List of DoD:S Soundscapes: Difference between revisions

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{{back | Day of Defeat: Source Level Creation}}
{{back | Day of Defeat: Source Level Creation}}
{{toc-right}}


Here is a list of 34 [[Soundscapes|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.
Here is a list of 34 [[Soundscapes|soundscapes]] for use in {{dods}}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.
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.


A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=azgfGVN1BNk here.]
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=azgfGVN1BNk here.]
{{clr}}


== Anzio ==
== Anzio ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 16: Line 20:
|height="40px"|Anzio.Pond
|height="40px"|Anzio.Pond
|Gentle water lapping with random critter sounds and flies.
|Gentle water lapping with random critter sounds and flies.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 21: Line 26:
|height="40px"|Anzio.MainAmbient
|height="40px"|Anzio.MainAmbient
|Continues distant urban battle ambient with wind.
|Continues distant urban battle ambient with wind.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 26: Line 32:
|height="40px"|Anzio.Sewers
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_anzio.txt</span>


== Argentan ==
== Argentan ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 39: Line 48:
|height="40px"|Argentan.MainAmbient
|height="40px"|Argentan.MainAmbient
|Quiet outdoor wind, rotaing windmill blades and metal creaking.
|Quiet outdoor wind, rotaing windmill blades and metal creaking.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Rotating windmill blades.
|Rotating windmill blades.
|-
|-
|
|
|
|
|
Line 49: Line 60:
|height="40px"|Argentan.Windmill
|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);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 54: Line 66:
|height="40px"|Argentan.BlownStation
|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);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 59: Line 72:
|height="40px"|Argentan.Indoors
|height="40px"|Argentan.Indoors
|Generic indoor ambient.
|Generic indoor ambient.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_argentan.txt</span>


== Avalanche ==
== Avalanche ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 72: Line 88:
|height="40px"|Avalanche.Outdoors
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 77: Line 94:
|height="40px"|Avalanche.Indoors
|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);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_avalanche.txt</span>


== Colmar ==
== Colmar ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 90: Line 110:
|height="40px"|colmar.outside
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 95: Line 116:
|height="40px"|colmar.inside
|height="40px"|colmar.inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_colmar.txt</span>


== Donner ==
== Donner ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 108: Line 132:
|height="40px"|Donner.MainAmbient
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 113: Line 138:
|height="40px"|Donner.AlliedSpawnAmbient
|height="40px"|Donner.AlliedSpawnAmbient
|Identical to above.
|Identical to above.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 118: Line 144:
|height="40px"|Donner.AxisSpawnAmbient
|height="40px"|Donner.AxisSpawnAmbient
|Identical to <code>Donner.MainAmbient</code>
|Identical to <code>Donner.MainAmbient</code>
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_donner.txt</span>


== Flash ==
== Flash ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 131: Line 160:
|height="40px"|Flash.Street
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 136: Line 166:
|height="40px"|Flash.Field
|height="40px"|Flash.Field
|Similar to above but with occational tank movement sounds.
|Similar to above but with occational tank movement sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 141: Line 172:
|height="40px"|Flash.Indoors
|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);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_flash.txt</span>


== Jagd ==
== Jagd ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
Line 154: Line 188:
|height="40px"|Jagd.MainAmbient
|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,  
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 159: Line 194:
|height="40px"|Jagd.Inside
|height="40px"|Jagd.Inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_jagd.txt</span>


== Kalt ==
== Kalt ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|kalt.canal
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 177: Line 216:
|height="40px"|axis.outside
|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" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Idle kübelwagon motor.
|Idle kübelwagon motor.
Line 182: Line 222:
|height="40px"|allied.outside
|height="40px"|allied.outside
|Similar to above but another type of motor sounds.
|Similar to above but another type of motor sounds.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Idle halftrack motor.
|Idle halftrack motor.
Line 187: Line 228:
|height="40px"|axis.inside
|height="40px"|axis.inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 192: Line 234:
|height="40px"|allied.inside
|height="40px"|allied.inside
|Identical to <code>Argentan.Indoors</code>
|Identical to <code>Argentan.Indoors</code>
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 197: Line 240:
|height="40px"|allied.sewer
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 202: Line 246:
|height="40px"|axis.sewer
|height="40px"|axis.sewer
|Identical to above.
|Identical to above.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 207: Line 252:
|height="40px"|wheelhouse.inside
|height="40px"|wheelhouse.inside
|Generic indoor ambience with rare wood creaking.
|Generic indoor ambience with rare wood creaking.
|align="center" | {{DSP | 1}}
|align="center" | 0
|align="center" | 0
|Often wood creaks from a river wheel.
|Often wood creaks from a river wheel.
Line 212: Line 258:
|height="40px"|axis.spawn
|height="40px"|axis.spawn
|Utility soundscape. Idle kübelwagon motor sounds.
|Utility soundscape. Idle kübelwagon motor sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 217: Line 264:
|height="40px"|allied.spawn
|height="40px"|allied.spawn
|Utility soundscape. Idle halftrack motor sounds.
|Utility soundscape. Idle halftrack motor sounds.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 222: Line 270:
|height="40px"|wheelhouse.wheel
|height="40px"|wheelhouse.wheel
|Utility soundscape. Often wood creaking.
|Utility soundscape. Often wood creaking.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_kalt.txt</span>


== Palermo ==
== Palermo ==
{| class=standard-table | style="width:100%;"
{| class=standard-table | style="width:100%;"
!width="200px"|Name
!width="285px"|Name
!Description
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="105px"|Position Number
!width="300px"|Position Description
!width="300px"|Position Description
|-
|-
|height="40px"|Salerno.Town
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 240: Line 292:
|height="40px"|Salerno.Beach
|height="40px"|Salerno.Beach
|Water waves breaking shore, light wind and very distant battle.
|Water waves breaking shore, light wind and very distant battle.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 245: Line 298:
|height="40px"|Salerno.Inside
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
Line 250: Line 304:
|height="40px"|Salerno.Boathouse
|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.
|align="center" | {{DSP | 1}}
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_dod_palermo.txt</span>
{{Template:Envsound}}
{{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 10:41, 29 July 2021

Day of Defeat: Source Level Creation

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

A preview video of these soundscapes can be found here.

Anzio

Name Description DSP Position Number Position Description
Anzio.Pond Gentle water lapping with random critter sounds and flies.

1

Anzio.MainAmbient Continues distant urban battle ambient with wind.

1

Anzio.Sewers Enclosed underground windy tunnel atmosphere, dripping water and pipes rarely releasing steam.

1

soundscapes_anzio.txt

Argentan

Name Description DSP Position Number Position Description
Argentan.MainAmbient Quiet outdoor wind, rotaing windmill blades and metal creaking.

1

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.

soundscapes_argentan.txt

Avalanche

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

1

Avalanche.Indoors Identical to Argentan.Indoors

soundscapes_avalanche.txt

Colmar

Name Description DSP Position Number Position Description
colmar.outside Heavy outdoor winter wind, wind snippets and gusts, very distant battle andsometimes tank movement.

1

colmar.inside Identical to Argentan.Indoors

1

soundscapes_colmar.txt

Donner

Name Description DSP Position Number Position Description
Donner.MainAmbient Rustling wind with rare loud thunder, the sound of an incoming storm.

1

Donner.AlliedSpawnAmbient Identical to above.

1

Donner.AxisSpawnAmbient Identical to Donner.MainAmbient

1

soundscapes_donner.txt

Flash

Name Description DSP Position Number Position Description
Flash.Street Light wind, wind snippets, often birds chirping and distant combat sounds.

1

Flash.Field Similar to above but with occational tank movement sounds.

1

Flash.Indoors Identical to Argentan.Indoors

soundscapes_flash.txt

Jagd

Name Description DSP Position Number Position Description
Jagd.MainAmbient Loud urban wind, wind snippets, distant battle and sometimes tanks moving,

1

Jagd.Inside Identical to Argentan.Indoors

1

soundscapes_jagd.txt

Kalt

Name Description DSP Position Number Position Description
kalt.canal Gentle running river water, lots of distant battle and light wind.

1

axis.outside Heavy rustling wind, wind snippets, distant battle and an idle vehicle motor nearby.

1

0 Idle kübelwagon motor.
allied.outside Similar to above but another type of motor sounds.

1

0 Idle halftrack motor.
axis.inside Identical to Argentan.Indoors

1

allied.inside Identical to Argentan.Indoors

1

allied.sewer Almost identical to Argentan.Indoors but with heavier underground wind.

1

axis.sewer Identical to above.

1

wheelhouse.inside Generic indoor ambience with rare wood creaking.

1

0 Often wood creaks from a river wheel.
axis.spawn Utility soundscape. Idle kübelwagon motor sounds.

1

allied.spawn Utility soundscape. Idle halftrack motor sounds.

1

wheelhouse.wheel Utility soundscape. Often wood creaking.

1

soundscapes_kalt.txt

Palermo

Name Description DSP Position Number Position Description
Salerno.Town Very light wind, distant combat sounds and from time to time tanks moving about.

1

Salerno.Beach Water waves breaking shore, light wind and very distant battle.

1

Salerno.Inside Generic calm indoor ambience with distant outdoor battle and wood creaking.

1

Salerno.Boathouse Gentle water sounds, distant combat, plus random sounds of flies, rats and wood creaking.

1

soundscapes_dod_palermo.txt

Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation