List of EP2 Soundscapes: Difference between revisions
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Below is a list of [[soundscapes]] for use in [[Episode Two]] | Below is a list of [[soundscapes]] for use in [[Episode Two]]. | ||
== | 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. | ||
{| | |||
! | == Outland 1 == | ||
! | {| class=standard-table | style="width:100%;" | ||
!Name | |||
!Description | |||
!Position Number | |||
!Position Description | |||
|- | |- | ||
|<code>ep2_forest.util_windgusts</code> | |<code>ep2_forest.util_windgusts</code> | ||
|Gust-type winds, the type you would normally hear during a damaging thunderstorm. | |Gust-type winds, the type you would normally hear during a damaging thunderstorm. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_forest.util_shoreline</code> | |<code>ep2_forest.util_shoreline</code> | ||
|An on/off of waves lapping onto a shore. This soundscape should be used with others, as the sound cuts in and out. | |An on/off of waves lapping onto a shore. This soundscape should be used with others, as the sound cuts in and out. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_forest.util_small_river</code> | |<code>ep2_forest.util_small_river</code> | ||
|Sound of a small river with medium-paced running water. | |Sound of a small river with medium-paced running water. | ||
|align=center |0 | |||
|River with running water. | |||
|- | |||
| | |||
| | |||
|align=center |1 | |||
|River with running water. | |||
|- | |- | ||
|<code>ep2_forest.util_birds</code> | |<code>ep2_forest.util_birds</code> | ||
|A short 2 second clip of multiple birds in what sounds like a large forest. | |A short 2 second clip of multiple birds in what sounds like a large forest. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_forest.util_critters</code> | |<code>ep2_forest.util_critters</code> | ||
|Random animal noises, most of which you would hear in the forest. | |Random animal noises, most of which you would hear in the forest. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_forest.frogpond</code> | |<code>ep2_forest.frogpond</code> | ||
|A wetlands compilation of birds, crickets, and other noises. The distant movement of water can be heard, almost like the shoreline soundscape above. | |A wetlands compilation of birds, crickets, and other noises. The distant movement of water can be heard, almost like the shoreline soundscape above. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_forest.small_river</code> | |<code>ep2_forest.small_river</code> | ||
|A trickling river, with ambient sounds including birds and insects. | |A trickling river, with ambient sounds including birds and insects. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_forest.light_forest</code> | |<code>ep2_forest.light_forest</code> | ||
|Sounds ranging from birds chattering, wind blowing, then a combination. | |Sounds ranging from birds chattering, wind blowing, then a combination. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_traincrash.intro</code> | |<code>ep2_traincrash.intro</code> | ||
|Steady flow of water, with some wind, and various creaking sound, similar to that of lots of metal being put under pressure. | |Steady flow of water, with some wind, and various creaking sound, similar to that of lots of metal being put under pressure. | ||
|align=center |0 | |||
|Flowing and shoreline water sounds. | |||
|- | |- | ||
|<code>ep2_traincrash.vista_pre_bridgecrash</code> | |<code>ep2_traincrash.vista_pre_bridgecrash</code> | ||
|Lots of wind blowing, with sounds that almost suggest a hurricane arriving. This soundscape appears when you see the citadel and portal above it. | |Lots of wind blowing, with sounds that almost suggest a hurricane arriving. This soundscape appears when you see the citadel and portal above it. | ||
|align=center |0 | |||
|Citadel vortex, wind and thunder. | |||
|- | |||
| | |||
| | |||
|align=center |1 | |||
|Various metal stress and ship groans. | |||
|- | |- | ||
|<code>ep2_traincrash.vista_post_bridgecrash</code> | |<code>ep2_traincrash.vista_post_bridgecrash</code> | ||
|Similar to the above, except without most of the ambient wind noises. | |Similar to the above, except without most of the ambient wind noises. | ||
|align=center |0 | |||
|Citadel vortex, wind and thunder. | |||
|- | |- | ||
|<code>ep2_caves.util_flies</code> | |<code>ep2_caves.util_flies</code> | ||
|Several sounds of single flies buzzing in and out. | |Several sounds of single flies buzzing in and out. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.util_dist_grubs</code> | |<code>ep2_caves.util_dist_grubs</code> | ||
|Sparse sounds of odd, echoing noises. This does not sound like the Antlion grubs when you get near them, but this is good enough to set the scene for any cave entrance. | |Sparse sounds of odd, echoing noises. This does not sound like the Antlion grubs when you get near them, but this is good enough to set the scene for any cave entrance. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.util_dist_growls</code> | |<code>ep2_caves.util_dist_growls</code> | ||
|Very infrequent, odd echoing noises. | |Very infrequent, odd echoing noises. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.util_dist_rumbles</code> | |<code>ep2_caves.util_dist_rumbles</code> | ||
|Only seems to play a short 1/2 second sound of small pebbles. | |Only seems to play a short 1/2 second sound of small pebbles. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.util_tunnel</code> | |<code>ep2_caves.util_tunnel</code> | ||
|Gives a better idea of what the Antlion grubs sound like at a distance. Also includes what sound like some dirt falling, and a faint sound of wind. | |Gives a better idea of what the Antlion grubs sound like at a distance. Also includes what sound like some dirt falling, and a faint sound of wind. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.util_drips</code> | |<code>ep2_caves.util_drips</code> | ||
|A variation of local dripping sounds and distant, echoing dripping sounds. | |A variation of local dripping sounds and distant, echoing dripping sounds. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.main_cavern</code> | |<code>ep2_caves.main_cavern</code> | ||
|Lets you visualize a wide open cave, with the deep sound of wind blowing trough it. Also includes a distant sound of something falling over, twice. By the way, if you have a 5.1 surround sound system nearby, plug it in now. | |Lets you visualize a wide open cave, with the deep sound of wind blowing trough it. Also includes a distant sound of something falling over, twice. By the way, if you have a 5.1 surround sound system nearby, plug it in now. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.dropoff</code> | |<code>ep2_caves.dropoff</code> | ||
|Possibly a 300 foot dropoff as the name suggests, with various antlion grub and growling and rock crumbling sounds in the background. | |Possibly a 300 foot dropoff as the name suggests, with various antlion grub and growling and rock crumbling sounds in the background. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.quiet_tunnel</code> | |<code>ep2_caves.quiet_tunnel</code> | ||
|Very quiet and distant noises coming from various cave dwellers. I thought I also almost heard the sound of a quick breath nearby. | |Very quiet and distant noises coming from various cave dwellers. I thought I also almost heard the sound of a quick breath nearby. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.cricket_tunnel</code> | |<code>ep2_caves.cricket_tunnel</code> | ||
|A combination of a previous soundscape, along with the constant sound of crickets. | |A combination of a previous soundscape, along with the constant sound of crickets. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.nests_tunnel</code> | |<code>ep2_caves.nests_tunnel</code> | ||
|This soundscape could either be used in a tunnel like the name says, or in a very busy forest. Lots of sounds going on. | |This soundscape could either be used in a tunnel like the name says, or in a very busy forest. Lots of sounds going on. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.large_tunnel</code> | |<code>ep2_caves.large_tunnel</code> | ||
|Gives you the best idea of a windy tunnel. Sound like there is a distant headcrab zombie, too. | |Gives you the best idea of a windy tunnel. Sound like there is a distant headcrab zombie, too. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.large_grub_cavern</code> | |<code>ep2_caves.large_grub_cavern</code> | ||
|A combination of several soundscapes this time. Echoing sounds of wind, crickets, and some other noises. | |A combination of several soundscapes this time. Echoing sounds of wind, crickets, and some other noises. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_caves.watery_cavern</code> | |<code>ep2_caves.watery_cavern</code> | ||
|Another remix of several soundscapes. Echoing water, grubs, and wind. | |Another remix of several soundscapes. Echoing water, grubs, and wind. | ||
| | |||
| | |||
|} | |} | ||
== | == Outland 2 / White Forest == | ||
{| | {| class=standard-table | style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
|<code>ep2_portalstorm_stage_1 </code> | |<code>ep2_portalstorm_stage_1 </code> | ||
|Heavy wind, some rubble and the eerie sound of the portal. | |Heavy wind, some rubble and the eerie sound of the portal. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_portalstorm_stage_1_inside </code> | |<code>ep2_portalstorm_stage_1_inside </code> | ||
|Inside a cave with wind snippets and the citadel heard outside. | |Inside a cave with wind snippets and the citadel heard outside. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_mines.outside </code> | |<code>ep2_mines.outside </code> | ||
|Birds and wind with the citadel being heard | |Birds and wind with the citadel being heard more silently. | ||
|align=center |0 | |||
|Quiet citadel vortex, wind and thunder. | |||
|- | |- | ||
|<code>ep2_mines.woodbuilding </code> | |<code>ep2_mines.woodbuilding </code> | ||
|Wood creaking and wind blowing. | |Wood creaking and wind blowing. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_mines.tunnel </code> | |<code>ep2_mines.tunnel </code> | ||
|Inside a cave with rocks falling and wood creaking. | |Inside a cave with rocks falling and wood creaking. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_mines.tunnel_dropoff </code> | |<code>ep2_mines.tunnel_dropoff </code> | ||
|Same as before mixed with a 300 foot dropoff. | |Same as before mixed with a 300 foot dropoff. | ||
|align=center |0 | |||
|Distant cave howl, wind, growls, antlion grubs and rock rubles. | |||
|- | |- | ||
|<code>ep2_mines.elevator_shaft </code> | |<code>ep2_mines.elevator_shaft </code> | ||
|Inside an elevator shaft with rocks falling, wood creaking and wind blowing. | |Inside an elevator shaft with rocks falling, wood creaking and wind blowing. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_mines.chamber </code> | |<code>ep2_mines.chamber </code> | ||
|Wind silently blowing. | |Wind silently blowing. | ||
| | |||
| | |||
|- | |- | ||
|<code>ep2_mines.tunnel_nests </code> | |<code>ep2_mines.tunnel_nests </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_mines.tunnel_grubs </code> | |<code>ep2_mines.tunnel_grubs </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_caves.quiet_tunnel_flies </code> | |<code>ep2_caves.quiet_tunnel_flies </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_caves.watery_cavern_grubs </code> | |<code>ep2_caves.watery_cavern_grubs </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_caves.large_watery_cavern_grubs </code> | |<code>ep2_caves.large_watery_cavern_grubs </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_caves.watery_cavern_grubs_dropoff </code> | |<code>ep2_caves.watery_cavern_grubs_dropoff </code> | ||
| | | | ||
|align="center" |0 | |||
|Distant cave howl, wind, growls, antlion grubs and rock rubles. | |||
|- | |- | ||
|<code>ep2_caves.dropoff_grubs </code> | |<code>ep2_caves.dropoff_grubs </code> | ||
| | | | ||
|align="center" |0 | |||
|Distant cave howl, wind, growls, antlion grubs and rock rubles. | |||
|- | |- | ||
|<code>ep2_factory.on_bridge </code> | |<code>ep2_factory.on_bridge </code> | ||
| | | | ||
|align="center" |0 | |||
|Quiet citadel vortex, wind and thunder. | |||
|- | |- | ||
|<code>ep2_factory.woodenroom </code> | |<code>ep2_factory.woodenroom </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_factory.concreteroom </code> | |<code>ep2_factory.concreteroom </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_factory.slimepit </code> | |<code>ep2_factory.slimepit </code> | ||
| | | | ||
|align="center" |0 | |||
|Quiet citadel vortex, wind and thunder. | |||
|- | |||
| | |||
| | |||
|align="center" |1 | |||
|Burbling toxic slime sound | |||
|- | |||
| | |||
| | |||
|align="center" |2 | |||
|Burbling toxic slime sound | |||
|- | |||
| | |||
| | |||
|align="center" |3 | |||
|Burbling toxic slime sound | |||
|- | |- | ||
|<code>ep2_factory.vista </code> | |<code>ep2_factory.vista </code> | ||
| | | | ||
|align="center" |0 | |||
|Quiet citadel vortex, wind and thunder. | |||
|- | |- | ||
|<code>ep2_util.advisorpod </code> | |<code>ep2_util.advisorpod </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_farm.advisor_room </code> | |<code>ep2_farm.advisor_room </code> | ||
| | | | ||
|align="center" |0 | |||
|Combine computer terminal. | |||
|- | |- | ||
|<code>ep2_farm.courtyard </code> | |<code>ep2_farm.courtyard </code> | ||
| | | | ||
|align="center" |0 | |||
|Adviser pod; mechanical rumble and steam loop. | |||
|- | |- | ||
|<code>ep2_farm.barn </code> | |<code>ep2_farm.barn </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_farm.barn_crawlspace </code> | |<code>ep2_farm.barn_crawlspace </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_util.hunters </code> | |<code>ep2_util.hunters </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_radiotower.courtyard_hunters</code> | |<code>ep2_radiotower.courtyard_hunters</code> | ||
| | | | ||
|align="center" |0 | |||
|Citadel portal storm ambience. | |||
|- | |- | ||
|<code>ep2_radiotower.courtyard_no_hunters </code> | |<code>ep2_radiotower.courtyard_no_hunters </code> | ||
| | | | ||
|align="center" |0 | |||
|Citadel portal storm ambience, vortex, wind and thunder. | |||
|- | |- | ||
|<code>ep2_radiotower.basement </code> | |<code>ep2_radiotower.basement </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_radiotower.radioroom_power_on </code> | |<code>ep2_radiotower.radioroom_power_on </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_radiotower.radioroom_power_off</code> | |<code>ep2_radiotower.radioroom_power_off</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_industrial.garage </code> | |<code>ep2_industrial.garage </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_industrial.courtyard_toxic </code> | |<code>ep2_industrial.courtyard_toxic </code> | ||
| | | | ||
|align="center" |0 | |||
|Burbling toxic slime sound | |||
|- | |||
| | |||
| | |||
|align="center" |1 | |||
|Burbling toxic slime sound | |||
|- | |- | ||
|<code>ep2_industrial.inside_turret_building </code> | |<code>ep2_industrial.inside_turret_building </code> | ||
| | | | ||
|align="center" |0 | |||
|Combine field. | |||
|- | |- | ||
|<code>ep2_industrial.crane_arena </code> | |<code>ep2_industrial.crane_arena </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_industrial.no_slime_crane_arena </code> | |<code>ep2_industrial.no_slime_crane_arena </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_industrial.traintracks_tunnel</code> | |<code>ep2_industrial.traintracks_tunnel</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_industrial.traintracks_chopper </code> | |<code>ep2_industrial.traintracks_chopper </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_industrial.traintracks_chopperarena </code> | |<code>ep2_industrial.traintracks_chopperarena </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_util.rocket</code> | |<code>ep2_util.rocket</code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silo.concretehall </code> | |<code>ep2_silo.concretehall </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silo.techroom </code> | |<code>ep2_silo.techroom </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silo.concreteroom </code> | |<code>ep2_silo.concreteroom </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silo.silo_top </code> | |<code>ep2_silo.silo_top </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silo.silo_middle </code> | |<code>ep2_silo.silo_middle </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silo.silo_bottom </code> | |<code>ep2_silo.silo_bottom </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silobattle.halls </code> | |<code>ep2_silobattle.halls </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silobattle.waterroom </code> | |<code>ep2_silobattle.waterroom </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silobattle.silo_open </code> | |<code>ep2_silobattle.silo_open </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_silobattle.silo_shut </code> | |<code>ep2_silobattle.silo_shut </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>p2_whiteforest.training </code> | |<code>p2_whiteforest.training </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_whiteforest.pre_battle </code> | |<code>ep2_whiteforest.pre_battle </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_whiteforest.battle </code> | |<code>ep2_whiteforest.battle </code> | ||
| | |||
| | |||
| | | | ||
|- | |- | ||
|<code>ep2_whiteforest.post_battle </code> | |<code>ep2_whiteforest.post_battle </code> | ||
| | |||
| | |||
| | | | ||
|} | |} | ||
== | == Silo == | ||
{| | {| class=standard-table style="width:100%;" | ||
! | !Name | ||
! | !Description | ||
!Position Number | |||
!Position Description | |||
|- | |- | ||
|<code>silo_garage_1 </code> | |<code>silo_garage_1 </code> | ||
|Metal rattling and people coughing in a garage ambience. | |Metal rattling and people coughing in a garage ambience. | ||
| | |||
| | |||
|- | |- | ||
|<code>silo_indoor_upper_quiet_1 </code> | |<code>silo_indoor_upper_quiet_1 </code> | ||
|Same as before, but in a room with a fluorescent light. | |Same as before, but in a room with a fluorescent light. | ||
| | |||
| | |||
|- | |- | ||
|<code>silo_missle_upper_1 </code> | |<code>silo_missle_upper_1 </code> | ||
|Same as before, but with water dripping. | |Same as before, but with water dripping. | ||
|align=center |0 | |||
|Quiet metal rattling, water dripping and people coughing. | |||
|- | |- | ||
|<code>silo_missle_labroom_1 </code> | |<code>silo_missle_labroom_1 </code> | ||
|Lab ambience | |Lab ambience and other machines playing at random. | ||
|align=center |1 | |||
|Very silent beeping lab equipment. | |||
|} | |} | ||
[[Category:Level Design]][[Category:Sound System]] | [[Category:Level Design]][[Category:Sound System]] |
Revision as of 08:42, 28 March 2018
Below is a list of soundscapes for use in Episode Two.
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.
Outland 1
Name | Description | Position Number | Position Description |
---|---|---|---|
ep2_forest.util_windgusts
|
Gust-type winds, the type you would normally hear during a damaging thunderstorm. | ||
ep2_forest.util_shoreline
|
An on/off of waves lapping onto a shore. This soundscape should be used with others, as the sound cuts in and out. | ||
ep2_forest.util_small_river
|
Sound of a small river with medium-paced running water. | 0 | River with running water. |
1 | River with running water. | ||
ep2_forest.util_birds
|
A short 2 second clip of multiple birds in what sounds like a large forest. | ||
ep2_forest.util_critters
|
Random animal noises, most of which you would hear in the forest. | ||
ep2_forest.frogpond
|
A wetlands compilation of birds, crickets, and other noises. The distant movement of water can be heard, almost like the shoreline soundscape above. | ||
ep2_forest.small_river
|
A trickling river, with ambient sounds including birds and insects. | ||
ep2_forest.light_forest
|
Sounds ranging from birds chattering, wind blowing, then a combination. | ||
ep2_traincrash.intro
|
Steady flow of water, with some wind, and various creaking sound, similar to that of lots of metal being put under pressure. | 0 | Flowing and shoreline water sounds. |
ep2_traincrash.vista_pre_bridgecrash
|
Lots of wind blowing, with sounds that almost suggest a hurricane arriving. This soundscape appears when you see the citadel and portal above it. | 0 | Citadel vortex, wind and thunder. |
1 | Various metal stress and ship groans. | ||
ep2_traincrash.vista_post_bridgecrash
|
Similar to the above, except without most of the ambient wind noises. | 0 | Citadel vortex, wind and thunder. |
ep2_caves.util_flies
|
Several sounds of single flies buzzing in and out. | ||
ep2_caves.util_dist_grubs
|
Sparse sounds of odd, echoing noises. This does not sound like the Antlion grubs when you get near them, but this is good enough to set the scene for any cave entrance. | ||
ep2_caves.util_dist_growls
|
Very infrequent, odd echoing noises. | ||
ep2_caves.util_dist_rumbles
|
Only seems to play a short 1/2 second sound of small pebbles. | ||
ep2_caves.util_tunnel
|
Gives a better idea of what the Antlion grubs sound like at a distance. Also includes what sound like some dirt falling, and a faint sound of wind. | ||
ep2_caves.util_drips
|
A variation of local dripping sounds and distant, echoing dripping sounds. | ||
ep2_caves.main_cavern
|
Lets you visualize a wide open cave, with the deep sound of wind blowing trough it. Also includes a distant sound of something falling over, twice. By the way, if you have a 5.1 surround sound system nearby, plug it in now. | ||
ep2_caves.dropoff
|
Possibly a 300 foot dropoff as the name suggests, with various antlion grub and growling and rock crumbling sounds in the background. | ||
ep2_caves.quiet_tunnel
|
Very quiet and distant noises coming from various cave dwellers. I thought I also almost heard the sound of a quick breath nearby. | ||
ep2_caves.cricket_tunnel
|
A combination of a previous soundscape, along with the constant sound of crickets. | ||
ep2_caves.nests_tunnel
|
This soundscape could either be used in a tunnel like the name says, or in a very busy forest. Lots of sounds going on. | ||
ep2_caves.large_tunnel
|
Gives you the best idea of a windy tunnel. Sound like there is a distant headcrab zombie, too. | ||
ep2_caves.large_grub_cavern
|
A combination of several soundscapes this time. Echoing sounds of wind, crickets, and some other noises. | ||
ep2_caves.watery_cavern
|
Another remix of several soundscapes. Echoing water, grubs, and wind. |
Outland 2 / White Forest
Name | Description | Position Number | Position Description |
---|---|---|---|
ep2_portalstorm_stage_1
|
Heavy wind, some rubble and the eerie sound of the portal. | ||
ep2_portalstorm_stage_1_inside
|
Inside a cave with wind snippets and the citadel heard outside. | ||
ep2_mines.outside
|
Birds and wind with the citadel being heard more silently. | 0 | Quiet citadel vortex, wind and thunder. |
ep2_mines.woodbuilding
|
Wood creaking and wind blowing. | ||
ep2_mines.tunnel
|
Inside a cave with rocks falling and wood creaking. | ||
ep2_mines.tunnel_dropoff
|
Same as before mixed with a 300 foot dropoff. | 0 | Distant cave howl, wind, growls, antlion grubs and rock rubles. |
ep2_mines.elevator_shaft
|
Inside an elevator shaft with rocks falling, wood creaking and wind blowing. | ||
ep2_mines.chamber
|
Wind silently blowing. | ||
ep2_mines.tunnel_nests
|
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ep2_mines.tunnel_grubs
|
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ep2_caves.quiet_tunnel_flies
|
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ep2_caves.watery_cavern_grubs
|
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ep2_caves.large_watery_cavern_grubs
|
|||
ep2_caves.watery_cavern_grubs_dropoff
|
0 | Distant cave howl, wind, growls, antlion grubs and rock rubles. | |
ep2_caves.dropoff_grubs
|
0 | Distant cave howl, wind, growls, antlion grubs and rock rubles. | |
ep2_factory.on_bridge
|
0 | Quiet citadel vortex, wind and thunder. | |
ep2_factory.woodenroom
|
|||
ep2_factory.concreteroom
|
|||
ep2_factory.slimepit
|
0 | Quiet citadel vortex, wind and thunder. | |
1 | Burbling toxic slime sound | ||
2 | Burbling toxic slime sound | ||
3 | Burbling toxic slime sound | ||
ep2_factory.vista
|
0 | Quiet citadel vortex, wind and thunder. | |
ep2_util.advisorpod
|
|||
ep2_farm.advisor_room
|
0 | Combine computer terminal. | |
ep2_farm.courtyard
|
0 | Adviser pod; mechanical rumble and steam loop. | |
ep2_farm.barn
|
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ep2_farm.barn_crawlspace
|
|||
ep2_util.hunters
|
|||
ep2_radiotower.courtyard_hunters
|
0 | Citadel portal storm ambience. | |
ep2_radiotower.courtyard_no_hunters
|
0 | Citadel portal storm ambience, vortex, wind and thunder. | |
ep2_radiotower.basement
|
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ep2_radiotower.radioroom_power_on
|
|||
ep2_radiotower.radioroom_power_off
|
|||
ep2_industrial.garage
|
|||
ep2_industrial.courtyard_toxic
|
0 | Burbling toxic slime sound | |
1 | Burbling toxic slime sound | ||
ep2_industrial.inside_turret_building
|
0 | Combine field. | |
ep2_industrial.crane_arena
|
|||
ep2_industrial.no_slime_crane_arena
|
|||
ep2_industrial.traintracks_tunnel
|
|||
ep2_industrial.traintracks_chopper
|
|||
ep2_industrial.traintracks_chopperarena
|
|||
ep2_util.rocket
|
|||
ep2_silo.concretehall
|
|||
ep2_silo.techroom
|
|||
ep2_silo.concreteroom
|
|||
ep2_silo.silo_top
|
|||
ep2_silo.silo_middle
|
|||
ep2_silo.silo_bottom
|
|||
ep2_silobattle.halls
|
|||
ep2_silobattle.waterroom
|
|||
ep2_silobattle.silo_open
|
|||
ep2_silobattle.silo_shut
|
|||
p2_whiteforest.training
|
|||
ep2_whiteforest.pre_battle
|
|||
ep2_whiteforest.battle
|
|||
ep2_whiteforest.post_battle
|
Silo
Name | Description | Position Number | Position Description |
---|---|---|---|
silo_garage_1
|
Metal rattling and people coughing in a garage ambience. | ||
silo_indoor_upper_quiet_1
|
Same as before, but in a room with a fluorescent light. | ||
silo_missle_upper_1
|
Same as before, but with water dripping. | 0 | Quiet metal rattling, water dripping and people coughing. |
silo_missle_labroom_1
|
Lab ambience and other machines playing at random. | 1 | Very silent beeping lab equipment. |