List of L4D2 Soundscapes: Difference between revisions

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{{lang|List of L4D2 Soundscapes}}
{{lang|List of L4D2 Soundscapes}}
{{back | Left 4 Dead 2 Level Creation}}
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{{l4d2}} Below is a list of [[soundscapes]] for use in [[Left 4 Dead 2]].  
Here is a list of 352 [[Soundscapes|soundscapes]] for use in {{l4d2}}Left 4 Dead 2. 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.


An easy way of testing them is to use the <code>playsoundscape</code> console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. To stop the soundscapes use the <code>stopsound</code> console command to abruptly stop all sounds playing.
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.


{{note|Left 4 Dead 2 contains all [[List_of_L4D_Soundscapes|soundscapes from Left 4 Dead]], which are listed below all Left 4 Dead 2 soundscapes.}}
{{todo | Add descriptions for how they sound.}}
{{clr}}


== soundscapes_campaign1/Dead Center ==
== campaign1 (Dead Center) ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>fire.debris.metal</code>
|height="40px"|fire.debris.metal
|Somewhat distant metal crashes and straining, with the occasional sound of burning. This soundscape should be used with others, as the sound cuts in and out.
|Somewhat distant metal crashes and straining, with the occasional sound of burning. This soundscape should be used with others, as the sound cuts in and out.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>fire.debris.wood</code>
|height="40px"|fire.debris.wood
|Similar to the above, except with the sounds of wood collapsing and breaking instead of metal.
|Similar to the above, except with the sounds of wood collapsing and breaking instead of metal.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>fire.debris.junk</code>
|height="40px"|fire.debris.junk
|Similar to the above, except with the sounds of generic rubble, glass and rocks(?) moving and falling around.
|Similar to the above, except with the sounds of generic rubble, glass and rocks(?) moving and falling around.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>structure.groans</code>
|height="40px"|structure.groans
|Pretty self-explanatory, occasional sounds of metal eerily groaning and straining. This soundscape should be used with others, as the sound cuts in and out.
|Pretty self-explanatory, occasional sounds of metal eerily groaning and straining. This soundscape should be used with others, as the sound cuts in and out.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>mall.randomverbs</code>
|height="40px"|mall.randomverbs
|Very distant, echoing sounds of something small falling over.  
|Very distant, echoing sounds of something small falling over.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.spawn</code>
|height="40px"|c1m1.spawn
|Constant soundscape of rooftop winds, distant birds and cicadas, and a raging fire not too far away.
|Constant soundscape of rooftop winds, distant birds and cicadas, and a raging fire not too far away.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.stairwell</code>
|height="40px"|c1m1.stairwell
|Generic wind-humming, maybe from an AC or a vent.
|Generic wind-humming, maybe from an AC or a vent.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotel.int.3rdfloorhall</code>
|height="40px"|c1m1.hotel.int.3rdfloorhall
|Similar to the above, except the humming is quieter and there's a very frequent sound of wood/junk breaking and falling.
|Similar to the above, except the humming is quieter and there's a very frequent sound of wood/junk breaking and falling.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotel.int.3rdfloor</code>
|height="40px"|c1m1.hotel.int.3rdfloor
|A loud, raging fire with metal groaning and breaking.
|A loud, raging fire with metal groaning and breaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotelroom.exterior.fire</code>
|height="40px"|c1m1.hotelroom.exterior.fire
|High winds, birds and cicadas, and a very close raging fire.
|High winds, birds and cicadas, and a very close raging fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotelroom.2ndfloor</code>
|height="40px"|c1m1.hotelroom.2ndfloor
|Very loud blazing inferno with wood breaking and rubble collapsing.
|Very loud blazing inferno with wood breaking and rubble collapsing.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.storeroom.2ndfloor</code>
|height="40px"|c1m1.storeroom.2ndfloor
|Similar to the above, except the fire is slightly quieter and the metal groaning is louder.
|Similar to the above, except the fire is slightly quieter and the metal groaning is louder.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.elevator.2ndfloor</code>
|height="40px"|c1m1.elevator.2ndfloor
|Similar to the above, except the fire is even quieter and the metal straining is closer.
|Similar to the above, except the fire is even quieter and the metal straining is closer.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.stairwell.fire</code>
|height="40px"|c1m1.stairwell.fire
|Silence(?)
|Silence.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotelexterior.2ndfloor</code>
|height="40px"|c1m1.hotelexterior.2ndfloor
|Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area. No fire, however.
|Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotel.int.1stfloor</code>
|height="40px"|c1m1.hotel.int.1stfloor
|Nothing but a very loud fire and metal collapsing.
|Nothing but a very loud fire and metal collapsing.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.hotel.int.1stfloor.lobby</code>
|height="40px"|c1m1.hotel.int.1stfloor.lobby
|A relatively quieter fire, but the debris sounds are more frequent, varied and louder (but not very loud) - everything between glass, debris and metal. Probably only a few rooms away from the fire.
|A relatively quieter fire, but the debris sounds are more frequent, varied and louder (but not very loud) - everything between glass, debris and metal. Probably only a few rooms away from the fire.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m1.saferoom</code>
|height="40px"|c1m1.saferoom
|Distant fire with a fluorescent/generator hum nearby, and metal groaning/debris breaking somewhere close.  
|Distant fire with a fluorescent/generator hum nearby, and metal groaning/debris breaking somewhere close.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.spawn</code>
|height="40px"|c1m2.spawn
|Somewhat quiet fluorescent/generator hum with a faint wind outside the door. No fire or debris, somehow.
|Somewhat quiet fluorescent/generator hum with a faint wind outside the door. No fire or debris, somehow.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.exterior.01</code>
|height="40px"|c1m2.exterior.01
|Noisy birds and cicadas right above the player, with faint gusts of wind blowing by. Very soothing. Could be used for anything between a small wooded area or a lively subtropical forest.
|Noisy birds and cicadas right above the player, with faint gusts of wind blowing by. Very soothing. Could be used for anything between a small wooded area or a lively subtropical forest.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.stairwell</code>
|height="40px"|c1m2.stairwell
|Generic wind-humming. Literally identical to c1m1.stairwell.
|Identical to <code>c1m1.stairwell</code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.streetalley</code>
|height="40px"|c1m2.streetalley
|Similar to c1m2.exterior.01, except the birds and cicadas are muffled, quiet and echo-y, and the faint wind is louder.
|Similar to c1m2.exterior.01, except the birds and cicadas are muffled, quiet and echo-y, and the faint wind is louder.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.exterior.02</code>
|height="40px"|c1m2.exterior.02
|Similar to c1m2.exterior.01, but the faint wind is quieter - almost not even there. Just birds and cicadas.
|Similar to c1m2.exterior.01, but the faint wind is quieter - almost not even there. Just birds and cicadas.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.exterior.03</code>
|height="40px"|c1m2.exterior.03
|Similar to the above, except the wildlife is quiet and more distant.
|Similar to the above, except the wildlife is quiet and more distant.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.interior.01</code>
|height="40px"|c1m2.interior.01
|Generic sound of air moving through a room, maybe from an AC unit or an open door. Very (almost absurdly) boring, more so than the sound of air moving should be.
|Generic sound of air moving through a room, maybe from an AC unit or an open door. Very (almost absurdly) boring, more so than the sound of air moving should be.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.store.interior</code>
|height="40px"|c1m2.store.interior
|The humming of a cooler or fluorescent light, and an annoying fly at position 1.
|The humming of a cooler or fluorescent light, and an annoying fly at position 1.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m2.safehouse</code>
|height="40px"|c1m2.safehouse
|More air moving through a room, maybe some quiet machinery like a vending machine nearby.
|More air moving through a room, maybe some quiet machinery like a vending machine nearby.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m3.spawn</code>
|height="40px"|c1m3.spawn
|Even more air moving through a room, except with a fly at position 1.  
|Even more air moving through a room, except with a fly at position 1.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m3.mall.interior1</code>
|height="40px"|c1m3.mall.interior1
|More moving air, but louder and with a humming, like from an AC vent. Also some occasional, distant sounds like doors closing, small things falling down, etc. These are taken from "mall.randomverbs".
|More moving air, but louder and with a humming, like from an AC vent. Also some occasional, distant sounds like doors closing, small things falling down, etc.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m3.mall.interior2</code>
|height="40px"|c1m3.mall.interior2
|Similar to above, but the humming is gone completely and the air is lower-pitched and deeper. Almost like being underwater, except for the occasional "mall.randomverbs" ambient sounds in the distance.
|Similar to above, but the humming is gone completely and the air is lower-pitched and deeper.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m3.mall.hallway</code>
|height="40px"|c1m3.mall.hallway
|Even more moving air. Identical to "c1m1.stairwell", except more "open", like in a bigger room.
|Even more moving air. Identical to "c1m1.stairwell", except more "open", like in a bigger room.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m3.security</code>
|height="40px"|c1m3.security
|Looping 2-second sound of fluorescent humming, or maybe an old monitor humming.
|Looping 2-second sound of fluorescent humming, or maybe an old monitor humming.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m3.safehouse</code>
|height="40px"|c1m3.safehouse
|Moving air with quietly humming machinery, literally identical to "c1m2.safehouse".
|Identical to <code>c1m2.safehouse</code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m4.spawn</code>
|height="40px"|c1m4.spawn
|Identical to above, except a little bit quieter.
|Identical to above, except a little bit quieter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m4.atrium.hallway</code>
|height="40px"|c1m4.atrium.hallway
|More quietly moving air coming from a vent.
|More quietly moving air coming from a vent.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m4.atrium.interior</code>
|height="40px"|c1m4.atrium.interior
|Identical to "c1m3.mall.interior2".
|Identical to <code>c1m3.mall.interior2<code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c1m4.elevator.int</code>
|height="40px"|c1m4.elevator.int
|Similar to above, but without the "mall.randomverbs" ambient sounds, and the constant humming of machinery (like an elevator motor) at position 1.
|Similar to above,with constant humming of machinery like an elevator motor.
|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_campaign1.txt</span>


== soundscapes_campaign3 ==
== campaign2 (Dark Carnival) ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>c3m1.gasstationspawn</code>
|height="40px"|c2m1.hiway.spawn
|Cicadas and other critters. Probably night. Very calm.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m1.gasstaionspawn</code>
|height="40px"|c2m1.hotel.outdoors
|Bugged version of "c3m1.gasstationspawn". The looping cicada sounds fade out after one second, but other critters sounds still play sometimes.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
 
|height="40px"|c2m1.hotel.indoors
|<code>c3m1.houseinteriors</code>
|
|Same as "c3m1.gasstationspawn", but a little quieter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m1.dock</code>
|height="40px"|c2m1.parkinglot
|Flies buzzing around very close, frogs in the distance, calm sill water, a few birds. Like a swamp.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m1.openinterior</code>
|height="40px"|c2m1.ravine
|Cicadas, seagulls in the distance, distant gunfire and explosions.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m1.plankswamp</code>
|height="40px"|c2m1.saferoom
|Flies buzing around very close, a lot of frogs in near distance, steady stream of water, birds that make a odd noise
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m1.saferoom</code>
|height="40px"|c2m2.spawn
|Medium big room or corridor, wind flowing calmly, water dripping in the far distance
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.tunnelspawn</code>
|height="40px"|c2m2.fairgrounds.ext1
|Same as "c3m1.saferoom", but quieter
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.swamp</code>
|height="40px"|c2m2.fairgrounds.ext2
|A lot of frogs, a lot of flies, several cicadas, resting water, birds can be heard aswell.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.swamp02</code>
|height="40px"|c2m2.fairgrounds.interior.small
|Simmilar to "c3m2.swamp" bit with a very repetitive sound that i can only describe as loud creaking wood. Maybe it's a swamp animal.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.swamp03</code>
|height="40px"|c2m2.fairgrounds.interior.med
|Several flies, many more cicadas in the distance, loud frogs, barely audible calm water
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.houseinterior</code>
|height="40px"|c2m2.fairgrounds.interior.large
|Cicadas, flies, distant frogs, creaking wood, very distant and dull explosion sound.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.elevatedground</code>
|height="40px"|c2m2.fairgrounds.interior.open
|Very close low pitched humming noise, like a vending machine. Wood creaking loudly and often
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m2.safehouse</code>
|height="40px"|c2m2.safehouse
|Wood creaking, frogs and cicadas in the distance. also has low pitched humming noise.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.housespawn</code>
|height="40px"|c2m3.spawn
|An awful lot of lies buzzing around very close and loudly, has creaking wood.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.townoutside_01</code>
|height="40px"|c2m3.tunneloflove
|Loud cicadas and very close flies, occasional birds. Has sounds of metal banging, like a trashcan falling over
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.houseinterior</code>
|height="40px"|c2m3.duct
|Cicadas in the distance and creaking wood.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.houseinterior_02</code>
|height="40px"|c2m3.tunnel.store.room
|Cicadas in the distance, loud flies, several frogs in the distance, very close wood creaking.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.townoutside_02</code>
|height="40px"|c2m3.medium.room
|A lot of nearby frogs and cicadas, a few buzzing flies. Has calm water and occasional bird noises.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.swamp</code>
|height="40px"|c2m3.pumproom
|Many distant and a few close cicadas, a couple of frogs in nearby distance.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.outside_dry</code>
|height="40px"|c2m3.coaster.ext1
|Like "c3m1.gasstationspawn". Cicadas and other critters. Probably night. Very calm.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m3.safehouse</code>
|height="40px"|c2m3.coaster
|starts with a few cicadas, after two seconds fades into indoor sound of low humming and wood creaking.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.housespawn</code>
|height="40px"|c2m3.coaster.tunnel
|Distant cicadas and a low humming noise, probably a vending maching or other simmilar machinery
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.plantationoutside</code>
|height="40px"|c2m3.saferoom
|Loud cicadas, standing waters, several woodland insects making noise.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.houseinterior</code>
|height="40px"|c2m4.spawn
|Has "c3m4.plantationoutside" but quieter in the background with wood creaking sounds in the foreground.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.orchard_entrance</code>
|height="40px"|c2m4.exterior01
|Distant cicadas, alot of birds singing, maybe a rattlesnake rattling sometimes.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.plantation.int</code>
|height="40px"|c2m4.bumpercars
|Only indoor sounds of creaking wood with a low humming noise in the background.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.plantation_backyard</code>
|height="40px"|c2m4.interior01
|Cicadas and other insects, calm water, occasional singing birds.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>c3m4.plantation_dock</code>
|height="40px"|c2m4.barn.int
|A lot of frogs nearby, a few cicadas, singing birds and calm water.
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|}
|height="40px"|c2m4.tunnel.ent
 
|
== soundscapes_campaign4 ==
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
{| cellpadding=2
|style="background-color:rgb(50,50,50);"|
!align=left| Name
!align=left| Description and Notes
|-
|<code>milltown.emptystub</code>
| {{TODO|add description}}
|-
|<code>rain.hardsurface.soft.dynamic</code>
| {{TODO|add description}}
|-
|<code>rain.hardsurface.soft</code>
| {{TODO|add description}}
|-
|<code>rain.hardsurface.med</code>
| {{TODO|add description}}
|-
|<code>rain.hardsurface.med.dynamic</code>
| {{TODO|add description}}
|-
|-
|<code>rain.hardsurface.hard</code>
|height="40px"|c2m4.saferoom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rain.water.soft</code>
|height="40px"|c2m5.spawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rain.water.med</code>
|height="40px"|c2m5.arena.underground
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rain.water.hard</code>
|height="40px"|c2m5.arena
| {{TODO|add description}}
|
|-
|style="background-color:rgb(50,50,50);"|
|<code>rain.interior.soft.dynamic</code>
|style="background-color:rgb(50,50,50);"|
| {{TODO|add description}}
|style="background-color:rgb(50,50,50);"|
|-
|<code>rain.interior.soft</code>
| {{TODO|add description}}
|-
|<code>rain.interior.med.dynamic</code>
| {{TODO|add description}}
|-
|<code>rain.interior.med</code>
| {{TODO|add description}}
|-
|<code>rain.interiorverb.med.dynamic</code>
| {{TODO|add description}}
|-
|<code>rain.interiorverb.med</code>
| {{TODO|add description}}
|-
|<code>rain.interiorverb.hard.dynamic</code>
| {{TODO|add description}}
|-
|<code>rain.interiorverb.hard</code>
| {{TODO|add description}}
|-
|<code>distant.thunder</code>
| {{TODO|add description}}
|-
|<code>storm.dynamic</code>
| {{TODO|add description}}
|-
|<code>storm.dynamic.mill</code>
| {{TODO|add description}}
|-
|<code>milltown.spawn</code>
| {{TODO|add description}}
|-
|<code>milltown.a.ext</code>
| {{TODO|add description}}
|-
|<code>burgertank.interior</code>
| {{TODO|add description}}
|-
|<code>c4.house.interior</code>
| {{TODO|add description}}
|-
|<code>milltown.a.safehouse</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.spawn</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.exterior</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.office.int</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.office.closed</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.pipeyard</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.pipeyard.transition</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.courtyard</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.trailerinterior</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.lockerroom.int</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.mill</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.cornfield</code>
| {{TODO|add description}}
|-
|<code>sugarmill.a.gasstation.int</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.spawn</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.gasstation.int</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.cornfield</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.mill</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.lockerroom.int</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.trailerinterior</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.courtyard</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.pipeyard.transition</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.pipeyard</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.office.closed</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.office.int</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.exterior</code>
| {{TODO|add description}}
|-
|<code>sugarmill.b.spawn</code>
| {{TODO|add description}}
|-
|<code>milltown.b.safehouse</code>
| {{TODO|add description}}
|-
|<code>milltown.b.ext</code>
| {{TODO|add description}}
|-
|<code>c4.house.b.interior</code>
| {{TODO|add description}}
|-
|<code>burgertank.b.interior</code>
| {{TODO|add description}}
|-
|<code>milltown.b.spawn</code>
| {{TODO|add description}}
|-
|-
|height="40px"|c2m5.arena.bathroom
|
|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_campaign2.txt</span>


== soundscapes_campaign5 ==
== campaign3 (Swamp Fever) ==
{| cellpadding=2
{| class=standard-table | style="width:100%;"
!align=left| Name
!width="285px"|Name
!align=left| Description and Notes
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|c5m1.waterfront
|height="40px"|c3m1.gasstationspawn
|Very close waves, seagulls. Like a shoreline.
|Cicadas and other critters. Probably night. Very calm.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.waterfrontspawn
|height="40px"|c3m1.gasstaionspawn
|Same as above, but the waves are a bit quieter
|Bugged version of <code>c3m1.gasstationspawn</code>. The looping cicada sounds fade out after one second, but other critters sounds still play sometimes.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.restaurant
|height="40px"|c3m1.houseinteriors
|Single fly at soundscape origin, Distraught woman weeping at another location, audible breathing, creaking wood, pebble-sized debris crumbling and falling, cicadas, distant explosions and gunshots. Jet planes flying in the far distance.
|Identical to <code>c3m1.gasstationspawn</code>, but a little quieter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.street
|height="40px"|c3m1.dock
|Cicadas, very audible gunshots and explosion in close proximity, jet planes in close distance, wind and occasional seagulls.
|Flies buzzing around very close, frogs in the distance, calm sill water, a few birds. Like a swamp.
|-
|style="background-color:rgb(50,50,50);"|
|c5m1.smallstore
|style="background-color:rgb(50,50,50);"|
|Freezer aisle or fridge humming
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.alley
|height="40px"|c3m1.openinterior
|Lots of cicadas and other such critters very close, wind howling through large areas, odd metal banging noise pretty close to player.
|Cicadas, seagulls in the distance, distant gunfire and explosions.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.park
|height="40px"|c3m1.plankswamp
|Wind rustling trees and bushes very close, very distant explosions and gunshots, occasional cicadas and one bird.
|Flies buzing around very close, a lot of frogs in near distance, steady stream of water, birds that make a odd noise.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.bathroom
|height="40px"|c3m1.saferoom
|Indoor area with wind flowing through, pretty obvious looping sound of what appears to be water gurgling through a pipe.
|Medium big room or corridor, wind flowing calmly, water dripping in the far distance.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.decon
|height="40px"|c3m2.tunnelspawn
|Very close machine humming.  
|Identical to <code>c3m1.saferoom<code>, but quieter.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.terminal
|height="40px"|c3m2.swamp
|Large indoor area with wind flowing, occasional Loud metallic bangs and squeaking.
| A lot of frogs, a lot of flies, several cicadas, resting water, birds can be heard aswell.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.depot
|height="40px"|c3m2.swamp02
|Cicadas in close proximity, loud wind, a groaning metal structure, occasional gunshots and explosion in the far distance, jet planes flying sometimes
|Simmilar to <code>c3m2.swamp<code> bit with a very repetitive sound that i can only describe as loud creaking wood.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m1.highwayspawn
|height="40px"|c3m2.swamp03
|White noise, perhaps flowing air, accompanied by a obviously looping sound that is hard to describe.
|Several flies, many more cicadas in the distance, loud frogs, barely audible calm water.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.highwayspawn
|height="40px"|c3m2.houseinterior
|Same as above
|Cicadas, flies, distant frogs, creaking wood, very distant and dull explosion sound.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.junkyard
|height="40px"|c3m2.elevatedground
|Crackling fire at soundscape origin, cicadas, wind over large open area, rustling trees, occasional jet planes in far and closer distance, distant gunshots and explosions
|Very close low pitched humming noise, like a vending machine. Wood creaking loudly and often.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.suburbanstreet
|height="40px"|c3m2.safehouse
|Wind, cicadas, distant explosions, gunshots and jet planes.
|Wood creaking, frogs and cicadas in the distance. also has low pitched humming noise.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.houseinterior
|height="40px"|c3m3.housespawn
|Machine humming, louder creaking wood, occasional banging noises that could be very distant explosions.
|An awful lot of lies buzzing around very close and loudly, has creaking wood.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.cornerstore
|height="40px"|c3m3.townoutside_01
|Very simmilar to above, perhaps even the same.
|Loud cicadas and very close flies, occasional birds. Has sounds of metal banging.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.burnedhouses
|height="40px"|c3m3.houseinterior
|Wind over large area, occasional very close cicada, a few very distant explosions and gunshots
|Cicadas in the distance and creaking wood.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.tunnel
|height="40px"|c3m3.houseinterior_02
|burst pipe at soundscape origin (steam escaping), water flowing through pipes, wind going through corridors, occasional loud banging noises.
|Cicadas in the distance, loud flies, several frogs in the distance, very close wood creaking.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.underground
|height="40px"|c3m3.townoutside_02
|Odd creepy ambience sound that is not natural and hard to describe. Accompanied by closer water droplets and distant constant water drops.
|A lot of nearby frogs and cicadas, a few buzzing flies. Has calm water and occasional bird noises.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.impoundlot
|height="40px"|c3m3.swamp
|Cicadas and other such critters, wind, occasional jet planes flying in the distance, few distant explosions and gunshots
|Many distant and a few close cicadas, a couple of frogs in nearby distance
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.highway
|height="40px"|c3m3.outside_dry
|Same as above
|Like <code>c3m1.gasstationspawn</code>. Cicadas and other critters. Probably night. Very calm.  
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.cemetery
|height="40px"|c3m3.safehouse
|Wind rustling through trees, occasional cicadas, crickets and birds. Accompanied by distant gunshots and explosions
|Starts with a few cicadas, after two seconds fades into indoor sound of low humming and wood creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.urbanstreet
|height="40px"|c3m4.housespawn
|Wind, closer occasional gunshots, explosions and jet planes.
|Distant cicadas and a low humming noise, probably a vending maching or other simmilar machinery.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m2.storagespawn
|height="40px"|c3m4.plantationoutside
|Machine white noise, perhaps a freezer or AC unit. Odd, slightly annoying, background noise that plays for about five seconds and loops, very hard to describe.
|Loud cicadas, standing waters, several woodland insects making noise.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m3.storagespawn
|height="40px"|c3m4.houseinterior
|Same as above but louder white noise and a fly at soundscape origin
|Similar to <code>c3m4.plantationoutside<code>, but quieter with wood creaking sounds in the foreground.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m3.courtyard
|height="40px"|c3m4.orchard_entrance
|Wind, a lot of singing birds, occasional flies and metal banging noises. Scarce Distant gunshots and explosions.
|Distant cicadas, alot of birds singing, maybe a rattlesnake rattling sometimes.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m3.smallstore
|height="40px"|c3m4.plantation.int
|Fly at soundscape origin, a machine humming, perhaps a freezer.
|Only indoor sounds of creaking wood with a low humming noise in the background.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|c5m3.office
|height="40px"|c3m4.plantation_backyard
|Machine humming, distant cicadas, occasional distant gunshots, explosions and jet planes
|Cicadas and other insects, calm water, occasional singing birds.  
|-
|style="background-color:rgb(50,50,50);"|
|c5m3.street
|style="background-color:rgb(50,50,50);"|
|Wind, a lot of birds singing, distant explosions, gunshots and jets, some metal creaking in various locations. Sounds more like a forest, rather than a street as the name implies.
|style="background-color:rgb(50,50,50);"|
|-
|c5m3.smallclub
|Creepy background noise with pretty deep and audible bass in its background. Accompanied by wood creaking.
|-
|c5m3.largeclub
|Same as above
|-
|c5m3.alley
|Wind, several birds singing, loud metal structures banging almost every ten seconds.
|-
|c5m3.hotelstairwell
|Fly at soundscape origin, Wind in corridors, machine humming, creaking wood, occasional rather creepy breathing or perhaps even whispering, explosions, groaning structures and woman sobbing loudly.
|-
|c5m3.hotelinterior
|Same as above.
|-
|c5m3.apartmentshell
|Same as the two above
|-
|c5m3.apartment
|Same as the three above.
|-
|c5m3.lot
|Wind, several birds singing in close distance, occasional banging sounds of larger structures echoing of walls. This soundscape sounds as if you were in a small area with close walls.
|-
|c5m3.waterfront
|Close cicadas, wind, waves in close distance, seagulls, distant explosions, gunshots and jets.
|-
|c5m3.towerspawn
|Same as c5m2.storagespawn, but with quieter machine humming
|-
|c5m4.towerspawn
|Close waves and seagulls, a large structure groaning (probably the bridge from the parish).
|-
|c5m4.bridgeoutside
|Very close waves, seagulls, a large groaning structure and occasional foghorn noises in the very far distance.
|-
|c5m4.dockfar
|Very close waves with seagulls.
|-
|c5m4.dock
|Same as above but quieter waves
|-
|-
|height="40px"|c3m4.plantation_dock
|A lot of frogs nearby, a few cicadas, singing birds and calm water.
|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_campaign3.txt</span>


== soundscapes_rural2 ==
== campaign4 (Hard Rain) ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=2
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
|-
!width="105px"|Position Number
|<code>rural2.woods</code>
!width="300px"|Position Description
| {{TODO|add description}}
|-
|<code>rural2.woods3</code>
| {{TODO|add description}}
|-
|-
|<code>rural2.morning</code>
|height="40px"|milltown.emptystub
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.bridge</code>
|height="40px"|rain.hardsurface.soft.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.smallbuilding</code>
|height="40px"|rain.hardsurface.soft
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.smallbuilding2</code>
|height="40px"|rain.hardsurface.med
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.river</code>
|height="40px"|rain.hardsurface.med.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.caveclosed</code>
|height="40px"|rain.hardsurface.hard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.caveopen</code>
|height="40px"|rain.water.soft
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.traintunnel</code>
|height="40px"|rain.water.med
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.pumproom</code>
|height="40px"|rain.water.hard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.bigroom</code>
|height="40px"|rain.interior.soft.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.drainagebig</code>
|height="40px"|rain.interior.soft
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.drainagesmall</code>
|height="40px"|rain.interior.med.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.drainageopen</code>
|height="40px"|rain.interior.med
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyardentrance</code>
|height="40px"|rain.interiorverb.med.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyardrespawn</code>
|height="40px"|rain.interiorverb.med
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyardbuilding</code>
|height="40px"|rain.interiorverb.hard.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyardbuilding2</code>
|height="40px"|rain.interiorverb.hard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyardbuilding2window</code>
|height="40px"|distant.thunder
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyard</code>
|height="40px"|storm.dynamic
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.trainyard2</code>
|height="40px"|storm.dynamic.mill
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.house</code>
|height="40px"|milltown.spawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.town</code>
|height="40px"|milltown.a.ext
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.towninside</code>
|height="40px"|burgertank.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.townalley</code>
|height="40px"|c4.house.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.boatinterior</code>
|height="40px"|milltown.a.safehouse
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.boatexterior</code>
|height="40px"|sugarmill.a.spawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.shoreline</code>
|height="40px"|sugarmill.a.exterior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.town_02</code>
|height="40px"|sugarmill.a.office.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.shack</code>
|height="40px"|sugarmill.a.office.closed
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.combat_far_heavy</code>
|height="40px"|sugarmill.a.pipeyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.combat_far_medium</code>
|height="40px"|sugarmill.a.pipeyard.transition
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.combat_close_light</code>
|height="40px"|sugarmill.a.courtyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|}
|height="40px"|sugarmill.a.trailerinterior
 
|
== soundscapes_swamps ==
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
{| cellpadding=2
|style="background-color:rgb(50,50,50);"|
!align=left| Name
!align=left| Description and Notes
|-
|-
|<code>swamps.frogs_01</code>
|height="40px"|sugarmill.a.lockerroom.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.frogs_02</code>
|height="40px"|sugarmill.a.mill
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.frogs_03</code>
|height="40px"|sugarmill.a.cornfield
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.frogs_04</code>
|height="40px"|sugarmill.a.gasstation.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.frogs_05</code>
|height="40px"|sugarmill.b.spawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.frogs_06</code>
|height="40px"|sugarmill.b.gasstation.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.bullfrogs_01</code>
|height="40px"|sugarmill.b.cornfield
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.flies</code>
|height="40px"|sugarmill.b.mill
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.gators</code>
|height="40px"|sugarmill.b.lockerroom.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.gasstation</code>
|height="40px"|sugarmill.b.trailerinterior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.dock</code>
|height="40px"|sugarmill.b.courtyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.plankswamp_01</code>
|height="40px"|sugarmill.b.pipeyard.transition
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.swamp_01</code>
|height="40px"|sugarmill.b.pipeyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.swamp_02</code>
|height="40px"|sugarmill.b.office.closed
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.swamp_03</code>
|height="40px"|sugarmill.b.office.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.shantyoutside</code>
|height="40px"|sugarmill.b.exterior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.plantation_outside</code>
|height="40px"|sugarmill.b.spawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>swamps.orchard</code>
|height="40px"|milltown.b.safehouse
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.combat_far_heavy</code>
|height="40px"|milltown.b.ext
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.combat_far_medium</code>
|height="40px"|c4.house.b.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural2.combat_close_light</code>
|height="40px"|burgertank.b.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|milltown.b.spawn
|
|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_campaign4.txt</span>


== soundscapes_urban2 ==
== campaign5 (The Parish) ==
 
{| class=standard-table | style="width:100%;"
{| cellpadding=2
!width="285px"|Name
!align=left| Name
!Description
!align=left| Description and Notes
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>urban2.util_cicadas</code>
|height="40px"|c5m1.waterfront
| {{TODO|add description}}
|Very close waves, seagulls. Like a shoreline.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_grasshoppers</code>
|height="40px"|c5m1.waterfrontspawn
| {{TODO|add description}}
|Same as above, but the waves are a bit quieter
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.utilbirdsgroup1</code>
|height="40px"|c5m1.restaurant
| {{TODO|add description}}
|Single fly, distraught woman weeping, audible breathing, creaking wood, pebble-sized debris crumbling and falling, cicadas, distant explosions and gunshots.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_interiorslams</code>
|height="40px"|c5m1.street
| {{TODO|add description}}
|Cicadas, very audible gunshots and explosion in close proximity, jet planes in close distance, wind and occasional seagulls.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_metalslams</code>
|height="40px"|c5m1.smallstore
| {{TODO|add description}}
|Freezer aisle or fridge humming.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_metalslams 2</code>
|height="40px"|c5m1.alley
| {{TODO|add description}}
|Lots of cicadas and other such critters very close, wind howling through large areas, odd metal banging noise pretty close to player.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_woodfloorsqueaks</code>
|height="40px"|c5m1.park
| {{TODO|add description}}
|Wind rustling trees and bushes very close, very distant explosions and gunshots, occasional cicadas and one bird.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_woodqueaks_new</code>
|height="40px"|c5m1.bathroom
| {{TODO|add description}}
|Indoor area with wind flowing through, pretty obvious looping sound of what appears to be water gurgling through a pipe.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_windgust</code>
|height="40px"|c5m1.decon
| {{TODO|add description}}
|Very close machine humming.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_distantcombat</code>
|height="40px"|c5m1.terminal
| {{TODO|add description}}
|Large indoor area with wind flowing, occasional Loud metallic bangs and squeaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_distantexplosions</code>
|height="40px"|c5m1.depot
| {{TODO|add description}}
|Cicadas in close proximity, loud wind, a groaning metal structure, occasional gunshots and explosion in the far distance, jet planes flying sometimes.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_rat_scratches</code>
|height="40px"|c5m1.highwayspawn
| {{TODO|add description}}
|White noise, perhaps flowing air, accompanied by a obviously looping sound that is hard to describe.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_genericrooftop</code>
|height="40px"|c5m2.highwayspawn
| {{TODO|add description}}
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_genericexterior_from_interior_1</code>
|height="40px"|c5m2.junkyard
| {{TODO|add description}}
|Crackling fire at soundscape origin, cicadas, wind over large open area, rustling trees, occasional jet planes in far and closer distance, distant gunshots and explosions
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_genericexterior_from_interior_2</code>
|height="40px"|c5m2.suburbanstreet
| {{TODO|add description}}
|Wind, cicadas, distant explosions, gunshots and jet planes.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_flies</code>
|height="40px"|c5m2.houseinterior
| {{TODO|add description}}
|Machine humming, louder creaking wood, occasional banging noises that could be very distant explosions.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_steam</code>
|height="40px"|c5m2.cornerstore
| {{TODO|add description}}
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.util_pipes</code>
|height="40px"|c5m2.burnedhouses
| {{TODO|add description}}
|Wind over large area, occasional very close cicada, a few very distant explosions and gunshots.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.rooftop_1b</code>
|height="40px"|c5m2.tunnel
| {{TODO|add description}}
|Burst pipe at soundscape origin (steam escaping), water flowing through pipes, wind going through corridors, occasional loud banging noises.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.rooftop_1b_interior</code>
|height="40px"|c5m2.underground
| {{TODO|add description}}
|Odd creepy ambience sound that is not natural and hard to describe. Accompanied by closer water droplets and distant constant water drops.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.rooftop_1b_interior2</code>
|height="40px"|c5m2.impoundlot
| {{TODO|add description}}
|Cicadas and other such critters, wind, occasional jet planes flying in the distance, few distant explosions and gunshots 
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.underground_1</code>
|height="40px"|c5m2.highway
| {{TODO|add description}}
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.underground_2</code>
|height="40px"|c5m2.cemetery
| {{TODO|add description}}
|Wind rustling through trees, occasional cicadas, crickets and birds. Accompanied by distant gunshots and explosions.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.underground_3</code>
|height="40px"|c5m2.urbanstreet
| {{TODO|add description}}
|Wind, closer occasional gunshots, explosions and jet planes.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.controlroom</code>
|height="40px"|c5m2.storagespawn
| {{TODO|add description}}
|Machine white noise, perhaps a freezer or AC unit. Odd, slightly annoying, background noise that plays for about five seconds and loops, very hard to describe.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.warehouse_1</code>
|height="40px"|c5m3.storagespawn
| {{TODO|add description}}
|Same as above but louder white noise.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.steamtunnel</code>
|height="40px"|c5m3.courtyard
| {{TODO|add description}}
|Wind, a lot of singing birds, occasional flies and metal banging noises. Scarce Distant gunshots and explosions.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.boilerroom</code>
|height="40px"|c5m3.smallstore
| {{TODO|add description}}
|Fly at soundscape origin, a machine humming, perhaps a freezer.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.hospital_interior</code>
|height="40px"|c5m3.office
| {{TODO|add description}}
|Machine humming, distant cicadas, occasional distant gunshots, explosions and jet planes.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.flies</code>
|height="40px"|c5m3.street
| {{TODO|add description}}
|Wind, a lot of birds singing, distant explosions, gunshots and jets, some metal creaking in various locations. Sounds more like a forest, rather than a street as the name implies.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.rooftop</code>
|height="40px"|c5m3.smallclub
| {{TODO|add description}}
|Creepy background noise with pretty deep and audible bass in its background. Accompanied by wood creaking.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.junkyard</code>
|height="40px"|c5m3.largeclub
| {{TODO|add description}}
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.street</code>
|height="40px"|c5m3.alley
| {{TODO|add description}}
|Wind, several birds singing, loud metal structures banging almost every ten seconds.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.courtyard</code>
|height="40px"|c5m3.hotelstairwell
| {{TODO|add description}}
|Fly, wind in corridors, machine humming, creaking wood, occasional rather creepy breathing or perhaps even whispering, explosions, groaning structures and woman sobbing loudly.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.alley</code>
|height="40px"|c5m3.hotelinterior
| {{TODO|add description}}
|Identical to above.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.sewer</code>
|height="40px"|c5m3.apartmentshell
| {{TODO|add description}}
|Identical to <code>c5m3.hotelstairwell</code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.pipetunnel</code>
|height="40px"|c5m3.apartment
| {{TODO|add description}}
|Identical to <code>c5m3.hotelstairwell</code>.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.apartment</code>
|height="40px"|c5m3.lot
| {{TODO|add description}}
|Wind, several birds singing in close distance, occasional banging sounds of larger structures echoing of walls.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.generatorroom_off</code>
|height="40px"|c5m3.waterfront
| {{TODO|add description}}
|Close cicadas, wind, waves in close distance, seagulls, distant explosions, gunshots and jets.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.generatorroom</code>
|height="40px"|c5m3.towerspawn
| {{TODO|add description}}
|Similar to <code>c5m2.storagespawn</code>, but with quieter machine humming
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.respawn</code>
|height="40px"|c5m4.towerspawn
| {{TODO|add description}}
|Close waves and seagulls, a large structure groaning.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>urban2.rooftopspawn</code>
|height="40px"|c5m4.bridgeoutside
| {{TODO|add description}}
|Very close waves, seagulls, a large groaning structure and occasional foghorn noises in the very far distance.
|-
|style="background-color:rgb(50,50,50);"|
|<code>urban2.hospitalspawn</code>
|style="background-color:rgb(50,50,50);"|
| {{TODO|add description}}
|style="background-color:rgb(50,50,50);"|
|-
|<code>urban2.spawnrain</code>
| {{TODO|add description}}
|-
|<code>urban2.hospital</code>
| {{TODO|add description}}
|-
|<code>urban2.office</code>
| {{TODO|add description}}
|-
|<code>urban2.subway</code>
| {{TODO|add description}}
|-
|<code>urban2.pillarsroom</code>
| {{TODO|add description}}
|-
|<code>urban2.conveniencestore</code>
| {{TODO|add description}}
|-
|<code>urban2.warehouseoutside</code>
| {{TODO|add description}}
|-
|<code>urban2.bathroom</code>
| {{TODO|add description}}
|-
|<code>urban2.club</code>
| {{TODO|add description}}
|-
|<code>urban2.tankroom</code>
| {{TODO|add description}}
|-
|<code>urban2.powerplant</code>
| {{TODO|add description}}
|-
|<code>urban2.powerplantinside</code>
| {{TODO|add description}}
|-
|<code>urban2.parkinggarage</code>
| {{TODO|add description}}
|-
|<code>urban2.elevator</code>
| {{TODO|add description}}
|-
|<code>urban2.construction</code>
| {{TODO|add description}}
|-
|<code>urban2.finaleinside</code>
| {{TODO|add description}}
|-
|<code>urban2.finaleoutside</code>
| {{TODO|add description}}
|-
|<code>urban2.finaleroof</code>
| {{TODO|add description}}
|-
|<code>urban2.cemetery</code>
| {{TODO|add description}}
|-
|<code>urban2.burnedhouse</code>
| {{TODO|add description}}
|-
|<code>urban2.dock</code>
| {{TODO|add description}}
|-
|<code>urban2.dockfar</code>
| {{TODO|add description}}
|-
|-
|<code>urban2.bridgeoutside</code>
|height="40px"|c5m4.dockfar
| {{TODO|add description}}
|Very close waves with seagulls.
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|c5m4.dock
|Similar to above but quieter waves 
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
==Left 4 Dead 1 Soundscapes==
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_campaign5.txt</span>
Below is a list of all Left 4 Dead 1 Soundscapes. They are also available in Left 4 Dead 2.
 
== soundscapes_airport ==


{| cellpadding=2
== campaign6 (The Passing) ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
|-
!Description
|<code>urban.airport.rooftop.spawn</code>
!width="75px"|DSP
| {{TODO|add description}}
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>airport.finaleoutside</code>
|height="40px"|util_debris
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.rooftop</code>
|height="40px"|c6m1_spawn_river
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.apartment</code>
|height="40px"|c6m1_building_interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.street</code>
|height="40px"|c6m1_outdoor_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.alley</code>
|height="40px"|c6m1_tent_int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.rooftopspawn</code>
|height="40px"|c6.house.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.inn</code>
|height="40px"|c6m1.safehouse
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.hotel</code>
|height="40px"|c6m2.safehouse
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_01.greenhouse</code>
|height="40px"|c6m2_outdoor_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.street</code>
|height="40px"|c6m2_outdoor_02
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.alley</code>
|height="40px"|c6m2_outdoor_03
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.apartment</code>
|height="40px"|c6.truck.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.rooftop</code>
|height="40px"|c6.conduit.int
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.pillarsroom</code>
|height="40px"|c6m2_building_interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.office</code>
|height="40px"|c6m2_building_interior_02
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_02.respawn</code>
|height="40px"|c6m2_underground_interior_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.alley</code>
|height="40px"|c6m2_int.stairwell
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.boilerroom</code>
|height="40px"|c6m2_int.water
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.street</code>
|height="40px"|c6m2_int.tunnel
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.streetoffices</code>
|height="40px"|c6m2_water.tunnel
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.pumproomsmall</code>
|height="40px"|c6m3.port.spawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.powerplant</code>
|height="40px"|port.spawn.ext
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.powerplantinside</code>
|height="40px"|port.patio.ext
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.controlroom</code>
|height="40px"|port.alcove
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.respawn</code>
|height="40px"|port.waterfront
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.parkinggarage</code>
|height="40px"|port.elevator.bottom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.skybridge</code>
|height="40px"|port.outdoor.general
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_03.airportinterior</code>
|height="40px"|port.building.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_04.office</code>
|height="40px"|brick.bldg.interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>airport_04.baggageclaim</code>
|height="40px"|sugarmill.b.office.int
| {{TODO|add description}}
|
|-
|style="background-color:rgb(50,50,50);"|
|<code>airport_04.terminal</code>
|style="background-color:rgb(50,50,50);"|
| {{TODO|add description}}
|style="background-color:rgb(50,50,50);"|
|-
|<code>airport_04.conveyor</code>
| {{TODO|add description}}
|-
|<code>airport_04.respawn</code>
| {{TODO|add description}}
|-
|<code>airport_04.ramp</code>
| {{TODO|add description}}
|-
|<code>airport_04.bathroom</code>
| {{TODO|add description}}
|-
|<code>airport_04.ticketing</code>
| {{TODO|add description}}
|-
|<code>airport_04.security</code>
| {{TODO|add description}}
|-
|<code>airport_05.street</code>
| {{TODO|add description}}
|-
|<code>airport_05.finaleinside</code>
| {{TODO|add description}}
|-
|<code>airport_05.finaleoutside</code>
| {{TODO|add description}}
|-
|<code>airport_05.respawn</code>
| {{TODO|add description}}
|-
|<code>airport_05.finaleroof</code>
| {{TODO|add description}}
|-
|-
|height="40px"|sugarmill.b.spawn
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
== soundscapes_farm ==
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_campaign6.txt</span>


{| cellpadding=2
== Swamps ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
|-
!Description
|<code>farm_01.morning</code>
!width="75px"|DSP
| {{TODO|add description}}
!width="105px"|Position Number
|-
!width="300px"|Position Description
|<code>farm_01.bridge</code>
| {{TODO|add description}}
|-
|<code>farm_01.smallbuilding</code>
| {{TODO|add description}}
|-
|<code>farm_01.trainyardentrance</code>
| {{TODO|add description}}
|-
|<code>farm_01.trainyardrespawn</code>
| {{TODO|add description}}
|-
|-
|<code>farm_02.trainyardentrance</code>
|height="40px"|swamps.frogs_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_02.trainyardrespawn</code>
|height="40px"|swamps.frogs_02
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_02.trainyardbuilding2</code>
|height="40px"|swamps.frogs_03
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_02.trainyardbuilding2window</code>
|height="40px"|swamps.frogs_04
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_02.trainyard2</code>
|height="40px"|swamps.frogs_05
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_02.traintunnel</code>
|height="40px"|swamps.frogs_06
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_02.drainagesmall</code>
|height="40px"|swamps.bullfrogs_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_03.drainagesmall</code>
|height="40px"|swamps.flies
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_03.drainagebig</code>
|height="40px"|swamps.gators
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_03.traintunnel</code>
|height="40px"|swamps.gasstation
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_03.morning</code>
|height="40px"|swamps.dock
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_03.house</code>
|height="40px"|swamps.plankswamp_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_04.morning</code>
|height="40px"|swamps.swamp_01
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_04.trainyardentrance</code>
|height="40px"|swamps.swamp_02
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_04.bridge</code>
|height="40px"|swamps.swamp_03
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_04.smallbuilding2</code>
|height="40px"|swamps.shantyoutside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_04.house</code>
|height="40px"|swamps.plantation_outside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_05.trainyardentrance</code>
|height="40px"|swamps.orchard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_05.morning</code>
|height="40px"|rural2.combat_far_heavy
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>farm_05.smallbuilding2</code>
|height="40px"|rural2.combat_far_medium
| {{TODO|add description}}
|
|-
|style="background-color:rgb(50,50,50);"|
|<code>farm_05.smallbuilding2</code>
|style="background-color:rgb(50,50,50);"|
| {{TODO|add description}}
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|rural2.combat_close_light
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
== soundscapes_hospital ==
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_swamps.txt</span>


{| cellpadding=2
== Rural 2 ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
!Description
!width="75px"|DSP
!width="105px"|Position Number
!width="300px"|Position Description
|-
|-
|<code>background_menu.streetrain</code>
|height="40px"|rural2.woods
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.alleyrain</code>
|height="40px"|rural2.woods3
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.streetrain</code>
|height="40px"|rural2.morning
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.subway</code>
|height="40px"|rural2.bridge
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.rooftop_1b_interior2</code>
|height="40px"|rural2.smallbuilding
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.street</code>
|height="40px"|rural2.smallbuilding2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.rooftop_1b</code>
|height="40px"|rural2.river
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_01.rooftop_1b_interior</code>
|height="40px"|rural2.caveclosed
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.rooftop_1b_interior2</code>
|height="40px"|rural2.caveopen
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.underground_2</code>
|height="40px"|rural2.traintunnel
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.underground_1</code>
|height="40px"|rural2.pumproom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.underground_3</code>
|height="40px"|rural2.bigroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.pillarsroom</code>
|height="40px"|rural2.drainagebig
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.alleyrain</code>
|height="40px"|rural2.drainagesmall
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.generatorroom_off</code>
|height="40px"|rural2.drainageopen
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.generatorroom</code>
|height="40px"|rural2.trainyardentrance
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.streetrain</code>
|height="40px"|rural2.trainyardrespawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.rooftop_1b_interior</code>
|height="40px"|rural2.trainyardbuilding
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.rooftop</code>
|height="40px"|rural2.trainyardbuilding2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.controlroom</code>
|height="40px"|rural2.trainyardbuilding2window
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_02.warehouseoutside</code>
|height="40px"|rural2.trainyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.alleyrain</code>
|height="40px"|rural2.trainyard2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.rooftop_1b_interior2</code>
|height="40px"|rural2.house
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.warehouse_1</code>
|height="40px"|rural2.town
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.steamtunnel</code>
|height="40px"|rural2.towninside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.boilerroom</code>
|height="40px"|rural2.townalley
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.sewer</code>
|height="40px"|rural2.boatinterior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.pipetunnel</code>
|height="40px"|rural2.boatexterior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.streetrain</code>
|height="40px"|rural2.shoreline
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.hospital</code>
|height="40px"|rural2.town_02
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.rooftop_1b_interior</code>
|height="40px"|rural2.shack
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_03.respawn</code>
|height="40px"|rural2.combat_far_heavy
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>hospital_04.hospital_interior</code>
|height="40px"|rural2.combat_far_medium
| {{TODO|add description}}
|
|-
|style="background-color:rgb(50,50,50);"|
|<code>hospital_04.hospital_atrium</code>
|style="background-color:rgb(50,50,50);"|
| {{TODO|add description}}
|style="background-color:rgb(50,50,50);"|
|-
|<code>hospital_04.elevator</code>
| {{TODO|add description}}
|-
|<code>hospital_04.finaleoutside</code>
| {{TODO|add description}}
|-
|<code>hospital_04.construction</code>
| {{TODO|add description}}
|-
|<code>hospital_04.street</code>
| {{TODO|add description}}
|-
|<code>hospital_04.respawn</code>
| {{TODO|add description}}
|-
|<code>hospital_05.street</code>
| {{TODO|add description}}
|-
|<code>hospital_05.finaleinside</code>
| {{TODO|add description}}
|-
|<code>hospital_05.finaleoutside</code>
| {{TODO|add description}}
|-
|<code>hospital_05.respawn</code>
| {{TODO|add description}}
|-
|<code>hospital_05.finaleroof</code>
| {{TODO|add description}}
|-
|<code>hospital_05.elevatorshaft</code>
| {{TODO|add description}}
|-
|-
|height="40px"|rural2.combat_close_light
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
== soundscapes_rural ==
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_rural2.txt</span>


{| cellpadding=2
== Urban 2 ==
!align=left| Name
{| class=standard-table | style="width:100%;"
!align=left| Description and Notes
!width="285px"|Name
|-
!Description
|<code>rural.woods</code>
!width="75px"|DSP
| {{TODO|add description}}
!width="105px"|Position Number
|-
!width="300px"|Position Description
|<code>rural.woods3</code>
| {{TODO|add description}}
|-
|-
|<code>rural.morning</code>
|height="40px"|urban2.util_cicadas
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.bridge</code>
|height="40px"|urban2.util_grasshoppers
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.smallbuilding</code>
|height="40px"|urban2.utilbirdsgroup1
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.smallbuilding2</code>
|height="40px"|urban2.util_interiorslams
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.river</code>
|height="40px"|urban2.util_metalslams
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.caveclosed</code>
|height="40px"|urban2.util_metalslams 2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.caveopen</code>
|height="40px"|urban2.util_woodfloorsqueaks
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.traintunnel</code>
|height="40px"|urban2.util_woodqueaks_new
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.pumproom</code>
|height="40px"|urban2.util_windgust
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.bigroom</code>
|height="40px"|urban2.util_distantcombat
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.drainagebig</code>
|height="40px"|urban2.util_distantexplosions
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.drainagesmall</code>
|height="40px"|urban2.util_rat_scratches
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.drainageopen</code>
|height="40px"|urban2.util_genericrooftop
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyardentrance</code>
|height="40px"|urban2.util_genericexterior_from_interior_1
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyardrespawn</code>
|height="40px"|urban2.util_genericexterior_from_interior_2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyardbuilding</code>
|height="40px"|urban2.util_flies
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyardbuilding2</code>
|height="40px"|urban2.util_steam
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyardbuilding2window</code>
|height="40px"|urban2.util_pipes
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyard</code>
|height="40px"|urban2.rooftop_1b
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.trainyard2</code>
|height="40px"|urban2.rooftop_1b_interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.house</code>
|height="40px"|urban2.rooftop_1b_interior2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.town</code>
|height="40px"|urban2.underground_1
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.towninside</code>
|height="40px"|urban2.underground_2
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.townalley</code>
|height="40px"|urban2.underground_3
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.boatinterior</code>
|height="40px"|urban2.controlroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.boatexterior</code>
|height="40px"|urban2.warehouse_1
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.shoreline</code>
|height="40px"|urban2.steamtunnel
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.town_02</code>
|height="40px"|urban2.boilerroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.shack</code>
|height="40px"|urban2.hospital_interior
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.combat_far_heavy</code>
|height="40px"|urban2.flies
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.combat_far_medium</code>
|height="40px"|urban2.rooftop
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>rural.combat_close_light</code>
|height="40px"|urban2.junkyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|}
|height="40px"|urban2.street
== soundscapes_smalltown ==
|
 
|style="background-color:rgb(50,50,50);"|
{| cellpadding=2
|style="background-color:rgb(50,50,50);"|
!align=left| Name
|style="background-color:rgb(50,50,50);"|
!align=left| Description and Notes
|-
|-
|<code>smalltown_01.woods_start</code>
|height="40px"|urban2.courtyard
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.woods</code>
|height="40px"|urban2.alley
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.riverbed</code>
|height="40px"|urban2.sewer
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.tunnel</code>
|height="40px"|urban2.pipetunnel
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.tunnel_hall</code>
|height="40px"|urban2.apartment
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.tunnel_bigroom</code>
|height="40px"|urban2.generatorroom_off
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.river</code>
|height="40px"|urban2.generatorroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.caveclosed</code>
|height="40px"|urban2.respawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.caveopen</code>
|height="40px"|urban2.rooftopspawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_01.pumproom</code>
|height="40px"|urban2.hospitalspawn
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_02.pumproom</code>
|height="40px"|urban2.spawnrain
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_02.drainagesmall</code>
|height="40px"|urban2.hospital
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>smalltown_02.drainagemedium</code>
|height="40px"|urban2.office
| {{TODO|add description}}
|
|-
|style="background-color:rgb(50,50,50);"|
|<code>smalltown_02.drainagebig</code>
|style="background-color:rgb(50,50,50);"|
| {{TODO|add description}}
|style="background-color:rgb(50,50,50);"|
|-
|<code>smalltown_02.drainageopen</code>
| {{TODO|add description}}
|-
|<code>smalltown_02.trainyardbuilding</code>
| {{TODO|add description}}
|-
|<code>smalltown_02.woods</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.trainyardbuilding</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.trainyard</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.woods_far</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.woods_medium</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.woods_close</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.graveyard</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.church</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.house</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.town</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.towninside</code>
| {{TODO|add description}}
|-
|<code>smalltown_03.townalley</code>
| {{TODO|add description}}
|-
|<code>smalltown_04.town</code>
| {{TODO|add description}}
|-
|<code>smalltown_04.towninside</code>
| {{TODO|add description}}
|-
|<code>smalltown_04.townalley</code>
| {{TODO|add description}}
|-
|<code>smalltown_04.street</code>
| {{TODO|add description}}
|-
|<code>smalltown_04.house</code>
| {{TODO|add description}}
|-
|<code>smalltown_04.trainyardbuilding</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.park</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.shack</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.town</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.boatinterior</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.boatexterior</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.shoreline</code>
| {{TODO|add description}}
|-
|<code>smalltown_05.house</code>
| {{TODO|add description}}
|-
|}
== soundscapes_urban ==
 
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
|<code>urban.util_interiorslams</code>
| {{TODO|add description}}
|-
|<code>urban.util_metalslams</code>
| {{TODO|add description}}
|-
|<code>urban.util_metalslams 2</code>
| {{TODO|add description}}
|-
|<code>urban.util_woodfloorsqueaks</code>
| {{TODO|add description}}
|-
|<code>urban.util_windgust</code>
| {{TODO|add description}}
|-
|<code>urban.util_distantcombat</code>
| {{TODO|add description}}
|-
|<code>urban.util_distantexplosions</code>
| {{TODO|add description}}
|-
|<code>urban.util_rat_scratches</code>
| {{TODO|add description}}
|-
|<code>urban.util_genericrooftop</code>
| {{TODO|add description}}
|-
|<code>urban.util_genericexterior_from_interior_1</code>
| {{TODO|add description}}
|-
|<code>urban.util_genericexterior_from_interior_2</code>
| {{TODO|add description}}
|-
|<code>urban.util_flies</code>
| {{TODO|add description}}
|-
|<code>urban.util_steam</code>
| {{TODO|add description}}
|-
|<code>urban.util_pipes</code>
| {{TODO|add description}}
|-
|<code>urban.rooftop_1b</code>
| {{TODO|add description}}
|-
|<code>urban.rooftop_1b_interior</code>
| {{TODO|add description}}
|-
|<code>urban.rooftop_1b_interior2</code>
| {{TODO|add description}}
|-
|<code>urban.underground_1</code>
| {{TODO|add description}}
|-
|<code>urban.underground_2</code>
| {{TODO|add description}}
|-
|<code>urban.underground_3</code>
| {{TODO|add description}}
|-
|<code>urban.controlroom</code>
| {{TODO|add description}}
|-
|<code>urban.warehouse_1</code>
| {{TODO|add description}}
|-
|<code>urban.steamtunnel</code>
| {{TODO|add description}}
|-
|<code>urban.boilerroom</code>
| {{TODO|add description}}
|-
|<code>urban.hospital_interior</code>
| {{TODO|add description}}
|-
|<code>urban.flies</code>
| {{TODO|add description}}
|-
|<code>urban.rooftop</code>
| {{TODO|add description}}
|-
|<code>urban.street</code>
| {{TODO|add description}}
|-
|<code>urban.streetrain</code>
| {{TODO|add description}}
|-
|<code>urban.alley</code>
| {{TODO|add description}}
|-
|<code>urban.alleyrain</code>
| {{TODO|add description}}
|-
|<code>urban.sewer</code>
| {{TODO|add description}}
|-
|<code>urban.pipetunnel</code>
| {{TODO|add description}}
|-
|<code>urban.apartment</code>
| {{TODO|add description}}
|-
|<code>urban.generatorroom_off</code>
| {{TODO|add description}}
|-
|<code>urban.generatorroom</code>
| {{TODO|add description}}
|-
|<code>urban.respawn</code>
| {{TODO|add description}}
|-
|<code>hospital.respawn</code>
| {{TODO|add description}}
|-
|<code>urban.rooftopspawn</code>
| {{TODO|add description}}
|-
|<code>urban.hospitalspawn</code>
| {{TODO|add description}}
|-
|<code>urban.spawnrain</code>
| {{TODO|add description}}
|-
|<code>urban.hospital</code>
| {{TODO|add description}}
|-
|<code>urban.office</code>
| {{TODO|add description}}
|-
|<code>urban.subway</code>
| {{TODO|add description}}
|-
|<code>urban.pillarsroom</code>
| {{TODO|add description}}
|-
|<code>urban.conveniencestore</code>
| {{TODO|add description}}
|-
|<code>urban.warehouseoutside</code>
| {{TODO|add description}}
|-
|<code>urban.warehouseinside</code>
| {{TODO|add description}}
|-
|<code>urban.tankroom</code>
| {{TODO|add description}}
|-
|<code>urban.powerplant</code>
| {{TODO|add description}}
|-
|<code>urban.powerplantinside</code>
| {{TODO|add description}}
|-
|<code>urban.parkinggarage</code>
| {{TODO|add description}}
|-
|<code>urban.elevator</code>
| {{TODO|add description}}
|-
|<code>urban.construction</code>
| {{TODO|add description}}
|-
|<code>urban.finaleinside</code>
| {{TODO|add description}}
|-
|<code>urban.finaleoutside</code>
| {{TODO|add description}}
|-
|<code>urban.finaleroof</code>
| {{TODO|add description}}
|-
|}
== soundscapes_lighthouse ==
 
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
|<code>lighthouse.woods</code>
| {{TODO|add description}}
|-
|<code>lighthouse.house</code>
| {{TODO|add description}}
|-
|}
== soundscapes_river ==
 
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
|-
|<code>river.shoreline</code>
|height="40px"|urban2.subway
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river.fishingboat</code>
|height="40px"|urban2.pillarsroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river.woods</code>
|height="40px"|urban2.conveniencestore
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river.rooftop</code>
|height="40px"|urban2.warehouseoutside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.spawn</code>
|height="40px"|urban2.bathroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.shore</code>
|height="40px"|urban2.club
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.street</code>
|height="40px"|urban2.tankroom
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.alley</code>
|height="40px"|urban2.powerplant
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.interiors</code>
|height="40px"|urban2.powerplantinside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.brickfactory</code>
|height="40px"|urban2.parkinggarage
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_01.checkpoint</code>
|height="40px"|urban2.elevator
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.woods</code>
|height="40px"|urban2.construction
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.oilbuilding</code>
|height="40px"|urban2.finaleinside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.bargecrossing</code>
|height="40px"|urban2.finaleoutside
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.freighter</code>
|height="40px"|urban2.finaleroof
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.hull</code>
|height="40px"|urban2.cemetery
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.gravelpile</code>
|height="40px"|urban2.burnedhouse
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.checkpoint</code>
|height="40px"|urban2.dock
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|<code>river_02.highrise</code>
|height="40px"|urban2.dockfar
| {{TODO|add description}}
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|-
|-
|height="40px"|urban2.bridgeoutside
|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|style="background-color:rgb(50,50,50);"|
|}
|}
[[Category:Level Design]]
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_urban2.txt</span>
[[Category:Left 4 Dead 2]]
{{Template:Envsound}}
[[Category:Sound System]]
[[Category:Level Design]][[Category:Sound System]][[Category:Left 4 Dead 2]]

Revision as of 05:22, 6 February 2022

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Left 4 Dead 2 Level Creation

Here is a list of 352 soundscapes for use in Left 4 Dead 2Left 4 Dead 2. 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.

Todo:  Add descriptions for how they sound.

campaign1 (Dead Center)

Name Description DSP Position Number Position Description
fire.debris.metal Somewhat distant metal crashes and straining, with the occasional sound of burning. This soundscape should be used with others, as the sound cuts in and out.
fire.debris.wood Similar to the above, except with the sounds of wood collapsing and breaking instead of metal.
fire.debris.junk Similar to the above, except with the sounds of generic rubble, glass and rocks(?) moving and falling around.
structure.groans Pretty self-explanatory, occasional sounds of metal eerily groaning and straining. This soundscape should be used with others, as the sound cuts in and out.
mall.randomverbs Very distant, echoing sounds of something small falling over.
c1m1.spawn Constant soundscape of rooftop winds, distant birds and cicadas, and a raging fire not too far away.
c1m1.stairwell Generic wind-humming, maybe from an AC or a vent.
c1m1.hotel.int.3rdfloorhall Similar to the above, except the humming is quieter and there's a very frequent sound of wood/junk breaking and falling.
c1m1.hotel.int.3rdfloor A loud, raging fire with metal groaning and breaking.
c1m1.hotelroom.exterior.fire High winds, birds and cicadas, and a very close raging fire.
c1m1.hotelroom.2ndfloor Very loud blazing inferno with wood breaking and rubble collapsing.
c1m1.storeroom.2ndfloor Similar to the above, except the fire is slightly quieter and the metal groaning is louder.
c1m1.elevator.2ndfloor Similar to the above, except the fire is even quieter and the metal straining is closer.
c1m1.stairwell.fire Silence.
c1m1.hotelexterior.2ndfloor Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area.
c1m1.hotel.int.1stfloor Nothing but a very loud fire and metal collapsing.
c1m1.hotel.int.1stfloor.lobby A relatively quieter fire, but the debris sounds are more frequent, varied and louder (but not very loud) - everything between glass, debris and metal. Probably only a few rooms away from the fire.
c1m1.saferoom Distant fire with a fluorescent/generator hum nearby, and metal groaning/debris breaking somewhere close.
c1m2.spawn Somewhat quiet fluorescent/generator hum with a faint wind outside the door. No fire or debris, somehow.
c1m2.exterior.01 Noisy birds and cicadas right above the player, with faint gusts of wind blowing by. Very soothing. Could be used for anything between a small wooded area or a lively subtropical forest.
c1m2.stairwell Identical to c1m1.stairwell.
c1m2.streetalley Similar to c1m2.exterior.01, except the birds and cicadas are muffled, quiet and echo-y, and the faint wind is louder.
c1m2.exterior.02 Similar to c1m2.exterior.01, but the faint wind is quieter - almost not even there. Just birds and cicadas.
c1m2.exterior.03 Similar to the above, except the wildlife is quiet and more distant.
c1m2.interior.01 Generic sound of air moving through a room, maybe from an AC unit or an open door. Very (almost absurdly) boring, more so than the sound of air moving should be.
c1m2.store.interior The humming of a cooler or fluorescent light, and an annoying fly at position 1.
c1m2.safehouse More air moving through a room, maybe some quiet machinery like a vending machine nearby.
c1m3.spawn Even more air moving through a room, except with a fly at position 1.
c1m3.mall.interior1 More moving air, but louder and with a humming, like from an AC vent. Also some occasional, distant sounds like doors closing, small things falling down, etc.
c1m3.mall.interior2 Similar to above, but the humming is gone completely and the air is lower-pitched and deeper.
c1m3.mall.hallway Even more moving air. Identical to "c1m1.stairwell", except more "open", like in a bigger room.
c1m3.security Looping 2-second sound of fluorescent humming, or maybe an old monitor humming.
c1m3.safehouse Identical to c1m2.safehouse.
c1m4.spawn Identical to above, except a little bit quieter.
c1m4.atrium.hallway More quietly moving air coming from a vent.
c1m4.atrium.interior Identical to c1m3.mall.interior2.
c1m4.elevator.int Similar to above,with constant humming of machinery like an elevator motor.

soundscapes_campaign1.txt

campaign2 (Dark Carnival)

Name Description DSP Position Number Position Description
c2m1.hiway.spawn
c2m1.hotel.outdoors
c2m1.hotel.indoors
c2m1.parkinglot
c2m1.ravine
c2m1.saferoom
c2m2.spawn
c2m2.fairgrounds.ext1
c2m2.fairgrounds.ext2
c2m2.fairgrounds.interior.small
c2m2.fairgrounds.interior.med
c2m2.fairgrounds.interior.large
c2m2.fairgrounds.interior.open
c2m2.safehouse
c2m3.spawn
c2m3.tunneloflove
c2m3.duct
c2m3.tunnel.store.room
c2m3.medium.room
c2m3.pumproom
c2m3.coaster.ext1
c2m3.coaster
c2m3.coaster.tunnel
c2m3.saferoom
c2m4.spawn
c2m4.exterior01
c2m4.bumpercars
c2m4.interior01
c2m4.barn.int
c2m4.tunnel.ent
c2m4.saferoom
c2m5.spawn
c2m5.arena.underground
c2m5.arena
c2m5.arena.bathroom

soundscapes_campaign2.txt

campaign3 (Swamp Fever)

Name Description DSP Position Number Position Description
c3m1.gasstationspawn Cicadas and other critters. Probably night. Very calm.
c3m1.gasstaionspawn Bugged version of c3m1.gasstationspawn. The looping cicada sounds fade out after one second, but other critters sounds still play sometimes.
c3m1.houseinteriors Identical to c3m1.gasstationspawn, but a little quieter.
c3m1.dock Flies buzzing around very close, frogs in the distance, calm sill water, a few birds. Like a swamp.
c3m1.openinterior Cicadas, seagulls in the distance, distant gunfire and explosions.
c3m1.plankswamp Flies buzing around very close, a lot of frogs in near distance, steady stream of water, birds that make a odd noise.
c3m1.saferoom Medium big room or corridor, wind flowing calmly, water dripping in the far distance.
c3m2.tunnelspawn Identical to c3m1.saferoom, but quieter.
c3m2.swamp A lot of frogs, a lot of flies, several cicadas, resting water, birds can be heard aswell.
c3m2.swamp02 Simmilar to c3m2.swamp bit with a very repetitive sound that i can only describe as loud creaking wood.
c3m2.swamp03 Several flies, many more cicadas in the distance, loud frogs, barely audible calm water.
c3m2.houseinterior Cicadas, flies, distant frogs, creaking wood, very distant and dull explosion sound.
c3m2.elevatedground Very close low pitched humming noise, like a vending machine. Wood creaking loudly and often.
c3m2.safehouse Wood creaking, frogs and cicadas in the distance. also has low pitched humming noise.
c3m3.housespawn An awful lot of lies buzzing around very close and loudly, has creaking wood.
c3m3.townoutside_01 Loud cicadas and very close flies, occasional birds. Has sounds of metal banging.
c3m3.houseinterior Cicadas in the distance and creaking wood.
c3m3.houseinterior_02 Cicadas in the distance, loud flies, several frogs in the distance, very close wood creaking.
c3m3.townoutside_02 A lot of nearby frogs and cicadas, a few buzzing flies. Has calm water and occasional bird noises.
c3m3.swamp Many distant and a few close cicadas, a couple of frogs in nearby distance.
c3m3.outside_dry Like c3m1.gasstationspawn. Cicadas and other critters. Probably night. Very calm.
c3m3.safehouse Starts with a few cicadas, after two seconds fades into indoor sound of low humming and wood creaking.
c3m4.housespawn Distant cicadas and a low humming noise, probably a vending maching or other simmilar machinery.
c3m4.plantationoutside Loud cicadas, standing waters, several woodland insects making noise.
c3m4.houseinterior Similar to c3m4.plantationoutside, but quieter with wood creaking sounds in the foreground.
c3m4.orchard_entrance Distant cicadas, alot of birds singing, maybe a rattlesnake rattling sometimes.
c3m4.plantation.int Only indoor sounds of creaking wood with a low humming noise in the background.
c3m4.plantation_backyard Cicadas and other insects, calm water, occasional singing birds.
c3m4.plantation_dock A lot of frogs nearby, a few cicadas, singing birds and calm water.

soundscapes_campaign3.txt

campaign4 (Hard Rain)

Name Description DSP Position Number Position Description
milltown.emptystub
rain.hardsurface.soft.dynamic
rain.hardsurface.soft
rain.hardsurface.med
rain.hardsurface.med.dynamic
rain.hardsurface.hard
rain.water.soft
rain.water.med
rain.water.hard
rain.interior.soft.dynamic
rain.interior.soft
rain.interior.med.dynamic
rain.interior.med
rain.interiorverb.med.dynamic
rain.interiorverb.med
rain.interiorverb.hard.dynamic
rain.interiorverb.hard
distant.thunder
storm.dynamic
storm.dynamic.mill
milltown.spawn
milltown.a.ext
burgertank.interior
c4.house.interior
milltown.a.safehouse
sugarmill.a.spawn
sugarmill.a.exterior
sugarmill.a.office.int
sugarmill.a.office.closed
sugarmill.a.pipeyard
sugarmill.a.pipeyard.transition
sugarmill.a.courtyard
sugarmill.a.trailerinterior
sugarmill.a.lockerroom.int
sugarmill.a.mill
sugarmill.a.cornfield
sugarmill.a.gasstation.int
sugarmill.b.spawn
sugarmill.b.gasstation.int
sugarmill.b.cornfield
sugarmill.b.mill
sugarmill.b.lockerroom.int
sugarmill.b.trailerinterior
sugarmill.b.courtyard
sugarmill.b.pipeyard.transition
sugarmill.b.pipeyard
sugarmill.b.office.closed
sugarmill.b.office.int
sugarmill.b.exterior
sugarmill.b.spawn
milltown.b.safehouse
milltown.b.ext
c4.house.b.interior
burgertank.b.interior
milltown.b.spawn

soundscapes_campaign4.txt

campaign5 (The Parish)

Name Description DSP Position Number Position Description
c5m1.waterfront Very close waves, seagulls. Like a shoreline.
c5m1.waterfrontspawn Same as above, but the waves are a bit quieter
c5m1.restaurant Single fly, distraught woman weeping, audible breathing, creaking wood, pebble-sized debris crumbling and falling, cicadas, distant explosions and gunshots.
c5m1.street Cicadas, very audible gunshots and explosion in close proximity, jet planes in close distance, wind and occasional seagulls.
c5m1.smallstore Freezer aisle or fridge humming.
c5m1.alley Lots of cicadas and other such critters very close, wind howling through large areas, odd metal banging noise pretty close to player.
c5m1.park Wind rustling trees and bushes very close, very distant explosions and gunshots, occasional cicadas and one bird.
c5m1.bathroom Indoor area with wind flowing through, pretty obvious looping sound of what appears to be water gurgling through a pipe.
c5m1.decon Very close machine humming.
c5m1.terminal Large indoor area with wind flowing, occasional Loud metallic bangs and squeaking.
c5m1.depot Cicadas in close proximity, loud wind, a groaning metal structure, occasional gunshots and explosion in the far distance, jet planes flying sometimes.
c5m1.highwayspawn White noise, perhaps flowing air, accompanied by a obviously looping sound that is hard to describe.
c5m2.highwayspawn Identical to above.
c5m2.junkyard Crackling fire at soundscape origin, cicadas, wind over large open area, rustling trees, occasional jet planes in far and closer distance, distant gunshots and explosions
c5m2.suburbanstreet Wind, cicadas, distant explosions, gunshots and jet planes.
c5m2.houseinterior Machine humming, louder creaking wood, occasional banging noises that could be very distant explosions.
c5m2.cornerstore Identical to above.
c5m2.burnedhouses Wind over large area, occasional very close cicada, a few very distant explosions and gunshots.
c5m2.tunnel Burst pipe at soundscape origin (steam escaping), water flowing through pipes, wind going through corridors, occasional loud banging noises.
c5m2.underground Odd creepy ambience sound that is not natural and hard to describe. Accompanied by closer water droplets and distant constant water drops.
c5m2.impoundlot Cicadas and other such critters, wind, occasional jet planes flying in the distance, few distant explosions and gunshots
c5m2.highway Identical to above.
c5m2.cemetery Wind rustling through trees, occasional cicadas, crickets and birds. Accompanied by distant gunshots and explosions.
c5m2.urbanstreet Wind, closer occasional gunshots, explosions and jet planes.
c5m2.storagespawn Machine white noise, perhaps a freezer or AC unit. Odd, slightly annoying, background noise that plays for about five seconds and loops, very hard to describe.
c5m3.storagespawn Same as above but louder white noise.
c5m3.courtyard Wind, a lot of singing birds, occasional flies and metal banging noises. Scarce Distant gunshots and explosions.
c5m3.smallstore Fly at soundscape origin, a machine humming, perhaps a freezer.
c5m3.office Machine humming, distant cicadas, occasional distant gunshots, explosions and jet planes.
c5m3.street Wind, a lot of birds singing, distant explosions, gunshots and jets, some metal creaking in various locations. Sounds more like a forest, rather than a street as the name implies.
c5m3.smallclub Creepy background noise with pretty deep and audible bass in its background. Accompanied by wood creaking.
c5m3.largeclub Identical to above.
c5m3.alley Wind, several birds singing, loud metal structures banging almost every ten seconds.
c5m3.hotelstairwell Fly, wind in corridors, machine humming, creaking wood, occasional rather creepy breathing or perhaps even whispering, explosions, groaning structures and woman sobbing loudly.
c5m3.hotelinterior Identical to above.
c5m3.apartmentshell Identical to c5m3.hotelstairwell.
c5m3.apartment Identical to c5m3.hotelstairwell.
c5m3.lot Wind, several birds singing in close distance, occasional banging sounds of larger structures echoing of walls.
c5m3.waterfront Close cicadas, wind, waves in close distance, seagulls, distant explosions, gunshots and jets.
c5m3.towerspawn Similar to c5m2.storagespawn, but with quieter machine humming
c5m4.towerspawn Close waves and seagulls, a large structure groaning.
c5m4.bridgeoutside Very close waves, seagulls, a large groaning structure and occasional foghorn noises in the very far distance.
c5m4.dockfar Very close waves with seagulls.
c5m4.dock Similar to above but quieter waves

soundscapes_campaign5.txt

campaign6 (The Passing)

Name Description DSP Position Number Position Description
util_debris
c6m1_spawn_river
c6m1_building_interior
c6m1_outdoor_01
c6m1_tent_int
c6.house.interior
c6m1.safehouse
c6m2.safehouse
c6m2_outdoor_01
c6m2_outdoor_02
c6m2_outdoor_03
c6.truck.interior
c6.conduit.int
c6m2_building_interior
c6m2_building_interior_02
c6m2_underground_interior_01
c6m2_int.stairwell
c6m2_int.water
c6m2_int.tunnel
c6m2_water.tunnel
c6m3.port.spawn
port.spawn.ext
port.patio.ext
port.alcove
port.waterfront
port.elevator.bottom
port.outdoor.general
port.building.interior
brick.bldg.interior
sugarmill.b.office.int
sugarmill.b.spawn

soundscapes_campaign6.txt

Swamps

Name Description DSP Position Number Position Description
swamps.frogs_01
swamps.frogs_02
swamps.frogs_03
swamps.frogs_04
swamps.frogs_05
swamps.frogs_06
swamps.bullfrogs_01
swamps.flies
swamps.gators
swamps.gasstation
swamps.dock
swamps.plankswamp_01
swamps.swamp_01
swamps.swamp_02
swamps.swamp_03
swamps.shantyoutside
swamps.plantation_outside
swamps.orchard
rural2.combat_far_heavy
rural2.combat_far_medium
rural2.combat_close_light

soundscapes_swamps.txt

Rural 2

Name Description DSP Position Number Position Description
rural2.woods
rural2.woods3
rural2.morning
rural2.bridge
rural2.smallbuilding
rural2.smallbuilding2
rural2.river
rural2.caveclosed
rural2.caveopen
rural2.traintunnel
rural2.pumproom
rural2.bigroom
rural2.drainagebig
rural2.drainagesmall
rural2.drainageopen
rural2.trainyardentrance
rural2.trainyardrespawn
rural2.trainyardbuilding
rural2.trainyardbuilding2
rural2.trainyardbuilding2window
rural2.trainyard
rural2.trainyard2
rural2.house
rural2.town
rural2.towninside
rural2.townalley
rural2.boatinterior
rural2.boatexterior
rural2.shoreline
rural2.town_02
rural2.shack
rural2.combat_far_heavy
rural2.combat_far_medium
rural2.combat_close_light

soundscapes_rural2.txt

Urban 2

Name Description DSP Position Number Position Description
urban2.util_cicadas
urban2.util_grasshoppers
urban2.utilbirdsgroup1
urban2.util_interiorslams
urban2.util_metalslams
urban2.util_metalslams 2
urban2.util_woodfloorsqueaks
urban2.util_woodqueaks_new
urban2.util_windgust
urban2.util_distantcombat
urban2.util_distantexplosions
urban2.util_rat_scratches
urban2.util_genericrooftop
urban2.util_genericexterior_from_interior_1
urban2.util_genericexterior_from_interior_2
urban2.util_flies
urban2.util_steam
urban2.util_pipes
urban2.rooftop_1b
urban2.rooftop_1b_interior
urban2.rooftop_1b_interior2
urban2.underground_1
urban2.underground_2
urban2.underground_3
urban2.controlroom
urban2.warehouse_1
urban2.steamtunnel
urban2.boilerroom
urban2.hospital_interior
urban2.flies
urban2.rooftop
urban2.junkyard
urban2.street
urban2.courtyard
urban2.alley
urban2.sewer
urban2.pipetunnel
urban2.apartment
urban2.generatorroom_off
urban2.generatorroom
urban2.respawn
urban2.rooftopspawn
urban2.hospitalspawn
urban2.spawnrain
urban2.hospital
urban2.office
urban2.subway
urban2.pillarsroom
urban2.conveniencestore
urban2.warehouseoutside
urban2.bathroom
urban2.club
urban2.tankroom
urban2.powerplant
urban2.powerplantinside
urban2.parkinggarage
urban2.elevator
urban2.construction
urban2.finaleinside
urban2.finaleoutside
urban2.finaleroof
urban2.cemetery
urban2.burnedhouse
urban2.dock
urban2.dockfar
urban2.bridgeoutside

soundscapes_urban2.txt

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