Ru/List of HL2 Soundscapes: Difference between revisions
| Line 10: | Line 10: | ||
== Стандарт и тест ==  | == Стандарт и тест ==  | ||
{| cellpadding=2  | {| cellpadding=2  | ||
!align=left|   | !align=left| Название  | ||
!align=left| Описание и примечания  | !align=left| Описание и примечания  | ||
|-  | |-  | ||
| Line 47: | Line 47: | ||
|-  | |-  | ||
| <code>Cabin</code>  | | <code>Cabin</code>  | ||
| [POS]   | | [POS] Общие: средне-низкий звук огня или урчание; легкое пощелкивание; чуть слышный четырехтактный ритм, сопровождаемый сбросом или выхлопом (''ahuugha''). Позиция 0: слабая музычка типа банжо и неясное пение. Позиция 1: постоянное мелодичное жужжание, типа попытки завести мотор или ножного насоса.  | ||
|-  | |-  | ||
| <code>cabin_outdoor</code>  | | <code>cabin_outdoor</code>  | ||
| [POS]   | | [POS] Не четко направленные эффекты. Вокруг слабый белый шум или гул с редким щебетанием птиц. Фоном, слабый но заметный средне-низкий звук, регулярно возникающий и спадающий: ''wwwwwwwwwwwww - enuu''.  | ||
|-  | |-  | ||
| <code>test_tvset</code>  | | <code>test_tvset</code>  | ||
|   | | Музыка от телевизора  | ||
|}  | |}  | ||
Revision as of 21:29, 26 July 2015
Вот список из 245 саундскейпов, используемых в Half-Life 2. Их легко протестировать с помощью консольной команды playsoundscape, включающей краткий поиск имен саундскейпов, чтобы вам не пришлось распечатывать весь список.
Саундскейпы, у которых в названии присутствует 'util', входят в состав других, полных саундскейпов. Сами по себе они работают без проблем, но имеют более бедный звук по сравнению с многослойными саундскейпами..
Другие имеют позиционные звуки, которые воспроизводятся в определенных местах, указанных в свойствах энтити env_soundscape. Если эти места не указаны, звуки слышны не будут. Список саундскейпов, включающих позиционные звуки, будет со временем дополнен.
Саундскейпы с позиционной информацией обозначены префиксом [POS]. Они протестированы в закрытой комнате 1024 x 1024 x 1024, саундскейп по центру, игрок по центру и восемь направленных по кругу маркеров с радиусом 512 вокруг саундскейпа и игрока. Маркер 0 - слева от игрока (на девять часов), по высоте игрока; Маркер 1 слева под углом 45 градусов; Маркер 2 прямо спереди (12 часов); Маркер 4 справа от игрока (на три часа), и так далее по кругу. После теста центра, игрок шел по кругу через маркеры, выявляя местные звуки.
Стандарт и тест
| Название | Описание и примечания | 
|---|---|
| Nothing | Без обработки, без окружения | 
| Automatic | Автоматически подмешиваемая обработка на 50% | 
automatic_dialog
 | 
dsp "1" dsp_volume "0.5" | 
e3_techdemo_gmanspeaking
 | 
|
e3_Techdemo_02
 | 
'Физика комнаты' | 
e3_Techdemo_03
 | 
|
e3_Techdemo_05
 | 
Капли в пещере | 
e3_Techdemo_06
 | 
Озеро | 
e3_end
 | 
|
GenericIndoor
 | 
Электрический гул | 
GenericOutdoor
 | 
Тот же гул, но тише | 
Cabin
 | 
[POS] Общие: средне-низкий звук огня или урчание; легкое пощелкивание; чуть слышный четырехтактный ритм, сопровождаемый сбросом или выхлопом (ahuugha). Позиция 0: слабая музычка типа банжо и неясное пение. Позиция 1: постоянное мелодичное жужжание, типа попытки завести мотор или ножного насоса. | 
cabin_outdoor
 | 
[POS] Не четко направленные эффекты. Вокруг слабый белый шум или гул с редким щебетанием птиц. Фоном, слабый но заметный средне-низкий звук, регулярно возникающий и спадающий: wwwwwwwwwwwww - enuu. | 
test_tvset
 | 
Музыка от телевизора | 
Train Station and City 17
| Name | Description and Notes | 
|---|---|
d1_trainstation.util_city
 | 
Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. | 
d1_trainstation.city
 | 
All of the above plus a steady uproar in the background. | 
d1_trainstation.Platform
 | 
Loud and static hissing sound, city sounds barely audible in the background. | 
d1_trainstation.Turnstyle
 | 
Similar to d1_trainstation.city but city sounds less audible.
 | 
combine.computer
 | 
Loud, flat whine and an occasional blip. | 
d1_trainstation.Interrogation
 | 
Mixed uproar of the surrounding city and combine.computer.
 | 
d1_trainstation.TerminalSquare
 | 
Similar to d1_trainstation.Turnstyle.
 | 
d1_trainstation.QuietCourtyard
 | 
Same as above but the tumult is quieter. | 
d1_trainstation.Occupants
 | 
Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. | 
d1_trainstation.AppartmentCourtyard
 | 
Above mixed to city sounds. | 
d1_trainstation.Appartments
 | 
Door knocking, breaking plates, woman screams and man grunts like being hit. | 
d1_trainstation.RaidCityvoice
 | 
Cityvoice: Failure to cooperate will result in permanent offworld relocation. | 
d1_trainstation.RaidOccupants
 | 
Breaking glass and boxes and knocking on door. | 
d1_trainstation.RaidAppartments
 | 
Knocks on doors, PA woman asking citizens to assume inspection positions, people chattering nervously, breaking glass, man shouting, PA stating city block suspected to contain infection. | 
general.concrete_quiet
 | 
Semi-loud hum of moving air. | 
PA announcements for City 17
| Name | Description and Notes | 
|---|---|
cityvoice_level0
 | 
PA system invokes unrest procedures, requests player id | 
cityvoice_level1
 | 
Player is evading capture, cops are summoned | 
cityvoice_level2
 | 
Player convicted of civil disruption, city block on alert | 
cityvoice_level3
 | 
Player convicted of anticivil activity, city block punished | 
cityvoice_level4
 | 
Citizenship revoked, cops fire at will | 
cityvoice_level5
 | 
City looking for player | 
city_searching_level1
 | 
City background noise with helicopters and alarm sounds. | 
city_searching_level2
 | 
Same as above. | 
city_searching_level3
 | 
Same as above. | 
Canals
| Name | Description and Notes | 
|---|---|
d1_canals.util_windgusts
 | 
Wind gusts. | 
d1_canals.util_drips
 | 
Water dripping. | 
d1_canals.util_fardrips
 | 
Water dripping a bit further away, with interior echo. | 
d1_canals.util_headcrab_canister
 | 
Strong hissing noise. | 
d1_canals.util_shoreline
 | 
Sounds of small waves hitting shore. | 
d1_canals_tunnel01
 | 
Constant sound of what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | 
d1_canals_citystart
 | 
City sounds, trains horning close by,
 PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.  | 
d1_canals_citadel
 | 
Same as above but with occasional low, massive metallic noises. | 
d1_canals_traincanal
 | 
City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | 
d1_canals_traintunnel
 | 
Same as above and a strong, low tunnelish rumble in the background. | 
d1_canals_watercanal
 | 
Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water masses hitting pontoons. | 
d1_canals_junkyard
 | 
Similar to d1_canals_traincanal. Distant helicopter also.
 | 
d1_canals_copcanals
 | 
Similar to d1_canals_traincanal plus water dripping and different PA announcement concerning evasion behaviour and alerts.
 | 
d1_truck_pass
 | 
Quick, low noise. For use with other soundscapes. | 
d1_canals_barnacle_tunnel
 | 
Wind gusts in a tunnel. Distant city noises and sirens. PA announcement charging the player with "socioendangerment level 1" and instructing CPs. | 
d1_canals_pipe_chamber
 | 
Drips. Distant city noises and sirens. occasional helicopter fly-bys. | 
d1_canals_cop_alerted
 | 
Similar to d1_canals_pipe_chamber. PA announcement charging player with "socioendangerment level 5".
 | 
d1_canals.heli_slide_tunnels
 | 
Interior. Loud running water and drips close by. Distant PA, trucks and sirens. | 
d1_canals.heli_attack
 | 
Exterior. Loud city noises. PA, helicopter, squeak of rapidly accelerating trucks. | 
d1_canals.drainroom
 | 
Loud running water and industrial hum. Distant PA. | 
d1_canals.03copsattackthroughboards
 | 
Exterior. City ambience. PA ("Individual, you are charged with..."), constant close helicopters left and right, occasional train and other traffic sounds, distant sirens. | 
d1_canals.03entrytunnel
 | 
Interior, tunnel. Close frequent dripping sounds left, right and centre. PA ("Individual..."), distant helicopters left and right, occasional train horn, various distant sirens. | 
d1_canals.steamtunnel
 | 
Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming. | 
d1_canals.waterpuzzleroom
 | 
Loud industrial hum. Drips. No PA. | 
d1_canals.util_birds
 | 
Infrequent bird squawks. | 
d1_canals.util_critters
 | 
Infrequent croaking noises. | 
d1_canals.util_tunnel_windgusts
 | 
Occasional (infrequent) wind blowing through tunnel, varying pitches. | 
d1_canals.util_critters_under_docks
 | 
Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises. | 
d1_canals.util_toxic_slime
 | 
Gurgling and hissing. | 
d1_canals.util_industrial
 | 
Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent. | 
d1_canals.general_dripping_tunnel
 | 
Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds. | 
d1_canals.general_windy_tunnel
 | 
Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans. | 
d1_canals.general_watery_tunnel
 | 
Interior. Sound of continuously running rivulets of water in a cave/tunnel, occasional (frequent) additional drips, croaks and chirps at different pans. | 
d1_canals.general_watery_tunnel_shore
 | 
As above with the sound of waves regularly breaking in a small rocky lagoon. | 
d1_canals.redbarn_ambience
 | 
Hissing (of a headcrab canister?) Distant critters and creaks. | 
d1_canals.floodgate_base_ambience
 | 
Interior. Loud continuous machine humming at centre, continuous beeping and buzzing to left, high-pitched drone to right, occasional mechanical sounds, plus beeping and electronic squeaks, to right. | 
d1_canals.floodgate_machineroom
 | 
Looped machines droning as of a pump or motor. | 
d1_canals.shore_and_reeds
 | 
Waves and occasional frog croaks/critter chirps and bird song. Occasional wind gusts. Notably quiet with no constant ambient wind noise. | 
d1_canals.spooky_infested_pipe
 | 
Dripping at center-right with occasional eerie, modulating wind noise with stereo movement effect. Very rare critter chirps. | 
d1_canals.water_tunnel_with_frogs
 | 
Constant sound of pipe draining into water, with waves breaking and constant, voluminous frog song. | 
d1_canals.windchimes_and_wind
 | 
Constant wind whistling mixed with intermittent wind chime song. | 
canals_slime_outside
 | 
Constant slime gurgling with random slime sounds inside a corridor. | 
canals_slime_tunnel
 | 
Same as above. | 
canals_tunnel_dry
 | 
Tunnel ambience. | 
canals_tunnel_wet
 | 
Dripping sounds inside a tunnel. | 
canals_canal_nowater
 | 
Birds and wind. | 
canals_canal_water
 | 
Same as above only with water waves. | 
canals_canal_water_industrial
 | 
Same as above only with machine rumbling. | 
canals_river
 | 
Wind and water waves. | 
canals_river_calm
 | 
Same as above but with crickets. | 
d1_canals_05_shanty_approach
 | 
Continuous glutinous gurgling/boiling/bubbling sound to centre, plus random glutinous burping sounds, occasional wind gusts, hissing and water noises. | 
d1_canals_05_shanty
 | 
Wind, headcrab canister ambience and constant steam sound. | 
d1_canals_07_entry_tunnel
 | 
Water drips in a tunnel. | 
d1_canals_07a_warehouse
 | 
Occasional creaking of wooden structures, repeated random high-pitched wind howling at varying pans, continuous sinister-sounding low-pitched modulated humming/droning sound. | 
d1_canals_08a_gun_tunnel_entrance
 | 
Continuous running water sound, centre, plus sound of waves breaking, centre. | 
d1_canals_08a_puzzle_arena
 | 
Waves breaking, infrequent chirping and wind noises. | 
d1_canals_08a_gun_scene
 | 
[POS] No pronounced positional effects. Very faint low rumble, faint but regular sound of pump or other reciprocating mechanism (ah hooo e-clik!), and louder sharp intermittent dripping sounds that echo as if in a closed chamber. | 
d1_canals_08a_tunnel_exit
 | 
[POS] No pronounced positional effects. A somewhat simpler version of d1_canals_08a_gun_scene, with the echoing, hollow rumble and the sound of a pump or other reciprocating mechanism (ah hooo e-clik!), perhaps a bit louder than in d1_canals_08a_gun_scene. No dripping or liquid sounds.
 | 
canals_canal_water_creaking_wood
 | 
[POS] No pronounced positional effects. Very regular medium-low volume slosh of water with intermittent medium or low-volume wood creaks, the thin whistling of gusts of wind, and twittering and other calls from birds and insects. | 
canals_canal_water_creaking_metal
 | 
[POS] No pronounced positional effects. Very regular medium-low volume slosh of water with intermittent medium or low-volume metal creaks, the thin whistling of gusts of wind, and twittering and other calls from birds and insects. The metal creaking seems somewhat more frequent and a bit louder than the wood creaks in canals_canal_water_creaking_wood.
 | 
d1_canals_08_entry_tunnel
 | 
Loud water dripping inside a tunnel. | 
d1_canals_08_reservoir
 | 
Loud constant water waves. | 
d1_canals_08_island
 | 
[POS] Sound source at position of soundscape (that is, from Position 0 it appears to be to your right, from Position 4 it appears to be to your left, and so on). Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds. | 
d1_canals_08_base_interior
 | 
[POS] No pronounced positional effects. The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes. | 
Kleiner's Lab and Black Mesa East
| Name | Description and Notes | 
|---|---|
K_lab.LabSounds
 | 
Slime gurgling in a room with machines. | 
E3_lab.LabSounds
 | 
Fluorescent lights in a laboratory with machines and music playing. | 
eli_01_lab_main_1
 | 
[POS] General: machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. Position 0: gurgling is louder. Position 1: faint electrical beeping. Position 2: beeping; machine noise louder and more sonorous. Position 3, 4: lower resonant hum like a largish fan. Position 5, 6, 7: quieter except for ambient dripping and soft pressure escaping sounds. | 
eli_01_elevator_1
 | 
[POS] No pronounced positional effects. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. | 
eli_01_upperhall_2
 | 
[POS] No pronounced positional effects. Musical throbbing note, medium low, that reverberates three times (bwuung-weh-weh-weh), mixed with clinking noises that resemble kitchen sounds, occasional dripping, and a man coughing. | 
eli_01_upperhall_1
 | 
[POS] No pronounced positional effects. Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background. | 
eli_01_lowerlab_hall_1
 | 
[POS] Slightly louder and more resonant version of eli_01_upperhall_2, with the sounds becoming a bit stronger and more "present" at Position 0. No other positional effects.
 | 
eli_01_lower_corridor_1
 | 
Corridor ambience. | 
eli_01_lower_ravenhall_1
 | 
Silent rumbling in a tunnel. | 
eli_01_lower_ravenhall_2
 | 
Many far away explosions. | 
eli_02_lowerlab_hall_1
 | 
Fluorescent light in a room with metal rumbling and shuffling. | 
eli_02_lower_corridor_1
 | 
Metal rumbling and shuffling in a corridor. | 
eli_02_ravenshaft_1
 | 
[POS] No pronounced positional effects. Windy, hollow low rumble with frequent background sounds half-way between the creak of metal and a zombie's scream. | 
eli_02_ravenshaft_2
 | 
Wood creaking, wind blowing and frequent drips of water in the outside. | 
eli_02_scrapyard_1
 | 
Outside ambience with no life. | 
eli_02_scrapyard_2
 | 
Same as above but with dull metal sounds. | 
Ravenholm
| Name | Description and Notes | 
|---|---|
d1_town.Start
 | 
Wind gusts, distant zombie howls and screams, 'drum beats'. | 
d1_town.Street
 | 
Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | 
d1_town.CorpseRoom
 | 
[POS] No directional effects at the marker positions, but irregular buzz-throughs by an aggressive fly that makes an unusually sharp sound, as well as occasional softer bursts of squeaking from mice or rats. Pronounced echo. | 
d1_town.WoodBuilding
 | 
Wooden creaks, rodent sounds. | 
d1_town.ConcreteBuilding
 | 
|
d1_town.Rooftop
 | 
[POS] No pronounced directional effects. Constant low rumble; gusts and whistles of wind. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts. | 
d1_town.MineshaftDown
 | 
Wind blowing, wood creaking, rumbling sounds and cave ambience. | 
d1_town.WaterCave
 | 
Same as above, but with frequent water drops. | 
d1_town.HeadcrabCave
 | 
Same as above but with metal creaks and the drops being distant. | 
d1_town.CaveTunnel
 | 
Corridor ambience with rumbling sounds. | 
Coastline and Highway 17
| Name | Description and Notes | 
|---|---|
coast.util_headcrab_canister
 | 
Silence with occasional bizarre Combine tech noise. | 
coast.util_metalstress
 | 
Silence with occasional sounds of metal stress. | 
coast.util_shackmetal
 | 
Silence with occasional quick squeeks from moving metal. | 
coast.util_crumblycliff
 | 
Silence with sounds of crumbling landmasses. | 
coast.util_windgusts
 | 
Silence with wind gusts. | 
coast.util_fardrips
 | 
Silence with water dripping. | 
coast.util_birds
 | 
Silence with occasional sounds of seagulls calling. | 
coast.util_lakeshoreline
 | 
Waves breaking gently. | 
coast.util_shoreline
 | 
Similar to above, but with what feels like much more massive waves. | 
coast.util_distant_shoreline
 | 
Similar to above, but from a greater distace. | 
coast.util_antlion_den
 | 
Antlions hissing. | 
coast.general_windy_tunnel
 | 
Steady whine of wind in a tunnel and muffled sounds of waves crashing. | 
coast.general_tunnel
 | 
Similar to above but quieter and with waterdrips mixed in. | 
coast.zombie_tunnel
 | 
Steady, tunnelish sound and some occasional train sounds. | 
coast.general_oldwoodbuilding
 | 
Wood stress, wind gusting, seagulls calling | 
coast.general_oldwoodbuilding_with_windchimes
 | 
Same as above but with chimes. | 
coast.combine_controlroom_ambience
 | 
Steady whine of Combine tech. | 
coast.general_shoreline
 | 
Waves crashing, wind gusting, seagulls calling. | 
coast.positional_shoreline
 | 
Similar to above, but closer by. | 
coast.shoreline_with_antlion_dens
 | 
Similar to coast.general_shoreline, but with antlion sounds.
 | 
coast.bridge_ambient
 | 
Wind blowing, seagulls calling. | 
coast.bridge_shack
 | 
Same as above but quieter. | 
coast.cliffside
 | 
A mix of coast.general_shoreline and coast.util_crumblycliff.
 | 
coast.bridge_concrete_room
 | 
Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements. | 
coast.distant_shoreline
 | 
Distant waves breaking, wind gusting and close-range antlion sounds. | 
coast.generic_ambient_01
 | 
Similar to above, but without the antlions. | 
Nova Prospekt
| Name | Description and Notes | 
|---|---|
prison.util_distantcombat_verylight
 | 
Quiet ambience,occasionally the sound of a soldier dying, or gunfire | 
prison.util_distantcombat_light
 | 
Identical to the soundscape above, just with more gunfire, and antlion hiss' | 
prison.util_distantcombat_heavy
 | 
Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions | 
prison.util_antlion_burrows
 | 
Sound of Antlions hissing and growling, waiting to ambush the enemy | 
prison.util_fardrips
 | 
Far away drips. | 
prison.util_drips
 | 
Same drips but closer. | 
prison.util_distant_trains
 | 
Far away train horns. | 
prison.util_radio
 | 
Random radio sounds. | 
prison.util_control_room
 | 
Random machine sounds from a combine monitor. | 
prison.citizen_camp
 | 
[POS] No pronounced positional effects. Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds. | 
prison.redlight_bunker
 | 
Constant wind. | 
prison.outdoor_courtyard
 | 
Wind with far away thumper sounds. | 
prison.outdoor_courtyard_hvycombat
 | 
Same as above but with gun fire, soliders and antlions dying/attacking. | 
prison.trainstation
 | 
Room ambience with occasional train horns. | 
prison.teleport_area
 | 
Combine machine sounds in a big open room. | 
prison.control_room
 | 
Combine beeping sounds with a fan in the background. | 
prison.control_room_simple
 | 
Computer/combine console hum with centered combine soldier vocoder noise (as heard in nova propekt scripted radio transmissions), but no speech. | 
prison.combine_wall
 | 
Loud ambience of the outside with explosion-like sounds. | 
prison.util_quiet_cellblock
 | 
Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own. | 
prison.util_louder_cellblock
 | 
Slightly quieter ambience. | 
prison.larger_cellblock_vlightcombat
 | 
Machine sounds and metal rumbling in a corridor. | 
prison.larger_cellblock_hvycombat
 | 
Same as above but with soliders, gunfire and antlions. | 
prison.larger_cellblock_lightcombat
 | 
Same as above but only with gunfire. | 
prison.general_hallway_lightcombat
 | 
Hallway with antlions, grenades and soliders. | 
prison.general_hallway_vlightcombat
 | 
Same as above but with no fights. | 
prison.general_dripping_tunnel
 | 
A tunnel with water drips. | 
prison.hall_with_burrows
 | 
Hallway with crickets and antlion burrowing sounds. | 
prison.electric_water_room
 | 
Water flowing in a room with machines in it. | 
prison.laundry
 | 
Loud, whooshing metallic machinery sounds. | 
prison.watery_hallway
 | 
A lot of drips. | 
prison.showers
 | 
Loud, fairly high-pitched water pipes and water dripping. | 
prison.zombie_infested
 | 
Flies, distant drips, rats and deep, wind-like sounds. | 
War-torn City 17
| Name | Description and Notes | 
|---|---|
streetwar.util_combine_atmosphere
 | 
Constant random wind gusts and machine-like sounds. | 
streetwar.util_rubble
 | 
Random rubble falling off of somewhere. | 
streetwar.util_sirens
 | 
Manhacks, cityscanners and APCs passing by. | 
streetwar.util_light_sirens
 | 
Same as above but less frequent. | 
streetwar.util_zombie_infested
 | 
Occasional buzzing flies and faint chirping birds. | 
streetwar.util_light_combat_atmosphere
 | 
Random wind blows and metal ambiences, helicopters passing by. | 
streetwar.util_heavy_combat_atmosphere
 | 
Same as above but more frequent. | 
streetwar.util_muffled_light_combat
 | 
Thunder sounds and distant explosions. | 
streetwar.util_light_combat
 | 
Rare gun fire, zombies, antlions and soliders. | 
streetwar.util_medium_combat
 | 
Same as above but slightly more frequent. | 
streetwar.util_heavy_combat
 | 
Same as above but more frequent. | 
streetwar.util_drips
 | 
Water drips close up. | 
streetwar.util_fardrips
 | 
Same as above but farther away. | 
streetwar.zombie_water_room
 | 
Occasional buzzing flies and fairly loud dripping water. | 
streetwar.car_tunnel
 | 
Tunnel with cars passing by and silent explosions happening rarely. | 
streetwar.general_small_tunnel
 | 
Ambience of a small tunnel. | 
streetwar.car_tunnel_opensky
 | 
Same as streetwar.car_tunnel but with outdoor sounds and fighting sounds.
 | 
streetwar.toxic_car_tunnel
 | 
Same as streetwar.car_tunnel but with toxic slime gurgling.
 | 
streetwar.infested_appartments
 | 
Flies, fighting sounds, metal creaking and rats in a house. | 
streetwar.general_indoor_light_combat
 | 
Rare fighting from indoors. | 
streetwar.general_indoor_medium_combat
 | 
Same as above, but slightly more frequent. | 
streetwar.general_indoor_heavy_combat
 | 
Same as above, but more frequent. | 
streetwar.general_outdoor_light_combat
 | 
Fighting sounds from outdoors with alarms. | 
streetwar.general_outdoor_medium_combat
 | 
Same as above, but slightly more frequent. | 
streetwar.general_outdoor_heavy_combat
 | 
Same as above, but more frequent. | 
streetwar.destroyed_concrete_building
 | 
Fighting sounds, explosions, wind in a building with outdoor sounds in the background. | 
streetwar.rooftop_heavy_combat
 | 
Many fighting sounds with an alarm in the background and wind on top of a roof. | 
streetwar.control_room
 | 
Combine machines beeping. | 
streetwar.bank_control_room
 | 
Same as above but with no beeping but instead just random machine sounds. | 
streetwar.bank_machine_room
 | 
Steam, machine sounds, silent wind in a room full of pipes. | 
streetwar.bank_general
 | 
A big room with silent wind and with silent fighting in the background. | 
e3_c17_01_battle
 | 
Fire, silent alarm in the background, fighting sounds. | 
c17_02_street_lower_1
 | 
Wind, very silent alarm, fighting sounds. | 
c17_02_street_upper_1
 | 
Same as above but with explosions and louder fighting. | 
c17_02_street_upper_2
 | 
Same as above but with a louder alarm. | 
c17_02_inside_apartments_1
 | 
Random loud metal creaking in a room with fluorescent light. | 
streetwar.underground_manhack_tunnel
 | 
Loud steam, water dripping, silent machines and high pitched 'stingers'. | 
streetwar.vertical_warehouse_arena
 | 
Wind passing by. | 
Combine Citadel
| Name | Description and Notes | 
|---|---|
d3_citadel.silence_and_dialog
 | 
Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? | 
d3_citadel.util_hits
 | 
Strange, machine-like sounds. | 
d3_citadel.util_activity
 | 
Strider or gunship sounds. | 
d3_citadel.util_pods
 | 
Strange machine passing by. | 
d3_citadel.deep_dropoff_inside
 | 
Loud ambience with strange machine sounds and enemy sounds. | 
d3_citadel.pod_vista
 | 
Very loud pods moving. | 
d3_citadel.generic
 | 
Kind of silent Citadel ambience with no combat. | 
d3_citadel.generic_moody
 | 
Fairly loud, near-musical Citadel ambience; no combat sounds | 
d3_citadel.generic_moody2
 | 
Quieter Citadel ambience; no combat sounds | 
d3_citadel.stasis_room
 | 
[POS] Loud ambience with a stasis field at position 0 with another machine in the background. | 
d3_citadel.combine_ball_room
 | 
Harmonical combine balls passing by with more Citadel ambience. | 
d3_citadel.general_control_room
 | 
[POS] A combine console at position 0 with Citadel ambience in the background. | 
d3_citadel.alyx_teleport_control_room
 | 
Various teleport-discharge sounds; machinery audible. | 
d3_citadel.final_portal_chamber
 | 
Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. | 
d3_citadel.top_of_teleport_chamber
 | 
High-pitched buzzing; city combat sounds audible. | 
d3_citadel_01.pipe_entrance
 | 
Alarm sound with combat sounds and wind gusts. | 
d3_citadel_01.cliffside1
 | 
Metal creaking and loud wind with the city alarm in the background. | 
d3_citadel_01.citadel_entrance
 | 
Same as above only silenter and with the citadel ambience slightly audible. | 
d3_citadel.breen_field
 | 
Nearly the same as breen.office but with deep metal scraping sounds. | 
d3_citadel.breen_hall
 | 
Computer humming. | 
d3_citadel.breen_office
 | 
Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. |