List of HL2 Soundscapes: Difference between revisions
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== Generic and Test == | == Generic and Test == | ||
{| class=standard-table | style="width:100%;" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 24: | Line 24: | ||
|height="40px"|''Nothing'' | |height="40px"|''Nothing'' | ||
|No DSP, no ambients. | |No DSP, no ambients. | ||
|align="center" |DSP 0 | |align="center" | {{DSP | 0}} | ||
|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 30: | Line 30: | ||
|height="40px"|''Automatic'' | |height="40px"|''Automatic'' | ||
|DSP 1, dsp_volume 1.0. | |DSP 1, dsp_volume 1.0. | ||
|align="center" |DSP 1 | |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 36: | Line 36: | ||
|height="40px"|automatic_dialog | |height="40px"|automatic_dialog | ||
|Automatic DSP at 50% mix. | |Automatic DSP at 50% mix. | ||
|align="center" |DSP 1 | |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 42: | Line 42: | ||
|height="40px"|e3_techdemo_gmanspeaking | |height="40px"|e3_techdemo_gmanspeaking | ||
|DSP 10. | |DSP 10. | ||
|align="center" |DSP 10 | |align="center" | {{DSP | 10}} | ||
|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 48: | Line 48: | ||
|height="40px"|e3_Techdemo_02 | |height="40px"|e3_Techdemo_02 | ||
|Physics room. | |Physics room. | ||
|align="center" |DSP 20 | |align="center" | {{DSP | 20}} | ||
|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 54: | ||
|height="40px"|e3_Techdemo_03 | |height="40px"|e3_Techdemo_03 | ||
|DSP 1. | |DSP 1. | ||
|align="center" |DSP 1 | |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 60: | Line 60: | ||
|height="40px"|e3_Techdemo_05 | |height="40px"|e3_Techdemo_05 | ||
|Dripping cave ambient. | |Dripping cave ambient. | ||
|align="center" |DSP 10 | |align="center" | {{DSP | 10}} | ||
|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 66: | Line 66: | ||
|height="40px"|e3_Techdemo_06 | |height="40px"|e3_Techdemo_06 | ||
|Lake. | |Lake. | ||
|align="center" |DSP 20 | |align="center" | {{DSP | 20}} | ||
|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 72: | Line 72: | ||
|height="40px"|e3_end | |height="40px"|e3_end | ||
|Identical to <code>Nothing</code>. | |Identical to <code>Nothing</code>. | ||
|align="center" |DSP 0 | |align="center" | {{DSP | 0}} | ||
|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 78: | Line 78: | ||
|height="40px"|GenericIndoor | |height="40px"|GenericIndoor | ||
|Fluorescent lighting hum. | |Fluorescent lighting hum. | ||
|align="center" |DSP 1 | |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 84: | Line 84: | ||
|height="40px"|GenericOutdoor | |height="40px"|GenericOutdoor | ||
|Electric hum like above with a motor / gas / wind kind of sound in the background. | |Electric hum like above with a motor / gas / wind kind of sound in the background. | ||
|align="center" |DSP 19 | |align="center" | {{DSP | 19}} | ||
|align="center" |0 | |align="center" |0 | ||
|Quiet electric hum. | |Quiet electric hum. | ||
| Line 90: | Line 90: | ||
|height="40px"|Cabin | |height="40px"|Cabin | ||
|Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (''ahuugha''). | |Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (''ahuugha''). | ||
|align="center" |DSP 17 | |align="center" | {{DSP | 17}} | ||
|align="center" |0 | |align="center" |0 | ||
|Faint banjo-like TV music. | |Faint banjo-like TV music. | ||
| Line 102: | Line 102: | ||
|height="40px"|cabin_outdoor | |height="40px"|cabin_outdoor | ||
|Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: ''wwwwwwwwwwwww - enuu''. | |Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: ''wwwwwwwwwwwww - enuu''. | ||
|align="center" |DSP 20 | |align="center" | {{DSP | 20}} | ||
|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 108: | Line 108: | ||
|height="40px"|test_tvset | |height="40px"|test_tvset | ||
|Music coming from a TV set | |Music coming from a TV set | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Banjo-like TV music. | |Banjo-like TV music. | ||
|- | |- | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes.txt</span> | |||
== Train Station and [[City 17]] == | == Train Station and [[City 17]] == | ||
| Line 118: | Line 119: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 136: | Line 137: | ||
|height="40px"|d1_trainstation.Platform | |height="40px"|d1_trainstation.Platform | ||
|Loud and static hissing sound, city sounds barely audible in the background. | |Loud and static hissing sound, city sounds barely audible in the background. | ||
|align="center" |DSP 1 | |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 142: | Line 143: | ||
|height="40px"|d1_trainstation.Turnstyle | |height="40px"|d1_trainstation.Turnstyle | ||
|Identical to <code>d1_trainstation.city</code> but city sounds less audible. | |Identical to <code>d1_trainstation.city</code> but city sounds less audible. | ||
|align="center" |DSP 1 | |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 155: | ||
|height="40px"|d1_trainstation.Interrogation | |height="40px"|d1_trainstation.Interrogation | ||
|Mixed uproar of the surrounding city and a Combine terminal. | |Mixed uproar of the surrounding city and a Combine terminal. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 160: | Line 161: | ||
|height="40px"|d1_trainstation.TerminalSquare | |height="40px"|d1_trainstation.TerminalSquare | ||
|Similar to <code>d1_trainstation.Turnstyle</code> but with more city sounds like driving / beeping cars and background talking / train station messages. | |Similar to <code>d1_trainstation.Turnstyle</code> but with more city sounds like driving / beeping cars and background talking / train station messages. | ||
|align="center" |DSP 1 | |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 166: | Line 167: | ||
|height="40px"|d1_trainstation.QuietCourtyard | |height="40px"|d1_trainstation.QuietCourtyard | ||
|Quiet, windy courtyard with distant trains, cars, helicopters etc. | |Quiet, windy courtyard with distant trains, cars, helicopters etc. | ||
|align="center" |DSP 1 | |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 178: | Line 179: | ||
|height="40px"|d1_trainstation.AppartmentCourtyard | |height="40px"|d1_trainstation.AppartmentCourtyard | ||
|Above mixed to city sounds. | |Above mixed to city sounds. | ||
|align="center" |DSP 1 | |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 185: | ||
|height="40px"|d1_trainstation.Appartments | |height="40px"|d1_trainstation.Appartments | ||
|Similar to <code>d1_trainstation.Occupants</code> with background crowd noises. | |Similar to <code>d1_trainstation.Occupants</code> with background crowd noises. | ||
|align="center" |DSP 1 | |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 190: | Line 191: | ||
|height="40px"|d1_trainstation.RaidCityvoice | |height="40px"|d1_trainstation.RaidCityvoice | ||
|Cityvoice: <br />(1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions.<br/>(2) Attention please: All citizens in local residential block, assume your inspection positions.<br />(3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(4) Citizen notice: Failure to cooperate will result in permanent off-world relocation. | |Cityvoice: <br />(1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions.<br/>(2) Attention please: All citizens in local residential block, assume your inspection positions.<br />(3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(4) Citizen notice: Failure to cooperate will result in permanent off-world relocation. | ||
|align="center" |DSP 1 | |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 202: | Line 203: | ||
|height="40px"|d1_trainstation.RaidAppartments | |height="40px"|d1_trainstation.RaidAppartments | ||
|A combination of the two above with background crowd noises. | |A combination of the two above with background crowd noises. | ||
|align="center" |DSP 1 | |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 208: | Line 209: | ||
|height="40px"|general.concrete_quiet | |height="40px"|general.concrete_quiet | ||
|Semi-loud hum of moving air. | |Semi-loud hum of moving air. | ||
|align="center" |DSP 1 | |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_trainyard.txt</span> | |||
== PA announcements for [[City 17]] == | == PA announcements for [[City 17]] == | ||
| Line 217: | Line 219: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 275: | Line 277: | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_canals.txt</span> | |||
== Canals == | == Canals == | ||
| Line 280: | Line 283: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 316: | Line 319: | ||
|height="40px"|d1_canals_tunnel01 | |height="40px"|d1_canals_tunnel01 | ||
|Constant sound of a trains overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | |Constant sound of a trains overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Loop of a train driving by overhead. | |Loop of a train driving by overhead. | ||
| Line 322: | Line 325: | ||
|height="40px"|d1_canals_citystart | |height="40px"|d1_canals_citystart | ||
|Train horning close by, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | |Train horning close by, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | ||
|align="center" |DSP 1 | |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 328: | Line 331: | ||
|height="40px"|d1_canals_citadel | |height="40px"|d1_canals_citadel | ||
|Atmospheric corridor wind sounds, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | |Atmospheric corridor wind sounds, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | ||
|align="center" |DSP 1 | |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 334: | Line 337: | ||
|height="40px"|d1_canals_traincanal | |height="40px"|d1_canals_traincanal | ||
|Plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | |Plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | ||
|align="center" |DSP 1 | |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 340: | Line 343: | ||
|height="40px"|d1_canals_traintunnel | |height="40px"|d1_canals_traintunnel | ||
|Strong, low tunnelish rumble in the background, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | |Strong, low tunnelish rumble in the background, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements. | ||
|align="center" |DSP 1 | |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 346: | Line 349: | ||
|height="40px"|d1_canals_watercanal | |height="40px"|d1_canals_watercanal | ||
|Constant sounds of waving water and water hitting a boat, plays <code>city_searching_level1</code> and <code>cityvoice_level1</code> PA announcements. | |Constant sounds of waving water and water hitting a boat, plays <code>city_searching_level1</code> and <code>cityvoice_level1</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |1 | |align="center" |1 | ||
|Water hitting boat. | |Water hitting boat. | ||
| Line 352: | Line 355: | ||
|height="40px"|d1_canals_junkyard | |height="40px"|d1_canals_junkyard | ||
|Randomly metal stress / creaking, plays <code>city_searching_level2</code> and <code>cityvoice_level1</code> PA announcements. | |Randomly metal stress / creaking, plays <code>city_searching_level2</code> and <code>cityvoice_level1</code> PA announcements. | ||
|align="center" |DSP 1 | |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 358: | Line 361: | ||
|height="40px"|d1_canals_copcanals | |height="40px"|d1_canals_copcanals | ||
|Trucks randomly passing by overhead, dripping water, plays <code>city_searching_level1</code> and <code>cityvoice_level2</code> PA announcements. | |Trucks randomly passing by overhead, dripping water, plays <code>city_searching_level1</code> and <code>cityvoice_level2</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |2 | |align="center" |2 | ||
|Dripping water. | |Dripping water. | ||
| Line 376: | Line 379: | ||
|height="40px"|d1_canals_barnacle_tunnel | |height="40px"|d1_canals_barnacle_tunnel | ||
|Wind gusts in a tunnel, trucks passing by overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level3</code> PA announcements. | |Wind gusts in a tunnel, trucks passing by overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level3</code> PA announcements. | ||
|align="center" |DSP 1 | |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 382: | Line 385: | ||
|height="40px"|d1_canals_pipe_chamber | |height="40px"|d1_canals_pipe_chamber | ||
|Dripping water, wind tunnel gusts, trucks passing by overhead, plays <code>city_searching_level2</code>. | |Dripping water, wind tunnel gusts, trucks passing by overhead, plays <code>city_searching_level2</code>. | ||
|align="center" |DSP 1 | |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 388: | Line 391: | ||
|height="40px"|d1_canals_cop_alerted | |height="40px"|d1_canals_cop_alerted | ||
|Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements. | |Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |2 | |align="center" |2 | ||
|Dripping water. | |Dripping water. | ||
| Line 394: | Line 397: | ||
|height="40px"|d1_canals.heli_slide_tunnels | |height="40px"|d1_canals.heli_slide_tunnels | ||
|Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements. | |Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements. | ||
|align="center" |DSP 1 | |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 400: | Line 403: | ||
|height="40px"|d1_canals.heli_attack | |height="40px"|d1_canals.heli_attack | ||
|Exterior. quiet running sewer water, trucks passing by, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements. | |Exterior. quiet running sewer water, trucks passing by, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements. | ||
|align="center" |DSP 1 | |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 406: | Line 409: | ||
|height="40px"|d1_canals.drainroom | |height="40px"|d1_canals.drainroom | ||
|Tunnel wind, loud running water, quietly plays <code>city_searching_level2</code> and <code>cityvoice_level4</code> PA announcements. | |Tunnel wind, loud running water, quietly plays <code>city_searching_level2</code> and <code>cityvoice_level4</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Running river water loop. | |Running river water loop. | ||
| Line 424: | Line 427: | ||
|height="40px"|d1_canals.03copsattackthroughboards | |height="40px"|d1_canals.03copsattackthroughboards | ||
|Exterior, quiet idle diesel engine, trucks passing by, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements. | |Exterior, quiet idle diesel engine, trucks passing by, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Quiet loop of a running diesel engine. | |Quiet loop of a running diesel engine. | ||
| Line 430: | Line 433: | ||
|height="40px"|d1_canals.03entrytunnel | |height="40px"|d1_canals.03entrytunnel | ||
|Interior, running water, far water dripping, tunnel wind, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements. | |Interior, running water, far water dripping, tunnel wind, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Ambient corridor wind. | |Ambient corridor wind. | ||
| Line 442: | Line 445: | ||
|height="40px"|d1_canals.steamtunnel | |height="40px"|d1_canals.steamtunnel | ||
|Interior, soft ambient industrial humming, plays <code>cityvoice_level5</code> PA announcements. | |Interior, soft ambient industrial humming, plays <code>cityvoice_level5</code> PA announcements. | ||
|align="center" |DSP 1 | |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 448: | Line 451: | ||
|height="40px"|d1_canals.waterpuzzleroom | |height="40px"|d1_canals.waterpuzzleroom | ||
|Manhack and water puzzle room, loud industrial hum and dripping water. | |Manhack and water puzzle room, loud industrial hum and dripping water. | ||
|align="center" |DSP 1 | |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 490: | Line 493: | ||
|height="40px"|d1_canals.general_dripping_tunnel | |height="40px"|d1_canals.general_dripping_tunnel | ||
|Numerous constant dripping sources and regular wind gusts of varying pitches. | |Numerous constant dripping sources and regular wind gusts of varying pitches. | ||
|align="center" |DSP 1 | |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 496: | Line 499: | ||
|height="40px"|d1_canals.general_windy_tunnel | |height="40px"|d1_canals.general_windy_tunnel | ||
|Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. | |Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. | ||
|align="center" |DSP 1 | |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 502: | Line 505: | ||
|height="40px"|d1_canals.general_watery_tunnel | |height="40px"|d1_canals.general_watery_tunnel | ||
|Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. | |Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Water dripping. | |Water dripping. | ||
| Line 514: | Line 517: | ||
|height="40px"|d1_canals.general_watery_tunnel_shore | |height="40px"|d1_canals.general_watery_tunnel_shore | ||
|Similar to above but with the sound of waves regularly breaking in a small rocky lagoon. | |Similar to above but with the sound of waves regularly breaking in a small rocky lagoon. | ||
|align="center" |DSP 1 | |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 526: | Line 529: | ||
|height="40px"|d1_canals.floodgate_base_ambience | |height="40px"|d1_canals.floodgate_base_ambience | ||
|Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. | |Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Beeping of a Manhack charging station. | |Beeping of a Manhack charging station. | ||
| Line 544: | Line 547: | ||
|height="40px"|d1_canals.shore_and_reeds | |height="40px"|d1_canals.shore_and_reeds | ||
|Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets. | |Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets. | ||
|align="center" |DSP 1 | |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 550: | Line 553: | ||
|height="40px"|d1_canals.spooky_infested_pipe | |height="40px"|d1_canals.spooky_infested_pipe | ||
|Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. | |Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. | ||
|align="center" |DSP 1 | |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 556: | Line 559: | ||
|height="40px"|d1_canals.water_tunnel_with_frogs | |height="40px"|d1_canals.water_tunnel_with_frogs | ||
|Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. | |Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. | ||
|align="center" |DSP 1 | |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 568: | Line 571: | ||
|height="40px"|canals_slime_outside | |height="40px"|canals_slime_outside | ||
|Constant slime gurgling with a tunnel wind ambience. | |Constant slime gurgling with a tunnel wind ambience. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Burbling toxic slime. | |Burbling toxic slime. | ||
| Line 574: | Line 577: | ||
|height="40px"|canals_slime_tunnel | |height="40px"|canals_slime_tunnel | ||
|Same as above but with a clearer wind ambience and frequently wind gusts. | |Same as above but with a clearer wind ambience and frequently wind gusts. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Burbling toxic slime. | |Burbling toxic slime. | ||
| Line 580: | Line 583: | ||
|height="40px"|canals_tunnel_dry | |height="40px"|canals_tunnel_dry | ||
|Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. | |Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. | ||
|align="center" |DSP 1 | |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 586: | Line 589: | ||
|height="40px"|canals_tunnel_wet | |height="40px"|canals_tunnel_wet | ||
|Similar to <code>d1_canals.general_watery_tunnel</code> but with atmospheric tunnel wind. | |Similar to <code>d1_canals.general_watery_tunnel</code> but with atmospheric tunnel wind. | ||
|align="center" |DSP 1 | |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 592: | Line 595: | ||
|height="40px"|canals_canal_nowater | |height="40px"|canals_canal_nowater | ||
|Relatively quiet with infrequent distant sound of birds and wind snippets. | |Relatively quiet with infrequent distant sound of birds and wind snippets. | ||
|align="center" |DSP 1 | |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 598: | Line 601: | ||
|height="40px"|canals_canal_water | |height="40px"|canals_canal_water | ||
|Constant sound of shoreline waves with birds and wind gusts. | |Constant sound of shoreline waves with birds and wind gusts. | ||
|align="center" |DSP 1 | |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 604: | Line 607: | ||
|height="40px"|canals_canal_water_industrial | |height="40px"|canals_canal_water_industrial | ||
|Similar to above but with machine rumbling instead of the sound of birds. | |Similar to above but with machine rumbling instead of the sound of birds. | ||
|align="center" |DSP 1 | |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 610: | Line 613: | ||
|height="40px"|canals_river | |height="40px"|canals_river | ||
|Identical to <code>canals_canal_water</code> but with a sense of stronger wind with it being an open area. | |Identical to <code>canals_canal_water</code> but with a sense of stronger wind with it being an open area. | ||
|align="center" |DSP 1 | |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 616: | Line 619: | ||
|height="40px"|canals_river_calm | |height="40px"|canals_river_calm | ||
|Similar to above but with constant quiet sounds of frogs and other critters. | |Similar to above but with constant quiet sounds of frogs and other critters. | ||
|align="center" |DSP 1 | |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 622: | Line 625: | ||
|height="40px"|d1_canals_05_shanty_approach | |height="40px"|d1_canals_05_shanty_approach | ||
|Continuous glutinous gurgling toxic slime and wind gusts from time to time. | |Continuous glutinous gurgling toxic slime and wind gusts from time to time. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Burbling toxic slime. | |Burbling toxic slime. | ||
| Line 634: | Line 637: | ||
|height="40px"|d1_canals_05_shanty | |height="40px"|d1_canals_05_shanty | ||
|Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping. | |Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Burbling toxic slime. | |Burbling toxic slime. | ||
| Line 676: | Line 679: | ||
|height="40px"|d1_canals_07_entry_tunnel | |height="40px"|d1_canals_07_entry_tunnel | ||
|Ambient tunnel sounds with water drips and wind gusts. | |Ambient tunnel sounds with water drips and wind gusts. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Far water drips. | |Far water drips. | ||
| Line 694: | Line 697: | ||
|height="40px"|d1_canals_08a_gun_tunnel_entrance | |height="40px"|d1_canals_08a_gun_tunnel_entrance | ||
|Continuous running water plus sound of waves breaking. | |Continuous running water plus sound of waves breaking. | ||
|align="center" |DSP 1 | |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 700: | Line 703: | ||
|height="40px"|d1_canals_08a_puzzle_arena | |height="40px"|d1_canals_08a_puzzle_arena | ||
|The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. | |The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. | ||
|align="center" |DSP 1 | |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 706: | Line 709: | ||
|height="40px"|d1_canals_08a_gun_scene | |height="40px"|d1_canals_08a_gun_scene | ||
|The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water. | |The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Far water drips. | |Far water drips. | ||
| Line 718: | Line 721: | ||
|height="40px"|d1_canals_08a_tunnel_exit | |height="40px"|d1_canals_08a_tunnel_exit | ||
|The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts. | |The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts. | ||
|align="center" |DSP 1 | |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 724: | Line 727: | ||
|height="40px"|canals_canal_water_creaking_wood | |height="40px"|canals_canal_water_creaking_wood | ||
|Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. | |Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Wood creaking. | |Wood creaking. | ||
| Line 736: | Line 739: | ||
|height="40px"|canals_canal_water_creaking_metal | |height="40px"|canals_canal_water_creaking_metal | ||
|Similar to above but with stressing metal instead of wood creaking. | |Similar to above but with stressing metal instead of wood creaking. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Metal stress. | |Metal stress. | ||
| Line 748: | Line 751: | ||
|height="40px"|d1_canals_08_entry_tunnel | |height="40px"|d1_canals_08_entry_tunnel | ||
|Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds. | |Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Far dripping water. | |Far dripping water. | ||
| Line 760: | Line 763: | ||
|height="40px"|d1_canals_08_reservoir | |height="40px"|d1_canals_08_reservoir | ||
|The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop. | |The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |1 | |align="center" |1 | ||
|Loud pouring dam water. | |Loud pouring dam water. | ||
| Line 776: | Line 779: | ||
|Combine computer terminal. | |Combine computer terminal. | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_canals.txt</span> | |||
== Kleiner's Lab and [[Black Mesa East]] == | == Kleiner's Lab and [[Black Mesa East]] == | ||
| Line 781: | Line 785: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 787: | Line 791: | ||
|height="40px"|K_lab.LabSounds | |height="40px"|K_lab.LabSounds | ||
|Room atmosphere with very frequent slime gurgling and machines. | |Room atmosphere with very frequent slime gurgling and machines. | ||
|align="center" |DSP 0 | |align="center" |{{DSP | 0}} | ||
|align="center" |0 | |align="center" |0 | ||
|Slime gurgling loop. | |Slime gurgling loop. | ||
| Line 799: | Line 803: | ||
|height="40px"|E3_lab.LabSounds | |height="40px"|E3_lab.LabSounds | ||
|Fluorescent lights in a laboratory with machines and music playing. | |Fluorescent lights in a laboratory with machines and music playing. | ||
|align="center" |DSP 17 | |align="center" |{{DSP | 17}} | ||
|align="center" |0 | |align="center" |0 | ||
|Various strange machine noises (goo tubes). | |Various strange machine noises (goo tubes). | ||
| Line 811: | Line 815: | ||
|height="40px"|eli_01_lab_main_1 | |height="40px"|eli_01_lab_main_1 | ||
|Quiet room with the sound of elevators, slime gurgling, and beeping machines. | |Quiet room with the sound of elevators, slime gurgling, and beeping machines. | ||
|align="center" |DSP 9 | |align="center" | {{DSP | 9}} | ||
|align="center" |0 | |align="center" |0 | ||
|Very silent water sounds and slime gurgling noises. | |Very silent water sounds and slime gurgling noises. | ||
| Line 835: | Line 839: | ||
|height="40px"|eli_01_elevator_1 | |height="40px"|eli_01_elevator_1 | ||
|Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: ''hwuuung - hwuuung - hwunng''. | |Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: ''hwuuung - hwuuung - hwunng''. | ||
|align="center" |DSP 18 | |align="center" | {{DSP | 18}} | ||
|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 841: | Line 845: | ||
|height="40px"|eli_01_upperhall_2 | |height="40px"|eli_01_upperhall_2 | ||
|Musical throbbing note, medium low, that reverberates three times (''bwuung-weh-weh-weh''), mixed with very quiet random metal rattles, dripping water and coughing. | |Musical throbbing note, medium low, that reverberates three times (''bwuung-weh-weh-weh''), mixed with very quiet random metal rattles, dripping water and coughing. | ||
|align="center" |DSP 18 | |align="center" | {{DSP | 18}} | ||
|align="center" |0 | |align="center" |0 | ||
|Randomly metal rattling, rain dripping and people coughing. | |Randomly metal rattling, rain dripping and people coughing. | ||
| Line 847: | Line 851: | ||
|height="40px"|eli_01_upperhall_1 | |height="40px"|eli_01_upperhall_1 | ||
|Low atmospheric rumble/wavering sound with the ''ahhhh-ho clik!'' of some slow pump or piston device in the background. | |Low atmospheric rumble/wavering sound with the ''ahhhh-ho clik!'' of some slow pump or piston device in the background. | ||
|align="center" |DSP 3 | |align="center" | {{DSP | 3}} | ||
|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 853: | Line 857: | ||
|height="40px"|eli_01_lowerlab_hall_1 | |height="40px"|eli_01_lowerlab_hall_1 | ||
|Slightly louder and more resonant version of <code>eli_01_upperhall_2</code> with an engine room nearby. | |Slightly louder and more resonant version of <code>eli_01_upperhall_2</code> with an engine room nearby. | ||
|align="center" |DSP 5 | |align="center" | {{DSP | 5}} | ||
|align="center" |0 | |align="center" |0 | ||
|Quiet engine sounds and random metal rattling, rain dripping and people coughing. | |Quiet engine sounds and random metal rattling, rain dripping and people coughing. | ||
| Line 859: | Line 863: | ||
|height="40px"|eli_01_lower_corridor_1 | |height="40px"|eli_01_lower_corridor_1 | ||
|Generic underground corridor ambience. | |Generic underground corridor ambience. | ||
|align="center" |DSP 3 | |align="center" | {{DSP | 3}} | ||
|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 865: | Line 869: | ||
|height="40px"|eli_01_lower_ravenhall_1 | |height="40px"|eli_01_lower_ravenhall_1 | ||
|Unsetttling windy medium sized tunnel with cave rubbling. | |Unsetttling windy medium sized tunnel with cave rubbling. | ||
|align="center" |DSP 19 | |align="center" | {{DSP | 19}} | ||
|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 871: | Line 875: | ||
|height="40px"|eli_01_lower_ravenhall_2 | |height="40px"|eli_01_lower_ravenhall_2 | ||
|Many far away explosions and cave rubbles. | |Many far away explosions and cave rubbles. | ||
|align="center" |DSP 19 | |align="center" | {{DSP | 19}} | ||
|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 877: | Line 881: | ||
|height="40px"|eli_02_lowerlab_hall_1 | |height="40px"|eli_02_lowerlab_hall_1 | ||
|Very similar to <code>eli_01_lowerlab_hall_1</code> but with not so far-away explosions. | |Very similar to <code>eli_01_lowerlab_hall_1</code> but with not so far-away explosions. | ||
|align="center" |DSP 5 | |align="center" | {{DSP | 5}} | ||
|align="center" |0 | |align="center" |0 | ||
|Quiet running engine. | |Quiet running engine. | ||
| Line 883: | Line 887: | ||
|height="40px"|eli_02_lower_corridor_1 | |height="40px"|eli_02_lower_corridor_1 | ||
|Generic underground corridor ambience with regular occouring metal rattling and explosions. | |Generic underground corridor ambience with regular occouring metal rattling and explosions. | ||
|align="center" |DSP 3 | |align="center" | {{DSP | 3}} | ||
|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 889: | Line 893: | ||
|height="40px"|eli_02_ravenshaft_1 | |height="40px"|eli_02_ravenshaft_1 | ||
|Almost identical to <code>eli_01_lower_ravenhall_1</code> but the cave hits having a higher volume range starting point of 0.02. | |Almost identical to <code>eli_01_lower_ravenhall_1</code> but the cave hits having a higher volume range starting point of 0.02. | ||
|align="center" |DSP 19 | |align="center" | {{DSP | 19}} | ||
|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 895: | Line 899: | ||
|height="40px"|eli_02_ravenshaft_2 | |height="40px"|eli_02_ravenshaft_2 | ||
|Wood creaking, wind blowing and frequent drips of water. | |Wood creaking, wind blowing and frequent drips of water. | ||
|align="center" |DSP 19 | |align="center" | {{DSP | 19}} | ||
|align="center" |0 | |align="center" |0 | ||
|Quiet wood creaking, strange cave noises and rock rumbles. | |Quiet wood creaking, strange cave noises and rock rumbles. | ||
| Line 901: | Line 905: | ||
|height="40px"|eli_02_scrapyard_1 | |height="40px"|eli_02_scrapyard_1 | ||
|Enclosed outside area ambience with no life. | |Enclosed outside area ambience with no life. | ||
|align="center" |DSP 24 | |align="center" | {{DSP | 24}} | ||
|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 907: | Line 911: | ||
|height="40px"|eli_02_scrapyard_2 | |height="40px"|eli_02_scrapyard_2 | ||
|Same as above but with a little more wind. | |Same as above but with a little more wind. | ||
|align="center" |DSP 25 | |align="center" | {{DSP | 25}} | ||
|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_klab.txt, soundscapes_elab.txt</span> | |||
== [[Ravenholm]] == | == [[Ravenholm]] == | ||
| Line 916: | Line 921: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 934: | Line 939: | ||
|height="40px"|d1_town.Start | |height="40px"|d1_town.Start | ||
|Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people. | |Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people. | ||
|align="center" |DSP 1 | |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 940: | Line 945: | ||
|height="40px"|d1_town.Street | |height="40px"|d1_town.Street | ||
|Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | |Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | ||
|align="center" |DSP 1 | |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 946: | Line 951: | ||
|height="40px"|d1_town.CorpseRoom | |height="40px"|d1_town.CorpseRoom | ||
|Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside. | |Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside. | ||
|align="center" |DSP 1 | |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 952: | Line 957: | ||
|height="40px"|d1_town.WoodBuilding | |height="40px"|d1_town.WoodBuilding | ||
|Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. | |Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. | ||
|align="center" |DSP 1 | |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 958: | Line 963: | ||
|height="40px"|d1_town.ConcreteBuilding | |height="40px"|d1_town.ConcreteBuilding | ||
|Identical to <code>Automatic</code>. | |Identical to <code>Automatic</code>. | ||
|align="center" |DSP 1 | |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 964: | Line 969: | ||
|height="40px"|d1_town.Rooftop | |height="40px"|d1_town.Rooftop | ||
|Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts. | |Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts. | ||
|align="center" |DSP 1 | |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 970: | Line 975: | ||
|height="40px"|d1_town.MineshaftDown | |height="40px"|d1_town.MineshaftDown | ||
|Wind blowing, wood creaking, rock rumbling sounds and cave ambience. | |Wind blowing, wood creaking, rock rumbling sounds and cave ambience. | ||
|align="center" |DSP 1 | |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 976: | Line 981: | ||
|height="40px"|d1_town.WaterCave | |height="40px"|d1_town.WaterCave | ||
|Wind gusts, cave ambience and the dripping of water. | |Wind gusts, cave ambience and the dripping of water. | ||
|align="center" |DSP 1 | |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 982: | Line 987: | ||
|height="40px"|d1_town.HeadcrabCave | |height="40px"|d1_town.HeadcrabCave | ||
|A combination of the two above but with metal stress instead of creaking wood. | |A combination of the two above but with metal stress instead of creaking wood. | ||
|align="center" |DSP 1 | |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 988: | Line 993: | ||
|height="40px"|d1_town.CaveTunnel | |height="40px"|d1_town.CaveTunnel | ||
|Corridor ambience with rock rumbling sounds. | |Corridor ambience with rock rumbling sounds. | ||
|align="center" |DSP 1 | |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_town.txt</span> | |||
== Coastline and [[Highway 17]] == | == Coastline and [[Highway 17]] == | ||
| Line 997: | Line 1,003: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 1,069: | Line 1,075: | ||
|height="40px"|coast.general_windy_tunnel | |height="40px"|coast.general_windy_tunnel | ||
|Steady whine of wind in a tunnel and muffled sounds of waves crashing. | |Steady whine of wind in a tunnel and muffled sounds of waves crashing. | ||
|align="center" |DSP 1 | |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 1,075: | Line 1,081: | ||
|height="40px"|coast.general_tunnel | |height="40px"|coast.general_tunnel | ||
|Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in. | |Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in. | ||
|align="center" |DSP 1 | |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 1,081: | Line 1,087: | ||
|height="40px"|coast.zombie_tunnel | |height="40px"|coast.zombie_tunnel | ||
|The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. | |The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. | ||
|align="center" |DSP 1 | |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 1,087: | Line 1,093: | ||
|height="40px"|coast.general_oldwoodbuilding | |height="40px"|coast.general_oldwoodbuilding | ||
|Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. | |Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. | ||
|align="center" |DSP 1 | |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 1,093: | Line 1,099: | ||
|height="40px"|coast.general_oldwoodbuilding_with_windchimes | |height="40px"|coast.general_oldwoodbuilding_with_windchimes | ||
|(Not used in the game) same as above but with windchimes. | |(Not used in the game) same as above but with windchimes. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Windchimes. | |Windchimes. | ||
| Line 1,099: | Line 1,105: | ||
|height="40px"|coast.combine_controlroom_ambience | |height="40px"|coast.combine_controlroom_ambience | ||
|Steady whine of Combine tech. | |Steady whine of Combine tech. | ||
|align="center" |DSP 1 | |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 1,105: | Line 1,111: | ||
|height="40px"|coast.general_shoreline | |height="40px"|coast.general_shoreline | ||
|Both close and distant waves crashing, wind gusting and seagulls calling. | |Both close and distant waves crashing, wind gusting and seagulls calling. | ||
|align="center" |DSP 1 | |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 1,111: | Line 1,117: | ||
|height="40px"|coast.positional_shoreline | |height="40px"|coast.positional_shoreline | ||
|Similar to above, but closer by and a lot more waves. | |Similar to above, but closer by and a lot more waves. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Water waves crashing. | |Water waves crashing. | ||
| Line 1,141: | Line 1,147: | ||
|height="40px"|coast.shoreline_with_antlion_dens | |height="40px"|coast.shoreline_with_antlion_dens | ||
|Similar to <code>coast.general_shoreline</code> but with antlion sounds. | |Similar to <code>coast.general_shoreline</code> but with antlion sounds. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Antlion den sounds. | |Antlion den sounds. | ||
| Line 1,165: | Line 1,171: | ||
|height="40px"|coast.bridge_ambient | |height="40px"|coast.bridge_ambient | ||
|High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. | |High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. | ||
|align="center" |DSP 1 | |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 1,171: | Line 1,177: | ||
|height="40px"|coast.bridge_shack | |height="40px"|coast.bridge_shack | ||
|Similar to above but quieter and with more metal squeeks. | |Similar to above but quieter and with more metal squeeks. | ||
|align="center" |DSP 1 | |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 1,177: | Line 1,183: | ||
|height="40px"|coast.cliffside | |height="40px"|coast.cliffside | ||
|Similar to <code>coast.general_shoreline</code> with more waves and rock rumbles. | |Similar to <code>coast.general_shoreline</code> with more waves and rock rumbles. | ||
|align="center" |DSP 1 | |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 1,183: | Line 1,189: | ||
|height="40px"|coast.bridge_concrete_room | |height="40px"|coast.bridge_concrete_room | ||
|Generic windy concrete room ambience. | |Generic windy concrete room ambience. | ||
|align="center" |DSP 1 | |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 1,189: | Line 1,195: | ||
|height="40px"|coast.generic_ambient_01 | |height="40px"|coast.generic_ambient_01 | ||
|Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. | |Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. | ||
|align="center" |DSP 1 | |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 1,195: | Line 1,201: | ||
|height="40px"|coast.distant_shoreline | |height="40px"|coast.distant_shoreline | ||
|Similar to above and with close-range antlion sounds. | |Similar to above and with close-range antlion sounds. | ||
| | | | ||
|align="center" |0 | |align="center" |0 | ||
|Antlion den sounds. | |Antlion den sounds. | ||
| Line 1,211: | Line 1,217: | ||
|height="40px"|Antlion den sounds. | |height="40px"|Antlion den sounds. | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_coast.txt</span> | |||
== [[Nova Prospekt]] == | == [[Nova Prospekt]] == | ||
| Line 1,216: | Line 1,223: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 1,270: | Line 1,277: | ||
|height="40px"|prison.util_control_room | |height="40px"|prison.util_control_room | ||
|Machine rubbles and sounds from a Combine terminal. | |Machine rubbles and sounds from a Combine terminal. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 1,282: | Line 1,289: | ||
|height="40px"|prison.redlight_bunker | |height="40px"|prison.redlight_bunker | ||
|Generic tunnel wind ambience. | |Generic tunnel wind ambience. | ||
|align="center" |DSP 1 | |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 1,300: | Line 1,307: | ||
|height="40px"|prison.trainstation | |height="40px"|prison.trainstation | ||
|Near Alyx encounter. Room ambience with occasional train horns. | |Near Alyx encounter. Room ambience with occasional train horns. | ||
|align="center" |DSP 1 | |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 1,306: | Line 1,313: | ||
|height="40px"|prison.teleport_area | |height="40px"|prison.teleport_area | ||
|Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. | |Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine control room ambience. | |Combine control room ambience. | ||
| Line 1,318: | Line 1,325: | ||
|height="40px"|prison.control_room | |height="40px"|prison.control_room | ||
|Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. | |Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Various radio noises. | |Various radio noises. | ||
| Line 1,330: | Line 1,337: | ||
|height="40px"|prison.control_room_simple | |height="40px"|prison.control_room_simple | ||
|Control room with no Combine equipment. Fluorescent lighting hum with radio noises. | |Control room with no Combine equipment. Fluorescent lighting hum with radio noises. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Various radio noises. | |Various radio noises. | ||
| Line 1,336: | Line 1,343: | ||
|height="40px"|prison.combine_wall | |height="40px"|prison.combine_wall | ||
|Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. | |Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. | ||
|align="center" |DSP 1 | |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 1,342: | Line 1,349: | ||
|height="40px"|prison.util_quiet_cellblock | |height="40px"|prison.util_quiet_cellblock | ||
|Generic ambient concrete room with dripping water and metal rattle. | |Generic ambient concrete room with dripping water and metal rattle. | ||
|align="center" |DSP 1 | |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 1,348: | Line 1,355: | ||
|height="40px"|prison.util_louder_cellblock | |height="40px"|prison.util_louder_cellblock | ||
|A bit louder than above underground concrete room ambience. | |A bit louder than above underground concrete room ambience. | ||
|align="center" |DSP 1 | |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 1,354: | Line 1,361: | ||
|height="40px"|prison.larger_cellblock_vlightcombat | |height="40px"|prison.larger_cellblock_vlightcombat | ||
|Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. | |Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. | ||
|align="center" |DSP 1 | |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 1,372: | Line 1,379: | ||
|height="40px"|prison.general_hallway_lightcombat | |height="40px"|prison.general_hallway_lightcombat | ||
|General hallway with fluorescent lighting hum and distant light combat. | |General hallway with fluorescent lighting hum and distant light combat. | ||
|align="center" |DSP 1 | |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 1,378: | Line 1,385: | ||
|height="40px"|prison.general_hallway_vlightcombat | |height="40px"|prison.general_hallway_vlightcombat | ||
|General hallway with fluorescent lighting hum and distant very light combat. | |General hallway with fluorescent lighting hum and distant very light combat. | ||
|align="center" |DSP 1 | |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 1,384: | Line 1,391: | ||
|height="40px"|prison.general_dripping_tunnel | |height="40px"|prison.general_dripping_tunnel | ||
|Watery tunnel, entering base. Wind and drips. | |Watery tunnel, entering base. Wind and drips. | ||
|align="center" |DSP 1 | |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 1,390: | Line 1,397: | ||
|height="40px"|prison.hall_with_burrows | |height="40px"|prison.hall_with_burrows | ||
|Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. | |Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Various Antlion sounds. | |Various Antlion sounds. | ||
| Line 1,402: | Line 1,409: | ||
|height="40px"|prison.electric_water_room | |height="40px"|prison.electric_water_room | ||
|Atmospheric concrete room with flowing and dripping water sounds. | |Atmospheric concrete room with flowing and dripping water sounds. | ||
|align="center" |DSP 1 | |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 1,408: | Line 1,415: | ||
|height="40px"|prison.laundry | |height="40px"|prison.laundry | ||
|Loud, whooshing metallic machinery sounds. | |Loud, whooshing metallic machinery sounds. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Ambient laundry machines hum. | |Ambient laundry machines hum. | ||
| Line 1,414: | Line 1,421: | ||
|height="40px"|prison.watery_hallway | |height="40px"|prison.watery_hallway | ||
|A lot of drips. | |A lot of drips. | ||
|align="center" |DSP 1 | |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 1,420: | Line 1,427: | ||
|height="40px"|prison.showers | |height="40px"|prison.showers | ||
|Loud, fairly high-pitched water pipes and water dripping / flow. | |Loud, fairly high-pitched water pipes and water dripping / flow. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Running water. | |Running water. | ||
| Line 1,442: | Line 1,449: | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|} | |} | ||
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_prison.txt</span> | |||
== War-torn [[City 17]] == | == War-torn [[City 17]] == | ||
| Line 1,447: | Line 1,455: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 1,531: | Line 1,539: | ||
|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 | |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 1,537: | Line 1,545: | ||
|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 | |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 1,567: | Line 1,575: | ||
|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 | |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 1,573: | Line 1,581: | ||
|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 | |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 1,579: | Line 1,587: | ||
|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 | |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 1,585: | Line 1,593: | ||
|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 | |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 1,591: | Line 1,599: | ||
|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 | |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 1,597: | Line 1,605: | ||
|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 | |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 1,603: | Line 1,611: | ||
|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 | |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 1,609: | Line 1,617: | ||
|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 | |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 1,615: | Line 1,623: | ||
|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" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 1,627: | Line 1,635: | ||
|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" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 1,633: | Line 1,641: | ||
|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 | |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 1,639: | Line 1,647: | ||
|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 | |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 1,645: | Line 1,653: | ||
|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" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Medium sized fire loop. | |Medium sized fire loop. | ||
| Line 1,663: | Line 1,671: | ||
|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" | {{DSP | 19}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine wall thundering. | |Combine wall thundering. | ||
| Line 1,669: | Line 1,677: | ||
|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 | |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 1,675: | Line 1,683: | ||
|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" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine wall thundering. | |Combine wall thundering. | ||
| Line 1,681: | Line 1,689: | ||
|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" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine wall thundering and machine noises. | |Combine wall thundering and machine noises. | ||
| Line 1,687: | Line 1,695: | ||
|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" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Steam loop. | |Steam loop. | ||
| Line 1,693: | Line 1,701: | ||
|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 | |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> | |||
== [[Citadel|Combine Citadel]] == | == [[Citadel|Combine Citadel]] == | ||
| Line 1,702: | Line 1,711: | ||
!width="285px"|Name | !width="285px"|Name | ||
!Description | !Description | ||
!width="75px"| | !width="75px"|DSP | ||
!width="105px"|Position Number | !width="105px"|Position Number | ||
!width="300px"|Position Description | !width="300px"|Position Description | ||
| Line 1,732: | Line 1,741: | ||
|height="40px"|d3_citadel.deep_dropoff_inside | |height="40px"|d3_citadel.deep_dropoff_inside | ||
|Loud Citadel ambience with strange machine sounds and enemy sounds. | |Loud Citadel ambience with strange machine sounds and enemy sounds. | ||
|align="center" |DSP 1 | |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 1,738: | Line 1,747: | ||
|height="40px"|d3_citadel.pod_vista | |height="40px"|d3_citadel.pod_vista | ||
|Citadel ambience with loud moving pods, and occationally strange screams and voices. | |Citadel ambience with loud moving pods, and occationally strange screams and voices. | ||
|align="center" |DSP 1 | |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 1,744: | Line 1,753: | ||
|height="40px"|d3_citadel.generic | |height="40px"|d3_citadel.generic | ||
|Calm Citadel ambience with distant activity, and occationally strange screams and voices. | |Calm Citadel ambience with distant activity, and occationally strange screams and voices. | ||
|align="center" |DSP 1 | |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 1,750: | Line 1,759: | ||
|height="40px"|d3_citadel.generic_moody | |height="40px"|d3_citadel.generic_moody | ||
|Quiet but similar to above. | |Quiet but similar to above. | ||
|align="center" |DSP 1 | |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 1,756: | Line 1,765: | ||
|height="40px"|d3_citadel.generic_moody2 | |height="40px"|d3_citadel.generic_moody2 | ||
|Quieter Citadel ambience; no combat sounds. | |Quieter Citadel ambience; no combat sounds. | ||
|align="center" |DSP 1 | |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 1,762: | Line 1,771: | ||
|height="40px"|d3_citadel.stasis_room | |height="40px"|d3_citadel.stasis_room | ||
|Calm statis ambience with loud stasis field nearby. | |Calm statis ambience with loud stasis field nearby. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Stasis field. | |Stasis field. | ||
| Line 1,768: | Line 1,777: | ||
|height="40px"|d3_citadel.combine_ball_room | |height="40px"|d3_citadel.combine_ball_room | ||
|Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises. | |Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Ball field. | |Ball field. | ||
| Line 1,774: | Line 1,783: | ||
|height="40px"|d3_citadel.general_control_room | |height="40px"|d3_citadel.general_control_room | ||
|Citadel ambience with a Combine computer terminal and light combat. | |Citadel ambience with a Combine computer terminal and light combat. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 1,780: | Line 1,789: | ||
|height="40px"|d3_citadel.alyx_teleport_control_room | |height="40px"|d3_citadel.alyx_teleport_control_room | ||
|Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible. | |Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 1,786: | Line 1,795: | ||
|height="40px"|d3_citadel.final_portal_chamber | |height="40px"|d3_citadel.final_portal_chamber | ||
|Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. | |Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. | ||
|align="center" |DSP 1 | |align="center" | {{DSP | 1}} | ||
|align="center" |0 | |align="center" |0 | ||
|Combine computer terminal. | |Combine computer terminal. | ||
| Line 1,804: | Line 1,813: | ||
|height="40px"|d3_citadel.top_of_teleport_chamber | |height="40px"|d3_citadel.top_of_teleport_chamber | ||
|High-pitched buzzing and heavy city combat sounds. | |High-pitched buzzing and heavy city combat sounds. | ||
|align="center" |DSP 1 | |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 1,810: | Line 1,819: | ||
|height="40px"|d3_citadel_01.pipe_entrance | |height="40px"|d3_citadel_01.pipe_entrance | ||
|Quiet ambience with a city siren, wind snippets and distant medium combat. | |Quiet ambience with a city siren, wind snippets and distant medium combat. | ||
|align="center" |DSP 1 | |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 1,816: | Line 1,825: | ||
|height="40px"|d3_citadel_01.cliffside1 | |height="40px"|d3_citadel_01.cliffside1 | ||
|Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens. | |Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens. | ||
|align="center" |DSP 1 | |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 1,822: | Line 1,831: | ||
|height="40px"|d3_citadel_01.citadel_entrance | |height="40px"|d3_citadel_01.citadel_entrance | ||
|Same as above only silenter and with the citadel ambience mainly audiable. | |Same as above only silenter and with the citadel ambience mainly audiable. | ||
|align="center" |DSP 1 | |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 1,828: | Line 1,837: | ||
|height="40px"|d3_citadel.breen_field | |height="40px"|d3_citadel.breen_field | ||
|Quiet generic citadel audio in the background with field sounds. | |Quiet generic citadel audio in the background with field sounds. | ||
|align="center" |DSP 2 | |align="center" | {{DSP | 2}} | ||
|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 1,834: | Line 1,843: | ||
|height="40px"|d3_citadel.breen_hall | |height="40px"|d3_citadel.breen_hall | ||
|Calm citadel ambient. | |Calm citadel ambient. | ||
|align="center" |DSP 25 | |align="center" | {{DSP | 25}} | ||
|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 1,840: | Line 1,849: | ||
|height="40px"|d3_citadel.breen_office | |height="40px"|d3_citadel.breen_office | ||
|Very similar to above but a bit quiter and uses other DSP type. | |Very similar to above but a bit quiter and uses other DSP type. | ||
|align="center" |DSP 2 | |align="center" | {{DSP | 2}} | ||
|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_citadel.txt</span> | |||
{{Template:Envsound}} | {{Template:Envsound}} | ||
[[Category:Level Design]][[Category:Sound System]] | [[Category:Level Design]][[Category:Sound System]] | ||
Revision as of 05:10, 29 July 2021
Here is a list of 247 soundscapes for use in
Half-Life 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.
A preview video of these soundscapes can be found here.
Generic and Test
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| Nothing | No DSP, no ambients. |
0 |
||
| Automatic | DSP 1, dsp_volume 1.0. |
1 |
||
| automatic_dialog | Automatic DSP at 50% mix. |
1 |
||
| e3_techdemo_gmanspeaking | DSP 10. |
10 |
||
| e3_Techdemo_02 | Physics room. |
20 |
||
| e3_Techdemo_03 | DSP 1. |
1 |
||
| e3_Techdemo_05 | Dripping cave ambient. |
10 |
||
| e3_Techdemo_06 | Lake. |
20 |
||
| e3_end | Identical to Nothing.
|
0 |
||
| GenericIndoor | Fluorescent lighting hum. |
1 |
||
| GenericOutdoor | Electric hum like above with a motor / gas / wind kind of sound in the background. |
19 |
0 | Quiet electric hum. |
| Cabin | Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). |
17 |
0 | Faint banjo-like TV music. |
| 1 | Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. | |||
| cabin_outdoor | Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu. |
20 |
||
| test_tvset | Music coming from a TV set |
1 |
0 | Banjo-like TV music. |
soundscapes.txt
Train Station and City 17
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| d1_trainstation.util_city | Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. | |||
| d1_trainstation.city | All of the above plus a busy train station background ambience. | |||
| d1_trainstation.Platform | Loud and static hissing sound, city sounds barely audible in the background. |
1 |
||
| d1_trainstation.Turnstyle | Identical to d1_trainstation.city but city sounds less audible.
|
1 |
||
| combine.computer | Loud, flat whine and an occasional blip. | |||
| d1_trainstation.Interrogation | Mixed uproar of the surrounding city and a Combine terminal. |
1 |
0 | Combine computer terminal. |
| d1_trainstation.TerminalSquare | Similar to d1_trainstation.Turnstyle but with more city sounds like driving / beeping cars and background talking / train station messages.
|
1 |
||
| d1_trainstation.QuietCourtyard | Quiet, windy courtyard with distant trains, cars, helicopters etc. |
1 |
||
| d1_trainstation.Occupants | Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. | |||
| d1_trainstation.AppartmentCourtyard | Above mixed to city sounds. |
1 |
||
| d1_trainstation.Appartments | Similar to d1_trainstation.Occupants with background crowd noises.
|
1 |
||
| d1_trainstation.RaidCityvoice | Cityvoice: (1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions. (2) Attention please: All citizens in local residential block, assume your inspection positions. (3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble. (4) Citizen notice: Failure to cooperate will result in permanent off-world relocation. |
1 |
||
| d1_trainstation.RaidOccupants | Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit. | |||
| d1_trainstation.RaidAppartments | A combination of the two above with background crowd noises. |
1 |
||
| general.concrete_quiet | Semi-loud hum of moving air. |
1 |
soundscapes_trainyard.txt
PA announcements for City 17
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| cityvoice_level0 | PA requests player id, cityvoice: (1) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately. (2) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire. |
|||
| cityvoice_level1 | PA invokes unrest procedures, requests player id, cityvoice: (1) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately. (2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize, (3) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately. (4) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire. |
|||
| cityvoice_level2 | Player is evading, cops are summoned, cityvoice: (1) Attention please: Evasion behavior consistent with mal-compliant defendant. Ground Protection Team: alert, code: isolate, expose, administer. (2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize. (3) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain. (4) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately. |
|||
| cityvoice_level3 | Player convicted of civil disruption, city block on alert, cityvoice: (1) Individual: you are charged with Socio-endangerment, level 1. Protection Units: prosecution code: duty, sword, midnight. (2) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify. (3) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize. (4) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain. |
|||
| cityvoice_level4 | Player convicted of anti-civil activity, city block punished, cityvoice: (1)(2) Individual, you are now charged with Socio-Endangerment, level 5. Cease evasion immediately, receive your verdict. (3) You are charged with anti-civil activity level 1. Protection Units: prosecution code: duty, sword, operate. (4) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted. (5) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize. (6) Attention all Ground Protection Teams: Autonomous judgment is now in effect. Sentencing is now discretionary. Code: amputate, zero, confirm. |
|||
| cityvoice_level5 | Citizenship revoked, cops fire at will, cityvoice: (1)(2) Individual, you are convicted of multi-anti-civil violations. Implicit citizenship revoked, status: malignant. (3) Individual, you are charged with capital malcompliance. Anti-citizen status approved. (4) Attention, ground units - anti-citizen reported in this community. Code: lock, cauterize, stabilize. (5) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted. (6) Attention all Ground Protection teams: Judgement waiver now in effect. Capital prosecution is discretionary. |
|||
| city_searching_level1 | City background noise with helicopters and other aircraft, apc alarms and distant train horns. | |||
| city_searching_level2 | Same as above but with more frequent helicopters and distant trucks passing. | |||
| city_searching_level3 | A combination of the two above but with even more frequent trucks passing. |
soundscapes_canals.txt
Canals
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| d1_canals.util_windgusts | Wind gusts and snippets. | |||
| d1_canals.util_drips | Water dripping. | |||
| d1_canals.util_fardrips | Water dripping a bit further away, with interior echo. | |||
| d1_canals.util_headcrab_canister | Strong hissing noise and randomly Combine machinery beeping. | |||
| d1_canals.util_shoreline | Small waves hitting shore. | |||
| d1_canals_tunnel01 | Constant sound of a trains overhead, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
1 |
0 | Loop of a train driving by overhead. |
| d1_canals_citystart | Train horning close by, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
1 |
||
| d1_canals_citadel | Atmospheric corridor wind sounds, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
1 |
||
| d1_canals_traincanal | Plays city_searching_level1 and cityvoice_level0 PA announcements.
|
1 |
||
| d1_canals_traintunnel | Strong, low tunnelish rumble in the background, plays city_searching_level1 and cityvoice_level0 PA announcements.
|
1 |
||
| d1_canals_watercanal | Constant sounds of waving water and water hitting a boat, plays city_searching_level1 and cityvoice_level1 PA announcements.
|
1 |
1 | Water hitting boat. |
| d1_canals_junkyard | Randomly metal stress / creaking, plays city_searching_level2 and cityvoice_level1 PA announcements.
|
1 |
||
| d1_canals_copcanals | Trucks randomly passing by overhead, dripping water, plays city_searching_level1 and cityvoice_level2 PA announcements.
|
1 |
2 | Dripping water. |
| 3 | Wind blowing in a corridor, dripping water and other echoing sewer like effects. | |||
| d1_truck_pass | Quick, low noise of trucks and other vehicles passing by overhead. For use with other soundscapes. | |||
| d1_canals_barnacle_tunnel | Wind gusts in a tunnel, trucks passing by overhead, plays city_searching_level1 and cityvoice_level3 PA announcements.
|
1 |
||
| d1_canals_pipe_chamber | Dripping water, wind tunnel gusts, trucks passing by overhead, plays city_searching_level2.
|
1 |
||
| d1_canals_cop_alerted | Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays city_searching_level3 and cityvoice_level4 PA announcements.
|
1 |
2 | Dripping water. |
| d1_canals.heli_slide_tunnels | Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays city_searching_level3 and cityvoice_level4 PA announcements.
|
1 |
||
| d1_canals.heli_attack | Exterior. quiet running sewer water, trucks passing by, plays city_searching_level3 and cityvoice_level4 PA announcements.
|
1 |
||
| d1_canals.drainroom | Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements.
|
1 |
0 | Running river water loop. |
| 1 | Running river water loop. | |||
| 2 | Ambient corridor wind. | |||
| d1_canals.03copsattackthroughboards | Exterior, quiet idle diesel engine, trucks passing by, plays city_searching_level2 and cityvoice_level5 PA announcements.
|
1 |
0 | Quiet loop of a running diesel engine. |
| d1_canals.03entrytunnel | Interior, running water, far water dripping, tunnel wind, plays city_searching_level2 and cityvoice_level5 PA announcements.
|
1 |
0 | Ambient corridor wind. |
| 2 | Constant flow water leaking. | |||
| d1_canals.steamtunnel | Interior, soft ambient industrial humming, plays cityvoice_level5 PA announcements.
|
1 |
||
| d1_canals.waterpuzzleroom | Manhack and water puzzle room, loud industrial hum and dripping water. |
1 |
||
| d1_canals.util_birds | Infrequent bird squawks. | |||
| d1_canals.util_critters | Infrequent croaking noises. | |||
| d1_canals.util_tunnel_windgusts | Occasional infrequent wind blowing through tunnel, varying pitches. | |||
| d1_canals.util_critters_under_docks | Constant sound of frogs with critters and sometimes shoreline waves. | |||
| d1_canals.util_toxic_slime | Slime gurgling and hissing. | |||
| d1_canals.util_industrial | Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent. | |||
| d1_canals.general_dripping_tunnel | Numerous constant dripping sources and regular wind gusts of varying pitches. |
1 |
||
| d1_canals.general_windy_tunnel | Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. |
1 |
||
| d1_canals.general_watery_tunnel | Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. |
1 |
0 | Water dripping. |
| 1 | Different kind of critters. | |||
| d1_canals.general_watery_tunnel_shore | Similar to above but with the sound of waves regularly breaking in a small rocky lagoon. |
1 |
||
| d1_canals.redbarn_ambience | Interior. Quiet calm river sounds with distant critters, birds, occationally wind gusts and wood creaks. Also a headcrab canister nearby. | 0 | Headcrab canister. | |
| d1_canals.floodgate_base_ambience | Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. |
1 |
0 | Beeping of a Manhack charging station. |
| 1 | Combine computer terminal. | |||
| d1_canals.floodgate_machineroom | Looped machines droning as of a pump or motor. | |||
| d1_canals.shore_and_reeds | Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets. |
1 |
||
| d1_canals.spooky_infested_pipe | Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. |
1 |
||
| d1_canals.water_tunnel_with_frogs | Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. |
1 |
||
| d1_canals.windchimes_and_wind | Constant wind whistling mixed with intermittent wind chime song and distant birds. | 0 | Windchimes. | |
| canals_slime_outside | Constant slime gurgling with a tunnel wind ambience. |
1 |
0 | Burbling toxic slime. |
| canals_slime_tunnel | Same as above but with a clearer wind ambience and frequently wind gusts. |
1 |
0 | Burbling toxic slime. |
| canals_tunnel_dry | Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. |
1 |
||
| canals_tunnel_wet | Similar to d1_canals.general_watery_tunnel but with atmospheric tunnel wind.
|
1 |
||
| canals_canal_nowater | Relatively quiet with infrequent distant sound of birds and wind snippets. |
1 |
||
| canals_canal_water | Constant sound of shoreline waves with birds and wind gusts. |
1 |
||
| canals_canal_water_industrial | Similar to above but with machine rumbling instead of the sound of birds. |
1 |
||
| canals_river | Identical to canals_canal_water but with a sense of stronger wind with it being an open area.
|
1 |
||
| canals_river_calm | Similar to above but with constant quiet sounds of frogs and other critters. |
1 |
||
| d1_canals_05_shanty_approach | Continuous glutinous gurgling toxic slime and wind gusts from time to time. |
1 |
0 | Burbling toxic slime. |
| 1 | Burbling toxic slime. | |||
| d1_canals_05_shanty | Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping. |
1 |
0 | Burbling toxic slime. |
| 1 | Burbling toxic slime. | |||
| 2 | Headcrab canister. | |||
| 3 | Headcrab canister. | |||
| 4 | Headcrab canister. | |||
| 5 | Headcrab canister. | |||
| 6 | Headcrab canister. | |||
| d1_canals_07_entry_tunnel | Ambient tunnel sounds with water drips and wind gusts. |
1 |
0 | Far water drips. |
| 1 | Water drips. | |||
| d1_canals_07a_warehouse | Ambient atmospheric base wind with occationally wind gusts and wood creaking. | |||
| d1_canals_08a_gun_tunnel_entrance | Continuous running water plus sound of waves breaking. |
1 |
||
| d1_canals_08a_puzzle_arena | The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. |
1 |
||
| d1_canals_08a_gun_scene | The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water. |
1 |
0 | Far water drips. |
| 1 | Water drips. | |||
| d1_canals_08a_tunnel_exit | The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts. |
1 |
||
| canals_canal_water_creaking_wood | Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. |
1 |
0 | Wood creaking. |
| 1 | Wood creaking. | |||
| canals_canal_water_creaking_metal | Similar to above but with stressing metal instead of wood creaking. |
1 |
0 | Metal stress. |
| 1 | Metal stress. | |||
| d1_canals_08_entry_tunnel | Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds. |
1 |
0 | Far dripping water. |
| 2 | Passing helicopter. | |||
| d1_canals_08_reservoir | The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop. |
1 |
1 | Loud pouring dam water. |
| d1_canals_08_island | This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground. | 0 | Loud pouring dam water. | |
| d1_canals_08_base_interior | Base wind ambience and a Combine computer terminal nearby. | 1 | Combine computer terminal. |
soundscapes_canals.txt
Kleiner's Lab and Black Mesa East
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| K_lab.LabSounds | Room atmosphere with very frequent slime gurgling and machines. |
0 |
0 | Slime gurgling loop. |
| 1 | Computer beeping and other machine noises. | |||
| E3_lab.LabSounds | Fluorescent lights in a laboratory with machines and music playing. |
17 |
0 | Various strange machine noises (goo tubes). |
| 1 | Running lab machines. | |||
| eli_01_lab_main_1 | Quiet room with the sound of elevators, slime gurgling, and beeping machines. |
9 |
0 | Very silent water sounds and slime gurgling noises. |
| 1 | Beeping lab equipment. | |||
| 2 | The sound of moving elevators from an elevator shaft. | |||
| 3 | Vort lab machine hum. | |||
| eli_01_elevator_1 | Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. |
18 |
||
| eli_01_upperhall_2 | Musical throbbing note, medium low, that reverberates three times (bwuung-weh-weh-weh), mixed with very quiet random metal rattles, dripping water and coughing. |
18 |
0 | Randomly metal rattling, rain dripping and people coughing. |
| eli_01_upperhall_1 | Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background. |
3 |
||
| eli_01_lowerlab_hall_1 | Slightly louder and more resonant version of eli_01_upperhall_2 with an engine room nearby.
|
5 |
0 | Quiet engine sounds and random metal rattling, rain dripping and people coughing. |
| eli_01_lower_corridor_1 | Generic underground corridor ambience. |
3 |
||
| eli_01_lower_ravenhall_1 | Unsetttling windy medium sized tunnel with cave rubbling. |
19 |
||
| eli_01_lower_ravenhall_2 | Many far away explosions and cave rubbles. |
19 |
||
| eli_02_lowerlab_hall_1 | Very similar to eli_01_lowerlab_hall_1 but with not so far-away explosions.
|
5 |
0 | Quiet running engine. |
| eli_02_lower_corridor_1 | Generic underground corridor ambience with regular occouring metal rattling and explosions. |
3 |
||
| eli_02_ravenshaft_1 | Almost identical to eli_01_lower_ravenhall_1 but the cave hits having a higher volume range starting point of 0.02.
|
19 |
||
| eli_02_ravenshaft_2 | Wood creaking, wind blowing and frequent drips of water. |
19 |
0 | Quiet wood creaking, strange cave noises and rock rumbles. |
| eli_02_scrapyard_1 | Enclosed outside area ambience with no life. |
24 |
||
| eli_02_scrapyard_2 | Same as above but with a little more wind. |
25 |
soundscapes_klab.txt, soundscapes_elab.txt
Ravenholm
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| d1_town.ScaredPeopleInside | Utility soundscape. Scared crying and breating, plays every 60-300 seconds. | |||
| d1_town.ScaredPeopleOutside | Utility soundscape. Woman screaming, muffled and scared cries, plays every 60-300 seconds. | |||
| d1_town.Start | Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people. |
1 |
||
| d1_town.Street | Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. |
1 |
||
| d1_town.CorpseRoom | Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside. |
1 |
||
| d1_town.WoodBuilding | Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. |
1 |
||
| d1_town.ConcreteBuilding | Identical to Automatic.
|
1 |
||
| d1_town.Rooftop | Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts. |
1 |
||
| d1_town.MineshaftDown | Wind blowing, wood creaking, rock rumbling sounds and cave ambience. |
1 |
||
| d1_town.WaterCave | Wind gusts, cave ambience and the dripping of water. |
1 |
||
| d1_town.HeadcrabCave | A combination of the two above but with metal stress instead of creaking wood. |
1 |
||
| d1_town.CaveTunnel | Corridor ambience with rock rumbling sounds. |
1 |
soundscapes_town.txt
Coastline and Highway 17
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| coast.util_headcrab_canister | Bizarre Combine tech noise. | |||
| coast.util_metalstress | Metal stress and groans. | |||
| coast.util_shackmetal | Quick squeeks from moving metal. | |||
| coast.util_crumblycliff | Sound of crumbling landmasses. | |||
| coast.util_windgusts | Wind gusts. | |||
| coast.util_fardrips | Water dripping. | |||
| coast.util_birds | Seagulls calling and buzzing flies. | |||
| coast.util_lakeshoreline | Waves breaking gently. | |||
| coast.util_shoreline | Similar to above but more massive waves. | |||
| coast.util_distant_shoreline | Similar to above but from a greater distace. | |||
| coast.util_antlion_den | Antlions hissing. | |||
| coast.general_windy_tunnel | Steady whine of wind in a tunnel and muffled sounds of waves crashing. |
1 |
||
| coast.general_tunnel | Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in. |
1 |
||
| coast.zombie_tunnel | The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. |
1 |
||
| coast.general_oldwoodbuilding | Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. |
1 |
||
| coast.general_oldwoodbuilding_with_windchimes | (Not used in the game) same as above but with windchimes. |
1 |
0 | Windchimes. |
| coast.combine_controlroom_ambience | Steady whine of Combine tech. |
1 |
||
| coast.general_shoreline | Both close and distant waves crashing, wind gusting and seagulls calling. |
1 |
||
| coast.positional_shoreline | Similar to above, but closer by and a lot more waves. |
1 |
0 | Water waves crashing. |
| 1 | Water waves crashing. | |||
| 2 | Water waves crashing. | |||
| 3 | Water waves crashing. | |||
| 4 | Water waves crashing. | |||
| coast.shoreline_with_antlion_dens | Similar to coast.general_shoreline but with antlion sounds.
|
1 |
0 | Antlion den sounds. |
| 1 | Antlion den sounds. | |||
| 2 | Antlion den sounds. | |||
| 3 | Antlion den sounds. | |||
| coast.bridge_ambient | High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. |
1 |
||
| coast.bridge_shack | Similar to above but quieter and with more metal squeeks. |
1 |
||
| coast.cliffside | Similar to coast.general_shoreline with more waves and rock rumbles.
|
1 |
||
| coast.bridge_concrete_room | Generic windy concrete room ambience. |
1 |
||
| coast.generic_ambient_01 | Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. |
1 |
||
| coast.distant_shoreline | Similar to above and with close-range antlion sounds. | 0 | Antlion den sounds. | |
| 1 | Antlion den sounds. | |||
| 2 | Antlion den sounds. |
soundscapes_coast.txt
Nova Prospekt
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| prison.util_distantcombat_verylight | Quiet ambience, occasionally the sound of a soldier dying, zombies, antlions or gunfire. | |||
| prison.util_distantcombat_light | Identical to above but louder and with double the activity level. | |||
| prison.util_distantcombat_heavy | Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions. | |||
| prison.util_antlion_burrows | Sound of Antlions hissing and growling, waiting to ambush the enemy. | |||
| prison.util_fardrips | Far away drips. | |||
| prison.util_drips | Same drips as above but closer. | |||
| prison.util_distant_trains | Far away train horns. | |||
| prison.util_radio | Random radio sounds. | |||
| prison.util_control_room | Machine rubbles and sounds from a Combine terminal. |
1 |
0 | Combine computer terminal. |
| prison.citizen_camp | Calm with outdoor waves and wind snippets. | |||
| prison.redlight_bunker | Generic tunnel wind ambience. |
1 |
||
| prison.outdoor_courtyard | Distant shorelines with wind snippets. | |||
| prison.outdoor_courtyard_hvycombat | Same as above but with the sound of heavy indoor combat. | |||
| prison.trainstation | Near Alyx encounter. Room ambience with occasional train horns. |
1 |
||
| prison.teleport_area | Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. |
1 |
0 | Combine control room ambience. |
| 1 | Combine computer terminal. | |||
| prison.control_room | Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. |
1 |
0 | Various radio noises. |
| 1 | Combine computer terminal. | |||
| prison.control_room_simple | Control room with no Combine equipment. Fluorescent lighting hum with radio noises. |
1 |
0 | Various radio noises. |
| prison.combine_wall | Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. |
1 |
||
| prison.util_quiet_cellblock | Generic ambient concrete room with dripping water and metal rattle. |
1 |
||
| prison.util_louder_cellblock | A bit louder than above underground concrete room ambience. |
1 |
||
| prison.larger_cellblock_vlightcombat | Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. |
1 |
||
| prison.larger_cellblock_hvycombat | Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat. | |||
| prison.larger_cellblock_lightcombat | Quiet large cellblock with distant light combat. | |||
| prison.general_hallway_lightcombat | General hallway with fluorescent lighting hum and distant light combat. |
1 |
||
| prison.general_hallway_vlightcombat | General hallway with fluorescent lighting hum and distant very light combat. |
1 |
||
| prison.general_dripping_tunnel | Watery tunnel, entering base. Wind and drips. |
1 |
||
| prison.hall_with_burrows | Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. |
1 |
0 | Various Antlion sounds. |
| 1 | Various Antlion sounds. | |||
| prison.electric_water_room | Atmospheric concrete room with flowing and dripping water sounds. |
1 |
||
| prison.laundry | Loud, whooshing metallic machinery sounds. |
1 |
0 | Ambient laundry machines hum. |
| prison.watery_hallway | A lot of drips. |
1 |
||
| prison.showers | Loud, fairly high-pitched water pipes and water dripping / flow. |
1 |
0 | Running water. |
| 1 | Water dripping. | |||
| 2 | Steam loop. | |||
| prison.zombie_infested | Deep, wind-like sounds, distant drips, flies and rats. |
soundscapes_prison.txt
War-torn City 17
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| 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
Combine Citadel
| Name | Description | DSP | Position Number | Position Description |
|---|---|---|---|---|
| d3_citadel.silence_and_dialog | Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? | |||
| d3_citadel.util_hits | Strange, machine-like sounds. | |||
| d3_citadel.util_activity | Distant strider and gunship sounds. | |||
| d3_citadel.util_pods | Strange machine passing by. | |||
| d3_citadel.deep_dropoff_inside | Loud Citadel ambience with strange machine sounds and enemy sounds. |
1 |
||
| d3_citadel.pod_vista | Citadel ambience with loud moving pods, and occationally strange screams and voices. |
1 |
||
| d3_citadel.generic | Calm Citadel ambience with distant activity, and occationally strange screams and voices. |
1 |
||
| d3_citadel.generic_moody | Quiet but similar to above. |
1 |
||
| d3_citadel.generic_moody2 | Quieter Citadel ambience; no combat sounds. |
1 |
||
| d3_citadel.stasis_room | Calm statis ambience with loud stasis field nearby. |
1 |
0 | Stasis field. |
| d3_citadel.combine_ball_room | Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises. |
1 |
0 | Ball field. |
| d3_citadel.general_control_room | Citadel ambience with a Combine computer terminal and light combat. |
1 |
0 | Combine computer terminal. |
| d3_citadel.alyx_teleport_control_room | Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible. |
1 |
0 | Combine computer terminal. |
| d3_citadel.final_portal_chamber | Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. |
1 |
0 | Combine computer terminal. |
| 1 | Combine computer terminal. | |||
| 2 | Loud noisy central portal beam. | |||
| d3_citadel.top_of_teleport_chamber | High-pitched buzzing and heavy city combat sounds. |
1 |
||
| d3_citadel_01.pipe_entrance | Quiet ambience with a city siren, wind snippets and distant medium combat. |
1 |
||
| d3_citadel_01.cliffside1 | Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens. |
1 |
||
| d3_citadel_01.citadel_entrance | Same as above only silenter and with the citadel ambience mainly audiable. |
1 |
||
| d3_citadel.breen_field | Quiet generic citadel audio in the background with field sounds. |
2 |
||
| d3_citadel.breen_hall | Calm citadel ambient. |
25 |
||
| d3_citadel.breen_office | Very similar to above but a bit quiter and uses other DSP type. |
2 |
soundscapes_citadel.txt
| Environment articles: | |
|---|---|
| Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
| Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |