List of HL2 Soundscapes: Difference between revisions

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| <code>coast.util_headcrab_canister</code>
| <code>coast.util_headcrab_canister</code>
|  
| Silence with occasional bizarre Combine tech noise.
|-
|-
| <code>coast.util_metalstress</code>
| <code>coast.util_metalstress</code>
|  
| Silence with occasional sounds of metal stress.
|-
|-
| <code>coast.util_shackmetal</code>
| <code>coast.util_shackmetal</code>
|  
| Silence with occasional quick squeeks from moving metal.
|-
|-
| <code>coast.util_crumblycliff</code>
| <code>coast.util_crumblycliff</code>
|  
| Silence with sounds of crumbling landmasses.
|-
|-
| <code>coast.util_windgusts</code>
| <code>coast.util_windgusts</code>
|  
| Silence with wind gusts.
|-
|-
| <code>coast.util_fardrips</code>
| <code>coast.util_fardrips</code>
|  
| Silence with water dripping.
|-
|-
| <code>coast.util_birds</code>
| <code>coast.util_birds</code>
|  
| Silence with occasional sounds of seagulls calling.
|-
|-
| <code>coast.util_lakeshoreline</code>
| <code>coast.util_lakeshoreline</code>
|  
| Waves breaking gently.
|-
|-
| <code>coast.util_shoreline</code>
| <code>coast.util_shoreline</code>
|  
| Similar to above, but with what feels like much more massive waves.
|-
|-
| <code>coast.util_distant_shoreline</code>
| <code>coast.util_distant_shoreline</code>
|  
| Similar to above, but from a greater distace.
|-
|-
| <code>coast.util_antlion_den</code>
| <code>coast.util_antlion_den</code>
|  
| Antlions hissing.
|-
|-
| <code>coast.general_windy_tunnel</code>
| <code>coast.general_windy_tunnel</code>
|  
| Steady whine of wind in a tunnel and muffled sounds of waves crashing.
|-
|-
| <code>coast.general_tunnel</code>
| <code>coast.general_tunnel</code>
|  
| Similar to above but quieter and with waterdrips mixed in.
|-
|-
| <code>coast.zombie_tunnel</code>
| <code>coast.zombie_tunnel</code>
|  
| Steady, tunnelish sound and some occasional train sounds.
|-
|-
| <code>coast.general_oldwoodbuilding</code>
| <code>coast.general_oldwoodbuilding</code>
|  
| Wood stress, wind gusting, seagulls calling
|-
|-
| <code>coast.general_oldwoodbuilding_with_windchimes</code>
| <code>coast.general_oldwoodbuilding_with_windchimes</code>
|  
| Same as above but with chimes.
|-
|-
| <code>coast.combine_controlroom_ambience</code>
| <code>coast.combine_controlroom_ambience</code>
|  
| Steady whine of Combine tech.
|-
|-
| <code>coast.general_shoreline</code>
| <code>coast.general_shoreline</code>
| Waves crashing, wind gusting, seagulls calling
| Waves crashing, wind gusting, seagulls calling.
|-
|-
| <code>coast.positional_shoreline</code>
| <code>coast.positional_shoreline</code>
|  
| Similar to above, but closer by.
|-
|-
| <code>coast.shoreline_with_antlion_dens</code>
| <code>coast.shoreline_with_antlion_dens</code>
|  
| Similar to <code>coast.general_shoreline</code>, but with antlion sounds.
|-
|-
| <code>coast.bridge_ambient</code>
| <code>coast.bridge_ambient</code>
|  
| Wind blowing, seagulls calling.
|-
|-
| <code>coast.bridge_shack</code>
| <code>coast.bridge_shack</code>
|  
| Same as above but quieter.
|-
|-
| <code>coast.cliffside</code>
| <code>coast.cliffside</code>
|  
| A mix of <code>coast.general_shoreline</code> and <code>coast.util_crumblycliff</code>.
|-
|-
| <code>coast.bridge_concrete_room</code>
| <code>coast.bridge_concrete_room</code>
| Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements.
| Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements.
|-
| <code>coast.distant_shoreline</code>
| Distant waves breaking, wind gusting and close-range antlion sounds.
|-
|-
| <code>coast.generic_ambient_01</code>
| <code>coast.generic_ambient_01</code>
|  
| Similar to above, but without the antlions.
|-
| <code>coast.distant_shoreline</code>
| Distant waves breaking, wind gusting and close-range wildlife sounds.
|}
|}



Revision as of 03:17, 3 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 Wind gusts.
d1_canals.util_drips Water dripping.
d1_canals.util_fardrips Water dripping a bit further away.
d1_canals.util_headcrab_canister Strong hissing noise.
d1_canals.util_shoreline Sounds of small waves hitting shore.
d1_canals_tunnel01 Constant sound of what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.
d1_canals_citystart City sounds, trains horning close by,

PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.

d1_canals_citadel Same as above but with occasional low, massive metallic noises.
d1_canals_traincanal City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.
d1_canals_traintunnel Same as above and a strong, low tunnelish rumble in the background.
d1_canals_watercanal Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water masses hitting pontoons.
d1_canals_junkyard Similar to d1_canals_traincanal.
d1_canals_copcanals Similar to d1_canals_traincanal plus water dripping.
d1_truck_pass Quick, low noise.
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 Silence with occasional bizarre Combine tech noise.
coast.util_metalstress Silence with occasional sounds of metal stress.
coast.util_shackmetal Silence with occasional quick squeeks from moving metal.
coast.util_crumblycliff Silence with sounds of crumbling landmasses.
coast.util_windgusts Silence with wind gusts.
coast.util_fardrips Silence with water dripping.
coast.util_birds Silence with occasional sounds of seagulls calling.
coast.util_lakeshoreline Waves breaking gently.
coast.util_shoreline Similar to above, but with what feels like much more massive waves.
coast.util_distant_shoreline Similar to above, but from a greater distace.
coast.util_antlion_den Antlions hissing.
coast.general_windy_tunnel Steady whine of wind in a tunnel and muffled sounds of waves crashing.
coast.general_tunnel Similar to above but quieter and with waterdrips mixed in.
coast.zombie_tunnel Steady, tunnelish sound and some occasional train sounds.
coast.general_oldwoodbuilding Wood stress, wind gusting, seagulls calling
coast.general_oldwoodbuilding_with_windchimes Same as above but with chimes.
coast.combine_controlroom_ambience Steady whine of Combine tech.
coast.general_shoreline Waves crashing, wind gusting, seagulls calling.
coast.positional_shoreline Similar to above, but closer by.
coast.shoreline_with_antlion_dens Similar to coast.general_shoreline, but with antlion sounds.
coast.bridge_ambient Wind blowing, seagulls calling.
coast.bridge_shack Same as above but quieter.
coast.cliffside A mix of coast.general_shoreline and coast.util_crumblycliff.
coast.bridge_concrete_room Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements.
coast.distant_shoreline Distant waves breaking, wind gusting and close-range antlion sounds.
coast.generic_ambient_01 Similar to above, but without the antlions.

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.