List of SE1 Soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added more descriptions.)
(Added more descriptions.)
Line 456: Line 456:
|-
|-
|<code>docks.docksoutside</code>
|<code>docks.docksoutside</code>
|
|Relatively calm atmosphere with distant dock work, a constant alarm and <code>docks.chase_pa</code> announcements.
|
|
|
|
Line 471: Line 471:
|-
|-
|<code>docks.outsidepipes1</code>
|<code>docks.outsidepipes1</code>
|
|Heavy running machinery, quiet lapping water and random far away ship horns.
|
|
|
|
|-
|-
|<code>docks.turbineroom_one</code>
|<code>docks.turbineroom_one</code>
|
|Active loud generators, random steam releases and <code>docks.powerplant_pa</code> announcements.
|
|
|
|
|-
|-
|<code>docks.turbineroom_one_vending</code>
|<code>docks.turbineroom_one_vending</code>
|
|Close-by running generators and vending machines.
|
|align="center" |0
|
|<code>docks.warehouse1_vend</code> vending machine sounds.
|-
|-
|<code>docks.turbineroom_one_ctrl</code>
|<code>docks.turbineroom_one_ctrl</code>
|
|Similar to <code>docks.turbineroom_one</code> but also with computer noises and beeping.
|
|align="center" |0
|
|Computer beeping.
|-
|-
|<code>docks.pipehall_one</code>
|<code>docks.pipehall_one</code>
|
|Constant vent noises with very often distant heavy machinery sounds and steam releases.
|
|
|
|
|-
|-
|<code>docks.distant_pipehall_one</code>
|<code>docks.distant_pipehall_one</code>
|Steam running through pipes.
|Steam quietly running through pipes.
|
|
|
|
Line 506: Line 506:
|-
|-
|<code>docks.genroom_attack</code>
|<code>docks.genroom_attack</code>
|
|Similar to below but with <code>docks.intro_docks_turbines</code> yelling.
|
|
|
|
|-
|-
|<code>docks.genroom</code>
|<code>docks.genroom</code>
|
|Constant running turbines, loud frequent steam releases and heavy machine noises, and <code>docks.powerplant_pa</code> announcements.
|
|
|
|
|-
|-
|<code>docks.genroom_monitor</code>
|<code>docks.genroom_monitor</code>
|
|Similar to above but with computer beeping instead of heavy machinery.
|
|align="center" |0
|
|Computer beeping.
|-
|-
|<code>docks.aftergenroom</code>
|<code>docks.aftergenroom</code>
Line 526: Line 526:
|-
|-
|<code>docks.lower_railyard</code>
|<code>docks.lower_railyard</code>
|
|Gently water lapping, industrial windy ambience, seagulls and announcements:<br />(1) Attention, rail system activity has been suspended due to security alert.<br />(2) Rail shipment loading has been cancelled until further notice.<br />(3) All rail area personal, facility emergency has been declared, proceed to safe areas.<br />(4) Freight movement holdet, due to facility lockdown.
|
|
|
|
|-
|-
|<code>docks.crane_inharbor</code>
|<code>docks.crane_inharbor</code>
|
|Exterior. Calm industrial ambience and announcements:<br />(1) All employees, stay clear of train area while crane is active.<br />(2) Reminder, crane outreach limited to 200 feet.<br />(3) Reminder, crane lifting capacity limited to 75 long tons.<br />(4) Lock all containers at transit storage.<br />(5) Operators must sign-in before operating gantic crane.
|
|
|
|
|-
|-
|<code>docks.midlevel</code>
|<code>docks.midlevel</code>
|
|Similar to <code>docks.lower_railyard</code> but without any water and quieter.
|
|
|
|
|-
|-
|<code>docks.powerplanthall</code>
|<code>docks.powerplanthall</code>
|
|Similar to <code>docks.turbineroom_one</code> but quiter and with more wind.
|
|
|
|
|-
|-
|<code>docks.crane_highlevel</code>
|<code>docks.crane_highlevel</code>
|
|Similar to <code>docks.crane_inharbor</code> and with quiet seagulls.
|
|
|
|
|-
|-
|<code>docks.railyard</code>
|<code>docks.railyard</code>
|
|Heavy industrial atmosphere and <code>docks.lower_railyard</code> announcements.
|
|
|
|
|-
|-
|<code>docks.beach</code>
|<code>docks.beach</code>
|
|Frequent water crashing shore, wind, ship horns, seagulls and distant unintelligible announcements.
|
|
|
|
|-
|-
|<code>docks.raildock</code>
|<code>docks.raildock</code>
|
|Calm industrial ambient and <code>docks.lower_railyard</code> announcements.
|
|
|
|
|-
|-
|<code>docks.railtunnel</code>
|<code>docks.railtunnel</code>
|
|Identical to above.
|
|
|
|
|-
|-
|<code>docks.raildock2</code>
|<code>docks.raildock2</code>
|
|Identical to <code>docks.raildock</code>.
|
|
|
|
|-
|-
|<code>docks.finalwarehouse</code>
|<code>docks.finalwarehouse</code>
|
|Interior. Loud heavy industrial machinery with constant steam releases, a beeping alarm and announcements:<br />(1) Authorised personal only, violators will be shot on sight.<br />(2) Maximum security protocols to be ? at all times.<br />(3) Warning! Unauthorised personal will be shot on sight.<br />(4) Security location alpha on highest alert.
|
|
|
|
|-
|-
|<code>druglab.intro_foyer_alarm</code>
|<code>druglab.intro_foyer_alarm</code>
|
|Calm windy ambience and a constant beeping alarm.
|
|
|
|
|-
|-
|<code>docks.finalwarehouse_outside</code>
|<code>docks.finalwarehouse_outside</code>
|
|Quiet water gently crashing shore, alarm beeping in the distance and industrial wind.
|
|
|
|
Line 725: Line 725:
|-
|-
|<code>druglab.intro_foyer</code>
|<code>druglab.intro_foyer</code>
|
|Very calm generic ambience.
|
|
|
|
|-
|-
|<code>druglab.intro_hallway</code>
|<code>druglab.intro_hallway</code>
|
|Corridor wind and <code>druglab.intro_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.intro_ambush</code>
|<code>druglab.intro_ambush</code>
|
|Hallway ambience, loud beeping alarm, frequent running and distant <code>docks.chase_activity</code> yelling.
|
|
|
|
|-
|-
|<code>druglab.intro_security_room</code>
|<code>druglab.intro_security_room</code>
|
|Quiet running computer, random computer beeping and noises, and <code>druglab.securityroom_nags</code> messages.
|
|
|
|
|-
|-
|<code>druglab.intro_stairs_down</code>
|<code>druglab.intro_stairs_down</code>
|
|Odd water room ambience and frequent talks going through the walls.
|
|
|
|
|-
|-
|<code>druglab.lunch_area</code>
|<code>druglab.lunch_area</code>
|
|Calm indoor tone, talks heard through walls and <code>druglab.lunchroom_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.lunch_prep_area</code>
|<code>druglab.lunch_prep_area</code>
|
|Similar to above but set in a kitchen envionment.
|
|
|
|
|-
|-
|<code>druglab.hatch_area</code>
|<code>druglab.hatch_area</code>
|
|Strange and weird water room ambience, presumely created from the ship itself.
|
|
|
|
|-
|-
|<code>druglab.hatch_inside</code>
|<code>druglab.hatch_inside</code>
|
|Very enclosed water area with steam pipes and quiet water bubbling.
|
|
|
|
|-
|-
|<code>druglab.hatch_above</code>
|<code>druglab.hatch_above</code>
|
|Active generator sounds.
|
|
|
|
|-
|-
|<code>druglab.hatch_downstairs</code>
|<code>druglab.hatch_downstairs</code>
|
|Heavy running machinery releasing steam.
|
|
|
|
|-
|-
|<code>druglab.bilge1</code>
|<code>druglab.bilge1</code>
|
|Abandoned lower part of the ship with lots of water. Water lapping, wind hissing, metal groans, random distant howls and dripping.
|
|
|
|
|-
|-
|<code>druglab.bilge2</code>
|<code>druglab.bilge2</code>
|
|Identical to above.
|
|
|
|
|-
|-
|<code>druglab.bilge_exit</code>
|<code>druglab.bilge_exit</code>
|
|Industrial abandoned water area with sounds of heavy machinery releasing steam.
|
|
|
|
|-
|-
|<code>druglab.bilge_exit_machines</code>
|<code>druglab.bilge_exit_machines</code>
|
|Constant running machinery tone.
|
|
|
|
|-
|-
|<code>druglab.industrial_ambience1</code>
|<code>druglab.industrial_ambience1</code>
|
|Strange ship atmosphere, often steam releases and <code>druglab.industrial_nags</code> announcements.
|
|
|
|
Line 845: Line 845:
|-
|-
|<code>druglab.hallway_three</code>
|<code>druglab.hallway_three</code>
|
|Very quiet corridor ambience.
|
|
|
|
|-
|-
|<code>druglab.server_room_one</code>
|<code>druglab.server_room_one</code>
|
|Constant running computer tone, beeping and occational phone ringing, voices heard through walls from time to time and <code>druglab.serverroom_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.server_room_two</code>
|<code>druglab.server_room_two</code>
|
|Identical to above.
|
|
|
|
|-
|-
|<code>druglab.server_room_three</code>
|<code>druglab.server_room_three</code>
|
|Similar to <code>druglab.server_room_one</code> but more calm without any of voices going through the walls.
|
|
|
|
|-
|-
|<code>druglab.heat_room_one</code>
|<code>druglab.heat_room_one</code>
|
|A lot of pipe steam noises, steam releases and <code>druglab.industrial_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.heat_room_hall</code>
|<code>druglab.heat_room_hall</code>
|
|Similar to above but without any speaker announcements.
|
|
|
|
|-
|-
|<code>druglab.heat_room_low</code>
|<code>druglab.heat_room_low</code>
|
|Very loud and a lot of heated steam sounds and constant busts of steam.
|
|
|
|
|-
|-
|<code>druglab.heat_room_high</code>
|<code>druglab.heat_room_high</code>
|
|Similar to above but a bit more intense, together with <code>druglab.industrial_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.heat_room_after</code>
|<code>druglab.heat_room_after</code>
|
|Similar to above but with the steam being a lot more quiet and distant.
|
|
|
|
|-
|-
|<code>druglab.processing_room</code>
|<code>druglab.processing_room</code>
|
|Heavy enclosed machinery atmosphere, steam releases and <code>druglab.industrial_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.after_processing_room</code>
|<code>druglab.after_processing_room</code>
|
|Calm machinery, metal groans, voices heard through walls from time to time and <code>druglab.afterhold_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.giant_hold</code>
|<code>druglab.giant_hold</code>
|
|Large open indoor area with loud metal groans coming from the ship, water lapping, dripping and wind snippets.
|
|
|
|
|-
|-
|<code>druglab.giant_hold_after</code>
|<code>druglab.giant_hold_after</code>
|
|Pipe steam, quiet voices going through the walls and <code>druglab.afterhold_nags</code> announcements.
|
|
|
|
|-
|-
|<code>druglab.storage_closet</code>
|<code>druglab.storage_closet</code>
|
|Similar to <code>druglab.hallway_three</code> but quieter.
|
|
|
|
|-
|-
|<code>druglab.attic</code>
|<code>druglab.attic</code>
|
|Windy ambience with very loud metal groans and sometimes distant howls.
|
|
|
|
|-
|-
|<code>druglab.cleanroom</code>
|<code>druglab.cleanroom</code>
|
|Very calm and quiet envionment with occational announcements:<br />(1) Case 5x6571, preception on contact.<br />(2) ?
|
|
|
|
|-
|-
|<code>druglab.bigmutantroom</code>
|<code>druglab.bigmutantroom</code>
|WIP. Announcements:<br />(1) Warning! Do not feed subject outside of assigned hours.<br />(2) Reminder, keep hands and feet away from X5038 at all times.<br />(3) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times.<br />(4) Reminder, ? flow to subject X5038 must remain consistant at all times.<br />(5) Biomass induction procedures scheduled for o-900 hours.<br />(6) Nested deletions carried out via insert library.<br />(7) Polygene-homo-polymery tracks infused into subject.<br />(8) Gheteroins insertion and delection commenced.<br />(9) Mutation detection protocols active.
|Strange ship ambient with distant announcements:<br />(1) Warning! Do not feed subject outside of assigned hours.<br />(2) Reminder, keep hands and feet away from X5038 at all times.<br />(3) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times.<br />(4) Reminder, ? flow to subject X5038 must remain consistant at all times.<br />(5) Biomass induction procedures scheduled for o-900 hours.<br />(6) Nested deletions carried out via insert library.<br />(7) Polygene-homo-polymery tracks infused into subject.<br />(8) Gheteroins insertion and delection commenced.<br />(9) Mutation detection protocols active.
|
|
|
|
|-
|-
|<code>druglab.leperkinroom</code>
|<code>druglab.leperkinroom</code>
|
|Identical to <code>druglab.hallway_three</code> but with a lower pitch.
|
|
|
|
|-
|-
|<code>druglab.mutantcontrol</code>
|<code>druglab.mutantcontrol</code>
|WIP. Announcements:<br />(1) DNA plasmids assembled and ready for use.<br />(2) Automated fluorescent ? termintor sequencing complete.<br />(3) Custom synthesis systems online, universal primers active.<br />(4) Universal primers ready for Sintek vectors.<br />(5) Genomic DNA gels ready for centrifuge.<br />(6) Delinieation of template based cells initiated.<br />(7) Transposons ready for insertion.<br />(8) Warning! Do not feed outside of assigned hours.<br />(9) Reminder, ? flow to subject X5038 must remain consistant at all times.<br />(10) Biomass induction procedures scheduled for o-900 hours.<br />(11) Nested deletions carried out via insert library.<br />(12) Polygene-homo-polymery tracks infused into subject.<br />(13) Gheteroins insertion and delection commenced.<br />(14) Mutation detection protocols active.
|Generic room tone with announcements:<br />(1) DNA plasmids assembled and ready for use.<br />(2) Automated fluorescent ? termintor sequencing complete.<br />(3) Custom synthesis systems online, universal primers active.<br />(4) Universal primers ready for Sintek vectors.<br />(5) Genomic DNA gels ready for centrifuge.<br />(6) Delinieation of template based cells initiated.<br />(7) Transposons ready for insertion.<br />(8) Warning! Do not feed outside of assigned hours.<br />(9) Reminder, ? flow to subject X5038 must remain consistant at all times.<br />(10) Biomass induction procedures scheduled for o-900 hours.<br />(11) Nested deletions carried out via insert library.<br />(12) Polygene-homo-polymery tracks infused into subject.<br />(13) Gheteroins insertion and delection commenced.<br />(14) Mutation detection protocols active.
|
|
|
|
|-
|-
|<code>druglab.securitystation</code>
|<code>druglab.securitystation</code>
|
|Identical to <code>druglab.leperkinroom</code>.
|
|
|
|
|-
|-
|<code>druglab.big_industrial</code>
|<code>druglab.big_industrial</code>
|WIP. Announcements:<br />(1) Pressure within system constrains.<br />(2) All personal, monitor fluid actuation 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 regulation at full protential.
|Loud active machinery, very often steam being released and announcements:<br />(1) Pressure within system constrains.<br />(2) All personal, monitor fluid actuation 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 regulation at full protential.
|
|
|
|
|-
|-
|<code>druglab.prebigindustrial</code>
|<code>druglab.prebigindustrial</code>
|
|Calm industrial machinery.
|
|
|
|
|-
|-
|<code>druglab.underneath_tram</code>
|<code>druglab.underneath_tram</code>
|
|Running computer.
|
|
|
|
|-
|-
|<code>druglab.final_hold</code>
|<code>druglab.final_hold</code>
|WIP. Echoing announcements:<br />(1) Submersible refueling at 70%.<br />(2) Attention! Submersible crew, report to the lake bay.<br />(3) Reminder, use caution in facility as ?<br />(4) Submersible maintaince procedure complete.<br />(5) Authorised personal only in submersible loading area.<br />(6) Cargo manifest must be updated at the ?<br />(7) All personal, this is a restricted area.<br />(8) Loading arm must operated by qualified personal only.
|Calm industrial atmosphere and distant echoing announcements:<br />(1) Submersible refueling at 70%.<br />(2) Attention! Submersible crew, report to the lake bay.<br />(3) Reminder, use caution in facility as ?<br />(4) Submersible maintaince procedure complete.<br />(5) Authorised personal only in submersible loading area.<br />(6) Cargo manifest must be updated at the ?<br />(7) All personal, this is a restricted area.<br />(8) Loading arm must operated by qualified personal only.
|
|
|
|
Line 1,075: Line 1,075:
|-
|-
|<code>druglab_esc.distantexplosionset</code>
|<code>druglab_esc.distantexplosionset</code>
|Utility soundscape.
|Utility soundscape. Different kinds of close echoing explosions.
|
|
|
|
|-
|-
|<code>druglab_esc.alarm1</code>
|<code>druglab_esc.alarm1</code>
|Utility soundscape.
|Utility soundscape. Echoing light alarm sound with too what sounds like someone saying alarm at the end, stopping and starting over.
|
|
|
|
|-
|-
|<code>druglab_esc.alarm2</code>
|<code>druglab_esc.alarm2</code>
|Utility soundscape.
|Utility soundscape. About one second flat alarm sound, then stopping for a bit and starting over.
|
|
|
|
|-
|-
|<code>druglab_esc.alarm3</code>
|<code>druglab_esc.alarm3</code>
|Utility soundscape.
|Utility soundscape. Similar to above but with a kinda deeper pitch.
|
|
|
|
|-
|-
|<code>druglab_esc.alarm4</code>
|<code>druglab_esc.alarm4</code>
|Utility soundscape.
|Utility soundscape. Ten small beeps after eachother and then a short wait before starting over.
|
|
|
|
|-
|-
|<code>druglab_esc.siren</code>
|<code>druglab_esc.siren</code>
|Utility soundscape.
|Utility soundscape. Very fast beeping noises.
|
|
|
|
|-
|-
|<code>druglab_esc.amb_fire</code>
|<code>druglab_esc.amb_fire</code>
|Utility soundscape.
|Utility soundscape. Ambient, echoing and enclosed like sound effects of a room being in flames.
|
|
|
|
|-
|-
|<code>druglab_esc.distantrunbys</code>
|<code>druglab_esc.distantrunbys</code>
|Utility soundscape.
|Utility soundscape. Very often distant running on metal surfaces.  
|
|
|
|
|-
|-
|<code>druglab.distantwalla</code>
|<code>druglab.distantwalla</code>
|Utility soundscape.
|Utility soundscape. Frequent quiet talking and voices heard through walls.
|
|
|
|
Line 1,125: Line 1,125:
|-
|-
|<code>druglab_esc.dudeattacked</code>
|<code>druglab_esc.dudeattacked</code>
|Utility soundscape.
|Utility soundscape. Often distant echoing sounds of people screaming from being attacked.
|
|
|
|
Line 1,369: Line 1,369:
|-
|-
|<code>highrise.garage_vend</code>
|<code>highrise.garage_vend</code>
|Garage ambience and <code>docks.warehouse1_vend</code> vending mechine sounds.
|Garage ambience and vending mechine sounds.
|align="center" |0
|align="center" |0
|Vending machines.
|<code>docks.warehouse1_vend</code> vending machine sounds.
|-
|-
|<code>highrise.start_hall</code>
|<code>highrise.start_hall</code>

Revision as of 08:26, 12 April 2018

Under construction.png
This page is actively undergoing a major edit.
As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.

The person who added this notice will be listed in its edit history should you wish to contact them.

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 Loud running pipe water with distant dock sound and docks.intro_pa announcements.
docks.newintro_martin Distant dock sounds with very quiet docks.intro_pa announcements.
docks.newintro_aftermartin Identical to docks.intro, just a little quieter.
docks.intro_set Busy city dock atmosphere with boat horns, seagulls, distant metal work, trucks and cars beeping in the distance.
docks.intro_distant Similar to above but with docks.intro_pa announcements.
docks.intro Identical to above but with a little quieter dock ambience.
docks.second_intro Very busy dock with lots of work going on and often docks.intro_pa announcements.
docks.intro_docktop_amb Distant welding, a fluorescent lighting hum and docks.intro_pa announcements.
docks.intro_docktop Similar to above and with busy dock ambience.
docks.intro_ambush_top Constant beeping alarm with fluorescent hum, docks.intro_docks_grunts yelling and docks.chase_pa announcements.
docks.under_docks Far echoing alarm with lapping water sounds, docks.intro_docks_grunts_water yelling and docks.chase_pa announcements.
docks.tunnel1 Underground sewer ambience, echoing alarm, docks.chase_activity yelling and docks.chase_pa announcements.
docks.tunnel2 Dominant underground sewer ambience, distant echoing alarm and docks.chase_activity yelling
docks.tunnel3 Large sewer tunnel atmosphere with very frequent docks.intro_docks_grunts and docks.chase_activity yelling plus quiet alarm.
docks.jessroom Sewer system with very loud running pipe water, dripping, steam release sounds, and docks.chase_activity2 yelling.
docks.hall1 Active ventilation system and very far away docks.chase_activity2 yelling.
docks.infirmary Enclosed area wind, announcements and extremely quiet docks.chase_activity2 yelling. 0 docks.infirmary_pa announcements.
docks.loading Enclosed allyway with loud running truck, distant constant alarm and docks.loading_pa announcements.
docks.action_oustside1 Constant water bubbling / pipe water loop.
docks.warehouse1 Interior. Generator loop being constant a steam release, distant alarm, frequent catwalk running and docks.warehouse1_pa announcements.
docks.warehouse1_attack Identical to above.
docks.warehouse1_vend Interior. Constant steam release with vending mechines:
(1) Delicious grape, drink more!
(2) Grape *bang*, ninjas love it and so should you!
(3) Drink hammer cola *metal clang*, get hammered!
(4) Nail the day and with another hammer cola *metal clang*
(5) Thirsty? *metal clang*, hammer it!
(6) Who knew it could be so good, grape.
0 Vending machines.
docks.alley1 Exterior with a running truck / industrial ambience and a distant alarm.
docks.hall2 Quiet and calm indoor industrial atmosphere.
docks.vendingledge Very calm outdoor enclosed area with vending machines. 0 docks.warehouse1_vend vending machine sounds.
docks.outside_physpuzz Close by docks and windy ambience.
docks.harbor_edge Lapping water, wind, ship horns, seagulls and distant unintelligible announcements.
docks.harbor_edge_path Almost identical to above with the seagulls being a tiny bit quieter.
docks.harbor_edge_pow Busy distant dock atmosphere, lapping water, seagulls, ship horns and distant unintelligible announcements.
docks.lighthouse_inside Running motor like ambience with every so often lighthouse searching sounds.
docks.harbor Lapping water sounds, quiet seagulls, ship horns and echoing unintelligible announcements.
docks.dockside Interior. Lots of lapping water with distant ship horns, bells and metal bangs.
docks.dockhouse1 Interior. Calm wind and lapping water.
docks.dockhouse2 Identical to above but with louder water lapping.
docks.warehouse2 Industrial atmosphere, distant beeping alarm and docks.warehouse1_pa announcements.
docks.warehouse2_attack Similar to above and with docks.intro_docks_warehouse2 yelling.
docks.warehousealley2 Quiet running active air conditioner like ambience.
docks.crazymachineroom_attack Similar to below but with docks.intro_docks_deathmachine yelling.
docks.crazymachineroom Generic indoor industrial atmosphere.
docks.crazymachineafterhall Identical to docks.warehousealley2.
docks.afterhallvending Industrial indoor ambient with active vending machines. 0 docks.warehouse1_vend vending machine sounds.
1 Vending machine motor hum.
docks.carpethall Calm indoor ambient and very distant docks.chase_activity2 yelling.
docks.carpetsecurity Indoor atmosphere, computer beeping and phone ringing. 0 Computer beeping noises.
docks.docksoutside Relatively calm atmosphere with distant dock work, a constant alarm and docks.chase_pa announcements.
docks.carpetoffice Very quiet indoor white noise.
docks.tilehall Calm indoor vent hum.
docks.outsidepipes1 Heavy running machinery, quiet lapping water and random far away ship horns.
docks.turbineroom_one Active loud generators, random steam releases and docks.powerplant_pa announcements.
docks.turbineroom_one_vending Close-by running generators and vending machines. 0 docks.warehouse1_vend vending machine sounds.
docks.turbineroom_one_ctrl Similar to docks.turbineroom_one but also with computer noises and beeping. 0 Computer beeping.
docks.pipehall_one Constant vent noises with very often distant heavy machinery sounds and steam releases.
docks.distant_pipehall_one Steam quietly running through pipes.
docks.genroom_water Identical to docks.warehousealley2.
docks.genroom_attack Similar to below but with docks.intro_docks_turbines yelling.
docks.genroom Constant running turbines, loud frequent steam releases and heavy machine noises, and docks.powerplant_pa announcements.
docks.genroom_monitor Similar to above but with computer beeping instead of heavy machinery. 0 Computer beeping.
docks.aftergenroom Identical to docks.warehousealley2.
docks.lower_railyard Gently water lapping, industrial windy ambience, seagulls and announcements:
(1) Attention, rail system activity has been suspended due to security alert.
(2) Rail shipment loading has been cancelled until further notice.
(3) All rail area personal, facility emergency has been declared, proceed to safe areas.
(4) Freight movement holdet, due to facility lockdown.
docks.crane_inharbor Exterior. Calm industrial ambience and announcements:
(1) All employees, stay clear of train area while crane is active.
(2) Reminder, crane outreach limited to 200 feet.
(3) Reminder, crane lifting capacity limited to 75 long tons.
(4) Lock all containers at transit storage.
(5) Operators must sign-in before operating gantic crane.
docks.midlevel Similar to docks.lower_railyard but without any water and quieter.
docks.powerplanthall Similar to docks.turbineroom_one but quiter and with more wind.
docks.crane_highlevel Similar to docks.crane_inharbor and with quiet seagulls.
docks.railyard Heavy industrial atmosphere and docks.lower_railyard announcements.
docks.beach Frequent water crashing shore, wind, ship horns, seagulls and distant unintelligible announcements.
docks.raildock Calm industrial ambient and docks.lower_railyard announcements.
docks.railtunnel Identical to above.
docks.raildock2 Identical to docks.raildock.
docks.finalwarehouse Interior. Loud heavy industrial machinery with constant steam releases, a beeping alarm and announcements:
(1) Authorised personal only, violators will be shot on sight.
(2) Maximum security protocols to be ? at all times.
(3) Warning! Unauthorised personal will be shot on sight.
(4) Security location alpha on highest alert.
druglab.intro_foyer_alarm Calm windy ambience and a constant beeping alarm.
docks.finalwarehouse_outside Quiet water gently crashing shore, alarm beeping in the distance and industrial wind.
docks.low_bangs Utility soundscape. Frequent large metal bangs, ship horns, ship bells and trucks.
docks.distant_work Utility soundscape. Random echoing sounds of heavy industrial work with hammering and pipes being dropped.
docks.gulls Utility soundscape. Quiet seagulls calling.
docks.gulls2 Identical to above but louder and more rare calls.
docks.workset Utility soundscape. Random distant industrial work with ship horns, metal bangs and seagulls.
docks.intro_pa Utility soundscape. General dock announcements:
(1) Dock master supervision required, queue blocks ready for positioning.
(2) Reminder, Double check all spot welding, to ensure proper place position.
(3) All personal must wear shielded ? during welding, ultraviolet radiation busts retinas.
(4) Safety reminder, avoid the thermal welding mode, use your fog shield.
(5) Requesting crane operation for direction unit 9.
(6) Remember to always leak test ?, ? and ?
(7) Remember, safety is everyone's job. It has been 3 days since the last injury report.
docks.chase_pa Utility soundscape. Lockdown announcements:
(1) All personal, security protocols active, move to safe area and wait for "all clear" signal.
(2) Attetion, facility currently under attack, report to emergency stations.
(3) Alert! Sintek has declared marshall law in area, evacuate immediately.
(4) All personal, legal force has been authorised, remain at your station for your safety.
(5) Security protocols active, manifest recording station inactive, west private ? station now under lockdown.
(6) Warning! Safety status of area is code red, all employees evacuate until further instructions.
(7) Warning! Sintek security forces has entered the sector, all employees report to designated safe areas.
docks.infirmary_pa Utility soundscape. Health releated announcements:
(1) Inject personal must report to a med-station immediately.
(2) Used arsna bionic canisters must be disposed of properly.
(3) All med-station youth must be reported to management via infident report.
(4) Remember, report any injury, and report to a med-station as soon as possible.
(5) Arsna bionic injection is safe and easy, remember to apply immediately to injuries.
docks.warehouse1_pa Utility soundscape. Security announcements:
(1) East maintenance area currently under security control.
(2) Maintinance exists locked for security protocols.
(3) Vehicles prohibited from entering or leaving maintenance area duing lockdown.
(4) Incursion in progress, all personal report to safe areas.
(5) Alert! Law inforcement action taking place, evacuate area immediately.
(6) Warning! Weapons fire reported, all personal exit area.
(7) Security protocols actived, facility is in lockdown.
docks.harbor_pa Utility soundscape. Highly echoing (large area) and unintelligible warning announcements.
docks.loading_pa Utility soundscape. Loading bay lockdown announcements:
(1) Loading dock activity is suspended until further notice.
(2) Security procedures in place, dock area is ?
(3) All personal evacuate area, security alert.
(4) External drivers are prohibited from entering secured area.
(5) Shipping and receiving area offline, due to decurity controls.
(6) Delivery import and export activity suspended for duration of security action.
(7) All vehicle loading bays and protection systems locked down due to security alert.
docks.killermachine_pa Utility soundscape. Storage area warning announcements:
(1) Warning! Container loading machinery on ? override, exercise caution.
(2) Warning! Safety protocols disabled, enter facility at your own risk.
(3) Security procedures in effect for all facilities' storage areas.
docks.powerplant_pa Utility soundscape. Power releated announcements:
(1) Attention, turbine 1 and 3 station unattended, personal please report your station.
(2) ?
(3) Switching operator, please ?
(4) Pilot ? unknown, personal please report to pilot ?
(5) Transmission grid system online and operating at 95% addationally.
(6) Transmission circuit data is normal, all ? stations online.
(7) Transmission data ? adjusted by 0.14o.
(8) Turbine compression levels norminal.
(9) Outflow rate adjusted for ?
(10) Penstock flowrate 2000 m3/s, holding.
(11) Turbine speed at 97 RPM and climing.
(12) Tailrace integrity, holding it steady.
(13) Hydrolic head adjusted for maximum turbine output.
(14) Magnetic field strip at maximum coil capacity.
(15) Rotor strain is norminal.
(16) Inducter online, conversion is steady.
(17) Pilot ? access active.
(18) Walkway extended, use caution.
(19) Warning, automated door systems offline, ? operation required.
(20) Warning, pump area ?, all personal evacuate.
docks.harbor_misc Utility soundscape. Very similar to docks.low_bangs but quieter and more rare sounds.
docks.chase_activity Utility soundscape. Often echoing running on metal surfaces and enemy ambush yelling:
(1) There he is!
(2) There is no escape!
(3) I got you now!
(4) We got him cornered ?
(5) Cut him off!
(6) Get him!
(7) There!
(8) Go go go!
(9) He is over there!
(10) Move move move!
(11) Move it, move it!
(12) Move move move, let's go!
docks.chase_activity2 Utility soundscape. Identical to above but with the yelling being more distant.
docks.machine_hits Utility soundscape. Almost constant loud and heavy ambient machinery noises.
docks.distantruns Utility soundscape. Very often distant running on metal surfaces.
docks.machine_hits2 Utility soundscape. Often close industrial machinery sounds.
docks.intro_docks_grunts Utility soundscape. Loud echoing enemy ambush yelling:
(1) He is still running!
(2) You are never gonna make it!
(3) Cut him off!
(4) I got a 20 on Blade, i need backup!
(5) Need backup!
(6) We got him trapped!
docks.intro_docks_grunts_water Utility soundscape. Loud echoing enemy ambush yelling:
(1) He is still running!
(2) You are never gonna make it!
(3) Cut him off!
(4) He is heading for the sewer tunnel!
(5) Shoot the boards!
(6) I got a 20, he is under the boards!
(7) Check the water! Check the water!
(8) I got a 20 on Blade, i need backup!
(9) Need backup!
(10) He is in the water!
(11) We got him trapped!
(12) He is down there, we got him!
docks.intro_docks_warehouse Utility soundscape. Loud echoing enemy ambush yelling:
(1) He is moving into the warehouse!
(2) Watch it, he is moving back into the warehouse!
(3) He is moving to the exit!
(4) Secure the exists!
(5) He can't hide in here forever!
(6) Keep an eye on the alley, don't let him out!
(7) I got a 20 on Blade, i need backup!
(8) Need backup!
docks.intro_docks_warehouse2 Almost identical to above but with this replacing number 6:
(1) He is inside!
docks.intro_docks_deathmachine Utility soundscape. Loud echoing enemy ambush yelling:
(1) He is moving into the warehouse!
(2) Watch it, he is moving back into the warehouse!
(3) He is moving to the exit!
(4) Secure the exists!
(5) Watch your fire! Everything in here is explosive!
(6) Drop the barrels on him!
(7) Lock him in!
(8) You are not going anywhere Blade!
(9) Assault pattern delta!
(10) Flank his position!
docks.intro_docks_turbines Utility soundscape. Loud echoing enemy ambush yelling:
(1) He is moving into the warehouse!
(2) He is at the turbines!
(3) Lock him in!
(4) Light him up!
(5) He is coming around!
(6) Don't let him out!
(7) There is no way he is getting out of here!

Druglab

Name Description Position Number Position Description
druglab.intro_foyer Very calm generic ambience.
druglab.intro_hallway Corridor wind and druglab.intro_nags announcements.
druglab.intro_ambush Hallway ambience, loud beeping alarm, frequent running and distant docks.chase_activity yelling.
druglab.intro_security_room Quiet running computer, random computer beeping and noises, and druglab.securityroom_nags messages.
druglab.intro_stairs_down Odd water room ambience and frequent talks going through the walls.
druglab.lunch_area Calm indoor tone, talks heard through walls and druglab.lunchroom_nags announcements.
druglab.lunch_prep_area Similar to above but set in a kitchen envionment.
druglab.hatch_area Strange and weird water room ambience, presumely created from the ship itself.
druglab.hatch_inside Very enclosed water area with steam pipes and quiet water bubbling.
druglab.hatch_above Active generator sounds.
druglab.hatch_downstairs Heavy running machinery releasing steam.
druglab.bilge1 Abandoned lower part of the ship with lots of water. Water lapping, wind hissing, metal groans, random distant howls and dripping.
druglab.bilge2 Identical to above.
druglab.bilge_exit Industrial abandoned water area with sounds of heavy machinery releasing steam.
druglab.bilge_exit_machines Constant running machinery tone.
druglab.industrial_ambience1 Strange ship atmosphere, often steam releases and druglab.industrial_nags announcements.
druglab.industrial_nags Utility soundscape. Industrial announcements:
(1) System temperature norminal.
(2) Pipe integrity holding at 95%.
(3) Pressure within system constrains.
(4)(6) Pumps regulation at full protential.
(5) Safety equipment must be worn at all times.
druglab.intro_nags Utility soundscape. Intruder announcements:
(1) External contained in entrance.
(3) *Beep Beep* Please submit to identity scan.
(4) Sec 4's unit alpha, mobilise to entrance.
(5) Security forces mobilised. Respond vector alpha 5, intrusion alert.
(6) Turret offline, personal report to turret position alpha.
(7) *Beep* Warning! Indentity failure, submit to security forces immediately.
druglab.securityroom_nags Utility soundscape. Security and intruder announcements:
(1) Resulted intrusion alert unknown, please enter result.
(2) No response from station 0. Sec teams investigate.
(3) Station 0, please report status.
(4) Current scan mode negative, please calibrate entryway.
(5) Security team, please recalibrate entrance scan, circuit incomplete.
druglab.lunchroom_nags Utility soundscape. Lunch and food releated announcements:
(1) Break timelimit is 5 minutes. Violators will be disciplined.
(2) Failure to restock cold beverages is a capital offence.
(3) Employee limited: 2 cups coffee, one ? snack. Blood sugar will be urine tested.
(4) Cold storage purge takes place every friday, remove items beforehand.
(5) Warning! Only Sintek drugs may be consumed on the premises, failure to comply will result in termination.
(6) Snacks must be consumed in this area only.
(7) Think, is this great for the company?
druglab.serverroom_nags Utility soundscape. Lab equipment announcements:
(1) Viral expression vector is norminal, ? strategy executed.
(2) Polymer drug dispersion systems online.
(3) Vessel atitutor position rotated to match injection system.
(4) Cross flow filtration system unbalanced, adjusting flux decay on boundary layer.
(5) Dilating filters to 0.5 milimeter rated port diameter.
(6) Asymetric symphesis generators recieving catalyst.
(7) Catalyst levels low, increasing load to 100 parts per million.
(8) Storage tank pressure 1500 PSI and falling.
(9) Condenser flowrate within expended bounds.
(10) Distillation coloumn temperature norminal.
(11) Starting resurcilation pumps for supercritical pressure system.
(12) Reactor systems active at norminal rate.
(13) Temperature variants maintained within constraints.
(14) Turbine RPM within expected standard diviation.
(15) Electrical subsystem average subnorminal, please adjust.
(16) Power levels norminal.
(17) Maintinance crew, please report to flywheel lubrication system.
druglab.afterhold_nags Utility soundscape. Quietness announcements:
(1) Reminder, remain as quiet as possible in hold area, stealth is the key to our operation.
(2) Louder visible activity is prohibited in the hold area, violators will be terminated immediately.
(3) Authorised personal only within hold area, if you are unsure your status, check with your supervisor.
druglab.hallway Identical to druglab.intro_hallway, just a bit quieter.
druglab.hallway_two Identical to above but with a lower pitch.
druglab.hallway_three Very quiet corridor ambience.
druglab.server_room_one Constant running computer tone, beeping and occational phone ringing, voices heard through walls from time to time and druglab.serverroom_nags announcements.
druglab.server_room_two Identical to above.
druglab.server_room_three Similar to druglab.server_room_one but more calm without any of voices going through the walls.
druglab.heat_room_one A lot of pipe steam noises, steam releases and druglab.industrial_nags announcements.
druglab.heat_room_hall Similar to above but without any speaker announcements.
druglab.heat_room_low Very loud and a lot of heated steam sounds and constant busts of steam.
druglab.heat_room_high Similar to above but a bit more intense, together with druglab.industrial_nags announcements.
druglab.heat_room_after Similar to above but with the steam being a lot more quiet and distant.
druglab.processing_room Heavy enclosed machinery atmosphere, steam releases and druglab.industrial_nags announcements.
druglab.after_processing_room Calm machinery, metal groans, voices heard through walls from time to time and druglab.afterhold_nags announcements.
druglab.giant_hold Large open indoor area with loud metal groans coming from the ship, water lapping, dripping and wind snippets.
druglab.giant_hold_after Pipe steam, quiet voices going through the walls and druglab.afterhold_nags announcements.
druglab.storage_closet Similar to druglab.hallway_three but quieter.
druglab.attic Windy ambience with very loud metal groans and sometimes distant howls.
druglab.cleanroom Very calm and quiet envionment with occational announcements:
(1) Case 5x6571, preception on contact.
(2) ?
druglab.bigmutantroom Strange ship ambient with distant announcements:
(1) Warning! Do not feed subject outside of assigned hours.
(2) Reminder, keep hands and feet away from X5038 at all times.
(3) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times.
(4) Reminder, ? flow to subject X5038 must remain consistant at all times.
(5) Biomass induction procedures scheduled for o-900 hours.
(6) Nested deletions carried out via insert library.
(7) Polygene-homo-polymery tracks infused into subject.
(8) Gheteroins insertion and delection commenced.
(9) Mutation detection protocols active.
druglab.leperkinroom Identical to druglab.hallway_three but with a lower pitch.
druglab.mutantcontrol Generic room tone with announcements:
(1) DNA plasmids assembled and ready for use.
(2) Automated fluorescent ? termintor sequencing complete.
(3) Custom synthesis systems online, universal primers active.
(4) Universal primers ready for Sintek vectors.
(5) Genomic DNA gels ready for centrifuge.
(6) Delinieation of template based cells initiated.
(7) Transposons ready for insertion.
(8) Warning! Do not feed outside of assigned hours.
(9) Reminder, ? flow to subject X5038 must remain consistant at all times.
(10) Biomass induction procedures scheduled for o-900 hours.
(11) Nested deletions carried out via insert library.
(12) Polygene-homo-polymery tracks infused into subject.
(13) Gheteroins insertion and delection commenced.
(14) Mutation detection protocols active.
druglab.securitystation Identical to druglab.leperkinroom.
druglab.big_industrial Loud active machinery, very often steam being released and announcements:
(1) Pressure within system constrains.
(2) All personal, monitor fluid actuation at all times.
(3) System temperature norminal.
(4) Safety equipment must be worn at all times.
(5) Pipe integrity holding at 95%.
(6) Pumps regulation at full protential.
druglab.prebigindustrial Calm industrial machinery.
druglab.underneath_tram Running computer.
druglab.final_hold Calm industrial atmosphere and distant echoing announcements:
(1) Submersible refueling at 70%.
(2) Attention! Submersible crew, report to the lake bay.
(3) Reminder, use caution in facility as ?
(4) Submersible maintaince procedure complete.
(5) Authorised personal only in submersible loading area.
(6) Cargo manifest must be updated at the ?
(7) All personal, this is a restricted area.
(8) Loading arm must operated by qualified personal only.
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. Different kinds of close echoing explosions.
druglab_esc.alarm1 Utility soundscape. Echoing light alarm sound with too what sounds like someone saying alarm at the end, stopping and starting over.
druglab_esc.alarm2 Utility soundscape. About one second flat alarm sound, then stopping for a bit and starting over.
druglab_esc.alarm3 Utility soundscape. Similar to above but with a kinda deeper pitch.
druglab_esc.alarm4 Utility soundscape. Ten small beeps after eachother and then a short wait before starting over.
druglab_esc.siren Utility soundscape. Very fast beeping noises.
druglab_esc.amb_fire Utility soundscape. Ambient, echoing and enclosed like sound effects of a room being in flames.
druglab_esc.distantrunbys Utility soundscape. Very often distant running on metal surfaces.
druglab.distantwalla Utility soundscape. Frequent quiet talking and voices heard through walls.
druglab_esc.warningone Utility soundscape. Echoing announcements:
(1) *Alarm* The ? facility unlock override initiated.
(2) Warning! Mutent container doors opened. ? is unknown.
(3) Warning! Motion detector systems malfunctioning. ? detected.
(4) *Alarm* Facility's scuttleex sequence activated. All personal evacuate immediately.
(5) *Beep* Employee fatality detected. Please contact help ? provider immediately.
(6) *Alarm* Scuttleex sequence active. All employees proceed to exists.
(7) This is not a drill, repeat, this is not a drill. All personal evacuate facility immediately.
(8) All employees be sure to take a distaster supplykit at exit.
(9) Processing facility compromised. purging data on all systems.
(10) *Alarm* All employees have 10 minutes to reach minimum safe distance.
druglab_esc.dudeattacked Utility soundscape. Often distant echoing sounds of people screaming from being attacked.

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 like 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 very quiet 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. Random quiet 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.

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 vending mechine sounds. 0 docks.warehouse1_vend vending machine sounds.
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.