List of Portal 2 Soundscapes: Difference between revisions
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|height="40px"|TestChamber_Vegetation.WaterDrips | |height="40px"|TestChamber_Vegetation.WaterDrips | ||
|Nearby water | |Nearby water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Vegetation.Elevator_01 | |height="40px"|TestChamber_Vegetation.Elevator_01 | ||
|Distant cicadas with birds, air moving through a room with very distant water | |Distant cicadas with birds, air moving through a room with very distant water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Vegetation.Standard | |height="40px"|TestChamber_Vegetation.Standard | ||
|Nearby water | |Nearby water dripping and distant cicada sounds with birds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Vegetation.NoBirds | |height="40px"|TestChamber_Vegetation.NoBirds | ||
|Distant cicada sound with nearby water | |Distant cicada sound with nearby water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.MetalPipe_01 | |height="40px"|TestChamber_Destruction.MetalPipe_01 | ||
| | |Silence but distant like a metal rod hitting something. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.MetalGroan_01 | |height="40px"|TestChamber_Destruction.MetalGroan_01 | ||
| | |Distant metal groaning and possibly scraping and echoing through (maybe a large) a room. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.WaterDrip_01 | |height="40px"|TestChamber_Destruction.WaterDrip_01 | ||
| | |Near to proximity water dripping and echoing. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.WindEerie_01 | |height="40px"|TestChamber_Destruction.WindEerie_01 | ||
| | |quiet air moving through a room with sort of cave ambience. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.DestructionBeauty | |height="40px"|TestChamber_Destruction.DestructionBeauty | ||
| | |Silence for some second until a quiet echo of something gliding and stopping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.DestructionBase | |height="40px"|TestChamber_Destruction.DestructionBase | ||
| | |Distant metal scraping, creaking with an echo and a distant of something gliding and stopping. (good to use in a large dark room) | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_03 | |height="40px"|TestChamber_Destruction.Intro_03 | ||
| | |Nearby water dripping with an unease air moving through a room, very very distant cicada sound and maybe bird sounds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_03_Alt | |height="40px"|TestChamber_Destruction.Intro_03_Alt | ||
| | |Identical to the above but nearby cicadas and bird sounds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_03_Halls | |height="40px"|TestChamber_Destruction.Intro_03_Halls | ||
| | |Unease air moving through a room with distant cicadas and water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_03_EndVeg | |height="40px"|TestChamber_Destruction.Intro_03_EndVeg | ||
| | |Identical to the above but near to proximity cicadas and bird sounds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_04 | |height="40px"|TestChamber_Destruction.Intro_04 | ||
| | |Unease air moving through a room with water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_04_Alt | |height="40px"|TestChamber_Destruction.Intro_04_Alt | ||
| | |Identical to <code>TestChamber_Destruction.WindEerie_01</code>. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_05_Start | |height="40px"|TestChamber_Destruction.Intro_05_Start | ||
| | |Identical to the above with metal (rod) like hitting something. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_05 | |height="40px"|TestChamber_Destruction.Intro_05 | ||
| | |Earie air moving through a room with distant metal scraping and groaning. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_05_End | |height="40px"|TestChamber_Destruction.Intro_05_End | ||
| | |Identical to <code>TestChamber_Destruction.Intro_05_Start</code>. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_06 | |height="40px"|TestChamber_Destruction.Intro_06 | ||
| | |Earie air moving through a room with distant metal (rod) like hitting sound. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Intro_06_BTS | |height="40px"|TestChamber_Destruction.Intro_06_BTS | ||
| | |Big machine hum. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Laser_Redirect_Intro | |height="40px"|TestChamber_Destruction.Laser_Redirect_Intro | ||
| | |Earie air moving through with water nearby, distant metal scraping, creaking. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Laser_Stairs | |height="40px"|TestChamber_Destruction.Laser_Stairs | ||
| | |cicadas and birds nearby with water drippingy, air moving through a room with distant metal groaning. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Dual_Lasers_Intro | |height="40px"|TestChamber_Destruction.Dual_Lasers_Intro | ||
| | |Earie air moving through a room with a short pause of distant metal hitting and groaning. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Dual_Lasers | |height="40px"|TestChamber_Destruction.Dual_Lasers | ||
| | |Identical to the above but more frequent metal groaning sounds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.GlaDOS_Chamber_Prewake | |height="40px"|TestChamber_Destruction.GlaDOS_Chamber_Prewake | ||
| | |Nearby cicadas and water dripping, distant birds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.Glados_Chamber_Postwake | |height="40px"|TestChamber_Destruction.Glados_Chamber_Postwake | ||
| | |Nearby cicadas and water dripping, (undefinable) unease sound. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.GlaDOS_Breaker_Room | |height="40px"|TestChamber_Destruction.GlaDOS_Breaker_Room | ||
| | |Air moving through a room. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.GlaDOS_Hall | |height="40px"|TestChamber_Destruction.GlaDOS_Hall | ||
| | |Air moving through a room with distant metal hitting something. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.GlaDOS_PreBasement | |height="40px"|TestChamber_Destruction.GlaDOS_PreBasement | ||
| | |Earie air moving through a room with near to proximity cicadas and water dripping. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.GlaDOS_Basement | |height="40px"|TestChamber_Destruction.GlaDOS_Basement | ||
| | |Identical to the above but distant cicada sounds. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
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|height="40px"|TestChamber_Destruction.GlaDOS_New_Basement | |height="40px"|TestChamber_Destruction.GlaDOS_New_Basement | ||
| | |Earie air moving through a room with distant metal hitting something. | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| | ||
|style="background-color:rgb(50,50,50);"| | |style="background-color:rgb(50,50,50);"| |
Revision as of 14:14, 15 January 2024




January 2024
Below is a list of 396 soundscapes for use in Portal 2. The game also contains all of
Portal's soundscapes, which own list can be found here. An easy way of testing them is to use the playsoundscape console command, which includes searching for all valid 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. Some may use coordinates to place sound in specific places in the world instead of with the use of positions, as this is an out-of-map approach which means it is unnecessary to compile the map to change position data, although this also means developers must change the coordinates on their own for every soundscape they use that have these as they always are tailored to a specific map.
A preview video of these soundscapes can be found here.
Test Chambers
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
EntryExitElevator.Interior | Loud air moving through a room with very distant (undefinable) sounds. | |||
EntryExitElevator.Exterior | Identical to the above but with a large fan. | |||
EntryExitElevator.IndustrialStairs | Air moving through with distant hit and thuds, random buzzing sound. | |||
EntryExitElevator.OpenChamber | Distant Cicada sounds. | |||
TestChamber_01.Vent | Sound of a fan (echoing?). | |||
TestChamber.Vegetation | Distant cicadas with crows. | |||
TestChamber_Intro_02.BigRoom | Identical to the above with possible crickets. | |||
TestChamber_Intro_02.IntroRoom | Distant cicadas and cricket sounds. | |||
TestChamber_Intro_02.IntroRoom_02 | Identical to the above but with water droplets. | |||
TestChamber_Intro_02.SideRoom | Identical to TestChamber_Intro_02.BigRoom with distant rumbling or falling rocks.
|
|||
TestChamber_01.Awake | Air moving through a room with very distant metal sounds. |
soundscapes_test_chambers.txt
Vegetation
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_Vegetation.Crows | Silence for some seconds then distant crow sound with distant rocks falling or sliding. | |||
TestChamber_Vegetation.AfricanBirds | Silence for some seconds then distant african bird chirp. | |||
TestChamber_Vegetation.WaterDrips | Nearby water dripping. | |||
TestChamber_Vegetation.Insects_01 | Distant cicadas. | |||
TestChamber_Vegetation.Insects_02 | Distant crickets. | |||
TestChamber_Vegetation.Insects_03 | ||||
TestChamber_Vegetation.Elevator_Birds_01 | Silence for some seconds then distant birds. | |||
TestChamber_Vegetation.Elevator_01 | Distant cicadas with birds, air moving through a room with very distant water dripping. | |||
TestChamber_Vegetation.Standard | Nearby water dripping and distant cicada sounds with birds. | |||
TestChamber_Vegetation.BirdsInsects | Distant birds and cicada sounds. | |||
TestChamber_Vegetation.NoBirds | Distant cicada sound with nearby water dripping. | |||
TestChamber_Vegetation.Intro_01_Main | Distant birds and cicada sound, nearby water, air moving through a room, some kind of metal sound with rocks sliding. | |||
TestChamber_Vegetation.Intro_01_MainPortal | Distant birds and cicadas, nearby water droplets and a low pulsing hum. | 0 | A fixed portal you want to guide the player to, plays a low, pulsing hum. | |
TestChamber_Vegetation.Intro_01_CubeRoom | Very distant birds and cicada sounds with small buzzing sounds. | 0 | A box you want the player to use. Small buzzing and humming noises. |
soundscapes_vegetation.txt
Destruction
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_Destruction.MetalPipe_01 | Silence but distant like a metal rod hitting something. | |||
TestChamber_Destruction.MetalGroan_01 | Distant metal groaning and possibly scraping and echoing through (maybe a large) a room. | |||
TestChamber_Destruction.WaterDrip_01 | Near to proximity water dripping and echoing. | |||
TestChamber_Destruction.WindEerie_01 | quiet air moving through a room with sort of cave ambience. | |||
TestChamber_Destruction.DestructionBeauty | Silence for some second until a quiet echo of something gliding and stopping. | |||
TestChamber_Destruction.DestructionBase | Distant metal scraping, creaking with an echo and a distant of something gliding and stopping. (good to use in a large dark room) | |||
Testchamber_Destruction.Grain_Click | ||||
TestChamber_Destruction.GlaDOS_Chamber_Diver | ||||
TestChamber_Destruction.GlaDOS_Chamber_Whoomp | ||||
TestChamber_Destruction.Intro_03 | Nearby water dripping with an unease air moving through a room, very very distant cicada sound and maybe bird sounds. | |||
TestChamber_Destruction.Intro_03_Alt | Identical to the above but nearby cicadas and bird sounds. | |||
TestChamber_Destruction.Intro_03_Halls | Unease air moving through a room with distant cicadas and water dripping. | |||
TestChamber_Destruction.Intro_03_EndVeg | Identical to the above but near to proximity cicadas and bird sounds. | |||
TestChamber_Destruction.Intro_04 | Unease air moving through a room with water dripping. | |||
TestChamber_Destruction.Intro_04_Alt | Identical to TestChamber_Destruction.WindEerie_01 .
|
|||
TestChamber_Destruction.Intro_05_Start | Identical to the above with metal (rod) like hitting something. | |||
TestChamber_Destruction.Intro_05 | Earie air moving through a room with distant metal scraping and groaning. | |||
TestChamber_Destruction.Intro_05_End | Identical to TestChamber_Destruction.Intro_05_Start .
|
|||
TestChamber_Destruction.Intro_06 | Earie air moving through a room with distant metal (rod) like hitting sound. | |||
TestChamber_Destruction.Intro_06_BTS | Big machine hum. | |||
TestChamber_Destruction.Laser_Redirect_Intro | Earie air moving through with water nearby, distant metal scraping, creaking. | |||
TestChamber_Destruction.Laser_Stairs | cicadas and birds nearby with water drippingy, air moving through a room with distant metal groaning. | |||
TestChamber_Destruction.Dual_Lasers_Intro | Earie air moving through a room with a short pause of distant metal hitting and groaning. | |||
TestChamber_Destruction.Dual_Lasers | Identical to the above but more frequent metal groaning sounds. | |||
TestChamber_Destruction.GlaDOS_Chamber_Prewake | Nearby cicadas and water dripping, distant birds. | |||
TestChamber_Destruction.Glados_Chamber_Postwake | Nearby cicadas and water dripping, (undefinable) unease sound. | |||
TestChamber_Destruction.GlaDOS_Breaker_Room | Air moving through a room. | |||
TestChamber_Destruction.GlaDOS_Hall | Air moving through a room with distant metal hitting something. | |||
TestChamber_Destruction.GlaDOS_PreBasement | Earie air moving through a room with near to proximity cicadas and water dripping. | |||
TestChamber_Destruction.GlaDOS_Basement | Identical to the above but distant cicada sounds. | |||
TestChamber_Destruction.GlaDOS_New_Basement | Earie air moving through a room with distant metal hitting something. |
soundscapes_destruction.txt
Partial Destruction
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
colo_chamber_01 | (2412.25, 1285.33, -566.96) | Echoing moving water sludge with often bubbling. | ||
colo_chamber_02 | (2532.99, -1493.87, -774.82) | Echoing moving water sludge with often bubbling. | ||
(1808.03, -1007.96, -767.96) | Highly echoing and eerie metal sound | |||
industrial_gen_01 | ||||
goalie_interior_01 | (502.14, 10.89, 13.81) | Echoing moving water sludge with often bubbling. | ||
(-97.24, -401.50, 118.25) | Rapid water dripping sounds. | |||
TestChamber.Industrial_muffled_01 | ||||
TestChamber.liquid_01 | ||||
TestChamber_transition_01 | ||||
TestChamber.Industrial_muffled_06 | (621.41, -449.71, 40.74) | Highly echoing and eerie metal sound. | ||
TestChamber_transition_02 | ||||
TestChamber.liquid_02 | (76.55, 234.82, -363.96) | Echoing moving water sludge with often bubbling. | ||
(-1035.47, 1012.92, 0.03) | Multiple heavy echoing metal sounds. | |||
trust_ratman_01 | ||||
TestChamber.Industrial_muffled_02 | (-2231.16, 1950.39, -191.40) | Highly echoing and eerie metal sound. | ||
(-2255.96, 1743.96, -191.96) | Slow pulsing electrical hum and buzz. | |||
TestChamber.Industrial_muffled_02a | (2901.18, -1401.30, -593.55) | Multiple heavy echoing metal sounds. | ||
(4378.33, -2045.50, -849.94) | Slow pulsing electrical hum and buzz. | |||
TestChamber.Industrial_muffled_02b | ||||
TestChamber.Industrial_partial_open | ||||
TestChamber.Industrial_muffled_03 | ||||
TestChamber.Industrial_muffled_04 | ||||
TestChamber.liquid_03 | ||||
gap.ratman_01 | ||||
preTestChamber.Industrial_muffled_01 | ||||
TestChamber.Industrial_muffled_05 | ||||
warehouse.Industrial_01 | ||||
warehouse.Industrial_02 | ||||
TestChamber.liquid_04 | ||||
Turretchamber.intro_01 | ||||
Turretchamber.liquid_01 | ||||
Turretchamber_01 | ||||
Turretchamber_02 | ||||
Turretchamber_03 | ||||
Turretchamber_04 | ||||
Turretchamber_04a | ||||
Testchamber_med_01 | ||||
rug_ratman_01 | ||||
Testchamber_med_01a | ||||
laser_chamber_lg_01 | ||||
testchamber.liquid_lg_01 | ||||
testchamber.liquid_lg_02 | ||||
util_lo.end_mach | ||||
util_water.drain | ||||
utility.metal.imp.lo | ||||
util.abstract.random.ambient |
soundscapes_partial_destruction.txt
Industrial
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_Industrial.Fire_01 | ||||
TestChamber_Industrial.BowedMetal_01 | ||||
TestChamber_Industrial.ScrapedMetal_01 | ||||
TestChamber_Industrial.ClickStick_01 | ||||
TestChamber_Industrial.BubblingGoo_01 | ||||
TestChamber_Industrial.WarehouseWronk_01 | ||||
TestChamber_Industrial.WarehouseWronk_02 | ||||
TestChamber_Industrial.WarehouseImpact_01 | ||||
TestChamber_Industrial.WarehouseImpact_02 | ||||
TestChamber_Industrial.WarehouseImpact_03 | ||||
TestChamber_Industrial.WarehouseMotor_01 | ||||
TestChamber_Industrial.WarehousePower_01 | ||||
TestChamber_Industrial.HotelFluorescents_01 | ||||
TestChamber_Industrial.HotelRefrigeration_01 | ||||
TestChamber_Industrial.Incinerator_Tube_Fall | ||||
TestChamber_Industrial.Incinerator | ||||
TestChamber_Industrial.Incinerator_Destroyed_Hall | ||||
TestChamber_Industrial.Incinerator_Destroyed_Hall_Inferno | ||||
TestChamber_Industrial.Incinerator_Destroyed_Hall_Goo | ||||
TestChamber_Industrial.Incinerator_Destroyed_Room_Goo | ||||
TestChamber_Industrial.Incinerator_Destroyed_Room | ||||
TestChamber_Industrial.Intro_01_Ride_01 | ||||
TestChamber_Industrial.Intro_01_Ride_02 | ||||
TestChamber_Industrial.Intro_01_Ride_03 | ||||
TestChamber_Industrial.Intro_01_Hotel_PrePowerLoss | ||||
TestChamber_Industrial.Intro_01_Hotel_PostPowerLoss |
soundscapes_industrial.txt
Reconstruction
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber.fizzler_01 | ||||
TestChamber.Industrial_clean_01 | ||||
TestChamber.Industrial_clean_02 | ||||
TestChamber.clean_liquid_01 | ||||
TestChamber.clean_liquid_02 | ||||
TestChamber.Industrial_clean_03 | ||||
TestChamber.Industrial_clean_04 | ||||
TestChamber.Industrial_clean_04a | ||||
laser_chamber_med_02 | ||||
TestChamber.Industrial_clean_05 | ||||
TestChamber.Industrial_clean_06 | ||||
TestChamber.Industrial_clean_07 | ||||
util.abstract.random.ambient.hi | ||||
util.tech.random.ambient.hi | ||||
util.random.metal_groans |
soundscapes_reconstruction.txt
Sabotage
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
jb_chamber_01 | ||||
jb_chamber_exit_01 | ||||
jb_toxin_chamber | ||||
jb_catwalksection_01 | ||||
jb2_catwalksection_01 | ||||
jb_catwalksection_02 | ||||
jb2_catwalksection_end_room | ||||
sabotage.spawn | ||||
warehouse.hallway_01 | ||||
sabotage.trans.small | ||||
warehouse.med_01 | ||||
warehouse.med_02 | ||||
warehouse.med_03 | ||||
warehouse.med_04 | ||||
warehouse.med_05 | ||||
warehouse.med_06 | ||||
warehouse.med_06a | ||||
jb3_catwalksection_01 | ||||
sab.tox.spawn | ||||
sab.tox.hall | ||||
sab.tox.factory_01 | ||||
sab.tox.factory_02 | ||||
tube.spawn | ||||
sab.factory.spawn | ||||
sab.factory.trans_01 | ||||
sab.factory.offices_01 | ||||
sab.factory_01 | ||||
sab.factory.offices_01a | ||||
sab.factory.turret_01 | ||||
sab.factory.hall_01 | ||||
sab.factory.turret_01a | ||||
sab.factory.control_room | ||||
sab.factory.geltubes | ||||
sab.factory.end.hall | ||||
core.spawn | ||||
core.chamber_01 | ||||
core.main.chamber_01 | ||||
sab.panel.spawn | ||||
sab.panel.trans_01 | ||||
sab.panel.factory_01 | ||||
sab.panel.conveyor_01 | ||||
sab.panel.hall_01 |
soundscapes_sabotage.txt
Underground
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
ug_sphere_water_01 | ||||
ug_sphere_water_01a | ||||
ug_sphere_samll_room | ||||
ug_sphere_water_01b | ||||
ug_sphere_int_01 | ||||
ug_sphere_int_01a | ||||
ug_sphere_water_02 | ||||
ug_sphere_water_02a | ||||
ug_sphere_water_02b | ||||
ug_sphere_int_02 | ||||
ug_sphere_int_02a | ||||
ug_bomb_water_01 | ||||
ug_trans_01 | ||||
ug_cave_spawn | ||||
ug_cave_int_01 | ||||
ug_cave_int_02 | ||||
ug_cave_int_03 | ||||
ug_cave_ext_01 | ||||
ug_pit_01 | ||||
ug_pit_02 | ||||
ug_pit_03 | ||||
ug_pit_lite | ||||
ug_door_01 | ||||
ug_lake_spawn | ||||
ug_lake_chamber_01 | ||||
ug_lake_int_01 | ||||
ug_lake_spawn_02 | ||||
ug_lake_top_01 | ||||
ug_lake_int_02 | ||||
ug_lake_int_02a | ||||
ug_portal_int_01 | ||||
ug_portal_int_02 | ||||
ug_portal_int_03 | ||||
ug_portal_ext_01 | ||||
ug_portal_tunnel_01 | ||||
ug_portal_shaft_01 | ||||
ug_climb_int_01 | ||||
ug_climb_int_02 | ||||
ug_climb_shaft_01 | ||||
ug_climb_door_01 | ||||
ug_climb_exit_01 | ||||
util.random.boomer | ||||
util.random.rockdebris | ||||
util.random.rockfall | ||||
util.random.woodcreak |
soundscapes_underground.txt
Behind the Scenes
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber_BTS.Generator | ||||
TestChamber_BTS.Comb | ||||
TestChamber_BTS.Crystal | ||||
TestChamber_BTS.Drone |
soundscapes_bts.txt
Paint
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
TestChamber.paint_01 | ||||
TestChamber.paint.liquid_01 | ||||
TestChamber_paint_transition_01 | ||||
TestChamber.paint.liquid_02 | ||||
TestChamber.paint_02 | ||||
TestChamber.paint_03 | ||||
TestChamber.paint.liquid_03 | ||||
pan_test |
soundscapes_paint.txt
Finale
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
trust_chamber_01 | ||||
return_spawn | ||||
return_chamber_01 | ||||
return_trans_01 | ||||
return_chamber_02 | ||||
tbeam_chamber_01 | ||||
tbeam_chamber_02 | ||||
tb_wall_chamber_01 | ||||
tb_pol_chamber_01 | ||||
tb_catch_chamber_01 | ||||
laser_chamber_lg_01a | ||||
laser_catapult_01 | ||||
laser_plat_01 | ||||
laser_plat_ext_01 | ||||
laser_plat_int_01 | ||||
catch_chamber_01 | ||||
jump_chamber_lg_01 | ||||
finale_1_chamber_01 | ||||
finale_1_transition_01 | ||||
finale_1_platform_01 | ||||
finale_1_hall_01 | ||||
finale_2_spawn | ||||
finale_2_turrets | ||||
finale_2_water.chamber | ||||
finale_2_chamber_01 | ||||
finale_2_tbeam_01 | ||||
finale_2_paint_01 | ||||
finale_3_spawn | ||||
finale_3_chamber_01 | ||||
finale_3_chamber_02 | ||||
finale_4_chamber_01 | ||||
finale_4_chamber_02 | ||||
finale_4_chamber_03 | ||||
finale_4_wheatley_chamber | ||||
util_rocks_big |
soundscapes_chapter_4.txt
Cooperation
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
room01.mp_coop_lobby_2 | ||||
room02.mp_coop_lobby_2 | ||||
room01.start | ||||
room02.start | ||||
room03.start | ||||
endlevel.instance | ||||
spawn_room_intro.instance | ||||
room02.start02 | ||||
room03.start02 | ||||
hallway_short01.instance | ||||
room02.start_03 | ||||
room03.start_03 | ||||
room02.doors | ||||
room03.doors | ||||
room02.race_2 | ||||
room03.race_02 | ||||
room02.laser_2 | ||||
room02.rat_maze | ||||
room02.laser_crusher | ||||
room02.seperation_1 | ||||
room02.fling_3 | ||||
room03.fling_3 | ||||
room02.infinifling_train | ||||
room02.come_along | ||||
room02.fling_1 | ||||
room02.catapult_1 | ||||
room04.catapult_1 | ||||
room06.catapult_1 | ||||
room02.multifling_1 | ||||
room04.multifling_1 | ||||
room02.fling_crushers | ||||
room05.fling_crushers | ||||
room01.fan | ||||
room02.fan | ||||
room03.fan | ||||
spawn_room01.instance | ||||
room02.wall_intro | ||||
airlock01.instance | ||||
room04.wall_intro | ||||
room02.wall_2 | ||||
room02.catapult_wall_intro | ||||
room04.catapult_wall_intro | ||||
room02.wall_block | ||||
room04.wall_block | ||||
room02.catapult_2 | ||||
room04.catapult_2 | ||||
room02.turret_walls | ||||
room04.turret_walls | ||||
room02.turret_ball | ||||
room04.turret_ball | ||||
room01.wall_5 | ||||
room02.wall_5 | ||||
room02_5.wall_5 | ||||
room03.wall_5 | ||||
room04.wall_5 | ||||
room05.wall_5 | ||||
room06.wall_5 | ||||
room02.tbeam_fling_float_1 | ||||
room02.tbeam_maze | ||||
room02.tbeam_redirect | ||||
room03.tbeam_redirect | ||||
room02.tbeam_drill | ||||
room02.tbeam_catch_grind_1 | ||||
room02.tbeam_laser_1 | ||||
room02.tbeam_polarity | ||||
room02.tbeam_polarity2 | ||||
room02.tbeam_polarity3 | ||||
room02.tbeam_end | ||||
room03.tbeam_end | ||||
room04.tbeam_end | ||||
room02.paint_come_along | ||||
room02.paint_redirect | ||||
room02.paint_bridge | ||||
room04.paint_bridge | ||||
room02.paint_walljumps | ||||
room04.paint_walljumps | ||||
room02.speed_fling | ||||
room04.speed_fling | ||||
room02.paint_red_racer | ||||
room04.paint_red_racer | ||||
room02.paint_speed_catch | ||||
room02.paint_longjump | ||||
hall01.paint_longjump | ||||
room01.endlevel |
soundscapes_mp_coop.txt
Cooperation DLC1
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
dlc1_sep.liquid_01 | ||||
dlc1_sep.liquid_02 | ||||
axis.mainroom | ||||
bridgecatch.mainroom | ||||
paint.rmaze | ||||
catapult.catch | ||||
laser.tbeam.01 | ||||
laser.tbeamwater.01 | ||||
laser.tbeam.02 | ||||
crazybox.01 | ||||
crazybox.02 | ||||
2paints_01 | ||||
2paints_02 | ||||
2paints_exit | ||||
2paints_end |
soundscapes_coop_dlc1.txt
Super 8
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
BR.train_interior_1 | ||||
BR.train_knocked_out | ||||
train.exterior_intro_fade | ||||
train.exterior | ||||
train.exterior.quiet | ||||
TestChamber_Industrial.BowedMetal_01 | ||||
traincar.mvmnt | ||||
TestChamber_Industrial.WarehouseImpact_01 | ||||
TestChamber_Industrial.WarehouseImpact_02 | ||||
TestChamber_Industrial.WarehouseImpact_03 | ||||
TestChamber_Industrial.WarehouseMotor_01 | ||||
TestChamber_Industrial.WarehousePower_01 | ||||
TestChamber_Industrial.HotelFluorescents_01 | ||||
BR_metals |
soundscapes_br_train_interior.txt
Press Demo
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
PD.Industrial_muffled_01 | ||||
PD.Industrial_muffled_02 | ||||
PD_transition_01 | ||||
PD.liquid_01 | ||||
PD.Industrial_muffled_03 | ||||
PD.liquid_02 | ||||
PD.Industrial_muffled_04 | ||||
PD.Industrial_muffled_04a | ||||
PD.Industrial_muffled_05 | ||||
PD.liquid_04 | ||||
PD.liquid_03 |
soundscapes_pressdemo.txt
Environment articles: | |
---|---|
Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |