List of HL2 Soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Changed the look of the table for easier organisation, added numbers and descriptions for all positions and removed some text at the top of the page which was not needed anymore.)
Line 6: Line 6:
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. The list below will in time be upgraded to include descriptions of each soundscape's positional components if present.
 
Soundscapes with positional information are indicated by the prefix [POS]. These soundscapes were tested in a 1024 x 1024 x 1024 closed chamber, with the soundscape at the center, the player near the center and the eight directional markers in a circle with a radius of 512 around the soundscape and player. Marker 0 is at the left of the player (his nine o'clock), at player height; Marker 1 at a left 45 degree angle; Marker 2 dead ahead (12 o'clock); Marker 4 to the right of the player (three o'clock), and so on around the circle. After testing from the center, the player is walked in a circle through the markers to detect local sounds.
 


== Generic and Test ==
== Generic and Test ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!Description
!Position Number
!Position Description
|-
|-
| ''Nothing''
|''Nothing''
| No DSP, no ambients
|No DSP, no ambients.
|
|
|-
|-
| ''Automatic''
|''Automatic''
| Automatic dsp at 50% mix
|DSP 1, dsp_volume 1.0.
|
|
|-
|-
| <code>automatic_dialog</code>
|<code>automatic_dialog</code>
| ''dsp "1" dsp_volume "0.5"''
|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'
|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>e3_Techdemo_05</code>
|<code>e3_end</code>
| Dripping cave ambient
|Identical to ''Nothing''.
|
|
|-
|-
| <code>e3_Techdemo_06</code>
|<code>GenericIndoor</code>
| Lake
|Electric hum.
|
|
|-
|-
| <code>e3_end</code>
|<code>GenericOutdoor</code>
|  
|Fluorescent lighting hum like above.
|align="center" |0
|Quiet electric hum.
|-
|-
| <code>GenericIndoor</code>
|<code>Cabin</code>
| Electric hum
|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.
|-
|-
| <code>GenericOutdoor</code>
|
| Same hum, but quieter
|
|align="center" |1
|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
|-
|-
| <code>Cabin</code>
|<code>cabin_outdoor</code>
| [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.
|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>cabin_outdoor</code>
|<code>test_tvset</code>
| [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''.
|Music coming from a TV set
|align="center" |0
|TV music.
|-
|-
| <code>test_tvset</code>
| Music coming from a TV set
|}
|}


== Train Station and [[City 17]] ==
== Train Station and [[City 17]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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 <code>combine.computer</code>.
|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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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 ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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 what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.
|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 masses hitting pontoons.
|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>d1_canals_junkyard</code>
|<code>d1_canals.drainroom</code>
| Similar to <code>d1_canals_traincanal</code>. Distant helicopter also.
|Loud running water and industrial hum. Distant PA.
|align="center" |0
|Running river water loop.
|-
|-
| <code>d1_canals_copcanals</code>
|
| Similar to <code>d1_canals_traincanal</code> plus water dripping and different PA announcement concerning evasion behaviour and alerts.
|
|align="center" |1
|Running river water loop.
|-
|-
| <code>d1_truck_pass</code>
|
| Quick, low noise. For use with other soundscapes.
|
|align="center" |2
|Ambient corridor wind.
|-
|-
| <code>d1_canals_barnacle_tunnel</code>
|<code>d1_canals.03copsattackthroughboards</code>
| Wind gusts in a tunnel. Distant city noises and sirens. PA announcement charging the player with "socioendangerment level 1" and instructing CPs.
|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>d1_canals_pipe_chamber</code>
|<code>d1_canals.03entrytunnel</code>
| Drips. Distant city noises and sirens. occasional helicopter fly-bys.
|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.
|-
|-
| <code>d1_canals_cop_alerted</code>
|
| Similar to <code>d1_canals_pipe_chamber</code>. PA announcement charging player with "socioendangerment level 5".
|
|align="center" |2
|Constant flow water leaking.
|-
|-
| <code>d1_canals.heli_slide_tunnels</code>
|<code>d1_canals.steamtunnel</code>
| Interior. Loud running water and drips close by. Distant PA, trucks and sirens.
|Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming.
|
|
|-
|-
| <code>d1_canals.heli_attack</code>
|<code>d1_canals.waterpuzzleroom</code>
| Exterior. Loud city noises. PA, helicopter, squeak of rapidly accelerating trucks.
|Loud industrial hum. Drips. No PA.
|
|
|-
|-
| <code>d1_canals.drainroom</code>
|<code>d1_canals.util_birds</code>
| Loud running water and industrial hum. Distant PA.
|Infrequent bird squawks.
|
|
|-
|-
| <code>d1_canals.03copsattackthroughboards</code>
|<code>d1_canals.util_critters</code>
| Exterior. City ambience. PA ("Individual, you are charged with..."), constant close helicopters left and right, occasional train and other traffic sounds, distant sirens.
|Infrequent croaking noises.
|
|
|-
|-
| <code>d1_canals.03entrytunnel</code>
|<code>d1_canals.util_tunnel_windgusts</code>
| Interior, tunnel. Close frequent dripping sounds left, right and centre. PA ("Individual..."), distant helicopters left and right, occasional train horn, various distant sirens.
|Occasional (infrequent) wind blowing through tunnel, varying pitches.
|
|
|-
|-
| <code>d1_canals.steamtunnel</code>
|<code>d1_canals.util_critters_under_docks</code>
| Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming.
|Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises.
|
|
|-
|-
| <code>d1_canals.waterpuzzleroom</code>
|<code>d1_canals.util_toxic_slime</code>
| Loud industrial hum. Drips. No PA.
|Gurgling and hissing.
|
|
|-
|-
| <code>d1_canals.util_birds</code>
|<code>d1_canals.util_industrial</code>
| Infrequent bird squawks.
|Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent.
|
|
|-
|-
| <code>d1_canals.util_critters</code>
|<code>d1_canals.general_dripping_tunnel</code>
| Infrequent croaking noises.
|Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds.
|
|
|-
|-
| <code>d1_canals.util_tunnel_windgusts</code>
|<code>d1_canals.general_windy_tunnel</code>
| Occasional (infrequent) wind blowing through tunnel, varying pitches.
|Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans.
|
|
|-
|-
| <code>d1_canals.util_critters_under_docks</code>
|<code>d1_canals.general_watery_tunnel</code>
| Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises.
|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.
|-
|-
| <code>d1_canals.util_toxic_slime</code>
|
| Gurgling and hissing.
|
|align="center" |1
|Loop of different kind of critters.
|-
|-
| <code>d1_canals.util_industrial</code>
|<code>d1_canals.general_watery_tunnel_shore</code>
| Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent.
|Similar to above but with the sound of waves regularly breaking in a small rocky lagoon.
|
|
|-
|-
| <code>d1_canals.general_dripping_tunnel</code>
|<code>d1_canals.redbarn_ambience</code>
| Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds.
|Hissing (of a headcrab canister?) Distant critters and creaks.
|align="center" |0
|Headcrab canister.
|-
|-
| <code>d1_canals.general_windy_tunnel</code>
|<code>d1_canals.floodgate_base_ambience</code>
| Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans.
|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.
|-
|-
| <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" |1
|Combine computer terminal.
|-
|-
| <code>d1_canals.general_watery_tunnel_shore</code>
|<code>d1_canals.floodgate_machineroom</code>
| As above with the sound of waves regularly breaking in a small rocky lagoon.
|Looped machines droning as of a pump or motor.
|
|
|-
|-
| <code>d1_canals.redbarn_ambience</code>
|<code>d1_canals.shore_and_reeds</code>
| Hissing (of a headcrab canister?) Distant critters and creaks.
|Waves and occasional frog croaks/critter chirps and bird song. Occasional wind gusts. Notably quiet with no constant ambient wind noise.
|
|
|-
|-
| <code>d1_canals.floodgate_base_ambience</code>
|<code>d1_canals.spooky_infested_pipe</code>
| 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.
|Dripping at center-right with occasional eerie, modulating wind noise with stereo movement effect. Very rare critter chirps.
|
|
|-
|-
| <code>d1_canals.floodgate_machineroom</code>
|<code>d1_canals.water_tunnel_with_frogs</code>
| Looped machines droning as of a pump or motor.
|Constant sound of pipe draining into water, with waves breaking and constant, voluminous frog song.
|
|
|-
|-
| <code>d1_canals.shore_and_reeds</code>
|<code>d1_canals.windchimes_and_wind</code>
| Waves and occasional frog croaks/critter chirps and bird song. Occasional wind gusts. Notably quiet with no constant ambient wind noise.
|Constant wind whistling mixed with intermittent wind chime song.
|align="center" |0
|Windchimes.
|-
|-
| <code>d1_canals.spooky_infested_pipe</code>
|<code>canals_slime_outside</code>
| Dripping at center-right with occasional eerie, modulating wind noise with stereo movement effect. Very rare critter chirps.
|Constant slime gurgling with random slime sounds inside a corridor.
|align="center" |0
|Burbling toxic slime.
|-
|-
| <code>d1_canals.water_tunnel_with_frogs</code>
|<code>canals_slime_tunnel</code>
| Constant sound of pipe draining into water, with waves breaking and constant, voluminous frog song.
|Same as above but with wind gusts.
|align="center" |0
|Burbling toxic slime.
|-
|-
| <code>d1_canals.windchimes_and_wind</code>
|<code>canals_tunnel_dry</code>
| Constant wind whistling mixed with intermittent wind chime song.
|Tunnel ambient with wind gusts and the sound of as if cars are driving by overhead.
|
|
|-
|-
| <code>canals_slime_outside</code>
|<code>canals_tunnel_wet</code>
| Constant slime gurgling with random slime sounds inside a corridor.
|Dripping wet tunnel with wind snippets.
|
|
|-
|-
| <code>canals_slime_tunnel</code>
|<code>canals_canal_nowater</code>
| Same as above.
|Birds and wind.
|
|
|-
|-
| <code>canals_tunnel_dry</code>
|<code>canals_canal_water</code>
| Tunnel ambience.
|Same as above only with water waves.
|
|
|-
|-
| <code>canals_tunnel_wet</code>
|<code>canals_canal_water_industrial</code>
| Dripping sounds inside a tunnel.
|Same as above only with machine rumbling.
|
|
|-
|-
| <code>canals_canal_nowater</code>
|<code>canals_river</code>
| Birds and wind.
|Wind and water waves.
|
|
|-
|-
| <code>canals_canal_water</code>
|<code>canals_river_calm</code>
| Same as above only with water waves.
|Same as above but with crickets.
|
|
|-
|-
| <code>canals_canal_water_industrial</code>
|<code>d1_canals_05_shanty_approach</code>
| Same as above only with machine rumbling.
|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.
|-
|-
| <code>canals_river</code>
|
| Wind and water waves.
|
|align="center" |1
|Burbling toxic slime.
|-
|-
| <code>canals_river_calm</code>
|<code>d1_canals_05_shanty</code>
| Same as above but with crickets.
|Wind, headcrab canister ambience and constant steam sound.
|align="center" |0
|Burbling toxic slime.
|-
|-
| <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" |1
|Burbling toxic slime.
|-
|-
| <code>d1_canals_05_shanty</code>
|
| Wind, headcrab canister ambience and constant steam sound.
|
|align="center" |2
|Headcrab canister.
|-
|-
| <code>d1_canals_07_entry_tunnel</code>
|
| Water drips in a tunnel.
|
|align="center" |3
|Headcrab canister.
|-
|-
| <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.
|
|align="center" |4
|Headcrab canister.
|-
|-
| <code>d1_canals_08a_gun_tunnel_entrance</code>
|
| Continuous running water sound, centre, plus sound of waves breaking, centre.
|
|align="center" |5
|Headcrab canister.
|-
|-
| <code>d1_canals_08a_puzzle_arena</code>
|
| Waves breaking, infrequent chirping and wind noises.
|
|align="center" |6
|Headcrab canister.
|-
|-
| <code>d1_canals_08a_gun_scene</code>
|<code>d1_canals_07_entry_tunnel</code>
| [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.
|Water drips in a tunnel.
|align="center" |0
|Far water drips.
|-
|-
| <code>d1_canals_08a_tunnel_exit</code>
|
| [POS] No pronounced positional effects. A somewhat simpler version of <code>d1_canals_08a_gun_scene</code>, 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 <code>d1_canals_08a_gun_scene</code>. No dripping or liquid sounds.
|
|align="center" |1
|Water drips.
|-
|-
| <code>canals_canal_water_creaking_wood</code>
|<code>d1_canals_07a_warehouse</code>
| [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.
|Occasional creaking of wooden structures, repeated random high-pitched wind howling at varying pans, continuous sinister-sounding low-pitched modulated humming/droning sound.
|
|
|-
|-
| <code>canals_canal_water_creaking_metal</code>
|<code>d1_canals_08a_gun_tunnel_entrance</code>
| [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 <code>canals_canal_water_creaking_wood</code>.
|Continuous running water sound, centre, plus sound of waves breaking, centre.
|
|
|-
|-
| <code>d1_canals_08_entry_tunnel</code>
|<code>d1_canals_08a_puzzle_arena</code>
| Loud water dripping inside a tunnel.
|Waves breaking, infrequent chirping and wind noises.
|
|
|-
|-
| <code>d1_canals_08_reservoir</code>
|<code>d1_canals_08a_gun_scene</code>
| Loud constant water waves.
|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.
|-
|-
| <code>d1_canals_08_island</code>
|
| [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.
|
|align="center" |1
|Water drips.
|-
|-
| <code>d1_canals_08_base_interior</code>
|<code>d1_canals_08a_tunnel_exit</code>
| [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.
|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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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.
|-
|-
| <code>E3_lab.LabSounds</code>
|
| Fluorescent lights in a laboratory with machines and music playing.
|
|align="center" |1
|Computer beeping and other machine noises.
|-
|-
| <code>eli_01_lab_main_1</code>
|<code>E3_lab.LabSounds</code>
| [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.
|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>
|
| [POS] No pronounced positional effects. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: ''hwuuung - hwuuung - hwunng''.
|
|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>
| [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.
|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>
| [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.
|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>
| [POS] Slightly louder and more resonant version of <code>eli_01_upperhall_2</code>, with the sounds becoming a bit stronger and more "present" at Position 0. No other positional effects.
|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>
| [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.
|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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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>
| [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.
|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>
| [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.  
|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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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.
|-
|-
| <code>coast.shoreline_with_antlion_dens</code>
|
| Similar to <code>coast.general_shoreline</code>, but with antlion sounds.
|
|align="center" |1
|Water waves crashing.
|-
|-
| <code>coast.bridge_ambient</code>
|
| Wind blowing, seagulls calling.
|
|align="center" |2
|Water waves crashing.
|-
|-
| <code>coast.bridge_shack</code>
|
| Same as above but quieter.
|
|align="center" |3
|Water waves crashing.
|-
|-
| <code>coast.cliffside</code>
|
| A mix of <code>coast.general_shoreline</code> and <code>coast.util_crumblycliff</code>.
|
|align="center" |4
|Water waves crashing.
|-
|-
| <code>coast.bridge_concrete_room</code>
|<code>coast.shoreline_with_antlion_dens</code>
| Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements.
|Similar to "coast.general_shoreline", but with antlion sounds.
|align="center" |0
|Antlion den sounds.
|-
|-
| <code>coast.distant_shoreline</code>
|
| Distant waves breaking, wind gusting and close-range antlion 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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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.util_distantcombat_verylight</code>
|<code>prison.util_drips</code>
| Quiet ambience,occasionally the sound of a soldier dying, or gunfire
|Same drips but closer.
|
|
|-
|-
| <code>prison.util_distantcombat_light</code>
|<code>prison.util_distant_trains</code>
| Identical to the soundscape above, just with more gunfire, and antlion hiss'
|Far away train horns.
|
|
|-
|-
| <code>prison.util_distantcombat_heavy</code>
|<code>prison.util_radio</code>
| Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions
|Random radio sounds.
|
|
|-
|-
| <code>prison.util_antlion_burrows</code>
|<code>prison.util_control_room</code>
| Sound of Antlions hissing and growling, waiting to ambush the enemy
|Rubbles and machine sounds from a combine monitor.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>prison.util_fardrips</code>
|<code>prison.citizen_camp</code>
| Far away drips.
|Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds.
|
|
|-
|-
| <code>prison.util_drips</code>
|<code>prison.redlight_bunker</code>
| Same drips but closer.
|Constant wind.
|
|
|-
|-
| <code>prison.util_distant_trains</code>
|<code>prison.outdoor_courtyard</code>
| Far away train horns.
|Wind with far away thumper sounds.
|
|
|-
|-
| <code>prison.util_radio</code>
|<code>prison.outdoor_courtyard_hvycombat</code>
| Random radio sounds.
|Same as above but with gun fire, soliders and antlions dying/attacking.
|
|
|-
|-
| <code>prison.util_control_room</code>
|<code>prison.trainstation</code>
| Random machine sounds from a combine monitor.
|Room ambience with occasional train horns.
|
|
|-
|-
| <code>prison.citizen_camp</code>
|<code>prison.teleport_area</code>
| [POS] No pronounced positional effects. Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds.
|Combine machine sounds in a big open room.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>prison.redlight_bunker</code>
|
| Constant wind.
|
|align="center" |1
|Combine computer terminal.
|-
|-
| <code>prison.outdoor_courtyard</code>
|<code>prison.control_room</code>
| Wind with far away thumper sounds.
|Combine beeping sounds with a fan in the background.
|align="center" |0
|Various radio noises.
|-
|-
| <code>prison.outdoor_courtyard_hvycombat</code>
|
| Same as above but with gun fire, soliders and antlions dying/attacking.
|
|align="center" |1
|Combine computer terminal.
|-
|-
| <code>prison.trainstation</code>
|<code>prison.control_room_simple</code>
| Room ambience with occasional train horns.
|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.teleport_area</code>
|<code>prison.combine_wall</code>
| Combine machine sounds in a big open room.
|Loud ambience of the outside with explosion-like sounds.
|
|
|-
|-
| <code>prison.control_room</code>
|<code>prison.util_quiet_cellblock</code>
| Combine beeping sounds with a fan in the background.
|Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own.
|
|
|-
|-
| <code>prison.control_room_simple</code>
|<code>prison.util_louder_cellblock</code>
| Computer/combine console hum with centered combine soldier vocoder noise (as heard in nova propekt scripted radio transmissions), but no speech.
|Slightly quieter ambience.
|
|
|-
|-
| <code>prison.combine_wall</code>
|<code>prison.larger_cellblock_vlightcombat</code>
| Loud ambience of the outside with explosion-like sounds.
|Machine sounds and metal rumbling in a corridor.
|
|
|-
|-
| <code>prison.util_quiet_cellblock</code>
|<code>prison.larger_cellblock_hvycombat</code>
| Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own.
|Same as above but with soliders, gunfire and antlions.
|
|
|-
|-
| <code>prison.util_louder_cellblock</code>
|<code>prison.larger_cellblock_lightcombat</code>
| Slightly quieter ambience.
|Same as above but only with gunfire.
|
|
|-
|-
| <code>prison.larger_cellblock_vlightcombat</code>
|<code>prison.general_hallway_lightcombat</code>
| Machine sounds and metal rumbling in a corridor.
|Hallway with antlions, grenades and soliders.
|
|
|-
|-
| <code>prison.larger_cellblock_hvycombat</code>
|<code>prison.general_hallway_vlightcombat</code>
| Same as above but with soliders, gunfire and antlions.
|Same as above but with no fights.
|
|
|-
|-
| <code>prison.larger_cellblock_lightcombat</code>
|<code>prison.general_dripping_tunnel</code>
| Same as above but only with gunfire.
|A tunnel with water drips.
|
|
|-
|-
| <code>prison.general_hallway_lightcombat</code>
|<code>prison.hall_with_burrows</code>
| Hallway with antlions, grenades and soliders.
|Hallway with crickets and antlion burrowing sounds.
|align="center" |0
|Various antlion sounds.
|-
|-
| <code>prison.general_hallway_vlightcombat</code>
|
| Same as above but with no fights.
|
|align="center" |1
|Various antlion sounds.
|-
|-
| <code>prison.general_dripping_tunnel</code>
|<code>prison.electric_water_room</code>
| A tunnel with water drips.
|Water flowing in a room with machines in it.
|
|
|-
|-
| <code>prison.hall_with_burrows</code>
|<code>prison.laundry</code>
| Hallway with crickets and antlion burrowing sounds.
|Loud, whooshing metallic machinery sounds.
|align="center" |0
|Ambient laundry machines hum.
|-
|-
| <code>prison.electric_water_room</code>
|<code>prison.watery_hallway</code>
| Water flowing in a room with machines in it.
|A lot of drips.
|
|
|-
|-
| <code>prison.laundry</code>
|<code>prison.showers</code>
| Loud, whooshing metallic machinery sounds.
|Loud, fairly high-pitched water pipes and water dripping.
|align="center" |0
|Running water.
|-
|-
| <code>prison.watery_hallway</code>
|
| A lot of drips.
|
|align="center" |1
|Water dripping.
|-
|-
| <code>prison.showers</code>
|
| Loud, fairly high-pitched water pipes and 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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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.util_combine_atmosphere</code>
|<code>streetwar.util_light_sirens</code>
| Constant random wind gusts and machine-like sounds.
|Same as above but less frequent.
|
|
|-
|-
| <code>streetwar.util_rubble</code>
|<code>streetwar.util_zombie_infested</code>
| Random rubble falling off of somewhere.
|Occasional buzzing flies and faint chirping birds.
|
|
|-
|-
| <code>streetwar.util_sirens</code>
|<code>streetwar.util_light_combat_atmosphere</code>
| Manhacks, cityscanners and APCs passing by.
|Random wind blows and metal ambiences, helicopters passing by.
|
|
|-
|-
| <code>streetwar.util_light_sirens</code>
|<code>streetwar.util_heavy_combat_atmosphere</code>
| Same as above but less frequent.
|Same as above but more frequent.
|
|
|-
|-
| <code>streetwar.util_zombie_infested</code>
|<code>streetwar.util_muffled_light_combat</code>
| Occasional buzzing flies and faint chirping birds.
|Thunder sounds and distant explosions.
|
|
|-
|-
| <code>streetwar.util_light_combat_atmosphere</code>
|<code>streetwar.util_light_combat</code>
| Random wind blows and metal ambiences, helicopters passing by.
|Rare gun fire, zombies, antlions and soliders.
|
|
|-
|-
| <code>streetwar.util_heavy_combat_atmosphere</code>
|<code>streetwar.util_medium_combat</code>
| Same as above but more frequent.
|Same as above but slightly more frequent.
|
|
|-
|-
| <code>streetwar.util_muffled_light_combat</code>
|<code>streetwar.util_heavy_combat</code>
| Thunder sounds and distant explosions.
|Same as above but more frequent.
|
|
|-
|-
| <code>streetwar.util_light_combat</code>
|<code>streetwar.util_drips</code>
| Rare gun fire, zombies, antlions and soliders.
|Water drips close up.
|
|
|-
|-
| <code>streetwar.util_medium_combat</code>
|<code>streetwar.util_fardrips</code>
| Same as above but slightly more frequent.
|Same as above but farther away.
|
|
|-
|-
| <code>streetwar.util_heavy_combat</code>
|<code>streetwar.zombie_water_room</code>
| Same as above but more frequent.
|Occasional buzzing flies and fairly loud dripping water.
|
|
|-
|-
| <code>streetwar.util_drips</code>
|<code>streetwar.car_tunnel</code>
| Water drips close up.
|Tunnel with cars passing by and silent explosions happening rarely.
|
|
|-
|-
| <code>streetwar.util_fardrips</code>
|<code>streetwar.general_small_tunnel</code>
| Same as above but farther away.
|Ambience of a small tunnel.
|
|
|-
|-
| <code>streetwar.zombie_water_room</code>
|<code>streetwar.car_tunnel_opensky</code>
| Occasional buzzing flies and fairly loud dripping water.
|Same as "streetwar.car_tunnel" but with outdoor sounds and fighting sounds.
|
|
|-
|-
| <code>streetwar.car_tunnel</code>
|<code>streetwar.toxic_car_tunnel</code>
| Tunnel with cars passing by and silent explosions happening rarely.
|Same as "streetwar.car_tunnel" but with toxic slime gurgling.
|
|
|-
|-
| <code>streetwar.general_small_tunnel</code>
|<code>streetwar.infested_appartments</code>
| Ambience of a small tunnel.
|Flies, fighting sounds, metal creaking and rats in a house.
|
|
|-
|-
| <code>streetwar.car_tunnel_opensky</code>
|<code>streetwar.general_indoor_light_combat</code>
| Same as <code>streetwar.car_tunnel</code> but with outdoor sounds and fighting sounds.
|Rare fighting from indoors.
|
|
|-
|-
| <code>streetwar.toxic_car_tunnel</code>
|<code>streetwar.general_indoor_medium_combat</code>
| Same as <code>streetwar.car_tunnel</code> but with toxic slime gurgling.
|Same as above, but slightly more frequent.
|
|
|-
|-
| <code>streetwar.infested_appartments</code>
|<code>streetwar.general_indoor_heavy_combat</code>
| Flies, fighting sounds, metal creaking and rats in a house.
|Same as above, but more frequent.
|
|
|-
|-
| <code>streetwar.general_indoor_light_combat</code>
|<code>streetwar.general_outdoor_light_combat</code>
| Rare fighting from indoors.
|Fighting sounds from outdoors with alarms.
|
|
|-
|-
| <code>streetwar.general_indoor_medium_combat</code>
|<code>streetwar.general_outdoor_medium_combat</code>
| Same as above, but slightly more frequent.
|Same as above, but slightly more frequent.
|
|
|-
|-
| <code>streetwar.general_indoor_heavy_combat</code>
|<code>streetwar.general_outdoor_heavy_combat</code>
| Same as above, but more frequent.
|Same as above, but more frequent.
|
|
|-
|-
| <code>streetwar.general_outdoor_light_combat</code>
|<code>streetwar.destroyed_concrete_building</code>
| Fighting sounds from outdoors with alarms.
|Fighting sounds, explosions, wind in a building with outdoor sounds in the background.
|
|
|-
|-
| <code>streetwar.general_outdoor_medium_combat</code>
|<code>streetwar.rooftop_heavy_combat</code>
| Same as above, but slightly more frequent.
|Many fighting sounds with an alarm in the background and wind on top of a roof.
|
|
|-
|-
| <code>streetwar.general_outdoor_heavy_combat</code>
|<code>streetwar.control_room</code>
| Same as above, but more frequent.
|Combine machines beeping.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>streetwar.destroyed_concrete_building</code>
|
| Fighting sounds, explosions, wind in a building with outdoor sounds in the background.
|
|align="center" |1
|Combine computer terminal.
|-
|-
| <code>streetwar.rooftop_heavy_combat</code>
|<code>streetwar.bank_control_room</code>
| Many fighting sounds with an alarm in the background and wind on top of a roof.
|Same as above but with no beeping but instead just random machine sounds.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>streetwar.control_room</code>
|<code>streetwar.bank_machine_room</code>
| Combine machines beeping.
|Steam, machine sounds, silent wind in a room full of pipes.
|
|
|-
|-
| <code>streetwar.bank_control_room</code>
|<code>streetwar.bank_general</code>
| Same as above but with no beeping but instead just random machine sounds.
|A big room with silent wind and with silent fighting in the background.
|
|
|-
|-
| <code>streetwar.bank_machine_room</code>
|<code>e3_c17_01_battle</code>
| Steam, machine sounds, silent wind in a room full of pipes.
|Fire, silent alarm in the background, fighting sounds.
|align="center" |0
|Medium sized fire loop.
|-
|-
| <code>streetwar.bank_general</code>
|
| A big room with silent wind and with silent fighting in the background.
|
|align="center" |1
|Combine barricade gate noises.
|-
|-
| <code>e3_c17_01_battle</code>
|
| Fire, silent alarm in the background, fighting sounds.
|
|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]] ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!Name
!align=left| Description and Notes
!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.silence_and_dialog</code>
|<code>d3_citadel.util_hits</code>
| Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing?
|Strange, machine-like sounds.
|
|
|-
|-
| <code>d3_citadel.util_hits</code>
|<code>d3_citadel.util_activity</code>
| Strange, machine-like sounds.
|Strider or gunship sounds.
|
|
|-
|-
| <code>d3_citadel.util_activity</code>
|<code>d3_citadel.util_pods</code>
| Strider or gunship sounds.
|Strange machine passing by.
|
|
|-
|-
| <code>d3_citadel.util_pods</code>
|<code>d3_citadel.deep_dropoff_inside</code>
| Strange machine passing by.
|Loud ambience with strange machine sounds and enemy sounds.
|
|
|-
|-
| <code>d3_citadel.deep_dropoff_inside</code>
|<code>d3_citadel.pod_vista</code>
| Loud ambience with strange machine sounds and enemy sounds.
|Very loud pods moving.
|
|
|-
|-
| <code>d3_citadel.pod_vista</code>
|<code>d3_citadel.generic</code>
| Very loud pods moving.
|Kind of silent Citadel ambience with no combat.
|
|
|-
|-
| <code>d3_citadel.generic</code>
|<code>d3_citadel.generic_moody</code>
| Kind of silent Citadel ambience with no combat.
|Fairly loud, near-musical Citadel ambience; no combat sounds.
|
|
|-
|-
| <code>d3_citadel.generic_moody</code>
|<code>d3_citadel.generic_moody2</code>
| Fairly loud, near-musical Citadel ambience; no combat sounds
|Quieter Citadel ambience; no combat sounds.
|
|
|-
|-
| <code>d3_citadel.generic_moody2</code>
|<code>d3_citadel.stasis_room</code>
| Quieter Citadel ambience; no combat sounds
|Loud ambience with a stasis field with another machine in the background.
|align="center" |0
|Stasis field.
|-
|-
| <code>d3_citadel.stasis_room</code>
|<code>d3_citadel.combine_ball_room</code>
| [POS] Loud ambience with a stasis field at position 0 with another machine in the background.
|Harmonical combine balls passing by with more Citadel ambience.
|align="center" |0
|Ball field.
|-
|-
| <code>d3_citadel.combine_ball_room</code>
|<code>d3_citadel.general_control_room</code>
| Harmonical combine balls passing by with more Citadel ambience.
|A combine console with Citadel ambience in the background.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>d3_citadel.general_control_room</code>
|<code>d3_citadel.alyx_teleport_control_room</code>
| [POS] A combine console at position 0 with Citadel ambience in the background.
|Various teleport-discharge sounds; machinery audible.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>d3_citadel.alyx_teleport_control_room</code>
|<code>d3_citadel.final_portal_chamber</code>
| Various teleport-discharge sounds; machinery audible.
|Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds.
|align="center" |0
|Combine computer terminal.
|-
|-
| <code>d3_citadel.final_portal_chamber</code>
|
| Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds.
|
|align="center" |1
|Combine computer terminal.
|-
|-
| <code>d3_citadel.top_of_teleport_chamber</code>
|
| High-pitched buzzing; city combat sounds audible.
|
|align="center" |2
|Loud noisy central portal beam.
|-
|-
| <code>d3_citadel_01.pipe_entrance</code>
|<code>d3_citadel.top_of_teleport_chamber</code>
| Alarm sound with combat sounds and wind gusts.
|High-pitched buzzing; city combat sounds audible.
|
|
|-
|-
| <code>d3_citadel_01.cliffside1</code>
|<code>d3_citadel_01.pipe_entrance</code>
| Metal creaking and loud wind with the city alarm in the background.
|Alarm sound with combat sounds and wind gusts.
|
|
|-
|-
| <code>d3_citadel_01.citadel_entrance</code>
|<code>d3_citadel_01.cliffside1</code>
| Same as above only silenter and with the citadel ambience slightly audible.
|Metal creaking and loud wind with the city alarm in the background.
|
|
|-
|-
| <code>d3_citadel.breen_field</code>
|<code>d3_citadel_01.citadel_entrance</code>
| Nearly the same as breen.office but with deep metal scraping sounds.
|Same as above only silenter and with the citadel ambience slightly audible.
|
|
|-
|-
| <code>d3_citadel.breen_hall</code>
|<code>d3_citadel.breen_field</code>
| Computer humming.
|Nearly the same as breen.office but with deep metal scraping sounds.
|
|
|-
|-
| <code>d3_citadel.breen_office</code>
|<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

Template:Otherlang2

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.