List of HL:S Soundscapes: Difference between revisions

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[[Category:Sound System]]
[[Category:Sound System]]
Here is a list of [[Soundscapes|soundscapes]] for use in [[Half-Life: Source]]. 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. Some sounds that are prominent when you use the ''playsoundscape'' command may not be so overbearing in a custom soundscape.
Here is a list of [[Soundscapes|soundscapes]] for use in {{hls}} and {{hldms|4}}. 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. Some sounds that are prominent when you use the ''playsoundscape'' command may not be so overbearing in a custom soundscape.


All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with <code>[[env_sound]]</code> entity (alias of <code>[[env_soundscape]]</code>).
All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with <code>[[env_sound]]</code> entity (which in {{src}} is alias of <code>[[env_soundscape]]</code>).
{{Note|RT is value of <code>roomtype</code> key of <code>env_sound</code>.}}
{{Note|RT is value of <code>roomtype</code> key of <code>env_sound</code>.}}
{{todo|Make this a single column (instead of three), sorted by roomtype, so that it's easier to visually parse.}}
{|class="standard-table"
{|class="standard-table"
!RT
!RT

Revision as of 13:52, 8 August 2023

Here is a list of soundscapes for use in Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: Source. 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. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape.

All soundscapes except for water and weirdo are hardcoded into Half-Life: Source. These soundscapes should be used with env_sound entity (which in Source is alias of env_soundscape).

Note.pngNote:RT is value of roomtype key of env_sound.
Todo: Make this a single column (instead of three), sorted by roomtype, so that it's easier to visually parse.
RT Name DSP RT Name DSP RT Name DSP
0 Normal (off) 0 1 Generic 1
2 Metal Small 1 3 Metal Medium 1 4 Metal Large 1
5 Tunnel Small 1 6 Tunnel Medium 1 7 Tunnel Large 1
8 Chamber Small 1 9 Chamber Medium 1 10 Chamber Large 1
11 Bright Small 1 12 Bright Medium 1 13 Bright Large 1
14 Water 1 14 15 Water 2 15 16 Water 3 16
17 Concrete Small 1 18 Concrete Medium 1 19 Concrete Large 1
20 Big 1 1 21 Big 2 1 22 Big 3 1
23 Cavern Small 1 24 Cavern Medium 1 25 Cavern Large 1
26 Weirdo 1 26 27 Weirdo 2 27 28 Weirdo 3 28