List of HL2 Soundscapes
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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.
Generic and Test
Name | Description | Position Number | Position Description |
---|---|---|---|
Nothing | No DSP, no ambients. | ||
Automatic | DSP 1, dsp_volume 1.0. | ||
automatic_dialog
|
Automatic DSP at 50% mix. | ||
e3_techdemo_gmanspeaking
|
DSP 10. | ||
e3_Techdemo_02
|
Physics room. | ||
e3_Techdemo_03
|
DSP 1. | ||
e3_Techdemo_05
|
Dripping cave ambient. | ||
e3_Techdemo_06
|
Lake. | ||
e3_end
|
Identical to Nothing .
|
||
GenericIndoor
|
Fluorescent lighting hum. | ||
GenericOutdoor
|
Electric hum like above with a motor / gas / wind kind of sound in the background. | 0 | Quiet electric hum. |
Cabin
|
Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). | 0 | Faint banjo-like TV music. |
1 | Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. | ||
cabin_outdoor
|
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 | 0 | Banjo-like TV music. |
Train Station and City 17
Name | Description | Position Number | Position Description |
---|---|---|---|
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 busy train station background ambience. | ||
d1_trainstation.Platform
|
Loud and static hissing sound, city sounds barely audible in the background. | ||
d1_trainstation.Turnstyle
|
Identical 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 a combine terminal. | 0 | Combine computer terminal. |
d1_trainstation.TerminalSquare
|
Similar to d1_trainstation.Turnstyle but with more city sounds like driving / beeping cars and background talking / train station messages.
|
||
d1_trainstation.QuietCourtyard
|
Quiet, windy courtyard with distant trains, cars, helicopters etc. | ||
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
|
Similar to d1_trainstation.Occupants with background crowd noises.
|
||
d1_trainstation.RaidCityvoice
|
Cityvoice: (1) Citizen notice, priority identification check in progress. Please, assemble in your designated inspection position. (2) Attention please, all citizens in local residential block assume your inspection position. (3) Attention residents, this block contains potential civil infection. Inform, cooperate, assemble. (4) Citizen notice, failure to cooperate will result in permanent offworld relocation. | ||
d1_trainstation.RaidOccupants
|
Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit. | ||
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 | Position Number | Position Description |
---|---|---|---|
cityvoice_level0
|
PA requests player id, city voice: (1) Attention please, unidentified person of interest, confirm your civil status with local protection team immediately, (2) Attention protection team, status ivation in progress in this community. Respond, isolate, inquire. | ||
cityvoice_level1
|
PA invokes unrest procedures, requests player id, city voice: (1) Citizen reminder, inaction is conspiracy, report counter behavior to a civil protection team immediately, (2) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize, (3) Attention please, unidentified person of interest, confirm your civil status with local protection team immediately, (4) Attention protection team, status ivation in progress in this community. Respond, isolate, inquire. | ||
cityvoice_level2
|
Player is evading, cops are summoned, city voice: (1) Attention please, evasion behavior consistent with now compliant defendant. Ground protection team, alert! Code: isolate, expose, administer, (2) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize, (3) Protection team alert! Evidence of anti-civil activity in this community. Code: assemble, clamp, contain, (4) Citizen reminder, inaction is conspiracy, report counter behavior to a civil protection team immediately. | ||
cityvoice_level3
|
Player convicted of civil disruption, city block on alert, civil voice: (1) Individual, you are charged with socio endangerment level 1. Protection unit, prosecution code: beauty, sword, midnight, (2) Alert, community ground protection units, local unrest structure detected. Assemble, administer, pacify, (3) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize, (4) Protection team alert! Evidence of anti-civil activity in this community. Code: assemble, clamp, contain. | ||
cityvoice_level4
|
Player convicted of anti-civil activity, city block punished, civil voice: (1)(2) Individual, you are now charged with socio endangerment level 5, cease evasion immediately. Receive your ???, (3) You are charged with anti-civil activity level 1. Protection unit, prosecution code: beauty, sword, operate, (4) Attention occupants, your block is now charged with permissive inactive coesion, 5 ration units deducted, (5) Attention community, unrest procedure code is now in effect, inoculate, shield, pacify. Code: pressure, sword, sterilize, (6) Attention all-ground protection teams, ??? judgement is now in effect, sentencing is now discretionary. Code: amputate, zero, confirm. | ||
cityvoice_level5
|
Citizenship revoked, cops fire at will, city voice: (1)(2) Individual, you are convicted of mostly anti-civil violation. Implicit citizenship revoked. Status malignant. (3) Individual, you are charged with capital malcompliance, anti-citizen status approved, (4) Attention ground units, anti-citizen reported in this community, code: block, cauterize, stabilize, (5) Attention occupants, your block is now charged with permissive inactive coesion, 5 ration units deducted, (6) Attention all ground protection teams, judgement waiver now in effect, capital prosecution is discretionary. | ||
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 | Position Number | Position Description |
---|---|---|---|
d1_canals.util_windgusts
|
Wind gusts and snippets. | ||
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 a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. | 0 | Loop of a train driving by overhead. |
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 hitting a boat. | 1 | Water hitting boat. |
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. | 2 | Dripping water. |
3 | Wind blowing in a corridor, dripping water and other echoing sewer like effects. | ||
d1_truck_pass
|
Quick, low noise of trucks and other vehicles passing by overhead. 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". | 2 | Dripping water. |
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. | 0 | Running river water loop. |
1 | Running river water loop. | ||
2 | Ambient corridor wind. | ||
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. | 0 | Quiet loop of a running diesel engine. |
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. | 0 | Ambient corridor wind. |
2 | Constant flow water leaking. | ||
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. | 0 | Water dripping. |
1 | Loop of different kind of critters. | ||
d1_canals.general_watery_tunnel_shore
|
Similar to above but 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. | 0 | Headcrab canister. |
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. | 0 | Beeping of a Manhack charging station. |
1 | Combine computer terminal. | ||
d1_canals.floodgate_machineroom
|
Looped machines droning as of a pump or motor. | ||
d1_canals.shore_and_reeds
|
Waves and occasional frog croaks/critter chirps and bird song. Occasional wind gusts. Notably quiet with no constant ambient wind noise. | ||
d1_canals.spooky_infested_pipe
|
Dripping at center-right with occasional eerie, modulating wind noise with stereo movement effect. Very rare critter chirps. | ||
d1_canals.water_tunnel_with_frogs
|
Constant sound of pipe draining into water, with waves breaking and constant, voluminous frog song. | ||
d1_canals.windchimes_and_wind
|
Constant wind whistling mixed with intermittent wind chime song. | 0 | Windchimes. |
canals_slime_outside
|
Constant slime gurgling with random slime sounds inside a corridor. | 0 | Burbling toxic slime. |
canals_slime_tunnel
|
Same as above but with wind gusts. | 0 | Burbling toxic slime. |
canals_tunnel_dry
|
Tunnel ambient with wind gusts and the sound of as if cars are driving by overhead. | ||
canals_tunnel_wet
|
Dripping wet tunnel with wind snippets. | ||
canals_canal_nowater
|
Birds and wind. | ||
canals_canal_water
|
Same as above only with water waves. | ||
canals_canal_water_industrial
|
Same as above only with machine rumbling. | ||
canals_river
|
Wind and water waves. | ||
canals_river_calm
|
Same as above but with crickets. | ||
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. | 0 | Burbling toxic slime. |
1 | Burbling toxic slime. | ||
d1_canals_05_shanty
|
Wind, headcrab canister ambience and constant steam sound. | 0 | Burbling toxic slime. |
1 | Burbling toxic slime. | ||
2 | Headcrab canister. | ||
3 | Headcrab canister. | ||
4 | Headcrab canister. | ||
5 | Headcrab canister. | ||
6 | Headcrab canister. | ||
d1_canals_07_entry_tunnel
|
Water drips in a tunnel. | 0 | Far water drips. |
1 | Water drips. | ||
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
|
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. | 0 | Far water drips. |
1 | Water drips. | ||
d1_canals_08a_tunnel_exit
|
A somewhat simpler version of "d1_canals_08a_gun_scene", with the echoing, hollow rumble and the sound of a pump or other reciprocating mechanism (ah hooo e-clik!), perhaps a bit louder than in "d1_canals_08a_gun_scene". No dripping or liquid sounds. | ||
canals_canal_water_creaking_wood
|
Very regular medium-low volume slosh of water with intermittent medium or low-volume wood creaks, the thin whistling of gusts of wind, and twittering and other calls from birds and insects. | 0 | Wood creaking. |
1 | Wood creaking. | ||
canals_canal_water_creaking_metal
|
Very regular medium-low volume slosh of water with intermittent medium or low-volume metal creaks, the thin whistling of gusts of wind, and twittering and other calls from birds and insects. The metal creaking seems somewhat more frequent and a bit louder than the wood creaks in "canals_canal_water_creaking_wood". | 0 | Metal stress. |
1 | Metal stress. | ||
d1_canals_08_entry_tunnel
|
Loud water dripping inside a tunnel. | 0 | Far dripping water. |
2 | Helicopter passing by every 15-25 seconds. | ||
d1_canals_08_reservoir
|
Loud constant water waves. | 1 | Loud pouring dam water. |
d1_canals_08_island
|
Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds. | 0 | Loud pouring dam water. |
d1_canals_08_base_interior
|
The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes. | 1 | Combine computer terminal. |
Kleiner's Lab and Black Mesa East
Name | Description | Position Number | Position Description |
---|---|---|---|
K_lab.LabSounds
|
Slime gurgling in a room with machines. | 0 | Slime gurgling loop. |
1 | Computer beeping and other machine noises. | ||
E3_lab.LabSounds
|
Fluorescent lights in a laboratory with machines and music playing. | 0 | Various strange machine noises (goo tubes). |
1 | Running lab machines. | ||
eli_01_lab_main_1
|
Machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. | 0 | Quiet water sounds and slime gurgling noises. |
1 | Beeping lab equipment. | ||
2 | The sound of moving elevators from an elevator shaft. | ||
3 | Vort lab machine hum. | ||
eli_01_elevator_1
|
Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. | ||
eli_01_upperhall_2
|
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. | 0 | Randomly metal rattling, rain dripping and people coughing. |
eli_01_upperhall_1
|
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
|
Slightly louder and more resonant version of "eli_01_upperhall_2", with the sounds becoming a bit stronger and more "present". | 0 | Quiet engine sounds and random metal rattling, rain dripping and people coughing. |
eli_01_lower_corridor_1
|
Corridor ambience. | ||
eli_01_lower_ravenhall_1
|
Silent rumbling in a tunnel. | ||
eli_01_lower_ravenhall_2
|
Many far away explosions. | ||
eli_02_lowerlab_hall_1
|
Fluorescent light in a room with metal rumbling and shuffling. | 0 | Quiet running engine. |
eli_02_lower_corridor_1
|
Metal rumbling and shuffling in a corridor. | ||
eli_02_ravenshaft_1
|
Windy, hollow low rumble with frequent background sounds half-way between the creak of metal and a zombie's scream. | ||
eli_02_ravenshaft_2
|
Wood creaking, wind blowing and frequent drips of water in the outside. | 0 | Quiet wood creaking, strange cave noises and rock rumbles. |
eli_02_scrapyard_1
|
Outside ambience with no life. | ||
eli_02_scrapyard_2
|
Same as above but with dull metal sounds. |
Ravenholm
Name | Description | Position Number | Position Description |
---|---|---|---|
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
|
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
|
Identical to Automatic. | ||
d1_town.Rooftop
|
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
|
Wind blowing, wood creaking, rumbling sounds and cave ambience. | ||
d1_town.WaterCave
|
Same as above, but with frequent water drops. | ||
d1_town.HeadcrabCave
|
Same as above but with metal creaks and the drops being distant. | ||
d1_town.CaveTunnel
|
Corridor ambience with rumbling sounds. |
Coastline and Highway 17
Name | Description | Position Number | Position Description |
---|---|---|---|
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. | 0 | Windchimes. |
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. | 0 | Water waves crashing. |
1 | Water waves crashing. | ||
2 | Water waves crashing. | ||
3 | Water waves crashing. | ||
4 | Water waves crashing. | ||
coast.shoreline_with_antlion_dens
|
Similar to "coast.general_shoreline", but with antlion sounds. | 0 | Antlion den sounds. |
1 | Antlion den sounds. | ||
2 | Antlion den sounds. | ||
3 | Antlion den 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.generic_ambient_01
|
Similar to above, but without the antlions. | ||
coast.distant_shoreline
|
Distant waves breaking, wind gusting and close-range antlion sounds. | 0 | Antlion den sounds. |
1 | Antlion den sounds. | ||
2 | Antlion den sounds. |
Nova Prospekt
Name | Description | Position Number | Position Description |
---|---|---|---|
prison.util_distantcombat_verylight
|
Quiet ambience,occasionally the sound of a soldier dying, or gunfire. | ||
prison.util_distantcombat_light
|
Identical to the soundscape above, just with more gunfire, and antlion hiss'. | ||
prison.util_distantcombat_heavy
|
Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions. | ||
prison.util_antlion_burrows
|
Sound of Antlions hissing and growling, waiting to ambush the enemy. | ||
prison.util_fardrips
|
Far away drips. | ||
prison.util_drips
|
Same drips but closer. | ||
prison.util_distant_trains
|
Far away train horns. | ||
prison.util_radio
|
Random radio sounds. | ||
prison.util_control_room
|
Rubbles and machine sounds from a combine monitor. | 0 | Combine computer terminal. |
prison.citizen_camp
|
Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds. | ||
prison.redlight_bunker
|
Constant wind. | ||
prison.outdoor_courtyard
|
Wind with far away thumper sounds. | ||
prison.outdoor_courtyard_hvycombat
|
Same as above but with gun fire, soliders and antlions dying/attacking. | ||
prison.trainstation
|
Room ambience with occasional train horns. | ||
prison.teleport_area
|
Combine machine sounds in a big open room. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
prison.control_room
|
Combine beeping sounds with a fan in the background. | 0 | Various radio noises. |
1 | Combine computer terminal. | ||
prison.control_room_simple
|
Computer/combine console hum with centered combine soldier vocoder noise (as heard in nova propekt scripted radio transmissions), but no speech. | 0 | Various radio noises. |
prison.combine_wall
|
Loud ambience of the outside with explosion-like sounds. | ||
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
|
Slightly quieter ambience. | ||
prison.larger_cellblock_vlightcombat
|
Machine sounds and metal rumbling in a corridor. | ||
prison.larger_cellblock_hvycombat
|
Same as above but with soliders, gunfire and antlions. | ||
prison.larger_cellblock_lightcombat
|
Same as above but only with gunfire. | ||
prison.general_hallway_lightcombat
|
Hallway with antlions, grenades and soliders. | ||
prison.general_hallway_vlightcombat
|
Same as above but with no fights. | ||
prison.general_dripping_tunnel
|
A tunnel with water drips. | ||
prison.hall_with_burrows
|
Hallway with crickets and antlion burrowing sounds. | 0 | Various antlion sounds. |
1 | Various antlion sounds. | ||
prison.electric_water_room
|
Water flowing in a room with machines in it. | ||
prison.laundry
|
Loud, whooshing metallic machinery sounds. | 0 | Ambient laundry machines hum. |
prison.watery_hallway
|
A lot of drips. | ||
prison.showers
|
Loud, fairly high-pitched water pipes and water dripping. | 0 | Running water. |
1 | Water dripping. | ||
2 | Steam loop. | ||
prison.zombie_infested
|
Flies, distant drips, rats and deep, wind-like sounds. |
War-torn City 17
Name | Description | Position Number | Position Description |
---|---|---|---|
streetwar.util_combine_atmosphere
|
Constant random wind gusts and machine-like sounds. | ||
streetwar.util_rubble
|
Random rubble falling off of somewhere. | ||
streetwar.util_sirens
|
Manhacks, cityscanners and APCs passing by. | ||
streetwar.util_light_sirens
|
Same as above but less frequent. | ||
streetwar.util_zombie_infested
|
Occasional buzzing flies and faint chirping birds. | ||
streetwar.util_light_combat_atmosphere
|
Random wind blows and metal ambiences, helicopters passing by. | ||
streetwar.util_heavy_combat_atmosphere
|
Same as above but more frequent. | ||
streetwar.util_muffled_light_combat
|
Thunder sounds and distant explosions. | ||
streetwar.util_light_combat
|
Rare gun fire, zombies, antlions and soliders. | ||
streetwar.util_medium_combat
|
Same as above but slightly more frequent. | ||
streetwar.util_heavy_combat
|
Same as above but more frequent. | ||
streetwar.util_drips
|
Water drips close up. | ||
streetwar.util_fardrips
|
Same as above but farther away. | ||
streetwar.zombie_water_room
|
Occasional buzzing flies and fairly loud dripping water. | ||
streetwar.car_tunnel
|
Tunnel with cars passing by and silent explosions happening rarely. | ||
streetwar.general_small_tunnel
|
Ambience of a small tunnel. | ||
streetwar.car_tunnel_opensky
|
Same as "streetwar.car_tunnel" but with outdoor sounds and fighting sounds. | ||
streetwar.toxic_car_tunnel
|
Same as "streetwar.car_tunnel" but with toxic slime gurgling. | ||
streetwar.infested_appartments
|
Flies, fighting sounds, metal creaking and rats in a house. | ||
streetwar.general_indoor_light_combat
|
Rare fighting from indoors. | ||
streetwar.general_indoor_medium_combat
|
Same as above, but slightly more frequent. | ||
streetwar.general_indoor_heavy_combat
|
Same as above, but more frequent. | ||
streetwar.general_outdoor_light_combat
|
Fighting sounds from outdoors with alarms. | ||
streetwar.general_outdoor_medium_combat
|
Same as above, but slightly more frequent. | ||
streetwar.general_outdoor_heavy_combat
|
Same as above, but more frequent. | ||
streetwar.destroyed_concrete_building
|
Fighting sounds, explosions, wind in a building with outdoor sounds in the background. | ||
streetwar.rooftop_heavy_combat
|
Many fighting sounds with an alarm in the background and wind on top of a roof. | ||
streetwar.control_room
|
Combine machines beeping. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
streetwar.bank_control_room
|
Same as above but with no beeping but instead just random machine sounds. | 0 | Combine computer terminal. |
streetwar.bank_machine_room
|
Steam, machine sounds, silent wind in a room full of pipes. | ||
streetwar.bank_general
|
A big room with silent wind and with silent fighting in the background. | ||
e3_c17_01_battle
|
Fire, silent alarm in the background, fighting sounds. | 0 | Medium sized fire loop. |
1 | Combine barricade gate noises. | ||
2 | Ambient city siren loop. | ||
c17_02_street_lower_1
|
Wind, very silent alarm, fighting sounds. | 0 | Combine wall thundering. |
c17_02_street_upper_1
|
Same as above but with explosions and louder fighting. | ||
c17_02_street_upper_2
|
Same as above but with a louder alarm. | 0 | Combine wall thundering. |
c17_02_inside_apartments_1
|
Random loud metal creaking in a room with fluorescent light. | 0 | Combine wall thundering and machine noises. |
streetwar.underground_manhack_tunnel
|
Loud steam, water dripping, silent machines and high pitched 'stingers'. | ||
streetwar.vertical_warehouse_arena
|
Wind passing by. |
Combine Citadel
Name | Description | Position Number | Position Description |
---|---|---|---|
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
|
Strange, machine-like sounds. | ||
d3_citadel.util_activity
|
Strider or gunship sounds. | ||
d3_citadel.util_pods
|
Strange machine passing by. | ||
d3_citadel.deep_dropoff_inside
|
Loud ambience with strange machine sounds and enemy sounds. | ||
d3_citadel.pod_vista
|
Very loud pods moving. | ||
d3_citadel.generic
|
Kind of silent Citadel ambience with no combat. | ||
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
|
Loud ambience with a stasis field with another machine in the background. | 0 | Stasis field. |
d3_citadel.combine_ball_room
|
Harmonical combine balls passing by with more Citadel ambience. | 0 | Ball field. |
d3_citadel.general_control_room
|
A combine console with Citadel ambience in the background. | 0 | Combine computer terminal. |
d3_citadel.alyx_teleport_control_room
|
Various teleport-discharge sounds; machinery audible. | 0 | Combine computer terminal. |
d3_citadel.final_portal_chamber
|
Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. | 0 | Combine computer terminal. |
1 | Combine computer terminal. | ||
2 | Loud noisy central portal beam. | ||
d3_citadel.top_of_teleport_chamber
|
High-pitched buzzing; city combat sounds audible. | ||
d3_citadel_01.pipe_entrance
|
Alarm sound with combat sounds and wind gusts. | ||
d3_citadel_01.cliffside1
|
Metal creaking and loud wind with the city alarm in the background. | ||
d3_citadel_01.citadel_entrance
|
Same as above only silenter and with the citadel ambience slightly audible. | ||
d3_citadel.breen_field
|
Nearly the same as breen.office but with deep metal scraping sounds. | ||
d3_citadel.breen_hall
|
Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. | ||
d3_citadel.breen_office
|
Almost identical to above, some sounds are just a little bit quieter and it uses another DSP type. |