List of SE1 Soundscapes: Difference between revisions
(Added descriptions and position information for "highrise" and "final".) |
(Added more descriptions.) |
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{{back | SiN Episodes Level Creation}} | {{back | SiN Episodes Level Creation}} | ||
Here is a list of [[Soundscapes|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. | Here is a list of 301 [[Soundscapes|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. | 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. | ||
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|- | |- | ||
|<code>intro_operatingroom</code> | |<code>intro_operatingroom</code> | ||
| | |Used for cutscenes only. Active operation room ambience with heart equipment monitor beeping, air breathing, pounding heart sounds and announcements:<br />(1) Pulsox levels within normal parameters.<br />(2) CBC markups now within proper range.<br />(3) Warning, cerebral cortex activity exceeding specified parameters.<br />(4) BP (Blood Pressure) stable, systolic rating 125, diastolic rating 82.<br />(5) Respiration is stable, heartrate is normalised.<br />(6) Administrying beta catenin.<br />(7) Warning, saline drip at 25%, additional supplies required.<br />(8) Neurovascular activity outside of expected parameters.<br />(9) Warning, white blood cell count at 3 times expected range.<br />(10) EKG system calibrated, identify sample 37-alpha 2, ready for administration.<br />(11) Laboratory 5 is under quarantine, enter at your own risk.<br />(12) Security clearance 7 is required for access to laboratories 5 through 9.<br />(13) Sample x5399 is ready for analysis.<br />(14) Sector 8 is for authorised personal only.<br />(15) Protective gears required in laboratory 3 and 9.<br />(16) Subject 283 is ready for processing. | ||
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|- | |- | ||
|<code>pit.intro_hallway</code> | |<code>pit.intro_hallway</code> | ||
| | |Quiet hall ambience with distant sound of steps, loud frequent unintelligible talks from people being attacked, howls and explotions. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.intro_pipehall</code> | |<code>pit.intro_pipehall</code> | ||
| | |Industrial underground ambience with steam releases, distant howls and loud frequent unintelligible talks from people being attacked. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.intro_hall2</code> | |<code>pit.intro_hall2</code> | ||
| | |calm industrial ambience with distant loud howls and loud frequent unintelligible talks from people being attacked. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.intro_powerhall</code> | |<code>pit.intro_powerhall</code> | ||
| | |Active tunning machine together with other industrial ambient like steam released and loud frequent unintelligible talks from people being attacked. | ||
| | | | ||
|- | |- | ||
|<code>pit.intro_facilhall</code> | |<code>pit.intro_facilhall</code> | ||
| | |Generic industrial hum. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.pipe_entry</code> | |<code>pit.pipe_entry</code> | ||
| | |Pipe hall ambient. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.waterpipes1</code> | |<code>pit.waterpipes1</code> | ||
| | |Heavy machinery, steam releases, water pipes and constant distant machine hits. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.waterpipes2</code> | |<code>pit.waterpipes2</code> | ||
| | |Boiling water pipe sounds with very distant sound of people being attacked. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.narrowpipehall</code> | |<code>pit.narrowpipehall</code> | ||
| | |Boiling water pipe sounds with heavy machinery, steam releases, distant howls and loud frequent unintelligible talks from people being attacked. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.verticalpipes</code> | |<code>pit.verticalpipes</code> | ||
| | |Loud running water, heavy industrial machinery, steam releases, and nearby howls and screams. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.narrowpipehall2</code> | |<code>pit.narrowpipehall2</code> | ||
| | |Generic machinery sounds. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>pit.duct1</code> | |<code>pit.duct1</code> | ||
| | |Wind howling and quiet distant machinery. | ||
| | | | ||
| | | | ||
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|<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. | |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. | ||
| | | | ||
| | | | ||
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|- | |- | ||
|<code>highrise.garage</code> | |<code>highrise.garage</code> | ||
| | |Fluorescent light 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. | ||
| | | | ||
| | | | ||
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|- | |- | ||
|<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) | |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) Cubicles will be monitored for ?.<br />(7) Displays of individual flair will not be torlorated in cubicles.<br />(8) Reminder, PTS reports must include coversheets. | ||
| | | | ||
| | | |
Revision as of 08:22, 9 April 2018

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Here is a list of 301 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
|
Used for cutscenes only. Active operation room ambience with heart equipment monitor beeping, air breathing, pounding heart sounds and announcements: (1) Pulsox levels within normal parameters. (2) CBC markups now within proper range. (3) Warning, cerebral cortex activity exceeding specified parameters. (4) BP (Blood Pressure) stable, systolic rating 125, diastolic rating 82. (5) Respiration is stable, heartrate is normalised. (6) Administrying beta catenin. (7) Warning, saline drip at 25%, additional supplies required. (8) Neurovascular activity outside of expected parameters. (9) Warning, white blood cell count at 3 times expected range. (10) EKG system calibrated, identify sample 37-alpha 2, ready for administration. (11) Laboratory 5 is under quarantine, enter at your own risk. (12) Security clearance 7 is required for access to laboratories 5 through 9. (13) Sample x5399 is ready for analysis. (14) Sector 8 is for authorised personal only. (15) Protective gears required in laboratory 3 and 9. (16) Subject 283 is ready for processing. |
||
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
|
|||
docks.hall1
|
|||
docks.infirmary
|
|||
docks.loading
|
|||
docks.action_oustside1
|
|||
docks.warehouse1
|
|||
docks.warehouse1_attack
|
|||
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
|
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docks.midlevel
|
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docks.powerplanthall
|
|||
docks.crane_highlevel
|
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docks.railyard
|
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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
|
Quiet hall ambience with distant sound of steps, loud frequent unintelligible talks from people being attacked, howls and explotions. | ||
pit.intro_pipehall
|
Industrial underground ambience with steam releases, distant howls and loud frequent unintelligible talks from people being attacked. | ||
pit.intro_hall2
|
calm industrial ambience with distant loud howls and loud frequent unintelligible talks from people being attacked. | ||
pit.intro_powerhall
|
Active tunning machine together with other industrial ambient like steam released and loud frequent unintelligible talks from people being attacked. | ||
pit.intro_facilhall
|
Generic industrial hum. | ||
pit.pipe_entry
|
Pipe hall ambient. | ||
pit.waterpipes1
|
Heavy machinery, steam releases, water pipes and constant distant machine hits. | ||
pit.waterpipes2
|
Boiling water pipe sounds with very distant sound of people being attacked. | ||
pit.narrowpipehall
|
Boiling water pipe sounds with heavy machinery, steam releases, distant howls and loud frequent unintelligible talks from people being attacked. | ||
pit.verticalpipes
|
Loud running water, heavy industrial machinery, steam releases, and nearby howls and screams. | ||
pit.narrowpipehall2
|
Generic machinery sounds. | ||
pit.duct1
|
Wind howling and quiet distant machinery. | ||
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. |
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highrise.pregarage
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Identical to above just quieter. | ||
highrise.garage
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Fluorescent light 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. |
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highrise.garage_vend
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Garage ambience and docks.warehouse1_vend vending mechine sounds.
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0 | Vending machines. |
highrise.start_hall
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Enclosed hallway with distant alarm. | ||
highrise.start_utilityhall1
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Industrial ambient. | ||
highrise.physplant1
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Industrial area with pipes often releasing steam and machine sounds. | ||
highrise.start_utilityhall2
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Identical to highrise.start_utilityhall1 .
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highrise.start_warehouse1
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Calm generic industrial hall ambience. | ||
highrise.start_utilityhall3
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Loud ambient sounds of pipes. | ||
highrise.start_pipehall1
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Identical to highrise.start_warehouse1 but louder.
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highrise.start_fanvent
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Identical to highrise.start_warehouse1 .
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highrise.atrium
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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. |
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highrise.atrium_hall1
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Identical to highrise.start_warehouse1 .
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highrise.atrium_hall2
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Identical to highrise.start_warehouse1 .
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highrise.elev_lobby
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Identical to highrise.start_warehouse1 .
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highrise.after_lobby
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Identical to highrise.start_warehouse1 .
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highrise.after_secroom
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Identical to highrise.start_warehouse1 .
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highrise.offices1
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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) Cubicles will be monitored for ?. (7) Displays of individual flair will not be torlorated in cubicles. (8) Reminder, PTS reports must include coversheets. |
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highrise.snacks1
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Similar to highrise.start_warehouse1 but also plays druglab.lunchroom_nags announcements.
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highrise.offices2
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Identical to highrise.offices1 .
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highrise.after_offices
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Identical to highrise.start_warehouse1 .
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highrise.up_elevator
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Identical to highrise.start_warehouse1 .
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highrise.noc_hallway
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Similar to highrise.start_warehouse1 but plays the soundscape below too.
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highrise.noc
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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
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Very quiet generic ambient. | ||
highrise.elevator_top
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Identical to highrise.start_warehouse1 .
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highrise.lower_ledge
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Calm strong winds and wind gusts. | ||
highrise.emptyhall1
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Identical to highrise.start_warehouse1 .
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highrise.industrialhall1
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Identical to highrise.start_warehouse1 but louder.
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highrise.storage_room1
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Similar to highrise.start_warehouse1 but with strong wind and wind snippets.
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highrise.mid_ledge
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Identical to highrise.lower_ledge .
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highrise.mid_ledge_windy
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Strong outdoor winds and wind gusts. | ||
highrise.heavyindustrial_room
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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. |
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highrise.finalhall
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Identical to highrise.start_warehouse1 .
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highrise.noc_computing
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Utility soundscape. Often random computer beeping and phone ringing noises. |
Finale
Name | Description | Position Number | Position Description |
---|---|---|---|
finale.finalhall
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Strong corridor wind hissing sounds. | ||
finale.outside_ledge1
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Calm wind ambient and wind gusts. | ||
finale.windyledge1
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Strong winds and constant wind gusts. | ||
finale.firsthealthroom
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Strong outside winds with a constant high-pitch tone. | ||
finale.undergirders
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Very strong winds with wind snippets and frequent metal stress sounds. | ||
finale.helipad
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Alot of strong winds with often wind snippets and metal groans. | ||
finale.rooftop
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Continous calm wind and wind snippets. |