List of L4D2 Soundscapes: Difference between revisions

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|height="40px"|c2m1.hiway.spawn
|height="40px"|c2m1.hiway.spawn
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|Cicadas in close proximity.
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m1.hotel.outdoors
|height="40px"|c2m1.hotel.outdoors
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|More cicada sounds, distant wind.
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m1.hotel.indoors
|height="40px"|c2m1.hotel.indoors
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|Distant cicadas, room with echoing sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m1.parkinglot
|height="40px"|c2m1.parkinglot
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|Cicadas very close proximity, wind nearby.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m1.ravine
|height="40px"|c2m1.ravine
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|Cicadas, crickets, frogs, flies, distant birds(?), identical to <code>swamps.swamp_01</code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m1.saferoom
|height="40px"|c2m1.saferoom
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|Distant cicadas, and echoing sounds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m2.spawn
|height="40px"|c2m2.spawn
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|Cicadas nearby, with echoing sounds.
|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);"|
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|height="40px"|c2m2.fairgrounds.ext1
|height="40px"|c2m2.fairgrounds.ext1
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|Sound of cicadas nearby, Wind (distant) hitting a flagpole.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m2.fairgrounds.ext2
|height="40px"|c2m2.fairgrounds.ext2
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|Identical to <code>c2m2.fairgrounds.ext1<code> but with less wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m2.fairgrounds.interior.small
|height="40px"|c2m2.fairgrounds.interior.small
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|Very quiet buzzing sound, perhaps a light in an office or a bathroom.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m2.fairgrounds.interior.med
|height="40px"|c2m2.fairgrounds.interior.med
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|Very quiet buzzing sound, distant echoing metal hitting something.
|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);"|
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|height="40px"|c2m2.fairgrounds.interior.large
|height="40px"|c2m2.fairgrounds.interior.large
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|Quiet buzzing sound, air moving through a room.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m2.fairgrounds.interior.open
|height="40px"|c2m2.fairgrounds.interior.open
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|very distant crickets or cicadas, frogs, and flies, identical to <code>swamps.swamp_03<code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m2.safehouse
|height="40px"|c2m2.safehouse
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|wood creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.spawn
|height="40px"|c2m3.spawn
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|Identical to <code>c2m2.safehouse<code>, but a very distant explosion
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.tunneloflove
|height="40px"|c2m3.tunneloflove
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|water, AC unit far away, metal creaking, air moving through a room or a hallway.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.duct
|height="40px"|c2m3.duct
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|Air moving through, feel of unease.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.tunnel.store.room
|height="40px"|c2m3.tunnel.store.room
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|air moving through, metal scraping or creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.medium.room
|height="40px"|c2m3.medium.room
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|Silence.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.pumproom
|height="40px"|c2m3.pumproom
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| somewhat quiet fluorescent/generator hum with quiet water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.coaster.ext1
|height="40px"|c2m3.coaster.ext1
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|Cicadas very close to proximity with wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.coaster
|height="40px"|c2m3.coaster
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|Cicadas near proximity, wind nearby and wood and metal creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.coaster.tunnel
|height="40px"|c2m3.coaster.tunnel
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|Cicadas nearby, wood creaking with a possible wind going through.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m3.saferoom
|height="40px"|c2m3.saferoom
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|Cicadas nearby with tiny gust of wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m4.spawn
|height="40px"|c2m4.spawn
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|Identical to <code>c2m3.saferoom<code>
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m4.exterior01
|height="40px"|c2m4.exterior01
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|Cicadas very close with gust of wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m4.bumpercars
|height="40px"|c2m4.bumpercars
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|Nearby cicadas with metal creaking.
|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);"|
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|height="40px"|c2m4.interior01
|height="40px"|c2m4.interior01
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|Identical to <code>c2m3.medium.room<code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m4.barn.int
|height="40px"|c2m4.barn.int
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|Wood creaking with rats squeaking, maybe flies nearby.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m4.tunnel.ent
|height="40px"|c2m4.tunnel.ent
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|Hint of possible wind going through the room with a quiet machine hum.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m4.saferoom
|height="40px"|c2m4.saferoom
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|Cicadas nearby with quiet gust of wind.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m5.spawn
|height="40px"|c2m5.spawn
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|Echo-y room with fluorescent light.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m5.arena.underground
|height="40px"|c2m5.arena.underground
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|Sound of echo with quiet machine hum, maybe a vending machine.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m5.arena
|height="40px"|c2m5.arena
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|Distant metal hitting something, gust of wind, and crickets nearby.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
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|height="40px"|c2m5.arena.bathroom
|height="40px"|c2m5.arena.bathroom
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|Silence.
|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);"|

Revision as of 12:14, 15 December 2023

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Left 4 Dead 2 Level Creation

Here is a list of 352 soundscapes for use in Left 4 Dead 2Left 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.

Todo:  Add descriptions for how they sound.

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 Cicadas in close proximity.
c2m1.hotel.outdoors More cicada sounds, distant wind.
c2m1.hotel.indoors Distant cicadas, room with echoing sounds.
c2m1.parkinglot Cicadas very close proximity, wind nearby.
c2m1.ravine Cicadas, crickets, frogs, flies, distant birds(?), identical to swamps.swamp_01.
c2m1.saferoom Distant cicadas, and echoing sounds.
c2m2.spawn Cicadas nearby, with echoing sounds.
c2m2.fairgrounds.ext1 Sound of cicadas nearby, Wind (distant) hitting a flagpole.
c2m2.fairgrounds.ext2 Identical to c2m2.fairgrounds.ext1 but with less wind.
c2m2.fairgrounds.interior.small Very quiet buzzing sound, perhaps a light in an office or a bathroom.
c2m2.fairgrounds.interior.med Very quiet buzzing sound, distant echoing metal hitting something.
c2m2.fairgrounds.interior.large Quiet buzzing sound, air moving through a room.
c2m2.fairgrounds.interior.open very distant crickets or cicadas, frogs, and flies, identical to swamps.swamp_03.
c2m2.safehouse wood creaking.
c2m3.spawn Identical to c2m2.safehouse, but a very distant explosion
c2m3.tunneloflove water, AC unit far away, metal creaking, air moving through a room or a hallway.
c2m3.duct Air moving through, feel of unease.
c2m3.tunnel.store.room air moving through, metal scraping or creaking.
c2m3.medium.room Silence.
c2m3.pumproom somewhat quiet fluorescent/generator hum with quiet water.
c2m3.coaster.ext1 Cicadas very close to proximity with wind.
c2m3.coaster Cicadas near proximity, wind nearby and wood and metal creaking.
c2m3.coaster.tunnel Cicadas nearby, wood creaking with a possible wind going through.
c2m3.saferoom Cicadas nearby with tiny gust of wind.
c2m4.spawn Identical to c2m3.saferoom
c2m4.exterior01 Cicadas very close with gust of wind.
c2m4.bumpercars Nearby cicadas with metal creaking.
c2m4.interior01 Identical to c2m3.medium.room.
c2m4.barn.int Wood creaking with rats squeaking, maybe flies nearby.
c2m4.tunnel.ent Hint of possible wind going through the room with a quiet machine hum.
c2m4.saferoom Cicadas nearby with quiet gust of wind.
c2m5.spawn Echo-y room with fluorescent light.
c2m5.arena.underground Sound of echo with quiet machine hum, maybe a vending machine.
c2m5.arena Distant metal hitting something, gust of wind, and crickets nearby.
c2m5.arena.bathroom Silence.

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, but quieter.
c3m2.swamp A lot of frogs, a lot of flies, several cicadas, resting water, birds can be heard as well.
c3m2.swamp02 similar to c3m2.swamp bit with a very repetitive sound that i can only describe as loud creaking wood.
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, but quieter with wood creaking sounds in the foreground.
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 SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation