Half Life 2 Beta Soundscapes: Difference between revisions
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Here is a list of soundscapes for | Here is a list of soundscapes for use in Half-Life 2 beta. Soundscapes are used with [[env_soundscape]]. | ||
All soundscapes are from <code>soundscapes.txt</code> | |||
== Only DSP == | |||
{| class=standard-table | |||
!width="285px"|Name | |||
!width="75px"|preset DSP | |||
|- | |||
|Normal (off) | |||
|align="center"| DSP 0 | |||
|- | |||
|Generic | |||
|align="center"| DSP 1 | |||
|- | |||
|Metal Small | |||
|align="center"| DSP 2 | |||
|- | |||
|Metal Medium | |||
|align="center"| DSP 3 | |||
|- | |||
|Metal Large | |||
|align="center"| DSP 4 | |||
|- | |||
|Tunnel Small | |||
|align="center"| DSP 5 | |||
|- | |||
|Tunnel Medium | |||
|align="center"| DSP 6 | |||
|- | |||
|Tunnel Large | |||
|align="center"| DSP 7 | |||
|- | |||
|Chamber Small | |||
|align="center"| DSP 8 | |||
|- | |||
|Chamber Medium | |||
|align="center"| DSP 9 | |||
|- | |||
|Chamber Large | |||
|align="center"| DSP 10 | |||
|- | |||
|Bright Small | |||
|align="center"| DSP 11 | |||
|- | |||
|Bright Medium | |||
|align="center"| DSP 12 | |||
|- | |||
|Bright Large | |||
|align="center"| DSP 13 | |||
|- | |||
|Water 1 | |||
|align="center"| DSP 14 | |||
|- | |||
|Water 2 | |||
|align="center"| DSP 15 | |||
|- | |||
|Water 3 | |||
|align="center"| DSP 16 | |||
|- | |||
|Concrete Small | |||
|align="center"| DSP 17 | |||
|- | |||
|Concrete Medium | |||
|align="center"| DSP 18 | |||
|- | |||
|Concrete Large | |||
|align="center"| DSP 19 | |||
|- | |||
|Big 1 | |||
|align="center"| DSP 20 | |||
|- | |||
|Big 2 | |||
|align="center"| DSP 21 | |||
|- | |||
|Big 3 | |||
|align="center"| DSP 22 | |||
|- | |||
|Cavern Small | |||
|align="center"| DSP 23 | |||
|- | |||
|Cavern Medium | |||
|align="center"| DSP 24 | |||
|- | |||
|Cavern Large | |||
|align="center"| DSP 25 | |||
|- | |||
|Weirdo 1 | |||
|align="center"| DSP 26 | |||
|- | |||
|Weirdo 2 | |||
|align="center"| DSP 27 | |||
|- | |||
|Weirdo 3 | |||
|align="center"| DSP 28 | |||
|- | |||
|} | |||
== E3_Techdemo_01 - 06 == | |||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
!Description | |||
!width="75px"|preset DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|e3_techdemo_gmanspeaking | |||
|DSP 10, no ambients. | |||
|align=center|DSP 10 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_Techdemo_02 | |||
|Ghostly wind (Physics room). | |||
|align="center" |DSP 10 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_Techdemo_03 | |||
|DSP 1, no ambients. | |||
|align="center" |DSP 1 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_Techdemo_05 | |||
|Dripping cave ambient. | |||
|align="center" |DSP 10 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_Techdemo_06 | |||
|Lake, the sound of waves breaking gently. | |||
|align="center" |DSP 20 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_end | |||
|No DSP, no ambients. | |||
|align="center" |DSP 0 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
== E3_C17_01 == | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|e3_c17_01_battle | |||
|No ambient, only position sounds. | |||
|align="center"|DSP 19 | |||
|align="center"| 0 | |||
|fire | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|barricade gate noise | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|2 | |||
|city siren | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|3 | |||
|gunfire | |||
|- | |||
|} | |||
" | == E3_seafloor_01 == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
} | !Description | ||
!width="75px"|preset DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|e3_seafloor_01_sub | |||
|Strong wind. | |||
|align="center"|DSP 20 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
" | == E3_C17_02 == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
} | !Description | ||
!width="75px"|preset DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px'|e3_c17_02_elevatorride | |||
|Strong wind and city battle in the background. | |||
|align="center"|DSP 20 | |||
|align="center"|0 | |||
|elevator sounds | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|city siren | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|2 | |||
|siren | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|3 | |||
|gunfire | |||
|- | |||
|height="40px"|e3_c17_02_seethewall | |||
|Thundering wall noise. | |||
|align="center"|DSP 20 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_c17_02_striderdestruction | |||
|City siren and city battle in the background. | |||
|align="center"|DSP 20 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
" | == E3_Under_02,04 == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
} | !Description | ||
!width="75px"|preset DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|underground_sscape_plinkohallway | |||
|Underground ambience. | |||
|align="center"|DSP 6 | |||
|align="center"|0 | |||
|dripping water | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|steam | |||
|- | |||
|height="40px"|underground_sscape_plinkostairwell | |||
|Underground ambience, water dripping | |||
|align="center"|DSP 10 | |||
|align="center"|0 | |||
|water flow | |||
|- | |||
|height="40px"|e3_under_04 | |||
|Plays HL2 song 11. | |||
|align="center"|DSP 8 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
== E3_bugbait == | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|e3_bugbait.start | |||
|Industrial ambience with computer beeping, water dripping and metal rattle. | |||
|align="center"|DSP 18 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_bugbait.hallway1 | |||
|Fluorescent lighting hum. | |||
|align="center"|DSP 11 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_bugbait.hallway2 | |||
|Antlion burrow area. | |||
|align="center"|DSP 18 | |||
|align="center"|0 | |||
|soft antlion chittering from burrow | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|soft antlion chittering from burrow | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|2 | |||
|wind moan | |||
|- | |||
|height="40px"|e3_bugbait.laundry | |||
|Fluorescent lighting hum. | |||
|align="center"|DSP 10 | |||
|align="center"|0 | |||
|laundry machine 1 | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|laundry machine 2 | |||
|- | |||
|height="40px"|e3_bugbait.narrow_hallway | |||
|Distant, echo-y wet running water with dripping water. | |||
|align="center"|DSP 5 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|e3_bugbait.showers | |||
|Big echo-y wet area. | |||
|align="center"|DSP 13 | |||
|align="center"|0 | |||
|water flow | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|dripping water | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|2 | |||
|water heater hiss | |||
|- | |||
|} | |||
" | == E3_phystown == | ||
{| class=standard-table | style="width:100%;" | |||
!width="285px"|Name | |||
} | !Description | ||
!width="75px"|preset DSP | |||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|E3_phystown.Start | |||
|A lot of alley wind with directional wind gusts and snippets. | |||
|align="center"|DSP 20 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|E3_phystown.Indoors | |||
|Strange reversed tone with wood creaking. | |||
|align="center"|DSP 1 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|E3_phystown.Rooftop | |||
|Quiet windy tone like passing cars with wind moan. | |||
|align="center"|DSP 19 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|E3_phystown.Zombies | |||
|Plays HL2 song 11. | |||
|align="center"|DSP 24 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
== E3_lab == | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|E3_lab.LabSounds | |||
|Plays HL2 song 10. | |||
|align="center"|DSP 17 | |||
|align="center"|0 | |||
|goo tubes | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|computers on desk | |||
|- | |||
|} | |||
== d1_town == | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|d1_town_warehouse_wood | |||
|Wood creaking. | |||
|align="center"|DSP 17 | |||
|align="center"|0 | |||
|Hole ambient 1 | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|Hole ambient 2 | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|2 | |||
|Hole ambient 3 | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|3 | |||
|Wind behind wood shutters | |||
|- | |||
|height="40px"|d1_town_bigcave | |||
|Cave ambient. | |||
|align="center"|DSP 25 | |||
|align="center"|0 | |||
|combine pod ambient | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|support and metal creaking | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|2 | |||
| drippies | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|3 | |||
| rubbles | |||
|- | |||
|height="40px"|d1_town_cavetunnel | |||
|Strange noise. | |||
|align="center"|DSP 25 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
==d2_depot== | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|d2_depot_showers1 | |||
|Machinery ambience. | |||
|align="center"|DSP 13 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_admin1 | |||
|Quiet tone. | |||
|align="center"|DSP 9 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_laundry | |||
|Laundry ambience. | |||
|align="center"|DSP 18 | |||
|align="center"|0 | |||
|laundry machine | |||
|- | |||
|height="40px"|d2_depot_laundry_small | |||
|Loud machinery ambience. | |||
|align="center"|DSP 8 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_laundry_tunnel | |||
|Tunnel laundry ambience. | |||
|align="center"|DSP 5 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_cellblock_quiet | |||
|Quiet tone with distant combat. | |||
|align="center"|DSP 19 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_cellblock_quiet_cell | |||
|Loud machinery ambience. | |||
|align="center"|DSP 17 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_cellblock_medium | |||
|Quiet tone. | |||
|align="center"|DSP 10 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_cellblock_big | |||
|Quiet tone. | |||
|align="center"|DSP 19 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|d2_depot_cellblock_small | |||
|Quiet tone. | |||
|align="center"|DSP 17 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|} | |||
== Generic and Soundscape Test == | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|''Nothing'' | |||
|No DSP, no ambients. | |||
|align="center" |DSP 0 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|GenericIndoor | |||
|Fluorescent lighting hum. | |||
|align="center" |DSP 1 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|GenericOutdoor | |||
|Electric hum like above with a motor / gas / wind kind of sound in the background. | |||
|align="center" |DSP 19 | |||
|align="center" |0 | |||
|Quiet electric hum. | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center" |2 | |||
|d2_depot_cellblock_medium | |||
|- | |||
|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''). | |||
|align="center" |DSP 17 | |||
|align="center" |0 | |||
|Faint banjo-like TV music. | |||
|- | |||
| | |||
| | |||
| | |||
|align="center" |1 | |||
|height="40px"|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. | |||
|- | |||
|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''. | |||
|align="center" |DSP 20 | |||
|style="background-color:rgb(50,50,50);"| | |||
|style="background-color:rgb(50,50,50);"| | |||
|- | |||
|height="40px"|test_tvset | |||
|Music coming from a TV set | |||
|align="center" |DSP 1 | |||
|align="center" |0 | |||
|Banjo-like TV music. | |||
|- | |||
|} | |||
== Kleiner's Lab == | |||
" | {| class=standard-table | style="width:100%;" | ||
!width="285px"|Name | |||
!Description | |||
} | !width="75px"|preset DSP | ||
!width="105px"|Position Number | |||
!width="300px"|Position Description | |||
|- | |||
|height="40px"|E3_lab.LabSounds | |||
|No ambient. | |||
|align="center"|DSP 17 | |||
|align="center"|0 | |||
|goo tubes | |||
|- | |||
|height="40px"| | |||
| | |||
| | |||
|align="center"|1 | |||
|computers on desk | |||
|- | |||
|} | |||
{{Template:Envsound}} | |||
[[Category:Level Design]][[Category:Sound System]] | |||
{ | |||
{ | |||
} | |||
} | |||
Revision as of 01:47, 28 June 2021
Here is a list of soundscapes for use in Half-Life 2 beta. Soundscapes are used with env_soundscape.
All soundscapes are from soundscapes.txt
Only DSP
| Name | preset DSP |
|---|---|
| Normal (off) | DSP 0 |
| Generic | DSP 1 |
| Metal Small | DSP 2 |
| Metal Medium | DSP 3 |
| Metal Large | DSP 4 |
| Tunnel Small | DSP 5 |
| Tunnel Medium | DSP 6 |
| Tunnel Large | DSP 7 |
| Chamber Small | DSP 8 |
| Chamber Medium | DSP 9 |
| Chamber Large | DSP 10 |
| Bright Small | DSP 11 |
| Bright Medium | DSP 12 |
| Bright Large | DSP 13 |
| Water 1 | DSP 14 |
| Water 2 | DSP 15 |
| Water 3 | DSP 16 |
| Concrete Small | DSP 17 |
| Concrete Medium | DSP 18 |
| Concrete Large | DSP 19 |
| Big 1 | DSP 20 |
| Big 2 | DSP 21 |
| Big 3 | DSP 22 |
| Cavern Small | DSP 23 |
| Cavern Medium | DSP 24 |
| Cavern Large | DSP 25 |
| Weirdo 1 | DSP 26 |
| Weirdo 2 | DSP 27 |
| Weirdo 3 | DSP 28 |
E3_Techdemo_01 - 06
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| e3_techdemo_gmanspeaking | DSP 10, no ambients. | DSP 10 | ||
| e3_Techdemo_02 | Ghostly wind (Physics room). | DSP 10 | ||
| e3_Techdemo_03 | DSP 1, no ambients. | DSP 1 | ||
| e3_Techdemo_05 | Dripping cave ambient. | DSP 10 | ||
| e3_Techdemo_06 | Lake, the sound of waves breaking gently. | DSP 20 | ||
| e3_end | No DSP, no ambients. | DSP 0 |
E3_C17_01
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| e3_c17_01_battle | No ambient, only position sounds. | DSP 19 | 0 | fire |
| 1 | barricade gate noise | |||
| 2 | city siren | |||
| 3 | gunfire |
E3_seafloor_01
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| e3_seafloor_01_sub | Strong wind. | DSP 20 |
E3_C17_02
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| e3_c17_02_elevatorride | Strong wind and city battle in the background. | DSP 20 | 0 | elevator sounds |
| 1 | city siren | |||
| 2 | siren | |||
| 3 | gunfire | |||
| e3_c17_02_seethewall | Thundering wall noise. | DSP 20 | ||
| e3_c17_02_striderdestruction | City siren and city battle in the background. | DSP 20 |
E3_Under_02,04
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| underground_sscape_plinkohallway | Underground ambience. | DSP 6 | 0 | dripping water |
| 1 | steam | |||
| underground_sscape_plinkostairwell | Underground ambience, water dripping | DSP 10 | 0 | water flow |
| e3_under_04 | Plays HL2 song 11. | DSP 8 |
E3_bugbait
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| e3_bugbait.start | Industrial ambience with computer beeping, water dripping and metal rattle. | DSP 18 | ||
| e3_bugbait.hallway1 | Fluorescent lighting hum. | DSP 11 | ||
| e3_bugbait.hallway2 | Antlion burrow area. | DSP 18 | 0 | soft antlion chittering from burrow |
| 1 | soft antlion chittering from burrow | |||
| 2 | wind moan | |||
| e3_bugbait.laundry | Fluorescent lighting hum. | DSP 10 | 0 | laundry machine 1 |
| 1 | laundry machine 2 | |||
| e3_bugbait.narrow_hallway | Distant, echo-y wet running water with dripping water. | DSP 5 | ||
| e3_bugbait.showers | Big echo-y wet area. | DSP 13 | 0 | water flow |
| 1 | dripping water | |||
| 2 | water heater hiss |
E3_phystown
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| E3_phystown.Start | A lot of alley wind with directional wind gusts and snippets. | DSP 20 | ||
| E3_phystown.Indoors | Strange reversed tone with wood creaking. | DSP 1 | ||
| E3_phystown.Rooftop | Quiet windy tone like passing cars with wind moan. | DSP 19 | ||
| E3_phystown.Zombies | Plays HL2 song 11. | DSP 24 |
E3_lab
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| E3_lab.LabSounds | Plays HL2 song 10. | DSP 17 | 0 | goo tubes |
| 1 | computers on desk |
d1_town
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| d1_town_warehouse_wood | Wood creaking. | DSP 17 | 0 | Hole ambient 1 |
| 1 | Hole ambient 2 | |||
| 2 | Hole ambient 3 | |||
| 3 | Wind behind wood shutters | |||
| d1_town_bigcave | Cave ambient. | DSP 25 | 0 | combine pod ambient |
| 1 | support and metal creaking | |||
| 2 | drippies | |||
| 3 | rubbles | |||
| d1_town_cavetunnel | Strange noise. | DSP 25 |
d2_depot
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| d2_depot_showers1 | Machinery ambience. | DSP 13 | ||
| d2_depot_admin1 | Quiet tone. | DSP 9 | ||
| d2_depot_laundry | Laundry ambience. | DSP 18 | 0 | laundry machine |
| d2_depot_laundry_small | Loud machinery ambience. | DSP 8 | ||
| d2_depot_laundry_tunnel | Tunnel laundry ambience. | DSP 5 | ||
| d2_depot_cellblock_quiet | Quiet tone with distant combat. | DSP 19 | ||
| d2_depot_cellblock_quiet_cell | Loud machinery ambience. | DSP 17 | ||
| d2_depot_cellblock_medium | Quiet tone. | DSP 10 | ||
| d2_depot_cellblock_big | Quiet tone. | DSP 19 | ||
| d2_depot_cellblock_small | Quiet tone. | DSP 17 |
Generic and Soundscape Test
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| Nothing | No DSP, no ambients. | DSP 0 | ||
| GenericIndoor | Fluorescent lighting hum. | DSP 1 | ||
| GenericOutdoor | Electric hum like above with a motor / gas / wind kind of sound in the background. | DSP 19 | 0 | Quiet electric hum. |
| 2 | d2_depot_cellblock_medium | |||
| 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). | DSP 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. | DSP 20 | ||
| test_tvset | Music coming from a TV set | DSP 1 | 0 | Banjo-like TV music. |
Kleiner's Lab
| Name | Description | preset DSP | Position Number | Position Description |
|---|---|---|---|---|
| E3_lab.LabSounds | No ambient. | DSP 17 | 0 | goo tubes |
| 1 | computers on desk |
| Environment articles: | |
|---|---|
| Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
| Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |