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. | ||
|} | |} | ||
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. |