List of HL2 Deathmatch Soundscapes: Difference between revisions
 (Added all the soundscapes for the game to the list)  | 
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{{back | Half-Life 2 Level Creation}}  | {{back | Half-Life 2 Level Creation}}  | ||
{{toc-right}}  | |||
Here is a list of 46 [[Soundscapes|soundscapes]] for use in [[Half-Life 2 Deathmatch]]. 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 46 [[Soundscapes|soundscapes]] for use in [[Half-Life 2 Deathmatch]]. 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.    | ||
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{{note | Half-Life 2 Deathmatch also contains all of [[Half-Life 2]]'s soundscapes.}}  | {{note | Half-Life 2 Deathmatch also contains all of [[Half-Life 2]]'s soundscapes.}}  | ||
{{todo | Add descriptions and positional information for all. }}  | {{todo | Add descriptions and positional information for all. }}  | ||
{{clr}}  | |||
== Streetwar ==  | == Streetwar ==  | ||
| Line 14: | Line 16: | ||
!width="285px"|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"|overwatch_mp  | |height="40px"|overwatch_mp  | ||
|  | |Cityvoice: <br />(1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.<br />(3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.<br />(4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_combine_atmosphere  | |height="40px"|streetwar.util_combine_atmosphere  | ||
|Constant random wind gusts and machine-like sounds.  | |Constant random wind gusts and machine-like sounds.  | ||
|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 29: | Line 34: | ||
|height="40px"|streetwar.util_rubble  | |height="40px"|streetwar.util_rubble  | ||
|Random falling rubble, wood creaks and metal stress.  | |Random falling rubble, wood creaks and metal stress.  | ||
|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 34: | Line 40: | ||
|height="40px"|streetwar.util_sirens  | |height="40px"|streetwar.util_sirens  | ||
|Manhacks, cityscanners and APCs passing by.  | |Manhacks, cityscanners and APCs passing by.  | ||
|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 39: | Line 46: | ||
|height="40px"|streetwar.util_light_sirens  | |height="40px"|streetwar.util_light_sirens  | ||
|Same as above but less frequent.  | |Same as above but less frequent.  | ||
|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 44: | Line 52: | ||
|height="40px"|streetwar.util_zombie_infested  | |height="40px"|streetwar.util_zombie_infested  | ||
|Occasional buzzing flies, rats and zombies.  | |Occasional buzzing flies, rats and zombies.  | ||
|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 49: | Line 58: | ||
|height="40px"|streetwar.util_light_combat_atmosphere  | |height="40px"|streetwar.util_light_combat_atmosphere  | ||
|Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.  | |Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_heavy_combat_atmosphere  | |height="40px"|streetwar.util_heavy_combat_atmosphere  | ||
|Similar to above but more frequent.  | |Similar to above but more frequent.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_muffled_light_combat  | |height="40px"|streetwar.util_muffled_light_combat  | ||
|Occasional rumble and distant explosions, heard from building interiors and underground.  | |Occasional rumble and distant explosions, heard from building interiors and underground.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_light_combat  | |height="40px"|streetwar.util_light_combat  | ||
|Distant gun fire, explosions, zombies, antlions and Combine soldiers.  | |Distant gun fire, explosions, zombies, antlions and Combine soldiers.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_medium_combat  | |height="40px"|streetwar.util_medium_combat  | ||
|Same as above but slightly more frequent.  | |Same as above but slightly more frequent.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_heavy_combat  | |height="40px"|streetwar.util_heavy_combat  | ||
|Same as above but even more frequent.  | |Same as above but even more frequent.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_drips  | |height="40px"|streetwar.util_drips  | ||
|Water dripping.  | |Water dripping.  | ||
|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);"|  | ||
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|height="40px"|streetwar.util_fardrips  | |height="40px"|streetwar.util_fardrips  | ||
|Farther away water dripping.  | |Farther away water dripping.  | ||
|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);"|  | ||
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|height="40px"|streetwar.zombie_water_room  | |height="40px"|streetwar.zombie_water_room  | ||
|Atmospheric windy corridor with dripping / running water, flies, rats and zombies.  | |Atmospheric windy corridor with dripping / running water, flies, rats and zombies.  | ||
|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);"|  | ||
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|height="40px"|streetwar.car_tunnel  | |height="40px"|streetwar.car_tunnel  | ||
|Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.  | |Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.  | ||
|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 99: | Line 118: | ||
|height="40px"|streetwar.general_small_tunnel  | |height="40px"|streetwar.general_small_tunnel  | ||
|Small underground tunnel, away from combat, with the sound of wind going through and light combat.  | |Small underground tunnel, away from combat, with the sound of wind going through and light combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.car_tunnel_opensky  | |height="40px"|streetwar.car_tunnel_opensky  | ||
|Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat.  | |Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.toxic_car_tunnel  | |height="40px"|streetwar.toxic_car_tunnel  | ||
|Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat.  | |Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.infested_appartments  | |height="40px"|streetwar.infested_appartments  | ||
|Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.  | |Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.  | ||
|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 119: | Line 142: | ||
|height="40px"|streetwar.general_indoor_light_combat  | |height="40px"|streetwar.general_indoor_light_combat  | ||
|Quiet indoor atmosphere with distant light combat.  | |Quiet indoor atmosphere with distant light combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.general_indoor_medium_combat  | |height="40px"|streetwar.general_indoor_medium_combat  | ||
|Similar to above with more frequent distant medium combat.  | |Similar to above with more frequent distant medium combat.  | ||
|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 129: | Line 154: | ||
|height="40px"|streetwar.general_indoor_heavy_combat  | |height="40px"|streetwar.general_indoor_heavy_combat  | ||
|Similar to above with more frequent distant heavy combat.  | |Similar to above with more frequent distant heavy combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.general_outdoor_light_combat  | |height="40px"|streetwar.general_outdoor_light_combat  | ||
|Quiet outdoor city atmosphere with distant light combat.  | |Quiet outdoor city atmosphere with distant light combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.general_outdoor_medium_combat  | |height="40px"|streetwar.general_outdoor_medium_combat  | ||
|Similar to above with more frequent and closer medium combat.  | |Similar to above with more frequent and closer medium combat.  | ||
|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 144: | Line 172: | ||
|height="40px"|streetwar.general_outdoor_heavy_combat  | |height="40px"|streetwar.general_outdoor_heavy_combat  | ||
|Similar to above with more frequent and closer heavy combat.  | |Similar to above with more frequent and closer heavy combat.  | ||
|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);"|  | ||
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|height="40px"|streetwar.destroyed_concrete_building  | |height="40px"|streetwar.destroyed_concrete_building  | ||
|Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.  | |Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.  | ||
|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 154: | Line 184: | ||
|height="40px"|streetwar.rooftop_heavy_combat  | |height="40px"|streetwar.rooftop_heavy_combat  | ||
|Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.  | |Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.  | ||
|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 190: | ||
|height="40px"|streetwar.control_room  | |height="40px"|streetwar.control_room  | ||
|Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.  | |Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.  | ||
|align="center" | {{DSP | 1}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Combine computer terminal.  | |Combine computer terminal.  | ||
|-  | |-  | ||
|  | |||
|  | |  | ||
|  | |  | ||
| Line 169: | Line 202: | ||
|height="40px"|streetwar.bank_control_room  | |height="40px"|streetwar.bank_control_room  | ||
|Bank control room. Similar to above but with no beeping and instead just random machine sounds.  | |Bank control room. Similar to above but with no beeping and instead just random machine sounds.  | ||
|align="center" | {{DSP | 1}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Combine computer terminal.  | |Combine computer terminal.  | ||
| Line 174: | Line 208: | ||
|height="40px"|streetwar.bank_machine_room  | |height="40px"|streetwar.bank_machine_room  | ||
|Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.  | |Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.  | ||
|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 179: | Line 214: | ||
|height="40px"|streetwar.bank_general  | |height="40px"|streetwar.bank_general  | ||
|General inside bank area. Silent wind and distant medium combat.  | |General inside bank area. Silent wind and distant medium combat.  | ||
|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 184: | Line 220: | ||
|height="40px"|e3_c17_01_battle  | |height="40px"|e3_c17_01_battle  | ||
|Fire nearby, background city siren and heavy combat.  | |Fire nearby, background city siren and heavy combat.  | ||
|align="center" | {{DSP | 1}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Medium sized fire loop.  | |Medium sized fire loop.  | ||
|-  | |-  | ||
|  | |||
|  | |  | ||
|  | |  | ||
| Line 192: | Line 230: | ||
|height="40px"|Combine barricade gate noises.  | |height="40px"|Combine barricade gate noises.  | ||
|-  | |-  | ||
|  | |||
|  | |  | ||
|  | |  | ||
| Line 199: | Line 238: | ||
|height="40px"|c17_02_street_lower_1  | |height="40px"|c17_02_street_lower_1  | ||
|Very silent city siren, wind snippets, medium combat and thundering wall noises.  | |Very silent city siren, wind snippets, medium combat and thundering wall noises.  | ||
|align="center" | {{DSP | 19}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Combine wall thundering.  | |Combine wall thundering.  | ||
| Line 204: | Line 244: | ||
|height="40px"|c17_02_street_upper_1  | |height="40px"|c17_02_street_upper_1  | ||
|Medium combat and very distant city siren.  | |Medium combat and very distant city siren.  | ||
|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 209: | Line 250: | ||
|height="40px"|c17_02_street_upper_2  | |height="40px"|c17_02_street_upper_2  | ||
|Same as above but with a louder alarm and thundering wall noises.  | |Same as above but with a louder alarm and thundering wall noises.  | ||
|align="center" | {{DSP | 1}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Combine wall thundering.  | |Combine wall thundering.  | ||
| Line 214: | Line 256: | ||
|height="40px"|c17_02_inside_apartments_1  | |height="40px"|c17_02_inside_apartments_1  | ||
|Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.  | |Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.  | ||
|align="center" | {{DSP | 1}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Combine wall thundering and machine noises.  | |Combine wall thundering and machine noises.  | ||
| Line 219: | Line 262: | ||
|height="40px"|streetwar.underground_manhack_tunnel  | |height="40px"|streetwar.underground_manhack_tunnel  | ||
|Machinery humming, water drips and loud steam.  | |Machinery humming, water drips and loud steam.  | ||
|align="center" | {{DSP | 1}}  | |||
|align="center" |0  | |align="center" |0  | ||
|Steam loop.  | |Steam loop.  | ||
| Line 224: | Line 268: | ||
|height="40px"|streetwar.vertical_warehouse_arena  | |height="40px"|streetwar.vertical_warehouse_arena  | ||
|Machinery humming and occasional wind snippets.  | |Machinery humming and occasional wind snippets.  | ||
|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_streetwar.txt</span>  | |||
== Labs ==  | == Labs ==  | ||
{| class=standard-table | style="width:100%;"  | {| class=standard-table | style="width:100%;"  | ||
!width="285px"|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 236: | Line 284: | ||
|height="40px"|labs_mp  | |height="40px"|labs_mp  | ||
|  | |  | ||
|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 241: | Line 290: | ||
|height="40px"|under_boiler  | |height="40px"|under_boiler  | ||
|  | |  | ||
|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 246: | Line 296: | ||
|height="40px"|under_tunnels  | |height="40px"|under_tunnels  | ||
|  | |  | ||
|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 251: | Line 302: | ||
|height="40px"|under_basement1  | |height="40px"|under_basement1  | ||
|  | |  | ||
|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 256: | Line 308: | ||
|height="40px"|combine_tunnel  | |height="40px"|combine_tunnel  | ||
|  | |  | ||
|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_labs.txt</span>  | |||
== Strike ==  | == Strike ==  | ||
| Line 264: | Line 318: | ||
!width="285px"|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 269: | Line 324: | ||
|height="40px"|strike_ware  | |height="40px"|strike_ware  | ||
|  | |  | ||
|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 274: | Line 330: | ||
|height="40px"|strike_outside  | |height="40px"|strike_outside  | ||
|  | |  | ||
|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_strike.txt</span>  | |||
{{Template:Envsound}}  | {{Template:Envsound}}  | ||
[[Category:Level Design]][[Category:Sound System]]  | [[Category:Level Design]][[Category:Sound System]]  | ||
Revision as of 05:58, 14 January 2022
Here is a list of 46 soundscapes for use in Half-Life 2 Deathmatch. 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.
Streetwar
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| overwatch_mp | Cityvoice:  (1) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble. (2) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain. (3) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately. (4) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.  | 
|||
| streetwar.util_combine_atmosphere | Constant random wind gusts and machine-like sounds. | |||
| streetwar.util_rubble | Random falling rubble, wood creaks and metal stress. | |||
| streetwar.util_sirens | Manhacks, cityscanners and APCs passing by. | |||
| streetwar.util_light_sirens | Same as above but less frequent. | |||
| streetwar.util_zombie_infested | Occasional buzzing flies, rats and zombies. | |||
| streetwar.util_light_combat_atmosphere | Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens. | |||
| streetwar.util_heavy_combat_atmosphere | Similar to above but more frequent. | |||
| streetwar.util_muffled_light_combat | Occasional rumble and distant explosions, heard from building interiors and underground. | |||
| streetwar.util_light_combat | Distant gun fire, explosions, zombies, antlions and Combine soldiers. | |||
| streetwar.util_medium_combat | Same as above but slightly more frequent. | |||
| streetwar.util_heavy_combat | Same as above but even more frequent. | |||
| streetwar.util_drips | Water dripping. | |||
| streetwar.util_fardrips | Farther away water dripping. | |||
| streetwar.zombie_water_room | Atmospheric windy corridor with dripping / running water, flies, rats and zombies. | 
 1  | 
||
| streetwar.car_tunnel | Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. | 
 1  | 
||
| streetwar.general_small_tunnel | Small underground tunnel, away from combat, with the sound of wind going through and light combat. | |||
| streetwar.car_tunnel_opensky | Large underground tunnel open to the sky. Similar to streetwar.car_tunnel with city sounds and medium combat.
 | 
|||
| streetwar.toxic_car_tunnel | Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat.
 | 
|||
| streetwar.infested_appartments | Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat. | |||
| streetwar.general_indoor_light_combat | Quiet indoor atmosphere with distant light combat. | 
 1  | 
||
| streetwar.general_indoor_medium_combat | Similar to above with more frequent distant medium combat. | 
 1  | 
||
| streetwar.general_indoor_heavy_combat | Similar to above with more frequent distant heavy combat. | 
 1  | 
||
| streetwar.general_outdoor_light_combat | Quiet outdoor city atmosphere with distant light combat. | 
 1  | 
||
| streetwar.general_outdoor_medium_combat | Similar to above with more frequent and closer medium combat. | 
 1  | 
||
| streetwar.general_outdoor_heavy_combat | Similar to above with more frequent and closer heavy combat. | 
 1  | 
||
| streetwar.destroyed_concrete_building | Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. | 
 1  | 
||
| streetwar.rooftop_heavy_combat | Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. | 
 1  | 
||
| streetwar.control_room | Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. | 
 1  | 
0 | Combine computer terminal. | 
| 1 | Combine computer terminal. | |||
| streetwar.bank_control_room | Bank control room. Similar to above but with no beeping and instead just random machine sounds. | 
 1  | 
0 | Combine computer terminal. | 
| streetwar.bank_machine_room | Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. | 
 1  | 
||
| streetwar.bank_general | General inside bank area. Silent wind and distant medium combat. | 
 1  | 
||
| e3_c17_01_battle | Fire nearby, background city siren and heavy combat. | 
 1  | 
0 | Medium sized fire loop. | 
| 1 | Combine barricade gate noises. | |||
| 2 | Ambient city siren loop. | |||
| c17_02_street_lower_1 | Very silent city siren, wind snippets, medium combat and thundering wall noises. | 
 19  | 
0 | Combine wall thundering. | 
| c17_02_street_upper_1 | Medium combat and very distant city siren. | 
 1  | 
||
| c17_02_street_upper_2 | Same as above but with a louder alarm and thundering wall noises. | 
 1  | 
0 | Combine wall thundering. | 
| c17_02_inside_apartments_1 | Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. | 
 1  | 
0 | Combine wall thundering and machine noises. | 
| streetwar.underground_manhack_tunnel | Machinery humming, water drips and loud steam. | 
 1  | 
0 | Steam loop. | 
| streetwar.vertical_warehouse_arena | Machinery humming and occasional wind snippets. | 
 1  | 
soundscapes_streetwar.txt
Labs
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| labs_mp | ||||
| under_boiler | ||||
| under_tunnels | ||||
| under_basement1 | ||||
| combine_tunnel | 
 1  | 
soundscapes_labs.txt
Strike
| Name | Description | DSP | Position Number | Position Description | 
|---|---|---|---|---|
| strike_ware | 
 1  | 
|||
| strike_outside | 
soundscapes_strike.txt
| Environment articles: | |
|---|---|
| Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser | 
| Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |