List of HL2 Soundscapes: Difference between revisions

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| <code>eli_01_upperhall_2</code>
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| [POS] No pronounced positional effects. Musical throbbing note, medium low, that reverberates three times (''bwaang-weh-weh-weh''), mixed with clinking noises that resemble kitchen sounds, occasional dripping, and a man coughing.
| [POS] No pronounced positional effects. Musical throbbing note, medium low, that reverberates three times (''bwuung-weh-weh-weh''), mixed with clinking noises that resemble kitchen sounds, occasional dripping, and a man coughing.
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| <code>eli_01_upperhall_1</code>
| <code>eli_01_upperhall_1</code>
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| <code>eli_01_lowerlab_hall_1</code>
| <code>eli_01_lowerlab_hall_1</code>
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| [POS] Slightly louder and more resonant version of <code>eli_01_upperhall_2</code>, with the sounds becoming a bit stronger and more "present" at Position 0. No other positional effects.
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| <code>eli_01_lower_corridor_1</code>
| <code>eli_01_lower_corridor_1</code>

Revision as of 20:44, 2 August 2008

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.

Soundscapes with positional information are indicated by the prefix [POS]. These soundscapes were tested in a 1024 x 1024 x 1024 closed chamber, with the soundscape at the center, the player near the center and the eight directional markers in a circle with a radius of 512 around the soundscape and player. Marker 0 is at the left of the player (his nine o'clock), at player height; Marker 1 at a left 45 degree angle; Marker 2 dead ahead (12 o'clock); Marker 4 to the right of the player (three o'clock), and so on around the circle. After testing from the center, the player is walked in a circle through the markers to detect local sounds.


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 Electric hum
GenericOutdoor Same hum, but quieter
Cabin [POS] General: medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). Position 0: faint banjo-like music and indistinct singing. Position 1: a regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
cabin_outdoor [POS] No pronounced directional effects. Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu.
test_tvset Music coming from a TV set

Train Station and City 17

Name Description and Notes
d1_trainstation.util_city Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds.
d1_trainstation.city All of the above plus a steady uproar in the background.
d1_trainstation.Platform Loud and static hissing sound, city sounds barely audible in the background.
d1_trainstation.Turnstyle Similar to d1_trainstation.city but city sounds less audible.
combine.computer Loud, flat whine and an occasional blip.
d1_trainstation.Interrogation Mixed uproar of the surrounding city and combine.computer.
d1_trainstation.TerminalSquare Similar to d1_trainstation.Turnstyle.
d1_trainstation.QuietCourtyard Same as above but the tumult is quieter.
d1_trainstation.Occupants Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise.
d1_trainstation.AppartmentCourtyard Above mixed to city sounds.
d1_trainstation.Appartments Door knocking, breaking plates, woman screams and man grunts like being hit.
d1_trainstation.RaidCityvoice Cityvoice: Failure to cooperate will result in permanent offworld relocation.
d1_trainstation.RaidOccupants Breaking glass and boxes and knocking on door.
d1_trainstation.RaidAppartments Knocks on doors, PA woman asking citizens to assume inspection positions, people chattering nervously, breaking glass, man shouting, PA stating city block suspected to contain infection.
general.concrete_quiet Semi-loud hum of moving air.

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 background noise with helicopters and alarm sounds.
city_searching_level2 Same as above.
city_searching_level3 Same as above.

Canals

Name Description and Notes
d1_canals.util_windgusts Wind gusts.
d1_canals.util_drips Water dripping.
d1_canals.util_fardrips Water dripping a bit further away, with interior echo.
d1_canals.util_headcrab_canister Strong hissing noise.
d1_canals.util_shoreline Sounds of small waves hitting shore.
d1_canals_tunnel01 Constant sound of what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.
d1_canals_citystart City sounds, trains horning close by,

PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.

d1_canals_citadel Same as above but with occasional low, massive metallic noises.
d1_canals_traincanal City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.
d1_canals_traintunnel Same as above and a strong, low tunnelish rumble in the background.
d1_canals_watercanal Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water masses hitting pontoons.
d1_canals_junkyard Similar to d1_canals_traincanal. Distant helicopter also.
d1_canals_copcanals Similar to d1_canals_traincanal plus water dripping and different PA announcement concerning evasion behaviour and alerts.
d1_truck_pass Quick, low noise. For use with other soundscapes.
d1_canals_barnacle_tunnel Wind gusts in a tunnel. Distant city noises and sirens. PA announcement charging the player with "socioendangerment level 1" and instructing CPs.
d1_canals_pipe_chamber Drips. Distant city noises and sirens. occasional helicopter fly-bys.
d1_canals_cop_alerted Similar to d1_canals_pipe_chamber. PA announcement charging player with "socioendangerment level 5".
d1_canals.heli_slide_tunnels Interior. Loud running water and drips close by. Distant PA, trucks and sirens.
d1_canals.heli_attack Exterior. Loud city noises. PA, helicopter, squeak of rapidly accelerating trucks.
d1_canals.drainroom Loud running water and industrial hum. Distant PA.
d1_canals.03copsattackthroughboards Exterior. City ambience. PA ("Individual, you are charged with..."), constant close helicopters left and right, occasional train and other traffic sounds, distant sirens.
d1_canals.03entrytunnel Interior, tunnel. Close frequent dripping sounds left, right and centre. PA ("Individual..."), distant helicopters left and right, occasional train horn, various distant sirens.
d1_canals.steamtunnel Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming.
d1_canals.waterpuzzleroom Loud industrial hum. Drips. No PA.
d1_canals.util_birds Infrequent bird squawks.
d1_canals.util_critters Infrequent croaking noises.
d1_canals.util_tunnel_windgusts Occasional (infrequent) wind blowing through tunnel, varying pitches.
d1_canals.util_critters_under_docks Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises.
d1_canals.util_toxic_slime Gurgling and hissing.
d1_canals.util_industrial Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent.
d1_canals.general_dripping_tunnel Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds.
d1_canals.general_windy_tunnel Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans.
d1_canals.general_watery_tunnel Interior. Sound of continuously running rivulets of water in a cave/tunnel, occasional (frequent) additional drips, croaks and chirps at different pans.
d1_canals.general_watery_tunnel_shore As above with the sound of waves regularly breaking in a small rocky lagoon.
d1_canals.redbarn_ambience Hissing (of a headcrab canister?) Distant critters and creaks.
d1_canals.floodgate_base_ambience Interior. Loud continuous machine humming at centre, continuous beeping and buzzing to left, high-pitched drone to right, occasional mechanical sounds, plus beeping and electronic squeaks, to right.
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 Continuous glutinous gurgling/boiling/bubbling sound to centre, plus random glutinous burping sounds, occasional wind gusts, hissing and water noises.
d1_canals_05_shanty
d1_canals_07_entry_tunnel
d1_canals_07a_warehouse Occasional creaking of wooden structures, repeated random high-pitched wind howling at varying pans, continuous sinister-sounding low-pitched modulated humming/droning sound.
d1_canals_08a_gun_tunnel_entrance Continuous running water sound, centre, plus sound of waves breaking, centre.
d1_canals_08a_puzzle_arena Waves breaking, infrequent chirping and wind noises.
d1_canals_08a_gun_scene [POS] No pronounced positional effects. Very faint low rumble, faint but regular sound of pump or other reciprocating mechanism (ah hooo e-clik!), and louder sharp intermittent dripping sounds that echo as if in a closed chamber.
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 [POS] Sound source at position of soundscape (that is, from Position 0 it appears to be to your right, from Position 4 it appears to be to your left, and so on). Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds.
d1_canals_08_base_interior [POS] No pronounced positional effects. The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes.

Kleiner's Lab and Black Mesa East

Name Description and Notes
K_lab.LabSounds
E3_lab.LabSounds
eli_01_lab_main_1 [POS] General: machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. Position 0: gurgling is louder. Position 1: faint electrical beeping. Position 2: beeping; machine noise louder and more sonorous. Position 3, 4: lower resonant hum like a largish fan. Position 5, 6, 7: quieter except for ambient dripping and soft pressure escaping sounds.
eli_01_elevator_1 [POS] No pronounced positional effects. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng.
eli_01_upperhall_2 [POS] No pronounced positional effects. Musical throbbing note, medium low, that reverberates three times (bwuung-weh-weh-weh), mixed with clinking noises that resemble kitchen sounds, occasional dripping, and a man coughing.
eli_01_upperhall_1 [POS] No pronounced positional effects. Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background.
eli_01_lowerlab_hall_1 [POS] Slightly louder and more resonant version of eli_01_upperhall_2, with the sounds becoming a bit stronger and more "present" at Position 0. No other positional effects.
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 [POS] No pronounced positional effects. Windy, hollow low rumble with frequent background sounds half-way between the creak of metal and a zombie's scream.
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 [POS] No directional effects at the marker positions, but irregular buzz-throughs by an aggressive fly that makes an unusually sharp sound, as well as occasional softer bursts of squeaking from mice or rats. Pronounced echo.
d1_town.WoodBuilding Wooden creaks, rodent sounds.
d1_town.ConcreteBuilding
d1_town.Rooftop [POS] No pronounced directional effects. Constant low rumble; gusts and whistles of wind. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts.
d1_town.MineshaftDown
d1_town.WaterCave
d1_town.HeadcrabCave
d1_town.CaveTunnel

Coastline and Highway 17

Name Description and Notes
coast.util_headcrab_canister Silence with occasional bizarre Combine tech noise.
coast.util_metalstress Silence with occasional sounds of metal stress.
coast.util_shackmetal Silence with occasional quick squeeks from moving metal.
coast.util_crumblycliff Silence with sounds of crumbling landmasses.
coast.util_windgusts Silence with wind gusts.
coast.util_fardrips Silence with water dripping.
coast.util_birds Silence with occasional sounds of seagulls calling.
coast.util_lakeshoreline Waves breaking gently.
coast.util_shoreline Similar to above, but with what feels like much more massive waves.
coast.util_distant_shoreline Similar to above, but from a greater distace.
coast.util_antlion_den Antlions hissing.
coast.general_windy_tunnel Steady whine of wind in a tunnel and muffled sounds of waves crashing.
coast.general_tunnel Similar to above but quieter and with waterdrips mixed in.
coast.zombie_tunnel Steady, tunnelish sound and some occasional train sounds.
coast.general_oldwoodbuilding Wood stress, wind gusting, seagulls calling
coast.general_oldwoodbuilding_with_windchimes Same as above but with chimes.
coast.combine_controlroom_ambience Steady whine of Combine tech.
coast.general_shoreline Waves crashing, wind gusting, seagulls calling.
coast.positional_shoreline Similar to above, but closer by.
coast.shoreline_with_antlion_dens Similar to coast.general_shoreline, but with antlion sounds.
coast.bridge_ambient Wind blowing, seagulls calling.
coast.bridge_shack Same as above but quieter.
coast.cliffside A mix of coast.general_shoreline and coast.util_crumblycliff.
coast.bridge_concrete_room Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements.
coast.distant_shoreline Distant waves breaking, wind gusting and close-range antlion sounds.
coast.generic_ambient_01 Similar to above, but without the antlions.

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 [POS] No pronounced positional effects. Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds.
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 Occasional buzzing flies and faint chirping birds.
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 Occasional buzzing flies and fairly loud dripping water.
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 Nearly the same as breen.office but with deep metal scraping sounds.
d3_citadel.breen_hall Computer humming
d3_citadel.breen_office Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds.