List of L4D2 Soundscapes: Difference between revisions
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Revision as of 16:55, 4 August 2023
Here is a list of 352 soundscapes for use in  Left 4 Dead 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.
Left 4 Dead 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.
campaign1 (Dead Center)
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| fire.debris.metal | Somewhat distant metal crashes and straining, with the occasional sound of burning. This soundscape should be used with others, as the sound cuts in and out. | |||
| fire.debris.wood | Similar to the above, except with the sounds of wood collapsing and breaking instead of metal. | |||
| fire.debris.junk | Similar to the above, except with the sounds of generic rubble, glass and rocks(?) moving and falling around. | |||
| structure.groans | Pretty self-explanatory, occasional sounds of metal eerily groaning and straining. This soundscape should be used with others, as the sound cuts in and out. | |||
| mall.randomverbs | Very distant, echoing sounds of something small falling over. | |||
| c1m1.spawn | Constant soundscape of rooftop winds, distant birds and cicadas, and a raging fire not too far away. | |||
| c1m1.stairwell | Generic wind-humming, maybe from an AC or a vent. | |||
| c1m1.hotel.int.3rdfloorhall | Similar to the above, except the humming is quieter and there's a very frequent sound of wood/junk breaking and falling. | |||
| c1m1.hotel.int.3rdfloor | A loud, raging fire with metal groaning and breaking. | |||
| c1m1.hotelroom.exterior.fire | High winds, birds and cicadas, and a very close raging fire. | |||
| c1m1.hotelroom.2ndfloor | Very loud blazing inferno with wood breaking and rubble collapsing. | |||
| c1m1.storeroom.2ndfloor | Similar to the above, except the fire is slightly quieter and the metal groaning is louder. | |||
| c1m1.elevator.2ndfloor | Similar to the above, except the fire is even quieter and the metal straining is closer. | |||
| c1m1.stairwell.fire | Silence. | |||
| c1m1.hotelexterior.2ndfloor | Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area. | |||
| c1m1.hotel.int.1stfloor | Nothing but a very loud fire and metal collapsing. | |||
| c1m1.hotel.int.1stfloor.lobby | A relatively quieter fire, but the debris sounds are more frequent, varied and louder (but not very loud) - everything between glass, debris and metal. Probably only a few rooms away from the fire. | |||
| c1m1.saferoom | Distant fire with a fluorescent/generator hum nearby, and metal groaning/debris breaking somewhere close. | |||
| c1m2.spawn | Somewhat quiet fluorescent/generator hum with a faint wind outside the door. No fire or debris, somehow. | |||
| c1m2.exterior.01 | Noisy birds and cicadas right above the player, with faint gusts of wind blowing by. Very soothing. Could be used for anything between a small wooded area or a lively subtropical forest. | |||
| c1m2.stairwell | Identical to c1m1.stairwell. | |||
| c1m2.streetalley | Similar to c1m2.exterior.01, except the birds and cicadas are muffled, quiet and echo-y, and the faint wind is louder. | |||
| c1m2.exterior.02 | Similar to c1m2.exterior.01, but the faint wind is quieter - almost not even there. Just birds and cicadas. | |||
| c1m2.exterior.03 | Similar to the above, except the wildlife is quiet and more distant. | |||
| c1m2.interior.01 | Generic sound of air moving through a room, maybe from an AC unit or an open door. Very (almost absurdly) boring, more so than the sound of air moving should be. | |||
| c1m2.store.interior | The humming of a cooler or fluorescent light, and an annoying fly at position 1. | |||
| c1m2.safehouse | More air moving through a room, maybe some quiet machinery like a vending machine nearby. | |||
| c1m3.spawn | Even more air moving through a room, except with a fly at position 1. | |||
| c1m3.mall.interior1 | More moving air, but louder and with a humming, like from an AC vent. Also some occasional, distant sounds like doors closing, small things falling down, etc. | |||
| c1m3.mall.interior2 | Similar to above, but the humming is gone completely and the air is lower-pitched and deeper. | |||
| c1m3.mall.hallway | Even more moving air. Identical to "c1m1.stairwell", except more "open", like in a bigger room. | |||
| c1m3.security | Looping 2-second sound of fluorescent humming, or maybe an old monitor humming. | |||
| c1m3.safehouse | Identical to c1m2.safehouse. | |||
| c1m4.spawn | Identical to above, except a little bit quieter. | |||
| c1m4.atrium.hallway | More quietly moving air coming from a vent. | |||
| c1m4.atrium.interior | Identical to c1m3.mall.interior2 | |||
| c1m4.elevator.int | Similar to above,with constant humming of machinery like an elevator motor. | 
soundscapes_campaign1.txt
campaign2 (Dark Carnival)
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| c2m1.hiway.spawn | ||||
| c2m1.hotel.outdoors | ||||
| c2m1.hotel.indoors | ||||
| c2m1.parkinglot | ||||
| c2m1.ravine | ||||
| c2m1.saferoom | ||||
| c2m2.spawn | ||||
| c2m2.fairgrounds.ext1 | ||||
| c2m2.fairgrounds.ext2 | ||||
| c2m2.fairgrounds.interior.small | ||||
| c2m2.fairgrounds.interior.med | ||||
| c2m2.fairgrounds.interior.large | ||||
| c2m2.fairgrounds.interior.open | ||||
| c2m2.safehouse | ||||
| c2m3.spawn | ||||
| c2m3.tunneloflove | ||||
| c2m3.duct | ||||
| c2m3.tunnel.store.room | ||||
| c2m3.medium.room | ||||
| c2m3.pumproom | ||||
| c2m3.coaster.ext1 | ||||
| c2m3.coaster | ||||
| c2m3.coaster.tunnel | ||||
| c2m3.saferoom | ||||
| c2m4.spawn | ||||
| c2m4.exterior01 | ||||
| c2m4.bumpercars | ||||
| c2m4.interior01 | ||||
| c2m4.barn.int | ||||
| c2m4.tunnel.ent | ||||
| c2m4.saferoom | ||||
| c2m5.spawn | ||||
| c2m5.arena.underground | ||||
| c2m5.arena | ||||
| c2m5.arena.bathroom | 
soundscapes_campaign2.txt
campaign3 (Swamp Fever)
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| c3m1.gasstationspawn | Cicadas and other critters. Probably night. Very calm. | |||
| c3m1.gasstaionspawn | Bugged version of c3m1.gasstationspawn. The looping cicada sounds fade out after one second, but other critters sounds still play sometimes. | |||
| c3m1.houseinteriors | Identical to c3m1.gasstationspawn, but a little quieter. | |||
| c3m1.dock | Flies buzzing around very close, frogs in the distance, calm sill water, a few birds. Like a swamp. | |||
| c3m1.openinterior | Cicadas, seagulls in the distance, distant gunfire and explosions. | |||
| c3m1.plankswamp | Flies buzing around very close, a lot of frogs in near distance, steady stream of water, birds that make a odd noise. | |||
| c3m1.saferoom | Medium big room or corridor, wind flowing calmly, water dripping in the far distance. | |||
| c3m2.tunnelspawn | Identical to c3m1.saferoom | |||
| c3m2.swamp | A lot of frogs, a lot of flies, several cicadas, resting water, birds can be heard aswell. | |||
| c3m2.swamp02 | Simmilar to c3m2.swamp | |||
| c3m2.swamp03 | Several flies, many more cicadas in the distance, loud frogs, barely audible calm water. | |||
| c3m2.houseinterior | Cicadas, flies, distant frogs, creaking wood, very distant and dull explosion sound. | |||
| c3m2.elevatedground | Very close low pitched humming noise, like a vending machine. Wood creaking loudly and often. | |||
| c3m2.safehouse | Wood creaking, frogs and cicadas in the distance. also has low pitched humming noise. | |||
| c3m3.housespawn | An awful lot of lies buzzing around very close and loudly, has creaking wood. | |||
| c3m3.townoutside_01 | Loud cicadas and very close flies, occasional birds. Has sounds of metal banging. | |||
| c3m3.houseinterior | Cicadas in the distance and creaking wood. | |||
| c3m3.houseinterior_02 | Cicadas in the distance, loud flies, several frogs in the distance, very close wood creaking. | |||
| c3m3.townoutside_02 | A lot of nearby frogs and cicadas, a few buzzing flies. Has calm water and occasional bird noises. | |||
| c3m3.swamp | Many distant and a few close cicadas, a couple of frogs in nearby distance. | |||
| c3m3.outside_dry | Like c3m1.gasstationspawn. Cicadas and other critters. Probably night. Very calm. | |||
| c3m3.safehouse | Starts with a few cicadas, after two seconds fades into indoor sound of low humming and wood creaking. | |||
| c3m4.housespawn | Distant cicadas and a low humming noise, probably a vending maching or other simmilar machinery. | |||
| c3m4.plantationoutside | Loud cicadas, standing waters, several woodland insects making noise. | |||
| c3m4.houseinterior | Similar to c3m4.plantationoutside | |||
| c3m4.orchard_entrance | Distant cicadas, a lot of birds singing, maybe a rattlesnake rattling sometimes. | |||
| c3m4.plantation.int | Only indoor sounds of creaking wood with a low humming noise in the background. | |||
| c3m4.plantation_backyard | Cicadas and other insects, calm water, occasional singing birds. | |||
| c3m4.plantation_dock | A lot of frogs nearby, a few cicadas, singing birds and calm water. | 
soundscapes_campaign3.txt
campaign4 (Hard Rain)
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| milltown.emptystub | ||||
| rain.hardsurface.soft.dynamic | ||||
| rain.hardsurface.soft | ||||
| rain.hardsurface.med | ||||
| rain.hardsurface.med.dynamic | ||||
| rain.hardsurface.hard | ||||
| rain.water.soft | ||||
| rain.water.med | ||||
| rain.water.hard | ||||
| rain.interior.soft.dynamic | ||||
| rain.interior.soft | ||||
| rain.interior.med.dynamic | ||||
| rain.interior.med | ||||
| rain.interiorverb.med.dynamic | ||||
| rain.interiorverb.med | ||||
| rain.interiorverb.hard.dynamic | ||||
| rain.interiorverb.hard | ||||
| distant.thunder | ||||
| storm.dynamic | ||||
| storm.dynamic.mill | ||||
| milltown.spawn | ||||
| milltown.a.ext | ||||
| burgertank.interior | ||||
| c4.house.interior | ||||
| milltown.a.safehouse | ||||
| sugarmill.a.spawn | ||||
| sugarmill.a.exterior | ||||
| sugarmill.a.office.int | ||||
| sugarmill.a.office.closed | ||||
| sugarmill.a.pipeyard | ||||
| sugarmill.a.pipeyard.transition | ||||
| sugarmill.a.courtyard | ||||
| sugarmill.a.trailerinterior | ||||
| sugarmill.a.lockerroom.int | ||||
| sugarmill.a.mill | ||||
| sugarmill.a.cornfield | ||||
| sugarmill.a.gasstation.int | ||||
| sugarmill.b.spawn | ||||
| sugarmill.b.gasstation.int | ||||
| sugarmill.b.cornfield | ||||
| sugarmill.b.mill | ||||
| sugarmill.b.lockerroom.int | ||||
| sugarmill.b.trailerinterior | ||||
| sugarmill.b.courtyard | ||||
| sugarmill.b.pipeyard.transition | ||||
| sugarmill.b.pipeyard | ||||
| sugarmill.b.office.closed | ||||
| sugarmill.b.office.int | ||||
| sugarmill.b.exterior | ||||
| sugarmill.b.spawn | ||||
| milltown.b.safehouse | ||||
| milltown.b.ext | ||||
| c4.house.b.interior | ||||
| burgertank.b.interior | ||||
| milltown.b.spawn | 
soundscapes_campaign4.txt
campaign5 (The Parish)
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| c5m1.waterfront | Very close waves, seagulls. Like a shoreline. | |||
| c5m1.waterfrontspawn | Same as above, but the waves are a bit quieter | |||
| c5m1.restaurant | Single fly, distraught woman weeping, audible breathing, creaking wood, pebble-sized debris crumbling and falling, cicadas, distant explosions and gunshots. | |||
| c5m1.street | Cicadas, very audible gunshots and explosion in close proximity, jet planes in close distance, wind and occasional seagulls. | |||
| c5m1.smallstore | Freezer aisle or fridge humming. | |||
| c5m1.alley | Lots of cicadas and other such critters very close, wind howling through large areas, odd metal banging noise pretty close to player. | |||
| c5m1.park | Wind rustling trees and bushes very close, very distant explosions and gunshots, occasional cicadas and one bird. | |||
| c5m1.bathroom | Indoor area with wind flowing through, pretty obvious looping sound of what appears to be water gurgling through a pipe. | |||
| c5m1.decon | Very close machine humming. | |||
| c5m1.terminal | Large indoor area with wind flowing, occasional Loud metallic bangs and squeaking. | |||
| c5m1.depot | Cicadas in close proximity, loud wind, a groaning metal structure, occasional gunshots and explosion in the far distance, jet planes flying sometimes. | |||
| c5m1.highwayspawn | White noise, perhaps flowing air, accompanied by a obviously looping sound that is hard to describe. | |||
| c5m2.highwayspawn | Identical to above. | |||
| c5m2.junkyard | Crackling fire at soundscape origin, cicadas, wind over large open area, rustling trees, occasional jet planes in far and closer distance, distant gunshots and explosions | |||
| c5m2.suburbanstreet | Wind, cicadas, distant explosions, gunshots and jet planes. | |||
| c5m2.houseinterior | Machine humming, louder creaking wood, occasional banging noises that could be very distant explosions. | |||
| c5m2.cornerstore | Identical to above. | |||
| c5m2.burnedhouses | Wind over large area, occasional very close cicada, a few very distant explosions and gunshots. | |||
| c5m2.tunnel | Burst pipe at soundscape origin (steam escaping), water flowing through pipes, wind going through corridors, occasional loud banging noises. | |||
| c5m2.underground | Odd creepy ambience sound that is not natural and hard to describe. Accompanied by closer water droplets and distant constant water drops. | |||
| c5m2.impoundlot | Cicadas and other such critters, wind, occasional jet planes flying in the distance, few distant explosions and gunshots | |||
| c5m2.highway | Identical to above. | |||
| c5m2.cemetery | Wind rustling through trees, occasional cicadas, crickets and birds. Accompanied by distant gunshots and explosions. | |||
| c5m2.urbanstreet | Wind, closer occasional gunshots, explosions and jet planes. | |||
| c5m2.storagespawn | Machine white noise, perhaps a freezer or AC unit. Odd, slightly annoying, background noise that plays for about five seconds and loops, very hard to describe. | |||
| c5m3.storagespawn | Same as above but louder white noise. | |||
| c5m3.courtyard | Wind, a lot of singing birds, occasional flies and metal banging noises. Scarce Distant gunshots and explosions. | |||
| c5m3.smallstore | Fly at soundscape origin, a machine humming, perhaps a freezer. | |||
| c5m3.office | Machine humming, distant cicadas, occasional distant gunshots, explosions and jet planes. | |||
| c5m3.street | Wind, a lot of birds singing, distant explosions, gunshots and jets, some metal creaking in various locations. Sounds more like a forest, rather than a street as the name implies. | |||
| c5m3.smallclub | Creepy background noise with pretty deep and audible bass in its background. Accompanied by wood creaking. | |||
| c5m3.largeclub | Identical to above. | |||
| c5m3.alley | Wind, several birds singing, loud metal structures banging almost every ten seconds. | |||
| c5m3.hotelstairwell | Fly, wind in corridors, machine humming, creaking wood, occasional rather creepy breathing or perhaps even whispering, explosions, groaning structures and woman sobbing loudly. | |||
| c5m3.hotelinterior | Identical to above. | |||
| c5m3.apartmentshell | Identical to c5m3.hotelstairwell. | |||
| c5m3.apartment | Identical to c5m3.hotelstairwell. | |||
| c5m3.lot | Wind, several birds singing in close distance, occasional banging sounds of larger structures echoing of walls. | |||
| c5m3.waterfront | Close cicadas, wind, waves in close distance, seagulls, distant explosions, gunshots and jets. | |||
| c5m3.towerspawn | Similar to c5m2.storagespawn, but with quieter machine humming | |||
| c5m4.towerspawn | Close waves and seagulls, a large structure groaning. | |||
| c5m4.bridgeoutside | Very close waves, seagulls, a large groaning structure and occasional foghorn noises in the very far distance. | |||
| c5m4.dockfar | Very close waves with seagulls. | |||
| c5m4.dock | Similar to above but quieter waves | 
soundscapes_campaign5.txt
campaign6 (The Passing)
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| util_debris | ||||
| c6m1_spawn_river | ||||
| c6m1_building_interior | ||||
| c6m1_outdoor_01 | ||||
| c6m1_tent_int | ||||
| c6.house.interior | ||||
| c6m1.safehouse | ||||
| c6m2.safehouse | ||||
| c6m2_outdoor_01 | ||||
| c6m2_outdoor_02 | ||||
| c6m2_outdoor_03 | ||||
| c6.truck.interior | ||||
| c6.conduit.int | ||||
| c6m2_building_interior | ||||
| c6m2_building_interior_02 | ||||
| c6m2_underground_interior_01 | ||||
| c6m2_int.stairwell | ||||
| c6m2_int.water | ||||
| c6m2_int.tunnel | ||||
| c6m2_water.tunnel | ||||
| c6m3.port.spawn | ||||
| port.spawn.ext | ||||
| port.patio.ext | ||||
| port.alcove | ||||
| port.waterfront | ||||
| port.elevator.bottom | ||||
| port.outdoor.general | ||||
| port.building.interior | ||||
| brick.bldg.interior | ||||
| sugarmill.b.office.int | ||||
| sugarmill.b.spawn | 
soundscapes_campaign6.txt
Swamps
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| swamps.frogs_01 | ||||
| swamps.frogs_02 | ||||
| swamps.frogs_03 | ||||
| swamps.frogs_04 | ||||
| swamps.frogs_05 | ||||
| swamps.frogs_06 | ||||
| swamps.bullfrogs_01 | ||||
| swamps.flies | ||||
| swamps.gators | ||||
| swamps.gasstation | ||||
| swamps.dock | ||||
| swamps.plankswamp_01 | ||||
| swamps.swamp_01 | ||||
| swamps.swamp_02 | ||||
| swamps.swamp_03 | ||||
| swamps.shantyoutside | ||||
| swamps.plantation_outside | ||||
| swamps.orchard | ||||
| rural2.combat_far_heavy | ||||
| rural2.combat_far_medium | ||||
| rural2.combat_close_light | 
soundscapes_swamps.txt
Rural 2
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| rural2.woods | ||||
| rural2.woods3 | ||||
| rural2.morning | ||||
| rural2.bridge | ||||
| rural2.smallbuilding | ||||
| rural2.smallbuilding2 | ||||
| rural2.river | ||||
| rural2.caveclosed | ||||
| rural2.caveopen | ||||
| rural2.traintunnel | ||||
| rural2.pumproom | ||||
| rural2.bigroom | ||||
| rural2.drainagebig | ||||
| rural2.drainagesmall | ||||
| rural2.drainageopen | ||||
| rural2.trainyardentrance | ||||
| rural2.trainyardrespawn | ||||
| rural2.trainyardbuilding | ||||
| rural2.trainyardbuilding2 | ||||
| rural2.trainyardbuilding2window | ||||
| rural2.trainyard | ||||
| rural2.trainyard2 | ||||
| rural2.house | ||||
| rural2.town | ||||
| rural2.towninside | ||||
| rural2.townalley | ||||
| rural2.boatinterior | ||||
| rural2.boatexterior | ||||
| rural2.shoreline | ||||
| rural2.town_02 | ||||
| rural2.shack | ||||
| rural2.combat_far_heavy | ||||
| rural2.combat_far_medium | ||||
| rural2.combat_close_light | 
soundscapes_rural2.txt
Urban 2
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| urban2.util_cicadas | ||||
| urban2.util_grasshoppers | ||||
| urban2.utilbirdsgroup1 | ||||
| urban2.util_interiorslams | ||||
| urban2.util_metalslams | ||||
| urban2.util_metalslams 2 | ||||
| urban2.util_woodfloorsqueaks | ||||
| urban2.util_woodqueaks_new | ||||
| urban2.util_windgust | ||||
| urban2.util_distantcombat | ||||
| urban2.util_distantexplosions | ||||
| urban2.util_rat_scratches | ||||
| urban2.util_genericrooftop | ||||
| urban2.util_genericexterior_from_interior_1 | ||||
| urban2.util_genericexterior_from_interior_2 | ||||
| urban2.util_flies | ||||
| urban2.util_steam | ||||
| urban2.util_pipes | ||||
| urban2.rooftop_1b | ||||
| urban2.rooftop_1b_interior | ||||
| urban2.rooftop_1b_interior2 | ||||
| urban2.underground_1 | ||||
| urban2.underground_2 | ||||
| urban2.underground_3 | ||||
| urban2.controlroom | ||||
| urban2.warehouse_1 | ||||
| urban2.steamtunnel | ||||
| urban2.boilerroom | ||||
| urban2.hospital_interior | ||||
| urban2.flies | ||||
| urban2.rooftop | ||||
| urban2.junkyard | ||||
| urban2.street | ||||
| urban2.courtyard | ||||
| urban2.alley | ||||
| urban2.sewer | ||||
| urban2.pipetunnel | ||||
| urban2.apartment | ||||
| urban2.generatorroom_off | ||||
| urban2.generatorroom | ||||
| urban2.respawn | ||||
| urban2.rooftopspawn | ||||
| urban2.hospitalspawn | ||||
| urban2.spawnrain | ||||
| urban2.hospital | ||||
| urban2.office | ||||
| urban2.subway | ||||
| urban2.pillarsroom | ||||
| urban2.conveniencestore | ||||
| urban2.warehouseoutside | ||||
| urban2.bathroom | ||||
| urban2.club | ||||
| urban2.tankroom | ||||
| urban2.powerplant | ||||
| urban2.powerplantinside | ||||
| urban2.parkinggarage | ||||
| urban2.elevator | ||||
| urban2.construction | ||||
| urban2.finaleinside | ||||
| urban2.finaleoutside | ||||
| urban2.finaleroof | ||||
| urban2.cemetery | ||||
| urban2.burnedhouse | ||||
| urban2.dock | ||||
| urban2.dockfar | ||||
| urban2.bridgeoutside | 
soundscapes_urban2.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 | 

























