Very distant, echoing sounds of something small falling over.
c1m1.spawn Constant soundscape of rooftop winds, distant birds and cicadas, and a raging fire not too far away.
c1m1.stairwell Generic wind-humming, maybe from an AC or a vent.
c1m1.hotel.int.3rdfloorhall Similar to the above, except the humming is quieter and there's a very frequent sound of wood/junk breaking and falling.
c1m1.hotel.int.3rdfloor A loud, raging fire with metal groaning and breaking.
c1m1.hotelroom.exterior.fire High winds, birds and cicadas, and a very close raging fire.
c1m1.hotelroom.2ndfloor Very loud blazing inferno with wood breaking and rubble collapsing.
c1m1.storeroom.2ndfloor Similar to the above, except the fire is slightly quieter and the metal groaning is louder.
c1m1.elevator.2ndfloor Similar to the above, except the fire is even quieter and the metal straining is closer.
c1m1.stairwell.fire Silence(?)
c1m1.hotelexterior.2ndfloor Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area. No fire, however.
c1m1.hotel.int.1stfloor Nothing but a very loud fire and metal collapsing.
c1m1.hotel.int.1stfloor.lobby A relatively quieter fire, but the debris sounds are more frequent, varied and louder (but not very loud) - everything between glass, debris and metal. Probably only a few rooms away from the fire.
c1m1.saferoom Distant fire with a fluorescent/generator hum nearby, and metal groaning/debris breaking somewhere close.
c1m2.spawn Somewhat quiet fluorescent/generator hum with a faint wind outside the door. No fire or debris, somehow.
c1m2.exterior.01 Noisy birds and cicadas right above the player, with faint gusts of wind blowing by. Very soothing. Could be used for anything between a small wooded area or a lively subtropical forest.
c1m2.stairwell Generic wind-humming. Literally identical to c1m1.stairwell.
c1m2.streetalley Similar to c1m2.exterior.01, except the birds and cicadas are muffled, quiet and echo-y, and the faint wind is louder.
c1m2.exterior.02 Similar to c1m2.exterior.01, but the faint wind is quieter - almost not even there. Just birds and cicadas.
c1m2.exterior.03 Similar to the above, except the wildlife is quiet and more distant.
c1m2.interior.01 Generic sound of air moving through a room, maybe from an AC unit or an open door. Very (almost absurdly) boring, more so than the sound of air moving should be.
c1m2.store.interior The humming of a cooler or fluorescent light, and an annoying fly at position 1.
c1m2.safehouse More air moving through a room, maybe some quiet machinery like a vending machine nearby.
c1m3.spawn Even more air moving through a room, except with a fly at position 1.
c1m3.mall.interior1 More moving air, but louder and with a humming, like from an AC vent. Also some occasional, distant sounds like doors closing, small things falling down, etc. These are taken from "mall.randomverbs".
c1m3.mall.interior2 Similar to above, but the humming is gone completely and the air is lower-pitched and deeper. Almost like being underwater, except for the occasional "mall.randomverbs" ambient sounds in the distance.
c1m3.mall.hallway Even more moving air. Identical to "c1m1.stairwell", except more "open", like in a bigger room.
c1m3.security Looping 2-second sound of fluorescent humming, or maybe an old monitor humming.
c1m3.safehouse Moving air with quietly humming machinery, literally identical to "c1m2.safehouse".
c1m4.spawn Identical to above, except a little bit quieter.
c1m4.atrium.hallway More quietly moving air coming from a vent.
c1m4.atrium.interior Identical to "c1m3.mall.interior2".
c1m4.elevator.int Similar to above, but without the "mall.randomverbs" ambient sounds, and the constant humming of machinery (like an elevator motor) at position 1.

soundscapes_campaign3

  • c3m1.gasstationspawn
  • c3m1.gasstaionspawn
  • c3m1.houseinteriors
  • c3m1.dock
  • c3m1.openinterior
  • c3m1.plankswamp
  • c3m1.saferoom
  • c3m2.tunnelspawn
  • c3m2.swamp
  • c3m2.swamp02
  • c3m2.swamp03
  • c3m2.houseinterior
  • c3m2.elevatedground
  • c3m2.safehouse
  • c3m3.housespawn
  • c3m3.townoutside_01
  • c3m3.houseinterior
  • c3m3.houseinterior_02
  • c3m3.townoutside_02
  • c3m3.swamp
  • c3m3.outside_dry
  • c3m3.safehouse
  • c3m4.housespawn
  • c3m4.plantationoutside
  • c3m4.houseinterior
  • c3m4.orchard_entrance
  • c3m4.plantation.int
  • c3m4.plantation_backyard
  • c3m4.plantation_dock

soundscapes_campaign4

  • milltown.emptystub
  • rain.hardsurface.soft.dynamic
  • rain.hardsurface.soft
  • rain.hardsurface.med
  • rain.hardsurface.med.dynamic
  • rain.hardsurface.hard
  • rain.water.soft
  • rain.water.med
  • rain.water.hard
  • rain.interior.soft.dynamic
  • rain.interior.soft
  • rain.interior.med.dynamic
  • rain.interior.med
  • rain.interiorverb.med.dynamic
  • rain.interiorverb.med
  • rain.interiorverb.hard.dynamic
  • rain.interiorverb.hard
  • distant.thunder
  • storm.dynamic
  • storm.dynamic.mill
  • milltown.spawn
  • milltown.a.ext
  • burgertank.interior
  • c4.house.interior
  • milltown.a.safehouse
  • sugarmill.a.spawn
  • sugarmill.a.exterior
  • sugarmill.a.office.int
  • sugarmill.a.office.closed
  • sugarmill.a.pipeyard
  • sugarmill.a.pipeyard.transition
  • sugarmill.a.courtyard
  • sugarmill.a.trailerinterior
  • sugarmill.a.lockerroom.int
  • sugarmill.a.mill
  • sugarmill.a.cornfield
  • sugarmill.a.gasstation.int
  • sugarmill.b.spawn
  • sugarmill.b.gasstation.int
  • sugarmill.b.cornfield
  • sugarmill.b.mill
  • sugarmill.b.lockerroom.int
  • sugarmill.b.trailerinterior
  • sugarmill.b.courtyard
  • sugarmill.b.pipeyard.transition
  • sugarmill.b.pipeyard
  • sugarmill.b.office.closed
  • sugarmill.b.office.int
  • sugarmill.b.exterior
  • sugarmill.b.spawn
  • milltown.b.safehouse
  • milltown.b.ext
  • c4.house.b.interior
  • burgertank.b.interior
  • milltown.b.spawn

soundscapes_campaign5

  • c5m1.waterfront
  • c5m1.waterfrontspawn
  • c5m1.restaurant
  • c5m1.street
  • c5m1.smallstore
  • c5m1.alley
  • c5m1.park
  • c5m1.bathroom
  • c5m1.decon
  • c5m1.terminal
  • c5m1.depot
  • c5m1.highwayspawn
  • c5m2.highwayspawn
  • c5m2.junkyard
  • c5m2.suburbanstreet
  • c5m2.houseinterior
  • c5m2.cornerstore
  • c5m2.burnedhouses
  • c5m2.tunnel
  • c5m2.underground
  • c5m2.impoundlot
  • c5m2.highway
  • c5m2.cemetery
  • c5m2.urbanstreet
  • c5m2.storagespawn
  • c5m3.storagespawn
  • c5m3.courtyard
  • c5m3.smallstore
  • c5m3.office
  • c5m3.street
  • c5m3.smallclub
  • c5m3.largeclub
  • c5m3.alley
  • c5m3.hotelstairwell
  • c5m3.hotelinterior
  • c5m3.apartmentshell
  • c5m3.apartment
  • c5m3.lot
  • c5m3.waterfront
  • c5m3.towerspawn
  • c5m4.towerspawn
  • c5m4.bridgeoutside
  • c5m4.dockfar
  • c5m4.dock

soundscapes_rural2

  • rural2.woods
  • rural2.woods3
  • rural2.morning
  • rural2.bridge
  • rural2.smallbuilding
  • rural2.smallbuilding2
  • rural2.river
  • rural2.caveclosed
  • rural2.caveopen
  • rural2.traintunnel
  • rural2.pumproom
  • rural2.bigroom
  • rural2.drainagebig
  • rural2.drainagesmall
  • rural2.drainageopen
  • rural2.trainyardentrance
  • rural2.trainyardrespawn
  • rural2.trainyardbuilding
  • rural2.trainyardbuilding2
  • rural2.trainyardbuilding2window
  • rural2.trainyard
  • rural2.trainyard2
  • rural2.house
  • rural2.town
  • rural2.towninside
  • rural2.townalley
  • rural2.boatinterior
  • rural2.boatexterior
  • rural2.shoreline
  • rural2.town_02
  • rural2.shack
  • rural2.combat_far_heavy
  • rural2.combat_far_medium
  • rural2.combat_close_light

soundscapes_swamps

  • swamps.frogs_01
  • swamps.frogs_02
  • swamps.frogs_03
  • swamps.frogs_04
  • swamps.frogs_05
  • swamps.frogs_06
  • swamps.bullfrogs_01
  • swamps.flies
  • swamps.gators
  • swamps.gasstation
  • swamps.dock
  • swamps.plankswamp_01
  • swamps.swamp_01
  • swamps.swamp_02
  • swamps.swamp_03
  • swamps.shantyoutside
  • swamps.plantation_outside
  • swamps.orchard
  • rural2.combat_far_heavy
  • rural2.combat_far_medium
  • rural2.combat_close_light

soundscapes_urban2

  • urban2.util_cicadas
  • urban2.util_grasshoppers
  • urban2.utilbirdsgroup1
  • urban2.util_interiorslams
  • urban2.util_metalslams
  • urban2.util_metalslams 2
  • urban2.util_woodfloorsqueaks
  • urban2.util_woodqueaks_new
  • urban2.util_windgust
  • urban2.util_distantcombat
  • urban2.util_distantexplosions
  • urban2.util_rat_scratches
  • urban2.util_genericrooftop
  • urban2.util_genericexterior_from_interior_1
  • urban2.util_genericexterior_from_interior_2
  • urban2.util_flies
  • urban2.util_steam
  • urban2.util_pipes
  • urban2.rooftop_1b
  • urban2.rooftop_1b_interior
  • urban2.rooftop_1b_interior2
  • urban2.underground_1
  • urban2.underground_2
  • urban2.underground_3
  • urban2.controlroom
  • urban2.warehouse_1
  • urban2.steamtunnel
  • urban2.boilerroom
  • urban2.hospital_interior
  • urban2.flies
  • urban2.rooftop
  • urban2.junkyard
  • urban2.street
  • urban2.courtyard
  • urban2.alley
  • urban2.sewer
  • urban2.pipetunnel
  • urban2.apartment
  • urban2.generatorroom_off
  • urban2.generatorroom
  • urban2.respawn
  • urban2.rooftopspawn
  • urban2.hospitalspawn
  • urban2.spawnrain
  • urban2.hospital
  • urban2.office
  • urban2.subway
  • urban2.pillarsroom
  • urban2.conveniencestore
  • urban2.warehouseoutside
  • urban2.bathroom
  • urban2.club
  • urban2.tankroom
  • urban2.powerplant
  • urban2.powerplantinside
  • urban2.parkinggarage
  • urban2.elevator
  • urban2.construction
  • urban2.finaleinside
  • urban2.finaleoutside
  • urban2.finaleroof
  • urban2.cemetery
  • urban2.burnedhouse
  • urban2.dock
  • urban2.dockfar
  • urban2.bridgeoutside