List of HL:S Soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (SirYodaJedi moved page List of HL:S Soundscapes to Env sound (Source) over redirect)
mNo edit summary
Line 1: Line 1:
{{todo|Move to [[env_sound (Source)]], leaving a {{t|useful redirect}} behind.}}
{{cleanup}}
Here is a list of [[Soundscapes|soundscapes]] for use in {{hls}} and {{hldms|4}}. 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.
Here is a list of [[Soundscapes|soundscapes]] for use in {{hls}} and {{hldms|4}}. 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.



Revision as of 14:07, 8 August 2023

Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

Here is a list of soundscapes for use in Half-Life: Source and Half-Life Deathmatch: Source 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 Source is alias of env_soundscape).

Note.pngNote:Number (
  1. ) is value of roomtype key of env_sound.
Icon-Important.pngImportant:The roomtype values do not match up with the DSP type (most use automatic DSP instead), so direct ports from GoldSrc GoldSrc may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.
# 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