List of HL2 Soundscapes: Difference between revisions
Cargo Cult (talk | contribs) (Put them into the order they appear in-game. Sensible? Crazy? Who cares!) |
Cargo Cult (talk | contribs) (Couple of tweaks and descriptions (from memory...)) |
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Here is a list of 245 [[Soundscapes|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. | Here is a list of 245 [[Soundscapes|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== | ==Generic and Test== | ||
Line 399: | Line 403: | ||
|- | |- | ||
| <code>d1_town.Start</code> | | <code>d1_town.Start</code> | ||
| | | Wind gusts, distant zombie howls and screams, 'drum beats'. | ||
|- | |- | ||
| <code>d1_town.Street</code> | | <code>d1_town.Street</code> | ||
| | | Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. | ||
|- | |- | ||
| <code>d1_town.CorpseRoom</code> | | <code>d1_town.CorpseRoom</code> | ||
Line 408: | Line 412: | ||
|- | |- | ||
| <code>d1_town.WoodBuilding</code> | | <code>d1_town.WoodBuilding</code> | ||
| | | Wooden creaks, rodent sounds. | ||
|- | |- | ||
| <code>d1_town.ConcreteBuilding</code> | | <code>d1_town.ConcreteBuilding</code> | ||
Line 505: | Line 509: | ||
|- | |- | ||
| <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. | ||
|- | |- | ||
| <code>coast.generic_ambient_01</code> | | <code>coast.generic_ambient_01</code> | ||
Line 511: | Line 515: | ||
|- | |- | ||
| <code>coast.distant_shoreline</code> | | <code>coast.distant_shoreline</code> | ||
| Distant waves breaking | | Distant waves breaking, wind gusting and close-range wildlife sounds. | ||
|} | |} | ||
Line 575: | Line 579: | ||
|- | |- | ||
| <code>prison.util_quiet_cellblock</code> | | <code>prison.util_quiet_cellblock</code> | ||
| | | Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own. | ||
|- | |- | ||
| <code>prison.util_louder_cellblock</code> | | <code>prison.util_louder_cellblock</code> | ||
| | | Quiet ambience, actually. | ||
|- | |- | ||
| <code>prison.larger_cellblock_vlightcombat</code> | | <code>prison.larger_cellblock_vlightcombat</code> | ||
Line 605: | Line 609: | ||
|- | |- | ||
| <code>prison.laundry</code> | | <code>prison.laundry</code> | ||
| | | Loud, whooshing metallic machinery sounds. | ||
|- | |- | ||
| <code>prison.watery_hallway</code> | | <code>prison.watery_hallway</code> | ||
Line 611: | Line 615: | ||
|- | |- | ||
| <code>prison.showers</code> | | <code>prison.showers</code> | ||
| | | Loud, fairly high-pitched water pipes and water dripping. | ||
|- | |- | ||
| <code>prison.zombie_infested</code> | | <code>prison.zombie_infested</code> | ||
Line 745: | Line 749: | ||
|- | |- | ||
| <code>d3_citadel.silence_and_dialog</code> | | <code>d3_citadel.silence_and_dialog</code> | ||
| | | Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? | ||
|- | |- | ||
| <code>d3_citadel.util_hits</code> | | <code>d3_citadel.util_hits</code> |
Revision as of 01:51, 4 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.
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
|
|
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
|
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
|
|
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
|
Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements. |
coast.generic_ambient_01
|
|
coast.distant_shoreline
|
Distant waves breaking, wind gusting and close-range wildlife sounds. |
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
|
|
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
|
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
|
|
d3_citadel.breen_hall
|
|
d3_citadel.breen_office
|