List of HL2 Soundscapes: Difference between revisions
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Здесь список из 245 [[Soundscapes|саундскейпов]], используемых в Half-Life 2. Проще всего их тестировать с помощью консольной команды ''playsoundscape'', включающей ограниченный поиск названий саундскейпов, так что вам не придётся распечатывать весь список. | Здесь список из 245 [[Soundscapes|саундскейпов]], используемых в Half-Life 2. Проще всего их тестировать с помощью консольной команды ''playsoundscape'', включающей ограниченный поиск названий саундскейпов, так что вам не придётся распечатывать весь список. | ||
Саундскейпы с префиксом 'util' в имени предназначены для включения в другие, полные саундскейпы. Сами по себе они работают без проблем, но имеют более бедный звук по сравнению с многослойными | Саундскейпы с префиксом 'util' в имени предназначены для включения в другие, полные саундскейпы. Сами по себе они работают без проблем, но имеют более бедный звук по сравнению с многослойными саундскейпами. | ||
Другие имеют позиционные звуки, которые воспроизводятся в указанных в свойствах [[env_soundscape]] местах. Если эти места не указаны, звуки слышны не будут. Список саундскейпов, включающих позиционные звуки, будет со временем дополнен. | |||
Саундскейпы с позиционной информацией обозначены префиксом [POS]. Они были протестированы в закрытой комнате размерами 1024 x 1024 x 1024, саундскейп и игрок стоят по середине, а также восемь направленных маркеров в радиусе 512 вокруг игрока и саундскейпа. 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. | |||
Revision as of 11:12, 25 July 2015
Здесь список из 245 саундскейпов, используемых в Half-Life 2. Проще всего их тестировать с помощью консольной команды playsoundscape, включающей ограниченный поиск названий саундскейпов, так что вам не придётся распечатывать весь список.
Саундскейпы с префиксом 'util' в имени предназначены для включения в другие, полные саундскейпы. Сами по себе они работают без проблем, но имеют более бедный звук по сравнению с многослойными саундскейпами.
Другие имеют позиционные звуки, которые воспроизводятся в указанных в свойствах env_soundscape местах. Если эти места не указаны, звуки слышны не будут. Список саундскейпов, включающих позиционные звуки, будет со временем дополнен.
Саундскейпы с позиционной информацией обозначены префиксом [POS]. Они были протестированы в закрытой комнате размерами 1024 x 1024 x 1024, саундскейп и игрок стоят по середине, а также восемь направленных маркеров в радиусе 512 вокруг игрока и саундскейпа. 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 and distant explosions. |
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. |