List of HL2 Soundscapes: Difference between revisions

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(Categorisation of soundscapes...)
(Put them into the order they appear in-game. Sensible? Crazy? Who cares!)
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|}


==[[Ravenholm]]==
==PA announcements for [[City 17]]==


{| cellpadding=2
{| cellpadding=2
Line 110: Line 110:
!align=left| Description and Notes
!align=left| Description and Notes
|-
|-
| <code>d1_town.Start</code>
| <code>cityvoice_level0</code>
|  
| PA system invokes unrest procedures, requests player id
|-
|-
| <code>d1_town.Street</code>
| <code>cityvoice_level1</code>
|  
| Player is evading capture, cops are summoned
|-
|-
| <code>d1_town.CorpseRoom</code>
| <code>cityvoice_level2</code>
|  
| Player convicted of civil disruption, city block on alert
|-
|-
| <code>d1_town.WoodBuilding</code>
| <code>cityvoice_level3</code>
|  
| Player convicted of anticivil activity, city block punished
|-
|-
| <code>d1_town.ConcreteBuilding</code>
| <code>cityvoice_level4</code>
|  
| Citizenship revoked, cops fire at will
|-
|-
| <code>d1_town.Rooftop</code>
| <code>cityvoice_level5</code>
|  
| City looking for player
|-
|-
| <code>d1_town.MineshaftDown</code>
| <code>city_searching_level1</code>
|  
|  
|-
|-
| <code>d1_town.WaterCave</code>
| <code>city_searching_level2</code>
|  
| Shots fired by/at player, city on alert
|-
|-
| <code>d1_town.HeadcrabCave</code>
| <code>city_searching_level3</code>
|
|-
| <code>d1_town.CaveTunnel</code>
|  
|  
|}
|}


==War-torn [[City 17]]==
==Canals for [[Route Kanal]]==


{| cellpadding=2
{| cellpadding=2
Line 147: Line 144:
!align=left| Description and Notes
!align=left| Description and Notes
|-
|-
| <code>streetwar.util_combine_atmosphere</code>
| <code>d1_canals.util_windgusts</code>
|  
|  
|-
|-
| <code>streetwar.util_rubble</code>
| <code>d1_canals.util_drips</code>
|  
|  
|-
|-
| <code>streetwar.util_sirens</code>
| <code>d1_canals.util_fardrips</code>
|  
|  
|-
|-
| <code>streetwar.util_light_sirens</code>
| <code>d1_canals.util_headcrab_canister</code>
|  
|  
|-
|-
| <code>streetwar.util_zombie_infested</code>
| <code>d1_canals.util_shoreline</code>
|  
|  
|-
|-
| <code>streetwar.util_light_combat_atmosphere</code>
| <code>d1_canals_tunnel01</code>
|  
|  
|-
|-
| <code>streetwar.util_heavy_combat_atmosphere</code>
| <code>d1_canals_citystart</code>
|  
|  
|-
|-
| <code>streetwar.util_muffled_light_combat</code>
| <code>d1_canals_citadel</code>
|  
|  
|-
|-
| <code>streetwar.util_light_combat</code>
| <code>d1_canals_traincanal</code>
|  
|  
|-
|-
| <code>streetwar.util_medium_combat</code>
| <code>d1_canals_traintunnel</code>
|  
|  
|-
|-
| <code>streetwar.util_heavy_combat</code>
| <code>d1_canals_watercanal</code>
|  
|  
|-
|-
| <code>streetwar.util_drips</code>
| <code>d1_canals_junkyard</code>
|  
|  
|-
|-
| <code>streetwar.util_fardrips</code>
| <code>d1_canals_copcanals</code>
|  
|  
|-
|-
| <code>streetwar.zombie_water_room</code>
| <code>d1_truck_pass</code>
|  
|  
|-
|-
| <code>streetwar.car_tunnel</code>
| <code>d1_canals_barnacle_tunnel</code>
|  
|  
|-
|-
| <code>streetwar.general_small_tunnel</code>
| <code>d1_canals_pipe_chamber</code>
|  
|  
|-
|-
| <code>streetwar.car_tunnel_opensky</code>
| <code>d1_canals_cop_alerted</code>
|  
|  
|-
|-
| <code>streetwar.toxic_car_tunnel</code>
| <code>d1_canals.heli_slide_tunnels</code>
|  
|  
|-
|-
| <code>streetwar.infested_appartments</code>
| <code>d1_canals.heli_attack</code>
|  
|  
|-
|-
| <code>streetwar.general_indoor_light_combat</code>
| <code>d1_canals.drainroom</code>
|  
|  
|-
|-
| <code>streetwar.general_indoor_medium_combat</code>
| <code>d1_canals.03copsattackthroughboards</code>
|  
|  
|-
|-
| <code>streetwar.general_indoor_heavy_combat</code>
| <code>d1_canals.03entrytunnel</code>
|  
|  
|-
|-
| <code>streetwar.general_outdoor_light_combat</code>
| <code>d1_canals.steamtunnel</code>
|  
|  
|-
|-
| <code>streetwar.general_outdoor_medium_combat</code>
| <code>d1_canals.waterpuzzleroom</code>
|  
|  
|-
|-
| <code>streetwar.general_outdoor_heavy_combat</code>
| <code>d1_canals.util_birds</code>
|  
|  
|-
|-
| <code>streetwar.destroyed_concrete_building</code>
| <code>d1_canals.util_critters</code>
|  
|  
|-
|-
| <code>streetwar.rooftop_heavy_combat</code>
| <code>d1_canals.util_tunnel_windgusts</code>
|  
|  
|-
|-
| <code>streetwar.control_room</code>
| <code>d1_canals.util_critters_under_docks</code>
|  
|  
|-
|-
| <code>streetwar.bank_control_room</code>
| <code>d1_canals.util_toxic_slime</code>
|  
|  
|-
|-
| <code>streetwar.bank_machine_room</code>
| <code>d1_canals.util_industrial</code>
|  
|  
|-
|-
| <code>streetwar.bank_general</code>
| <code>d1_canals.general_dripping_tunnel</code>
|  
|  
|-
|-
| <code>e3_c17_01_battle</code>
| <code>d1_canals.general_windy_tunnel</code>
|  
|  
|-
|-
| <code>c17_02_street_lower_1</code>
| <code>d1_canals.general_watery_tunnel</code>
|  
|  
|-
|-
| <code>c17_02_street_upper_1</code>
| <code>d1_canals.general_watery_tunnel_shore</code>
|  
|  
|-
|-
| <code>c17_02_street_upper_2</code>
| <code>d1_canals.redbarn_ambience</code>
|  
|  
|-
|-
| <code>c17_02_inside_apartments_1</code>
| <code>d1_canals.floodgate_base_ambience</code>
|  
|  
|-
|-
| <code>streetwar.underground_manhack_tunnel</code>
| <code>d1_canals.floodgate_machineroom</code>
|  
|  
|-
|-
| <code>streetwar.vertical_warehouse_arena</code>
| <code>d1_canals.shore_and_reeds</code>
|
|}
 
==[[Nova Prospekt]]==
 
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
| <code>prison.util_distantcombat_verylight</code>
|  
|  
|-
|-
| <code>prison.util_distantcombat_light</code>
| <code>d1_canals.spooky_infested_pipe</code>
|  
|  
|-
|-
| <code>prison.util_distantcombat_heavy</code>
| <code>d1_canals.water_tunnel_with_frogs</code>
|  
|  
|-
|-
| <code>prison.util_antlion_burrows</code>
| <code>d1_canals.windchimes_and_wind</code>
|  
|  
|-
|-
| <code>prison.util_fardrips</code>
| <code>canals_slime_outside</code>
|  
|  
|-
|-
| <code>prison.util_drips</code>
| <code>canals_slime_tunnel</code>
|  
|  
|-
|-
| <code>prison.util_distant_trains</code>
| <code>canals_tunnel_dry</code>
|  
|  
|-
|-
| <code>prison.util_radio</code>
| <code>canals_tunnel_wet</code>
|  
|  
|-
|-
| <code>prison.util_control_room</code>
| <code>canals_canal_nowater</code>
|  
|  
|-
|-
| <code>prison.citizen_camp</code>
| <code>canals_canal_water</code>
|  
|  
|-
|-
| <code>prison.redlight_bunker</code>
| <code>canals_canal_water_industrial</code>
|  
|  
|-
|-
| <code>prison.outdoor_courtyard</code>
| <code>canals_river</code>
|  
|  
|-
|-
| <code>prison.outdoor_courtyard_hvycombat</code>
| <code>canals_river_calm</code>
|  
|  
|-
|-
| <code>prison.trainstation</code>
| <code>d1_canals_05_shanty_approach</code>
|  
|  
|-
|-
| <code>prison.teleport_area</code>
| <code>d1_canals_05_shanty</code>
|  
|  
|-
|-
| <code>prison.control_room</code>
| <code>d1_canals_07_entry_tunnel</code>
|  
|  
|-
|-
| <code>prison.control_room_simple</code>
| <code>d1_canals_07a_warehouse</code>
|  
|  
|-
|-
| <code>prison.combine_wall</code>
| <code>d1_canals_08a_gun_tunnel_entrance</code>
|  
|  
|-
|-
| <code>prison.util_quiet_cellblock</code>
| <code>d1_canals_08a_puzzle_arena</code>
|  
|  
|-
|-
| <code>prison.util_louder_cellblock</code>
| <code>d1_canals_08a_gun_scene</code>
|  
|  
|-
|-
| <code>prison.larger_cellblock_vlightcombat</code>
| <code>d1_canals_08a_tunnel_exit</code>
|  
|  
|-
|-
| <code>prison.larger_cellblock_hvycombat</code>
| <code>canals_canal_water_creaking_wood</code>
|  
|  
|-
|-
| <code>prison.larger_cellblock_lightcombat</code>
| <code>canals_canal_water_creaking_metal</code>
|  
|  
|-
|-
| <code>prison.general_hallway_lightcombat</code>
| <code>d1_canals_08_entry_tunnel</code>
|  
|  
|-
|-
| <code>prison.general_hallway_vlightcombat</code>
| <code>d1_canals_08_reservoir</code>
|  
|  
|-
|-
| <code>prison.general_dripping_tunnel</code>
| <code>d1_canals_08_island</code>
|  
|  
|-
|-
| <code>prison.hall_with_burrows</code>
| <code>d1_canals_08_base_interior</code>
|
|-
| <code>prison.electric_water_room</code>
|
|-
| <code>prison.laundry</code>
|  
|  
|-
| <code>prison.watery_hallway</code>
|
|-
| <code>prison.showers</code>
|
|-
| <code>prison.zombie_infested</code>
|
|}
|}


Line 417: Line 389:
|-
|-
| <code>eli_02_scrapyard_2</code>
| <code>eli_02_scrapyard_2</code>
|
|}
==[[Ravenholm]]==
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
| <code>d1_town.Start</code>
|
|-
| <code>d1_town.Street</code>
|
|-
| <code>d1_town.CorpseRoom</code>
|
|-
| <code>d1_town.WoodBuilding</code>
|
|-
| <code>d1_town.ConcreteBuilding</code>
|
|-
| <code>d1_town.Rooftop</code>
|
|-
| <code>d1_town.MineshaftDown</code>
|
|-
| <code>d1_town.WaterCave</code>
|
|-
| <code>d1_town.HeadcrabCave</code>
|
|-
| <code>d1_town.CaveTunnel</code>
|  
|  
|}
|}
Line 505: Line 514:
|}
|}


==[[Citadel|Combine Citadel]]==
==[[Nova Prospekt]]==


{| cellpadding=2
{| cellpadding=2
Line 511: Line 520:
!align=left| Description and Notes
!align=left| Description and Notes
|-
|-
| <code>d3_citadel.silence_and_dialog</code>
| <code>prison.util_distantcombat_verylight</code>
|
|-
| <code>prison.util_distantcombat_light</code>
|  
|  
|-
|-
| <code>d3_citadel.util_hits</code>
| <code>prison.util_distantcombat_heavy</code>
|  
|  
|-
|-
| <code>d3_citadel.util_activity</code>
| <code>prison.util_antlion_burrows</code>
|  
|  
|-
|-
| <code>d3_citadel.util_pods</code>
| <code>prison.util_fardrips</code>
|  
|  
|-
|-
| <code>d3_citadel.deep_dropoff_inside</code>
| <code>prison.util_drips</code>
|  
|  
|-
|-
| <code>d3_citadel.pod_vista</code>
| <code>prison.util_distant_trains</code>
|  
|  
|-
|-
| <code>d3_citadel.generic</code>
| <code>prison.util_radio</code>
|  
|  
|-
|-
| <code>d3_citadel.generic_moody</code>
| <code>prison.util_control_room</code>
| Fairly loud, near-musical Citadel ambience; no combat sounds
|  
|-
|-
| <code>d3_citadel.generic_moody2</code>
| <code>prison.citizen_camp</code>
| Quieter Citadel ambience; no combat sounds
|  
|-
|-
| <code>d3_citadel.stasis_room</code>
| <code>prison.redlight_bunker</code>
|  
|  
|-
|-
| <code>d3_citadel.combine_ball_room</code>
| <code>prison.outdoor_courtyard</code>
|  
|  
|-
|-
| <code>d3_citadel.general_control_room</code>
| <code>prison.outdoor_courtyard_hvycombat</code>
|  
|  
|-
|-
| <code>d3_citadel.alyx_teleport_control_room</code>
| <code>prison.trainstation</code>
|  
|  
|-
|-
| <code>d3_citadel.final_portal_chamber</code>
| <code>prison.teleport_area</code>
|  
|  
|-
|-
| <code>d3_citadel.top_of_teleport_chamber</code>
| <code>prison.control_room</code>
|  
|  
|-
|-
| <code>d3_citadel_01.pipe_entrance</code>
| <code>prison.control_room_simple</code>
|  
|  
|-
|-
| <code>d3_citadel_01.cliffside1</code>
| <code>prison.combine_wall</code>
|  
|  
|-
|-
| <code>d3_citadel_01.citadel_entrance</code>
| <code>prison.util_quiet_cellblock</code>
|  
|  
|-
|-
| <code>d3_citadel.breen_field</code>
| <code>prison.util_louder_cellblock</code>
|  
|  
|-
|-
| <code>d3_citadel.breen_hall</code>
| <code>prison.larger_cellblock_vlightcombat</code>
|  
|  
|-
|-
| <code>d3_citadel.breen_office</code>
| <code>prison.larger_cellblock_hvycombat</code>
|  
|  
|}
==PA announcements for [[City 17]]==
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
|-
| <code>cityvoice_level0</code>
| <code>prison.larger_cellblock_lightcombat</code>
| PA system invokes unrest procedures, requests player id
|  
|-
|-
| <code>cityvoice_level1</code>
| <code>prison.general_hallway_lightcombat</code>
| Player is evading capture, cops are summoned
|  
|-
|-
| <code>cityvoice_level2</code>
| <code>prison.general_hallway_vlightcombat</code>
| Player convicted of civil disruption, city block on alert
|  
|-
|-
| <code>cityvoice_level3</code>
| <code>prison.general_dripping_tunnel</code>
| Player convicted of anticivil activity, city block punished
|  
|-
|-
| <code>cityvoice_level4</code>
| <code>prison.hall_with_burrows</code>
| Citizenship revoked, cops fire at will
|  
|-
|-
| <code>cityvoice_level5</code>
| <code>prison.electric_water_room</code>
| City looking for player
|  
|-
|-
| <code>city_searching_level1</code>
| <code>prison.laundry</code>
|  
|  
|-
|-
| <code>city_searching_level2</code>
| <code>prison.watery_hallway</code>
| Shots fired by/at player, city on alert
|  
|-
|-
| <code>city_searching_level3</code>
| <code>prison.showers</code>
|  
|  
|-
| <code>prison.zombie_infested</code>
|
|}
|}


==Canals for [[Route Kanal]]==
==War-torn [[City 17]]==


{| cellpadding=2
{| cellpadding=2
Line 615: Line 623:
!align=left| Description and Notes
!align=left| Description and Notes
|-
|-
| <code>d1_canals.util_windgusts</code>
| <code>streetwar.util_combine_atmosphere</code>
|  
|  
|-
|-
| <code>d1_canals.util_drips</code>
| <code>streetwar.util_rubble</code>
|  
|  
|-
|-
| <code>d1_canals.util_fardrips</code>
| <code>streetwar.util_sirens</code>
|  
|  
|-
|-
| <code>d1_canals.util_headcrab_canister</code>
| <code>streetwar.util_light_sirens</code>
|  
|  
|-
|-
| <code>d1_canals.util_shoreline</code>
| <code>streetwar.util_zombie_infested</code>
|  
|  
|-
|-
| <code>d1_canals_tunnel01</code>
| <code>streetwar.util_light_combat_atmosphere</code>
|  
|  
|-
|-
| <code>d1_canals_citystart</code>
| <code>streetwar.util_heavy_combat_atmosphere</code>
|  
|  
|-
|-
| <code>d1_canals_citadel</code>
| <code>streetwar.util_muffled_light_combat</code>
|  
|  
|-
|-
| <code>d1_canals_traincanal</code>
| <code>streetwar.util_light_combat</code>
|  
|  
|-
|-
| <code>d1_canals_traintunnel</code>
| <code>streetwar.util_medium_combat</code>
|  
|  
|-
|-
| <code>d1_canals_watercanal</code>
| <code>streetwar.util_heavy_combat</code>
|  
|  
|-
|-
| <code>d1_canals_junkyard</code>
| <code>streetwar.util_drips</code>
|  
|  
|-
|-
| <code>d1_canals_copcanals</code>
| <code>streetwar.util_fardrips</code>
|  
|  
|-
|-
| <code>d1_truck_pass</code>
| <code>streetwar.zombie_water_room</code>
|  
|  
|-
|-
| <code>d1_canals_barnacle_tunnel</code>
| <code>streetwar.car_tunnel</code>
|  
|  
|-
|-
| <code>d1_canals_pipe_chamber</code>
| <code>streetwar.general_small_tunnel</code>
|  
|  
|-
|-
| <code>d1_canals_cop_alerted</code>
| <code>streetwar.car_tunnel_opensky</code>
|  
|  
|-
|-
| <code>d1_canals.heli_slide_tunnels</code>
| <code>streetwar.toxic_car_tunnel</code>
|  
|  
|-
|-
| <code>d1_canals.heli_attack</code>
| <code>streetwar.infested_appartments</code>
|  
|  
|-
|-
| <code>d1_canals.drainroom</code>
| <code>streetwar.general_indoor_light_combat</code>
|  
|  
|-
|-
| <code>d1_canals.03copsattackthroughboards</code>
| <code>streetwar.general_indoor_medium_combat</code>
|  
|  
|-
|-
| <code>d1_canals.03entrytunnel</code>
| <code>streetwar.general_indoor_heavy_combat</code>
|  
|  
|-
|-
| <code>d1_canals.steamtunnel</code>
| <code>streetwar.general_outdoor_light_combat</code>
|  
|  
|-
|-
| <code>d1_canals.waterpuzzleroom</code>
| <code>streetwar.general_outdoor_medium_combat</code>
|  
|  
|-
|-
| <code>d1_canals.util_birds</code>
| <code>streetwar.general_outdoor_heavy_combat</code>
|  
|  
|-
|-
| <code>d1_canals.util_critters</code>
| <code>streetwar.destroyed_concrete_building</code>
|  
|  
|-
|-
| <code>d1_canals.util_tunnel_windgusts</code>
| <code>streetwar.rooftop_heavy_combat</code>
|  
|  
|-
|-
| <code>d1_canals.util_critters_under_docks</code>
| <code>streetwar.control_room</code>
|  
|  
|-
|-
| <code>d1_canals.util_toxic_slime</code>
| <code>streetwar.bank_control_room</code>
|  
|  
|-
|-
| <code>d1_canals.util_industrial</code>
| <code>streetwar.bank_machine_room</code>
|  
|  
|-
|-
| <code>d1_canals.general_dripping_tunnel</code>
| <code>streetwar.bank_general</code>
|  
|  
|-
|-
| <code>d1_canals.general_windy_tunnel</code>
| <code>e3_c17_01_battle</code>
|  
|  
|-
|-
| <code>d1_canals.general_watery_tunnel</code>
| <code>c17_02_street_lower_1</code>
|  
|  
|-
|-
| <code>d1_canals.general_watery_tunnel_shore</code>
| <code>c17_02_street_upper_1</code>
|  
|  
|-
|-
| <code>d1_canals.redbarn_ambience</code>
| <code>c17_02_street_upper_2</code>
|  
|  
|-
|-
| <code>d1_canals.floodgate_base_ambience</code>
| <code>c17_02_inside_apartments_1</code>
|  
|  
|-
|-
| <code>d1_canals.floodgate_machineroom</code>
| <code>streetwar.underground_manhack_tunnel</code>
|  
|  
|-
|-
| <code>d1_canals.shore_and_reeds</code>
| <code>streetwar.vertical_warehouse_arena</code>
|  
|  
|}
==[[Citadel|Combine Citadel]]==
{| cellpadding=2
!align=left| Name
!align=left| Description and Notes
|-
|-
| <code>d1_canals.spooky_infested_pipe</code>
| <code>d3_citadel.silence_and_dialog</code>
|  
|  
|-
|-
| <code>d1_canals.water_tunnel_with_frogs</code>
| <code>d3_citadel.util_hits</code>
|  
|  
|-
|-
| <code>d1_canals.windchimes_and_wind</code>
| <code>d3_citadel.util_activity</code>
|  
|  
|-
|-
| <code>canals_slime_outside</code>
| <code>d3_citadel.util_pods</code>
|  
|  
|-
|-
| <code>canals_slime_tunnel</code>
| <code>d3_citadel.deep_dropoff_inside</code>
|  
|  
|-
|-
| <code>canals_tunnel_dry</code>
| <code>d3_citadel.pod_vista</code>
|  
|  
|-
|-
| <code>canals_tunnel_wet</code>
| <code>d3_citadel.generic</code>
|  
|  
|-
|-
| <code>canals_canal_nowater</code>
| <code>d3_citadel.generic_moody</code>
|  
| Fairly loud, near-musical Citadel ambience; no combat sounds
|-
|-
| <code>canals_canal_water</code>
| <code>d3_citadel.generic_moody2</code>
|  
| Quieter Citadel ambience; no combat sounds
|-
|-
| <code>canals_canal_water_industrial</code>
| <code>d3_citadel.stasis_room</code>
|  
|  
|-
|-
| <code>canals_river</code>
| <code>d3_citadel.combine_ball_room</code>
|  
|  
|-
|-
| <code>canals_river_calm</code>
| <code>d3_citadel.general_control_room</code>
|  
|  
|-
|-
| <code>d1_canals_05_shanty_approach</code>
| <code>d3_citadel.alyx_teleport_control_room</code>
|  
|  
|-
|-
| <code>d1_canals_05_shanty</code>
| <code>d3_citadel.final_portal_chamber</code>
|  
|  
|-
|-
| <code>d1_canals_07_entry_tunnel</code>
| <code>d3_citadel.top_of_teleport_chamber</code>
|  
|  
|-
|-
| <code>d1_canals_07a_warehouse</code>
| <code>d3_citadel_01.pipe_entrance</code>
|  
|  
|-
|-
| <code>d1_canals_08a_gun_tunnel_entrance</code>
| <code>d3_citadel_01.cliffside1</code>
|  
|  
|-
|-
| <code>d1_canals_08a_puzzle_arena</code>
| <code>d3_citadel_01.citadel_entrance</code>
|  
|  
|-
|-
| <code>d1_canals_08a_gun_scene</code>
| <code>d3_citadel.breen_field</code>
|  
|  
|-
|-
| <code>d1_canals_08a_tunnel_exit</code>
| <code>d3_citadel.breen_hall</code>
|  
|  
|-
|-
| <code>canals_canal_water_creaking_wood</code>
| <code>d3_citadel.breen_office</code>
|
|-
| <code>canals_canal_water_creaking_metal</code>
|
|-
| <code>d1_canals_08_entry_tunnel</code>
|
|-
| <code>d1_canals_08_reservoir</code>
|
|-
| <code>d1_canals_08_island</code>
|
|-
| <code>d1_canals_08_base_interior</code>
|  
|  
|}
|}

Revision as of 05:38, 2 August 2005


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.

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
GenericOutdoor
Cabin
cabin_outdoor
test_tvset

Train Station and City 17

Name Description and Notes
d1_trainstation.util_city
d1_trainstation.city
d1_trainstation.Platform
d1_trainstation.Turnstyle
combine.computer
d1_trainstation.Interrogation
d1_trainstation.TerminalSquare
d1_trainstation.QuietCourtyard
d1_trainstation.Occupants
d1_trainstation.AppartmentCourtyard
d1_trainstation.Appartments
d1_trainstation.RaidCityvoice
d1_trainstation.RaidOccupants
d1_trainstation.RaidAppartments
general.concrete_quiet

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_searching_level2 Shots fired by/at player, city on alert
city_searching_level3

Canals for Route Kanal

Name Description and Notes
d1_canals.util_windgusts
d1_canals.util_drips
d1_canals.util_fardrips
d1_canals.util_headcrab_canister
d1_canals.util_shoreline
d1_canals_tunnel01
d1_canals_citystart
d1_canals_citadel
d1_canals_traincanal
d1_canals_traintunnel
d1_canals_watercanal
d1_canals_junkyard
d1_canals_copcanals
d1_truck_pass
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
d1_town.Street
d1_town.CorpseRoom
d1_town.WoodBuilding
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
coast.util_metalstress
coast.util_shackmetal
coast.util_crumblycliff
coast.util_windgusts
coast.util_fardrips
coast.util_birds
coast.util_lakeshoreline
coast.util_shoreline
coast.util_distant_shoreline
coast.util_antlion_den
coast.general_windy_tunnel
coast.general_tunnel
coast.zombie_tunnel
coast.general_oldwoodbuilding
coast.general_oldwoodbuilding_with_windchimes
coast.combine_controlroom_ambience
coast.general_shoreline Waves crashing, wind gusting, seagulls calling
coast.positional_shoreline
coast.shoreline_with_antlion_dens
coast.bridge_ambient
coast.bridge_shack
coast.cliffside
coast.bridge_concrete_room
coast.generic_ambient_01
coast.distant_shoreline Distant waves breaking

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
prison.util_louder_cellblock
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
prison.watery_hallway
prison.showers
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
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
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
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
d3_citadel.breen_hall
d3_citadel.breen_office