List of HL2 Deathmatch Soundscapes: Difference between revisions

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(Added all the soundscapes for the game to the list)
 
m (Added DSP info, script text file names and TOC)
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{{back | Half-Life 2 Level Creation}}
{{back | Half-Life 2 Level Creation}}
{{toc-right}}


Here is a list of 46 [[Soundscapes|soundscapes]] for use in [[Half-Life 2 Deathmatch]]. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.  
Here is a list of 46 [[Soundscapes|soundscapes]] for use in [[Half-Life 2 Deathmatch]]. 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.  
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{{note | Half-Life 2 Deathmatch also contains all of [[Half-Life 2]]'s soundscapes.}}
{{note | Half-Life 2 Deathmatch also contains all of [[Half-Life 2]]'s soundscapes.}}
{{todo | Add descriptions and positional information for all. }}
{{todo | Add descriptions and positional information for all. }}
{{clr}}


== Streetwar ==
== Streetwar ==
Line 14: Line 16:
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|overwatch_mp
|height="40px"|overwatch_mp
|
|Cityvoice: <br />(1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.<br />(3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.<br />(4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 24: Line 28:
|height="40px"|streetwar.util_combine_atmosphere
|height="40px"|streetwar.util_combine_atmosphere
|Constant random wind gusts and machine-like sounds.
|Constant random wind gusts and machine-like sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 29: Line 34:
|height="40px"|streetwar.util_rubble
|height="40px"|streetwar.util_rubble
|Random falling rubble, wood creaks and metal stress.
|Random falling rubble, wood creaks and metal stress.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 34: Line 40:
|height="40px"|streetwar.util_sirens
|height="40px"|streetwar.util_sirens
|Manhacks, cityscanners and APCs passing by.
|Manhacks, cityscanners and APCs passing by.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 39: Line 46:
|height="40px"|streetwar.util_light_sirens
|height="40px"|streetwar.util_light_sirens
|Same as above but less frequent.
|Same as above but less frequent.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 44: Line 52:
|height="40px"|streetwar.util_zombie_infested
|height="40px"|streetwar.util_zombie_infested
|Occasional buzzing flies, rats and zombies.
|Occasional buzzing flies, rats and zombies.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.util_light_combat_atmosphere
|height="40px"|streetwar.util_light_combat_atmosphere
|Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.
|Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 54: Line 64:
|height="40px"|streetwar.util_heavy_combat_atmosphere
|height="40px"|streetwar.util_heavy_combat_atmosphere
|Similar to above but more frequent.
|Similar to above but more frequent.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 59: Line 70:
|height="40px"|streetwar.util_muffled_light_combat
|height="40px"|streetwar.util_muffled_light_combat
|Occasional rumble and distant explosions, heard from building interiors and underground.
|Occasional rumble and distant explosions, heard from building interiors and underground.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 64: Line 76:
|height="40px"|streetwar.util_light_combat
|height="40px"|streetwar.util_light_combat
|Distant gun fire, explosions, zombies, antlions and Combine soldiers.
|Distant gun fire, explosions, zombies, antlions and Combine soldiers.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.util_medium_combat
|height="40px"|streetwar.util_medium_combat
|Same as above but slightly more frequent.
|Same as above but slightly more frequent.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.util_heavy_combat
|height="40px"|streetwar.util_heavy_combat
|Same as above but even more frequent.
|Same as above but even more frequent.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 79: Line 94:
|height="40px"|streetwar.util_drips
|height="40px"|streetwar.util_drips
|Water dripping.
|Water dripping.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.util_fardrips
|height="40px"|streetwar.util_fardrips
|Farther away water dripping.
|Farther away water dripping.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.zombie_water_room
|height="40px"|streetwar.zombie_water_room
|Atmospheric windy corridor with dripping / running water, flies, rats and zombies.
|Atmospheric windy corridor with dripping / running water, flies, rats and zombies.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.car_tunnel
|height="40px"|streetwar.car_tunnel
|Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.
|Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|streetwar.general_small_tunnel
|height="40px"|streetwar.general_small_tunnel
|Small underground tunnel, away from combat, with the sound of wind going through and light combat.
|Small underground tunnel, away from combat, with the sound of wind going through and light combat.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 104: Line 124:
|height="40px"|streetwar.car_tunnel_opensky
|height="40px"|streetwar.car_tunnel_opensky
|Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat.
|Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 109: Line 130:
|height="40px"|streetwar.toxic_car_tunnel
|height="40px"|streetwar.toxic_car_tunnel
|Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat.
|Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 114: Line 136:
|height="40px"|streetwar.infested_appartments
|height="40px"|streetwar.infested_appartments
|Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.
|Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 119: Line 142:
|height="40px"|streetwar.general_indoor_light_combat
|height="40px"|streetwar.general_indoor_light_combat
|Quiet indoor atmosphere with distant light combat.
|Quiet indoor atmosphere with distant light combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 124: Line 148:
|height="40px"|streetwar.general_indoor_medium_combat
|height="40px"|streetwar.general_indoor_medium_combat
|Similar to above with more frequent distant medium combat.
|Similar to above with more frequent distant medium combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 129: Line 154:
|height="40px"|streetwar.general_indoor_heavy_combat
|height="40px"|streetwar.general_indoor_heavy_combat
|Similar to above with more frequent distant heavy combat.
|Similar to above with more frequent distant heavy combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 134: Line 160:
|height="40px"|streetwar.general_outdoor_light_combat
|height="40px"|streetwar.general_outdoor_light_combat
|Quiet outdoor city atmosphere with distant light combat.
|Quiet outdoor city atmosphere with distant light combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 139: Line 166:
|height="40px"|streetwar.general_outdoor_medium_combat
|height="40px"|streetwar.general_outdoor_medium_combat
|Similar to above with more frequent and closer medium combat.
|Similar to above with more frequent and closer medium combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 144: Line 172:
|height="40px"|streetwar.general_outdoor_heavy_combat
|height="40px"|streetwar.general_outdoor_heavy_combat
|Similar to above with more frequent and closer heavy combat.
|Similar to above with more frequent and closer heavy combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 149: Line 178:
|height="40px"|streetwar.destroyed_concrete_building
|height="40px"|streetwar.destroyed_concrete_building
|Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.
|Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 154: Line 184:
|height="40px"|streetwar.rooftop_heavy_combat
|height="40px"|streetwar.rooftop_heavy_combat
|Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.
|Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 159: Line 190:
|height="40px"|streetwar.control_room
|height="40px"|streetwar.control_room
|Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.
|Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Combine computer terminal.
|Combine computer terminal.
|-
|-
|
|
|
|
|
Line 169: Line 202:
|height="40px"|streetwar.bank_control_room
|height="40px"|streetwar.bank_control_room
|Bank control room. Similar to above but with no beeping and instead just random machine sounds.
|Bank control room. Similar to above but with no beeping and instead just random machine sounds.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Combine computer terminal.
|Combine computer terminal.
Line 174: Line 208:
|height="40px"|streetwar.bank_machine_room
|height="40px"|streetwar.bank_machine_room
|Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.
|Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 179: Line 214:
|height="40px"|streetwar.bank_general
|height="40px"|streetwar.bank_general
|General inside bank area. Silent wind and distant medium combat.
|General inside bank area. Silent wind and distant medium combat.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 184: Line 220:
|height="40px"|e3_c17_01_battle
|height="40px"|e3_c17_01_battle
|Fire nearby, background city siren and heavy combat.
|Fire nearby, background city siren and heavy combat.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Medium sized fire loop.
|Medium sized fire loop.
|-
|-
|
|
|
|
|
Line 192: Line 230:
|height="40px"|Combine barricade gate noises.
|height="40px"|Combine barricade gate noises.
|-
|-
|
|
|
|
|
Line 199: Line 238:
|height="40px"|c17_02_street_lower_1
|height="40px"|c17_02_street_lower_1
|Very silent city siren, wind snippets, medium combat and thundering wall noises.
|Very silent city siren, wind snippets, medium combat and thundering wall noises.
|align="center" | {{DSP | 19}}
|align="center" |0
|align="center" |0
|Combine wall thundering.
|Combine wall thundering.
Line 204: Line 244:
|height="40px"|c17_02_street_upper_1
|height="40px"|c17_02_street_upper_1
|Medium combat and very distant city siren.
|Medium combat and very distant city siren.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 209: Line 250:
|height="40px"|c17_02_street_upper_2
|height="40px"|c17_02_street_upper_2
|Same as above but with a louder alarm and thundering wall noises.
|Same as above but with a louder alarm and thundering wall noises.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Combine wall thundering.
|Combine wall thundering.
Line 214: Line 256:
|height="40px"|c17_02_inside_apartments_1
|height="40px"|c17_02_inside_apartments_1
|Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.
|Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Combine wall thundering and machine noises.
|Combine wall thundering and machine noises.
Line 219: Line 262:
|height="40px"|streetwar.underground_manhack_tunnel
|height="40px"|streetwar.underground_manhack_tunnel
|Machinery humming, water drips and loud steam.
|Machinery humming, water drips and loud steam.
|align="center" | {{DSP | 1}}
|align="center" |0
|align="center" |0
|Steam loop.
|Steam loop.
Line 224: Line 268:
|height="40px"|streetwar.vertical_warehouse_arena
|height="40px"|streetwar.vertical_warehouse_arena
|Machinery humming and occasional wind snippets.
|Machinery humming and occasional wind snippets.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_streetwar.txt</span>
== Labs ==
== Labs ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 236: Line 284:
|height="40px"|labs_mp
|height="40px"|labs_mp
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 241: Line 290:
|height="40px"|under_boiler
|height="40px"|under_boiler
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 246: Line 296:
|height="40px"|under_tunnels
|height="40px"|under_tunnels
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 251: Line 302:
|height="40px"|under_basement1
|height="40px"|under_basement1
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 256: Line 308:
|height="40px"|combine_tunnel
|height="40px"|combine_tunnel
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_labs.txt</span>


== Strike ==
== Strike ==
Line 264: Line 318:
!width="285px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 269: Line 324:
|height="40px"|strike_ware
|height="40px"|strike_ware
|
|
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 274: Line 330:
|height="40px"|strike_outside
|height="40px"|strike_outside
|
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
 
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_strike.txt</span>
{{Template:Envsound}}
{{Template:Envsound}}
[[Category:Level Design]][[Category:Sound System]]
[[Category:Level Design]][[Category:Sound System]]

Revision as of 06:58, 14 January 2022

Half-Life 2 Level Creation

Here is a list of 46 soundscapes for use in Half-Life 2 Deathmatch. 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.

A preview video of these soundscapes can be found here.

Note.pngNote: Half-Life 2 Deathmatch also contains all of Half-Life 2's soundscapes.
Todo:  Add descriptions and positional information for all.

Streetwar

Name Description DSP Position Number Position Description
overwatch_mp Cityvoice:
(1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.
(2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.
(3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.
(4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.
streetwar.util_combine_atmosphere Constant random wind gusts and machine-like sounds.
streetwar.util_rubble Random falling rubble, wood creaks and metal stress.
streetwar.util_sirens Manhacks, cityscanners and APCs passing by.
streetwar.util_light_sirens Same as above but less frequent.
streetwar.util_zombie_infested Occasional buzzing flies, rats and zombies.
streetwar.util_light_combat_atmosphere Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.
streetwar.util_heavy_combat_atmosphere Similar to above but more frequent.
streetwar.util_muffled_light_combat Occasional rumble and distant explosions, heard from building interiors and underground.
streetwar.util_light_combat Distant gun fire, explosions, zombies, antlions and Combine soldiers.
streetwar.util_medium_combat Same as above but slightly more frequent.
streetwar.util_heavy_combat Same as above but even more frequent.
streetwar.util_drips Water dripping.
streetwar.util_fardrips Farther away water dripping.
streetwar.zombie_water_room Atmospheric windy corridor with dripping / running water, flies, rats and zombies.

1

streetwar.car_tunnel Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.

1

streetwar.general_small_tunnel Small underground tunnel, away from combat, with the sound of wind going through and light combat.
streetwar.car_tunnel_opensky Large underground tunnel open to the sky. Similar to streetwar.car_tunnel with city sounds and medium combat.
streetwar.toxic_car_tunnel Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat.
streetwar.infested_appartments Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.
streetwar.general_indoor_light_combat Quiet indoor atmosphere with distant light combat.

1

streetwar.general_indoor_medium_combat Similar to above with more frequent distant medium combat.

1

streetwar.general_indoor_heavy_combat Similar to above with more frequent distant heavy combat.

1

streetwar.general_outdoor_light_combat Quiet outdoor city atmosphere with distant light combat.

1

streetwar.general_outdoor_medium_combat Similar to above with more frequent and closer medium combat.

1

streetwar.general_outdoor_heavy_combat Similar to above with more frequent and closer heavy combat.

1

streetwar.destroyed_concrete_building Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.

1

streetwar.rooftop_heavy_combat Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.

1

streetwar.control_room Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.

1

0 Combine computer terminal.
1 Combine computer terminal.
streetwar.bank_control_room Bank control room. Similar to above but with no beeping and instead just random machine sounds.

1

0 Combine computer terminal.
streetwar.bank_machine_room Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.

1

streetwar.bank_general General inside bank area. Silent wind and distant medium combat.

1

e3_c17_01_battle Fire nearby, background city siren and heavy combat.

1

0 Medium sized fire loop.
1 Combine barricade gate noises.
2 Ambient city siren loop.
c17_02_street_lower_1 Very silent city siren, wind snippets, medium combat and thundering wall noises.

19

0 Combine wall thundering.
c17_02_street_upper_1 Medium combat and very distant city siren.

1

c17_02_street_upper_2 Same as above but with a louder alarm and thundering wall noises.

1

0 Combine wall thundering.
c17_02_inside_apartments_1 Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.

1

0 Combine wall thundering and machine noises.
streetwar.underground_manhack_tunnel Machinery humming, water drips and loud steam.

1

0 Steam loop.
streetwar.vertical_warehouse_arena Machinery humming and occasional wind snippets.

1

soundscapes_streetwar.txt

Labs

Name Description DSP Position Number Position Description
labs_mp
under_boiler
under_tunnels
under_basement1
combine_tunnel

1

soundscapes_labs.txt

Strike

Name Description DSP Position Number Position Description
strike_ware

1

strike_outside

soundscapes_strike.txt

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