List of SE1 Soundscapes: Difference between revisions

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(Added more descriptions.)
(Added descriptions and positional information for "intro" and "pit")
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|<code>intro_operatingroom_alert</code>
|<code>intro_operatingroom_alert</code>
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|Operation room ambience with beeping equipment, plays <code>intro.alarmchaos</code>.
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|<code>intro_hallescape1</code>
|<code>intro_hallescape1</code>
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|Calm industrial hall ambience, plays <code>intro.alarmchaos</code>.
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|<code>intro_hallescape2</code>
|<code>intro_hallescape2</code>
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|Identical to above.
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|<code>intro_hallescape3</code>
|<code>intro_hallescape3</code>
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|Identical to <code>intro_hallescape1</code>
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|<code>intro_outsidelab</code>
|<code>intro_outsidelab</code>
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|Very busy street sounds with passing and beeping cars, plays <code>intro.alarmoutside</code> and quiet <code>intro.alarmchaos</code>.
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|<code>intro_dreamroom1</code>
|<code>intro_dreamroom1</code>
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|Gentle echoing and lapping water sounds.
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|<code>intro_dream2</code>
|<code>intro_dream2</code>
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|Used for cutscenes only. Plays a loud immersive 13 second sound effect whereafter everything gets quiet.
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|<code>intro.tunnel1</code>
|<code>intro.tunnel1</code>
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|Busy tunnel traffic sounds with cars passing by.
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|<code>intro.tunnel2</code>
|<code>intro.tunnel2</code>
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|Tunnel traffic together with often distant car horns, car truck bumps and cars passing.
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|<code>intro.tunnel3</code>
|<code>intro.tunnel3</code>
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|Almost identical to above, just a bit quieter.
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|<code>intro.city_light_traffic</code>
|<code>intro.city_light_traffic</code>
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|Busy city sound effect with traffic of beeping and passing cars etc.
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|<code>intro.sintekstop</code>
|<code>intro.sintekstop</code>
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|Constant running ventilation system, computers beeping, city ambients and plays <code>SintekSecurityStopChatter</code> radio chatter.
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|<code>SintekSecurityStopChatter</code>
|<code>SintekSecurityStopChatter</code>
|Utility soundscape.  
|Utility soundscape. Random radio chatter:<br />(1) *Beep* The time is now 5:30 AM, all Sintek checkpoints report in.<br />(2) Reminder, report all infractions immediately to Sintek dispatch.<br />(3) Sintek checkpoint alpha 9, please report current ?<br />(4) All external ? forces must be scanned by Sintek directive.<br />(5) Sintek dispatch, checking code 4 and 3 at checkpoint delta 2.<br />(6) This is sector 15 reporting in, traffic patterns normal.<br />(7) Sector 5 reporting in, we got a infraction here. Send a ? sap (soon as possible).
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|<code>intro.riverpass</code>
|<code>intro.riverpass</code>
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|Constant wind with distant city sounds.
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|<code>intro.docks_overview</code>
|<code>intro.docks_overview</code>
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|Busy dock sounds including beeping backing trucks, distant cars, vehicles passing and rustling wind.
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|<code>intro.loading_area</code>
|<code>intro.loading_area</code>
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|Busy dock area together with various truck sounds and <code>LoadingAreaPAChatter</code> announcements.
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|<code>intro.loading_area_secstation</code>
|<code>intro.loading_area_secstation</code>
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|Similar to above but quieter and with louder computer beeping sounds.
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|align="center" |0
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|Distant announcements.
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|<code>intro.loading_area_inside</code>
|<code>intro.loading_area_inside</code>
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|Similar to <code>intro.loading_area</code> but quieter and with indoor generic ambient.
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|align="center" |0
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|Distant announcements.
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|<code>LoadingAreaPAChatterTwo</code>
|<code>LoadingAreaPAChatterTwo</code>
|Utility soundscape.
|Utility soundscape. Random announcements:<br />(1) All pickups and deliveries must be locked at the ? office.<br />(2) Univer tracking represensitive, please report to the ? office.<br />(3) All travelers, please remember to transmit a record of all delivery ID.<br />(4) Automated guided ? system ? online, ready for transport.<br />(5) Automated guided vehicle system reporting obstrution. Work crew, please respond.<br />(6) Pallloads station west require supervision, who will respond?<br />(7) Fixed 3 station beta 9 awaiting cargo.<br />(8) Inventory item planking station 3 online.<br />(9) ?<br />(10) Conatiner transit from area 5 to area 2, please acknowledge.
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|<code>LoadingAreaSFX</code>
|<code>LoadingAreaSFX</code>
|Utility soundscape.
|Utility soundscape. Often trucks passing, trucks braking and large metal bangs.
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|<code>LoadingAreaPAChatter</code>
|<code>LoadingAreaPAChatter</code>
|Utility soundscape.
|Utility soundscape. Almost identical to <code>LoadingAreaPAChatterTwo</code> but louder and more frequent.
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|<code>LoadingAreaRADIOChatter</code>
|<code>LoadingAreaRADIOChatter</code>
|Utility soundscape.
|Utility soundscape. Random radio chatter:<br />(1) Transhipment via Singapore ICC ready for unloading at pire 6.<br />(2) Cargo traces active, please record GPS location.<br />(3) Cargo rescriction: code hazard, regristered in area 2, who will respond?<br />(4) Cargo trace are not responding at 6 ? station alpha, who will respond?<br />(5) High cube container staging area ready for loading. Team alpha, please relocate and command.
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|<code>intro.pipejunction</code>
|<code>intro.pipejunction</code>
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|Similar to <code>intro.loading_area</code> but a bit quiter and with steam running through pipes.
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|<code>intro.alarmchaos</code>
|<code>intro.alarmchaos</code>
|Utility soundscape.
|Utility soundscape. Continues beeping alarm alongside often distant explotions and announcements:<br />(1)(13)(14)(15) Unauthorised personal detected in research corridor 1.<br />(2) Security personal required.<br />(3) Security breach on research floor, laboratory 4 has been compromised.<br />(4) Warning, all Sintek research personal, evacuate the facility.<br />(5) Warning, fire detected in laboratory 5, all personal evacuate immediately.<br />(6) Fire suppression system engaged.<br />(7) Warning, thermal ? temperatures reaching critical.<br />(8) Warning, laboratory integrity compromised.<br />(9) Warning, intruder detected at ? alpha 5.<br />(10) Alert, fire suppression systems active, all personal evacuate area.<br />(11) Security teams, report to ? lab alpha 5 immediately.<br />(12) ? has been breached by unknown agent, commence security lockdown.
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|<code>intro.alarmoutside</code>
|<code>intro.alarmoutside</code>
|Utility soundscape.
|Utility soundscape. Alarm constant beeping, often loud explotions and police alarms passing close-by.
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Line 1,132: Line 1,132:
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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.
|Quiet hall ambience with distant sound of steps, people being attacked, howls and explotions.
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|<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.
|Industrial underground ambience with steam releases, distant howls and people being attacked.
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|<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.
|calm industrial ambience with people being attacked and distant loud howls.
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|<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.
|Active tunning machine together with other industrial ambient like steam released and people being attacked.
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Line 1,166: Line 1,166:
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|<code>pit.waterpipes2</code>
|<code>pit.waterpipes2</code>
|Boiling water pipe sounds with very distant sound of people being attacked.
|Burbling water pipe sounds with very distant sound of people being attacked.
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Line 1,191: Line 1,191:
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|<code>pit.roomofdoom</code>
|<code>pit.roomofdoom</code>
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|Burbling water sounds with people howling, being attacked and quiet industrial machinery.
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|<code>pit.roomofdoomw</code>
|<code>pit.roomofdoomw</code>
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|Identical to above but with quiter burbling sounds.
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|<code>pit.roomofdoomp</code>
|<code>pit.roomofdoomp</code>
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|Moderate burbling water sounds with people howling, being attacked and a heavy running machine nearby.
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|<code>pit.brickhall</code>
|<code>pit.brickhall</code>
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|A continues loud and close running machine with people being attacked and quiet burbling water.
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|<code>pit.tilehall</code>
|<code>pit.tilehall</code>
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|Quiet vent sounds.
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|<code>pit.tilehall2</code>
|<code>pit.tilehall2</code>
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|Identical to above.
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|<code>pit.tilehall_pow</code>
|<code>pit.tilehall_pow</code>
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|Loud water running through pipes and very quiet construction site sounds.
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|<code>pit.duct</code>
|<code>pit.duct</code>
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|Looping vent motor with occational quiet wind.
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|<code>pit.quadralex</code>
|<code>pit.quadralex</code>
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|Busy construction site sound effects.
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|<code>pit.after_quadralex</code>
|<code>pit.after_quadralex</code>
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|Loud tunnel wind with burbling water, and people howling and being attacked.
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|<code>pit.firsttunnel</code>
|<code>pit.firsttunnel</code>
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|Loud burbling water with with people howling and being attacked, and quiet very wind.
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|<code>pit.firsttunnel_trans</code>
|<code>pit.firsttunnel_trans</code>
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|A mix between the one above and below.
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|<code>pit.maze</code>
|<code>pit.maze</code>
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|Loud construction site sound effects with metal bangs and distant work.
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|<code>pit.low_bangs</code>
|<code>pit.low_bangs</code>
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|Utility soundscape. Quiet random metal bangs.
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|<code>pit.distant_work</code>
|<code>pit.distant_work</code>
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|Utility soundscape. Frequent distant heavy work with metal clang, hammer hitting noises and heavy things being moved.
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|<code>pit.aftermaze</code>
|<code>pit.aftermaze</code>
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|Identical to <code>pit.maze</code>.
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|<code>pit.drivetoctrl</code>
|<code>pit.drivetoctrl</code>
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|Contruction site ambience.
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|<code>pit.ctrlroom</code>
|<code>pit.ctrlroom</code>
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|Continous quiet indoor vent wind.
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|<code>pit.secondtunnel</code>
|<code>pit.secondtunnel</code>
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|Identical to above.
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|<code>pit.secondtunnel2</code>
|<code>pit.secondtunnel2</code>
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|Identical to <code>pit.ctrlroom</code>.
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|<code>pit.road</code>
|<code>pit.road</code>
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|Windy coast road sounds.
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|<code>pit.highriseintro</code>
|<code>pit.highriseintro</code>
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|Identical to <code>pit.ctrlroom</code>.
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|<code>industrial.machine_hits</code>
|<code>industrial.machine_hits</code>
|Utility soundscape.
|Utility soundscape. Frequent loud machine steam releasing and groaning.
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|<code>pit.distantruns</code>
|<code>pit.distantruns</code>
|Utility soundscape.
|Utility soundscape. Very often distant echoing sounds of people running on metal surfaces.  
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|<code>pit.distanthowls</code>
|<code>pit.distanthowls</code>
|Utility soundscape.
|Utility soundscape. Distant echoing howls.
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|<code>pit.misc_industrial2</code>
|<code>pit.misc_industrial2</code>
|Utility soundscape.
|Utility soundscape. Random heavy industrial mechine sounds.
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|<code>pit.dudeattacked_freq</code>
|<code>pit.dudeattacked_freq</code>
|Utility soundscape.
|Utility soundscape. Loud and frequent echoing unintelligible talks and screams from people being attacked.
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|<code>pit.dudeattacked</code>
|<code>pit.dudeattacked</code>
|Utility soundscape.
|Utility soundscape. Identical to above but more rare sound effects.
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Revision as of 14:41, 9 April 2018

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SiN Episodes Level Creation

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 Operation room ambience with beeping equipment, plays intro.alarmchaos.
intro_hallescape1 Calm industrial hall ambience, plays intro.alarmchaos.
intro_hallescape2 Identical to above.
intro_hallescape3 Identical to intro_hallescape1
intro_outsidelab Very busy street sounds with passing and beeping cars, plays intro.alarmoutside and quiet intro.alarmchaos.
intro_dreamroom1 Gentle echoing and lapping water sounds.
intro_dream2 Used for cutscenes only. Plays a loud immersive 13 second sound effect whereafter everything gets quiet.
intro.tunnel1 Busy tunnel traffic sounds with cars passing by.
intro.tunnel2 Tunnel traffic together with often distant car horns, car truck bumps and cars passing.
intro.tunnel3 Almost identical to above, just a bit quieter.
intro.city_light_traffic Busy city sound effect with traffic of beeping and passing cars etc.
intro.sintekstop Constant running ventilation system, computers beeping, city ambients and plays SintekSecurityStopChatter radio chatter.
SintekSecurityStopChatter Utility soundscape. Random radio chatter:
(1) *Beep* The time is now 5:30 AM, all Sintek checkpoints report in.
(2) Reminder, report all infractions immediately to Sintek dispatch.
(3) Sintek checkpoint alpha 9, please report current ?
(4) All external ? forces must be scanned by Sintek directive.
(5) Sintek dispatch, checking code 4 and 3 at checkpoint delta 2.
(6) This is sector 15 reporting in, traffic patterns normal.
(7) Sector 5 reporting in, we got a infraction here. Send a ? sap (soon as possible).
intro.riverpass Constant wind with distant city sounds.
intro.docks_overview Busy dock sounds including beeping backing trucks, distant cars, vehicles passing and rustling wind.
intro.loading_area Busy dock area together with various truck sounds and LoadingAreaPAChatter announcements.
intro.loading_area_secstation Similar to above but quieter and with louder computer beeping sounds. 0 Distant announcements.
intro.loading_area_inside Similar to intro.loading_area but quieter and with indoor generic ambient. 0 Distant announcements.
LoadingAreaPAChatterTwo Utility soundscape. Random announcements:
(1) All pickups and deliveries must be locked at the ? office.
(2) Univer tracking represensitive, please report to the ? office.
(3) All travelers, please remember to transmit a record of all delivery ID.
(4) Automated guided ? system ? online, ready for transport.
(5) Automated guided vehicle system reporting obstrution. Work crew, please respond.
(6) Pallloads station west require supervision, who will respond?
(7) Fixed 3 station beta 9 awaiting cargo.
(8) Inventory item planking station 3 online.
(9) ?
(10) Conatiner transit from area 5 to area 2, please acknowledge.
LoadingAreaSFX Utility soundscape. Often trucks passing, trucks braking and large metal bangs.
LoadingAreaPAChatter Utility soundscape. Almost identical to LoadingAreaPAChatterTwo but louder and more frequent.
LoadingAreaRADIOChatter Utility soundscape. Random radio chatter:
(1) Transhipment via Singapore ICC ready for unloading at pire 6.
(2) Cargo traces active, please record GPS location.
(3) Cargo rescriction: code hazard, regristered in area 2, who will respond?
(4) Cargo trace are not responding at 6 ? station alpha, who will respond?
(5) High cube container staging area ready for loading. Team alpha, please relocate and command.
intro.pipejunction Similar to intro.loading_area but a bit quiter and with steam running through pipes.
intro.alarmchaos Utility soundscape. Continues beeping alarm alongside often distant explotions and announcements:
(1)(13)(14)(15) Unauthorised personal detected in research corridor 1.
(2) Security personal required.
(3) Security breach on research floor, laboratory 4 has been compromised.
(4) Warning, all Sintek research personal, evacuate the facility.
(5) Warning, fire detected in laboratory 5, all personal evacuate immediately.
(6) Fire suppression system engaged.
(7) Warning, thermal ? temperatures reaching critical.
(8) Warning, laboratory integrity compromised.
(9) Warning, intruder detected at ? alpha 5.
(10) Alert, fire suppression systems active, all personal evacuate area.
(11) Security teams, report to ? lab alpha 5 immediately.
(12) ? has been breached by unknown agent, commence security lockdown.
intro.alarmoutside Utility soundscape. Alarm constant beeping, often loud explotions and police alarms passing close-by.

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
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 Quiet hall ambience with distant sound of steps, people being attacked, howls and explotions.
pit.intro_pipehall Industrial underground ambience with steam releases, distant howls and people being attacked.
pit.intro_hall2 calm industrial ambience with people being attacked and distant loud howls.
pit.intro_powerhall Active tunning machine together with other industrial ambient like steam released and 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 Burbling 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 Burbling water sounds with people howling, being attacked and quiet industrial machinery.
pit.roomofdoomw Identical to above but with quiter burbling sounds.
pit.roomofdoomp Moderate burbling water sounds with people howling, being attacked and a heavy running machine nearby.
pit.brickhall A continues loud and close running machine with people being attacked and quiet burbling water.
pit.tilehall Quiet vent sounds.
pit.tilehall2 Identical to above.
pit.tilehall_pow Loud water running through pipes and very quiet construction site sounds.
pit.duct Looping vent motor with occational quiet wind.
pit.quadralex Busy construction site sound effects.
pit.after_quadralex Loud tunnel wind with burbling water, and people howling and being attacked.
pit.firsttunnel Loud burbling water with with people howling and being attacked, and quiet very wind.
pit.firsttunnel_trans A mix between the one above and below.
pit.maze Loud construction site sound effects with metal bangs and distant work.
pit.low_bangs Utility soundscape. Quiet random metal bangs.
pit.distant_work Utility soundscape. Frequent distant heavy work with metal clang, hammer hitting noises and heavy things being moved.
pit.aftermaze Identical to pit.maze.
pit.drivetoctrl Contruction site ambience.
pit.ctrlroom Continous quiet indoor vent wind.
pit.secondtunnel Identical to above.
pit.secondtunnel2 Identical to pit.ctrlroom.
pit.road Windy coast road sounds.
pit.highriseintro Identical to pit.ctrlroom.
industrial.machine_hits Utility soundscape. Frequent loud machine steam releasing and groaning.
pit.distantruns Utility soundscape. Very often distant echoing sounds of people running on metal surfaces.
pit.distanthowls Utility soundscape. Distant echoing howls.
pit.misc_industrial2 Utility soundscape. Random heavy industrial mechine sounds.
pit.dudeattacked_freq Utility soundscape. Loud and frequent echoing unintelligible talks and screams from people being attacked.
pit.dudeattacked Utility soundscape. Identical to above but more rare sound effects.

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 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.
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) Cubicles will be monitored for ?.
(7) Displays of individual flair will not be torlorated in cubicles.
(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.