List of SE1 Soundscapes: Difference between revisions
(Added soundscapes for the following chapters: "pit", "highrise" and "finale". Added information about what soundscapes are utility ones.) |
(Added descriptions and position information for "highrise" and "final".) |
||
Line 163: | Line 163: | ||
|- | |- | ||
|<code>SintekSecurityStopChatter</code> | |<code>SintekSecurityStopChatter</code> | ||
|Utility soundscape. | |Utility soundscape. | ||
| | | | ||
| | | | ||
Line 1,338: | Line 1,338: | ||
|- | |- | ||
|<code>highrise.start</code> | |<code>highrise.start</code> | ||
| | |Very quiet indoor ambience and continues alarm beeping. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.secstationone</code> | |<code>highrise.secstationone</code> | ||
| | |Computer beeping, distant continues alarm beeping and plays <code>SintekSecurityStopChatter</code> radio sounds. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.kiosk</code> | |<code>highrise.kiosk</code> | ||
| | |Distant looping alarm sounds and announcements:<br />(1)Welcome to supremecy tower! For a company listen and more information, please consult a Sintek information kiosk.<br />(2) If you require additional assistance, please consult a Sintek welcome represensitive.<br />(3) Welcome to supremecy tower! Home of Sintek, a global leader in bio-technology and security service.<br />(4) As a ? must optain guests identification from a Sintek represensitive, thank you!<br />(5) From genomisks to security, Sintek is a global leader in quality.<br />(6) Tomorrow's future today, enjoy the full range of Sintek products and services.<br />(7) From hemogloben to global health, Sintek is there.<br />(8) Making life worth living, Sintek, products and services for life. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.pregarage</code> | |<code>highrise.pregarage</code> | ||
| | |Identical to above just quieter. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.garage</code> | |<code>highrise.garage</code> | ||
| | |Flouencent lighting hum, generic indoor ambience, distant alarm beeping, often tyre skid sounds and announcements:<br />(1) Deliveries accepted in parking structure level 3 between 5 and 10 AM.<br />(2) Parking structure speedlimit is 15 kilometers per hour. <br />(3) Parking outside of desinated areas will result in vehicle tearing and destruction.<br />(4) Guests parking validation available at reception area. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.garage_vend</code> | |<code>highrise.garage_vend</code> | ||
| | |Garage ambience and <code>docks.warehouse1_vend</code> vending mechine sounds. | ||
| | |align="center" |0 | ||
| | |Vending machines. | ||
|- | |- | ||
|<code>highrise.start_hall</code> | |<code>highrise.start_hall</code> | ||
| | |Enclosed hallway with distant alarm. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.start_utilityhall1</code> | |<code>highrise.start_utilityhall1</code> | ||
| | |Industrial ambient. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.physplant1</code> | |<code>highrise.physplant1</code> | ||
| | |Industrial area with pipes often releasing steam and machine sounds. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.start_utilityhall2</code> | |<code>highrise.start_utilityhall2</code> | ||
| | |Identical to <code>highrise.start_utilityhall1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.start_warehouse1</code> | |<code>highrise.start_warehouse1</code> | ||
| | |Calm generic industrial hall ambience. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.start_utilityhall3</code> | |<code>highrise.start_utilityhall3</code> | ||
| | |Loud ambient sounds of pipes. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.start_pipehall1</code> | |<code>highrise.start_pipehall1</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code> but louder. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.start_fanvent</code> | |<code>highrise.start_fanvent</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.atrium</code> | |<code>highrise.atrium</code> | ||
| | |Loud busy industrial feel with distant echoing announcement:<br />(1) Behold, the glowing of Sintek.<br />(2) Enjoy a relaxing break, ? ways to help Sintek.<br />(3) Relaxation minute is 10 minutes, violators will terminated.<br />(4) Sintek, the way of the future, today. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.atrium_hall1</code> | |<code>highrise.atrium_hall1</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.atrium_hall2</code> | |<code>highrise.atrium_hall2</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.elev_lobby</code> | |<code>highrise.elev_lobby</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.after_lobby</code> | |<code>highrise.after_lobby</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.after_secroom</code> | |<code>highrise.after_secroom</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.offices1</code> | |<code>highrise.offices1</code> | ||
| | |Similar to <code>highrise.start_warehouse1</code> but with occational announcements:<br />(1) Remain busy at all times, remember, Sintek is watching.<br />(2) Think like the rest, organisentional differences will be located and removed.<br />(3) Productivity is the key to Sintek's competitive edge.<br />(4) Remember, salaries are computed in real-time based on employee performance.<br />(5) Be an employee of the month, winners recieve a personal appointment with ?.<br />(6) Cubicols will be monitored for ?.<br />(7) Displays of individual flair will not be torlorated in cobicals.<br />(8) Reminder, PTS reports must include coversheets. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.snacks1</code> | |<code>highrise.snacks1</code> | ||
| | |Similar to <code>highrise.start_warehouse1</code> but also plays <code>druglab.lunchroom_nags</code> announcements. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.offices2</code> | |<code>highrise.offices2</code> | ||
| | |Identical to <code>highrise.offices1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.after_offices</code> | |<code>highrise.after_offices</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.up_elevator</code> | |<code>highrise.up_elevator</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.noc_hallway</code> | |<code>highrise.noc_hallway</code> | ||
| | |Similar to <code>highrise.start_warehouse1</code> but plays the soundscape below too. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.noc</code> | |<code>highrise.noc</code> | ||
|Lousy computer ambience with beeping, sometimes phone ringing and radio chatter:<br />(1) Security station omega 3, please respond.<br />(2) All security systems, facility breach reported, full alert.<br />(3) All teams, lock down facility exit.<br />(4) Engage intruder security protocol, all level.<br />(5) Security, trim area, immediately.<br />(6) Automated security units are on patrol, coordinate surveillance. | |||
|align="center" |0 | |||
|Computer beeping. | |||
|- | |||
| | | | ||
| | | | ||
|align="center" |1 | |||
|Computer beeping. | |||
|- | |||
| | | | ||
| | |||
|align="center" |2 | |||
|Computer beeping and radio chatter. | |||
|- | |- | ||
|<code>highrise.elevator_going_up</code> | |<code>highrise.elevator_going_up</code> | ||
| | |Very quiet generic ambient. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.elevator_top</code> | |<code>highrise.elevator_top</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.lower_ledge</code> | |<code>highrise.lower_ledge</code> | ||
| | |Calm strong winds and wind gusts. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.emptyhall1</code> | |<code>highrise.emptyhall1</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.industrialhall1</code> | |<code>highrise.industrialhall1</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code> but louder. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.storage_room1</code> | |<code>highrise.storage_room1</code> | ||
| | |Similar to <code>highrise.start_warehouse1</code> but with strong wind and wind snippets. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.mid_ledge</code> | |<code>highrise.mid_ledge</code> | ||
| | |Identical to <code>highrise.lower_ledge</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.mid_ledge_windy</code> | |<code>highrise.mid_ledge_windy</code> | ||
| | |Strong outdoor winds and wind gusts. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.heavyindustrial_room</code> | |<code>highrise.heavyindustrial_room</code> | ||
| | |Generic indoor ambient with very frequent steam releases and announcements:<br />(1) Pressure within system constrains.<br />(2) All personal, monitor fluid ? at all times.<br />(3) System temperature norminal.<br />(4) Safety equipment must be worn at all times.<br />(5) Pipe integrity holding at 95%.<br />(6) Pumps regulating at full protential. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.finalhall</code> | |<code>highrise.finalhall</code> | ||
| | |Identical to <code>highrise.start_warehouse1</code>. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>highrise.noc_computing</code> | |<code>highrise.noc_computing</code> | ||
|Utility soundscape. | |Utility soundscape. Often random computer beeping and phone ringing noises. | ||
| | | | ||
| | | | ||
Line 1,536: | Line 1,546: | ||
|- | |- | ||
|<code>finale.finalhall</code> | |<code>finale.finalhall</code> | ||
| | |Strong corridor wind hissing sounds. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>finale.outside_ledge1</code> | |<code>finale.outside_ledge1</code> | ||
| | |Calm wind ambient and wind gusts. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>finale.windyledge1</code> | |<code>finale.windyledge1</code> | ||
| | |Strong winds and constant wind gusts. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>finale.firsthealthroom</code> | |<code>finale.firsthealthroom</code> | ||
| | |Strong outside winds with a constant high-pitch tone. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>finale.undergirders</code> | |<code>finale.undergirders</code> | ||
| | |Very strong winds with wind snippets and frequent metal stress sounds. | ||
| | | | ||
|- | |- | ||
|<code>finale.helipad</code> | |<code>finale.helipad</code> | ||
| | |Alot of strong winds with often wind snippets and metal groans. | ||
| | | | ||
|- | |- | ||
|<code>finale.rooftop</code> | |<code>finale.rooftop</code> | ||
| | |Continous calm wind and wind snippets. | ||
| | | | ||
| | | |
Revision as of 06:56, 9 April 2018

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Here is a list of soundscapes for use in Sin Episodes. 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. |
Intro
Name | Description | Position Number | Position Description |
---|---|---|---|
intro_operatingroom
|
|||
intro_operatingroom_alert
|
|||
intro_hallescape1
|
|||
intro_hallescape2
|
|||
intro_hallescape3
|
|||
intro_outsidelab
|
|||
intro_dreamroom1
|
|||
intro_dream2
|
|||
intro.tunnel1
|
|||
intro.tunnel2
|
|||
intro.tunnel3
|
|||
intro.city_light_traffic
|
|||
intro.sintekstop
|
|||
SintekSecurityStopChatter
|
Utility soundscape. | ||
intro.riverpass
|
|||
intro.docks_overview
|
|||
intro.loading_area
|
|||
intro.loading_area_secstation
|
|||
intro.loading_area_inside
|
|||
LoadingAreaPAChatterTwo
|
Utility soundscape. | ||
LoadingAreaSFX
|
Utility soundscape. | ||
LoadingAreaPAChatter
|
Utility soundscape. | ||
LoadingAreaRADIOChatter
|
Utility soundscape. | ||
intro.pipejunction
|
|||
intro.alarmchaos
|
Utility soundscape. | ||
intro.alarmoutside
|
Utility soundscape. |
Docks
Name | Description | Position Number | Position Description |
---|---|---|---|
docks.newintro_distant
|
|||
docks.newintro_martin
|
|||
docks.newintro_aftermartin
|
|||
docks.intro_set
|
|||
docks.intro_distant
|
|||
docks.intro
|
|||
docks.second_intro
|
|||
docks.intro_docktop_amb
|
|||
docks.intro_docktop
|
|||
docks.intro_ambush_top
|
|||
docks.under_docks
|
|||
docks.tunnel1
|
|||
docks.tunnel2
|
|||
docks.tunnel3
|
|||
docks.jessroom
|
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docks.hall1
|
|||
docks.infirmary
|
|||
docks.loading
|
|||
docks.action_oustside1
|
|||
docks.warehouse1
|
|||
docks.warehouse1_attack
|
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docks.warehouse1_vend
|
|||
docks.alley1
|
|||
docks.hall2
|
|||
docks.vendingledge
|
|||
docks.outside_physpuzz
|
|||
docks.harbor_edge
|
|||
docks.harbor_edge_path
|
|||
docks.harbor_edge_pow
|
|||
docks.lighthouse_inside
|
|||
docks.harbor
|
|||
docks.dockside
|
|||
docks.dockhouse1
|
|||
docks.dockhouse2
|
|||
docks.warehouse2
|
|||
docks.warehouse2_attack
|
|||
docks.warehousealley2
|
|||
docks.crazymachineroom_attack
|
|||
docks.crazymachineroom
|
|||
docks.crazymachineafterhall
|
|||
docks.afterhallvending
|
|||
docks.carpethall
|
|||
docks.carpetsecurity
|
|||
docks.docksoutside
|
|||
docks.carpetoffice
|
|||
docks.tilehall
|
|||
docks.outsidepipes1
|
|||
docks.turbineroom_one
|
|||
docks.turbineroom_one_vending
|
|||
docks.turbineroom_one_ctrl
|
|||
docks.pipehall_one
|
|||
docks.distant_pipehall_one
|
|||
docks.genroom_water
|
|||
docks.genroom_attack
|
|||
docks.genroom
|
|||
docks.genroom_monitor
|
|||
docks.aftergenroom
|
|||
docks.lower_railyard
|
|||
docks.crane_inharbor
|
|||
docks.midlevel
|
|||
docks.powerplanthall
|
|||
docks.crane_highlevel
|
|||
docks.railyard
|
|||
docks.beach
|
|||
docks.raildock
|
|||
docks.railtunnel
|
|||
docks.raildock2
|
|||
docks.finalwarehouse
|
|||
druglab.intro_foyer_alarm
|
|||
docks.finalwarehouse_outside
|
|||
docks.low_bangs
|
Utility soundscape. | ||
docks.distant_work
|
Utility soundscape. | ||
docks.gulls
|
Utility soundscape. | ||
docks.gulls2
|
Utility soundscape. | ||
docks.workset
|
Utility soundscape. | ||
docks.intro_pa
|
Utility soundscape. | ||
docks.chase_pa
|
Utility soundscape. | ||
docks.infirmary_pa
|
Utility soundscape. | ||
docks.warehouse1_pa
|
Utility soundscape. | ||
docks.harbor_pa
|
Utility soundscape. | ||
docks.loading_pa
|
Utility soundscape. | ||
docks.killermachine_pa
|
Utility soundscape. | ||
docks.powerplant_pa
|
Utility soundscape. | ||
docks.harbor_misc
|
Utility soundscape. | ||
docks.chase_activity
|
Utility soundscape. | ||
docks.chase_activity2
|
Utility soundscape. | ||
docks.machine_hits
|
Utility soundscape. | ||
docks.distantruns
|
Utility soundscape. | ||
docks.machine_hits2
|
Utility soundscape. | ||
docks.intro_docks_grunts
|
Utility soundscape. | ||
docks.intro_docks_grunts_water
|
Utility soundscape. | ||
docks.intro_docks_warehouse
|
Utility soundscape. | ||
docks.intro_docks_warehouse2
|
Utility soundscape. | ||
docks.intro_docks_deathmachine
|
Utility soundscape. | ||
docks.intro_docks_turbines
|
Utility soundscape. |
Druglab
Name | Description | Position Number | Position Description |
---|---|---|---|
druglab.intro_foyer
|
|||
druglab.intro_hallway
|
|||
druglab.intro_ambush
|
|||
druglab.intro_security_room
|
|||
druglab.intro_stairs_down
|
|||
druglab.lunch_area
|
|||
druglab.lunch_prep_area
|
|||
druglab.hatch_area
|
|||
druglab.hatch_inside
|
|||
druglab.hatch_above
|
|||
druglab.hatch_downstairs
|
|||
druglab.bilge1
|
|||
druglab.bilge2
|
|||
druglab.bilge_exit
|
|||
druglab.bilge_exit_machines
|
|||
druglab.industrial_ambience1
|
|||
druglab.industrial_nags
|
|||
druglab.intro_nags
|
|||
druglab.securityroom_nags
|
|||
druglab.lunchroom_nags
|
|||
druglab.serverroom_nags
|
|||
druglab.afterhold_nags
|
|||
druglab.hallway
|
|||
druglab.hallway_two
|
|||
druglab.hallway_three
|
|||
druglab.server_room_one
|
|||
druglab.server_room_two
|
|||
druglab.server_room_three
|
|||
druglab.heat_room_one
|
|||
druglab.heat_room_hall
|
|||
druglab.heat_room_low
|
|||
druglab.heat_room_high
|
|||
druglab.heat_room_after
|
|||
druglab.processing_room
|
|||
druglab.after_processing_room
|
|||
druglab.giant_hold
|
|||
druglab.giant_hold_after
|
|||
druglab.storage_closet
|
|||
druglab.attic
|
|||
druglab.cleanroom
|
|||
druglab.bigmutantroom
|
|||
druglab.leperkinroom
|
|||
druglab.mutantcontrol
|
|||
druglab.securitystation
|
|||
druglab.big_industrial
|
|||
druglab.prebigindustrial
|
|||
druglab.underneath_tram
|
|||
druglab.final_hold
|
|||
druglab.final_hold2
|
|||
druglab.final_control
|
|||
druglab.final_elexis
|
|||
druglab.final_confrontation
|
|||
druglab_esc.final_elexis
|
|||
druglab_esc.final_hold
|
|||
druglab_esc.final_control
|
|||
druglab_esc.hallway_two
|
|||
druglab_esc.prehall
|
|||
druglab_esc.securitystation
|
|||
druglab_esc.prebigindustrial
|
|||
druglab_esc.big_industrial
|
|||
druglab_esc.giant_hold
|
|||
druglab_esc.after_processing_room
|
|||
druglab_esc.processing_room
|
|||
druglab_esc.server_room_two
|
|||
druglab_esc.heat_room_high
|
|||
druglab_esc.intro_hallway
|
|||
druglab_esc.hallway
|
|||
druglab_esc.verticaltrans
|
|||
druglab_esc.bilge_exit
|
|||
druglab_esc.final_tunnel
|
|||
druglab_esc.distantexplosionset
|
Utility soundscape. | ||
druglab_esc.alarm1
|
Utility soundscape. | ||
druglab_esc.alarm2
|
Utility soundscape. | ||
druglab_esc.alarm3
|
Utility soundscape. | ||
druglab_esc.alarm4
|
Utility soundscape. | ||
druglab_esc.siren
|
Utility soundscape. | ||
druglab_esc.amb_fire
|
Utility soundscape. | ||
druglab_esc.distantrunbys
|
Utility soundscape. | ||
druglab.distantwalla
|
Utility soundscape. | ||
druglab_esc.warningone
|
Utility soundscape. | ||
druglab_esc.dudeattacked
|
Utility soundscape. |
Pit
Name | Description | Position Number | Position Description |
---|---|---|---|
pit.intro_hallway
|
|||
pit.intro_pipehall
|
|||
pit.intro_hall2
|
|||
pit.intro_powerhall
|
|||
pit.intro_facilhall
|
|||
pit.pipe_entry
|
|||
pit.waterpipes1
|
|||
pit.waterpipes2
|
|||
pit.narrowpipehall
|
|||
pit.verticalpipes
|
|||
pit.narrowpipehall2
|
|||
pit.duct1
|
|||
pit.roomofdoom
|
|||
pit.roomofdoomw
|
|||
pit.roomofdoomp
|
|||
pit.brickhall
|
|||
pit.tilehall
|
|||
pit.tilehall2
|
|||
pit.tilehall_pow
|
|||
pit.duct
|
|||
pit.quadralex
|
|||
pit.after_quadralex
|
|||
pit.firsttunnel
|
|||
pit.firsttunnel_trans
|
|||
pit.maze
|
|||
pit.low_bangs
|
|||
pit.distant_work
|
|||
pit.aftermaze
|
|||
pit.drivetoctrl
|
|||
pit.ctrlroom
|
|||
pit.secondtunnel
|
|||
pit.secondtunnel2
|
|||
pit.road
|
|||
pit.highriseintro
|
|||
industrial.machine_hits
|
Utility soundscape. | ||
pit.distantruns
|
Utility soundscape. | ||
pit.distanthowls
|
Utility soundscape. | ||
pit.misc_industrial2
|
Utility soundscape. | ||
pit.dudeattacked_freq
|
Utility soundscape. | ||
pit.dudeattacked
|
Utility soundscape. |
Highrise
Name | Description | Position Number | Position Description |
---|---|---|---|
highrise.start
|
Very quiet indoor ambience and continues alarm beeping. | ||
highrise.secstationone
|
Computer beeping, distant continues alarm beeping and plays SintekSecurityStopChatter radio sounds.
|
||
highrise.kiosk
|
Distant looping alarm sounds and announcements: (1)Welcome to supremecy tower! For a company listen and more information, please consult a Sintek information kiosk. (2) If you require additional assistance, please consult a Sintek welcome represensitive. (3) Welcome to supremecy tower! Home of Sintek, a global leader in bio-technology and security service. (4) As a ? must optain guests identification from a Sintek represensitive, thank you! (5) From genomisks to security, Sintek is a global leader in quality. (6) Tomorrow's future today, enjoy the full range of Sintek products and services. (7) From hemogloben to global health, Sintek is there. (8) Making life worth living, Sintek, products and services for life. |
||
highrise.pregarage
|
Identical to above just quieter. | ||
highrise.garage
|
Flouencent lighting hum, generic indoor ambience, distant alarm beeping, often tyre skid sounds and announcements: (1) Deliveries accepted in parking structure level 3 between 5 and 10 AM. (2) Parking structure speedlimit is 15 kilometers per hour. (3) Parking outside of desinated areas will result in vehicle tearing and destruction. (4) Guests parking validation available at reception area. |
||
highrise.garage_vend
|
Garage ambience and docks.warehouse1_vend vending mechine sounds.
|
0 | Vending machines. |
highrise.start_hall
|
Enclosed hallway with distant alarm. | ||
highrise.start_utilityhall1
|
Industrial ambient. | ||
highrise.physplant1
|
Industrial area with pipes often releasing steam and machine sounds. | ||
highrise.start_utilityhall2
|
Identical to highrise.start_utilityhall1 .
|
||
highrise.start_warehouse1
|
Calm generic industrial hall ambience. | ||
highrise.start_utilityhall3
|
Loud ambient sounds of pipes. | ||
highrise.start_pipehall1
|
Identical to highrise.start_warehouse1 but louder.
|
||
highrise.start_fanvent
|
Identical to highrise.start_warehouse1 .
|
||
highrise.atrium
|
Loud busy industrial feel with distant echoing announcement: (1) Behold, the glowing of Sintek. (2) Enjoy a relaxing break, ? ways to help Sintek. (3) Relaxation minute is 10 minutes, violators will terminated. (4) Sintek, the way of the future, today. |
||
highrise.atrium_hall1
|
Identical to highrise.start_warehouse1 .
|
||
highrise.atrium_hall2
|
Identical to highrise.start_warehouse1 .
|
||
highrise.elev_lobby
|
Identical to highrise.start_warehouse1 .
|
||
highrise.after_lobby
|
Identical to highrise.start_warehouse1 .
|
||
highrise.after_secroom
|
Identical to highrise.start_warehouse1 .
|
||
highrise.offices1
|
Similar to highrise.start_warehouse1 but with occational announcements:(1) Remain busy at all times, remember, Sintek is watching. (2) Think like the rest, organisentional differences will be located and removed. (3) Productivity is the key to Sintek's competitive edge. (4) Remember, salaries are computed in real-time based on employee performance. (5) Be an employee of the month, winners recieve a personal appointment with ?. (6) Cubicols will be monitored for ?. (7) Displays of individual flair will not be torlorated in cobicals. (8) Reminder, PTS reports must include coversheets. |
||
highrise.snacks1
|
Similar to highrise.start_warehouse1 but also plays druglab.lunchroom_nags announcements.
|
||
highrise.offices2
|
Identical to highrise.offices1 .
|
||
highrise.after_offices
|
Identical to highrise.start_warehouse1 .
|
||
highrise.up_elevator
|
Identical to highrise.start_warehouse1 .
|
||
highrise.noc_hallway
|
Similar to highrise.start_warehouse1 but plays the soundscape below too.
|
||
highrise.noc
|
Lousy computer ambience with beeping, sometimes phone ringing and radio chatter: (1) Security station omega 3, please respond. (2) All security systems, facility breach reported, full alert. (3) All teams, lock down facility exit. (4) Engage intruder security protocol, all level. (5) Security, trim area, immediately. (6) Automated security units are on patrol, coordinate surveillance. |
0 | Computer beeping. |
1 | Computer beeping. | ||
2 | Computer beeping and radio chatter. | ||
highrise.elevator_going_up
|
Very quiet generic ambient. | ||
highrise.elevator_top
|
Identical to highrise.start_warehouse1 .
|
||
highrise.lower_ledge
|
Calm strong winds and wind gusts. | ||
highrise.emptyhall1
|
Identical to highrise.start_warehouse1 .
|
||
highrise.industrialhall1
|
Identical to highrise.start_warehouse1 but louder.
|
||
highrise.storage_room1
|
Similar to highrise.start_warehouse1 but with strong wind and wind snippets.
|
||
highrise.mid_ledge
|
Identical to highrise.lower_ledge .
|
||
highrise.mid_ledge_windy
|
Strong outdoor winds and wind gusts. | ||
highrise.heavyindustrial_room
|
Generic indoor ambient with very frequent steam releases and announcements: (1) Pressure within system constrains. (2) All personal, monitor fluid ? at all times. (3) System temperature norminal. (4) Safety equipment must be worn at all times. (5) Pipe integrity holding at 95%. (6) Pumps regulating at full protential. |
||
highrise.finalhall
|
Identical to highrise.start_warehouse1 .
|
||
highrise.noc_computing
|
Utility soundscape. Often random computer beeping and phone ringing noises. |
Finale
Name | Description | Position Number | Position Description |
---|---|---|---|
finale.finalhall
|
Strong corridor wind hissing sounds. | ||
finale.outside_ledge1
|
Calm wind ambient and wind gusts. | ||
finale.windyledge1
|
Strong winds and constant wind gusts. | ||
finale.firsthealthroom
|
Strong outside winds with a constant high-pitch tone. | ||
finale.undergirders
|
Very strong winds with wind snippets and frequent metal stress sounds. | ||
finale.helipad
|
Alot of strong winds with often wind snippets and metal groans. | ||
finale.rooftop
|
Continous calm wind and wind snippets. |