List of HL2 Soundscapes: Difference between revisions
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Here is a list of 245 [[Soundscapes|soundscapes]] for use in Half-Life 2. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. | Here is a list of 245 [[Soundscapes|soundscapes]] for use in Half-Life 2. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. | ||
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. | 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. | ||
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. | |||
== Generic and Test == | == Generic and Test == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| ''Nothing'' | |''Nothing'' | ||
| No DSP, no ambients | |No DSP, no ambients. | ||
| | |||
| | |||
|- | |- | ||
| ''Automatic'' | |''Automatic'' | ||
| | |DSP 1, dsp_volume 1.0. | ||
| | |||
| | |||
|- | |- | ||
| <code>automatic_dialog</code> | |<code>automatic_dialog</code> | ||
| | |Automatic DSP at 50% mix. | ||
| | |||
| | |||
|- | |- | ||
| <code>e3_techdemo_gmanspeaking</code> | |<code>e3_techdemo_gmanspeaking</code> | ||
|DSP 10. | |||
| | |||
| | | | ||
|- | |- | ||
| <code>e3_Techdemo_02</code> | |<code>e3_Techdemo_02</code> | ||
| | |Physics room. | ||
| | |||
| | |||
|- | |- | ||
| <code>e3_Techdemo_03</code> | |<code>e3_Techdemo_03</code> | ||
| | |DSP 1. | ||
| | |||
| | |||
|- | |||
|<code>e3_Techdemo_05</code> | |||
|Dripping cave ambient. | |||
| | |||
| | |||
|- | |||
|<code>e3_Techdemo_06</code> | |||
|Lake. | |||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>e3_end</code> | ||
| | |Identical to ''Nothing''. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>GenericIndoor</code> | ||
| | |Electric hum. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>GenericOutdoor</code> | ||
| | |Fluorescent lighting hum like above. | ||
|align="center" |0 | |||
|Quiet electric hum. | |||
|- | |- | ||
| <code> | |<code>Cabin</code> | ||
| | |Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (''ahuugha''). | ||
|align="center" |0 | |||
|Faint banjo-like music and indistinct singing. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. | |||
|- | |- | ||
| <code> | |<code>cabin_outdoor</code> | ||
| | |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''. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>test_tvset</code> | ||
| | |Music coming from a TV set | ||
|align="center" |0 | |||
|TV music. | |||
|- | |- | ||
|} | |} | ||
== Train Station and [[City 17]] == | == Train Station and [[City 17]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>d1_trainstation.util_city</code> | |<code>d1_trainstation.util_city</code> | ||
| Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. | |Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.city</code> | |<code>d1_trainstation.city</code> | ||
| All of the above plus a steady uproar in the background. | |All of the above plus a steady uproar in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.Platform</code> | |<code>d1_trainstation.Platform</code> | ||
| Loud and static hissing sound, city sounds barely audible in the background. | |Loud and static hissing sound, city sounds barely audible in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.Turnstyle</code> | |<code>d1_trainstation.Turnstyle</code> | ||
| Similar to <code>d1_trainstation.city</code> but city sounds less audible. | |Similar to <code>d1_trainstation.city</code> but city sounds less audible. | ||
| | |||
| | |||
|- | |- | ||
| <code>combine.computer</code> | |<code>combine.computer</code> | ||
| Loud, flat whine and an occasional blip. | |Loud, flat whine and an occasional blip. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.Interrogation</code> | |<code>d1_trainstation.Interrogation</code> | ||
| Mixed uproar of the surrounding city and | |Mixed uproar of the surrounding city and a combine terminal. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>d1_trainstation.TerminalSquare</code> | |<code>d1_trainstation.TerminalSquare</code> | ||
| Similar to <code>d1_trainstation.Turnstyle</code>. | |Similar to <code>d1_trainstation.Turnstyle</code>. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.QuietCourtyard</code> | |<code>d1_trainstation.QuietCourtyard</code> | ||
| Same as above but the tumult is quieter. | |Same as above but the tumult is quieter. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.Occupants</code> | |<code>d1_trainstation.Occupants</code> | ||
| Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. | |Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.AppartmentCourtyard</code> | |<code>d1_trainstation.AppartmentCourtyard</code> | ||
| Above mixed to city sounds. | |Above mixed to city sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.Appartments</code> | |<code>d1_trainstation.Appartments</code> | ||
| Door knocking, breaking plates, woman screams and man grunts like being hit. | |Door knocking, breaking plates, woman screams and man grunts like being hit. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.RaidCityvoice</code> | |<code>d1_trainstation.RaidCityvoice</code> | ||
| Cityvoice: Failure to cooperate will result in permanent offworld relocation. | |Cityvoice: Failure to cooperate will result in permanent offworld relocation. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.RaidOccupants</code> | |<code>d1_trainstation.RaidOccupants</code> | ||
| Breaking glass and boxes and knocking on door. | |Breaking glass and boxes and knocking on door. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_trainstation.RaidAppartments</code> | |<code>d1_trainstation.RaidAppartments</code> | ||
| 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''. | |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''. | ||
| | |||
| | |||
|- | |- | ||
| <code>general.concrete_quiet</code> | |<code>general.concrete_quiet</code> | ||
| Semi-loud hum of moving air. | |Semi-loud hum of moving air. | ||
| | |||
| | |||
|} | |} | ||
== PA announcements for [[City 17]] == | == PA announcements for [[City 17]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>cityvoice_level0</code> | |<code>cityvoice_level0</code> | ||
| PA system invokes unrest procedures, requests player id | |PA system invokes unrest procedures, requests player id. | ||
| | |||
| | |||
|- | |- | ||
| <code>cityvoice_level1</code> | |<code>cityvoice_level1</code> | ||
| Player is evading capture, cops are summoned | |Player is evading capture, cops are summoned. | ||
| | |||
| | |||
|- | |- | ||
| <code>cityvoice_level2</code> | |<code>cityvoice_level2</code> | ||
| Player convicted of civil disruption, city block on alert | |Player convicted of civil disruption, city block on alert. | ||
| | |||
| | |||
|- | |- | ||
| <code>cityvoice_level3</code> | |<code>cityvoice_level3</code> | ||
| Player convicted of anticivil activity, city block punished | |Player convicted of anticivil activity, city block punished. | ||
| | |||
| | |||
|- | |- | ||
| <code>cityvoice_level4</code> | |<code>cityvoice_level4</code> | ||
| Citizenship revoked, cops fire at will | |Citizenship revoked, cops fire at will. | ||
| | |||
| | |||
|- | |- | ||
| <code>cityvoice_level5</code> | |<code>cityvoice_level5</code> | ||
| City looking for player | |City looking for player. | ||
| | |||
| | |||
|- | |- | ||
| <code>city_searching_level1</code> | |<code>city_searching_level1</code> | ||
| City background noise with helicopters and alarm sounds. | |City background noise with helicopters and alarm sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>city_searching_level2</code> | |<code>city_searching_level2</code> | ||
| Same as above. | |Same as above. | ||
| | |||
| | |||
|- | |- | ||
| <code>city_searching_level3</code> | |<code>city_searching_level3</code> | ||
| Same as above. | |Same as above. | ||
| | |||
| | |||
|} | |} | ||
== Canals == | == Canals == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>d1_canals.util_windgusts</code> | |<code>d1_canals.util_windgusts</code> | ||
| Wind gusts. | |Wind gusts and snippets. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals.util_drips</code> | |<code>d1_canals.util_drips</code> | ||
| Water dripping. | |Water dripping. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals.util_fardrips</code> | |<code>d1_canals.util_fardrips</code> | ||
| Water dripping a bit further away, with interior echo. | |Water dripping a bit further away, with interior echo. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals.util_headcrab_canister</code> | |<code>d1_canals.util_headcrab_canister</code> | ||
| Strong hissing noise. | |Strong hissing noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals.util_shoreline</code> | |<code>d1_canals.util_shoreline</code> | ||
| Sounds of small waves hitting shore. | |Sounds of small waves hitting shore. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals_tunnel01</code> | |<code>d1_canals_tunnel01</code> | ||
| Constant sound of | |Constant sound of a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | ||
|align="center" |0 | |||
|Loop of a train driving by overhead. | |||
|- | |- | ||
| <code>d1_canals_citystart</code> | |<code>d1_canals_citystart</code> | ||
| City sounds, trains horning close by, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | |City sounds, trains horning close by, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals_citadel</code> | |<code>d1_canals_citadel</code> | ||
| Same as above but with occasional low, massive metallic noises. | |Same as above but with occasional low, massive metallic noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals_traincanal</code> | |<code>d1_canals_traincanal</code> | ||
| City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | |City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals_traintunnel</code> | |<code>d1_canals_traintunnel</code> | ||
| Same as above and a strong, low tunnelish rumble in the background. | |Same as above and a strong, low tunnelish rumble in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals_watercanal</code> | | <code>d1_canals_watercanal</code> | ||
| Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water | |Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water hitting a boat. | ||
|align="center" |1 | |||
|Water hitting boat. | |||
|- | |||
|<code>d1_canals_junkyard</code> | |||
|Similar to <code>d1_canals_traincanal</code>. Distant helicopter also. | |||
| | |||
| | |||
|- | |||
|<code>d1_canals_copcanals</code> | |||
|Similar to ''d1_canals_traincanal'' plus water dripping and different PA announcement concerning evasion behaviour and alerts. | |||
|align="center" |2 | |||
|Dripping water. | |||
|- | |||
| | |||
| | |||
|align="center" |3 | |||
|Wind blowing in a corridor, dripping water and other echoing sewer like effects. | |||
|- | |||
|<code>d1_truck_pass</code> | |||
|Quick, low noise of trucks and other vehicles passing by overhead. For use with other soundscapes. | |||
| | |||
| | |||
|- | |||
|<code>d1_canals_barnacle_tunnel</code> | |||
|Wind gusts in a tunnel. Distant city noises and sirens. PA announcement charging the player with "socioendangerment level 1" and instructing CPs. | |||
| | |||
| | |||
|- | |||
|<code>d1_canals_pipe_chamber</code> | |||
|Drips. Distant city noises and sirens. occasional helicopter fly-bys. | |||
| | |||
| | |||
|- | |||
|<code>d1_canals_cop_alerted</code> | |||
|Similar to ''d1_canals_pipe_chamber''. PA announcement charging player with "socioendangerment level 5". | |||
|align="center" |2 | |||
|Dripping water. | |||
|- | |||
|<code>d1_canals.heli_slide_tunnels</code> | |||
|Interior. Loud running water and drips close by. Distant PA, trucks and sirens. | |||
| | |||
| | |||
|- | |||
|<code>d1_canals.heli_attack</code> | |||
|Exterior. Loud city noises. PA, helicopter, squeak of rapidly accelerating trucks. | |||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>d1_canals.drainroom</code> | ||
| | |Loud running water and industrial hum. Distant PA. | ||
|align="center" |0 | |||
|Running river water loop. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Running river water loop. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Ambient corridor wind. | |||
|- | |- | ||
| <code> | |<code>d1_canals.03copsattackthroughboards</code> | ||
| | |Exterior. City ambience. PA ("Individual, you are charged with..."), constant close helicopters left and right, occasional train and other traffic sounds, distant sirens. | ||
|align="center" |0 | |||
|Quiet loop of a running diesel engine. | |||
|- | |- | ||
| <code> | |<code>d1_canals.03entrytunnel</code> | ||
| | |Interior, tunnel. Close frequent dripping sounds left, right and centre. PA ("Individual..."), distant helicopters left and right, occasional train horn, various distant sirens. | ||
|align="center" |0 | |||
|Ambient corridor wind. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Constant flow water leaking. | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.steamtunnel</code> | ||
| Interior. | |Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.waterpuzzleroom</code> | ||
| | |Loud industrial hum. Drips. No PA. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.util_birds</code> | ||
| | |Infrequent bird squawks. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.util_critters</code> | ||
| | |Infrequent croaking noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.util_tunnel_windgusts</code> | ||
| | |Occasional (infrequent) wind blowing through tunnel, varying pitches. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.util_critters_under_docks</code> | ||
| | |Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.util_toxic_slime</code> | ||
| | |Gurgling and hissing. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.util_industrial</code> | ||
| | |Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.general_dripping_tunnel</code> | ||
| | |Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.general_windy_tunnel</code> | ||
| | |Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.general_watery_tunnel</code> | ||
| | |Interior. Sound of continuously running rivulets of water in a cave/tunnel, occasional (frequent) additional drips, croaks and chirps at different pans. | ||
|align="center" |0 | |||
|Water dripping. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Loop of different kind of critters. | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.general_watery_tunnel_shore</code> | ||
| | |Similar to above but with the sound of waves regularly breaking in a small rocky lagoon. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.redbarn_ambience</code> | ||
| | |Hissing (of a headcrab canister?) Distant critters and creaks. | ||
|align="center" |0 | |||
|Headcrab canister. | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.floodgate_base_ambience</code> | ||
| Loud, | |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. | ||
|align="center" |0 | |||
|Beeping of a Manhack charging station. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.floodgate_machineroom</code> | ||
| | |Looped machines droning as of a pump or motor. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.shore_and_reeds</code> | ||
| | |Waves and occasional frog croaks/critter chirps and bird song. Occasional wind gusts. Notably quiet with no constant ambient wind noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.spooky_infested_pipe</code> | ||
| | |Dripping at center-right with occasional eerie, modulating wind noise with stereo movement effect. Very rare critter chirps. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.water_tunnel_with_frogs</code> | ||
| | |Constant sound of pipe draining into water, with waves breaking and constant, voluminous frog song. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_canals. | |<code>d1_canals.windchimes_and_wind</code> | ||
| | |Constant wind whistling mixed with intermittent wind chime song. | ||
|align="center" |0 | |||
|Windchimes. | |||
|- | |- | ||
| <code> | |<code>canals_slime_outside</code> | ||
| | |Constant slime gurgling with random slime sounds inside a corridor. | ||
|align="center" |0 | |||
|Burbling toxic slime. | |||
|- | |- | ||
| <code> | |<code>canals_slime_tunnel</code> | ||
| | |Same as above but with wind gusts. | ||
|align="center" |0 | |||
|Burbling toxic slime. | |||
|- | |- | ||
| <code> | |<code>canals_tunnel_dry</code> | ||
| | |Tunnel ambient with wind gusts and the sound of as if cars are driving by overhead. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>canals_tunnel_wet</code> | ||
| | |Dripping wet tunnel with wind snippets. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>canals_canal_nowater</code> | ||
| | |Birds and wind. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>canals_canal_water</code> | ||
| | |Same as above only with water waves. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>canals_canal_water_industrial</code> | ||
| | |Same as above only with machine rumbling. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>canals_river</code> | ||
| | |Wind and water waves. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>canals_river_calm</code> | ||
| Same as above | |Same as above but with crickets. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>d1_canals_05_shanty_approach</code> | ||
| | |Continuous glutinous gurgling/boiling/bubbling sound to centre, plus random glutinous burping sounds, occasional wind gusts, hissing and water noises. | ||
|align="center" |0 | |||
|Burbling toxic slime. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Burbling toxic slime. | |||
|- | |- | ||
| <code> | |<code>d1_canals_05_shanty</code> | ||
| | |Wind, headcrab canister ambience and constant steam sound. | ||
|align="center" |0 | |||
|Burbling toxic slime. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Burbling toxic slime. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Headcrab canister. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |3 | |||
|Headcrab canister. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |4 | |||
|Headcrab canister. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |5 | |||
|Headcrab canister. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |6 | |||
|Headcrab canister. | |||
|- | |- | ||
| <code> | |<code>d1_canals_07_entry_tunnel</code> | ||
| | |Water drips in a tunnel. | ||
|align="center" |0 | |||
|Far water drips. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Water drips. | |||
|- | |- | ||
| <code> | |<code>d1_canals_07a_warehouse</code> | ||
| | |Occasional creaking of wooden structures, repeated random high-pitched wind howling at varying pans, continuous sinister-sounding low-pitched modulated humming/droning sound. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>d1_canals_08a_gun_tunnel_entrance</code> | ||
| | |Continuous running water sound, centre, plus sound of waves breaking, centre. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>d1_canals_08a_puzzle_arena</code> | ||
| | |Waves breaking, infrequent chirping and wind noises. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>d1_canals_08a_gun_scene</code> | ||
| | |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. | ||
|align="center" |0 | |||
|Far water drips. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Water drips. | |||
|- | |- | ||
| <code> | |<code>d1_canals_08a_tunnel_exit</code> | ||
| | |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. | ||
| | |||
| | |||
|- | |||
|<code>canals_canal_water_creaking_wood</code> | |||
|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. | |||
|align="center" |0 | |||
|Wood creaking. | |||
|- | |||
| | |||
| | |||
|align="center" |1 | |||
|Wood creaking. | |||
|- | |||
|<code>canals_canal_water_creaking_metal</code> | |||
|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". | |||
|align="center" |0 | |||
|Metal stress. | |||
|- | |||
| | |||
| | |||
|align="center" |1 | |||
|Metal stress. | |||
|- | |||
|<code>d1_canals_08_entry_tunnel</code> | |||
|Loud water dripping inside a tunnel. | |||
|align="center" |0 | |||
|Far dripping water. | |||
|- | |||
| | |||
| | |||
|align="center" |2 | |||
|Helicopter passing by every 15-25 seconds. | |||
|- | |||
|<code>d1_canals_08_reservoir</code> | |||
|Loud constant water waves. | |||
|align="center" |1 | |||
|Loud pouring dam water. | |||
|- | |||
|<code>d1_canals_08_island</code> | |||
|Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds. | |||
|align="center" |0 | |||
|Loud pouring dam water. | |||
|- | |||
|<code>d1_canals_08_base_interior</code> | |||
|The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes. | |||
|align="center" |1 | |||
|Combine computer terminal. | |||
|} | |} | ||
== Kleiner's Lab and [[Black Mesa East]] == | == Kleiner's Lab and [[Black Mesa East]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>K_lab.LabSounds</code> | |<code>K_lab.LabSounds</code> | ||
| Slime gurgling in a room with machines. | |Slime gurgling in a room with machines. | ||
|align="center" |0 | |||
|Slime gurgling loop. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Computer beeping and other machine noises. | |||
|- | |- | ||
| <code> | |<code>E3_lab.LabSounds</code> | ||
| | |Fluorescent lights in a laboratory with machines and music playing. | ||
|align="center" |0 | |||
|Various strange machine noises (goo tubes). | |||
|- | |- | ||
| <code>eli_01_elevator_1</code> | | | ||
| | | | ||
|align="center" |1 | |||
|Running lab machines. | |||
|- | |||
|<code>eli_01_lab_main_1</code> | |||
|Machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. | |||
|align="center" |0 | |||
|Quiet water sounds and slime gurgling noises. | |||
|- | |||
| | |||
| | |||
|align="center" |1 | |||
|Beeping lab equipment. | |||
|- | |||
| | |||
| | |||
|align="center" |2 | |||
|The sound of moving elevators from an elevator shaft. | |||
|- | |||
| | |||
| | |||
|align="center" |3 | |||
|Vort lab machine hum. | |||
|- | |||
|<code>eli_01_elevator_1</code> | |||
|Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: ''hwuuung - hwuuung - hwunng''. | |||
| | |||
| | |||
|- | |- | ||
| <code>eli_01_upperhall_2</code> | | <code>eli_01_upperhall_2</code> | ||
| | |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. | ||
|align="center" |0 | |||
|Randomly metal rattling, rain dripping and people coughing. | |||
|- | |- | ||
| <code>eli_01_upperhall_1</code> | |<code>eli_01_upperhall_1</code> | ||
| | |Low atmospheric rumble/wavering sound with the ''ahhhh-ho clik!'' of some slow pump or piston device in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_01_lowerlab_hall_1</code> | |<code>eli_01_lowerlab_hall_1</code> | ||
| | |Slightly louder and more resonant version of "eli_01_upperhall_2", with the sounds becoming a bit stronger and more "present". | ||
|align="center" |0 | |||
|Quiet engine sounds and random metal rattling, rain dripping and people coughing. | |||
|- | |- | ||
| <code>eli_01_lower_corridor_1</code> | |<code>eli_01_lower_corridor_1</code> | ||
| Corridor ambience. | |Corridor ambience. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_01_lower_ravenhall_1</code> | |<code>eli_01_lower_ravenhall_1</code> | ||
| Silent rumbling in a tunnel. | |Silent rumbling in a tunnel. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_01_lower_ravenhall_2</code> | |<code>eli_01_lower_ravenhall_2</code> | ||
| Many far away explosions. | |Many far away explosions. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_02_lowerlab_hall_1</code> | |<code>eli_02_lowerlab_hall_1</code> | ||
| Fluorescent light in a room with metal rumbling and shuffling. | |Fluorescent light in a room with metal rumbling and shuffling. | ||
|align="center" |0 | |||
|Quiet running engine. | |||
|- | |- | ||
| <code>eli_02_lower_corridor_1</code> | |<code>eli_02_lower_corridor_1</code> | ||
| Metal rumbling and shuffling in a corridor. | |Metal rumbling and shuffling in a corridor. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_02_ravenshaft_1</code> | |<code>eli_02_ravenshaft_1</code> | ||
| | |Windy, hollow low rumble with frequent background sounds half-way between the creak of metal and a zombie's scream. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_02_ravenshaft_2</code> | |<code>eli_02_ravenshaft_2</code> | ||
| Wood creaking, wind blowing and frequent drips of water in the outside. | |Wood creaking, wind blowing and frequent drips of water in the outside. | ||
|align="center" |0 | |||
|Quiet wood creaking, strange cave noises and rock rumbles. | |||
|- | |- | ||
| <code>eli_02_scrapyard_1</code> | |<code>eli_02_scrapyard_1</code> | ||
| Outside ambience with no life. | |Outside ambience with no life. | ||
| | |||
| | |||
|- | |- | ||
| <code>eli_02_scrapyard_2</code> | |<code>eli_02_scrapyard_2</code> | ||
| Same as above but with dull metal sounds. | |Same as above but with dull metal sounds. | ||
| | |||
| | |||
|} | |} | ||
== [[Ravenholm]] == | == [[Ravenholm]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>d1_town.Start</code> | |<code>d1_town.Start</code> | ||
| Wind gusts, distant zombie howls and screams, 'drum beats'. | |Wind gusts, distant zombie howls and screams, 'drum beats'. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.Street</code> | |<code>d1_town.Street</code> | ||
| Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | |Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.CorpseRoom</code> | |<code>d1_town.CorpseRoom</code> | ||
| | |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. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.WoodBuilding</code> | |<code>d1_town.WoodBuilding</code> | ||
| Wooden creaks, rodent sounds. | |Wooden creaks, rodent sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.ConcreteBuilding</code> | |<code>d1_town.ConcreteBuilding</code> | ||
| | |Identical to ''Automatic''. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.Rooftop</code> | |<code>d1_town.Rooftop</code> | ||
| | |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. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.MineshaftDown</code> | |<code>d1_town.MineshaftDown</code> | ||
| Wind blowing, wood creaking, rumbling sounds and cave ambience. | |Wind blowing, wood creaking, rumbling sounds and cave ambience. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.WaterCave</code> | |<code>d1_town.WaterCave</code> | ||
| Same as above, but with frequent water drops. | |Same as above, but with frequent water drops. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.HeadcrabCave</code> | |<code>d1_town.HeadcrabCave</code> | ||
| Same as above but with metal creaks and the drops being distant. | |Same as above but with metal creaks and the drops being distant. | ||
| | |||
| | |||
|- | |- | ||
| <code>d1_town.CaveTunnel</code> | |<code>d1_town.CaveTunnel</code> | ||
| Corridor ambience with rumbling sounds. | |Corridor ambience with rumbling sounds. | ||
| | |||
| | |||
|} | |} | ||
== Coastline and [[Highway 17]] == | == Coastline and [[Highway 17]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
| <code>coast.util_headcrab_canister</code> | |<code>coast.util_headcrab_canister</code> | ||
| Silence with occasional bizarre Combine tech noise. | |Silence with occasional bizarre Combine tech noise. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_metalstress</code> | |<code>coast.util_metalstress</code> | ||
| Silence with occasional sounds of metal stress. | |Silence with occasional sounds of metal stress. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_shackmetal</code> | |<code>coast.util_shackmetal</code> | ||
| Silence with occasional quick squeeks from moving metal. | |Silence with occasional quick squeeks from moving metal. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_crumblycliff</code> | |<code>coast.util_crumblycliff</code> | ||
| Silence with sounds of crumbling landmasses. | |Silence with sounds of crumbling landmasses. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_windgusts</code> | |<code>coast.util_windgusts</code> | ||
| Silence with wind gusts. | |Silence with wind gusts. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_fardrips</code> | |<code>coast.util_fardrips</code> | ||
| Silence with water dripping. | |Silence with water dripping. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_birds</code> | |<code>coast.util_birds</code> | ||
| Silence with occasional sounds of seagulls calling. | |Silence with occasional sounds of seagulls calling. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_lakeshoreline</code> | |<code>coast.util_lakeshoreline</code> | ||
| Waves breaking gently. | |Waves breaking gently. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_shoreline</code> | |<code>coast.util_shoreline</code> | ||
| Similar to above, but with what feels like much more massive waves. | |Similar to above, but with what feels like much more massive waves. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_distant_shoreline</code> | |<code>coast.util_distant_shoreline</code> | ||
| Similar to above, but from a greater distace. | |Similar to above, but from a greater distace. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.util_antlion_den</code> | |<code>coast.util_antlion_den</code> | ||
| Antlions hissing. | |Antlions hissing. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.general_windy_tunnel</code> | |<code>coast.general_windy_tunnel</code> | ||
| Steady whine of wind in a tunnel and muffled sounds of waves crashing. | |Steady whine of wind in a tunnel and muffled sounds of waves crashing. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.general_tunnel</code> | | <code>coast.general_tunnel</code> | ||
| Similar to above but quieter and with waterdrips mixed in. | | Similar to above but quieter and with waterdrips mixed in. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.zombie_tunnel</code> | |<code>coast.zombie_tunnel</code> | ||
| Steady, tunnelish sound and some occasional train sounds. | |Steady, tunnelish sound and some occasional train sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.general_oldwoodbuilding</code> | |<code>coast.general_oldwoodbuilding</code> | ||
| Wood stress, wind gusting, seagulls calling | |Wood stress, wind gusting, seagulls calling. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.general_oldwoodbuilding_with_windchimes</code> | |<code>coast.general_oldwoodbuilding_with_windchimes</code> | ||
| Same as above but with chimes. | |Same as above but with chimes. | ||
|align="center" |0 | |||
|Windchimes. | |||
|- | |- | ||
| <code>coast.combine_controlroom_ambience</code> | |<code>coast.combine_controlroom_ambience</code> | ||
| Steady whine of Combine tech. | |Steady whine of Combine tech. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.general_shoreline</code> | |<code>coast.general_shoreline</code> | ||
| Waves crashing, wind gusting, seagulls calling. | |Waves crashing, wind gusting, seagulls calling. | ||
| | |||
| | |||
|- | |- | ||
| <code>coast.positional_shoreline</code> | |<code>coast.positional_shoreline</code> | ||
| Similar to above, but closer by. | |Similar to above, but closer by. | ||
|align="center" |0 | |||
|Water waves crashing. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Water waves crashing. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Water waves crashing. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |3 | |||
|Water waves crashing. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |4 | |||
|Water waves crashing. | |||
|- | |- | ||
| <code>coast. | |<code>coast.shoreline_with_antlion_dens</code> | ||
| | |Similar to "coast.general_shoreline", but with antlion sounds. | ||
|align="center" |0 | |||
|Antlion den sounds. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Antlion den sounds. | |||
|- | |- | ||
| <code>coast.generic_ambient_01</code> | | | ||
| Similar to above, but without the antlions. | | | ||
|align="center" |2 | |||
|Antlion den sounds. | |||
|- | |||
| | |||
| | |||
|align="center" |3 | |||
|Antlion den sounds. | |||
|- | |||
|<code>coast.bridge_ambient</code> | |||
|Wind blowing, seagulls calling. | |||
| | |||
| | |||
|- | |||
|<code>coast.bridge_shack</code> | |||
|Same as above but quieter. | |||
| | |||
| | |||
|- | |||
|<code>coast.cliffside</code> | |||
|A mix of "coast.general_shoreline" and "coast.util_crumblycliff". | |||
| | |||
| | |||
|- | |||
|<code>coast.bridge_concrete_room</code> | |||
|Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements. | |||
| | |||
| | |||
|- | |||
|<code>coast.generic_ambient_01</code> | |||
|Similar to above, but without the antlions. | |||
| | |||
| | |||
|- | |||
|<code>coast.distant_shoreline</code> | |||
|Distant waves breaking, wind gusting and close-range antlion sounds. | |||
|align="center" |0 | |||
|Antlion den sounds. | |||
|- | |||
| | |||
| | |||
|align="center" |1 | |||
|Antlion den sounds. | |||
|- | |||
| | |||
| | |||
|align="center" |2 | |||
|Antlion den sounds. | |||
|} | |} | ||
== [[Nova Prospekt]] == | == [[Nova Prospekt]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>prison.util_distantcombat_verylight</code> | |||
|Quiet ambience,occasionally the sound of a soldier dying, or gunfire. | |||
| | |||
| | |||
|- | |||
|<code>prison.util_distantcombat_light</code> | |||
|Identical to the soundscape above, just with more gunfire, and antlion hiss'. | |||
| | |||
| | |||
|- | |||
|<code>prison.util_distantcombat_heavy</code> | |||
|Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions. | |||
| | |||
| | |||
|- | |||
|<code>prison.util_antlion_burrows</code> | |||
|Sound of Antlions hissing and growling, waiting to ambush the enemy. | |||
| | |||
| | |||
|- | |||
|<code>prison.util_fardrips</code> | |||
|Far away drips. | |||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.util_drips</code> | ||
| | |Same drips but closer. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.util_distant_trains</code> | ||
| | |Far away train horns. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.util_radio</code> | ||
| | |Random radio sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.util_control_room</code> | ||
| | |Rubbles and machine sounds from a combine monitor. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>prison. | |<code>prison.citizen_camp</code> | ||
| | |Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.redlight_bunker</code> | ||
| | |Constant wind. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.outdoor_courtyard</code> | ||
| | |Wind with far away thumper sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.outdoor_courtyard_hvycombat</code> | ||
| | |Same as above but with gun fire, soliders and antlions dying/attacking. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.trainstation</code> | ||
| | |Room ambience with occasional train horns. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.teleport_area</code> | ||
| | |Combine machine sounds in a big open room. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>prison. | |<code>prison.control_room</code> | ||
| | |Combine beeping sounds with a fan in the background. | ||
|align="center" |0 | |||
|Various radio noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>prison. | |<code>prison.control_room_simple</code> | ||
| | |Computer/combine console hum with centered combine soldier vocoder noise (as heard in nova propekt scripted radio transmissions), but no speech. | ||
|align="center" |0 | |||
|Various radio noises. | |||
|- | |- | ||
| <code>prison. | |<code>prison.combine_wall</code> | ||
| | |Loud ambience of the outside with explosion-like sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.util_quiet_cellblock</code> | ||
| | |Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.util_louder_cellblock</code> | ||
| | |Slightly quieter ambience. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.larger_cellblock_vlightcombat</code> | ||
| | |Machine sounds and metal rumbling in a corridor. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.larger_cellblock_hvycombat</code> | ||
| | |Same as above but with soliders, gunfire and antlions. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.larger_cellblock_lightcombat</code> | ||
| | |Same as above but only with gunfire. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.general_hallway_lightcombat</code> | ||
| | |Hallway with antlions, grenades and soliders. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.general_hallway_vlightcombat</code> | ||
| Same as above but with | |Same as above but with no fights. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.general_dripping_tunnel</code> | ||
| | |A tunnel with water drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.hall_with_burrows</code> | ||
| Hallway with | |Hallway with crickets and antlion burrowing sounds. | ||
|align="center" |0 | |||
|Various antlion sounds. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Various antlion sounds. | |||
|- | |- | ||
| <code>prison. | |<code>prison.electric_water_room</code> | ||
| | |Water flowing in a room with machines in it. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.laundry</code> | ||
| | |Loud, whooshing metallic machinery sounds. | ||
|align="center" |0 | |||
|Ambient laundry machines hum. | |||
|- | |- | ||
| <code>prison. | |<code>prison.watery_hallway</code> | ||
| | |A lot of drips. | ||
| | |||
| | |||
|- | |- | ||
| <code>prison. | |<code>prison.showers</code> | ||
| Loud, | |Loud, fairly high-pitched water pipes and water dripping. | ||
|align="center" |0 | |||
|Running water. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Water dripping. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Steam loop. | |||
|- | |- | ||
| <code>prison.zombie_infested</code> | | <code>prison.zombie_infested</code> | ||
| Flies, distant drips, rats and deep, wind-like sounds. | | Flies, distant drips, rats and deep, wind-like sounds. | ||
| | |||
| | |||
|} | |} | ||
== War-torn [[City 17]] == | == War-torn [[City 17]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>streetwar.util_combine_atmosphere</code> | |||
|Constant random wind gusts and machine-like sounds. | |||
| | |||
| | |||
|- | |||
|<code>streetwar.util_rubble</code> | |||
|Random rubble falling off of somewhere. | |||
| | |||
| | |||
|- | |||
|<code>streetwar.util_sirens</code> | |||
|Manhacks, cityscanners and APCs passing by. | |||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_light_sirens</code> | ||
| | |Same as above but less frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_zombie_infested</code> | ||
| | |Occasional buzzing flies and faint chirping birds. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_light_combat_atmosphere</code> | ||
| | |Random wind blows and metal ambiences, helicopters passing by. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_heavy_combat_atmosphere</code> | ||
| Same as above but | |Same as above but more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_muffled_light_combat</code> | ||
| | |Thunder sounds and distant explosions. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_light_combat</code> | ||
| | |Rare gun fire, zombies, antlions and soliders. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_medium_combat</code> | ||
| Same as above but more frequent. | |Same as above but slightly more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_heavy_combat</code> | ||
| | |Same as above but more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_drips</code> | ||
| | |Water drips close up. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.util_fardrips</code> | ||
| Same as above but | |Same as above but farther away. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.zombie_water_room</code> | ||
| | |Occasional buzzing flies and fairly loud dripping water. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.car_tunnel</code> | ||
| | |Tunnel with cars passing by and silent explosions happening rarely. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_small_tunnel</code> | ||
| | |Ambience of a small tunnel. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.car_tunnel_opensky</code> | ||
| | |Same as "streetwar.car_tunnel" but with outdoor sounds and fighting sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.toxic_car_tunnel</code> | ||
| | |Same as "streetwar.car_tunnel" but with toxic slime gurgling. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.infested_appartments</code> | ||
| | |Flies, fighting sounds, metal creaking and rats in a house. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_indoor_light_combat</code> | ||
| | |Rare fighting from indoors. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_indoor_medium_combat</code> | ||
| Same as | |Same as above, but slightly more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_indoor_heavy_combat</code> | ||
| | |Same as above, but more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_outdoor_light_combat</code> | ||
| | |Fighting sounds from outdoors with alarms. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_outdoor_medium_combat</code> | ||
| Same as above, but slightly more frequent. | |Same as above, but slightly more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.general_outdoor_heavy_combat</code> | ||
| Same as above, but more frequent. | |Same as above, but more frequent. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.destroyed_concrete_building</code> | ||
| Fighting sounds | |Fighting sounds, explosions, wind in a building with outdoor sounds in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.rooftop_heavy_combat</code> | ||
| | |Many fighting sounds with an alarm in the background and wind on top of a roof. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.control_room</code> | ||
| | |Combine machines beeping. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.bank_control_room</code> | ||
| | |Same as above but with no beeping but instead just random machine sounds. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.bank_machine_room</code> | ||
| | |Steam, machine sounds, silent wind in a room full of pipes. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar. | |<code>streetwar.bank_general</code> | ||
| | |A big room with silent wind and with silent fighting in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>e3_c17_01_battle</code> | ||
| | |Fire, silent alarm in the background, fighting sounds. | ||
|align="center" |0 | |||
|Medium sized fire loop. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Combine barricade gate noises. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Ambient city siren loop. | |||
|- | |- | ||
| <code>c17_02_street_lower_1</code> | |<code>c17_02_street_lower_1</code> | ||
| Wind, very silent alarm, fighting sounds. | |Wind, very silent alarm, fighting sounds. | ||
|align="center" |0 | |||
|Combine wall thundering. | |||
|- | |- | ||
| <code>c17_02_street_upper_1</code> | |<code>c17_02_street_upper_1</code> | ||
| Same as above but with explosions and louder fighting. | |Same as above but with explosions and louder fighting. | ||
| | |||
| | |||
|- | |- | ||
| <code>c17_02_street_upper_2</code> | |<code>c17_02_street_upper_2</code> | ||
| Same as above but with a louder alarm. | |Same as above but with a louder alarm. | ||
|align="center" |0 | |||
|Combine wall thundering. | |||
|- | |- | ||
| <code>c17_02_inside_apartments_1</code> | |<code>c17_02_inside_apartments_1</code> | ||
| Random loud metal creaking in a room with fluorescent light. | |Random loud metal creaking in a room with fluorescent light. | ||
|align="center" |0 | |||
|Combine wall thundering and machine noises. | |||
|- | |- | ||
| <code>streetwar.underground_manhack_tunnel</code> | |<code>streetwar.underground_manhack_tunnel</code> | ||
| Loud steam, water dripping, silent machines and high pitched 'stingers'. | |Loud steam, water dripping, silent machines and high pitched 'stingers'. | ||
| | |||
| | |||
|- | |- | ||
| <code>streetwar.vertical_warehouse_arena</code> | |<code>streetwar.vertical_warehouse_arena</code> | ||
| Wind passing by. | |Wind passing by. | ||
| | |||
| | |||
|} | |} | ||
== [[Citadel|Combine Citadel]] == | == [[Citadel|Combine Citadel]] == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |||
|<code>d3_citadel.silence_and_dialog</code> | |||
|Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? | |||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.util_hits</code> | ||
| | |Strange, machine-like sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.util_activity</code> | ||
| | |Strider or gunship sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.util_pods</code> | ||
| | |Strange machine passing by. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.deep_dropoff_inside</code> | ||
| | |Loud ambience with strange machine sounds and enemy sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.pod_vista</code> | ||
| | |Very loud pods moving. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.generic</code> | ||
| | |Kind of silent Citadel ambience with no combat. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.generic_moody</code> | ||
| | |Fairly loud, near-musical Citadel ambience; no combat sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.generic_moody2</code> | ||
| | |Quieter Citadel ambience; no combat sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.stasis_room</code> | ||
| | |Loud ambience with a stasis field with another machine in the background. | ||
|align="center" |0 | |||
|Stasis field. | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.combine_ball_room</code> | ||
| | |Harmonical combine balls passing by with more Citadel ambience. | ||
|align="center" |0 | |||
|Ball field. | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.general_control_room</code> | ||
| | |A combine console with Citadel ambience in the background. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.alyx_teleport_control_room</code> | ||
| | |Various teleport-discharge sounds; machinery audible. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.final_portal_chamber</code> | ||
| | |Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Combine computer terminal. | |||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |2 | |||
|Loud noisy central portal beam. | |||
|- | |- | ||
| <code> | |<code>d3_citadel.top_of_teleport_chamber</code> | ||
| | |High-pitched buzzing; city combat sounds audible. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel_01. | |<code>d3_citadel_01.pipe_entrance</code> | ||
| | |Alarm sound with combat sounds and wind gusts. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel_01. | |<code>d3_citadel_01.cliffside1</code> | ||
| | |Metal creaking and loud wind with the city alarm in the background. | ||
| | |||
| | |||
|- | |- | ||
| <code> | |<code>d3_citadel_01.citadel_entrance</code> | ||
| | |Same as above only silenter and with the citadel ambience slightly audible. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.breen_field</code> | ||
| | |Nearly the same as breen.office but with deep metal scraping sounds. | ||
| | |||
| | |||
|- | |- | ||
| <code>d3_citadel. | |<code>d3_citadel.breen_hall</code> | ||
| Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. | |Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. | ||
| | |||
| | |||
|- | |||
|<code>d3_citadel.breen_office</code> | |||
|Almost identical to above, some sounds are just a little bit quieter and it uses another DSP type. | |||
| | |||
| | |||
|} | |} | ||
[[Category:Level Design]][[Category:Sound System]] | |||
[[Category:Sound System]] |
Revision as of 08:24, 29 March 2018
Here is a list of 245 soundscapes for use in Half-Life 2. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.
Generic and Test
Name | Description | Position Number | Position Description |
---|---|---|---|
Nothing | No DSP, no ambients. | ||
Automatic | DSP 1, dsp_volume 1.0. | ||
automatic_dialog
|
Automatic DSP at 50% mix. | ||
e3_techdemo_gmanspeaking
|
DSP 10. | ||
e3_Techdemo_02
|
Physics room. | ||
e3_Techdemo_03
|
DSP 1. | ||
e3_Techdemo_05
|
Dripping cave ambient. | ||
e3_Techdemo_06
|
Lake. | ||
e3_end
|
Identical to Nothing. | ||
GenericIndoor
|
Electric hum. | ||
GenericOutdoor
|
Fluorescent lighting hum like above. | 0 | Quiet electric hum. |
Cabin
|
Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). | 0 | Faint banjo-like music and indistinct singing. |
1 | Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. | ||
cabin_outdoor
|
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 | 0 | TV music. |
Train Station and City 17
Name | Description | Position Number | Position Description |
---|---|---|---|
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 a combine terminal. | 0 | Combine computer terminal. |
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 | Position Number | Position Description |
---|---|---|---|
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 | Position Number | Position Description |
---|---|---|---|
d1_canals.util_windgusts
|
Wind gusts and snippets. | ||
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 a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | 0 | Loop of a train driving by overhead. |
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 hitting a boat. | 1 | Water hitting boat. |
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. | 2 | Dripping water. |
3 | Wind blowing in a corridor, dripping water and other echoing sewer like effects. | ||
d1_truck_pass
|
Quick, low noise of trucks and other vehicles passing by overhead. 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". | 2 | Dripping water. |
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. | 0 | Running river water loop. |
1 | Running river water loop. | ||
2 | Ambient corridor wind. | ||
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. | 0 | Quiet loop of a running diesel engine. |
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. | 0 | Ambient corridor wind. |
2 | Constant flow water leaking. | ||
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. | 0 | Water dripping. |
1 | Loop of different kind of critters. | ||
d1_canals.general_watery_tunnel_shore
|
Similar to above but 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. | 0 | Headcrab canister. |
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. | 0 | Beeping of a Manhack charging station. |
1 | Combine computer terminal. | ||
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. | 0 | Windchimes. |
canals_slime_outside
|
Constant slime gurgling with random slime sounds inside a corridor. | 0 | Burbling toxic slime. |
canals_slime_tunnel
|
Same as above but with wind gusts. | 0 | Burbling toxic slime. |
canals_tunnel_dry
|
Tunnel ambient with wind gusts and the sound of as if cars are driving by overhead. | ||
canals_tunnel_wet
|
Dripping wet tunnel with wind snippets. | ||
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. | 0 | Burbling toxic slime. |
1 | Burbling toxic slime. | ||
d1_canals_05_shanty
|
Wind, headcrab canister ambience and constant steam sound. | 0 | Burbling toxic slime. |
1 | Burbling toxic slime. | ||
2 | Headcrab canister. | ||
3 | Headcrab canister. | ||
4 | Headcrab canister. | ||
5 | Headcrab canister. | ||
6 | Headcrab canister. | ||
d1_canals_07_entry_tunnel
|
Water drips in a tunnel. | 0 | Far water drips. |
1 | Water drips. | ||
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
|
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. | 0 | Far water drips. |
1 | Water drips. | ||
d1_canals_08a_tunnel_exit
|
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
|
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. | 0 | Wood creaking. |
1 | Wood creaking. | ||
canals_canal_water_creaking_metal
|
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". | 0 | Metal stress. |
1 | Metal stress. | ||
d1_canals_08_entry_tunnel
|
Loud water dripping inside a tunnel. | 0 | Far dripping water. |
2 | Helicopter passing by every 15-25 seconds. | ||
d1_canals_08_reservoir
|
Loud constant water waves. | 1 | Loud pouring dam water. |
d1_canals_08_island
|
Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds. | 0 | Loud pouring dam water. |
d1_canals_08_base_interior
|
The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes. | 1 | Combine computer terminal. |
Kleiner's Lab and Black Mesa East
Name | Description | Position Number | Position Description |
---|---|---|---|
K_lab.LabSounds
|
Slime gurgling in a room with machines. | 0 | Slime gurgling loop. |
1 | Computer beeping and other machine noises. | ||
E3_lab.LabSounds
|
Fluorescent lights in a laboratory with machines and music playing. | 0 | Various strange machine noises (goo tubes). |
1 | Running lab machines. | ||
eli_01_lab_main_1
|
Machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. | 0 | Quiet water sounds and slime gurgling noises. |
1 | Beeping lab equipment. | ||
2 | The sound of moving elevators from an elevator shaft. | ||
3 | Vort lab machine hum. | ||
eli_01_elevator_1
|
Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. | ||
eli_01_upperhall_2
|
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. | 0 | Randomly metal rattling, rain dripping and people coughing. |
eli_01_upperhall_1
|
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
|
Slightly louder and more resonant version of "eli_01_upperhall_2", with the sounds becoming a bit stronger and more "present". | 0 | Quiet engine sounds and random metal rattling, rain dripping and people coughing. |
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. | 0 | Quiet running engine. |
eli_02_lower_corridor_1
|
Metal rumbling and shuffling in a corridor. | ||
eli_02_ravenshaft_1
|
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. | 0 | Quiet wood creaking, strange cave noises and rock rumbles. |
eli_02_scrapyard_1
|
Outside ambience with no life. | ||
eli_02_scrapyard_2
|
Same as above but with dull metal sounds. |
Ravenholm
Name | Description | Position Number | Position Description |
---|---|---|---|
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
|
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
|
Identical to Automatic. | ||
d1_town.Rooftop
|
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 | Position Number | Position Description |
---|---|---|---|
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. | 0 | Windchimes. |
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. | 0 | Water waves crashing. |
1 | Water waves crashing. | ||
2 | Water waves crashing. | ||
3 | Water waves crashing. | ||
4 | Water waves crashing. | ||
coast.shoreline_with_antlion_dens
|
Similar to "coast.general_shoreline", but with antlion sounds. | 0 | Antlion den sounds. |
1 | Antlion den sounds. | ||
2 | Antlion den sounds. | ||
3 | Antlion den 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.generic_ambient_01
|
Similar to above, but without the antlions. | ||
coast.distant_shoreline
|
Distant waves breaking, wind gusting and close-range antlion sounds. | 0 | Antlion den sounds. |
1 | Antlion den sounds. | ||
2 | Antlion den sounds. |
Nova Prospekt
Name | Description | Position Number | Position Description |
---|---|---|---|
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
|
Rubbles and machine sounds from a combine monitor. | 0 | Combine computer terminal. |
prison.citizen_camp
|
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. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
prison.control_room
|
Combine beeping sounds with a fan in the background. | 0 | Various radio noises. |
1 | Combine computer terminal. | ||
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. | 0 | Various radio noises. |
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. | 0 | Various antlion sounds. |
1 | Various antlion sounds. | ||
prison.electric_water_room
|
Water flowing in a room with machines in it. | ||
prison.laundry
|
Loud, whooshing metallic machinery sounds. | 0 | Ambient laundry machines hum. |
prison.watery_hallway
|
A lot of drips. | ||
prison.showers
|
Loud, fairly high-pitched water pipes and water dripping. | 0 | Running water. |
1 | Water dripping. | ||
2 | Steam loop. | ||
prison.zombie_infested
|
Flies, distant drips, rats and deep, wind-like sounds. |
War-torn City 17
Name | Description | Position Number | Position Description |
---|---|---|---|
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. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
streetwar.bank_control_room
|
Same as above but with no beeping but instead just random machine sounds. | 0 | Combine computer terminal. |
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. | 0 | Medium sized fire loop. |
1 | Combine barricade gate noises. | ||
2 | Ambient city siren loop. | ||
c17_02_street_lower_1
|
Wind, very silent alarm, fighting sounds. | 0 | Combine wall thundering. |
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. | 0 | Combine wall thundering. |
c17_02_inside_apartments_1
|
Random loud metal creaking in a room with fluorescent light. | 0 | Combine wall thundering and machine noises. |
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 | Position Number | Position Description |
---|---|---|---|
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
|
Loud ambience with a stasis field with another machine in the background. | 0 | Stasis field. |
d3_citadel.combine_ball_room
|
Harmonical combine balls passing by with more Citadel ambience. | 0 | Ball field. |
d3_citadel.general_control_room
|
A combine console with Citadel ambience in the background. | 0 | Combine computer terminal. |
d3_citadel.alyx_teleport_control_room
|
Various teleport-discharge sounds; machinery audible. | 0 | Combine computer terminal. |
d3_citadel.final_portal_chamber
|
Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
2 | Loud noisy central portal beam. | ||
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
|
Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. | ||
d3_citadel.breen_office
|
Almost identical to above, some sounds are just a little bit quieter and it uses another DSP type. |