List of SE1 Soundscapes: Difference between revisions
(Added more PA announcements.) |
(Added more PA announcements.) |
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|<code>docks.newintro_aftermartin</code> | |<code>docks.newintro_aftermartin</code> | ||
| | |Identical to <code>docks.intro</code>, just a little quieter. | ||
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|<code>docks.intro</code> | |<code>docks.intro</code> | ||
| | |Identical to above but a little quieter. | ||
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|<code>docks.warehouse1_vend</code> | |<code>docks.warehouse1_vend</code> | ||
| | |WIP. Dual vending mechines:<br />(1) Delicious grape, drink more!<br />(2) Grape *bang*, ninjas love it and so should you!<br />(3) Drink hammer cola *metal clang*, get hammered!<br />(4) Nail the day and with another hammer cola *metal clang*<br />(5) Thirsty? *metal clang*, hammer it!<br />(6) Who knew it could be so good, grape. | ||
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|<code>docks.dockhouse2</code> | |<code>docks.dockhouse2</code> | ||
| | |Identical to above but with louder water lapping. | ||
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|<code>docks.crazymachineafterhall</code> | |<code>docks.crazymachineafterhall</code> | ||
| | |Identical to <code>docks.warehousealley2</code>. | ||
| | | | ||
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|<code>docks.genroom_water</code> | |<code>docks.genroom_water</code> | ||
| | |Identical to <code>docks.warehousealley2</code>. | ||
| | | | ||
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|<code>docks.aftergenroom</code> | |<code>docks.aftergenroom</code> | ||
| | |Identical to <code>docks.warehousealley2</code>. | ||
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|<code>docks.intro_pa</code> | |<code>docks.intro_pa</code> | ||
|Utility soundscape. | |Utility soundscape. General dock announcements:<br />(1) Dock master supervision required, queue blocks ready for positioning.<br />(2) Reminder, Double check all spot welding, to ensure proper place position.<br />(3) All personal must wear shielded ? during welding, ultraviolet radiation busts retinas.<br />(4) Safety reminder, avoid the thermal welding mode, use your fog shield.<br />(5) Requesting crane operation for direction unit 9.<br />(6) Remember to always leak test ?, ? and ?<br />(7) Remember, safety is everyone's job. It has been 3 days since the last injury report. | ||
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|- | |- | ||
|<code>docks.chase_pa</code> | |<code>docks.chase_pa</code> | ||
|Utility soundscape. | |Utility soundscape. Lockdown announcements:<br />(1) All personal, security protocols active, move to safe area and wait for "all clear" signal.<br />(2) Attetion, facility currently under attack, report to emergency stations.<br />(3) Alert! Sintek has declared marshall law in area, evacuate immediately.<br />(4) All personal, legal force has been authorised, remain at your station for your safety.<br />(5) Security protocols active, manifest recording station inactive, west private ? station now under lockdown.<br />(6) Warning! Safety status of area is code red, all employees evacuate until further instructions.<br />(7) Warning! Sintek security forces has entered the sector, all employees report to designated safe areas. | ||
| | | | ||
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|- | |- | ||
|<code>docks.infirmary_pa</code> | |<code>docks.infirmary_pa</code> | ||
|Utility soundscape. | |Utility soundscape. Health releated announcements:<br />(1) Inject personal must report to a med-station immediately.<br />(2) Used arsna bionic canisters must be disposed of properly.<br />(3) All med-station youth must be reported to management via infident report.<br />(4) Remember, report any injury, and report to a med-station as soon as possible.<br />(5) Arsna bionic injection is safe and easy, remember to apply immediately to injuries. | ||
| | | | ||
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|- | |- | ||
|<code>docks.warehouse1_pa</code> | |<code>docks.warehouse1_pa</code> | ||
|Utility soundscape. | |Utility soundscape. Security announcements:<br />(1) East maintenance area currently under security control.<br />(2) Maintinance exists locked for security protocols.<br />(3) Vehicles prohibited from entering or leaving maintenance area duing lockdown.<br />(4) Incursion in progress, all personal report to safe areas.<br />(5) Alert! Law inforcement action taking place, evacuate area immediately.<br />(6) Warning! Weapons fire reported, all personal exit area.<br />(7) Security protocols actived, facility is in lockdown. | ||
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|- | |- | ||
|<code>docks.harbor_pa</code> | |<code>docks.harbor_pa</code> | ||
|Utility soundscape. | |Utility soundscape. Highly echoing (large area) and unintelligible warning announcements. | ||
| | | | ||
| | | | ||
|- | |- | ||
|<code>docks.loading_pa</code> | |<code>docks.loading_pa</code> | ||
|Utility soundscape. | |Utility soundscape. Loading bay lockdown announcements:<br />(1) Loading dock activity is suspended until further notice.<br />(2) Security procedures in place, dock area is ?<br />(3) All personal evacuate area, security alert.<br />(4) External drivers are prohibited from entering secured area.<br />(5) Shipping and receiving area offline, due to decurity controls.<br />(6) Delivery import and export activity suspended for duration of security action.<br />(7) All vehicle loading bays and protection systems locked down due to security alert. | ||
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|<code>docks.killermachine_pa</code> | |<code>docks.killermachine_pa</code> | ||
|Utility soundscape. | |Utility soundscape. | ||
| | | | ||
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|- | |- | ||
|<code>docks.powerplant_pa</code> | |<code>docks.powerplant_pa</code> | ||
|Utility soundscape. | |Utility soundscape. | ||
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|<code>druglab.intro_ambush</code> | |<code>druglab.intro_ambush</code> | ||
| | |WIP. Echoing ambush yelling:<br />(1) There he is!<br />(2) There is no escape!<br />(3) ?<br />(4) ?<br />(5) Cut him off!<br />(6) Get him!<br />(7) There!<br />(8) Go go go!<br />(9) He is over there!<br />(10) Move move move!<br />(11) Move it, move it!<br />(12) Move move move, let's go! | ||
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|<code>druglab.hallway</code> | |<code>druglab.hallway</code> | ||
| | |Identical to <code>druglab.intro_hallway</code>, just a bit quieter. | ||
| | | | ||
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|- | |- | ||
|<code>druglab.hallway_two</code> | |<code>druglab.hallway_two</code> | ||
| | |Identical to above but with a lower pitch. | ||
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|<code>druglab.big_industrial</code> | |<code>druglab.big_industrial</code> | ||
|WIP. Announcements:<br />(1) Pressure within system constrains.<br />(2) All personal, monitor fluid actuation at all times.<br />(3) System temperature norminal.<br />(4) Safety equipment must be worn at all times.<br />(5) Pipe integrity holding at 95%.(6) Pumps regulation at full protential. | |WIP. Announcements:<br />(1) Pressure within system constrains.<br />(2) All personal, monitor fluid actuation at all times.<br />(3) System temperature norminal.<br />(4) Safety equipment must be worn at all times.<br />(5) Pipe integrity holding at 95%.<br />(6) Pumps regulation at full protential. | ||
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|<code>druglab_esc.warningone</code> | |<code>druglab_esc.warningone</code> | ||
|Utility soundscape. | |Utility soundscape. Echoing announcements:<br />(1) *Alarm* The ? facility unlock override initiated.<br />(2) Warning! Mutent container doors opened. ? is unknown.<br />(3) Warning! Motion detector systems malfunctioning. ? detected.<br />(4) *Alarm* Facility's scuttleex sequence activated. All personal evacuate immediately.<br />(5) *Beep* Employee fatality detected. Please contact help ? provider immediately.<br />(6) *Alarm* Scuttleex sequence active. All employees proceed to exists.<br />(7) This is not a drill, repeat, this is not a drill. All personal evacuate facility immediately.<br />(8) All employees be sure to take a distaster supplykit at exit.<br />(9) Processing facility compromised. purging data on all systems.<br />(10) *Alarm* All employees have 10 minutes to reach minimum safe distance. | ||
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Revision as of 08:14, 11 April 2018

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Here is a list of 301 soundscapes for use in Sin Episodes. 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.
Generic and Test
Name | Description | Position Number | Position Description |
---|---|---|---|
Nothing | No DSP, no ambients. | ||
Automatic | DSP 1, dsp_volume 1.0. | ||
automatic_dialog
|
Automatic DSP at 50% mix. | ||
e3_techdemo_gmanspeaking
|
DSP 10. | ||
e3_Techdemo_02
|
Physics room. | ||
e3_Techdemo_03
|
DSP 1. | ||
e3_Techdemo_05
|
Dripping cave ambient. | ||
e3_Techdemo_06
|
Lake. | ||
e3_end
|
Identical to Nothing .
|
||
GenericIndoor
|
Fluorescent lighting hum. | ||
GenericOutdoor
|
Electric hum like above with a motor / gas / wind kind of sound in the background. | 0 | Quiet electric hum. |
Cabin
|
Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). | 0 | Faint banjo-like TV music. |
1 | Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. | ||
cabin_outdoor
|
Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu. | ||
test_tvset
|
Music coming from a TV set | 0 | Banjo-like TV music. |
Intro
Name | Description | Position Number | Position Description |
---|---|---|---|
intro_operatingroom
|
Used for cutscenes only. Active operation room ambience with heart equipment monitor beeping, air breathing, pounding heart sounds and announcements: (1) Pulsox levels within normal parameters. (2) CBC markups now within proper range. (3) Warning, cerebral cortex activity exceeding specified parameters. (4) BP (Blood Pressure) stable, systolic rating 125, diastolic rating 82. (5) Respiration is stable, heartrate is normalised. (6) Administrying beta catenin. (7) Warning, saline drip at 25%, additional supplies required. (8) Neurovascular activity outside of expected parameters. (9) Warning, white blood cell count at 3 times expected range. (10) EKG system calibrated, identify sample 37-alpha 2, ready for administration. (11) Laboratory 5 is under quarantine, enter at your own risk. (12) Security clearance 7 is required for access to laboratories 5 through 9. (13) Sample x5399 is ready for analysis. (14) Sector 8 is for authorised personal only. (15) Protective gears required in laboratory 3 and 9. (16) Subject 283 is ready for processing. |
||
intro_operatingroom_alert
|
Operation room ambience with beeping equipment, plays intro.alarmchaos .
|
||
intro_hallescape1
|
Calm industrial hall ambience, plays intro.alarmchaos .
|
||
intro_hallescape2
|
Identical to above. | ||
intro_hallescape3
|
Identical to intro_hallescape1
|
||
intro_outsidelab
|
Very busy street sounds with passing and beeping cars, plays intro.alarmoutside and quiet intro.alarmchaos .
|
||
intro_dreamroom1
|
Gentle echoing and lapping water sounds. | ||
intro_dream2
|
Used for cutscenes only. Plays a loud immersive 13 second sound effect whereafter everything gets quiet. | ||
intro.tunnel1
|
Busy tunnel traffic sounds with cars passing by. | ||
intro.tunnel2
|
Tunnel traffic together with often distant car horns, car truck bumps and cars passing. | ||
intro.tunnel3
|
Almost identical to above, just a bit quieter. | ||
intro.city_light_traffic
|
Busy city sound effect with traffic of beeping and passing cars etc. | ||
intro.sintekstop
|
Constant running ventilation system, computers beeping, city ambients and plays SintekSecurityStopChatter radio chatter.
|
||
SintekSecurityStopChatter
|
Utility soundscape. Random radio chatter: (1) *Beep* The time is now 5:30 AM, all Sintek checkpoints report in. (2) Reminder, report all infractions immediately to Sintek dispatch. (3) Sintek checkpoint alpha 9, please report current ? (4) All external ? forces must be scanned by Sintek directive. (5) Sintek dispatch, checking code 4 and 3 at checkpoint delta 2. (6) This is sector 15 reporting in, traffic patterns normal. (7) Sector 5 reporting in, we got a infraction here. Send a ? sap (soon as possible). |
||
intro.riverpass
|
Constant wind with distant city sounds. | ||
intro.docks_overview
|
Busy dock sounds including beeping backing trucks, distant cars, vehicles passing and rustling wind. | ||
intro.loading_area
|
Busy dock area together with various truck sounds and LoadingAreaPAChatter announcements.
|
||
intro.loading_area_secstation
|
Similar to above but quieter and with louder computer beeping sounds. | 0 | Distant announcements. |
intro.loading_area_inside
|
Similar to intro.loading_area but quieter and with indoor generic ambient.
|
0 | Distant announcements. |
LoadingAreaPAChatterTwo
|
Utility soundscape. Random announcements: (1) All pickups and deliveries must be locked at the ? office. (2) Univer tracking represensitive, please report to the ? office. (3) All travelers, please remember to transmit a record of all delivery ID. (4) Automated guided ? system ? online, ready for transport. (5) Automated guided vehicle system reporting obstrution. Work crew, please respond. (6) Pallloads station west require supervision, who will respond? (7) Fixed 3 station beta 9 awaiting cargo. (8) Inventory item planking station 3 online. (9) ? (10) Conatiner transit from area 5 to area 2, please acknowledge. |
||
LoadingAreaSFX
|
Utility soundscape. Often trucks passing, trucks braking and large metal bangs. | ||
LoadingAreaPAChatter
|
Utility soundscape. Almost identical to LoadingAreaPAChatterTwo but louder and more frequent.
|
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LoadingAreaRADIOChatter
|
Utility soundscape. Random radio chatter: (1) Transhipment via Singapore ICC ready for unloading at pire 6. (2) Cargo traces active, please record GPS location. (3) Cargo rescriction: code hazard, regristered in area 2, who will respond? (4) Cargo trace are not responding at 6 ? station alpha, who will respond? (5) High cube container staging area ready for loading. Team alpha, please relocate and command. |
||
intro.pipejunction
|
Similar to intro.loading_area but a bit quiter and with steam running through pipes.
|
||
intro.alarmchaos
|
Utility soundscape. Continues beeping alarm alongside often distant explotions and announcements: (1)(13)(14)(15) Unauthorised personal detected in research corridor 1. (2) Security personal required. (3) Security breach on research floor, laboratory 4 has been compromised. (4) Warning, all Sintek research personal, evacuate the facility. (5) Warning, fire detected in laboratory 5, all personal evacuate immediately. (6) Fire suppression system engaged. (7) Warning, thermal ? temperatures reaching critical. (8) Warning, laboratory integrity compromised. (9) Warning, intruder detected at ? alpha 5. (10) Alert, fire suppression systems active, all personal evacuate area. (11) Security teams, report to ? lab alpha 5 immediately. (12) ? has been breached by unknown agent, commence security lockdown. |
||
intro.alarmoutside
|
Utility soundscape. Alarm constant beeping, often loud explotions and police alarms passing close-by. |
Docks
Name | Description | Position Number | Position Description |
---|---|---|---|
docks.newintro_distant
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docks.newintro_martin
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docks.newintro_aftermartin
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Identical to docks.intro , just a little quieter.
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docks.intro_set
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docks.intro_distant
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docks.intro
|
Identical to above but a little quieter. | ||
docks.second_intro
|
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docks.intro_docktop_amb
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docks.intro_docktop
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docks.intro_ambush_top
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docks.under_docks
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docks.tunnel1
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docks.tunnel2
|
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docks.tunnel3
|
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docks.jessroom
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docks.hall1
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docks.infirmary
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docks.loading
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docks.action_oustside1
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docks.warehouse1
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docks.warehouse1_attack
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docks.warehouse1_vend
|
WIP. Dual vending mechines: (1) Delicious grape, drink more! (2) Grape *bang*, ninjas love it and so should you! (3) Drink hammer cola *metal clang*, get hammered! (4) Nail the day and with another hammer cola *metal clang* (5) Thirsty? *metal clang*, hammer it! (6) Who knew it could be so good, grape. |
||
docks.alley1
|
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docks.hall2
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docks.vendingledge
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docks.outside_physpuzz
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docks.harbor_edge
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docks.harbor_edge_path
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docks.harbor_edge_pow
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docks.lighthouse_inside
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docks.harbor
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docks.dockside
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docks.dockhouse1
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docks.dockhouse2
|
Identical to above but with louder water lapping. | ||
docks.warehouse2
|
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docks.warehouse2_attack
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docks.warehousealley2
|
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docks.crazymachineroom_attack
|
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docks.crazymachineroom
|
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docks.crazymachineafterhall
|
Identical to docks.warehousealley2 .
|
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docks.afterhallvending
|
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docks.carpethall
|
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docks.carpetsecurity
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docks.docksoutside
|
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docks.carpetoffice
|
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docks.tilehall
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docks.outsidepipes1
|
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docks.turbineroom_one
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docks.turbineroom_one_vending
|
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docks.turbineroom_one_ctrl
|
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docks.pipehall_one
|
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docks.distant_pipehall_one
|
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docks.genroom_water
|
Identical to docks.warehousealley2 .
|
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docks.genroom_attack
|
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docks.genroom
|
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docks.genroom_monitor
|
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docks.aftergenroom
|
Identical to docks.warehousealley2 .
|
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docks.lower_railyard
|
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docks.crane_inharbor
|
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docks.midlevel
|
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docks.powerplanthall
|
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docks.crane_highlevel
|
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docks.railyard
|
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docks.beach
|
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docks.raildock
|
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docks.railtunnel
|
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docks.raildock2
|
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docks.finalwarehouse
|
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druglab.intro_foyer_alarm
|
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docks.finalwarehouse_outside
|
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docks.low_bangs
|
Utility soundscape. | ||
docks.distant_work
|
Utility soundscape. | ||
docks.gulls
|
Utility soundscape. | ||
docks.gulls2
|
Utility soundscape. | ||
docks.workset
|
Utility soundscape. | ||
docks.intro_pa
|
Utility soundscape. General dock announcements: (1) Dock master supervision required, queue blocks ready for positioning. (2) Reminder, Double check all spot welding, to ensure proper place position. (3) All personal must wear shielded ? during welding, ultraviolet radiation busts retinas. (4) Safety reminder, avoid the thermal welding mode, use your fog shield. (5) Requesting crane operation for direction unit 9. (6) Remember to always leak test ?, ? and ? (7) Remember, safety is everyone's job. It has been 3 days since the last injury report. |
||
docks.chase_pa
|
Utility soundscape. Lockdown announcements: (1) All personal, security protocols active, move to safe area and wait for "all clear" signal. (2) Attetion, facility currently under attack, report to emergency stations. (3) Alert! Sintek has declared marshall law in area, evacuate immediately. (4) All personal, legal force has been authorised, remain at your station for your safety. (5) Security protocols active, manifest recording station inactive, west private ? station now under lockdown. (6) Warning! Safety status of area is code red, all employees evacuate until further instructions. (7) Warning! Sintek security forces has entered the sector, all employees report to designated safe areas. |
||
docks.infirmary_pa
|
Utility soundscape. Health releated announcements: (1) Inject personal must report to a med-station immediately. (2) Used arsna bionic canisters must be disposed of properly. (3) All med-station youth must be reported to management via infident report. (4) Remember, report any injury, and report to a med-station as soon as possible. (5) Arsna bionic injection is safe and easy, remember to apply immediately to injuries. |
||
docks.warehouse1_pa
|
Utility soundscape. Security announcements: (1) East maintenance area currently under security control. (2) Maintinance exists locked for security protocols. (3) Vehicles prohibited from entering or leaving maintenance area duing lockdown. (4) Incursion in progress, all personal report to safe areas. (5) Alert! Law inforcement action taking place, evacuate area immediately. (6) Warning! Weapons fire reported, all personal exit area. (7) Security protocols actived, facility is in lockdown. |
||
docks.harbor_pa
|
Utility soundscape. Highly echoing (large area) and unintelligible warning announcements. | ||
docks.loading_pa
|
Utility soundscape. Loading bay lockdown announcements: (1) Loading dock activity is suspended until further notice. (2) Security procedures in place, dock area is ? (3) All personal evacuate area, security alert. (4) External drivers are prohibited from entering secured area. (5) Shipping and receiving area offline, due to decurity controls. (6) Delivery import and export activity suspended for duration of security action. (7) All vehicle loading bays and protection systems locked down due to security alert. |
||
docks.killermachine_pa
|
Utility soundscape. | ||
docks.powerplant_pa
|
Utility soundscape. | ||
docks.harbor_misc
|
Utility soundscape. | ||
docks.chase_activity
|
Utility soundscape. | ||
docks.chase_activity2
|
Utility soundscape. | ||
docks.machine_hits
|
Utility soundscape. | ||
docks.distantruns
|
Utility soundscape. | ||
docks.machine_hits2
|
Utility soundscape. | ||
docks.intro_docks_grunts
|
Utility soundscape. | ||
docks.intro_docks_grunts_water
|
Utility soundscape. | ||
docks.intro_docks_warehouse
|
Utility soundscape. | ||
docks.intro_docks_warehouse2
|
Utility soundscape. | ||
docks.intro_docks_deathmachine
|
Utility soundscape. | ||
docks.intro_docks_turbines
|
Utility soundscape. |
Druglab
Name | Description | Position Number | Position Description |
---|---|---|---|
druglab.intro_foyer
|
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druglab.intro_hallway
|
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druglab.intro_ambush
|
WIP. Echoing ambush yelling: (1) There he is! (2) There is no escape! (3) ? (4) ? (5) Cut him off! (6) Get him! (7) There! (8) Go go go! (9) He is over there! (10) Move move move! (11) Move it, move it! (12) Move move move, let's go! |
||
druglab.intro_security_room
|
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druglab.intro_stairs_down
|
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druglab.lunch_area
|
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druglab.lunch_prep_area
|
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druglab.hatch_area
|
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druglab.hatch_inside
|
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druglab.hatch_above
|
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druglab.hatch_downstairs
|
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druglab.bilge1
|
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druglab.bilge2
|
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druglab.bilge_exit
|
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druglab.bilge_exit_machines
|
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druglab.industrial_ambience1
|
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druglab.industrial_nags
|
Utility soundscape. Industrial announcements: (1) System temperature norminal. (2) Pipe integrity holding at 95%. (3) Pressure within system constrains. (4)(6) Pumps regulation at full protential. (5) Safety equipment must be worn at all times. |
||
druglab.intro_nags
|
Utility soundscape. Intruder announcements: (1) External contained in entrance. (3) *Beep Beep* Please submit to identity scan. (4) Sec 4's unit alpha, mobilise to entrance. (5) Security forces mobilised. Respond vector alpha 5, intrusion alert. (6) Turret offline, personal report to turret position alpha. (7) *Beep* Warning! Indentity failure, submit to security forces immediately. |
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druglab.securityroom_nags
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Utility soundscape. Security and intruder announcements: (1) Resulted intrusion alert unknown, please enter result. (2) No response from station 0. Sec teams investigate. (3) Station 0, please report status. (4) Current scan mode negative, please calibrate entryway. (5) Security team, please recalibrate entrance scan, circuit incomplete. |
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druglab.lunchroom_nags
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Utility soundscape. Lunch and food releated announcements: (1) Break timelimit is 5 minutes. Violators will be disciplined. (2) Failure to restock cold beverages is a capital offence. (3) Employee limited: 2 cups coffee, one ? snack. Blood sugar will be urine tested. (4) Cold storage purge takes place every friday, remove items beforehand. (5) Warning! Only Sintek drugs may be consumed on the premises, failure to comply will result in termination. (6) Snacks must be consumed in this area only. (7) Think, is this great for the company? |
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druglab.serverroom_nags
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Utility soundscape. Lab equipment announcements: (1) Viral expression vector is norminal, ? strategy executed. (2) Polymer drug dispersion systems online. (3) Vessel atitutor position rotated to match injection system. (4) Cross flow filtration system unbalanced, adjusting flux decay on boundary layer. (5) Dilating filters to 0.5 milimeter rated port diameter. (6) Asymetric symphesis generators recieving catalyst. (7) Catalyst levels low, increasing load to 100 parts per million. (8) Storage tank pressure 1500 PSI and falling. (9) Condenser flowrate within expended bounds. (10) Distillation coloumn temperature norminal. (11) Starting resurcilation pumps for supercritical pressure system. (12) Reactor systems active at norminal rate. (13) Temperature variants maintained within constraints. (14) Turbine RPM within expected standard diviation. (15) Electrical subsystem average subnorminal, please adjust. (16) Power levels norminal. (17) Maintinance crew, please report to flywheel lubrication system. |
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druglab.afterhold_nags
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Utility soundscape. Quietness announcements: (1) Reminder, remain as quiet as possible in hold area, stealth is the key to our operation. (2) Louder visible activity is prohibited in the hold area, violators will be terminated immediately. (3) Authorised personal only within hold area, if you are unsure your status, check with your supervisor. |
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druglab.hallway
|
Identical to druglab.intro_hallway , just a bit quieter.
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druglab.hallway_two
|
Identical to above but with a lower pitch. | ||
druglab.hallway_three
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druglab.server_room_one
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druglab.server_room_two
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druglab.server_room_three
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druglab.heat_room_one
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druglab.heat_room_hall
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druglab.heat_room_low
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druglab.heat_room_high
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druglab.heat_room_after
|
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druglab.processing_room
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druglab.after_processing_room
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druglab.giant_hold
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druglab.giant_hold_after
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druglab.storage_closet
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druglab.attic
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druglab.cleanroom
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druglab.bigmutantroom
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WIP. Announcements: (1) Warning! Do not feed subject outside of assigned hours. (2) Reminder, keep hands and feet away from X5038 at all times. (3) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times. (4) Reminder, ? flow to subject X5038 must remain consistant at all times. (5) Biomass induction procedures scheduled for o-900 hours. (6) Nested deletions carried out via insert library. (7) Polygene-homo-polymery tracks infused into subject. (8) Gheteroins insertion and delection commenced. (9) Mutation detection protocols active. |
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druglab.leperkinroom
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druglab.mutantcontrol
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WIP. Announcements: (1) DNA plasmids assembled and ready for use. (2) Automated fluorescent ? termintor sequencing complete. (3) Custom synthesis systems online, universal primers active. (4) Universal primers ready for Sintek vectors. (5) Genomic DNA gels ready for centrifuge. (6) Delinieation of template based cells initiated. (7) Transposons ready for insertion. (8) Warning! Do not feed outside of assigned hours. (9) Reminder, ? flow to subject X5038 must remain consistant at all times. (10) Biomass induction procedures scheduled for o-900 hours. (11) Nested deletions carried out via insert library. (12) Polygene-homo-polymery tracks infused into subject. (13) Gheteroins insertion and delection commenced. (14) Mutation detection protocols active. |
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druglab.securitystation
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druglab.big_industrial
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WIP. Announcements: (1) Pressure within system constrains. (2) All personal, monitor fluid actuation at all times. (3) System temperature norminal. (4) Safety equipment must be worn at all times. (5) Pipe integrity holding at 95%. (6) Pumps regulation at full protential. |
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druglab.prebigindustrial
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druglab.underneath_tram
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druglab.final_hold
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WIP. Echoing announcements: (1) Submersible refueling at 70%. (2) Attention! Submersible crew, report to the lake bay. (3) Reminder, use caution in facility as ? (4) Submersible maintaince procedure complete. (5) Authorised personal only in submersible loading area. (6) Cargo manifest must be updated at the ? (7) All personal, this is a restricted area. (8) Loading arm must operated by qualified personal only. |
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druglab.final_hold2
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druglab.final_control
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druglab.final_elexis
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druglab.final_confrontation
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druglab_esc.final_elexis
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druglab_esc.final_hold
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druglab_esc.final_control
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druglab_esc.hallway_two
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druglab_esc.prehall
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druglab_esc.securitystation
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druglab_esc.prebigindustrial
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druglab_esc.big_industrial
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druglab_esc.giant_hold
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druglab_esc.after_processing_room
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druglab_esc.processing_room
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druglab_esc.server_room_two
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druglab_esc.heat_room_high
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druglab_esc.intro_hallway
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druglab_esc.hallway
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druglab_esc.verticaltrans
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druglab_esc.bilge_exit
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druglab_esc.final_tunnel
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druglab_esc.distantexplosionset
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Utility soundscape. | ||
druglab_esc.alarm1
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Utility soundscape. | ||
druglab_esc.alarm2
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Utility soundscape. | ||
druglab_esc.alarm3
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Utility soundscape. | ||
druglab_esc.alarm4
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Utility soundscape. | ||
druglab_esc.siren
|
Utility soundscape. | ||
druglab_esc.amb_fire
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Utility soundscape. | ||
druglab_esc.distantrunbys
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Utility soundscape. | ||
druglab.distantwalla
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Utility soundscape. | ||
druglab_esc.warningone
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Utility soundscape. Echoing announcements: (1) *Alarm* The ? facility unlock override initiated. (2) Warning! Mutent container doors opened. ? is unknown. (3) Warning! Motion detector systems malfunctioning. ? detected. (4) *Alarm* Facility's scuttleex sequence activated. All personal evacuate immediately. (5) *Beep* Employee fatality detected. Please contact help ? provider immediately. (6) *Alarm* Scuttleex sequence active. All employees proceed to exists. (7) This is not a drill, repeat, this is not a drill. All personal evacuate facility immediately. (8) All employees be sure to take a distaster supplykit at exit. (9) Processing facility compromised. purging data on all systems. (10) *Alarm* All employees have 10 minutes to reach minimum safe distance. |
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druglab_esc.dudeattacked
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Utility soundscape. |
Pit
Name | Description | Position Number | Position Description |
---|---|---|---|
pit.intro_hallway
|
Quiet hall ambience with distant sound of steps, people being attacked, howls and explotions. | ||
pit.intro_pipehall
|
Industrial underground ambience with steam releases, distant howls and people being attacked. | ||
pit.intro_hall2
|
calm industrial ambience with people being attacked and distant loud howls. | ||
pit.intro_powerhall
|
Active tunning machine together with other industrial ambient like steam released and people being attacked. | ||
pit.intro_facilhall
|
Generic industrial hum. | ||
pit.pipe_entry
|
Pipe hall ambient. | ||
pit.waterpipes1
|
Heavy machinery, steam releases, water pipes and constant distant machine hits. | ||
pit.waterpipes2
|
Burbling water pipe sounds with very distant sound of people being attacked. | ||
pit.narrowpipehall
|
Boiling water pipe sounds with heavy machinery, steam releases, distant howls and loud frequent unintelligible talks from people being attacked. | ||
pit.verticalpipes
|
Loud running water, heavy industrial machinery, steam releases, and nearby howls and screams. | ||
pit.narrowpipehall2
|
Generic machinery sounds. | ||
pit.duct1
|
Wind howling and quiet distant machinery. | ||
pit.roomofdoom
|
Burbling water sounds with people howling, being attacked and quiet industrial machinery. | ||
pit.roomofdoomw
|
Identical to above but with quiter burbling sounds. | ||
pit.roomofdoomp
|
Moderate burbling water sounds with people howling, being attacked and a heavy running machine nearby. | ||
pit.brickhall
|
A continues loud and close running machine with people being attacked and quiet burbling water. | ||
pit.tilehall
|
Quiet vent sounds. | ||
pit.tilehall2
|
Identical to above. | ||
pit.tilehall_pow
|
Loud water running through pipes and very quiet construction site sounds. | ||
pit.duct
|
Looping vent motor with occational quiet wind. | ||
pit.quadralex
|
Busy construction site like sound effects. | ||
pit.after_quadralex
|
Loud tunnel wind with burbling water, and people howling and being attacked. | ||
pit.firsttunnel
|
Loud burbling water with with people howling and being attacked, and very quiet wind. | ||
pit.firsttunnel_trans
|
A mix between the one above and below. | ||
pit.maze
|
Loud construction site sound effects with metal bangs and distant work. | ||
pit.low_bangs
|
Utility soundscape. Random quiet metal bangs. | ||
pit.distant_work
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Utility soundscape. Frequent distant heavy work with metal clang, hammer hitting noises and heavy things being moved. | ||
pit.aftermaze
|
Identical to pit.maze .
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pit.drivetoctrl
|
Contruction site ambience. | ||
pit.ctrlroom
|
Continous quiet indoor vent wind. | ||
pit.secondtunnel
|
Identical to above. | ||
pit.secondtunnel2
|
Identical to pit.ctrlroom .
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pit.road
|
Windy coast road sounds. | ||
pit.highriseintro
|
Identical to pit.ctrlroom .
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industrial.machine_hits
|
Utility soundscape. Frequent loud machine steam releasing and groaning. | ||
pit.distantruns
|
Utility soundscape. Very often distant echoing sounds of people running on metal surfaces. | ||
pit.distanthowls
|
Utility soundscape. Distant echoing howls. | ||
pit.misc_industrial2
|
Utility soundscape. Random heavy industrial mechine sounds. | ||
pit.dudeattacked_freq
|
Utility soundscape. Loud and frequent echoing unintelligible talks and screams from people being attacked. | ||
pit.dudeattacked
|
Utility soundscape. Identical to above but more rare. |
Highrise
Name | Description | Position Number | Position Description |
---|---|---|---|
highrise.start
|
Very quiet indoor ambience and continues alarm beeping. | ||
highrise.secstationone
|
Computer beeping, distant continues alarm beeping and plays SintekSecurityStopChatter radio sounds.
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highrise.kiosk
|
Distant looping alarm sounds and announcements: (1) Welcome to supremecy tower! For a company listen and more information, please consult a Sintek information kiosk. (2) If you require additional assistance, please consult a Sintek welcome represensitive. (3) Welcome to supremecy tower! Home of Sintek, a global leader in bio-technology and security service. (4) As a ? must optain guests identification from a Sintek represensitive, thank you! (5) From genomisks to security, Sintek is a global leader in quality. (6) Tomorrow's future today, enjoy the full range of Sintek products and services. (7) From hemogloben to global health, Sintek is there. (8) Making life worth living, Sintek, products and services for life. |
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highrise.pregarage
|
Identical to above just quieter. | ||
highrise.garage
|
Fluorescent light lighting hum, generic indoor ambience, distant alarm beeping, often tyre skid sounds and announcements: (1) Deliveries accepted in parking structure level 3 between 5 and 10 AM. (2) Parking structure speedlimit is 15 kilometers per hour. (3) Parking outside of desinated areas will result in vehicle tearing and destruction. (4) Guests parking validation available at reception area. |
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highrise.garage_vend
|
Garage ambience and docks.warehouse1_vend vending mechine sounds.
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0 | Vending machines. |
highrise.start_hall
|
Enclosed hallway with distant alarm. | ||
highrise.start_utilityhall1
|
Industrial ambient. | ||
highrise.physplant1
|
Industrial area with pipes often releasing steam and machine sounds. | ||
highrise.start_utilityhall2
|
Identical to highrise.start_utilityhall1 .
|
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highrise.start_warehouse1
|
Calm generic industrial hall ambience. | ||
highrise.start_utilityhall3
|
Loud ambient sounds of pipes. | ||
highrise.start_pipehall1
|
Identical to highrise.start_warehouse1 but louder.
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highrise.start_fanvent
|
Identical to highrise.start_warehouse1 .
|
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highrise.atrium
|
Loud busy industrial feel with distant echoing announcement: (1) Behold, the glowing of Sintek. (2) Enjoy a relaxing break, ? ways to help Sintek. (3) Relaxation minute is 10 minutes, violators will terminated. (4) Sintek, the way of the future, today. |
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highrise.atrium_hall1
|
Identical to highrise.start_warehouse1 .
|
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highrise.atrium_hall2
|
Identical to highrise.start_warehouse1 .
|
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highrise.elev_lobby
|
Identical to highrise.start_warehouse1 .
|
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highrise.after_lobby
|
Identical to highrise.start_warehouse1 .
|
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highrise.after_secroom
|
Identical to highrise.start_warehouse1 .
|
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highrise.offices1
|
Similar to highrise.start_warehouse1 but with occational announcements:(1) Remain busy at all times, remember, Sintek is watching. (2) Think like the rest, organisentional differences will be located and removed. (3) Productivity is the key to Sintek's competitive edge. (4) Remember, salaries are computed in real-time based on employee performance. (5) Be an employee of the month, winners recieve a personal appointment with ?. (6) Cubicles will be monitored for ?. (7) Displays of individual flair will not be torlorated in cubicles. (8) Reminder, PTS reports must include coversheets. |
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highrise.snacks1
|
Similar to highrise.start_warehouse1 but also plays druglab.lunchroom_nags announcements.
|
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highrise.offices2
|
Identical to highrise.offices1 .
|
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highrise.after_offices
|
Identical to highrise.start_warehouse1 .
|
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highrise.up_elevator
|
Identical to highrise.start_warehouse1 .
|
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highrise.noc_hallway
|
Similar to highrise.start_warehouse1 but plays the soundscape below too.
|
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highrise.noc
|
Lousy computer ambience with beeping, sometimes phone ringing and radio chatter: (1) Security station omega 3, please respond. (2) All security systems, facility breach reported, full alert. (3) All teams, lock down facility exit. (4) Engage intruder security protocol, all level. (5) Security, trim area, immediately. (6) Automated security units are on patrol, coordinate surveillance. |
0 | Computer beeping. |
1 | Computer beeping. | ||
2 | Computer beeping and radio chatter. | ||
highrise.elevator_going_up
|
Very quiet generic ambient. | ||
highrise.elevator_top
|
Identical to highrise.start_warehouse1 .
|
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highrise.lower_ledge
|
Calm strong winds and wind gusts. | ||
highrise.emptyhall1
|
Identical to highrise.start_warehouse1 .
|
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highrise.industrialhall1
|
Identical to highrise.start_warehouse1 but louder.
|
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highrise.storage_room1
|
Similar to highrise.start_warehouse1 but with strong wind and wind snippets.
|
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highrise.mid_ledge
|
Identical to highrise.lower_ledge .
|
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highrise.mid_ledge_windy
|
Strong outdoor winds and wind gusts. | ||
highrise.heavyindustrial_room
|
Generic indoor ambient with very frequent steam releases and announcements: (1) Pressure within system constrains. (2) All personal, monitor fluid ? at all times. (3) System temperature norminal. (4) Safety equipment must be worn at all times. (5) Pipe integrity holding at 95%. (6) Pumps regulating at full protential. |
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highrise.finalhall
|
Identical to highrise.start_warehouse1 .
|
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highrise.noc_computing
|
Utility soundscape. Often random computer beeping and phone ringing noises. |
Finale
Name | Description | Position Number | Position Description |
---|---|---|---|
finale.finalhall
|
Strong corridor wind hissing sounds. | ||
finale.outside_ledge1
|
Calm wind ambient and wind gusts. | ||
finale.windyledge1
|
Strong winds and constant wind gusts. | ||
finale.firsthealthroom
|
Strong outside winds with a constant high-pitch tone. | ||
finale.undergirders
|
Very strong winds with wind snippets and frequent metal stress sounds. | ||
finale.helipad
|
Alot of strong winds with often wind snippets and metal groans. | ||
finale.rooftop
|
Continous calm wind and wind snippets. |