List of HL2 Soundscapes: Difference between revisions
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|- | |- | ||
| <code>city_searching_level1</code> | | <code>city_searching_level1</code> | ||
| | | City background noise with helicopters and alarm sounds. | ||
|- | |- | ||
| <code>city_searching_level2</code> | | <code>city_searching_level2</code> | ||
| | | Same as above. | ||
|- | |- | ||
| <code>city_searching_level3</code> | | <code>city_searching_level3</code> | ||
| | | Same as above. | ||
|} | |} | ||
Revision as of 10:32, 2 March 2006
Here is a list of 245 soundscapes for use in Half-Life 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. The list below will in time be upgraded to include descriptions of each soundscape's positional components if present.
Generic and Test
Name | Description and Notes |
---|---|
Nothing | No DSP, no ambients |
Automatic | Automatic dsp at 50% mix |
automatic_dialog
|
dsp "1" dsp_volume "0.5" |
e3_techdemo_gmanspeaking
|
|
e3_Techdemo_02
|
'Physics room' |
e3_Techdemo_03
|
|
e3_Techdemo_05
|
Dripping cave ambient |
e3_Techdemo_06
|
Lake |
e3_end
|
|
GenericIndoor
|
Electric hum |
GenericOutdoor
|
Same hum, but quieter |
Cabin
|
|
cabin_outdoor
|
|
test_tvset
|
Music coming from a TV set |
Train Station and City 17
Name | Description and Notes |
---|---|
d1_trainstation.util_city
|
Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. |
d1_trainstation.city
|
All of the above plus a steady uproar in the background. |
d1_trainstation.Platform
|
Loud and static hissing sound, city sounds barely audible in the background. |
d1_trainstation.Turnstyle
|
Similar to d1_trainstation.city but city sounds less audible.
|
combine.computer
|
Loud, flat whine and an occasional blip. |
d1_trainstation.Interrogation
|
Mixed uproar of the surrounding city and combine.computer .
|
d1_trainstation.TerminalSquare
|
Similar to d1_trainstation.Turnstyle .
|
d1_trainstation.QuietCourtyard
|
Same as above but the tumult is quieter. |
d1_trainstation.Occupants
|
Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. |
d1_trainstation.AppartmentCourtyard
|
Above mixed to city sounds. |
d1_trainstation.Appartments
|
Door knocking, breaking plates, woman screams and man grunts like being hit. |
d1_trainstation.RaidCityvoice
|
Cityvoice: Failure to cooperate will result in permanent offworld relocation. |
d1_trainstation.RaidOccupants
|
Breaking glass and boxes and knocking on door. |
d1_trainstation.RaidAppartments
|
Knocks on doors, PA woman asking citizens to assume inspection positions, people chattering nervously, breaking glass, man shouting, PA stating city block suspected to contain infection. |
general.concrete_quiet
|
Semi-loud hum of moving air. |
PA announcements for City 17
Name | Description and Notes |
---|---|
cityvoice_level0
|
PA system invokes unrest procedures, requests player id |
cityvoice_level1
|
Player is evading capture, cops are summoned |
cityvoice_level2
|
Player convicted of civil disruption, city block on alert |
cityvoice_level3
|
Player convicted of anticivil activity, city block punished |
cityvoice_level4
|
Citizenship revoked, cops fire at will |
cityvoice_level5
|
City looking for player |
city_searching_level1
|
City background noise with helicopters and alarm sounds. |
city_searching_level2
|
Same as above. |
city_searching_level3
|
Same as above. |
Canals for Route Kanal
Name | Description and Notes |
---|---|
d1_canals.util_windgusts
|
|
d1_canals.util_drips
|
|
d1_canals.util_fardrips
|
|
d1_canals.util_headcrab_canister
|
|
d1_canals.util_shoreline
|
|
d1_canals_tunnel01
|
|
d1_canals_citystart
|
|
d1_canals_citadel
|
|
d1_canals_traincanal
|
|
d1_canals_traintunnel
|
|
d1_canals_watercanal
|
|
d1_canals_junkyard
|
|
d1_canals_copcanals
|
|
d1_truck_pass
|
|
d1_canals_barnacle_tunnel
|
|
d1_canals_pipe_chamber
|
|
d1_canals_cop_alerted
|
|
d1_canals.heli_slide_tunnels
|
|
d1_canals.heli_attack
|
|
d1_canals.drainroom
|
|
d1_canals.03copsattackthroughboards
|
|
d1_canals.03entrytunnel
|
|
d1_canals.steamtunnel
|
|
d1_canals.waterpuzzleroom
|
|
d1_canals.util_birds
|
|
d1_canals.util_critters
|
|
d1_canals.util_tunnel_windgusts
|
|
d1_canals.util_critters_under_docks
|
|
d1_canals.util_toxic_slime
|
|
d1_canals.util_industrial
|
|
d1_canals.general_dripping_tunnel
|
|
d1_canals.general_windy_tunnel
|
|
d1_canals.general_watery_tunnel
|
|
d1_canals.general_watery_tunnel_shore
|
|
d1_canals.redbarn_ambience
|
|
d1_canals.floodgate_base_ambience
|
|
d1_canals.floodgate_machineroom
|
|
d1_canals.shore_and_reeds
|
|
d1_canals.spooky_infested_pipe
|
|
d1_canals.water_tunnel_with_frogs
|
|
d1_canals.windchimes_and_wind
|
|
canals_slime_outside
|
|
canals_slime_tunnel
|
|
canals_tunnel_dry
|
|
canals_tunnel_wet
|
|
canals_canal_nowater
|
|
canals_canal_water
|
|
canals_canal_water_industrial
|
|
canals_river
|
|
canals_river_calm
|
|
d1_canals_05_shanty_approach
|
|
d1_canals_05_shanty
|
|
d1_canals_07_entry_tunnel
|
|
d1_canals_07a_warehouse
|
|
d1_canals_08a_gun_tunnel_entrance
|
|
d1_canals_08a_puzzle_arena
|
|
d1_canals_08a_gun_scene
|
|
d1_canals_08a_tunnel_exit
|
|
canals_canal_water_creaking_wood
|
|
canals_canal_water_creaking_metal
|
|
d1_canals_08_entry_tunnel
|
|
d1_canals_08_reservoir
|
|
d1_canals_08_island
|
|
d1_canals_08_base_interior
|
Kleiner's Lab and Black Mesa East
Name | Description and Notes |
---|---|
K_lab.LabSounds
|
|
E3_lab.LabSounds
|
|
eli_01_lab_main_1
|
|
eli_01_elevator_1
|
|
eli_01_upperhall_2
|
|
eli_01_upperhall_1
|
|
eli_01_lowerlab_hall_1
|
|
eli_01_lower_corridor_1
|
|
eli_01_lower_ravenhall_1
|
|
eli_01_lower_ravenhall_2
|
|
eli_02_lowerlab_hall_1
|
|
eli_02_lower_corridor_1
|
|
eli_02_ravenshaft_1
|
|
eli_02_ravenshaft_2
|
|
eli_02_scrapyard_1
|
|
eli_02_scrapyard_2
|
Ravenholm
Name | Description and Notes |
---|---|
d1_town.Start
|
Wind gusts, distant zombie howls and screams, 'drum beats'. |
d1_town.Street
|
Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. |
d1_town.CorpseRoom
|
|
d1_town.WoodBuilding
|
Wooden creaks, rodent sounds. |
d1_town.ConcreteBuilding
|
|
d1_town.Rooftop
|
|
d1_town.MineshaftDown
|
|
d1_town.WaterCave
|
|
d1_town.HeadcrabCave
|
|
d1_town.CaveTunnel
|
Coastline and Highway 17
Name | Description and Notes |
---|---|
coast.util_headcrab_canister
|
|
coast.util_metalstress
|
|
coast.util_shackmetal
|
|
coast.util_crumblycliff
|
|
coast.util_windgusts
|
|
coast.util_fardrips
|
|
coast.util_birds
|
|
coast.util_lakeshoreline
|
|
coast.util_shoreline
|
|
coast.util_distant_shoreline
|
|
coast.util_antlion_den
|
|
coast.general_windy_tunnel
|
|
coast.general_tunnel
|
|
coast.zombie_tunnel
|
|
coast.general_oldwoodbuilding
|
|
coast.general_oldwoodbuilding_with_windchimes
|
|
coast.combine_controlroom_ambience
|
|
coast.general_shoreline
|
Waves crashing, wind gusting, seagulls calling |
coast.positional_shoreline
|
|
coast.shoreline_with_antlion_dens
|
|
coast.bridge_ambient
|
|
coast.bridge_shack
|
|
coast.cliffside
|
|
coast.bridge_concrete_room
|
Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements. |
coast.generic_ambient_01
|
|
coast.distant_shoreline
|
Distant waves breaking, wind gusting and close-range wildlife sounds. |
Nova Prospekt
Name | Description and Notes |
---|---|
prison.util_distantcombat_verylight
|
|
prison.util_distantcombat_light
|
|
prison.util_distantcombat_heavy
|
|
prison.util_antlion_burrows
|
|
prison.util_fardrips
|
|
prison.util_drips
|
|
prison.util_distant_trains
|
|
prison.util_radio
|
|
prison.util_control_room
|
|
prison.citizen_camp
|
|
prison.redlight_bunker
|
|
prison.outdoor_courtyard
|
|
prison.outdoor_courtyard_hvycombat
|
|
prison.trainstation
|
|
prison.teleport_area
|
|
prison.control_room
|
|
prison.control_room_simple
|
|
prison.combine_wall
|
|
prison.util_quiet_cellblock
|
Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own. |
prison.util_louder_cellblock
|
Quiet ambience, actually. |
prison.larger_cellblock_vlightcombat
|
|
prison.larger_cellblock_hvycombat
|
|
prison.larger_cellblock_lightcombat
|
|
prison.general_hallway_lightcombat
|
|
prison.general_hallway_vlightcombat
|
|
prison.general_dripping_tunnel
|
|
prison.hall_with_burrows
|
|
prison.electric_water_room
|
|
prison.laundry
|
Loud, whooshing metallic machinery sounds. |
prison.watery_hallway
|
|
prison.showers
|
Loud, fairly high-pitched water pipes and water dripping. |
prison.zombie_infested
|
War-torn City 17
Name | Description and Notes |
---|---|
streetwar.util_combine_atmosphere
|
|
streetwar.util_rubble
|
|
streetwar.util_sirens
|
|
streetwar.util_light_sirens
|
|
streetwar.util_zombie_infested
|
Occasional buzzing flies and faint chirping birds. |
streetwar.util_light_combat_atmosphere
|
|
streetwar.util_heavy_combat_atmosphere
|
|
streetwar.util_muffled_light_combat
|
|
streetwar.util_light_combat
|
|
streetwar.util_medium_combat
|
|
streetwar.util_heavy_combat
|
|
streetwar.util_drips
|
|
streetwar.util_fardrips
|
|
streetwar.zombie_water_room
|
Occasional buzzing flies and fairly loud dripping water. |
streetwar.car_tunnel
|
|
streetwar.general_small_tunnel
|
|
streetwar.car_tunnel_opensky
|
|
streetwar.toxic_car_tunnel
|
|
streetwar.infested_appartments
|
|
streetwar.general_indoor_light_combat
|
|
streetwar.general_indoor_medium_combat
|
|
streetwar.general_indoor_heavy_combat
|
|
streetwar.general_outdoor_light_combat
|
|
streetwar.general_outdoor_medium_combat
|
|
streetwar.general_outdoor_heavy_combat
|
|
streetwar.destroyed_concrete_building
|
|
streetwar.rooftop_heavy_combat
|
|
streetwar.control_room
|
|
streetwar.bank_control_room
|
|
streetwar.bank_machine_room
|
|
streetwar.bank_general
|
|
e3_c17_01_battle
|
|
c17_02_street_lower_1
|
|
c17_02_street_upper_1
|
|
c17_02_street_upper_2
|
|
c17_02_inside_apartments_1
|
|
streetwar.underground_manhack_tunnel
|
|
streetwar.vertical_warehouse_arena
|
Combine Citadel
Name | Description and Notes |
---|---|
d3_citadel.silence_and_dialog
|
Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? |
d3_citadel.util_hits
|
|
d3_citadel.util_activity
|
|
d3_citadel.util_pods
|
|
d3_citadel.deep_dropoff_inside
|
|
d3_citadel.pod_vista
|
|
d3_citadel.generic
|
|
d3_citadel.generic_moody
|
Fairly loud, near-musical Citadel ambience; no combat sounds |
d3_citadel.generic_moody2
|
Quieter Citadel ambience; no combat sounds |
d3_citadel.stasis_room
|
|
d3_citadel.combine_ball_room
|
|
d3_citadel.general_control_room
|
|
d3_citadel.alyx_teleport_control_room
|
|
d3_citadel.final_portal_chamber
|
|
d3_citadel.top_of_teleport_chamber
|
|
d3_citadel_01.pipe_entrance
|
|
d3_citadel_01.cliffside1
|
|
d3_citadel_01.citadel_entrance
|
|
d3_citadel.breen_field
|
Nearly the same as breen.office but with deep metal scraping sounds. |
d3_citadel.breen_hall
|
Computer humming |
d3_citadel.breen_office
|
Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. |