List of L4D2 Soundscapes
Here is a list of 352 soundscapes for use in Left 4 Dead 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.
rural2.boatexterior
campaign1 (Dead Center)
Name
Description
DSP
Position Number
Position Description
fire.debris.metal
Somewhat distant metal crashes and straining, with the occasional sound of burning. This soundscape should be used with others, as the sound cuts in and out.
fire.debris.wood
Similar to the above, except with the sounds of wood collapsing and breaking instead of metal.
fire.debris.junk
Similar to the above, except with the sounds of generic rubble, glass and rocks(?) moving and falling around.
structure.groans
Pretty self-explanatory, occasional sounds of metal eerily groaning and straining. This soundscape should be used with others, as the sound cuts in and out.
mall.randomverbs
Very distant, echoing sounds of something small falling over.
c1m1.spawn
Constant soundscape of rooftop winds, distant birds and cicadas, and a raging fire not too far away.
c1m1.stairwell
Generic wind-humming, maybe from an AC or a vent.
c1m1.hotel.int.3rdfloorhall
Similar to the above, except the humming is quieter and there's a very frequent sound of wood/junk breaking and falling.
c1m1.hotel.int.3rdfloor
A loud, raging fire with metal groaning and breaking.
c1m1.hotelroom.exterior.fire
High winds, birds and cicadas, and a very close raging fire.
c1m1.hotelroom.2ndfloor
Very loud blazing inferno with wood breaking and rubble collapsing.
c1m1.storeroom.2ndfloor
Similar to the above, except the fire is slightly quieter and the metal groaning is louder.
c1m1.elevator.2ndfloor
Similar to the above, except the fire is even quieter and the metal straining is closer.
c1m1.stairwell.fire
Quiet and distant raging fire.
c1m1.hotelexterior.2ndfloor
Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area.
c1m1.hotel.int.1stfloor
Nothing but a very loud fire and metal collapsing.
c1m1.hotel.int.1stfloor.lobby
A relatively quieter fire, but the debris sounds are more frequent, varied and louder (but not very loud) - everything between glass, debris and metal. Probably only a few rooms away from the fire.
c1m1.saferoom
Distant fire with a fluorescent/generator hum nearby, and metal groaning/debris breaking somewhere close.
c1m2.spawn
Somewhat quiet fluorescent/generator hum with a faint wind outside the door. No fire or debris, somehow.
c1m2.exterior.01
Noisy birds and cicadas right above the player, with faint gusts of wind blowing by. Very soothing. Could be used for anything between a small wooded area or a lively subtropical forest.
c1m2.stairwell
Identical to c1m1.stairwell
.
c1m2.streetalley
Similar to c1m2.exterior.01, except the birds and cicadas are muffled, quiet and echo-y, and the faint wind is louder.
c1m2.exterior.02
Similar to c1m2.exterior.01, but the faint wind is quieter - almost not even there. Just birds and cicadas.
c1m2.exterior.03
Similar to the above, except the wildlife is quiet and more distant.
c1m2.interior.01
Generic sound of air moving through a room, maybe from an AC unit or an open door. Very (almost absurdly) boring, more so than the sound of air moving should be.
c1m2.store.interior
The humming of a cooler or fluorescent light, and an annoying fly at position 1.
c1m2.safehouse
More air moving through a room, maybe some quiet machinery like a vending machine nearby.
c1m3.spawn
Even more air moving through a room, except with a fly at position 1.
c1m3.mall.interior1
More moving air, but louder and with a humming, like from an AC vent. Also some occasional, distant sounds like doors closing, small things falling down, etc.
c1m3.mall.interior2
Similar to above, but the humming is gone completely and the air is lower-pitched and deeper.
c1m3.mall.hallway
Even more moving air. Identical to "c1m1.stairwell", except more "open", like in a bigger room.
c1m3.security
Looping 2-second sound of fluorescent humming, or maybe an old monitor humming.
c1m3.safehouse
Identical to c1m2.safehouse
.
c1m4.spawn
Identical to above, except a little bit quieter.
c1m4.atrium.hallway
More quietly moving air coming from a vent.
c1m4.atrium.interior
Identical to c1m3.mall.interior2.
c1m4.elevator.int
Similar to above,with constant humming of machinery like an elevator motor.
soundscapes_campaign1.txt
campaign2 (Dark Carnival)
Name
Description
DSP
Position Number
Position Description
c2m1.hiway.spawn
Cicadas in close proximity.
c2m1.hotel.outdoors
More cicada sounds, distant wind.
c2m1.hotel.indoors
Distant cicadas, room with echoing sounds.
c2m1.parkinglot
Cicadas very close proximity, wind nearby.
c2m1.ravine
Cicadas, crickets, frogs, flies, distant birds(?), identical to swamps.swamp_01
.
c2m1.saferoom
Distant cicadas, and echoing sounds.
c2m2.spawn
Cicadas nearby, with echoing sounds.
c2m2.fairgrounds.ext1
Sound of cicadas nearby, Wind (distant) hitting a flagpole.
c2m2.fairgrounds.ext2
Identical to c2m2.fairgrounds.ext1 but with less wind.
c2m2.fairgrounds.interior.small
Very quiet buzzing sound, perhaps a light in an office or a bathroom.
c2m2.fairgrounds.interior.med
Very quiet buzzing sound, distant echoing metal hitting something.
c2m2.fairgrounds.interior.large
Quiet buzzing sound, air moving through a room.
c2m2.fairgrounds.interior.open
very distant crickets or cicadas, frogs, and flies, identical to swamps.swamp_03.
c2m2.safehouse
wood creaking.
c2m3.spawn
Identical to c2m2.safehouse, but a very distant explosion
c2m3.tunneloflove
water, AC unit far away, metal creaking, air moving through a room or a hallway.
c2m3.duct
Air moving through, feel of unease.
c2m3.tunnel.store.room
air moving through, metal scraping or creaking.
c2m3.medium.room
Silence.
c2m3.pumproom
somewhat quiet fluorescent/generator hum with quiet water.
c2m3.coaster.ext1
Cicadas very close to proximity with wind.
c2m3.coaster
Cicadas near proximity, wind nearby and wood and metal creaking.
c2m3.coaster.tunnel
Cicadas nearby, wood creaking with a possible wind going through.
c2m3.saferoom
Cicadas nearby with tiny gust of wind.
c2m4.spawn
Identical to c2m3.saferoom
c2m4.exterior01
Cicadas very close with gust of wind.
c2m4.bumpercars
Nearby cicadas with metal creaking.
c2m4.interior01
Identical to c2m3.medium.room.
c2m4.barn.int
Wood creaking with rats squeaking, maybe flies nearby.
c2m4.tunnel.ent
Hint of possible wind going through the room with a quiet machine hum.
c2m4.saferoom
Cicadas nearby with quiet gust of wind.
c2m5.spawn
Echo-y room with fluorescent light.
c2m5.arena.underground
Sound of echo with quiet machine hum, maybe a vending machine.
c2m5.arena
Distant metal hitting something, gust of wind, and crickets nearby.
c2m5.arena.bathroom
Silence.
soundscapes_campaign2.txt
campaign3 (Swamp Fever)
Name
Description
DSP
Position Number
Position Description
c3m1.gasstationspawn
Cicadas and other critters. Probably night. Very calm.
c3m1.gasstaionspawn
Bugged version of c3m1.gasstationspawn
. The looping cicada sounds fade out after one second, but other critters sounds still play sometimes.
c3m1.houseinteriors
Identical to c3m1.gasstationspawn
, but a little quieter.
c3m1.dock
Flies buzzing around very close, frogs in the distance, calm sill water, a few birds. Like a swamp.
c3m1.openinterior
Cicadas, seagulls in the distance, distant gunfire and explosions.
c3m1.plankswamp
Flies buzing around very close, a lot of frogs in near distance, steady stream of water, birds that make a odd noise.
c3m1.saferoom
Medium big room or corridor, wind flowing calmly, water dripping in the far distance.
c3m2.tunnelspawn
Identical to c3m1.saferoom, but quieter.
c3m2.swamp
A lot of frogs, a lot of flies, several cicadas, resting water, birds can be heard as well.
c3m2.swamp02
similar to c3m2.swamp bit with a very repetitive sound that i can only describe as loud creaking wood.
c3m2.swamp03
Several flies, many more cicadas in the distance, loud frogs, barely audible calm water.
c3m2.houseinterior
Cicadas, flies, distant frogs, creaking wood, very distant and dull explosion sound.
c3m2.elevatedground
Very close low pitched humming noise, like a vending machine. Wood creaking loudly and often.
c3m2.safehouse
Wood creaking, frogs and cicadas in the distance. also has low pitched humming noise.
c3m3.housespawn
An awful lot of lies buzzing around very close and loudly, has creaking wood.
c3m3.townoutside_01
Loud cicadas and very close flies, occasional birds. Has sounds of metal banging.
c3m3.houseinterior
Cicadas in the distance and creaking wood.
c3m3.houseinterior_02
Cicadas in the distance, loud flies, several frogs in the distance, very close wood creaking.
c3m3.townoutside_02
A lot of nearby frogs and cicadas, a few buzzing flies. Has calm water and occasional bird noises.
c3m3.swamp
Many distant and a few close cicadas, a couple of frogs in nearby distance.
c3m3.outside_dry
Like c3m1.gasstationspawn
. Cicadas and other critters. Probably night. Very calm.
c3m3.safehouse
Starts with a few cicadas, after two seconds fades into indoor sound of low humming and wood creaking.
c3m4.housespawn
Distant cicadas and a low humming noise, probably a vending maching or other simmilar machinery.
c3m4.plantationoutside
Loud cicadas, standing waters, several woodland insects making noise.
c3m4.houseinterior
Similar to c3m4.plantationoutside, but quieter with wood creaking sounds in the foreground.
c3m4.orchard_entrance
Distant cicadas, a lot of birds singing, maybe a rattlesnake rattling sometimes.
c3m4.plantation.int
Only indoor sounds of creaking wood with a low humming noise in the background.
c3m4.plantation_backyard
Cicadas and other insects, calm water, occasional singing birds.
c3m4.plantation_dock
A lot of frogs nearby, a few cicadas, singing birds and calm water.
soundscapes_campaign3.txt
campaign4 (Hard Rain)
Name
Description
DSP
Position Number
Position Description
milltown.emptystub
Silence/nothing.
rain.hardsurface.soft.dynamic
Light rain hitting hard surface.
rain.hardsurface.soft
Identical to the above but hitting other things.
rain.hardsurface.med
Raining, not to hard or soft.
rain.hardsurface.med.dynamic
Rain hitting a hard surface from a gutter, quiet wind.
rain.hardsurface.hard
Rain pouring down, maybe a storm, with possible wind.
rain.water.soft
Light rain hitting water or some kind of body of water.
rain.water.med
Rain hitting a body of water, maybe be a river.
rain.water.hard
Rain poring down with sounds of wind.
rain.interior.soft.dynamic
Light rain hitting roof or other, but loud.
rain.interior.soft
Identical to the above but quiet.
rain.interior.med.dynamic
Rain hitting roof or other, but loud.
rain.interior.med
Identical to the above but quiet.
rain.interiorverb.med.dynamic
Rain hitting the ground with an echo.
rain.interiorverb.med
Identical to the above but quiet.
rain.interiorverb.hard.dynamic
Rain (perhaps a storm) hitting the ground hard with echo.
rain.interiorverb.hard
Identical to the above.
distant.thunder
Distant thunder.
storm.dynamic
Storm with very loud wind and whipping through trees. Possible distant thunder.
storm.dynamic.mill
identical to above but less wind hitting trees.
milltown.spawn
Cicadas nearby with water dripping and gust of wind.
milltown.a.ext
occasionally cicadas nearby, gust of wind, birds, and water dripping.
burgertank.interior
Cicadas, wind passing through, water dripping echo.
c4.house.interior
Identical to rain.interior.med but rain hitting hard.
milltown.a.safehouse
Identical to the above but a bit louder.
sugarmill.a.spawn
Different room sound but identical to the above.
sugarmill.a.exterior
Idenctial to rain.hardsurface.med.dynamic but a bit louder. Gust of wind and Cicadas.
sugarmill.a.office.int
Rain or water droplets echoing with gust of wind.
sugarmill.a.office.closed
Identical to rain.interior.med but a bit louder, with a sound of machine hum or a an AC unit nearby.
sugarmill.a.pipeyard
Identical to rain.hardsurface.med with cicadas and wind.
sugarmill.a.pipeyard.transition
Identical to the above but quieter.
sugarmill.a.courtyard
Identical to sugarmill.a.pipeyard.
sugarmill.a.trailerinterior
identical to playsoundscape rain.interior.med but with a wind/air sound.
sugarmill.a.lockerroom.int
Identical to the above
sugarmill.a.mill
Identical to sugarmill.a.office.int with cicadas.
sugarmill.a.cornfield
Identical to rain.hardsurface.med.dynamic but with wind.
sugarmill.a.gasstation.int
Identical to playsoundscape rain.interior.med.dynamic with air/wind moving through.
sugarmill.b.spawn
Identical to the above but light rain.
sugarmill.b.gasstation.int
Identical to the above but quieter.
sugarmill.b.cornfield
Identical to storm.dynamic.
sugarmill.b.mill
loud Wind and wind whipping through room(s) and trees, with distant thunder.
sugarmill.b.lockerroom.int
Identical to sugarmill.a.lockerroom.int but light rain.
sugarmill.b.trailerinterior
Identical to rain.water.hard.
sugarmill.b.courtyard
Storm with very loud wind and whipping through trees. Near to proximity thunder.
sugarmill.b.pipeyard.transition
Identical to rain.water.med.
sugarmill.b.pipeyard
Identical to storm.dynamic.
sugarmill.b.office.closed
Identical to <coe>sugarmill.a.office.closed but quieter.
sugarmill.b.office.int
Identical to rain.interiorverb.hard.dynamic.
sugarmill.b.exterior
Identical to storm.dynamic.
sugarmill.b.spawn
Rain hitting roof with air/wind going through the room.
milltown.b.safehouse
Identical to the above.
milltown.b.ext
Identical to storm.dynamic.
c4.house.b.interior
Rain hitting roof, silence/quiet).
burgertank.b.interior
Identical to burgertank.a.interior but more open.
milltown.b.spawn
Identical to storm.dynamic.
soundscapes_campaign4.txt
campaign5 (The Parish)
Name
Description
DSP
Position Number
Position Description
c5m1.waterfront
Very close waves, seagulls. Like a shoreline.
c5m1.waterfrontspawn
Same as above, but the waves are a bit quieter
c5m1.restaurant
Single fly, distraught woman weeping, audible breathing, creaking wood, pebble-sized debris crumbling and falling, cicadas, distant explosions and gunshots.
c5m1.street
Cicadas, very audible gunshots and explosion in close proximity, jet planes in close distance, wind and occasional seagulls.
c5m1.smallstore
Freezer aisle or fridge humming.
c5m1.alley
Lots of cicadas and other such critters very close, wind howling through large areas, odd metal banging noise pretty close to player.
c5m1.park
Wind rustling trees and bushes very close, very distant explosions and gunshots, occasional cicadas and one bird.
c5m1.bathroom
Indoor area with wind flowing through, pretty obvious looping sound of what appears to be water gurgling through a pipe.
c5m1.decon
Very close machine humming.
c5m1.terminal
Large indoor area with wind flowing, occasional Loud metallic bangs and squeaking.
c5m1.depot
Cicadas in close proximity, loud wind, a groaning metal structure, occasional gunshots and explosion in the far distance, jet planes flying sometimes.
c5m1.highwayspawn
White noise, perhaps flowing air, accompanied by a obviously looping sound that is hard to describe.
c5m2.highwayspawn
Identical to above.
c5m2.junkyard
Crackling fire at soundscape origin, cicadas, wind over large open area, rustling trees, occasional jet planes in far and closer distance, distant gunshots and explosions
c5m2.suburbanstreet
Wind, cicadas, distant explosions, gunshots and jet planes.
c5m2.houseinterior
Machine humming, louder creaking wood, occasional banging noises that could be very distant explosions.
c5m2.cornerstore
Identical to above.
c5m2.burnedhouses
Wind over large area, occasional very close cicada, a few very distant explosions and gunshots.
c5m2.tunnel
Burst pipe at soundscape origin (steam escaping), water flowing through pipes, wind going through corridors, occasional loud banging noises.
c5m2.underground
Odd creepy ambience sound that is not natural and hard to describe. Accompanied by closer water droplets and distant constant water drops.
c5m2.impoundlot
Cicadas and other such critters, wind, occasional jet planes flying in the distance, few distant explosions and gunshots
c5m2.highway
Identical to above.
c5m2.cemetery
Wind rustling through trees, occasional cicadas, crickets and birds. Accompanied by distant gunshots and explosions.
c5m2.urbanstreet
Wind, closer occasional gunshots, explosions and jet planes.
c5m2.storagespawn
Machine white noise, perhaps a freezer or AC unit. Odd, slightly annoying, background noise that plays for about five seconds and loops, very hard to describe.
c5m3.storagespawn
Same as above but louder white noise.
c5m3.courtyard
Wind, a lot of singing birds, occasional flies and metal banging noises. Scarce Distant gunshots and explosions.
c5m3.smallstore
Fly at soundscape origin, a machine humming, perhaps a freezer.
c5m3.office
Machine humming, distant cicadas, occasional distant gunshots, explosions and jet planes.
c5m3.street
Wind, a lot of birds singing, distant explosions, gunshots and jets, some metal creaking in various locations. Sounds more like a forest, rather than a street as the name implies.
c5m3.smallclub
Creepy background noise with pretty deep and audible bass in its background. Accompanied by wood creaking.
c5m3.largeclub
Identical to above.
c5m3.alley
Wind, several birds singing, loud metal structures banging almost every ten seconds.
c5m3.hotelstairwell
Fly, wind in corridors, machine humming, creaking wood, occasional rather creepy breathing or perhaps even whispering, explosions, groaning structures and woman sobbing loudly.
c5m3.hotelinterior
Identical to above.
c5m3.apartmentshell
Identical to c5m3.hotelstairwell
.
c5m3.apartment
Identical to c5m3.hotelstairwell
.
c5m3.lot
Wind, several birds singing in close distance, occasional banging sounds of larger structures echoing of walls.
c5m3.waterfront
Close cicadas, wind, waves in close distance, seagulls, distant explosions, gunshots and jets.
c5m3.towerspawn
Similar to c5m2.storagespawn
, but with quieter machine humming
c5m4.towerspawn
Close waves and seagulls, a large structure groaning.
c5m4.bridgeoutside
Very close waves, seagulls, a large groaning structure and occasional foghorn noises in the very far distance.
c5m4.dockfar
Very close waves with seagulls.
c5m4.dock
Similar to above but quieter waves
soundscapes_campaign5.txt
campaign6 (The Passing)
Name
Description
DSP
Position Number
Position Description
util_debris
Silence, Distant debris.
c6m1_spawn_river
Identical to storm.dynamic.
c6m1_building_interior
rain (bit quetly) hitting roof with air moving through the room.
c6m1_outdoor_01
Identical to storm.dynamic.
c6m1_tent_int
Rain hitting the tent.
c6.house.interior
rain hitting roof with air moving through the room.
c6m1.safehouse
Identical to the above.
c6m2.safehouse
Light rain hitting the roof with air moving through the room.
c6m2_outdoor_01
Rain hitting the ground with quiet wind.
c6m2_outdoor_02
Light rain Rain hitting the ground with quiet wind.
c6m2_outdoor_03
Identical to c6m2_outdoor_01.
c6.truck.interior
Light rain hitting the roof.
c6.conduit.int
Echo-y rain.
c6m2_building_interior
Identical to c6m1_building_interior.
c6m2_building_interior_02
Rain hitting the roof, silence.
c6m2_underground_interior_01
Echo room with rocks/bricks falling.
c6m2_int.stairwell
Echo, wind gusts, distant and nearby metal stress, and distant water dripping.
c6m2_int.water
Echo, wind gusts, occasionally nearby metal stress, and distant water dripping.
c6m2_int.tunnel
Less echo, nearby metal stress, and very far water dripping.
c6m2_water.tunnel
Echo and water echoing, maybe water dripping, metal stress, and wing gust.
c6m3.port.spawn
Identical to c6m2.safehouse.
port.spawn.ext
Identical to rain.interiorverb.med.dynamic.
port.patio.ext
Identical to rain.water.hard but quieter.
port.alcove
Identical to the above but quieter.
port.waterfront
(Light) rain hitting the floor, possible river nearby, quiet wind.
port.elevator.bottom
Rain hitting the roof, echo-y room/shaft.
port.outdoor.general
Rain hitting the ground, possible gust of wind.
port.building.interior
Identical to c6m1_building_interior but silence.
brick.bldg.interior
Rain hitting the roof, some kind of distinct plastic roof
sugarmill.b.office.int
Rain echoing.
sugarmill.b.spawn
Identical to sugarmill.a.spawn but queter.
soundscapes_campaign6.txt
Swamps
Name
Description
DSP
Position Number
Position Description
swamps.frogs_01
2 to 3 seconds of silence until frogs ribbit.
swamps.frogs_02
Frogs ribbiting.
swamps.frogs_03
2 to 4 seconds of silence until a frog echoes a ribbit.
swamps.frogs_04
Frog ribbits.
swamps.frogs_05
Frog ribbits.
swamps.frogs_06
Frog ribbits.
swamps.bullfrogs_01
Bull frog Ribbits.
swamps.flies
Flies passing by or on a dead animal corpse.
swamps.gators
silence.
swamps.gasstation
Nearby crickets, a calm night.
swamps.dock
Crickets nearby, distant frogs, flies passing by, and water hitting the docks.
swamps.plankswamp_01
Flies very close by, quiet crickets, alligators nearby, distant frogs, and water.
swamps.swamp_01
Mostly frog sounds, flies passing by, alligators nearby, quiet water and distant crickets.
swamps.swamp_02
Identical to the above but with a bull frog sound.
swamps.swamp_03
Distant crickets and frogs, flies passing by, a calm night.
swamps.shantyoutside
Crickets nearby, frogs a bit near to proximity.
swamps.plantation_outside
Crickets close to proximity, distant frogs, and maybe a gust of wind.
swamps.orchard
Crickets, nearby birds, distant frogs.
rural2.combat_far_heavy
Distant gun shots.
rural2.combat_far_medium
A bit nearby gunshots (all around?).
rural2.combat_close_light
Near to proximity gun shots.
soundscapes_swamps.txt
Rural 2
Name
Description
DSP
Position Number
Position Description
rural2.woods
Wind hitting the trees, very distant Crickets.
rural2.woods3
Wind passing by, Distant crickets.
rural2.morning
Crickets nearby, possible animal sound, wind passing by.
rural2.bridge
Identical to the above with crows, maybe a suspended wooden bridge swinging.
rural2.smallbuilding
Nearby crickets, crows, and wind passing by outside, distant frogs. Air moving through the room.
rural2.smallbuilding2
Identical to the above but an echo-y room with floor squeaking.
rural2.river
Wind and maybe a wave splashing by.
rural2.caveclosed
Very echo-y cave with gust of wind, and (undefinable) very far metal hit or something rumbling(?).
rural2.caveopen
distant frogs and gust of wind, rocks sliding.
rural2.traintunnel
Rocks or bricks sliding or falling, a cricket nearby, and an echo.
rural2.pumproom
Machine hum or a motor, and water hitting the pipes.
rural2.bigroom
Wind or air moving through with a machine hum or a motor, water hitting something, maybe in a pipe.
rural2.drainagebig
Echo room with water, metal groaning and gust of wind.
rural2.drainagesmall
Echo room with occasionally water dripping, and metal groans.
rural2.drainageopen
Identical to the above but less echo and distant crickets.
rural2.trainyardentrance
Air moving through with metal creaking or groaning and something hitting.
rural2.trainyardrespawn
Air moving through the room, and a quiet machine hum, maybe a vending machine.
rural2.trainyardbuilding
Echo room with metal hitting something or creaking, rats squeaking.
rural2.trainyardbuilding2
Air moving through a room and metal hitting something.
rural2.trainyardbuilding2window
Rats squeaking, air moving (loud) and maybe wind.
rural2.trainyard
Distant crickets and wind.
rural2.trainyard2
Crickets nearby, crows, and (maybe gust) wind.
rural2.house
Crickets nearby with gust of wind, something swaying, maybe a sign and wood creaking.
rural2.town
Wind moving through the streets, something swinging or scraping, maybe an echo in the town?
rural2.towninside
Air moving through a room, some kind of machine hum.
rural2.townalley
Wind or gust of wind, Nearby explosion(s) and gun shots, rats squeaking.
rural2.boatinterior
Crickets nearby, air moving in the room and wood creaking.
rural2.boatexterior
rural2.shoreline
Crickets nearby and water hitting the shoreline (not splashing).
rural2.town_02
Crickets nearby and gust of wind, dog(s) barking and howling.
rural2.shack
Distant crickets and animal sound, rats squeaking.
rural2.combat_far_heavy
Distant gun shots and grenades or explosion.
rural2.combat_far_medium
Identical to the above but less combat.
rural2.combat_close_light
Identical to the above but nearby.
soundscapes_rural2.txt
Urban 2
Name
Description
DSP
Position Number
Position Description
urban2.util_cicadas
urban2.util_grasshoppers
urban2.utilbirdsgroup1
urban2.util_interiorslams
urban2.util_metalslams
urban2.util_metalslams 2
urban2.util_woodfloorsqueaks
urban2.util_woodqueaks_new
urban2.util_windgust
urban2.util_distantcombat
urban2.util_distantexplosions
urban2.util_rat_scratches
urban2.util_genericrooftop
urban2.util_genericexterior_from_interior_1
urban2.util_genericexterior_from_interior_2
urban2.util_flies
urban2.util_steam
urban2.util_pipes
urban2.rooftop_1b
urban2.rooftop_1b_interior
urban2.rooftop_1b_interior2
urban2.underground_1
urban2.underground_2
urban2.underground_3
urban2.controlroom
urban2.warehouse_1
urban2.steamtunnel
urban2.boilerroom
urban2.hospital_interior
urban2.flies
urban2.rooftop
urban2.junkyard
urban2.street
urban2.courtyard
urban2.alley
urban2.sewer
urban2.pipetunnel
urban2.apartment
urban2.generatorroom_off
urban2.generatorroom
urban2.respawn
urban2.rooftopspawn
urban2.hospitalspawn
urban2.spawnrain
urban2.hospital
urban2.office
urban2.subway
urban2.pillarsroom
urban2.conveniencestore
urban2.warehouseoutside
urban2.bathroom
urban2.club
urban2.tankroom
urban2.powerplant
urban2.powerplantinside
urban2.parkinggarage
urban2.elevator
urban2.construction
urban2.finaleinside
urban2.finaleoutside
urban2.finaleroof
urban2.cemetery
urban2.burnedhouse
urban2.dock
urban2.dockfar
urban2.bridgeoutside
soundscapes_urban2.txt
Environment articles:
Soundsystem
Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser
Choreography
Choreography Creation • Response System • Faceposer • Scene Implementation