List of CS:S Soundscapes: Difference between revisions
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[[Category:Sound System]] | [[Category:Sound System]] | ||
Here is a list of [[Soundscapes|soundscapes]] for use in [[Counter-Strike: Source]]. An easy way of testing them is to use the | Here is a list of 245 [[Soundscapes|soundscapes]] for use in [[Counter-Strike: 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. | |||
==General / Utilities== | |||
{| class=standard-table | style="width:100%;" | |||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>util_windgusts</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_drips</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_fardrips</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_shoreline</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_critters</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_flies</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_rats</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_birds</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>citystart</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>traintunnel</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>junkyard</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>truck_pass</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>canal_pipe_chamber</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>drainroom</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>steamtunnel</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_tunnel_windgusts</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_critters_under_docks</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_toxic_slime</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>util_industrial</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>general_dripping_tunnel</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>general_windy_tunnel</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>general_watery_tunnel</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>general_watery_tunnel_shore</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>redbarn_ambience</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>shore_and_reeds</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>spooky_infested_pipe</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>water_tunnel_with_frogs</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>windchimes_and_wind</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>slime_outside</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>slime_tunnel</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>tunnel_dry</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>tunnel_wet</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>canal_nowater</code> | |||
| | |||
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| | |||
|- | |||
|<code>canal_water</code> | |||
| | |||
| | |||
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|- | |||
|<code>canal_water_industrial</code> | |||
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| | |||
|- | |||
|<code>river</code> | |||
| | |||
| | |||
| | |||
|- | |||
|<code>river_calm</code> | |||
| | |||
| | |||
| | |||
|} | |||
==Assault== | ==Assault== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>assault.outside</code> | |<code>assault.outside</code> | ||
| Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.inside</code> | |<code>assault.inside</code> | ||
| Continual industrial hum, occasional noise of gas in machinery. | |Continual industrial hum, occasional noise of gas in machinery. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.vents_distant</code> | |<code>assault.vents_distant</code> | ||
| Continual low pitch rumble. | |Continual low pitch rumble. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.flies</code> | |<code>assault.flies</code> | ||
| The buzzing of flies. | |The buzzing of flies. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.steamvent</code> | |<code>assault.steamvent</code> | ||
| Continual low pitch rush of steam with drips. | |Continual low pitch rush of steam with drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.industrial1</code> | |<code>assault.industrial1</code> | ||
| Continual sound of machinery operating interspersed with louder machine noises. | |Continual sound of machinery operating interspersed with louder machine noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.industrial2</code> | |<code>assault.industrial2</code> | ||
| Continual sound of machinery operating interspersed with gas venting noises. | |Continual sound of machinery operating interspersed with gas venting noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.industrial3</code> | |<code>assault.industrial3</code> | ||
| Continual industrial rumble interspersed with rattles & squeaks. | |Continual industrial rumble interspersed with rattles & squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.industrial4</code> | |<code>assault.industrial4</code> | ||
| Continual throb of machinery. | |Continual throb of machinery. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.powerline</code> | |<code>assault.powerline</code> | ||
| Continual electrical hum | |Continual electrical hum | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.fan</code> | |<code>assault.fan</code> | ||
| Continual fan running. | |Continual fan running. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.humminglight</code> | |<code>assault.humminglight</code> | ||
| Continual electrical hum. | |Continual electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.acunit</code> | |<code>assault.acunit</code> | ||
| Continual rumble of machinery. | |Continual rumble of machinery. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.acunit_alt</code> | |<code>assault.acunit_alt</code> | ||
| Sound of machinery starting up, running then shutting down. | |Sound of machinery starting up, running then shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.uppertracks</code> | |<code>assault.uppertracks</code> | ||
| Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault. | |<code>assault.rourkestreet</code> | ||
| Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault. | |<code>assault.stephenst</code> | ||
| Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.ctalley</code> | |<code>assault.ctalley</code> | ||
| Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.talley</code> | |<code>assault.talley</code> | ||
| Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.building</code> | |<code>assault.building</code> | ||
| Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.parking</code> | |<code>assault.parking</code> | ||
| Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.ware</code> | |<code>assault.ware</code> | ||
| Continual electrical hum & low pitch white noise, occasional machinery noises. | |Continual electrical hum & low pitch white noise, occasional machinery noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.hroom</code> | |<code>assault.hroom</code> | ||
| Continual electrical hum & higher pitch white noise. | |Continual electrical hum & higher pitch white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.vents</code> | |<code>assault.vents</code> | ||
| Continual industrial rumble, occasional creaking and machinery noise. | |Continual industrial rumble, occasional creaking and machinery noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>assault.roof</code> | |<code>assault.roof</code> | ||
| Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles. | |Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles. | ||
| | |||
| | |||
|} | |} | ||
==Aztec== | ==Aztec== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>aztec.outdoors_e3</code> | |<code>aztec.outdoors_e3</code> | ||
| | |Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>aztec.outdoors</code> | |<code>aztec.outdoors</code> | ||
| | |Very similar to <code>aztec.outdoors_e3</code> but slightly quieter and with the faint drone of an engine or generator. | ||
| | |||
| | |||
|- | |- | ||
| <code>aztec.indoors</code> | |<code>aztec.indoors</code> | ||
| | |Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>aztec.indoors_river</code> | |<code>aztec.indoors_river</code> | ||
| | |The similar to <code>aztec.indoors</code> but with churning water and without the electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>aztec.outdoors_river</code> | |<code>aztec.outdoors_river</code> | ||
| | |Similar to <code>aztec.outdoors</code> with additional churning water, creaking timbers and a steady electrical hum. | ||
| | |||
| | |||
|} | |} | ||
==Cobble== | ==Cobble== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>cbble.indoors</code> | |<code>cbble.indoors</code> | ||
| A low rumble of wind / white noise with the occasional sound of shifting earth / shale. | |A low rumble of wind / white noise with the occasional sound of shifting earth / shale. | ||
| | |||
| | |||
|- | |- | ||
| <code>cbble.under</code> | |<code>cbble.under</code> | ||
| A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. | |A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. | ||
| | |||
| | |||
|- | |- | ||
| <code>cbble.outdoors1</code> | |<code>cbble.outdoors1</code> | ||
| A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow. | |A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow. | ||
| | |||
| | |||
|- | |- | ||
| <code>cbble.outdoors2</code> | |<code>cbble.outdoors2</code> | ||
| Very similar to <code>cbble.outdoors1</code> with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. | |Very similar to <code>cbble.outdoors1</code> with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. | ||
| | |||
| | |||
|} | |} | ||
==Chateau== | ==Chateau== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>chateau.indoor</code> | |<code>chateau.indoor</code> | ||
| Continual white noise with occasional creaks. | |Continual white noise with occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>chateau.outdoor</code> | |<code>chateau.outdoor</code> | ||
| Continual white noise with a distant piano and the occasional sounds of shifting earth / shale, birdsong and distant planes overhead. | |Continual white noise with a distant piano and the occasional sounds of shifting earth / shale, birdsong and distant planes overhead. | ||
| | |||
| | |||
|- | |- | ||
| <code>chateau.water</code> | |<code>chateau.water</code> | ||
| Continual white noise with churning water, occasional sounds of shifting earth / shale, a metallic clang, birdsong and distant planes overhead. | |Continual white noise with churning water, occasional sounds of shifting earth / shale, a metallic clang, birdsong and distant planes overhead. | ||
| | |||
| | |||
|- | |- | ||
| <code>chateau.water_enc</code> | |<code>chateau.water_enc</code> | ||
| A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale. | |A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale. | ||
| | |||
| | |||
|} | |} | ||
==Compound== | ==Compound== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
|<code>compound.outdoora</code> | |||
| <code>compound.outdoora</code> | |No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs. | ||
| No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs. | | | ||
| | |||
|- | |- | ||
| <code>compound.indoora</code> | |<code>compound.indoora</code> | ||
| Continual low white noise, steady electrical hum and buzzing flies*. Occasional sounds of gas inside machinery. | |Continual low white noise, steady electrical hum and buzzing flies*. Occasional sounds of gas inside machinery. | ||
''*When played using the '''playsoundscape''' command the flies are a large feature, in game they vary according to where in the soundscape you are.'' | ''*When played using the '''playsoundscape''' command the flies are a large feature, in game they vary according to where in the soundscape you are.'' | ||
| | |||
| | |||
|} | |} | ||
==Dust== | ==Dust== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>dust.Indoors</code> | |<code>dust.Indoors</code> | ||
| Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. | |Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. | ||
| | |||
| | |||
|- | |- | ||
| <code>dust.Outdoors1</code> | |<code>dust.Outdoors1</code> | ||
| Continual rush of wind and stringed instruments playing*. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again. | |Continual rush of wind and stringed instruments playing*. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again. | ||
''*When played using the '''playsoundscape''' command the stringed instruments are a large feature, in game, the volume of them varies according to where in the soundscape you are.'' | ''*When played using the '''playsoundscape''' command the stringed instruments are a large feature, in game, the volume of them varies according to where in the soundscape you are.'' | ||
| | |||
| | |||
|- | |- | ||
| <code>dust.Outdoors2</code> | |<code>dust.Outdoors2</code> | ||
| Continual rush of wind and Drums playing*. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. | |Continual rush of wind and Drums playing*. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. | ||
''*When played using the '''playsoundscape''' command the drums are a large feature, in game, the volume of them varies according to where in the soundscape you are.'' | ''*When played using the '''playsoundscape''' command the drums are a large feature, in game, the volume of them varies according to where in the soundscape you are.'' | ||
| | |||
| | |||
|} | |} | ||
==Dust 2== | ==Dust 2== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>dust2.indoors</code> | |<code>dust2.indoors</code> | ||
| Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. | |Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. | ||
| | |||
| | |||
|- | |- | ||
| <code>dust2.outdoors</code> | |<code>dust2.outdoors</code> | ||
| Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. | |Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. | ||
| | |||
| | |||
|} | |} | ||
==Havana== | ==Havana== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |||
|<code>havana.indoors</code> | |||
|Continual low white noise, occasional sounds of creaking and barking dogs. | |||
| | |||
| | |||
|- | |- | ||
| <code>havana. | |<code>havana.outdoors</code> | ||
| | |Similar to <code>havana.indoors</code> with additional occasional knocks, bangs and radio transmissions. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>wood_scape</code> | ||
| | | | ||
| | |||
| | |||
|} | |} | ||
==Inferno== | ==Inferno== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>inferno.Outside</code> | |<code>inferno.Outside</code> | ||
| Continual city white noise. | |Continual city white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.Inside</code> | |<code>inferno.Inside</code> | ||
| Continual low pitch white noise. | |Continual low pitch white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.LightbulbHum</code> | |<code>inferno.LightbulbHum</code> | ||
| Electrical hum. | |Electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.RefrigeratorHum</code> | |<code>inferno.RefrigeratorHum</code> | ||
| A Refrigerator starting up, running & shutting down. | |A Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.CeilingFan</code> | |<code>inferno.CeilingFan</code> | ||
| Electrical hum and squeaking. | |Electrical hum and squeaking. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.AngryDog</code> | |<code>inferno.AngryDog</code> | ||
| Noise of a chain, scratching and growling. | |Noise of a chain, scratching and growling. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.Cricket</code> | |<code>inferno.Cricket</code> | ||
| Chirping Cricket. | |Chirping Cricket. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.Birds</code> | |<code>inferno.Birds</code> | ||
| Occasional bird calls. | |Occasional bird calls. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.Pigeons</code> | |<code>inferno.Pigeons</code> | ||
| Cooing of Pigeons. | |Cooing of Pigeons. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.TSpawn</code> | |<code>inferno.TSpawn</code> | ||
| Continual city white noise, flowing water and birdsong. | |Continual city white noise, flowing water and birdsong. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.FarBackCorner</code> | |<code>inferno.FarBackCorner</code> | ||
| Continual city white noise and occasional bird song. | |Continual city white noise and occasional bird song. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BackAlley</code> | |<code>inferno.BackAlley</code> | ||
| Continual city white noise and muffled music. | |Continual city white noise and muffled music. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.TSpawnHall</code> | |<code>inferno.TSpawnHall</code> | ||
| Continual low white noise, electrical hum and Cricket chirp. | |Continual low white noise, electrical hum and Cricket chirp. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BellTowerArea</code> | |<code>inferno.BellTowerArea</code> | ||
| Continual city white noise and occasional bird song. | |Continual city white noise and occasional bird song. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.LowerApartment</code> | |<code>inferno.LowerApartment</code> | ||
| Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down. | |Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.UpperApartment</code> | |<code>inferno.UpperApartment</code> | ||
| Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down. | |Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BridgeApartment</code> | |<code>inferno.BridgeApartment</code> | ||
| Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down. | |Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BackHall</code> | |<code>inferno.BackHall</code> | ||
| Continual low white noise & electrical hum. | |Continual low white noise & electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BalconyAlley</code> | |<code>inferno.BalconyAlley</code> | ||
| Continual city white noise & birdsong. | |Continual city white noise & birdsong. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.ApartmentHalls</code> | |<code>inferno.ApartmentHalls</code> | ||
| Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down. | |Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.SniperBalcony</code> | |<code>inferno.SniperBalcony</code> | ||
| Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down. | |Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BackBalcony</code> | |<code>inferno.BackBalcony</code> | ||
| Continual city white noise and occasionally the sound of bird song and an angry dog. | |Continual city white noise and occasionally the sound of bird song and an angry dog. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.MiddleAlley</code> | |<code>inferno.MiddleAlley</code> | ||
| Continual electrical hum and some Pigeons. | |Continual electrical hum and some Pigeons. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.CrawlAlley</code> | |<code>inferno.CrawlAlley</code> | ||
| Continual low white noise and a Cricket chirping. | |Continual low white noise and a Cricket chirping. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.CrawlTunnel</code> | |<code>inferno.CrawlTunnel</code> | ||
| Low white noise. | |Low white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BombsiteB</code> | |<code>inferno.BombsiteB</code> | ||
| Continual city white noise and birdsong. | |Continual city white noise and birdsong. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.CTApartment</code> | |<code>inferno.CTApartment</code> | ||
| Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down. | |Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BombsiteBTunnel</code> | |<code>inferno.BombsiteBTunnel</code> | ||
| Low white noise. | |Low white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.DogBarkingInside</code> | |<code>inferno.DogBarkingInside</code> | ||
| The sound of a dog barking in an enclosed space. | |The sound of a dog barking in an enclosed space. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.CTTunnel</code> | |<code>inferno.CTTunnel</code> | ||
| Low white noise and <code>inferno.DogBarkingInside</code>. | |Low white noise and <code>inferno.DogBarkingInside</code>. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.CTSpawn</code> | |<code>inferno.CTSpawn</code> | ||
| Continual sound of an engine running*, birdsong and water drips*. | |Continual sound of an engine running*, birdsong and water drips*. | ||
''*These are dependant on where in the soundstage you are. '' | ''*These are dependant on where in the soundstage you are. '' | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.TheRuins</code> | |<code>inferno.TheRuins</code> | ||
| Continual howl of wind, occasion wind gusts. | |Continual howl of wind, occasion wind gusts. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.BombsiteA</code> | |<code>inferno.BombsiteA</code> | ||
| Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving. | |Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving. | ||
| | |||
| | |||
|- | |- | ||
| <code>inferno.ColumnAlley</code> | |<code>inferno.ColumnAlley</code> | ||
| Continual music playing and Pigeons cooing. | |Continual music playing and Pigeons cooing. | ||
| | |||
| | |||
|} | |} | ||
==Italy== | ==Italy== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>italy.indoor</code> | |<code>italy.indoor</code> | ||
| Continual low white noise, occasional creaks. | |Continual low white noise, occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>italy.indoor_b</code> | |<code>italy.indoor_b</code> | ||
| Continual low wind white noise, occasional creaks. | |Continual low wind white noise, occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>italy.indoor_t</code> | |<code>italy.indoor_t</code> | ||
| Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking. | |Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking. | ||
| | |||
| | |||
|- | |- | ||
| <code>italy.outdoors</code> | |<code>italy.outdoors</code> | ||
| Continual low wind white noise and a piano playing*. Occasional creaks, knocks, sound of planes overhead and dogs barking. | |Continual low wind white noise and a piano playing*. Occasional creaks, knocks, sound of planes overhead and dogs barking. | ||
''*When played using the '''playsoundscape''' command the piano is a large feature, in game, the volume of it varies according to where in the soundscape you are.'' | ''*When played using the '''playsoundscape''' command the piano is a large feature, in game, the volume of it varies according to where in the soundscape you are.'' | ||
| | |||
| | |||
|<code>wood_scape</code> | |||
| | |||
| | |||
| | |||
|} | |} | ||
==Militia== | ==Militia== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>militia.Outside</code> | |<code>militia.Outside</code> | ||
| Continual woodland white noise, occasional rustle of leaves. | |Continual woodland white noise, occasional rustle of leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.OutsideOnRoof</code> | |<code>militia.OutsideOnRoof</code> | ||
| Continual woodland white noise, occasional howls of wind and creaks. | |Continual woodland white noise, occasional howls of wind and creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.TunnelTone</code> | |<code>militia.TunnelTone</code> | ||
| Continual low howling white noise. | |Continual low howling white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Inside</code> | |<code>militia.Inside</code> | ||
| Continual low white noise, occasional creaks. | |Continual low white noise, occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.LightbulbHum</code> | |<code>militia.LightbulbHum</code> | ||
| Continual low electric hum. | |Continual low electric hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.FluorescentLightHum</code> | |<code>militia.FluorescentLightHum</code> | ||
| Continual electric hum. | |Continual electric hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.FluorescentLightHum2</code> | |<code>militia.FluorescentLightHum2</code> | ||
| Continual electric hum at a different pitch to <code>militia.FluorescentLightHum</code>. | |Continual electric hum at a different pitch to <code>militia.FluorescentLightHum</code>. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.RefrigeratorHum</code> | |<code>militia.RefrigeratorHum</code> | ||
| A Refrigerator starting up, running & shutting down. | |A Refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.CeilingFan</code> | |<code>militia.CeilingFan</code> | ||
| Continual electrical hum and squeaking. | |Continual electrical hum and squeaking. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Cricket</code> | |<code>militia.Cricket</code> | ||
| Chirping Cricket. | |Chirping Cricket. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Rodent</code> | |<code>militia.Rodent</code> | ||
| Occasional scampering noises. | |Occasional scampering noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Birds</code> | |<code>militia.Birds</code> | ||
| Occasional bird calls. | |Occasional bird calls. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.CTSpawn</code> | |<code>militia.CTSpawn</code> | ||
| Continual loud engine running with radio transmissions and bird calls, occasional sounds of rustling leaves. | |Continual loud engine running with radio transmissions and bird calls, occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.CoveredBridge</code> | |<code>militia.CoveredBridge</code> | ||
| Continual sound of running water and bird calls, occasional sounds of rustling leaves. | |Continual sound of running water and bird calls, occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.CavePassage</code> | |<code>militia.CavePassage</code> | ||
| Continual sound of an engine running, occasional scampering noises. | |Continual sound of an engine running, occasional scampering noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Stream</code> | |<code>militia.Stream</code> | ||
| Continual running water and amphibian croaking. | |Continual running water and amphibian croaking. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Tunnel1</code> | |<code>militia.Tunnel1</code> | ||
| Continual low howling white noise, water flowing and a cricket chirping. Occasional sounds of rustling leaves. | |Continual low howling white noise, water flowing and a cricket chirping. Occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Tunnel2</code> | |<code>militia.Tunnel2</code> | ||
| Continual low howling white noise, water flowing and an electrical hum. | |Continual low howling white noise, water flowing and an electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Tunnel3</code> | |<code>militia.Tunnel3</code> | ||
| Continual low howling white noise and water flowing. | |Continual low howling white noise and water flowing. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.TunnelBreach</code> | |<code>militia.TunnelBreach</code> | ||
| Continual low howling white noise, electrical hum and water dripping. | |Continual low howling white noise, electrical hum and water dripping. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.UnderTheShed</code> | |<code>militia.UnderTheShed</code> | ||
| Continual low howling white noise and a cricket chirping. | |Continual low howling white noise and a cricket chirping. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Shed</code> | |<code>militia.Shed</code> | ||
| Continual woodland white noise, a chirping cricket and bird song. Occasional sounds of rustling leaves. | |Continual woodland white noise, a chirping cricket and bird song. Occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.BackYard</code> | |<code>militia.BackYard</code> | ||
| Continual woodland white noise and birdsong. Occasional sounds of rustling leaves. | |Continual woodland white noise and birdsong. Occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.SideYard</code> | |<code>militia.SideYard</code> | ||
| Continual woodland white noise, birdsong and flowing water. Occasional sounds of rustling leaves. | |Continual woodland white noise, birdsong and flowing water. Occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.FrontYard</code> | |<code>militia.FrontYard</code> | ||
| Continual woodland white noise, birdsong. Occasional sounds of rustling leaves. | |Continual woodland white noise, birdsong. Occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.FirstFloor</code> | |<code>militia.FirstFloor</code> | ||
| Continual low white noise, electrical hum, squeaking and a cricket. Occasional creaks. | |Continual low white noise, electrical hum, squeaking and a cricket. Occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Kitchen</code> | |<code>militia.Kitchen</code> | ||
| Continual electrical hum, occasional creaks and the sound of a refrigerator starting up, running & shutting down. | |Continual electrical hum, occasional creaks and the sound of a refrigerator starting up, running & shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Garage</code> | |<code>militia.Garage</code> | ||
| Continual low electrical hum. | |Continual low electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.GarageAttic</code> | |<code>militia.GarageAttic</code> | ||
| Continual woodland white noise with a very low rumble and a Cricket chirping. Occasional scampering noises. | |Continual woodland white noise with a very low rumble and a Cricket chirping. Occasional scampering noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Bedroom</code> | |<code>militia.Bedroom</code> | ||
| Continual woodland white noise with a very low rumble and bird song. Occasional sounds of rustling leaves. | |Continual woodland white noise with a very low rumble and bird song. Occasional sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Bathroom</code> | |<code>militia.Bathroom</code> | ||
| Continual sound of a boiler running and drips. Occasional creaks. | |Continual sound of a boiler running and drips. Occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Upstairs</code> | |<code>militia.Upstairs</code> | ||
| Continual electrical hum, a very low white noise and squeaking. Occasional creaks. | |Continual electrical hum, a very low white noise and squeaking. Occasional creaks. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.FrontRoom</code> | |<code>militia.FrontRoom</code> | ||
| Continual woodland white noise and birdsong. Occasional creaks and sounds of rustling leaves. | |Continual woodland white noise and birdsong. Occasional creaks and sounds of rustling leaves. | ||
| | |||
| | |||
|- | |- | ||
| <code>militia.Roof</code> | |<code>militia.Roof</code> | ||
| Continual woodland white noise and birdsong. Occasional creaks, wind howls and wings flapping. | |Continual woodland white noise and birdsong. Occasional creaks, wind howls and wings flapping. | ||
| | |||
| | |||
|} | |} | ||
==Nuke== | ==Nuke== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.outside</code> | ||
| White noise, | |White noise, occasional wind howls. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.roof</code> | ||
| | |White noise, continualal wind howls. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.inside</code> | ||
| | |Hum of machinery. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.flies</code> | ||
| | |The buzzing of flies. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.tank</code> | ||
| | |Continual sound of machinery operating interspersed with gas venting noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.light</code> | ||
| | |Continual electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.ac</code> | ||
| | |Sound of air conditioning starting up, running then shutting down. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.acloop</code> | ||
| | |Sound of air conditioning running. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.cricket</code> | ||
| | |Chirping Cricket. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.transformer</code> | ||
| | |Electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.transformerlrg</code> | ||
| | |Deep electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.birds</code> | ||
| | |Occasional bird calls. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.pigeons</code> | ||
| | |Cooing of Pigeons & flapping of wings. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.drips</code> | ||
| | |Occasional echoing drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.ctspawn</code> | ||
| | |Loud industrial white noise, occasional dird calls. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.ctcourtyard</code> | ||
| | |Air conditioning loop, drips, flowing gas, chirping cricket, occasioal low wind howl. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.ctalley</code> | ||
| | |Electrical hum, flies, chirping cricket, low wind howling. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.middle</code> | ||
| | |White noise, chirping crickets, occasional howling wind & drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.tentrance</code> | ||
| | |Running machinery, gas venting, low machinery white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.talley</code> | ||
| | |Electric hum, industrial white noise, flies, chirping cricket, occasional wind howel. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.tspawn</code> | ||
| | |Low electrical hum, industrial white noise, flies, occasional wind howels. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.warehouse</code> | ||
| | |Flowing gas, low white noise, drips, pigeones, occasional wind howls. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.catwalk</code> | ||
| | |Industrial white noise, howling wind, shifting & settling wood/metal. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.troof</code> | ||
| | |Electric hum, ac unit, howling wind, creaking. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.ctinside</code> | ||
| | |Electric hum, deep electric hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.ramproom</code> | ||
| | |Electric hum, flowing gas, creaking metal, drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.tinside</code> | ||
| | |Electric hum, deep electric hum, flowing gas, drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.computerroom</code> | ||
| | |Deep electric hum, reel to reel computer noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.abomb</code> | ||
| | |Electric hum, deep electric hum, wind howls. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.vents</code> | ||
| | |Low wind white noise, ac unit starting and stopping. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.bbomb</code> | ||
| | |Flowing gas, drips, moving water, low electric hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>nuke. | |<code>nuke.tunnelentrance</code> | ||
| | |Deep electric hum, electric hum, flowing gas, drips. | ||
| | |||
| | |||
|- | |- | ||
|<code>nuke.generatorroom</code> | |||
|Electrical hum, medium tone electric hum, reel to reel computer noises. | |||
| | |||
| | |||
|- | |- | ||
| <code>nuke.tunnel</code> | |<code>nuke.tunnel</code> | ||
| Flowing gas, white noise, drips. | |Flowing gas, white noise, drips. | ||
| | |||
| | |||
|} | |} | ||
==Office== | ==Office== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>office.outdoorsa</code> | |<code>office.outdoorsa</code> | ||
| Continual low wind white noise, occasional sound of planes overhead, howling wind, machinery noises and vehicles passing. | |Continual low wind white noise, occasional sound of planes overhead, howling wind, machinery noises and vehicles passing. | ||
| | |||
| | |||
|- | |- | ||
| <code>office.garagea</code> | |<code>office.garagea</code> | ||
| Continual low rumbling white noise, low electrical hum and buzzing flies*. Occasional sounds of gas moving inside machinery. | |Continual low rumbling white noise, low electrical hum and buzzing flies*. Occasional sounds of gas moving inside machinery. ''*These are dependant on where in the soundscape you are.'' | ||
''*These are dependant on where in the soundscape you are.'' | | | ||
| | |||
|- | |- | ||
| <code>office.indoorsa</code> | |<code>office.indoorsa</code> | ||
| Continual low rumbling white noise, occasional sounds of gas moving inside machinery. | |Continual low rumbling white noise, occasional sounds of gas moving inside machinery. | ||
| | |||
| | |||
|} | |} | ||
==Piranesi== | ==Piranesi== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>piranesi.indoor</code> | |<code>piranesi.indoor</code> | ||
| Continual wind white noise, occasional sounds of shifting earth / shale. | |Continual wind white noise, occasional sounds of shifting earth / shale. | ||
| | |||
| | |||
|- | |- | ||
| <code>piranesi.outdoor</code> | |<code>piranesi.outdoor</code> | ||
| Continual loud wind white noise, running engines* and flowing water*. Occasional sounds of shifting earth / shale, planes overhead, crows cawing, birds singing, cows mooing, knocks and bangs. | |Continual loud wind white noise, running engines* and flowing water*. Occasional sounds of shifting earth / shale, planes overhead, crows cawing, birds singing, cows mooing, knocks and bangs. ''*When played using the '''playsoundscape''' command the engines and water are a large feature, in game, the volume of them varies according to where in the soundscape you are.'' | ||
''*When played using the '''playsoundscape''' command the engines and water are a large feature, in game, the volume of them varies according to where in the soundscape you are.'' | | | ||
| | |||
|} | |} | ||
==Port== | ==Port== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>port.Outside</code> | |<code>port.Outside</code> | ||
| Continual white noise, occasional gusts & howels of wind and gulls crying. | |Continual white noise, occasional gusts & howels of wind and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.LightHum</code> | |<code>port.LightHum</code> | ||
| Continual electric hum. | |Continual electric hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.LightHum2</code> | |<code>port.LightHum2</code> | ||
| Continual electric hum at a different frequency. | |Continual electric hum at a different frequency. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.MetalStress</code> | |<code>port.MetalStress</code> | ||
| Very occasional metal creaking. | |Very occasional metal creaking. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TSpawn</code> | |<code>port.TSpawn</code> | ||
| Continual white noise, chirping cricket, occasional gusts & howels of wind, ac unit starting & stopping and gulls crying. | |Continual white noise, chirping cricket, occasional gusts & howels of wind, ac unit starting & stopping and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TankFarmRoad</code> | |<code>port.TankFarmRoad</code> | ||
| Continual white noise, rushing gas, occasional gusts & howels of wind, creaking metal and gulls crying. | |Continual white noise, rushing gas, occasional gusts & howels of wind, creaking metal and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TankFarm</code> | |<code>port.TankFarm</code> | ||
| Continual white noise, rushing gas, occasional gusts & howels of wind, creaking metal and gulls crying. | |Continual white noise, rushing gas, occasional gusts & howels of wind, creaking metal and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.Pier</code> | |<code>port.Pier</code> | ||
| Continual White noise, sloshing water, birdsong, chirping cricket, occasional gusts & howels of wind and gulls crying. | |Continual White noise, sloshing water, birdsong, chirping cricket, occasional gusts & howels of wind and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.AroundTheWarehouse</code> | |<code>port.AroundTheWarehouse</code> | ||
| Continual white noise, occasional gusts & howels of wind and gulls crying. | |Continual white noise, occasional gusts & howels of wind and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.Warehouse</code> | |<code>port.Warehouse</code> | ||
| Continual louder white noise, chirping cricket and electrical hum. | |Continual louder white noise, chirping cricket and electrical hum. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TunnelTone</code> | |<code>port.TunnelTone</code> | ||
| Continual deep white noise. | |Continual deep white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.WarehouseTunnel</code> | |<code>port.WarehouseTunnel</code> | ||
| Continual hissing of gas, loud electrical hum and deep white noise. | |Continual hissing of gas, loud electrical hum and deep white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TunnelA3</code> | |<code>port.TunnelA3</code> | ||
| Continual rushing of gas and AC unit running. | |Continual rushing of gas and AC unit running. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TunnelA2</code> | |<code>port.TunnelA2</code> | ||
| Continual loud Electrical hum, deep white noise. | |Continual loud Electrical hum, deep white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.TunnelA1</code> | |<code>port.TunnelA1</code> | ||
| Continual electrical hum, drips, deep white noise and distant machinery. | |Continual electrical hum, drips, deep white noise and distant machinery. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.Docks</code> | |<code>port.Docks</code> | ||
| Continual Sea white noise, birdsong, occasional gusts & howels of wind, creaking metal and gulls crying. | |Continual Sea white noise, birdsong, occasional gusts & howels of wind, creaking metal and gulls crying. | ||
| | |||
| | |||
|- | |- | ||
| <code>port.Ship</code> | |<code>port.Ship</code> | ||
| Continual hissing gas, flowing gas, sloshing water occasional gusts & howels of wind and gulls crying. | |Continual hissing gas, flowing gas, sloshing water occasional gusts & howels of wind and gulls crying. | ||
| | |||
| | |||
|} | |} | ||
==Prodigy== | ==Prodigy== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>prodigy.computers</code> | |<code>prodigy.computers</code> | ||
| Low electrical hum, reel to reel computer noises & beeps. | |Low electrical hum, reel to reel computer noises & beeps. | ||
| | |||
| | |||
|- | |- | ||
| <code>prodigy.vents</code> | |<code>prodigy.vents</code> | ||
| Low white noise, flowing gas, fan blades "swooshing". | |Low white noise, flowing gas, fan blades "swooshing". | ||
| | |||
| | |||
|- | |- | ||
| <code>prodigy.tunnels</code> | |<code>prodigy.tunnels</code> | ||
| Low electric hum, flowing gas, electric sparking. | |Low electric hum, flowing gas, electric sparking. | ||
| | |||
| | |||
|- | |- | ||
| <code>prodigy.outside</code> | |<code>prodigy.outside</code> | ||
| Low white noise, occasional birdsong. | |Low white noise, occasional birdsong. | ||
| | |||
| | |||
|- | |- | ||
| <code>prodigy.hangar</code> | |<code>prodigy.hangar</code> | ||
| Low machinery white noise. | |Low machinery white noise. | ||
| | |||
| | |||
|} | |} | ||
==Tides== | ==Tides== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>tides.tunnel</code> | |<code>tides.tunnel</code> | ||
| Low electrical white noise. | |Low electrical white noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>tides.courtyard</code> | |<code>tides.courtyard</code> | ||
| Low white noise, flies, birdsong. | |Low white noise, flies, birdsong. | ||
| | |||
| | |||
|} | |} | ||
==Train== | ==Train== | ||
{| class=standard-table | style="width:100%;" | |||
{| | !Name | ||
! | !Description | ||
! | !Position Number | ||
!Position Description | |||
|- | |- | ||
| <code>train.Outside</code> | |<code>train.Outside</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Dumpster</code> | |<code>train.Dumpster</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Traffic</code> | |<code>train.Traffic</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Tank1</code> | |<code>train.Tank1</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Tank2</code> | |<code>train.Tank2</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BombTarget</code> | |<code>train.BombTarget</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Birds</code> | |<code>train.Birds</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.TSpawn</code> | |<code>train.TSpawn</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.TWalkway</code> | |<code>train.TWalkway</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BackAlley</code> | |<code>train.BackAlley</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BackCorner</code> | |<code>train.BackCorner</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.SideAlley</code> | |<code>train.SideAlley</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.CourtyardA</code> | |<code>train.CourtyardA</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BombsiteA</code> | |<code>train.BombsiteA</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.CTSpawn</code> | |<code>train.CTSpawn</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BombsiteBCatwalk</code> | |<code>train.BombsiteBCatwalk</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.catwalk</code> | |<code>train.catwalk</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BombsiteB</code> | |<code>train.BombsiteB</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BackHall</code> | |<code>train.BackHall</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BrickRoom</code> | |<code>train.BrickRoom</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Restroom</code> | |<code>train.Restroom</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.LockerRoom</code> | |<code>train.LockerRoom</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.BreakRoom</code> | |<code>train.BreakRoom</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.SniperNest</code> | |<code>train.SniperNest</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
| <code>train.Middle</code> | |<code>train.Middle</code> | ||
| | |||
| | |||
| | | | ||
|} | |} | ||
[[Category:Level Design]][[Category:Sound System]][[Category:Counter-Strike: Source]] | |||
[[Category:Counter-Strike: Source]] |
Revision as of 15:52, 31 March 2018
Template:Otherlang2 Here is a list of 245 soundscapes for use in Counter-Strike: 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.
General / Utilities
Name | Description | Position Number | Position Description |
---|---|---|---|
util_windgusts
|
|||
util_drips
|
|||
util_fardrips
|
|||
util_shoreline
|
|||
util_critters
|
|||
util_flies
|
|||
util_rats
|
|||
util_birds
|
|||
citystart
|
|||
traintunnel
|
|||
junkyard
|
|||
truck_pass
|
|||
canal_pipe_chamber
|
|||
drainroom
|
|||
steamtunnel
|
|||
util_tunnel_windgusts
|
|||
util_critters_under_docks
|
|||
util_toxic_slime
|
|||
util_industrial
|
|||
general_dripping_tunnel
|
|||
general_windy_tunnel
|
|||
general_watery_tunnel
|
|||
general_watery_tunnel_shore
|
|||
redbarn_ambience
|
|||
shore_and_reeds
|
|||
spooky_infested_pipe
|
|||
water_tunnel_with_frogs
|
|||
windchimes_and_wind
|
|||
slime_outside
|
|||
slime_tunnel
|
|||
tunnel_dry
|
|||
tunnel_wet
|
|||
canal_nowater
|
|||
canal_water
|
|||
canal_water_industrial
|
|||
river
|
|||
river_calm
|
Assault
Name | Description | Position Number | Position Description |
---|---|---|---|
assault.outside
|
Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.inside
|
Continual industrial hum, occasional noise of gas in machinery. | ||
assault.vents_distant
|
Continual low pitch rumble. | ||
assault.flies
|
The buzzing of flies. | ||
assault.steamvent
|
Continual low pitch rush of steam with drips. | ||
assault.industrial1
|
Continual sound of machinery operating interspersed with louder machine noises. | ||
assault.industrial2
|
Continual sound of machinery operating interspersed with gas venting noises. | ||
assault.industrial3
|
Continual industrial rumble interspersed with rattles & squeaks. | ||
assault.industrial4
|
Continual throb of machinery. | ||
assault.powerline
|
Continual electrical hum | ||
assault.fan
|
Continual fan running. | ||
assault.humminglight
|
Continual electrical hum. | ||
assault.acunit
|
Continual rumble of machinery. | ||
assault.acunit_alt
|
Sound of machinery starting up, running then shutting down. | ||
assault.uppertracks
|
Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.rourkestreet
|
Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.stephenst
|
Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.ctalley
|
Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.talley
|
Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.building
|
Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.parking
|
Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | ||
assault.ware
|
Continual electrical hum & low pitch white noise, occasional machinery noises. | ||
assault.hroom
|
Continual electrical hum & higher pitch white noise. | ||
assault.vents
|
Continual industrial rumble, occasional creaking and machinery noise. | ||
assault.roof
|
Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles. |
Aztec
Name | Description | Position Number | Position Description |
---|---|---|---|
aztec.outdoors_e3
|
Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises. | ||
aztec.outdoors
|
Very similar to aztec.outdoors_e3 but slightly quieter and with the faint drone of an engine or generator.
|
||
aztec.indoors
|
Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum. | ||
aztec.indoors_river
|
The similar to aztec.indoors but with churning water and without the electrical hum.
|
||
aztec.outdoors_river
|
Similar to aztec.outdoors with additional churning water, creaking timbers and a steady electrical hum.
|
Cobble
Name | Description | Position Number | Position Description |
---|---|---|---|
cbble.indoors
|
A low rumble of wind / white noise with the occasional sound of shifting earth / shale. | ||
cbble.under
|
A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. | ||
cbble.outdoors1
|
A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow. | ||
cbble.outdoors2
|
Very similar to cbble.outdoors1 with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
|
Chateau
Name | Description | Position Number | Position Description |
---|---|---|---|
chateau.indoor
|
Continual white noise with occasional creaks. | ||
chateau.outdoor
|
Continual white noise with a distant piano and the occasional sounds of shifting earth / shale, birdsong and distant planes overhead. | ||
chateau.water
|
Continual white noise with churning water, occasional sounds of shifting earth / shale, a metallic clang, birdsong and distant planes overhead. | ||
chateau.water_enc
|
A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale. |
Compound
Name | Description | Position Number | Position Description |
---|---|---|---|
compound.outdoora
|
No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs. | ||
compound.indoora
|
Continual low white noise, steady electrical hum and buzzing flies*. Occasional sounds of gas inside machinery.
*When played using the playsoundscape command the flies are a large feature, in game they vary according to where in the soundscape you are. |
Dust
Name | Description | Position Number | Position Description |
---|---|---|---|
dust.Indoors
|
Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. | ||
dust.Outdoors1
|
Continual rush of wind and stringed instruments playing*. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again.
*When played using the playsoundscape command the stringed instruments are a large feature, in game, the volume of them varies according to where in the soundscape you are. |
||
dust.Outdoors2
|
Continual rush of wind and Drums playing*. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop.
*When played using the playsoundscape command the drums are a large feature, in game, the volume of them varies according to where in the soundscape you are. |
Dust 2
Name | Description | Position Number | Position Description |
---|---|---|---|
dust2.indoors
|
Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. | ||
dust2.outdoors
|
Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. |
Havana
Name | Description | Position Number | Position Description |
---|---|---|---|
havana.indoors
|
Continual low white noise, occasional sounds of creaking and barking dogs. | ||
havana.outdoors
|
Similar to havana.indoors with additional occasional knocks, bangs and radio transmissions.
|
||
wood_scape
|
Inferno
Name | Description | Position Number | Position Description |
---|---|---|---|
inferno.Outside
|
Continual city white noise. | ||
inferno.Inside
|
Continual low pitch white noise. | ||
inferno.LightbulbHum
|
Electrical hum. | ||
inferno.RefrigeratorHum
|
A Refrigerator starting up, running & shutting down. | ||
inferno.CeilingFan
|
Electrical hum and squeaking. | ||
inferno.AngryDog
|
Noise of a chain, scratching and growling. | ||
inferno.Cricket
|
Chirping Cricket. | ||
inferno.Birds
|
Occasional bird calls. | ||
inferno.Pigeons
|
Cooing of Pigeons. | ||
inferno.TSpawn
|
Continual city white noise, flowing water and birdsong. | ||
inferno.FarBackCorner
|
Continual city white noise and occasional bird song. | ||
inferno.BackAlley
|
Continual city white noise and muffled music. | ||
inferno.TSpawnHall
|
Continual low white noise, electrical hum and Cricket chirp. | ||
inferno.BellTowerArea
|
Continual city white noise and occasional bird song. | ||
inferno.LowerApartment
|
Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down. | ||
inferno.UpperApartment
|
Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down. | ||
inferno.BridgeApartment
|
Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down. | ||
inferno.BackHall
|
Continual low white noise & electrical hum. | ||
inferno.BalconyAlley
|
Continual city white noise & birdsong. | ||
inferno.ApartmentHalls
|
Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down. | ||
inferno.SniperBalcony
|
Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down. | ||
inferno.BackBalcony
|
Continual city white noise and occasionally the sound of bird song and an angry dog. | ||
inferno.MiddleAlley
|
Continual electrical hum and some Pigeons. | ||
inferno.CrawlAlley
|
Continual low white noise and a Cricket chirping. | ||
inferno.CrawlTunnel
|
Low white noise. | ||
inferno.BombsiteB
|
Continual city white noise and birdsong. | ||
inferno.CTApartment
|
Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down. | ||
inferno.BombsiteBTunnel
|
Low white noise. | ||
inferno.DogBarkingInside
|
The sound of a dog barking in an enclosed space. | ||
inferno.CTTunnel
|
Low white noise and inferno.DogBarkingInside .
|
||
inferno.CTSpawn
|
Continual sound of an engine running*, birdsong and water drips*.
*These are dependant on where in the soundstage you are. |
||
inferno.TheRuins
|
Continual howl of wind, occasion wind gusts. | ||
inferno.BombsiteA
|
Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving. | ||
inferno.ColumnAlley
|
Continual music playing and Pigeons cooing. |
Italy
Name | Description | Position Number | Position Description | ||||
---|---|---|---|---|---|---|---|
italy.indoor
|
Continual low white noise, occasional creaks. | ||||||
italy.indoor_b
|
Continual low wind white noise, occasional creaks. | ||||||
italy.indoor_t
|
Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking. | ||||||
italy.outdoors
|
Continual low wind white noise and a piano playing*. Occasional creaks, knocks, sound of planes overhead and dogs barking.
*When played using the playsoundscape command the piano is a large feature, in game, the volume of it varies according to where in the soundscape you are. |
wood_scape
|
Militia
Name | Description | Position Number | Position Description |
---|---|---|---|
militia.Outside
|
Continual woodland white noise, occasional rustle of leaves. | ||
militia.OutsideOnRoof
|
Continual woodland white noise, occasional howls of wind and creaks. | ||
militia.TunnelTone
|
Continual low howling white noise. | ||
militia.Inside
|
Continual low white noise, occasional creaks. | ||
militia.LightbulbHum
|
Continual low electric hum. | ||
militia.FluorescentLightHum
|
Continual electric hum. | ||
militia.FluorescentLightHum2
|
Continual electric hum at a different pitch to militia.FluorescentLightHum .
|
||
militia.RefrigeratorHum
|
A Refrigerator starting up, running & shutting down. | ||
militia.CeilingFan
|
Continual electrical hum and squeaking. | ||
militia.Cricket
|
Chirping Cricket. | ||
militia.Rodent
|
Occasional scampering noises. | ||
militia.Birds
|
Occasional bird calls. | ||
militia.CTSpawn
|
Continual loud engine running with radio transmissions and bird calls, occasional sounds of rustling leaves. | ||
militia.CoveredBridge
|
Continual sound of running water and bird calls, occasional sounds of rustling leaves. | ||
militia.CavePassage
|
Continual sound of an engine running, occasional scampering noises. | ||
militia.Stream
|
Continual running water and amphibian croaking. | ||
militia.Tunnel1
|
Continual low howling white noise, water flowing and a cricket chirping. Occasional sounds of rustling leaves. | ||
militia.Tunnel2
|
Continual low howling white noise, water flowing and an electrical hum. | ||
militia.Tunnel3
|
Continual low howling white noise and water flowing. | ||
militia.TunnelBreach
|
Continual low howling white noise, electrical hum and water dripping. | ||
militia.UnderTheShed
|
Continual low howling white noise and a cricket chirping. | ||
militia.Shed
|
Continual woodland white noise, a chirping cricket and bird song. Occasional sounds of rustling leaves. | ||
militia.BackYard
|
Continual woodland white noise and birdsong. Occasional sounds of rustling leaves. | ||
militia.SideYard
|
Continual woodland white noise, birdsong and flowing water. Occasional sounds of rustling leaves. | ||
militia.FrontYard
|
Continual woodland white noise, birdsong. Occasional sounds of rustling leaves. | ||
militia.FirstFloor
|
Continual low white noise, electrical hum, squeaking and a cricket. Occasional creaks. | ||
militia.Kitchen
|
Continual electrical hum, occasional creaks and the sound of a refrigerator starting up, running & shutting down. | ||
militia.Garage
|
Continual low electrical hum. | ||
militia.GarageAttic
|
Continual woodland white noise with a very low rumble and a Cricket chirping. Occasional scampering noises. | ||
militia.Bedroom
|
Continual woodland white noise with a very low rumble and bird song. Occasional sounds of rustling leaves. | ||
militia.Bathroom
|
Continual sound of a boiler running and drips. Occasional creaks. | ||
militia.Upstairs
|
Continual electrical hum, a very low white noise and squeaking. Occasional creaks. | ||
militia.FrontRoom
|
Continual woodland white noise and birdsong. Occasional creaks and sounds of rustling leaves. | ||
militia.Roof
|
Continual woodland white noise and birdsong. Occasional creaks, wind howls and wings flapping. |
Nuke
Name | Description | Position Number | Position Description |
---|---|---|---|
nuke.outside
|
White noise, occasional wind howls. | ||
nuke.roof
|
White noise, continualal wind howls. | ||
nuke.inside
|
Hum of machinery. | ||
nuke.flies
|
The buzzing of flies. | ||
nuke.tank
|
Continual sound of machinery operating interspersed with gas venting noises. | ||
nuke.light
|
Continual electrical hum. | ||
nuke.ac
|
Sound of air conditioning starting up, running then shutting down. | ||
nuke.acloop
|
Sound of air conditioning running. | ||
nuke.cricket
|
Chirping Cricket. | ||
nuke.transformer
|
Electrical hum. | ||
nuke.transformerlrg
|
Deep electrical hum. | ||
nuke.birds
|
Occasional bird calls. | ||
nuke.pigeons
|
Cooing of Pigeons & flapping of wings. | ||
nuke.drips
|
Occasional echoing drips. | ||
nuke.ctspawn
|
Loud industrial white noise, occasional dird calls. | ||
nuke.ctcourtyard
|
Air conditioning loop, drips, flowing gas, chirping cricket, occasioal low wind howl. | ||
nuke.ctalley
|
Electrical hum, flies, chirping cricket, low wind howling. | ||
nuke.middle
|
White noise, chirping crickets, occasional howling wind & drips. | ||
nuke.tentrance
|
Running machinery, gas venting, low machinery white noise. | ||
nuke.talley
|
Electric hum, industrial white noise, flies, chirping cricket, occasional wind howel. | ||
nuke.tspawn
|
Low electrical hum, industrial white noise, flies, occasional wind howels. | ||
nuke.warehouse
|
Flowing gas, low white noise, drips, pigeones, occasional wind howls. | ||
nuke.catwalk
|
Industrial white noise, howling wind, shifting & settling wood/metal. | ||
nuke.troof
|
Electric hum, ac unit, howling wind, creaking. | ||
nuke.ctinside
|
Electric hum, deep electric hum. | ||
nuke.ramproom
|
Electric hum, flowing gas, creaking metal, drips. | ||
nuke.tinside
|
Electric hum, deep electric hum, flowing gas, drips. | ||
nuke.computerroom
|
Deep electric hum, reel to reel computer noises. | ||
nuke.abomb
|
Electric hum, deep electric hum, wind howls. | ||
nuke.vents
|
Low wind white noise, ac unit starting and stopping. | ||
nuke.bbomb
|
Flowing gas, drips, moving water, low electric hum. | ||
nuke.tunnelentrance
|
Deep electric hum, electric hum, flowing gas, drips. | ||
nuke.generatorroom
|
Electrical hum, medium tone electric hum, reel to reel computer noises. | ||
nuke.tunnel
|
Flowing gas, white noise, drips. |
Office
Name | Description | Position Number | Position Description |
---|---|---|---|
office.outdoorsa
|
Continual low wind white noise, occasional sound of planes overhead, howling wind, machinery noises and vehicles passing. | ||
office.garagea
|
Continual low rumbling white noise, low electrical hum and buzzing flies*. Occasional sounds of gas moving inside machinery. *These are dependant on where in the soundscape you are. | ||
office.indoorsa
|
Continual low rumbling white noise, occasional sounds of gas moving inside machinery. |
Piranesi
Name | Description | Position Number | Position Description |
---|---|---|---|
piranesi.indoor
|
Continual wind white noise, occasional sounds of shifting earth / shale. | ||
piranesi.outdoor
|
Continual loud wind white noise, running engines* and flowing water*. Occasional sounds of shifting earth / shale, planes overhead, crows cawing, birds singing, cows mooing, knocks and bangs. *When played using the playsoundscape command the engines and water are a large feature, in game, the volume of them varies according to where in the soundscape you are. |
Port
Name | Description | Position Number | Position Description |
---|---|---|---|
port.Outside
|
Continual white noise, occasional gusts & howels of wind and gulls crying. | ||
port.LightHum
|
Continual electric hum. | ||
port.LightHum2
|
Continual electric hum at a different frequency. | ||
port.MetalStress
|
Very occasional metal creaking. | ||
port.TSpawn
|
Continual white noise, chirping cricket, occasional gusts & howels of wind, ac unit starting & stopping and gulls crying. | ||
port.TankFarmRoad
|
Continual white noise, rushing gas, occasional gusts & howels of wind, creaking metal and gulls crying. | ||
port.TankFarm
|
Continual white noise, rushing gas, occasional gusts & howels of wind, creaking metal and gulls crying. | ||
port.Pier
|
Continual White noise, sloshing water, birdsong, chirping cricket, occasional gusts & howels of wind and gulls crying. | ||
port.AroundTheWarehouse
|
Continual white noise, occasional gusts & howels of wind and gulls crying. | ||
port.Warehouse
|
Continual louder white noise, chirping cricket and electrical hum. | ||
port.TunnelTone
|
Continual deep white noise. | ||
port.WarehouseTunnel
|
Continual hissing of gas, loud electrical hum and deep white noise. | ||
port.TunnelA3
|
Continual rushing of gas and AC unit running. | ||
port.TunnelA2
|
Continual loud Electrical hum, deep white noise. | ||
port.TunnelA1
|
Continual electrical hum, drips, deep white noise and distant machinery. | ||
port.Docks
|
Continual Sea white noise, birdsong, occasional gusts & howels of wind, creaking metal and gulls crying. | ||
port.Ship
|
Continual hissing gas, flowing gas, sloshing water occasional gusts & howels of wind and gulls crying. |
Prodigy
Name | Description | Position Number | Position Description |
---|---|---|---|
prodigy.computers
|
Low electrical hum, reel to reel computer noises & beeps. | ||
prodigy.vents
|
Low white noise, flowing gas, fan blades "swooshing". | ||
prodigy.tunnels
|
Low electric hum, flowing gas, electric sparking. | ||
prodigy.outside
|
Low white noise, occasional birdsong. | ||
prodigy.hangar
|
Low machinery white noise. |
Tides
Name | Description | Position Number | Position Description |
---|---|---|---|
tides.tunnel
|
Low electrical white noise. | ||
tides.courtyard
|
Low white noise, flies, birdsong. |
Train
Name | Description | Position Number | Position Description |
---|---|---|---|
train.Outside
|
|||
train.Dumpster
|
|||
train.Traffic
|
|||
train.Tank1
|
|||
train.Tank2
|
|||
train.BombTarget
|
|||
train.Birds
|
|||
train.TSpawn
|
|||
train.TWalkway
|
|||
train.BackAlley
|
|||
train.BackCorner
|
|||
train.SideAlley
|
|||
train.CourtyardA
|
|||
train.BombsiteA
|
|||
train.CTSpawn
|
|||
train.BombsiteBCatwalk
|
|||
train.catwalk
|
|||
train.BombsiteB
|
|||
train.BackHall
|
|||
train.BrickRoom
|
|||
train.Restroom
|
|||
train.LockerRoom
|
|||
train.BreakRoom
|
|||
train.SniperNest
|
|||
train.Middle
|