List of HL:S Soundscapes: Difference between revisions

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Revision as of 14:07, 8 August 2023

Todo: Move to env_sound (Source), leaving a {{useful redirect}} behind.

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:Number (
  1. ) is value of roomtype key of env_sound.
Icon-Important.pngImportant:The roomtype values do not match up with the DSP type (most use automatic DSP instead), so direct ports from GoldSrc GoldSrc may sound different from expected. Use env_soundscape with a custom mapname_soundscapes.txt instead.
# 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