List of DoD:S Soundscapes: Difference between revisions

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(Added descriptions for all of the soundscapes.)
m (Aligned the columns, added the envsound template)
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== Anzio ==
== Anzio ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Anzio.Pond</code>
|height="40px"|Anzio.Pond
|Gentle water lapping with random critter sounds and flies.
|Gentle water lapping with random critter sounds and flies.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Anzio.MainAmbient</code>
|height="40px"|Anzio.MainAmbient
|Continues distant urban battle ambient with wind.
|Continues distant urban battle ambient with wind.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Anzio.Sewers</code>
|height="40px"|Anzio.Sewers
|Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.
|Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Argentan ==
== Argentan ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Argentan.MainAmbient</code>
|height="40px"|Argentan.MainAmbient
|Quiet outdoor wind, rotaing windmill blades and metal creaking.
|Quiet outdoor wind, rotaing windmill blades and metal creaking.
|align="center" | 0
|align="center" | 0
Line 43: Line 43:
|
|
|align="center" | 1
|align="center" | 1
|Occasionally creaking metal.
|height="40px"|Occasionally creaking metal.
|-
|-
|<code>Argentan.Windmill</code>
|height="40px"|Argentan.Windmill
|Utility soundscape. Continoues heavy / loud rotating windmill blades.
|Utility soundscape. Continoues heavy / loud rotating windmill blades.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Argentan.BlownStation</code>
|height="40px"|Argentan.BlownStation
|Utility soundscape. Infrequent metal creaking and tearing.
|Utility soundscape. Infrequent metal creaking and tearing.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Argentan.Indoors</code>
|height="40px"|Argentan.Indoors
|Generic indoor ambient.
|Generic indoor ambient.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Avalanche ==
== Avalanche ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Avalanche.Outdoors</code>
|height="40px"|Avalanche.Outdoors
|Urban area wind, lots of distant battle and not so often aircraft passing overhead.
|Urban area wind, lots of distant battle and not so often aircraft passing overhead.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Avalanche.Indoors</code>
|height="40px"|Avalanche.Indoors
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Colmar ==
== Colmar ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>colmar.outside</code>
|height="40px"|colmar.outside
|Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.
|Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>colmar.inside</code>
|height="40px"|colmar.inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Donner ==
== Donner ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Donner.MainAmbient</code>
|height="40px"|Donner.MainAmbient
|Rustling wind with rare loud thunder, the sound of an incoming storm.
|Rustling wind with rare loud thunder, the sound of an incoming storm.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Donner.AlliedSpawnAmbient</code>
|height="40px"|Donner.AlliedSpawnAmbient
|Identical to above.
|Identical to above.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Donner.AxisSpawnAmbient</code>
|height="40px"|Donner.AxisSpawnAmbient
|Identical to <code>Donner.MainAmbient</code>
|Identical to <code>Donner.MainAmbient</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Flash ==
== Flash ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Flash.Street</code>
|height="40px"|Flash.Street
|Light wind, wind snippets, often birds chirping and distant combat sounds.
|Light wind, wind snippets, often birds chirping and distant combat sounds.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Flash.Field</code>
|height="40px"|Flash.Field
|Similar to above but with occational tank movement sounds.
|Similar to above but with occational tank movement sounds.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Flash.Indoors</code>
|height="40px"|Flash.Indoors
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Jagd ==
== Jagd ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Jagd.MainAmbient</code>
|height="40px"|Jagd.MainAmbient
|Loud urban wind, wind snippets, distant battle and sometimes tanks moving,  
|Loud urban wind, wind snippets, distant battle and sometimes tanks moving,  
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Jagd.Inside</code>
|height="40px"|Jagd.Inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Kalt ==
== Kalt ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>kalt.canal</code>
|height="40px"|kalt.canal
|Gentle running river water, lots of distant battle and light wind.  
|Gentle running river water, lots of distant battle and light wind.  
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>axis.outside</code>
|height="40px"|axis.outside
|Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby.
|Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby.
|align="center" | 0
|align="center" | 0
|Idle kübelwagon motor.
|Idle kübelwagon motor.
|-
|-
|<code>allied.outside</code>
|height="40px"|allied.outside
|Similar to above but another type of motor sounds.
|Similar to above but another type of motor sounds.
|align="center" | 0
|align="center" | 0
|Idle halftrack motor.
|Idle halftrack motor.
|-
|-
|<code>axis.inside</code>
|height="40px"|axis.inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>allied.inside</code>
|height="40px"|allied.inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>allied.sewer</code>
|height="40px"|allied.sewer
|Almost identical to <code>Argentan.Indoors</code> but with heavier underground wind.
|Almost identical to <code>Argentan.Indoors</code> but with heavier underground wind.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>axis.sewer</code>
|height="40px"|axis.sewer
|Identical to above.
|Identical to above.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>wheelhouse.inside</code>
|height="40px"|wheelhouse.inside
|Generic indoor ambience with rare wood creaking.
|Generic indoor ambience with rare wood creaking.
|align="center" | 0
|align="center" | 0
|Often wood creaks from a river wheel.
|Often wood creaks from a river wheel.
|-
|-
|<code>axis.spawn</code>
|height="40px"|axis.spawn
|Utility soundscape. Idle kübelwagon motor sounds.
|Utility soundscape. Idle kübelwagon motor sounds.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>allied.spawn</code>
|height="40px"|allied.spawn
|Utility soundscape. Idle halftrack motor sounds.
|Utility soundscape. Idle halftrack motor sounds.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>wheelhouse.wheel</code>
|height="40px"|wheelhouse.wheel
|Utility soundscape. Often wood creaking.
|Utility soundscape. Often wood creaking.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}


== Palermo ==
== Palermo ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!Name
!width="200px"|Name
!Description
!Description
!Position Number
!width="105px"|Position Number
!Position Description
!width="300px"|Position Description
|-
|-
|<code>Salerno.Town</code>
|height="40px"|Salerno.Town
|Very light wind, distant combat sounds and from time to time tanks moving about.  
|Very light wind, distant combat sounds and from time to time tanks moving about.  
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Salerno.Beach</code>
|height="40px"|Salerno.Beach
|Water waves breaking shore, light wind and very distant battle.
|Water waves breaking shore, light wind and very distant battle.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Salerno.Inside</code>
|height="40px"|Salerno.Inside
|Generic calm indoor ambience with distant outdoor battle and wood creaking.
|Generic calm indoor ambience with distant outdoor battle and wood creaking.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>Salerno.Boathouse</code>
|height="40px"|Salerno.Boathouse
|Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking.
|Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking.
|
|style="background-color:rgb(50,50,50);"|
|
|style="background-color:rgb(50,50,50);"|
|}
|}
{{Template:Envsound}}
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]]
[[Category:Level Design]][[Category:Sound System]][[Category:Day of Defeat: Source]]

Revision as of 13:06, 15 January 2019

Day of Defeat: Source Level Creation

Here is a list of 34 soundscapes for use in Day of Defeat: Source. 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.

Anzio

Name Description Position Number Position Description
Anzio.Pond Gentle water lapping with random critter sounds and flies.
Anzio.MainAmbient Continues distant urban battle ambient with wind.
Anzio.Sewers Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.

Argentan

Name Description Position Number Position Description
Argentan.MainAmbient Quiet outdoor wind, rotaing windmill blades and metal creaking. 0 Rotating windmill blades.
1 Occasionally creaking metal.
Argentan.Windmill Utility soundscape. Continoues heavy / loud rotating windmill blades.
Argentan.BlownStation Utility soundscape. Infrequent metal creaking and tearing.
Argentan.Indoors Generic indoor ambient.

Avalanche

Name Description Position Number Position Description
Avalanche.Outdoors Urban area wind, lots of distant battle and not so often aircraft passing overhead.
Avalanche.Indoors Identical to Argentan.Indoors

Colmar

Name Description Position Number Position Description
colmar.outside Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.
colmar.inside Identical to Argentan.Indoors

Donner

Name Description Position Number Position Description
Donner.MainAmbient Rustling wind with rare loud thunder, the sound of an incoming storm.
Donner.AlliedSpawnAmbient Identical to above.
Donner.AxisSpawnAmbient Identical to Donner.MainAmbient

Flash

Name Description Position Number Position Description
Flash.Street Light wind, wind snippets, often birds chirping and distant combat sounds.
Flash.Field Similar to above but with occational tank movement sounds.
Flash.Indoors Identical to Argentan.Indoors

Jagd

Name Description Position Number Position Description
Jagd.MainAmbient Loud urban wind, wind snippets, distant battle and sometimes tanks moving,
Jagd.Inside Identical to Argentan.Indoors

Kalt

Name Description Position Number Position Description
kalt.canal Gentle running river water, lots of distant battle and light wind.
axis.outside Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby. 0 Idle kübelwagon motor.
allied.outside Similar to above but another type of motor sounds. 0 Idle halftrack motor.
axis.inside Identical to Argentan.Indoors
allied.inside Identical to Argentan.Indoors
allied.sewer Almost identical to Argentan.Indoors but with heavier underground wind.
axis.sewer Identical to above.
wheelhouse.inside Generic indoor ambience with rare wood creaking. 0 Often wood creaks from a river wheel.
axis.spawn Utility soundscape. Idle kübelwagon motor sounds.
allied.spawn Utility soundscape. Idle halftrack motor sounds.
wheelhouse.wheel Utility soundscape. Often wood creaking.

Palermo

Name Description Position Number Position Description
Salerno.Town Very light wind, distant combat sounds and from time to time tanks moving about.
Salerno.Beach Water waves breaking shore, light wind and very distant battle.
Salerno.Inside Generic calm indoor ambience with distant outdoor battle and wood creaking.
Salerno.Boathouse Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking.
Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation