Team Fortress 2/Soundscapes: Difference between revisions

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[[Category:Sound System]]
{{back | Team Fortress 2 Level Creation}}
[[Category:Team Fortress 2]]
{{toc-right}}
Here is a list of [[Soundscapes|soundscapes]] for use in [[Team Fortress 2]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the ''playsoundscape'' command may not be so overbearing in a custom soundscape.
 
Here is a list of 153 [[Soundscapes|soundscapes]] for use in {{tf2}}Team Fortress 2. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
 
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the [[env_soundscape]] entity's properties. If these locations are not given, the sounds will not be heard.


Preview videos of these soundscapes can be found [https://www.youtube.com/watch?v=Ao8Krh0ADN8 here] and [https://www.youtube.com/watch?v=tB7sjwyq3bc here.]
Preview videos of these soundscapes can be found [https://www.youtube.com/watch?v=Ao8Krh0ADN8 here] and [https://www.youtube.com/watch?v=tB7sjwyq3bc here.]


==General==
{{clr}}


{| cellpadding=4
== Generic ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>tf2.respawn_room</code>
|height="40px"|tf2.respawn_room
| Faint sounds of machinery whirring in the distance, and occasional locker room sounds.
|Faint sounds of machinery whirring in the distance, and occasional locker room sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine hum.
|-
|-
| <code>tf2.general_ambient</code>
|height="40px"|tf2.general_ambient
| Normal, quite ambient, with outdoor and indoor sounds combined in the distance.
|Normal, quite ambient, with outdoor and indoor sounds combined in the distance.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes.txt</span>


==2Fort==
== 2Fort ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!align=left| Position Number
!width="105px"|Position Number
!align=left| Position Description
!width="300px"|Position Description
|-
|-
| <code>2fort.Underground</code>
|height="40px"|2fort.Underground
| A less noisy version of Underground2. Small beeps and occasional machinery whirs can be heard.
|A less noisy version of Underground2. Small beeps and occasional machinery whirs can be heard.
| 0
|align="center" | {{DSP | 1}}
| Machine Hum
|align="center" |0
|Machine humming.
|-
|-
|
|
|
|
| 1
|
| Computer Tape
|align="center" |1
|height="40px"|Computer Tape
|-
|-
|
|
|
|
| 2
|
| Computer Working
|align="center" |2
|height="40px"|Computer Working
|-
|-
|
|
|
|
| 3
|
| Computer Tape 2
|align="center" |3
|height="40px"|Computer Tape 2
|-
|-
|
|
|
|
| 4
|
| Command Center
|align="center" |4
|height="40px"|Command Center
|-
|-
|
|
|
|
| 5
|
| Printer
|align="center" |5
|height="40px"|Printer
|-
|-
| <code>2fort.Underground2</code>
|height="40px"|2fort.Underground2
| A stronger version of Underground1. More beeps, computer modem crackling, and deep machine ambience can be heard.
|A stronger version of Underground1. More beeps, computer modem crackling, and deep machine ambience can be heard.
| <small>''Same as Underground1''</small>
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|
|align="center" |2
|height="40px"|Computer tape.
|-
|-
| <code>2fort.OutdoorPond</code>
|
| Water moving along with crickets to accommodate the sounds.
|
| 0
|
| Misc Cows/Birds
|align="center" |3
|height="40px"|Computer tape.
|-
|-
|
|
|
|
| 1
|
| Train Engine Idle
|align="center" |4
|height="40px"|Command center.
|-
|-
|
|
|
|
| 2
|
| Engine Idle
|align="center" |5
|height="40px"|Printer.
|-
|-
| <code>2fort.OutdoorFort</code>
|height="40px"|2fort.OutdoorPond
| Birds chirping and occasional farm equipment sounds.
|Water moving along with crickets to accommodate the sounds.
| 0
|align="center" | {{DSP | 1}}
| Misc Cows/Birds
|align="center" |0
|Sounds of birds and crows.
|-
|-
|
|
|
|
| 1
|
| Factory Outdoor
|align="center" |1
|height="40px"|An idle train engine.
|-
|-
| <code>2fort.Indoor</code>
| Same as OutDoorFort, however deeper in ambience, and more wood creaking sounds.
|
|
|
|
|
|align="center" |2
|height="40px"|Idle car engine.
|-
|height="40px"|2fort.OutdoorFort
|Birds chirping and occasional farm equipment sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|Sounds of birds and crows.
|-
|
|
|
|align="center" |1
|height="40px"|Outdoor factory ambience.
|-
|height="40px"|2fort.Indoor
|Same as OutDoorFort, however deeper in ambience, and more wood creaking sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_2fort.txt</span>


==Badlands==
== Badlands ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Badlands.Inside
|Echoing rocks hitting the ground, while small machinery sounds in the distance.
|align="center" | {{DSP | 1}}
|align="center" |1
|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Computer noises.
|-
|-
| <code>Badlands.DeepInside</code>
|
| Echoing rocks hitting the ground, while small machinery sounds in the distance.
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|-
| <code>Badlands.Inside</code>
|
| Same as outside, except the sounds from the outside sound more echoed, and slight machinery whirs.
|
|
|align="center" |4
|height="40px"|Computer noises.
|-
|height="40px"|Badlands.Outside
|Soup cans rattling from the wind, and occasional dog barking including wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Badlands.Outside</code>
|height="40px"|Badlands.OutsideInterior
| Soup cans rattling from the wind, and occasional dog barking including wind.
|Same as outside, except the sounds from the outside sound more echoed, and slight machinery whirs.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_badlads.txt</span>


==Barnblitz==
== BarnBlitz ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Barnblitz.Inside</code>
|height="40px"|barnblitz.inside
| Very quiet, ambient indoors noise.
|Very quiet, ambient indoors noise.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Barnblitz.Outside</code>
|height="40px"|barnblitz.outside
| Heavy wind whirring, snow.
|Heavy wind whirring, snow.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_barnblitz.txt</span>


 
== Cactus Valley ==
==Cactus Valley==
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>CactusV.RespawnA</code>
|height="40px"|CactusV.RespawnA
| Underground ambience and computer noises.
|Underground ambience and computer noises.
|align="center" | {{DSP | 1}}
|align="center" |1
|Computer noises.
|-
|-
| <code>CactusV.RespawnB</code>
|height="40px"|CactusV.RespawnB
| Same as RespawnA.
|Identical to <code>RespawnA</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>CactusV.Inside</code>
|height="40px"|CactusV.Inside
| Sounds of wind.
|Sounds of wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>CactusV.Outside</code>
|height="40px"|CactusV.Outside
| Sounds of wind with animal noises.
|Sounds of wind with animal noises.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_cactusvalley.txt</span>


==Coldfront==
== ColdFront ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|stormfront.Underground
|Sounds of machinery and computers.
|align="center" | {{DSP | 1}}
|align="center" |2
|Computer noises.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|-
| <code>stormfront.Underground</code>
|
| Sounds of machinery and computers.
|
|
|align="center" |4
|height="40px"|Computer noises.
|-
|-
| <code>stormfront.Outside</code>
|
| Sounds of wind with random gusts.
|
|
|align="center" |5
|height="40px"|Alarm loop.
|-
|height="40px"|stormfront.Outside
|Sounds of wind with random gusts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_cp_coldfront.txt</span>


==Deathpit==
== Deathpit ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Deathpit.RespawnA
|Sounds of ambient underground noise and computers.
|align="center" | {{DSP | 1}}
|align="center" |1
|Computer noises.
|-
|-
| <code>Deathpit.RespawnA</code>
|height="40px"|Deathpit.RespawnB
| Sounds of ambient underground noise and computers.
|Identical to <code>RespawnA</code>.
|align="center" | {{DSP | 1}}
|align="center" |1
|Computer noises.
|-
|-
| <code>Deathpit.RespawnB</code>
|height="40px"|Deathpit.Inside
| Same as RespawnA.
|Wind blowing and some minor wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Deathpit.Inside</code>
|height="40px"|Deathpit.Outside
| Wind blowing and some minor wood creaking.
|Wind blowing, plants rustling, animal noises, and computer noises.
|align="center" | {{DSP | 1}}
|align="center" |1
|Computer noises.
|-
|-
| <code>Deathpit.Outside</code>
|
| Wind blowing, plants rustling, animal noises, and computer noises.
|
|
|align="center" |2
|height="40px"|Fluorescent lighting hum.
|-
|
|
|
|align="center" |5
|height="40px"|Computer noises.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_deathpit.txt</span>


==Doublecross==
== DoubleCross ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>DoubleCross.Inside</code>
|height="40px"|DoubleCross.Inside
| Light hum and general indoors ambience.
|Light hum and general indoors ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>DoubleCross.Outside</code>
|height="40px"|DoubleCross.Outside
| Wind blowing and animal noises.
|Wind blowing and animal noises.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_doublecross.txt</span>


==Dustbowl==
== Dustbowl ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Dustbowl.Outdoors</code>
|height="40px"|Dustbowl.Outdoors
| Crickets chirping, and sounds of wind through low pass areas. Also some minor wood creaking.
|Crickets chirping, and sounds of wind through low pass areas. Also some minor wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Dustbowl.Indoors</code>
|height="40px"|Dustbowl.Indoors
| Same as above, but has a more echo feeling, and occasional rocks falling.
|Same as above, but has a more echo feeling, and occasional rocks falling.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_dustbowl.txt</span>


==Egypt==
== Egypt ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Egypt.Indoor</code>
|height="40px"|Egypt.Outdoor
| Light indoor ambience.
|Gentle wind and outdoors ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Egypt.Outdoor</code>
|height="40px"|Egypt.Indoor
| Gentle wind and outdoors ambience.
|Light indoor ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_egypt.txt</span>


==Goldrush==
== Goldrush ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Goldrush.DeepInside</code>
|height="40px"|Goldrush.DeepInside
| A loud buzzing sound mixed with machinery humming.
|A loud buzzing sound mixed with machinery humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Goldrush.Inside</code>
|height="40px"|Goldrush.Outside
| Sounds of wind flowing through the insides of buildings, along with faint metal clanking.
|Sounds of wind, and a bird cawing in the distance.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Goldrush.Outside</code>
|height="40px"|Goldrush.Inside
| Sounds of wind, and a bird cawing in the distance.
|Sounds of wind flowing through the insides of buildings, along with faint metal clanking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_goldrush.txt</span>


==Gorge==
== Gorge ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Gorge.Outside
|Birds and general outdoors ambience.
|align="center" | {{DSP | 1}}
|align="center" |0
|Occasional sound of birds.
|-
|height="40px"|Gorge.Inside
|Machine hums and general indoor ambience.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine humming.
|-
|
|
|
|align="center" |1
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |2
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |3
|height="40px"|Machine humming.
|-
|
|
|
|align="center" |4
|height="40px"|Machine humming.
|-
|-
| <code>Gorge.Outside</code>
|
| Birds and general outdoors ambience.
|
|
|align="center" |5
|height="40px"|Machine humming.
|-
|-
| <code>Gorge.Inside</code>
|
| Machine hums and general indoor ambience.
|
|
|align="center" |6
|height="40px"|Machine humming.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_gorge.txt</span>


==Granary==
== Granary ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Granary.Outside
|Machine humming but with a slight echo, and occasional squeaks.
|align="center" | {{DSP | 1}}
|align="center" |0
|Often sounds of cows and birds.
|-
|
|
|
|align="center" |1
|height="40px"|Outdoor factory ambience.
|-
|
|
|
|align="center" |2
|height="40px"|Often sounds of cows and birds.
|-
|-
| <code>Granary.Outside</code>
|
| Machine humming but with a slight echo, and occasional squeaks.
|
|
|align="center" |3
|height="40px"|Outdoor factory ambience.
|-
|-
| <code>Granary.Inside</code>
|height="40px"|Granary.Inside
| Machine humming.
|Machine humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_granary.txt</span>


==GravelPit==
== GravelPit ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>GravelPit.Outside</code>
|height="40px"|GravelPit.Outside
| Same as Granary Outside.
|Identical to <code>Granary Outside</code>.
|align="center" | {{DSP | 1}}
|align="center" |0
|Often sounds of birds.
|-
|-
| <code>GravelPit.Inside</code>
|height="40px"|GravelPit.Inside
| Machine humming.
|Machine humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_gravelpit.txt</span>


==Halloween==
== Halloween ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Halloween.Outside</code>
|height="40px"|Halloween.Outside
| Sounds of wind and crickets. Random crow, owl, wolf sounds in the distance, and random whisper sounds.
|Sounds of wind and crickets. Random crow, owl, wolf sounds in the distance, and random whisper sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Halloween.Inside</code>
|height="40px"|Halloween.Inside
| Sounds of wind and random wind gusts. Random creaks and whisper sounds.
|Sounds of wind and random wind gusts. Random creaks and whisper sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Halloween.Underworld</code>
|height="40px"|Halloween.Underworld
| Sounds of wind and random wind gusts. Random screams, thunder, and rumbles.
|Sounds of wind and random wind gusts. Random screams, thunder, and rumbles.
|align="center" | {{DSP | 26}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Halloween.Hell</code>
|height="40px"|Halloween.hell
| Random screams, thunder, and rumbles.
|Random screams, thunder, and rumbles.
|align="center" | {{DSP | 26}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Halloween_sf14.Outside</code>
|height="40px"|Halloween_sf14.Outside
| Desert sounds with owls, wolves, crows, and wind gusts.
|Desert sounds with owls, wolves, crows, and wind gusts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Halloween_sf14.Inside</code>
|height="40px"|Halloween_sf14.Inside
| Underground ambience with wind noises and random creaking.
|Underground ambience with wind noises and random creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_halloween.txt</span>


==Harbor (Foundry)==
== Foundry ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>harbor.inside_blue_spawn_01</code>
|height="40px"|harbor.inside_blue_spawn_01
| Ambient industrial noises.
|Ambient industrial noises.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_blue_spawn_02</code>
|height="40px"|harbor.inside_blue_spawn_02
| Same as harbor.inside_blue_spawn_01.
|Identical to <code>harbor.inside_blue_spawn_01</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_blue_spawn_03</code>
|height="40px"|harbor.inside_blue_spawn_03
| Same as harbor.inside_blue_spawn_01.
|Identical to <code>harbor.inside_blue_spawn_01</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_blue_hq</code>
|height="40px"|harbor.inside_blue_hq
| Same as harbor.inside_blue_spawn_01, but with sounds of machinery added and a larger size DSP setting.
|Same as harbor.inside_blue_spawn_01, but with sounds of machinery added and a larger size DSP setting.
|align="center" | {{DSP | 4}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_blue_ex_01</code>
|height="40px"|harbor.inside_blue_ex_01
| Light industrial ambience.
|Light industrial ambience.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_blue_ex_02</code>
|height="40px"|harbor.inside_blue_ex_02
| Light industrial ambience with a rattling noise.
|Light industrial ambience with a rattling noise.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_blue_ex_03</code>
|height="40px"|harbor.inside_blue_ex_03
| Light industrial ambience with a repetitive pounding sound.
|Light industrial ambience with a repetitive pounding sound.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.indoor_blue_fuel</code>
|height="40px"|harbor.indoor_blue_fuel
| Light industrial ambience.
|Light industrial ambience.
|align="center" | {{DSP | 3}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.outdoor_blue</code>
|height="40px"|harbor.outdoor_blue
| Light industrial ambience.
|Light industrial ambience.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_spawn_01</code>
|height="40px"|harbor.inside_red_spawn_01
| Same as harbor.inside_blue_spawn_01.
|Identical to <code>harbor.inside_blue_spawn_01</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_spawn_02</code>
|height="40px"|harbor.inside_red_spawn_02
| Same as harbor.inside_blue_spawn_01.
|Identical to <code>harbor.inside_blue_spawn_01</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_hq</code>
|height="40px"|harbor.inside_red_hq
| Same as harbor.inside_blue_hq.
|Identical to <code>harbor.inside_blue_hq</code>.
|align="center" | {{DSP | 4}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_spawn_03</code>
|height="40px"|harbor.inside_red_spawn_03
| Same as harbor.inside_blue_spawn_01.
|Identical to <code>harbor.inside_blue_spawn_01</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_ex_01</code>
|height="40px"|harbor.inside_red_ex_01
| Same as harbor.inside_blue_ex_01.
|Identical to <code>harbor.inside_blue_ex_01</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_ex_02</code>
|height="40px"|harbor.inside_red_ex_02
| Same as harbor.inside_blue_ex_02.
|Identical to <code>harbor.inside_blue_ex_02</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.inside_red_ex_03</code>
|height="40px"|harbor.inside_red_ex_03
| Same as harbor.inside_blue_ex_03.
|Identical to <code>harbor.inside_blue_ex_03</code>.
|align="center" | {{DSP | 2}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.outdoor_red</code>
|height="40px"|harbor.outdoor_red
| Same as harbor.outdoor_blue.
|Identical to <code>harbor.outdoor_blue</code>.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.indoor_red_fuel</code>
|height="40px"|harbor.indoor_red_fuel
| Same as harbor.indoor_blue_fuel.
|Identical to <code>harbor.indoor_blue_fuel</code>.
|align="center" | {{DSP | 3}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>harbor.outdoor_central</code>
|height="40px"|harbor.outdoor_central
| Industrial ambience with random sounds of cars and trains.
|Industrial ambience with random sounds of cars and trains.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_harbor.txt</span>


==Hightower==
== Hellfire ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Hellfire.Inside
|Indoor ambience and a light hum.
|align="center" | {{DSP | 1}}
|align="center" |0
|Waterfall.
|-
|
|
|
|align="center" |2
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |3
|height="40px"|Boiler.
|-
|
|
|
|align="center" |4
|height="40px"|Command center ambience.
|-
|
|
|
|align="center" |6
|height="40px"|Computer noises.
|-
|
|
|
|align="center" |7
|height="40px"|Boiler.
|-
|height="40px"|Hellfire.OutsideCovered
|
|align="center" | {{DSP | 1}}
|align="center" |0
|Command center ambience.
|-
|height="40px"|Hellfire.Outside
|Sounds of wind with dogs barking and owls hooting randomly.
|align="center" | {{DSP | 1}}
|align="center" |0
|Computer noises.
|-
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_hellfire.txt</span>


{| cellpadding=4
== HighTower ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>HighTower.Inside</code>
|height="40px"|HighTower.Inside
| Indoor ambience and a light hum.
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>HighTower.Outside</code>
|height="40px"|HighTower.Outside
| Sounds of wind with dogs barking and owls hooting randomly.
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_hightower.txt</span>


== Hydro ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Hydro.Outside
|Same as Granary and GravelPit Outside.
|align="center" | {{DSP | 1}}
|align="center" |0
|Sounds of birds.
|-
|height="40px"|Hydro.Inside
|Machine humming with slight machine whirs in the background.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_hydro.txt</span>


==Hydro==
== Mercenary Park ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Lair.VisitorsCenterSpawnBlue
|
|align="center" | {{DSP | 137}}
|align="center" |0
|Often weird voices and laugher.
|-
|height="40px"|Lair.VisitorsCenterSpawnBlueLightJungle
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.JungleLight
|
|align="center" | {{DSP | 137}}
|align="center" |0
|Frogs ambience loop.
|-
|height="40px"|Lair.JungleUnderGround
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.JungleUndergroundLightJungle
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.Jungle
|
|align="center" | {{DSP | 139}}
|align="center" |0
|Electric perimeter fence.
|-
|
|
|
|align="center" |1
|height="40px"|Electric perimeter fence.
|-
|
|
|
|align="center" |2
|height="40px"|Electric perimeter fence.
|-
|
|
|
|align="center" |3
|height="40px"|Electric perimeter fence.
|-
|
|
|
|align="center" |4
|height="40px"|Electric perimeter fence.
|-
|
|
|
|align="center" |5
|height="40px"|Electric perimeter fence.
|-
|
|
|
|align="center" |6
|height="40px"|Frogs ambience loop.
|-
|
|
|
|align="center" |7
|height="40px"|Frogs ambience loop.
|-
|height="40px"|Lair.JungleCap1InteriorTransition
|
|align="center" | {{DSP | 137}}
|align="center" |0
|AC vent.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lighting hum.
|-
|height="40px"|Lair.Cap1Underground
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.Cap1SpawnBlue
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.Cap1
|
|align="center" | {{DSP | 139}}
|align="center" |0
|Close-up water waves.
|-
|
|
|
|align="center" |1
|height="40px"|Close-up water waves.
|-
|
|
|
|align="center" |2
|height="40px"|Waterfall.
|-
|
|
|
|align="center" |3
|height="40px"|Close-up waterfall.
|-
|
|
|
|align="center" |4
|height="40px"|Close-up waterfall.
|-
|
|
|
|align="center" |5
|height="40px"|Close-up waterfall.
|-
|height="40px"|Lair.Cap1Cap2Transition
|
|align="center" | {{DSP | 139}}
|align="center" |0
|Waterfall.
|-
|
|
|
|align="center" |1
|height="40px"|Close-up waterfall.
|-
|height="40px"|Lair.Cap2SpawnRed
|
|align="center" | {{DSP | 138}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.Cap2SpawnBlue
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.Cap2
|
|align="center" | {{DSP | 138}}
|align="center" |0
|Moving fan.
|-
|
|
|
|align="center" |1
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |2
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |3
|height="40px"|Weird radar sounds.
|-
|
|
|
|align="center" |4
|height="40px"|Rough boiler.
|-
|
|
|
|align="center" |5
|height="40px"|Smooth boiler.
|-
|
|
|
|align="center" |6
|height="40px"|Weird radar sounds.
|-
|
|
|
|align="center" |7
|height="40px"|Fluorescent lighting hum.
|-
|height="40px"|Lair.Cap3SpawnRed
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Lair.Cap3
|
|align="center" | {{DSP | 138}}
|align="center" |0
|Moving fan.
|-
|
|
|
|align="center" |1
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |2
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |3
|height="40px"|Weird radar sounds.
|-
|
|
|
|align="center" |4
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |5
|height="40px"|Weird radar sounds.
|-
|
|
|
|align="center" |6
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |7
|height="40px"|Electronic computer beeping.
|-
|height="40px"|Lair.Cap3Inside
|
|align="center" | {{DSP | 137}}
|align="center" |0
|Weird radar sounds.
|-
|
|
|
|align="center" |2
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |3
|height="40px"|Electronic computer beeping.
|-
|
|
|
|align="center" |4
|height="40px"|Weird radar sounds.
|-
|-
| <code>Hydro.Outside</code>
|height="40px"|Lair.Cap3Duct
| Same as Granary and GravelPit Outside.
|
|align="center" | {{DSP | 137}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Hydro.Inside</code>
|height="40px"|Lair.Cap3Vista
| Machine humming with slight machine whirs in the background.
|
|align="center" | {{DSP | 137}}
|align="center" |0
|Highly echoing water dripping.  
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_lair.txt</span>


==Lakeside==
== Lakeside ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Lakeside.Outside</code>
|height="40px"|Lakeside.Outside
| Wind noises and rocks falling randomly.
|Wind noises and rocks falling randomly.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lakeside.Wood</code>
|height="40px"|Lakeside.Wood
| Wind noises and wood creaking.
|Wind noises and wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lakeside.Lake</code>
|height="40px"|Lakeside.Lake
| Wind noises, wind chimes, and water running.
|Wind noises, wind chimes, and water running.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lakeside.Inside_blu</code>
|height="40px"|Lakeside.Inside_blu
| Indoors ambience and light humming.
|Indoors ambience and light humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lakeside.Inside</code>
|height="40px"|Lakeside.Inside
| Indoors ambience and a small fire.
|Indoors ambience and a small fire.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lakeside.Temple</code>
|height="40px"|Lakeside.Temple
| Indoors ambience, sounds of water, and a small fire.
|Indoors ambience, sounds of water, and a small fire.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lakeside.Cave</code>
|height="40px"|Lakeside.Cave
| Indoors ambience and rocks falling randomly.
|Indoors ambience and rocks falling randomly.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_lakeside.txt</span>


 
== Lumberyard ==
==Lumberyard==
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Lumberyard.Inside</code>
|height="40px"|Lumberyard.Inside
| Very quiet, ambient indoors noise.
|Very quiet, ambient indoors noise.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Lumberyard.Outside</code>
|height="40px"|Lumberyard.Outside
| Birds chirping, along with some wind.
|Birds chirping, along with some wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_lumberyard.txt</span>


==Mannworks==
== Mannworks ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Mannworks.Respawn</code>
|height="40px"|Mannworks.Respawn
| Ambient underground noise with computers working.
|Ambient underground noise with computers working.
|align="center" | {{DSP | 1}}
|align="center" |1
|Computer noises.
|-
|-
| <code>Mannworks.InsideWood</code>
|
| Outdoor ambience and wood creaking from wind.
|
|
|align="center" |2
|height="40px"|Computer noises.
|-
|-
| <code>Mannworks.InsideCellars</code>
|height="40px"|Mannworks.InsideWood
| Ambient indoor noise and wind.
|Outdoor ambience and wood creaking from wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Mannworks.Outside</code>
|height="40px"|Mannworks.InsideCellars
| Ambient outdoor noise, birds singing, and crow and owl noises.
|Ambient indoor noise and wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Mannworks.Outside
|Ambient outdoor noise, birds singing, and crow and owl noises.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_mannworks.txt</span>


==Medieval==
== Medieval ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Medieval.Outside</code>
|height="40px"|Medieval.Outside
| Sounds of a medieval battle with falcons and thunder.
|Sounds of a medieval battle with falcons and thunder.
|align="center" | {{DSP | 21}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Medieval.Inside</code>
|height="40px"|Medieval.Inside
| Sounds of a medieval battle.
|Sounds of a medieval battle.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_medieval.txt</span>


==Moonbase==
== Moonbase ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Moonbase.Outerspace</code>
|height="40px"|Moonbase.Outerspace
| Space ambience with random bangs and rumbles.
|Space ambience with random bangs and rumbles.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Moonbase.Underground</code>
|height="40px"|Moonbase.Underground
| Indoors ambience with random bangs and rumbles.  
|Indoors ambience with random bangs and rumbles.
|align="center" | {{DSP | 18}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_moonbase.txt</span>


==Mountain Lab==
== Mountain Lab ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>mountainlab.Inside</code>
|height="40px"|mountainlab.Inside
| Indoors ambience with sounds of wind and rain.
|Indoors ambience with sounds of wind and rain.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>mountainlab.Outside1</code>
|height="40px"|mountainlab.Outside1
| Forest ambience with random animal noises and rain.
|Forest ambience with random animal noises and rain.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>mountainlab.Outside2</code>
|height="40px"|mountainlab.Outside2
| Forest ambience with random animal noises, rain, and gentle wind.
|Forest ambience with random animal noises, rain, and gentle wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>mountainlab.Outside3</code>
|height="40px"|mountainlab.Outside3
| Forest ambience with random animal noises, rain, and gentle wind.
|Forest ambience with random animal noises, rain, and gentle wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>mountainlab.entrance</code>
|height="40px"|mountainlab.entrance
| Forest ambience with random animal noises, rain, gentle wind, and machines humming.
|Forest ambience with random animal noises, rain, gentle wind, and machines humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>mountainlab.Bluspawn</code>
|height="40px"|mountainlab.Bluspawn
| Waterfall with rain and wind.  
|Waterfall with rain and wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>mountainlab.Cpoint</code>
|height="40px"|mountainlab.Cpoint
| Wind and machines humming.
|Wind and machines humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_mountainlab.txt</span>


==Nightfall==
== Nightfall ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Nightfall.Outdoors</code>
|height="40px"|Nightfall.Outdoors
| Outdoors, forest ambience with a waterfall and rain.
|Outdoors, forest ambience with a waterfall and rain.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Nightfall.Indoors</code>
|height="40px"|Nightfall.Indoors
| Ambient indoors noise with sounds of a waterfall.
|Ambient indoors noise with sounds of a waterfall.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Nightfall.Cavern</code>
|height="40px"|Nightfall.Cavern
| Ambient underground noise with sounds of a waterfall and random dripping.
|Ambient underground noise with sounds of a waterfall and random dripping.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_nightfall.txt</span>


==Nucleus==
== Nucleus ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Nucleus.Inside</code>
|height="40px"|Nucleus.Inside
| Ambient underground and indoors noise with sounds of electricity.
|Ambient underground and indoors noise with sounds of electricity.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Nucleus.Outside</code>
|height="40px"|Nucleus.Outside
| Ambient underground, indoors, and outdoors noise with sounds of electricity.
|Ambient underground, indoors, and outdoors noise with sounds of electricity.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_nucleus.txt</span>


==Pipeline==
== Pipeline ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Chariots.Inside</code>
|height="40px"|Chariots.Inside
| Ambient indoors noise with a light humming.
|Ambient indoors noise with a light humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Chariots.Outside</code>
|height="40px"|Chariots.Outside
| Ambient outdoor desert noise with wind and random dog barking and owl hooting.
|Ambient outdoor desert noise with wind and random dog barking and owl hooting.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_pipeline.txt</span>


==Ravine==
== Powerhouse ==
{| cellpadding=4
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Powerhouse.Inside
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Powerhouse.InsideRed
|
|align="center" | {{DSP | 1}}
|align="center" |0
|An idle train engine.
|-
|
|
|
|align="center" |1
|height="40px"|Turbine.
|-
|-
| <code>Ravine.Inside</code>
|
| Ambient indoors and underground noise with a light humming.
|
|
|align="center" |2
|height="40px"|Turbine.
|-
|-
| <code>Ravine.Outside</code>
|
| Ambient outdoor desert noise with wind and random dog, owl, hawk, warbler, and crow sounds.
|
|}
|
 
|align="center" |3
==Rottenburg==
|height="40px"|Turbine.
{| cellpadding=4
|-
!align=left| Name
|
!align=left| Description and Notes
|
|
|align="center" |4
|height="40px"|Turbine.
|-
|
|
|
|align="center" |5
|height="40px"|Turbine.
|-
|
|
|
|align="center" |6
|height="40px"|Turbine.
|-
|height="40px"|Powerhouse.InsideBlue
|
|align="center" | {{DSP | 1}}
|align="center" |0
|An idle train engine.
|-
|
|
|
|align="center" |1
|height="40px"|Turbine.
|-
|
|
|
|align="center" |2
|height="40px"|Turbine.
|-
|
|
|
|align="center" |3
|height="40px"|Turbine.
|-
|
|
|
|align="center" |4
|height="40px"|Turbine.
|-
|-
| <code>Rottenburg.Town</code>
|
| Ambient noise with random dog, crow, owl, and dove sounds, wind noise, and sounds of a moat.
|
|
|align="center" |5
|height="40px"|Turbine.
|-
|-
| <code>Rottenburg.Alcove</code>
|
| Ambient noise with random dog, crow, and dove sounds.
|
|
|align="center" |6
|height="40px"|Turbine.
|-
|-
| <code>Rottenburg.Clearing</code>
|height="40px"|Powerhouse.Transition
| Ambient noise with random bird sounds.
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Rottenburg.Spawn</code>
|height="40px"|Powerhouse.Outside
| Ambient indoor and underground noise with a light humming.
|
|align="center" | {{DSP | 1}}
|align="center" |0
|height="40px"|Waterfall.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_powerhouse.txt</span>


==Sawmill==
== Ravine ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Ravine.Inside
|Ambient indoors and underground noise with a light humming.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Ravine.Outside
|Ambient outdoor desert noise with wind and random dog, owl, hawk, warbler, and crow sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_ravine.txt</span>


{| cellpadding=4
== Rottenburg ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Sawmill.DeepInside</code>
|height="40px"|Rottenburg.Town
| Very quiet, ambient indoors noise.
|Ambient noise with random dog, crow, owl, and dove sounds, wind noise, and sounds of a moat.
|align="center" | {{DSP | 21}}
|align="center" |0
|Water noises.
|-
|-
| <code>Sawmill.Inside</code>
|
| Distant rain, lights buzzing.
|
|
|align="center" |1
|height="40px"|Windy interior.
|-
|-
| <code>Sawmill.InsideNoLights</code>
|
| Distant rain, some thunder.
|
|
|align="center" |2
|height="40px"|Windy interior.
|-
|-
| <code>Sawmill.InsideWaterfall</code>
|height="40px"|Rottenburg.Alcove
| Distant rain, splashing water.
|Ambient noise with random dog, crow, and dove sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Sawmill.Outside</code>
|height="40px"|Rottenburg.Clearing
| Rain and wind.
|Ambient noise with random bird sounds.
|align="center" | {{DSP | 21}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Rottenburg.Spawn
|Ambient indoor and underground noise with a light humming.
|align="center" | {{DSP | 17}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_rottenburg.txt</span>


==Soho==
== Sawmill ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Sawmill.DeepInside
|Very quiet, ambient indoors noise.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>soho_generic</code>
|height="40px"|Sawmill.Inside
| Ambient outdoor noise with random sounds of cars, people, dogs, helicopters, and sirens.
|Distant rain, lights buzzing.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>soho_square</code>
|height="40px"|Sawmill.InsideNoLights
| Ambient outdoor noise with random sounds of cars, dogs, helicopters, and sirens.
|Distant rain, some thunder.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>underground_soho</code>
|height="40px"|Sawmill.InsideWaterfall
| Ambient indoor noise and water leaking with random creaking sounds.
|Distant rain, splashing water.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>soho_indoor</code>
|height="40px"|Sawmill.Outside
| Ambient outdoor noise with a light humming.
|Rain and wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_sawmill.txt</span>


==Thunder Mountain==
== Soho ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|soho_generic
|Ambient outdoor noise with random sounds of cars, people, dogs, helicopters, and sirens.
|align="center" | {{DSP | 21}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|soho_square
|Ambient outdoor noise with random sounds of cars, dogs, helicopters, and sirens.
|align="center" | {{DSP | 21}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|underground_soho
|Ambient indoor noise and water leaking with random creaking sounds.
|align="center" | {{DSP | 5}}
|align="center" |0
|Leaking water.
|-
|
|
|
|align="center" |1
|height="40px"|Fluorescent lighting hum.
|-
|
|
|
|align="center" |2
|height="40px"|Industrial indoor ambience.
|-
|
|
|
|align="center" |3
|height="40px"|Leaking water.
|-
|-
| <code>ThunderMountain.Inside</code>
|
| Ambient indoors and underground noise with a light humming.
|
|
|align="center" |4
|height="40px"|Fluorescent lighting hum.
|-
|-
| <code>ThunderMountain.Outside</code>
|
| Ambient outdoor forest noise with wind and random hawk, warbler, and crow sounds.
|
|
|align="center" |5
|height="40px"|Industrial indoor ambience.
|-
|height="40px"|soho_indoor
|Ambient outdoor noise with a light humming.
|align="center" | {{DSP | 11}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_soho.txt</span>


==Upward==
== ThunderMountain ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Upward.Outside</code>
|height="40px"|ThunderMountain.Inside
| Ambient outdoor desert noise with wind and random gusts.
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Upward.Inside</code>
|height="40px"|ThunderMountain.Outside
| Ambient desert indoor noise.
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_thundermountain.txt</span>


==Viaduct==
== Upward ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Viaduct.Inside</code>
|height="40px"|Upward.Outside
| Ambient indoors and underground noise with a light humming and wind noise.
|Ambient outdoor desert noise with wind and random gusts.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Viaduct.Outside</code>
|height="40px"|Upward.Inside
| Ambient outdoor noise with wind and random owl and shutter sounds.
|Ambient desert indoor noise.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_upward.txt</span>


==Brickyard==
== Viaduct ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>warehouse.inside_spawn_int</code>
|height="40px"|viaduct.Inside
| Ambient indoors and underground noise with a light humming.
|Ambient indoors and underground noise with a light humming and wind noise.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>warehouse.inside_spawn_foyer</code>
|height="40px"|Viaduct.Outside
| Ambient indoors and outdoor noise with a light humming, sounds of a city, and random seagull and car sounds.
|Ambient outdoor noise with wind and random owl and shutter sounds.
|-
|align="center" | {{DSP | 1}}
| <code>warehouse.outside</code>
|style="background-color:rgb(50,50,50);"|
| Ambient outdoor noise with sounds of a city, and random seagull, train and car sounds.
|style="background-color:rgb(50,50,50);"|
|-
| <code>warehouse.inside_mainhall</code>
| Ambient indoors noise with a light humming, sounds of a city, and random seagull and car sounds.
|-
| <code>warehouse.inside_boilers</code>
| Ambient indoors and outdoor noise with a light humming, sounds of a city, and random car sounds.
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_viaduct.txt</span>


==Well==
== Brickyard ==
{{Note|Applies to Ctf_Well, and CP_well}}
{| class=standard-table | style="width:100%;"
{| cellpadding=4
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
| <code>Well.DeepInside</code>
|height="40px"|warehouse.inside_spawn_int
| A deep version of the Normal Machine Humming, with very faint beeps.
|Ambient indoors and underground noise with a light humming.
|align="center" | {{DSP | 17}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
| <code>Well.Inside</code>
|height="40px"|warehouse.inside_spawn_foyer
| A quieter version of Well's Deep Inside. Also, there are no beeping sounds.
|Ambient indoors and outdoor noise with a light humming, sounds of a city, and random seagull and car sounds.
|align="center" | {{DSP | 18}}
|align="center" |1
|Car horns and cars passing by.
|-
|-
| <code>Well.Outside</code>
|
| Sounds of an ocean in the distance and faint Machine humming.
|
|}
|
 
|align="center" |4
==Powerhouse==
|height="40px"|Often sounds of seagulls.
{{Note|Applies to cp_powerhouse}}
|-
{| cellpadding=4
|
!align=left| Name
|
!align=left| Description and Notes
|
|align="center" |6
|height="40px"|Outdoor industrial warehouse ambience.
|-
|-
| <code>Powerhouse.Inside</code>
|
|  
|
|
|align="center" |7
|height="40px"|Outdoor harbor ambience.
|-
|-
| <code>Powerhouse.InsideRed</code>
|height="40px"|warehouse.outside
|  
|Ambient outdoor noise with sounds of a city, and random seagull, train and car sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|Occasional train ambience.
|-
|-
| <code>Powerhouse.Transition</code>
|
|
|
|
|align="center" |1
|height="40px"|Outdoor industrial warehouse ambience.
|-
|-
| <code>Powerhouse.InsideBlue</code>
|
|
|
|
|align="center" |2
|height="40px"|Car horns and cars passing by.
|-
|-
| <code>Powerhouse.Outside</code>
|
|
|}
|
 
|
==Hellfire==
|align="center" |3
{{Note|Applies to Ctf_Well, and CP_well}}
|height="40px"|Often sounds of seagulls.
{| cellpadding=4
!align=left| Name
!align=left| Description and Notes
|-
|-
| <code>Hellfire.Inside</code>
|
|  
|
|
|align="center" |4
|height="40px"|Often sounds of seagulls.
|-
|-
| <code>Hellfire.Outside</code>
|
|  
|
|
|align="center" |5
|height="40px"|Ship horns.
|-
|-
| <code>Hellfire.OutsideCovered</code>
|
|
|
|
|align="center" |6
|height="40px"|Outdoor industrial warehouse ambience.
|-
|-
|}
|
 
|
==Mercenary Park==
|
{{Note|Applies to cp_mercenarypark}}
|align="center" |7
{| cellpadding=4
|height="40px"|Outdoor harbor ambience.
!align=left| Name
!align=left| Description and Notes
|-
|-
| <code>Lair.VisitorsCenterSpawnBlue</code>
|height="40px"|warehouse.inside_mainhall
|  
|Ambient indoors noise with a light humming, sounds of a city, and random seagull and car sounds.
|align="center" | {{DSP | 25}}
|align="center" |0
|Sounds of seagulls.
|-
|-
| <code>Lair.Cap1SpawnBlue</code>
|
|  
|
|
|align="center" |1
|height="40px"|Often car horns.
|-
|-
| <code>Lair.Jungle</code>
|
|
|
|
|align="center" |2
|height="40px"|Often car horns.
|-
|-
| <code>Lair.JungleLight</code>
|
|
|
|
|align="center" |3
|height="40px"|Often car horns.
|-
|-
| <code>Lair.JungleUnderground</code>
|
|
|
|
|align="center" |4
|height="40px"|Often car horns.
|-
|-
| <code>Lair.JungleCap1InteriorTransition</code>
|
|
|
|
|align="center" |6
|height="40px"|Outdoor industrial warehouse ambience.
|-
|-
| <code>Lair.Cap1</code>
|
|
|
|
|align="center" |7
|height="40px"|Outdoor harbor ambience.
|-
|height="40px"|warehouse.inside_boilers
|Ambient indoors and outdoor noise with a light humming, sounds of a city, and random car sounds.
|align="center" | {{DSP | 17}}
|align="center" |0
|Boiler.
|-
|-
| <code>Lair.Cap1Cap2Transition</code>
|
|
|
|
|align="center" |1
|height="40px"|Car horns and cars passing by.
|-
|-
| <code>Lair.Cap2SpawnBlue</code>
|
|
|
|
|align="center" |2
|height="40px"|Car horns and cars passing by.
|-
|-
| <code>Lair.Cap2SpawnRed</code>
|
|
|
|
|align="center" |6
|height="40px"|Outdoor industrial warehouse ambience.
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_warehouse.txt</span>
== Well ==
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|height="40px"|Well.DeepInside
|A deep version of the Normal Machine Humming, with very faint beeps.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine humming.
|-
|-
| <code>Lair.Cap2</code>
|
|
|
|
|align="center" |1
|height="40px"|Computer noises.
|-
|-
| <code>Lair.Cap3Vista</code>
|
|
|
|
|align="center" |2
|height="40px"|Computer noises.
|-
|-
| <code>Lair.Cap3Duct</code>
|
|
|
|
|align="center" |3
|height="40px"|Computer noises.
|-
|-
| <code>Lair.Cap3Inside</code>
|
|
|
|
|align="center" |4
|height="40px"|Command center.
|-
|-
| <code>Lair.Cap3</code>
|
|
|
|
|align="center" |5
|height="40px"|Printer.
|-
|height="40px"|Well.Inside
|A quieter version of Well's Deep Inside. Also, there are no beeping sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|height="40px"|Well.Outside
|Sounds of an ocean in the distance and faint Machine humming.
|align="center" | {{DSP | 1}}
|align="center" |0
|Machine humming.
|-
|-
| <code>Lair.Cap3SpawnRed</code>
|
|
|
|
|align="center" |1
|height="40px"|Outdoor factory ambience.
|}
|}
 
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_well.txt</span>
==See Also==
{{Template:Envsound}}
*[[env_soundscape]]
[[Category:Level Design]][[Category:Sound System]][[Category:Team Fortress 2]]
*[[Soundscapes]]

Revision as of 14:29, 19 January 2022

Template:Otherlang2

Team Fortress 2 Level Creation

Here is a list of 153 soundscapes for use in Team Fortress 2Team Fortress 2. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.

Preview videos of these soundscapes can be found here and here.

Generic

Name Description DSP Position Number Position Description
tf2.respawn_room Faint sounds of machinery whirring in the distance, and occasional locker room sounds.

1

0 Machine hum.
tf2.general_ambient Normal, quite ambient, with outdoor and indoor sounds combined in the distance.

1

soundscapes.txt

2Fort

Name Description DSP Position Number Position Description
2fort.Underground A less noisy version of Underground2. Small beeps and occasional machinery whirs can be heard.

1

0 Machine humming.
1 Computer Tape
2 Computer Working
3 Computer Tape 2
4 Command Center
5 Printer
2fort.Underground2 A stronger version of Underground1. More beeps, computer modem crackling, and deep machine ambience can be heard.

1

0 Machine humming.
1 Machine humming.
2 Computer tape.
3 Computer tape.
4 Command center.
5 Printer.
2fort.OutdoorPond Water moving along with crickets to accommodate the sounds.

1

0 Sounds of birds and crows.
1 An idle train engine.
2 Idle car engine.
2fort.OutdoorFort Birds chirping and occasional farm equipment sounds.

1

0 Sounds of birds and crows.
1 Outdoor factory ambience.
2fort.Indoor Same as OutDoorFort, however deeper in ambience, and more wood creaking sounds.

1

soundscapes_2fort.txt

Badlands

Name Description DSP Position Number Position Description
Badlands.Inside Echoing rocks hitting the ground, while small machinery sounds in the distance.

1

1 Machine humming.
2 Computer noises.
3 Machine humming.
4 Computer noises.
Badlands.Outside Soup cans rattling from the wind, and occasional dog barking including wind.

1

Badlands.OutsideInterior Same as outside, except the sounds from the outside sound more echoed, and slight machinery whirs.

1

soundscapes_badlads.txt

BarnBlitz

Name Description DSP Position Number Position Description
barnblitz.inside Very quiet, ambient indoors noise.

1

barnblitz.outside Heavy wind whirring, snow.

1

soundscapes_barnblitz.txt

Cactus Valley

Name Description DSP Position Number Position Description
CactusV.RespawnA Underground ambience and computer noises.

1

1 Computer noises.
CactusV.RespawnB Identical to RespawnA.

1

CactusV.Inside Sounds of wind.

1

CactusV.Outside Sounds of wind with animal noises.

1

soundscapes_cactusvalley.txt

ColdFront

Name Description DSP Position Number Position Description
stormfront.Underground Sounds of machinery and computers.

1

2 Computer noises.
3 Machine humming.
4 Computer noises.
5 Alarm loop.
stormfront.Outside Sounds of wind with random gusts.

1

soundscapes_cp_coldfront.txt

Deathpit

Name Description DSP Position Number Position Description
Deathpit.RespawnA Sounds of ambient underground noise and computers.

1

1 Computer noises.
Deathpit.RespawnB Identical to RespawnA.

1

1 Computer noises.
Deathpit.Inside Wind blowing and some minor wood creaking.

1

Deathpit.Outside Wind blowing, plants rustling, animal noises, and computer noises.

1

1 Computer noises.
2 Fluorescent lighting hum.
5 Computer noises.

soundscapes_deathpit.txt

DoubleCross

Name Description DSP Position Number Position Description
DoubleCross.Inside Light hum and general indoors ambience.

1

DoubleCross.Outside Wind blowing and animal noises.

1

soundscapes_doublecross.txt

Dustbowl

Name Description DSP Position Number Position Description
Dustbowl.Outdoors Crickets chirping, and sounds of wind through low pass areas. Also some minor wood creaking.

1

Dustbowl.Indoors Same as above, but has a more echo feeling, and occasional rocks falling.

1

soundscapes_dustbowl.txt

Egypt

Name Description DSP Position Number Position Description
Egypt.Outdoor Gentle wind and outdoors ambience.

1

Egypt.Indoor Light indoor ambience.

1

soundscapes_egypt.txt

Goldrush

Name Description DSP Position Number Position Description
Goldrush.DeepInside A loud buzzing sound mixed with machinery humming.

1

Goldrush.Outside Sounds of wind, and a bird cawing in the distance.

1

Goldrush.Inside Sounds of wind flowing through the insides of buildings, along with faint metal clanking.

1

soundscapes_goldrush.txt

Gorge

Name Description DSP Position Number Position Description
Gorge.Outside Birds and general outdoors ambience.

1

0 Occasional sound of birds.
Gorge.Inside Machine hums and general indoor ambience.

1

0 Machine humming.
1 Machine humming.
2 Machine humming.
3 Machine humming.
4 Machine humming.
5 Machine humming.
6 Machine humming.

soundscapes_gorge.txt

Granary

Name Description DSP Position Number Position Description
Granary.Outside Machine humming but with a slight echo, and occasional squeaks.

1

0 Often sounds of cows and birds.
1 Outdoor factory ambience.
2 Often sounds of cows and birds.
3 Outdoor factory ambience.
Granary.Inside Machine humming.

1

soundscapes_granary.txt

GravelPit

Name Description DSP Position Number Position Description
GravelPit.Outside Identical to Granary Outside.

1

0 Often sounds of birds.
GravelPit.Inside Machine humming.

1

soundscapes_gravelpit.txt

Halloween

Name Description DSP Position Number Position Description
Halloween.Outside Sounds of wind and crickets. Random crow, owl, wolf sounds in the distance, and random whisper sounds.

1

Halloween.Inside Sounds of wind and random wind gusts. Random creaks and whisper sounds.

1

Halloween.Underworld Sounds of wind and random wind gusts. Random screams, thunder, and rumbles.

26

Halloween.hell Random screams, thunder, and rumbles.

26

Halloween_sf14.Outside Desert sounds with owls, wolves, crows, and wind gusts.

1

Halloween_sf14.Inside Underground ambience with wind noises and random creaking.

1

soundscapes_halloween.txt

Foundry

Name Description DSP Position Number Position Description
harbor.inside_blue_spawn_01 Ambient industrial noises.

2

harbor.inside_blue_spawn_02 Identical to harbor.inside_blue_spawn_01.

2

harbor.inside_blue_spawn_03 Identical to harbor.inside_blue_spawn_01.

2

harbor.inside_blue_hq Same as harbor.inside_blue_spawn_01, but with sounds of machinery added and a larger size DSP setting.

4

harbor.inside_blue_ex_01 Light industrial ambience.

2

harbor.inside_blue_ex_02 Light industrial ambience with a rattling noise.

2

harbor.inside_blue_ex_03 Light industrial ambience with a repetitive pounding sound.

2

harbor.indoor_blue_fuel Light industrial ambience.

3

harbor.outdoor_blue Light industrial ambience.

1

harbor.inside_red_spawn_01 Identical to harbor.inside_blue_spawn_01.

2

harbor.inside_red_spawn_02 Identical to harbor.inside_blue_spawn_01.

2

harbor.inside_red_hq Identical to harbor.inside_blue_hq.

4

harbor.inside_red_spawn_03 Identical to harbor.inside_blue_spawn_01.

2

harbor.inside_red_ex_01 Identical to harbor.inside_blue_ex_01.

2

harbor.inside_red_ex_02 Identical to harbor.inside_blue_ex_02.

2

harbor.inside_red_ex_03 Identical to harbor.inside_blue_ex_03.

2

harbor.outdoor_red Identical to harbor.outdoor_blue.

1

harbor.indoor_red_fuel Identical to harbor.indoor_blue_fuel.

3

harbor.outdoor_central Industrial ambience with random sounds of cars and trains.

1

soundscapes_harbor.txt

Hellfire

Name Description DSP Position Number Position Description
Hellfire.Inside Indoor ambience and a light hum.

1

0 Waterfall.
2 Computer noises.
3 Boiler.
4 Command center ambience.
6 Computer noises.
7 Boiler.
Hellfire.OutsideCovered

1

0 Command center ambience.
Hellfire.Outside Sounds of wind with dogs barking and owls hooting randomly.

1

0 Computer noises.
1 Computer noises.

soundscapes_hellfire.txt

HighTower

Name Description DSP Position Number Position Description
HighTower.Inside

1

HighTower.Outside

1

soundscapes_hightower.txt

Hydro

Name Description DSP Position Number Position Description
Hydro.Outside Same as Granary and GravelPit Outside.

1

0 Sounds of birds.
Hydro.Inside Machine humming with slight machine whirs in the background.

1

soundscapes_hydro.txt

Mercenary Park

Name Description DSP Position Number Position Description
Lair.VisitorsCenterSpawnBlue

137

0 Often weird voices and laugher.
Lair.VisitorsCenterSpawnBlueLightJungle

137

Lair.JungleLight

137

0 Frogs ambience loop.
Lair.JungleUnderGround

137

Lair.JungleUndergroundLightJungle

137

Lair.Jungle

139

0 Electric perimeter fence.
1 Electric perimeter fence.
2 Electric perimeter fence.
3 Electric perimeter fence.
4 Electric perimeter fence.
5 Electric perimeter fence.
6 Frogs ambience loop.
7 Frogs ambience loop.
Lair.JungleCap1InteriorTransition

137

0 AC vent.
1 Fluorescent lighting hum.
Lair.Cap1Underground

137

Lair.Cap1SpawnBlue

137

Lair.Cap1

139

0 Close-up water waves.
1 Close-up water waves.
2 Waterfall.
3 Close-up waterfall.
4 Close-up waterfall.
5 Close-up waterfall.
Lair.Cap1Cap2Transition

139

0 Waterfall.
1 Close-up waterfall.
Lair.Cap2SpawnRed

138

Lair.Cap2SpawnBlue

137

Lair.Cap2

138

0 Moving fan.
1 Electronic computer beeping.
2 Electronic computer beeping.
3 Weird radar sounds.
4 Rough boiler.
5 Smooth boiler.
6 Weird radar sounds.
7 Fluorescent lighting hum.
Lair.Cap3SpawnRed

137

Lair.Cap3

138

0 Moving fan.
1 Electronic computer beeping.
2 Electronic computer beeping.
3 Weird radar sounds.
4 Electronic computer beeping.
5 Weird radar sounds.
6 Electronic computer beeping.
7 Electronic computer beeping.
Lair.Cap3Inside

137

0 Weird radar sounds.
2 Electronic computer beeping.
3 Electronic computer beeping.
4 Weird radar sounds.
Lair.Cap3Duct

137

Lair.Cap3Vista

137

0 Highly echoing water dripping.

soundscapes_lair.txt

Lakeside

Name Description DSP Position Number Position Description
Lakeside.Outside Wind noises and rocks falling randomly.

1

Lakeside.Wood Wind noises and wood creaking.

1

Lakeside.Lake Wind noises, wind chimes, and water running.

1

Lakeside.Inside_blu Indoors ambience and light humming.

1

Lakeside.Inside Indoors ambience and a small fire.

1

Lakeside.Temple Indoors ambience, sounds of water, and a small fire.

1

Lakeside.Cave Indoors ambience and rocks falling randomly.

1

soundscapes_lakeside.txt

Lumberyard

Name Description DSP Position Number Position Description
Lumberyard.Inside Very quiet, ambient indoors noise.

1

Lumberyard.Outside Birds chirping, along with some wind.

1

soundscapes_lumberyard.txt

Mannworks

Name Description DSP Position Number Position Description
Mannworks.Respawn Ambient underground noise with computers working.

1

1 Computer noises.
2 Computer noises.
Mannworks.InsideWood Outdoor ambience and wood creaking from wind.

1

Mannworks.InsideCellars Ambient indoor noise and wind.

1

Mannworks.Outside Ambient outdoor noise, birds singing, and crow and owl noises.

1

soundscapes_mannworks.txt

Medieval

Name Description DSP Position Number Position Description
Medieval.Outside Sounds of a medieval battle with falcons and thunder.

21

Medieval.Inside Sounds of a medieval battle.

1

soundscapes_medieval.txt

Moonbase

Name Description DSP Position Number Position Description
Moonbase.Outerspace Space ambience with random bangs and rumbles.
Moonbase.Underground Indoors ambience with random bangs and rumbles.

18

soundscapes_moonbase.txt

Mountain Lab

Name Description DSP Position Number Position Description
mountainlab.Inside Indoors ambience with sounds of wind and rain.

1

mountainlab.Outside1 Forest ambience with random animal noises and rain.

1

mountainlab.Outside2 Forest ambience with random animal noises, rain, and gentle wind.

1

mountainlab.Outside3 Forest ambience with random animal noises, rain, and gentle wind.

1

mountainlab.entrance Forest ambience with random animal noises, rain, gentle wind, and machines humming.

1

mountainlab.Bluspawn Waterfall with rain and wind.
mountainlab.Cpoint Wind and machines humming.

1

soundscapes_mountainlab.txt

Nightfall

Name Description DSP Position Number Position Description
Nightfall.Outdoors Outdoors, forest ambience with a waterfall and rain.

1

Nightfall.Indoors Ambient indoors noise with sounds of a waterfall.

1

Nightfall.Cavern Ambient underground noise with sounds of a waterfall and random dripping.

1

soundscapes_nightfall.txt

Nucleus

Name Description DSP Position Number Position Description
Nucleus.Inside Ambient underground and indoors noise with sounds of electricity.

1

Nucleus.Outside Ambient underground, indoors, and outdoors noise with sounds of electricity.

1

soundscapes_nucleus.txt

Pipeline

Name Description DSP Position Number Position Description
Chariots.Inside Ambient indoors noise with a light humming.

1

Chariots.Outside Ambient outdoor desert noise with wind and random dog barking and owl hooting.

1

soundscapes_pipeline.txt

Powerhouse

Name Description DSP Position Number Position Description
Powerhouse.Inside

1

Powerhouse.InsideRed

1

0 An idle train engine.
1 Turbine.
2 Turbine.
3 Turbine.
4 Turbine.
5 Turbine.
6 Turbine.
Powerhouse.InsideBlue

1

0 An idle train engine.
1 Turbine.
2 Turbine.
3 Turbine.
4 Turbine.
5 Turbine.
6 Turbine.
Powerhouse.Transition

1

Powerhouse.Outside

1

0 Waterfall.

soundscapes_powerhouse.txt

Ravine

Name Description DSP Position Number Position Description
Ravine.Inside Ambient indoors and underground noise with a light humming.

1

Ravine.Outside Ambient outdoor desert noise with wind and random dog, owl, hawk, warbler, and crow sounds.

1

soundscapes_ravine.txt

Rottenburg

Name Description DSP Position Number Position Description
Rottenburg.Town Ambient noise with random dog, crow, owl, and dove sounds, wind noise, and sounds of a moat.

21

0 Water noises.
1 Windy interior.
2 Windy interior.
Rottenburg.Alcove Ambient noise with random dog, crow, and dove sounds.

1

Rottenburg.Clearing Ambient noise with random bird sounds.

21

Rottenburg.Spawn Ambient indoor and underground noise with a light humming.

17

soundscapes_rottenburg.txt

Sawmill

Name Description DSP Position Number Position Description
Sawmill.DeepInside Very quiet, ambient indoors noise.

1

Sawmill.Inside Distant rain, lights buzzing.

1

Sawmill.InsideNoLights Distant rain, some thunder.

1

Sawmill.InsideWaterfall Distant rain, splashing water.

1

Sawmill.Outside Rain and wind.

1

soundscapes_sawmill.txt

Soho

Name Description DSP Position Number Position Description
soho_generic Ambient outdoor noise with random sounds of cars, people, dogs, helicopters, and sirens.

21

soho_square Ambient outdoor noise with random sounds of cars, dogs, helicopters, and sirens.

21

underground_soho Ambient indoor noise and water leaking with random creaking sounds.

5

0 Leaking water.
1 Fluorescent lighting hum.
2 Industrial indoor ambience.
3 Leaking water.
4 Fluorescent lighting hum.
5 Industrial indoor ambience.
soho_indoor Ambient outdoor noise with a light humming.

11

soundscapes_soho.txt

ThunderMountain

Name Description DSP Position Number Position Description
ThunderMountain.Inside

1

ThunderMountain.Outside

1

soundscapes_thundermountain.txt

Upward

Name Description DSP Position Number Position Description
Upward.Outside Ambient outdoor desert noise with wind and random gusts.

1

Upward.Inside Ambient desert indoor noise.

1

soundscapes_upward.txt

Viaduct

Name Description DSP Position Number Position Description
viaduct.Inside Ambient indoors and underground noise with a light humming and wind noise.

1

Viaduct.Outside Ambient outdoor noise with wind and random owl and shutter sounds.

1

soundscapes_viaduct.txt

Brickyard

Name Description DSP Position Number Position Description
warehouse.inside_spawn_int Ambient indoors and underground noise with a light humming.

17

warehouse.inside_spawn_foyer Ambient indoors and outdoor noise with a light humming, sounds of a city, and random seagull and car sounds.

18

1 Car horns and cars passing by.
4 Often sounds of seagulls.
6 Outdoor industrial warehouse ambience.
7 Outdoor harbor ambience.
warehouse.outside Ambient outdoor noise with sounds of a city, and random seagull, train and car sounds.

1

0 Occasional train ambience.
1 Outdoor industrial warehouse ambience.
2 Car horns and cars passing by.
3 Often sounds of seagulls.
4 Often sounds of seagulls.
5 Ship horns.
6 Outdoor industrial warehouse ambience.
7 Outdoor harbor ambience.
warehouse.inside_mainhall Ambient indoors noise with a light humming, sounds of a city, and random seagull and car sounds.

25

0 Sounds of seagulls.
1 Often car horns.
2 Often car horns.
3 Often car horns.
4 Often car horns.
6 Outdoor industrial warehouse ambience.
7 Outdoor harbor ambience.
warehouse.inside_boilers Ambient indoors and outdoor noise with a light humming, sounds of a city, and random car sounds.

17

0 Boiler.
1 Car horns and cars passing by.
2 Car horns and cars passing by.
6 Outdoor industrial warehouse ambience.

soundscapes_warehouse.txt

Well

Name Description DSP Position Number Position Description
Well.DeepInside A deep version of the Normal Machine Humming, with very faint beeps.

1

0 Machine humming.
1 Computer noises.
2 Computer noises.
3 Computer noises.
4 Command center.
5 Printer.
Well.Inside A quieter version of Well's Deep Inside. Also, there are no beeping sounds.

1

Well.Outside Sounds of an ocean in the distance and faint Machine humming.

1

0 Machine humming.
1 Outdoor factory ambience.

soundscapes_well.txt

Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation