List of HL2 Soundscapes: Difference between revisions
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(Wrote more detailed descriptions for soundscapes in ''Canals'', ''Kleiner's Lab and Black Mesa East'' and ''Ravenholm'', to be continued.) |
(Added better descriptions for "Coastline and Highway 17" and "Nova Prospekt") |
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Line 125: | Line 125: | ||
|- | |- | ||
|<code>d1_trainstation.Interrogation</code> | |<code>d1_trainstation.Interrogation</code> | ||
|Mixed uproar of the surrounding city and a | |Mixed uproar of the surrounding city and a Combine terminal. | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
Line 251: | Line 251: | ||
|- | |- | ||
|<code>d1_canals.util_headcrab_canister</code> | |<code>d1_canals.util_headcrab_canister</code> | ||
|Strong hissing noise and randomly | |Strong hissing noise and randomly Combine machinery beeping. | ||
| | | | ||
| | | | ||
Line 634: | Line 634: | ||
|- | |- | ||
|<code>d1_canals_08_island</code> | |<code>d1_canals_08_island</code> | ||
|This is the island that the | |This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground. | ||
|align="center" |0 | |align="center" |0 | ||
|Loud pouring dam water. | |Loud pouring dam water. | ||
|- | |- | ||
|<code>d1_canals_08_base_interior</code> | |<code>d1_canals_08_base_interior</code> | ||
|Base wind ambience and a | |Base wind ambience and a Combine computer terminal nearby. | ||
|align="center" |1 | |align="center" |1 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
Line 838: | Line 838: | ||
|- | |- | ||
|<code>coast.util_metalstress</code> | |<code>coast.util_metalstress</code> | ||
|Silence with occasional sounds of metal stress. | |Silence with occasional sounds of metal stress and groans. | ||
| | | | ||
| | | | ||
Line 863: | Line 863: | ||
|- | |- | ||
|<code>coast.util_birds</code> | |<code>coast.util_birds</code> | ||
|Silence with occasional sounds of seagulls calling. | |Silence with occasional sounds of seagulls calling and buzzing flies. | ||
| | | | ||
| | | | ||
Line 873: | Line 873: | ||
|- | |- | ||
|<code>coast.util_shoreline</code> | |<code>coast.util_shoreline</code> | ||
|Similar to above | |Similar to above but more massive waves. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.util_distant_shoreline</code> | |<code>coast.util_distant_shoreline</code> | ||
|Similar to above | |Similar to above but from a greater distace. | ||
| | | | ||
| | | | ||
Line 892: | Line 892: | ||
| | | | ||
|- | |- | ||
| <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 as if being deeper inside a tunnel and with waterdrips mixed in. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.zombie_tunnel</code> | |<code>coast.zombie_tunnel</code> | ||
| | |The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.general_oldwoodbuilding</code> | |<code>coast.general_oldwoodbuilding</code> | ||
|Wood stress, wind gusting, seagulls | |Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.general_oldwoodbuilding_with_windchimes</code> | |<code>coast.general_oldwoodbuilding_with_windchimes</code> | ||
|Same as above but with | |Same as above but with windchimes. | ||
|align="center" |0 | |align="center" |0 | ||
|Windchimes. | |Windchimes. | ||
Line 918: | Line 918: | ||
|- | |- | ||
|<code>coast.general_shoreline</code> | |<code>coast.general_shoreline</code> | ||
| | |Both close and distant waves crashing, wind gusting and seagulls calling. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.positional_shoreline</code> | |<code>coast.positional_shoreline</code> | ||
|Similar to above, but closer by. | |Similar to above, but closer by and a lot more waves. | ||
|align="center" |0 | |align="center" |0 | ||
|Water waves crashing. | |Water waves crashing. | ||
Line 948: | Line 948: | ||
|- | |- | ||
|<code>coast.shoreline_with_antlion_dens</code> | |<code>coast.shoreline_with_antlion_dens</code> | ||
|Similar to | |Similar to <code>coast.general_shoreline</code> but with antlion sounds. | ||
|align="center" |0 | |align="center" |0 | ||
|Antlion den sounds. | |Antlion den sounds. | ||
Line 968: | Line 968: | ||
|- | |- | ||
|<code>coast.bridge_ambient</code> | |<code>coast.bridge_ambient</code> | ||
| | |High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.bridge_shack</code> | |<code>coast.bridge_shack</code> | ||
| | |Similar to above but quieter and with more metal squeeks. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.cliffside</code> | |<code>coast.cliffside</code> | ||
| | |Similar to <code>coast.general_shoreline</code> with more waves and rock rumbles. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.bridge_concrete_room</code> | |<code>coast.bridge_concrete_room</code> | ||
| | |Generic windy concrete room ambience. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.generic_ambient_01</code> | |<code>coast.generic_ambient_01</code> | ||
| | |Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>coast.distant_shoreline</code> | |<code>coast.distant_shoreline</code> | ||
| | |Similar to above and with close-range antlion sounds. | ||
|align="center" |0 | |align="center" |0 | ||
|Antlion den sounds. | |Antlion den sounds. | ||
Line 1,016: | Line 1,016: | ||
|- | |- | ||
|<code>prison.util_distantcombat_verylight</code> | |<code>prison.util_distantcombat_verylight</code> | ||
|Quiet ambience,occasionally the sound of a soldier dying, or gunfire. | |Quiet ambience, occasionally the sound of a soldier dying, zombies, antlions or gunfire. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.util_distantcombat_light</code> | |<code>prison.util_distantcombat_light</code> | ||
|Identical to | |Identical to above but louder and with double the activity level. | ||
| | | | ||
| | | | ||
Line 1,041: | Line 1,041: | ||
|- | |- | ||
|<code>prison.util_drips</code> | |<code>prison.util_drips</code> | ||
|Same drips but closer. | |Same drips as above but closer. | ||
| | | | ||
| | | | ||
Line 1,056: | Line 1,056: | ||
|- | |- | ||
|<code>prison.util_control_room</code> | |<code>prison.util_control_room</code> | ||
| | |Machine rubbles and sounds from a Combine terminal. | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
|- | |- | ||
|<code>prison.citizen_camp</code> | |<code>prison.citizen_camp</code> | ||
| | |Calm with outdoor waves and wind snippets. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.redlight_bunker</code> | |<code>prison.redlight_bunker</code> | ||
| | |Generic tunnel wind ambience. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.outdoor_courtyard</code> | |<code>prison.outdoor_courtyard</code> | ||
| | |Distant shorelines with wind snippets. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.outdoor_courtyard_hvycombat</code> | |<code>prison.outdoor_courtyard_hvycombat</code> | ||
|Same as above but with | |Same as above but with the sound of heavy indoor combat. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.trainstation</code> | |<code>prison.trainstation</code> | ||
|Room ambience with occasional train horns. | |Near Alyx encounter. Room ambience with occasional train horns. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.teleport_area</code> | |<code>prison.teleport_area</code> | ||
|Combine machine sounds in a big open room. | |Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. | ||
|align="center" |0 | |align="center" |0 | ||
|Combine | |Combine control room ambience. | ||
|- | |- | ||
| | | | ||
Line 1,096: | Line 1,096: | ||
|- | |- | ||
|<code>prison.control_room</code> | |<code>prison.control_room</code> | ||
|Combine beeping sounds | |Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. | ||
|align="center" |0 | |align="center" |0 | ||
|Various radio noises. | |Various radio noises. | ||
Line 1,106: | Line 1,106: | ||
|- | |- | ||
|<code>prison.control_room_simple</code> | |<code>prison.control_room_simple</code> | ||
| | |Control room with no Combine equipment. Fluorescent lighting hum with radio noises. | ||
|align="center" |0 | |align="center" |0 | ||
|Various radio noises. | |Various radio noises. | ||
|- | |- | ||
|<code>prison.combine_wall</code> | |<code>prison.combine_wall</code> | ||
|Loud ambience | |Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.util_quiet_cellblock</code> | |<code>prison.util_quiet_cellblock</code> | ||
| | |Generic ambient concrete room with dripping water and metal rattle. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.util_louder_cellblock</code> | |<code>prison.util_louder_cellblock</code> | ||
| | |A bit louder than above underground concrete room ambience. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.larger_cellblock_vlightcombat</code> | |<code>prison.larger_cellblock_vlightcombat</code> | ||
| | |Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.larger_cellblock_hvycombat</code> | |<code>prison.larger_cellblock_hvycombat</code> | ||
| | |Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.larger_cellblock_lightcombat</code> | |<code>prison.larger_cellblock_lightcombat</code> | ||
| | |Quiet large cellblock with distant light combat. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.general_hallway_lightcombat</code> | |<code>prison.general_hallway_lightcombat</code> | ||
| | |General hallway with fluorescent lighting hum and distant light combat. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.general_hallway_vlightcombat</code> | |<code>prison.general_hallway_vlightcombat</code> | ||
| | |General hallway with fluorescent lighting hum and distant very light combat. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.general_dripping_tunnel</code> | |<code>prison.general_dripping_tunnel</code> | ||
| | |Watery tunnel, entering base. Wind and drips. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>prison.hall_with_burrows</code> | |<code>prison.hall_with_burrows</code> | ||
|Hallway with | |Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. | ||
|align="center" |0 | |align="center" |0 | ||
|Various | |Various Antlion sounds. | ||
|- | |- | ||
| | | | ||
| | | | ||
|align="center" |1 | |align="center" |1 | ||
|Various | |Various Antlion sounds. | ||
|- | |- | ||
|<code>prison.electric_water_room</code> | |<code>prison.electric_water_room</code> | ||
| | |Atmospheric concrete room with flowing and dripping water sounds. | ||
| | | | ||
| | | | ||
Line 1,181: | Line 1,181: | ||
|- | |- | ||
|<code>prison.showers</code> | |<code>prison.showers</code> | ||
|Loud, fairly high-pitched water pipes and water dripping. | |Loud, fairly high-pitched water pipes and water dripping / flow. | ||
|align="center" |0 | |align="center" |0 | ||
|Running water. | |Running water. | ||
Line 1,195: | Line 1,195: | ||
|Steam loop. | |Steam loop. | ||
|- | |- | ||
| <code>prison.zombie_infested</code> | |<code>prison.zombie_infested</code> | ||
| | |Deep, wind-like sounds, distant drips, flies and rats. | ||
| | | | ||
| | | | ||
Line 1,472: | Line 1,472: | ||
|- | |- | ||
|<code>d3_citadel.combine_ball_room</code> | |<code>d3_citadel.combine_ball_room</code> | ||
|Harmonical | |Harmonical Combine balls passing by with more Citadel ambience. | ||
|align="center" |0 | |align="center" |0 | ||
|Ball field. | |Ball field. | ||
|- | |- | ||
|<code>d3_citadel.general_control_room</code> | |<code>d3_citadel.general_control_room</code> | ||
|A | |A Combine console with Citadel ambience in the background. | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
Line 1,527: | Line 1,527: | ||
|- | |- | ||
|<code>d3_citadel.breen_hall</code> | |<code>d3_citadel.breen_hall</code> | ||
|Deep vent sounds and occasional jet-like sounds and very very light | |Deep vent sounds and occasional jet-like sounds and very very light Combine marching sounds. | ||
| | | | ||
| | | |
Revision as of 08:53, 30 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
|
Fluorescent lighting hum. | ||
GenericOutdoor
|
Electric hum like above with a motor / gas / wind kind of sound in the background. | 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 TV music. |
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 | Banjo-like 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 busy train station background ambience. | ||
d1_trainstation.Platform
|
Loud and static hissing sound, city sounds barely audible in the background. | ||
d1_trainstation.Turnstyle
|
Identical 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 but with more city sounds like driving / beeping cars and background talking / train station messages.
|
||
d1_trainstation.QuietCourtyard
|
Quiet, windy courtyard with distant trains, cars, helicopters etc. | ||
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
|
Similar to d1_trainstation.Occupants with background crowd noises.
|
||
d1_trainstation.RaidCityvoice
|
Cityvoice: (1) Citizen notice, priority identification check in progress. Please, assemble in your designated inspection position. (2) Attention please, all citizens in local residential block assume your inspection position. (3) Attention residents, this block contains potential civil infection. Inform, cooperate, assemble. (4) Citizen notice, failure to cooperate will result in permanent offworld relocation. |
||
d1_trainstation.RaidOccupants
|
Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit. | ||
d1_trainstation.RaidAppartments
|
A combination of the two above with background crowd noises. | ||
general.concrete_quiet
|
Semi-loud hum of moving air. |
PA announcements for City 17
Name | Description | Position Number | Position Description |
---|---|---|---|
cityvoice_level0
|
PA requests player id, cityvoice: (1) Attention please, unidentified person of interest, confirm your civil status with local protection team immediately. (2) Attention protection team, status ivation in progress in this community. Respond, isolate, inquire. |
||
cityvoice_level1
|
PA invokes unrest procedures, requests player id, cityvoice: (1) Citizen reminder, inaction is conspiracy, report counter behavior to a civil protection team immediately. (2) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize, (3) Attention please, unidentified person of interest, confirm your civil status with local protection team immediately. (4) Attention protection team, status ivation in progress in this community. Respond, isolate, inquire. |
||
cityvoice_level2
|
Player is evading, cops are summoned, cityvoice: (1) Attention please, evasion behavior consistent with now compliant defendant. Ground protection team, alert! Code: isolate, expose, administer. (2) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize. (3) Protection team alert! Evidence of anti-civil activity in this community. Code: assemble, clamp, contain. (4) Citizen reminder, inaction is conspiracy, report counter behavior to a civil protection team immediately. |
||
cityvoice_level3
|
Player convicted of civil disruption, city block on alert, cityvoice: (1) Individual, you are charged with socio endangerment level 1. Protection unit, prosecution code: beauty, sword, midnight. (2) Alert, community ground protection units, local unrest structure detected. Assemble, administer, pacify. (3) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize. (4) Protection team alert! Evidence of anti-civil activity in this community. Code: assemble, clamp, contain. |
||
cityvoice_level4
|
Player convicted of anti-civil activity, city block punished, cityvoice: (1)(2) Individual, you are now charged with socio endangerment level 5, cease evasion immediately. Receive your ???. (3) You are charged with anti-civil activity level 1. Protection unit, prosecution code: beauty, sword, operate. (4) Attention occupants, your block is now charged with permissive inactive coesion, 5 ration units deducted. (5) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize. (6) Attention all-ground protection teams, ??? judgement is now in effect, sentencing is now discretionary. Code: amputate, zero, confirm. |
||
cityvoice_level5
|
Citizenship revoked, cops fire at will, cityvoice: (1)(2) Individual, you are convicted of mostly anti-civil violation. Implicit citizenship revoked. Status malignant. (3) Individual, you are charged with capital malcompliance, anti-citizen status approved. (4) Attention ground units, anti-citizen reported in this community, code: block, cauterize, stabilize. (5) Attention occupants, your block is now charged with permissive inactive coesion, 5 ration units deducted. (6) Attention all ground protection teams, judgement waiver now in effect, capital prosecution is discretionary. |
||
city_searching_level1
|
City background noise with helicopters and other aircraft, apc alarms and distant train horns. | ||
city_searching_level2
|
Same as above but with more frequent helicopters and distant trucks passing. | ||
city_searching_level3
|
A combination of the two above but with even more frequent trucks passing. |
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 and randomly Combine machinery beeping. | ||
d1_canals.util_shoreline
|
Small waves hitting shore. | ||
d1_canals_tunnel01
|
Constant sound of a trains overhead, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
0 | Loop of a train driving by overhead. |
d1_canals_citystart
|
Train horning close by, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
||
d1_canals_citadel
|
Atmospheric corridor wind sounds, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
||
d1_canals_traincanal
|
Plays city_searching_level1 and cityvoice_level0 PA announcements.
|
||
d1_canals_traintunnel
|
Strong, low tunnelish rumble in the background, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
||
d1_canals_watercanal
|
Constant sounds of waving water and water hitting a boat, plays city_searching_level1 and cityvoice_level1 PA announcements.
|
1 | Water hitting boat. |
d1_canals_junkyard
|
Randomly metal stress / creaking, plays city_searching_level2 and cityvoice_level1 PA announcements.
|
||
d1_canals_copcanals
|
Trucks randomly passing by overhead, dripping water, plays city_searching_level1 and cityvoice_level2 PA announcements.
|
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, trucks passing by overhead, plays city_searching_level1 and cityvoice_level3 PA announcements.
|
||
d1_canals_pipe_chamber
|
Dripping water, wind tunnel gusts, trucks passing by overhead, plays city_searching_level2 .
|
||
d1_canals_cop_alerted
|
Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays city_searching_level3 and cityvoice_level4 PA announcements.
|
2 | Dripping water. |
d1_canals.heli_slide_tunnels
|
Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays city_searching_level3 and cityvoice_level4 PA announcements.
|
||
d1_canals.heli_attack
|
Exterior. quiet running sewer water, trucks passing by, plays city_searching_level3 and cityvoice_level4 PA announcements.
|
||
d1_canals.drainroom
|
Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements.
|
0 | Running river water loop. |
1 | Running river water loop. | ||
2 | Ambient corridor wind. | ||
d1_canals.03copsattackthroughboards
|
Exterior, quiet idle diesel engine, trucks passing by, plays city_searching_level2 and cityvoice_level5 PA announcements.
|
0 | Quiet loop of a running diesel engine. |
d1_canals.03entrytunnel
|
Interior, running water, far water dripping, tunnel wind, plays city_searching_level2 and cityvoice_level5 PA announcements.
|
0 | Ambient corridor wind. |
2 | Constant flow water leaking. | ||
d1_canals.steamtunnel
|
Interior, soft ambient industrial humming, plays cityvoice_level5 PA announcements.
|
||
d1_canals.waterpuzzleroom
|
Manhack and water puzzle room, loud industrial hum and dripping water. | ||
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 sound of frogs with critters and sometimes shoreline waves. | ||
d1_canals.util_toxic_slime
|
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 and regular wind gusts of varying pitches. | ||
d1_canals.general_windy_tunnel
|
Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. | ||
d1_canals.general_watery_tunnel
|
Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. | 0 | Water dripping. |
1 | 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
|
Interior. Quiet calm river sounds with distant critters, birds, occationally wind gusts and wood creaks. Also a headcrab canister nearby. | 0 | Headcrab canister. |
d1_canals.floodgate_base_ambience
|
Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. | 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 calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets. | ||
d1_canals.spooky_infested_pipe
|
Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. | ||
d1_canals.water_tunnel_with_frogs
|
Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. | ||
d1_canals.windchimes_and_wind
|
Constant wind whistling mixed with intermittent wind chime song and distant birds. | 0 | Windchimes. |
canals_slime_outside
|
Constant slime gurgling with a tunnel wind ambience. | 0 | Burbling toxic slime. |
canals_slime_tunnel
|
Same as above but with a clearer wind ambience and frequently wind gusts. | 0 | Burbling toxic slime. |
canals_tunnel_dry
|
Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. | ||
canals_tunnel_wet
|
Similar to d1_canals.general_watery_tunnel but with atmospheric tunnel wind.
|
||
canals_canal_nowater
|
Relatively quiet with infrequent distant sound of birds and wind snippets. | ||
canals_canal_water
|
Constant sound of shoreline waves with birds and wind gusts. | ||
canals_canal_water_industrial
|
Similar to above but with machine rumbling instead of the sound of birds. | ||
canals_river
|
Identical to canals_canal_water but with a sense of stronger wind with it being an open area.
|
||
canals_river_calm
|
Similar to above but with constant quiet sounds of frogs and other critters. | ||
d1_canals_05_shanty_approach
|
Continuous glutinous gurgling toxic slime and wind gusts from time to time. | 0 | Burbling toxic slime. |
1 | Burbling toxic slime. | ||
d1_canals_05_shanty
|
Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping. | 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
|
Ambient tunnel sounds with water drips and wind gusts. | 0 | Far water drips. |
1 | Water drips. | ||
d1_canals_07a_warehouse
|
Ambient atmospheric base wind with occationally wind gusts and wood creaking. | ||
d1_canals_08a_gun_tunnel_entrance
|
Continuous running water plus sound of waves breaking. | ||
d1_canals_08a_puzzle_arena
|
The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. | ||
d1_canals_08a_gun_scene
|
The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water. | 0 | Far water drips. |
1 | Water drips. | ||
d1_canals_08a_tunnel_exit
|
The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts. | ||
canals_canal_water_creaking_wood
|
Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. | 0 | Wood creaking. |
1 | Wood creaking. | ||
canals_canal_water_creaking_metal
|
Similar to above but with stressing metal instead of wood creaking. | 0 | Metal stress. |
1 | Metal stress. | ||
d1_canals_08_entry_tunnel
|
Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds. | 0 | Far dripping water. |
2 | Passing helicopter. | ||
d1_canals_08_reservoir
|
The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop. | 1 | Loud pouring dam water. |
d1_canals_08_island
|
This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground. | 0 | Loud pouring dam water. |
d1_canals_08_base_interior
|
Base wind ambience and a Combine computer terminal nearby. | 1 | Combine computer terminal. |
Kleiner's Lab and Black Mesa East
Name | Description | Position Number | Position Description |
---|---|---|---|
K_lab.LabSounds
|
Room atmosphere with very frequent slime gurgling and 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
|
Quiet room with the sound of elevators, slime gurgling, and beeping machines. | 0 | Very silent 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
|
Eleveator shaft. 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 very quiet random metal rattles, dripping water and 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 an engine room nearby.
|
0 | Quiet engine sounds and random metal rattling, rain dripping and people coughing. |
eli_01_lower_corridor_1
|
Generic underground corridor ambience. | ||
eli_01_lower_ravenhall_1
|
Unsetttling windy medium sized tunnel with cave rubbling. | ||
eli_01_lower_ravenhall_2
|
Many far away explosions and cave rubbles. | ||
eli_02_lowerlab_hall_1
|
Very similar to eli_01_lowerlab_hall_1 but with not so far-away explosions.
|
0 | Quiet running engine. |
eli_02_lower_corridor_1
|
Generic underground corridor ambience with regular occouring metal rattling and explosions. | ||
eli_02_ravenshaft_1
|
Almost identical to eli_01_lower_ravenhall_1 but the cave hits having a higher volume range starting point of 0.02.
|
||
eli_02_ravenshaft_2
|
Wood creaking, wind blowing and frequent drips of water. | 0 | Quiet wood creaking, strange cave noises and rock rumbles. |
eli_02_scrapyard_1
|
Enclosed outside area ambience with no life. | ||
eli_02_scrapyard_2
|
Same as above but with a little more wind. |
Ravenholm
Name | Description | Position Number | Position Description |
---|---|---|---|
d1_town.ScaredPeopleInside
|
Utility soundscape. Scared crying and breating, plays every 60-300 seconds. | ||
d1_town.ScaredPeopleOutside
|
Utility soundscape. Woman screaming, muffled and scared cries, plays every 60-300 seconds. | ||
d1_town.Start
|
Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people. | ||
d1_town.Street
|
Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | ||
d1_town.CorpseRoom
|
Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside. | ||
d1_town.WoodBuilding
|
Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. | ||
d1_town.ConcreteBuilding
|
Identical to Automatic .
|
||
d1_town.Rooftop
|
Constant low rumble; gusts and whistles of wind with it being high up. 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, rock rumbling sounds and cave ambience. | ||
d1_town.WaterCave
|
Wind gusts, cave ambience and the dripping of water. | ||
d1_town.HeadcrabCave
|
A combination of the two above but with metal stress instead of creaking wood. | ||
d1_town.CaveTunnel
|
Corridor ambience with rock 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 and groans. | ||
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 and buzzing flies. | ||
coast.util_lakeshoreline
|
Waves breaking gently. | ||
coast.util_shoreline
|
Similar to above but 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 as if being deeper inside a tunnel and with waterdrips mixed in. | ||
coast.zombie_tunnel
|
The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. | ||
coast.general_oldwoodbuilding
|
Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. | ||
coast.general_oldwoodbuilding_with_windchimes
|
Same as above but with windchimes. | 0 | Windchimes. |
coast.combine_controlroom_ambience
|
Steady whine of Combine tech. | ||
coast.general_shoreline
|
Both close and distant waves crashing, wind gusting and seagulls calling. | ||
coast.positional_shoreline
|
Similar to above, but closer by and a lot more waves. | 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
|
High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. | ||
coast.bridge_shack
|
Similar to above but quieter and with more metal squeeks. | ||
coast.cliffside
|
Similar to coast.general_shoreline with more waves and rock rumbles.
|
||
coast.bridge_concrete_room
|
Generic windy concrete room ambience. | ||
coast.generic_ambient_01
|
Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. | ||
coast.distant_shoreline
|
Similar to above and with 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, zombies, antlions or gunfire. | ||
prison.util_distantcombat_light
|
Identical to above but louder and with double the activity level. | ||
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 as above but closer. | ||
prison.util_distant_trains
|
Far away train horns. | ||
prison.util_radio
|
Random radio sounds. | ||
prison.util_control_room
|
Machine rubbles and sounds from a Combine terminal. | 0 | Combine computer terminal. |
prison.citizen_camp
|
Calm with outdoor waves and wind snippets. | ||
prison.redlight_bunker
|
Generic tunnel wind ambience. | ||
prison.outdoor_courtyard
|
Distant shorelines with wind snippets. | ||
prison.outdoor_courtyard_hvycombat
|
Same as above but with the sound of heavy indoor combat. | ||
prison.trainstation
|
Near Alyx encounter. Room ambience with occasional train horns. | ||
prison.teleport_area
|
Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. | 0 | Combine control room ambience. |
1 | Combine computer terminal. | ||
prison.control_room
|
Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. | 0 | Various radio noises. |
1 | Combine computer terminal. | ||
prison.control_room_simple
|
Control room with no Combine equipment. Fluorescent lighting hum with radio noises. | 0 | Various radio noises. |
prison.combine_wall
|
Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. | ||
prison.util_quiet_cellblock
|
Generic ambient concrete room with dripping water and metal rattle. | ||
prison.util_louder_cellblock
|
A bit louder than above underground concrete room ambience. | ||
prison.larger_cellblock_vlightcombat
|
Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. | ||
prison.larger_cellblock_hvycombat
|
Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat. | ||
prison.larger_cellblock_lightcombat
|
Quiet large cellblock with distant light combat. | ||
prison.general_hallway_lightcombat
|
General hallway with fluorescent lighting hum and distant light combat. | ||
prison.general_hallway_vlightcombat
|
General hallway with fluorescent lighting hum and distant very light combat. | ||
prison.general_dripping_tunnel
|
Watery tunnel, entering base. Wind and drips. | ||
prison.hall_with_burrows
|
Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. | 0 | Various Antlion sounds. |
1 | Various Antlion sounds. | ||
prison.electric_water_room
|
Atmospheric concrete room with flowing and dripping water sounds. | ||
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 / flow. | 0 | Running water. |
1 | Water dripping. | ||
2 | Steam loop. | ||
prison.zombie_infested
|
Deep, wind-like sounds, distant drips, flies and rats. |
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. |