List of L4D2 Soundscapes

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Left 4 Dead 2 Below is a list of 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.

Note.pngNote:Left 4 Dead 2 contains all soundscapes from Left 4 Dead, which are excluded from this list.


soundscapes_campaign1/Hotel

Name Description and Notes
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 Silence(?)
c1m1.hotelexterior.2ndfloor Very close and frequent bird calls and cicadas, with the same high winds as before - probably in a windy, forested area. No fire, however.
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
  • c1m2.exterior.01
  • c1m2.stairwell
  • c1m2.streetalley
  • c1m2.exterior.02
  • c1m2.exterior.03
  • c1m2.interior.01
  • c1m2.store.interior
  • c1m2.safehouse
  • c1m3.spawn
  • c1m3.mall.interior1
  • c1m3.mall.interior2
  • c1m3.mall.hallway
  • c1m3.security
  • c1m3.safehouse
  • c1m4.spawn
  • c1m4.atrium.hallway
  • c1m4.atrium.interior
  • c1m4.elevator.int

soundscapes_campaign2

  • c2m1.hiway.spawn
  • c2m1.hotel.outdoors
  • c2m1.hotel.indoors
  • c2m1.parkinglot
  • c2m1.ravine
  • c2m1.saferoom
  • c2m2.spawn
  • c2m2.fairgrounds.ext1
  • c2m2.fairgrounds.ext2
  • c2m2.fairgrounds.interior.small
  • c2m2.fairgrounds.interior.med
  • c2m2.fairgrounds.interior.large
  • c2m2.fairgrounds.interior.open
  • c2m2.safehouse
  • c2m3.spawn
  • c2m3.tunneloflove
  • c2m3.duct
  • c2m3.tunnel.store.room
  • c2m3.medium.room
  • c2m3.pumproom
  • c2m3.coaster.ext1
  • c2m3.coaster
  • c2m3.coaster.tunnel
  • c2m3.saferoom
  • c2m4.spawn
  • c2m4.exterior01
  • c2m4.bumpercars
  • c2m4.interior01
  • c2m4.barn.int
  • c2m4.tunnel.ent
  • c2m4.saferoom
  • c2m5.spawn
  • c2m5.arena.underground
  • c2m5.arena
  • c2m5.arena.bathroom

soundscapes_campaign3

  • c3m1.gasstationspawn
  • c3m1.gasstaionspawn
  • c3m1.houseinteriors
  • c3m1.dock
  • c3m1.openinterior
  • c3m1.plankswamp
  • c3m1.saferoom
  • c3m2.tunnelspawn
  • c3m2.swamp
  • c3m2.swamp02
  • c3m2.swamp03
  • c3m2.houseinterior
  • c3m2.elevatedground
  • c3m2.safehouse
  • c3m3.housespawn
  • c3m3.townoutside_01
  • c3m3.houseinterior
  • c3m3.houseinterior_02
  • c3m3.townoutside_02
  • c3m3.swamp
  • c3m3.outside_dry
  • c3m3.safehouse
  • c3m4.housespawn
  • c3m4.plantationoutside
  • c3m4.houseinterior
  • c3m4.orchard_entrance
  • c3m4.plantation.int
  • c3m4.plantation_backyard
  • c3m4.plantation_dock

soundscapes_campaign4

  • milltown.emptystub
  • rain.hardsurface.soft.dynamic
  • rain.hardsurface.soft
  • rain.hardsurface.med
  • rain.hardsurface.med.dynamic
  • rain.hardsurface.hard
  • rain.water.soft
  • rain.water.med
  • rain.water.hard
  • rain.interior.soft.dynamic
  • rain.interior.soft
  • rain.interior.med.dynamic
  • rain.interior.med
  • rain.interiorverb.med.dynamic
  • rain.interiorverb.med
  • rain.interiorverb.hard.dynamic
  • rain.interiorverb.hard
  • distant.thunder
  • storm.dynamic
  • storm.dynamic.mill
  • milltown.spawn
  • milltown.a.ext
  • burgertank.interior
  • c4.house.interior
  • milltown.a.safehouse
  • sugarmill.a.spawn
  • sugarmill.a.exterior
  • sugarmill.a.office.int
  • sugarmill.a.office.closed
  • sugarmill.a.pipeyard
  • sugarmill.a.pipeyard.transition
  • sugarmill.a.courtyard
  • sugarmill.a.trailerinterior
  • sugarmill.a.lockerroom.int
  • sugarmill.a.mill
  • sugarmill.a.cornfield
  • sugarmill.a.gasstation.int
  • sugarmill.b.spawn
  • sugarmill.b.gasstation.int
  • sugarmill.b.cornfield
  • sugarmill.b.mill
  • sugarmill.b.lockerroom.int
  • sugarmill.b.trailerinterior
  • sugarmill.b.courtyard
  • sugarmill.b.pipeyard.transition
  • sugarmill.b.pipeyard
  • sugarmill.b.office.closed
  • sugarmill.b.office.int
  • sugarmill.b.exterior
  • sugarmill.b.spawn
  • milltown.b.safehouse
  • milltown.b.ext
  • c4.house.b.interior
  • burgertank.b.interior
  • milltown.b.spawn

soundscapes_campaign5

  • c5m1.waterfront
  • c5m1.waterfrontspawn
  • c5m1.restaurant
  • c5m1.street
  • c5m1.smallstore
  • c5m1.alley
  • c5m1.park
  • c5m1.bathroom
  • c5m1.decon
  • c5m1.terminal
  • c5m1.depot
  • c5m1.highwayspawn
  • c5m2.highwayspawn
  • c5m2.junkyard
  • c5m2.suburbanstreet
  • c5m2.houseinterior
  • c5m2.cornerstore
  • c5m2.burnedhouses
  • c5m2.tunnel
  • c5m2.underground
  • c5m2.impoundlot
  • c5m2.highway
  • c5m2.cemetery
  • c5m2.urbanstreet
  • c5m2.storagespawn
  • c5m3.storagespawn
  • c5m3.courtyard
  • c5m3.smallstore
  • c5m3.office
  • c5m3.street
  • c5m3.smallclub
  • c5m3.largeclub
  • c5m3.alley
  • c5m3.hotelstairwell
  • c5m3.hotelinterior
  • c5m3.apartmentshell
  • c5m3.apartment
  • c5m3.lot
  • c5m3.waterfront
  • c5m3.towerspawn
  • c5m4.towerspawn
  • c5m4.bridgeoutside
  • c5m4.dockfar
  • c5m4.dock

soundscapes_rural2

  • rural2.woods
  • rural2.woods3
  • rural2.morning
  • rural2.bridge
  • rural2.smallbuilding
  • rural2.smallbuilding2
  • rural2.river
  • rural2.caveclosed
  • rural2.caveopen
  • rural2.traintunnel
  • rural2.pumproom
  • rural2.bigroom
  • rural2.drainagebig
  • rural2.drainagesmall
  • rural2.drainageopen
  • rural2.trainyardentrance
  • rural2.trainyardrespawn
  • rural2.trainyardbuilding
  • rural2.trainyardbuilding2
  • rural2.trainyardbuilding2window
  • rural2.trainyard
  • rural2.trainyard2
  • rural2.house
  • rural2.town
  • rural2.towninside
  • rural2.townalley
  • rural2.boatinterior
  • rural2.boatexterior
  • rural2.shoreline
  • rural2.town_02
  • rural2.shack
  • rural2.combat_far_heavy
  • rural2.combat_far_medium
  • rural2.combat_close_light

soundscapes_swamps

  • swamps.frogs_01
  • swamps.frogs_02
  • swamps.frogs_03
  • swamps.frogs_04
  • swamps.frogs_05
  • swamps.frogs_06
  • swamps.bullfrogs_01
  • swamps.flies
  • swamps.gators
  • swamps.gasstation
  • swamps.dock
  • swamps.plankswamp_01
  • swamps.swamp_01
  • swamps.swamp_02
  • swamps.swamp_03
  • swamps.shantyoutside
  • swamps.plantation_outside
  • swamps.orchard
  • rural2.combat_far_heavy
  • rural2.combat_far_medium
  • rural2.combat_close_light

soundscapes_urban2

  • 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