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> | ||
| | |Far-off, echoing drips of water. | ||
|- | |- | ||
|<code>ep1_c17_00.util_fardrips</code> | |<code>ep1_c17_00.util_fardrips</code> | ||
| | |Distant, solitary drips of water. | ||
|- | |- | ||
|<code>ep1_c17_00.general_watery_tunnel</code> | |<code>ep1_c17_00.general_watery_tunnel</code> | ||
| | |Water leaking out of pipes, echoing water droplets. | ||
|- | |- | ||
|<code>ep1_c17_00.tunnel_wet</code> | |<code>ep1_c17_00.tunnel_wet</code> | ||
| | |Water running through pipes, the soft hum of machinery, and frequent echoing drips. | ||
|- | |- | ||
|<code>ep1.zombiedark</code> | |<code>ep1.zombiedark</code> | ||
| | |Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls. | ||
|- | |- | ||
|<code>ep1.outsidestalkertrain</code> | |<code>ep1.outsidestalkertrain</code> | ||
| | |Heavy creaks of metal, soft hum of machinery, and crumbling concrete. Stalker noises at position 0. | ||
|- | |- | ||
|<code>ep1.util_sirens</code> | |<code>ep1.util_sirens</code> | ||
| | |Citadel sirens, with the occasional broken Overwatch voice. | ||
|- | |- | ||
|<code>ep1.util_light_sirens</code> | |<code>ep1.util_light_sirens</code> | ||
| | |Soft and infrequent distorted Overwatch announcements and Citadel alarms. | ||
|- | |- | ||
|<code>ep1.util_light_combat_atmosphere</code> | |<code>ep1.util_light_combat_atmosphere</code> | ||
| | |Helicopters, striders, and APCs, with occasional nearby Overwatch announcements. | ||
|- | |- | ||
|<code>ep1.util_medium_combat_atmosphere</code> | |<code>ep1.util_medium_combat_atmosphere</code> | ||
| | |Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire. | ||
|- | |- | ||
|<code>ep1.util_heavy_wind_and_destruction </code> | |<code>ep1.util_heavy_wind_and_destruction </code> | ||
| | |Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete. | ||
|- | |- | ||
|<code>ep1.util_light_wind_and_destruction</code> | |<code>ep1.util_light_wind_and_destruction</code> | ||
| | |Infrequent gusts of wind and thunder. Occasional rubble noises. | ||
|- | |- | ||
|<code>ep1.util_light_combat</code> | |<code>ep1.util_light_combat</code> | ||
| | |Infrequent, somewhat distant gunfire. | ||
|- | |- | ||
|<code>ep1.util_medium_combat</code> | |<code>ep1.util_medium_combat</code> | ||
| | |Frequent, nearby explosions and gunfire. | ||
|- | |- | ||
|<code>ep1.util_slow_sky_flashes</code> | |<code>ep1.util_slow_sky_flashes</code> | ||
| | |Infrequent portal zaps. | ||
|- | |- | ||
|<code>ep1.util_rapid_sky_flashes</code> | |<code>ep1.util_rapid_sky_flashes</code> | ||
| | |Frequent and loud portal zaps. | ||
|- | |||
|<code>ep1.util_rubble</code> | |||
|Creaking metal and crumbling buildings. | |||
|- | |- | ||
|<code>ep1.citadel_unstable_outside</code> | |<code>ep1.citadel_unstable_outside</code> | ||
| | |Relatively quite Citadel vortex, with occasional wind and thunder. | ||
|- | |- | ||
|<code>ep1.citadel_unstable_inside</code> | |<code>ep1.citadel_unstable_inside</code> | ||
| | |Same as above, but muffled. | ||
|- | |- | ||
|<code>ep1.citadel_citadel_critical_outside</code> | |<code>ep1.citadel_citadel_critical_outside</code> | ||
| | |Loud Citadel vortex noises, with gusts of wind and booms of thunder. | ||
|- | |- | ||
|<code>ep1.citadel_critical_inside</code> | |<code>ep1.citadel_critical_inside</code> | ||
| | |Loud but muffled Citadel vortex noises. | ||
|- | |- | ||
|<code>ep1.citadel_predetonation_outside</code> | |<code>ep1.citadel_predetonation_outside</code> | ||
| | |Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder. | ||
|- | |- | ||
|<code>ep1.control_room</code> | |<code>ep1.control_room</code> | ||
| | |Very quite ambient noise, with a terminal at position 0. | ||
|- | |- | ||
|<code>ep1.general_small_tunnel</code> | |<code>ep1.general_small_tunnel</code> | ||
| | |Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind. | ||
|- | |- | ||
|<code>ep1.general_large_tunnel</code> | |<code>ep1.general_large_tunnel</code> | ||
| | |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> | ||
| | |Distant Citadel ambience, with frequent nearby explosions and gunfire. | ||
|- | |- | ||
|<code>ep1.general_start_of_evac_inside</code> | |<code>ep1.general_start_of_evac_inside</code> | ||
| | |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> | ||
| | |Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and faint distorted Overwatch voice. | ||
|- | |- | ||
|<code>ep1.general_middle_of_evac_inside</code> | |<code>ep1.general_middle_of_evac_inside</code> | ||
| | |Same as above, but muffled. | ||
|- | |- | ||
|<code>ep1.general_end_of_evac_outside</code> | |<code>ep1.general_end_of_evac_outside</code> | ||
| | |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> | ||
| | |Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder. | ||
|- | |- | ||
|<code>ep1.hospital</code> | |<code>ep1.hospital</code> | ||
| | |Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts. | ||
|- | |- | ||
|<code>ep1.hospital_water_room</code> | |<code>ep1.hospital_water_room</code> | ||
| | |Water running through pipes, with several loud drops of water. Occasional very faint battle noises. | ||
|- | |- | ||
|<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. |