List of EP1 Soundscapes: Difference between revisions

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m (CubicApocalypse moved page User:CubicApocalypse/List of EP1 Soundscapes to List of EP1 Soundscapes: Mostly finished)
(Added descriptions to all soundscapes that didn't have them.)
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|<code>ep1.util_fardrips</code>
|<code>ep1.util_fardrips</code>
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|Far-off, echoing drips of water.
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|<code>ep1_c17_00.util_fardrips</code>
|<code>ep1_c17_00.util_fardrips</code>
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|Distant, solitary drips of water.
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|<code>ep1_c17_00.general_watery_tunnel</code>
|<code>ep1_c17_00.general_watery_tunnel</code>
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|Water leaking out of pipes, echoing water droplets.
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|-
|<code>ep1_c17_00.tunnel_wet</code>
|<code>ep1_c17_00.tunnel_wet</code>
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|Water running through pipes, the soft hum of machinery, and frequent echoing drips.
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|<code>ep1.zombiedark</code>
|<code>ep1.zombiedark</code>
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|Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.
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|<code>ep1.outsidestalkertrain</code>
|<code>ep1.outsidestalkertrain</code>
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|Heavy creaks of metal, soft hum of machinery, and crumbling concrete. Stalker noises at position 0.
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|<code>ep1.util_sirens</code>
|<code>ep1.util_sirens</code>
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|Citadel sirens, with the occasional broken Overwatch voice.
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|<code>ep1.util_light_sirens</code>
|<code>ep1.util_light_sirens</code>
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|Soft and infrequent distorted Overwatch announcements and Citadel alarms.
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|-
|<code>ep1.util_light_combat_atmosphere</code>
|<code>ep1.util_light_combat_atmosphere</code>
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|Helicopters, striders, and APCs, with occasional nearby Overwatch announcements.
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|<code>ep1.util_medium_combat_atmosphere</code>
|<code>ep1.util_medium_combat_atmosphere</code>
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|Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
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|<code>ep1.util_heavy_wind_and_destruction </code>
|<code>ep1.util_heavy_wind_and_destruction </code>
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|Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
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|<code>ep1.util_light_wind_and_destruction</code>
|<code>ep1.util_light_wind_and_destruction</code>
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|Infrequent gusts of wind and thunder. Occasional rubble noises.
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|-
|<code>ep1.util_light_combat</code>
|<code>ep1.util_light_combat</code>
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|Infrequent, somewhat distant gunfire.
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|<code>ep1.util_medium_combat</code>
|<code>ep1.util_medium_combat</code>
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|Frequent, nearby explosions and gunfire.
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|-
|<code>ep1.util_slow_sky_flashes</code>
|<code>ep1.util_slow_sky_flashes</code>
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|Infrequent portal zaps.
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|<code>ep1.util_rapid_sky_flashes</code>
|<code>ep1.util_rapid_sky_flashes</code>
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|Frequent and loud portal zaps.
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|<code>ep1.util_rubble</code>
|Creaking metal and crumbling buildings.
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|-
|<code>ep1.citadel_unstable_outside</code>
|<code>ep1.citadel_unstable_outside</code>
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|Relatively quite Citadel vortex, with occasional wind and thunder.
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|-
|<code>ep1.citadel_unstable_inside</code>
|<code>ep1.citadel_unstable_inside</code>
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|Same as above, but muffled.
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|-
|<code>ep1.citadel_citadel_critical_outside</code>
|<code>ep1.citadel_citadel_critical_outside</code>
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|Loud Citadel vortex noises, with gusts of wind and booms of thunder.
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|<code>ep1.citadel_critical_inside</code>
|<code>ep1.citadel_critical_inside</code>
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|Loud but muffled Citadel vortex noises.
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|-
|<code>ep1.citadel_predetonation_outside</code>
|<code>ep1.citadel_predetonation_outside</code>
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|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
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|-
|<code>ep1.control_room</code>
|<code>ep1.control_room</code>
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|Very quite ambient noise, with a terminal at position 0.
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|-
|<code>ep1.general_small_tunnel</code>
|<code>ep1.general_small_tunnel</code>
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|Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
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|-
|<code>ep1.general_large_tunnel</code>
|<code>ep1.general_large_tunnel</code>
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|Similar to above, but quieter and with less wind.
|-
|-
|<code>ep1.general_start_of_evac_outside</code>
|<code>ep1.general_start_of_evac_outside</code>
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|Distant Citadel ambience, with frequent nearby explosions and gunfire.
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|-
|<code>ep1.general_start_of_evac_inside</code>
|<code>ep1.general_start_of_evac_inside</code>
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|Same as above, but much more muted, as if the player is inside a building.
|-
|-
|<code>ep1.general_middle_of_evac_outside</code>
|<code>ep1.general_middle_of_evac_outside</code>
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|Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and faint distorted Overwatch voice.
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|-
|<code>ep1.general_middle_of_evac_inside</code>
|<code>ep1.general_middle_of_evac_inside</code>
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|Same as above, but muffled.
|-
|-
|<code>ep1.general_end_of_evac_outside</code>
|<code>ep1.general_end_of_evac_outside</code>
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|Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.
|-
|-
|<code>ep1.general_end_of_evac_inside</code>
|<code>ep1.general_end_of_evac_inside</code>
|
|Same as above, but muffled. Occasional sounds of buildings crumbling.
|-
|-
|<code>ep1.general_citadel_predetonation</code>
|<code>ep1.general_citadel_predetonation</code>
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|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
|-
|-
|<code>ep1.hospital</code>
|<code>ep1.hospital</code>
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|Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.
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|<code>ep1.hospital_water_room</code>
|<code>ep1.hospital_water_room</code>
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|Water running through pipes, with several loud drops of water. Occasional very faint battle noises.
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|-
|<code>ep1.antlion_parking_garage</code>
|<code>ep1.antlion_parking_garage</code>
|Soft hum of machinery and ambient antlion hive noises. Occasional distant explosions and metal creaking.
|}
|}

Revision as of 14:58, 1 January 2016

Below is a list of soundscapes for use in Episode One. 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.

Citadel

Name Description and Notes
ep_01.outside_thunder_hits Infrequent thunderclaps with silence.
ep_01.outside_wind_hits Semi-rare wind gusts and silence.
ep_01.outside_battle_hits Rare explosions and odd airplane-like noises.
ep1_citadel.util_metalstress Metal creaks and groans.
ep1_citadel.util_alarms Various Combine alarms.
ep1_citadel.util_sickvoice "...Warning: Bypass detected... ...Deploy, diagnose, deploy, diagnose..."
ep1_citadel.util_coresickvoice "...Sterilizers and containment fields compromised... ...Warning: Core reprogramming detected..."
ep1_citadel.util_hits Combine alarms and strange alien noises.
ep1_citadel.util_activity Metal creaks and groans, the damaged Overwatch voice, distant marching, and odd metallic whooshes.
ep1_citadel.util_pods Something flying by. Almost sounds musical.
ep1_citadel.util_pods_cit_01 Similar to above, but more distant and less harmonic.
ep1_citadel.deep_dropoff_inside Combine alarms, warped Citadel drone, confused Overwatch voice, metal creaks and groans, and distant marching.
ep1_citadel.pod_vista Loud pods moving.
ep1_citadel.generic Distorted Citadel drone, metal creaking, Combine alarms, and more confused Overwatch announcements.
ep1_citadel.generic_moody Similar to above, with less distortion.
ep1_citadel.generic_moody2 Normal Citadel soundscape with damaged metal and more confused announcements.
ep1_citadel.stasis_room Loud ambience with a stasis field at position 0 with another machine and Combine alarms in the background.
ep1_citadel.combine_ball_room Low hum with Combine alarms and corrupted announcements.
ep1_citadel.general_control_room Normal Citadel soundscape with distant explosions and a terminal at position 0.
ep1_citadel.alyx_core_control_room Distorted Citadel droning with a terminal at position 0, along with Combine alarms and portal discharges at random.
ep1_citadel.destabilized_core High-pitched core screeching with thunder, confused announcements, and portal discharges.
ep1_citadel.stabilized_core Medium-pitched humming with Combine alarms and portal discharges.
ep_01.outside_citadel_edge Heavy wind at position 0, with distant explosions, wind gusts, and falling debris at random.
ep_01.inside_scene_01 Similar to above.
ep1_citadel_01.citadel_entrance Heavy wind, odd scraping noise, and Combine alarms.
ep1_citadel_04.stalkercar_ambient Quiet hum of a moving Razor Train, with semi-frequent metal impacts.
ep1_citadel.core_transmission Loud static with faint hum in the background.
ep1_citadel.core_transmission2 Same as above, with garbled transmissions.

City 17

Name Description and Notes
ep1.util_fardrips Far-off, echoing drips of water.
ep1_c17_00.util_fardrips Distant, solitary drips of water.
ep1_c17_00.general_watery_tunnel Water leaking out of pipes, echoing water droplets.
ep1_c17_00.tunnel_wet Water running through pipes, the soft hum of machinery, and frequent echoing drips.
ep1.zombiedark Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.
ep1.outsidestalkertrain Heavy creaks of metal, soft hum of machinery, and crumbling concrete. Stalker noises at position 0.
ep1.util_sirens Citadel sirens, with the occasional broken Overwatch voice.
ep1.util_light_sirens Soft and infrequent distorted Overwatch announcements and Citadel alarms.
ep1.util_light_combat_atmosphere Helicopters, striders, and APCs, with occasional nearby Overwatch announcements.
ep1.util_medium_combat_atmosphere Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
ep1.util_heavy_wind_and_destruction Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
ep1.util_light_wind_and_destruction Infrequent gusts of wind and thunder. Occasional rubble noises.
ep1.util_light_combat Infrequent, somewhat distant gunfire.
ep1.util_medium_combat Frequent, nearby explosions and gunfire.
ep1.util_slow_sky_flashes Infrequent portal zaps.
ep1.util_rapid_sky_flashes Frequent and loud portal zaps.
ep1.util_rubble Creaking metal and crumbling buildings.
ep1.citadel_unstable_outside Relatively quite Citadel vortex, with occasional wind and thunder.
ep1.citadel_unstable_inside Same as above, but muffled.
ep1.citadel_citadel_critical_outside Loud Citadel vortex noises, with gusts of wind and booms of thunder.
ep1.citadel_critical_inside Loud but muffled Citadel vortex noises.
ep1.citadel_predetonation_outside Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
ep1.control_room Very quite ambient noise, with a terminal at position 0.
ep1.general_small_tunnel Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
ep1.general_large_tunnel Similar to above, but quieter and with less wind.
ep1.general_start_of_evac_outside Distant Citadel ambience, with frequent nearby explosions and gunfire.
ep1.general_start_of_evac_inside Same as above, but much more muted, as if the player is inside a building.
ep1.general_middle_of_evac_outside Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and faint distorted Overwatch voice.
ep1.general_middle_of_evac_inside Same as above, but muffled.
ep1.general_end_of_evac_outside Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.
ep1.general_end_of_evac_inside Same as above, but muffled. Occasional sounds of buildings crumbling.
ep1.general_citadel_predetonation Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
ep1.hospital Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.
ep1.hospital_water_room Water running through pipes, with several loud drops of water. Occasional very faint battle noises.
ep1.antlion_parking_garage Soft hum of machinery and ambient antlion hive noises. Occasional distant explosions and metal creaking.