List of HL:S Soundscapes: Difference between revisions
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Note:Number (
Important:The roomtype values do not match up with the DSP type (most use automatic DSP instead), so direct ports from
GoldSrc may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.
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All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with <code>[[env_sound (Source)|env_sound]]</code> entity (which in {{src}} is alias of <code>[[env_soundscape]]</code>). | All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with <code>[[env_sound (Source)|env_sound]]</code> entity (which in {{src}} is alias of <code>[[env_soundscape]]</code>). | ||
{{Note|Number ({{code|#}}) is value of <code>roomtype</code> key of <code>env_sound</code>. | {{Note|Number ({{code|#}}) is value of <code>roomtype</code> key of <code>env_sound</code>. | ||
{{modernImportant|The roomtype values do not match up with the DSP type (most use automatic DSP), so direct ports from {{goldsrc|2}} may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.}} }} | {{modernImportant|The roomtype values do not match up with the DSP type (most use automatic DSP instead), so direct ports from {{goldsrc|2}} may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.}} }} | ||
{|class="standard-table" | {|class="standard-table" | ||
!# | !# | ||
Revision as of 13:02, 8 August 2023
Here is a list of soundscapes for use in
and
Half-Life Deathmatch: Source. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape.
All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with env_sound entity (which in
is alias of env_soundscape).
#) is value of roomtype key of env_sound.
| # | Name | DSP |
|---|---|---|
| 0 | Normal (off)
|
0 |
| 1 | Generic
|
1 |
| 2 | Metal Small
|
1 |
| 3 | Metal Medium
|
1 |
| 4 | Metal Large
|
1 |
| 5 | Tunnel Small
|
1 |
| 6 | Tunnel Medium
|
1 |
| 7 | Tunnel Large
|
1 |
| 8 | Chamber Small
|
1 |
| 9 | Chamber Medium
|
1 |
| 10 | Chamber Large
|
1 |
| 11 | Bright Small
|
1 |
| 12 | Bright Medium
|
1 |
| 13 | Bright Large
|
1 |
| 14 | Water 1
|
14 |
| 15 | Water 2
|
15 |
| 16 | Water 3
|
16 |
| 17 | Concrete Small
|
1 |
| 18 | Concrete Medium
|
1 |
| 19 | Concrete Large
|
1 |
| 20 | Big 1
|
1 |
| 21 | Big 2
|
1 |
| 22 | Big 3
|
1 |
| 23 | Cavern Small
|
1 |
| 24 | Cavern Medium
|
1 |
| 25 | Cavern Large
|
1 |
| 26 | Weirdo 1
|
26 |
| 27 | Weirdo 2
|
27 |
| 28 | Weirdo 3
|
28 |