List of SE1 Soundscapes

As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.
The person who added this notice will be listed in its edit history should you wish to contact them.
Here is a list of soundscapes for use in Sin Episodes. 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. |
Intro
Name | Description | Position Number | Position Description |
---|---|---|---|
intro_operatingroom
|
|||
intro_operatingroom_alert
|
|||
intro_hallescape1
|
|||
intro_hallescape2
|
|||
intro_hallescape3
|
|||
intro_outsidelab
|
|||
intro_dreamroom1
|
|||
intro_dream2
|
|||
intro.tunnel1
|
|||
intro.tunnel2
|
|||
intro.tunnel3
|
|||
intro.city_light_traffic
|
|||
intro.sintekstop
|
|||
SintekSecurityStopChatter
|
|||
intro.riverpass
|
|||
intro.docks_overview
|
|||
intro.loading_area
|
|||
intro.loading_area_secstation
|
|||
intro.loading_area_inside
|
|||
LoadingAreaPAChatterTwo
|
|||
LoadingAreaSFX
|
|||
LoadingAreaPAChatter
|
|||
LoadingAreaRADIOChatter
|
|||
intro.pipejunction
|
|||
intro.alarmchaos
|
|||
intro.alarmoutside
|
Docks
Name | Description | Position Number | Position Description |
---|---|---|---|
docks.newintro_distant
|
|||
docks.newintro_martin
|
|||
docks.newintro_aftermartin
|
|||
docks.intro_set
|
|||
docks.intro_distant
|
|||
docks.intro
|
|||
docks.second_intro
|
|||
docks.intro_docktop_amb
|
|||
docks.intro_docktop
|
|||
docks.intro_ambush_top
|
|||
docks.under_docks
|
|||
docks.tunnel1
|
|||
docks.tunnel2
|
|||
docks.tunnel3
|
|||
docks.jessroom
|
|||
docks.hall1
|
|||
docks.infirmary
|
|||
docks.loading
|
|||
docks.action_oustside1
|
|||
docks.warehouse1
|
|||
docks.warehouse1_attack
|
|||
docks.warehouse1_vend
|
|||
docks.alley1
|
|||
docks.hall2
|
|||
docks.vendingledge
|
|||
docks.outside_physpuzz
|
|||
docks.harbor_edge
|
|||
docks.harbor_edge_path
|
|||
docks.harbor_edge_pow
|
|||
docks.lighthouse_inside
|
|||
docks.harbor
|
|||
docks.dockside
|
|||
docks.dockhouse1
|
|||
docks.dockhouse2
|
|||
docks.warehouse2
|
|||
docks.warehouse2_attack
|
|||
docks.warehousealley2
|
|||
docks.crazymachineroom_attack
|
|||
docks.crazymachineroom
|
|||
docks.crazymachineafterhall
|
|||
docks.afterhallvending
|
|||
docks.carpethall
|
|||
docks.carpetsecurity
|
|||
docks.docksoutside
|
|||
docks.carpetoffice
|
|||
docks.tilehall
|
|||
docks.outsidepipes1
|
|||
docks.turbineroom_one
|
|||
docks.turbineroom_one_vending
|
|||
docks.turbineroom_one_ctrl
|
|||
docks.pipehall_one
|
|||
docks.distant_pipehall_one
|
|||
docks.genroom_water
|
|||
docks.genroom_attack
|
|||
docks.genroom
|
|||
docks.genroom_monitor
|
|||
docks.aftergenroom
|
|||
docks.lower_railyard
|
|||
docks.crane_inharbor
|
|||
docks.midlevel
|
|||
docks.powerplanthall
|
|||
docks.crane_highlevel
|
|||
docks.railyard
|
|||
docks.beach
|
|||
docks.raildock
|
|||
docks.railtunnel
|
|||
docks.raildock2
|
|||
docks.finalwarehouse
|
|||
druglab.intro_foyer_alarm
|
|||
docks.finalwarehouse_outside
|
|||
docks.low_bangs
|
|||
docks.distant_work
|
|||
docks.gulls
|
|||
docks.gulls2
|
|||
docks.workset
|
|||
docks.intro_pa
|
|||
docks.chase_pa
|
|||
docks.infirmary_pa
|
|||
docks.warehouse1_pa
|
|||
docks.harbor_pa
|
|||
docks.loading_pa
|
|||
docks.killermachine_pa
|
|||
docks.powerplant_pa
|
|||
docks.harbor_misc
|
|||
docks.chase_activity
|
|||
docks.chase_activity2
|
|||
docks.machine_hits
|
|||
docks.distantruns
|
|||
docks.machine_hits2
|
|||
docks.intro_docks_grunts
|
|||
docks.intro_docks_grunts_water
|
|||
docks.intro_docks_warehouse
|
|||
docks.intro_docks_warehouse2
|
|||
docks.intro_docks_deathmachine
|
|||
docks.intro_docks_turbines
|
Druglab
Name | Description | Position Number | Position Description |
---|---|---|---|
druglab.intro_foyer
|
|||
druglab.intro_hallway
|
|||
druglab.intro_ambush
|
|||
druglab.intro_security_room
|
|||
druglab.intro_stairs_down
|
|||
druglab.lunch_area
|
|||
druglab.lunch_prep_area
|
|||
druglab.hatch_area
|
|||
druglab.hatch_inside
|
|||
druglab.hatch_above
|
|||
druglab.hatch_downstairs
|
|||
druglab.bilge1
|
|||
druglab.bilge2
|
|||
druglab.bilge_exit
|
|||
druglab.bilge_exit_machines
|
|||
druglab.industrial_ambience1
|
|||
druglab.industrial_nags
|
|||
druglab.intro_nags
|
|||
druglab.securityroom_nags
|
|||
druglab.lunchroom_nags
|
|||
druglab.serverroom_nags
|
|||
druglab.afterhold_nags
|
|||
druglab.hallway
|
|||
druglab.hallway_two
|
|||
druglab.hallway_three
|
|||
druglab.server_room_one
|
|||
druglab.server_room_two
|
|||
druglab.server_room_three
|
|||
druglab.heat_room_one
|
|||
druglab.heat_room_hall
|
|||
druglab.heat_room_low
|
|||
druglab.heat_room_high
|
|||
druglab.heat_room_after
|
|||
druglab.processing_room
|
|||
druglab.after_processing_room
|
|||
druglab.giant_hold
|
|||
druglab.giant_hold_after
|
|||
druglab.storage_closet
|
|||
druglab.attic
|
|||
druglab.cleanroom
|
|||
druglab.bigmutantroom
|
|||
druglab.leperkinroom
|
|||
druglab.mutantcontrol
|
|||
druglab.securitystation
|
|||
druglab.big_industrial
|
|||
druglab.prebigindustrial
|
|||
druglab.underneath_tram
|
|||
druglab.final_hold
|
|||
druglab.final_hold2
|
|||
druglab.final_control
|
|||
druglab.final_elexis
|
|||
druglab.final_confrontation
|
|||
druglab_esc.final_elexis
|
|||
druglab_esc.final_hold
|
|||
druglab_esc.final_control
|
|||
druglab_esc.hallway_two
|
|||
druglab_esc.prehall
|
|||
druglab_esc.securitystation
|
|||
druglab_esc.prebigindustrial
|
|||
druglab_esc.big_industrial
|
|||
druglab_esc.giant_hold
|
|||
druglab_esc.after_processing_room
|
|||
druglab_esc.processing_room
|
|||
druglab_esc.server_room_two
|
|||
druglab_esc.heat_room_high
|
|||
druglab_esc.intro_hallway
|
|||
druglab_esc.hallway
|
|||
druglab_esc.verticaltrans
|
|||
druglab_esc.bilge_exit
|
|||
druglab_esc.final_tunnel
|
|||
druglab_esc.distantexplosionset
|
|||
druglab_esc.alarm1
|
|||
druglab_esc.alarm2
|
|||
druglab_esc.alarm3
|
|||
druglab_esc.alarm4
|
|||
druglab_esc.siren
|
|||
druglab_esc.amb_fire
|
|||
druglab_esc.distantrunbys
|
|||
druglab.distantwalla
|
|||
druglab_esc.warningone
|
|||
druglab_esc.dudeattacked
|