List of SE1 Soundscapes

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Here is a list of 301 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
|
Used for cutscenes only. Active operation room ambience with heart equipment monitor beeping, air breathing, pounding heart sounds and announcements: (1) Pulsox levels within normal parameters. (2) CBC markups now within proper range. (3) Warning, cerebral cortex activity exceeding specified parameters. (4) BP (Blood Pressure) stable, systolic rating 125, diastolic rating 82. (5) Respiration is stable, heartrate is normalised. (6) Administrying beta catenin. (7) Warning, saline drip at 25%, additional supplies required. (8) Neurovascular activity outside of expected parameters. (9) Warning, white blood cell count at 3 times expected range. (10) EKG system calibrated, identify sample 37-alpha 2, ready for administration. (11) Laboratory 5 is under quarantine, enter at your own risk. (12) Security clearance 7 is required for access to laboratories 5 through 9. (13) Sample x5399 is ready for analysis. (14) Sector 8 is for authorised personal only. (15) Protective gears required in laboratory 3 and 9. (16) Subject 283 is ready for processing. |
||
intro_operatingroom_alert
|
Operation room ambience with beeping equipment, plays intro.alarmchaos .
|
||
intro_hallescape1
|
Calm industrial hall ambience, plays intro.alarmchaos .
|
||
intro_hallescape2
|
Identical to above. | ||
intro_hallescape3
|
Identical to intro_hallescape1
|
||
intro_outsidelab
|
Very busy street sounds with passing and beeping cars, plays intro.alarmoutside and quiet intro.alarmchaos .
|
||
intro_dreamroom1
|
Gentle echoing and lapping water sounds. | ||
intro_dream2
|
Used for cutscenes only. Plays a loud immersive 13 second sound effect whereafter everything gets quiet. | ||
intro.tunnel1
|
Busy tunnel traffic sounds with cars passing by. | ||
intro.tunnel2
|
Tunnel traffic together with often distant car horns, car truck bumps and cars passing. | ||
intro.tunnel3
|
Almost identical to above, just a bit quieter. | ||
intro.city_light_traffic
|
Busy city sound effect with traffic of beeping and passing cars etc. | ||
intro.sintekstop
|
Constant running ventilation system, computers beeping, city ambients and plays SintekSecurityStopChatter radio chatter.
|
||
SintekSecurityStopChatter
|
Utility soundscape. Random radio chatter: (1) *Beep* The time is now 5:30 AM, all Sintek checkpoints report in. (2) Reminder, report all infractions immediately to Sintek dispatch. (3) Sintek checkpoint alpha 9, please report current ? (4) All external ? forces must be scanned by Sintek directive. (5) Sintek dispatch, checking code 4 and 3 at checkpoint delta 2. (6) This is sector 15 reporting in, traffic patterns normal. (7) Sector 5 reporting in, we got a infraction here. Send a ? sap (soon as possible). |
||
intro.riverpass
|
Constant wind with distant city sounds. | ||
intro.docks_overview
|
Busy dock sounds including beeping backing trucks, distant cars, vehicles passing and rustling wind. | ||
intro.loading_area
|
Busy dock area together with various truck sounds and LoadingAreaPAChatter announcements.
|
||
intro.loading_area_secstation
|
Similar to above but quieter and with louder computer beeping sounds. | 0 | Distant announcements. |
intro.loading_area_inside
|
Similar to intro.loading_area but quieter and with indoor generic ambient.
|
0 | Distant announcements. |
LoadingAreaPAChatterTwo
|
Utility soundscape. Random announcements: (1) All pickups and deliveries must be locked at the ? office. (2) Univer tracking represensitive, please report to the ? office. (3) All travelers, please remember to transmit a record of all delivery ID. (4) Automated guided ? system ? online, ready for transport. (5) Automated guided vehicle system reporting obstrution. Work crew, please respond. (6) Pallloads station west require supervision, who will respond? (7) Fixed 3 station beta 9 awaiting cargo. (8) Inventory item planking station 3 online. (9) ? (10) Conatiner transit from area 5 to area 2, please acknowledge. |
||
LoadingAreaSFX
|
Utility soundscape. Often trucks passing, trucks braking and large metal bangs. | ||
LoadingAreaPAChatter
|
Utility soundscape. Almost identical to LoadingAreaPAChatterTwo but louder and more frequent.
|
||
LoadingAreaRADIOChatter
|
Utility soundscape. Random radio chatter: (1) Transhipment via Singapore ICC ready for unloading at pire 6. (2) Cargo traces active, please record GPS location. (3) Cargo rescriction: code hazard, regristered in area 2, who will respond? (4) Cargo trace are not responding at 6 ? station alpha, who will respond? (5) High cube container staging area ready for loading. Team alpha, please relocate and command. |
||
intro.pipejunction
|
Similar to intro.loading_area but a bit quiter and with steam running through pipes.
|
||
intro.alarmchaos
|
Utility soundscape. Continues beeping alarm alongside often distant explotions and announcements: (1)(13)(14)(15) Unauthorised personal detected in research corridor 1. (2) Security personal required. (3) Security breach on research floor, laboratory 4 has been compromised. (4) Warning, all Sintek research personal, evacuate the facility. (5) Warning, fire detected in laboratory 5, all personal evacuate immediately. (6) Fire suppression system engaged. (7) Warning, thermal ? temperatures reaching critical. (8) Warning, laboratory integrity compromised. (9) Warning, intruder detected at ? alpha 5. (10) Alert, fire suppression systems active, all personal evacuate area. (11) Security teams, report to ? lab alpha 5 immediately. (12) ? has been breached by unknown agent, commence security lockdown. |
||
intro.alarmoutside
|
Utility soundscape. Alarm constant beeping, often loud explotions and police alarms passing close-by. |
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
|
Utility soundscape. | ||
docks.distant_work
|
Utility soundscape. | ||
docks.gulls
|
Utility soundscape. | ||
docks.gulls2
|
Utility soundscape. | ||
docks.workset
|
Utility soundscape. | ||
docks.intro_pa
|
Utility soundscape. | ||
docks.chase_pa
|
Utility soundscape. | ||
docks.infirmary_pa
|
Utility soundscape. | ||
docks.warehouse1_pa
|
Utility soundscape. | ||
docks.harbor_pa
|
Utility soundscape. | ||
docks.loading_pa
|
Utility soundscape. | ||
docks.killermachine_pa
|
Utility soundscape. | ||
docks.powerplant_pa
|
Utility soundscape. | ||
docks.harbor_misc
|
Utility soundscape. | ||
docks.chase_activity
|
Utility soundscape. | ||
docks.chase_activity2
|
Utility soundscape. | ||
docks.machine_hits
|
Utility soundscape. | ||
docks.distantruns
|
Utility soundscape. | ||
docks.machine_hits2
|
Utility soundscape. | ||
docks.intro_docks_grunts
|
Utility soundscape. | ||
docks.intro_docks_grunts_water
|
Utility soundscape. | ||
docks.intro_docks_warehouse
|
Utility soundscape. | ||
docks.intro_docks_warehouse2
|
Utility soundscape. | ||
docks.intro_docks_deathmachine
|
Utility soundscape. | ||
docks.intro_docks_turbines
|
Utility soundscape. |
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
|
Utility soundscape. Industrial announcements: (1) System temperature norminal. (2) Pipe integrity holding at 95%. (3) Pressure within system constrains. (4)(6) Pumps regulation at full protential. (5) Safety equipment must be worn at all times. |
||
druglab.intro_nags
|
Utility soundscape. Intruder announcements: (1) External contained in entrance. (3) *Beep Beep* Please submit to identity scan. (4) Sec 4's unit alpha, mobilise to entrance. (5) Security forces mobilised. Respond vector alpha 5, intrusion alert. (6) Turret offline, personal report to turret position alpha. (7) *Beep* Warning! Indentity failure, submit to security forces immediately. |
||
druglab.securityroom_nags
|
Utility soundscape. Security and intruder announcements: (1) Resulted intrusion alert unknown, please enter result. (2) No response from station 0. Sec teams investigate. (3) Station 0, please report status. (4) Current scan mode negative, please calibrate entryway. (5) Security team, please recalibrate entrance scan, circuit incomplete. |
||
druglab.lunchroom_nags
|
Utility soundscape. Lunch and food releated announcements: (1) Break timelimit is 5 minutes. Violators will be disciplined. (2) Failure to restock cold beverages is a capital offence. (3) Employee limited: 2 cups coffee, one ? snack. Blood sugar will be urine tested. (4) Cold storage purge takes place every friday, remove items beforehand. (5) Warning! Only Sintek drugs may be consumed on the premises, failure to comply will result in termination. (6) Snacks must be consumed in this area only. (7) Think, is this great for the company? |
||
druglab.serverroom_nags
|
Utility soundscape. Lab equipment announcements: (1) Viral expression vector is norminal, ? strategy executed. (2) Polymer drug dispersion systems online. (3) Vessel atitutor position rotated to match injection system. (4) Cross flow filtration system unbalanced, adjusting flux decay on boundary layer. (5) Dilating filters to 0.5 milimeter rated port diameter. (6) Asymetric symphesis generators recieving catalyst. (7) Catalyst levels low, increasing load to 100 parts per million. (8) Storage tank pressure 1500 PSI and falling. (9) Condenser flowrate within expended bounds. (10) Distillation coloumn temperature norminal. (11) Starting resurcilation pumps for supercritical pressure system. (12) Reactor systems active at norminal rate. (13) Temperature variants maintained within constraints. (14) Turbine RPM within expected standard diviation. (15) Electrical subsystem average subnorminal, please adjust. (16) Power levels norminal. (17) Maintinance crew, please report to flywheel lubrication system. |
||
druglab.afterhold_nags
|
Utility soundscape. Quietness announcements: (1) Reminder, remain as quiet as possible in hold area, stealth is the key to our operation. (2) Louder visible activity is prohibited in the hold area, violators will be terminated immediately. (3) Authorised personal only within hold area, if you are unsure your status, check with your supervisor. |
||
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
|
WIP. Announcements: (1) Warning! Do not feed subject outside of assigned hours. (2) Reminder, keep hands and feet away from X5038 at all times. (3) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times. (4) Reminder, ? flow to subject X5038 must remain consistant at all times. (5) Biomass induction procedures scheduled for o-900 hours. (6) Nested deletions carried out via insert library. (7) Polygene-homo-polymery tracks infused into subject. (8) Gheteroins insertion and delection commenced. (9) Mutation detection protocols active. |
||
druglab.leperkinroom
|
|||
druglab.mutantcontrol
|
WIP. Announcements: (1) DNA plasmids assembled and ready for use. (2) Automated fluorescent ? termintor sequencing complete. (3) Custom synthesis systems online, universal primers active. (4) Universal primers ready for Sintek vectors. (5) Genomic DNA gels ready for centrifuge. (6) Delinieation of template based cells initiated. (7) Transposons ready for insertion. (8) Warning! Do not feed outside of assigned hours. (9) Reminder, ? flow to subject X5038 must remain consistant at all times. (10) Biomass induction procedures scheduled for o-900 hours. (11) Nested deletions carried out via insert library. (12) Polygene-homo-polymery tracks infused into subject. (13) Gheteroins insertion and delection commenced. (14) Mutation detection protocols active. |
||
druglab.securitystation
|
|||
druglab.big_industrial
|
WIP. Announcements: (1) Pressure within system constrains. (2) All personal, monitor fluid actuation at all times. (3) System temperature norminal. (4) Safety equipment must be worn at all times. (5) Pipe integrity holding at 95%.(6) Pumps regulation at full protential. |
||
druglab.prebigindustrial
|
|||
druglab.underneath_tram
|
|||
druglab.final_hold
|
WIP. Echoing announcements: (1) Submersible refueling at 70%. (2) Attention! Submersible crew, report to the lake bay. (3) Reminder, use caution in facility as ? (4) Submersible maintaince procedure complete. (5) Authorised personal only in submersible loading area. (6) Cargo manifest must be updated at the ? (7) All personal, this is a restricted area. (8) Loading arm must operated by qualified personal only. |
||
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
|
Utility soundscape. | ||
druglab_esc.alarm1
|
Utility soundscape. | ||
druglab_esc.alarm2
|
Utility soundscape. | ||
druglab_esc.alarm3
|
Utility soundscape. | ||
druglab_esc.alarm4
|
Utility soundscape. | ||
druglab_esc.siren
|
Utility soundscape. | ||
druglab_esc.amb_fire
|
Utility soundscape. | ||
druglab_esc.distantrunbys
|
Utility soundscape. | ||
druglab.distantwalla
|
Utility soundscape. | ||
druglab_esc.warningone
|
Utility soundscape. | ||
druglab_esc.dudeattacked
|
Utility soundscape. |
Pit
Name | Description | Position Number | Position Description |
---|---|---|---|
pit.intro_hallway
|
Quiet hall ambience with distant sound of steps, people being attacked, howls and explotions. | ||
pit.intro_pipehall
|
Industrial underground ambience with steam releases, distant howls and people being attacked. | ||
pit.intro_hall2
|
calm industrial ambience with people being attacked and distant loud howls. | ||
pit.intro_powerhall
|
Active tunning machine together with other industrial ambient like steam released and people being attacked. | ||
pit.intro_facilhall
|
Generic industrial hum. | ||
pit.pipe_entry
|
Pipe hall ambient. | ||
pit.waterpipes1
|
Heavy machinery, steam releases, water pipes and constant distant machine hits. | ||
pit.waterpipes2
|
Burbling water pipe sounds with very distant sound of people being attacked. | ||
pit.narrowpipehall
|
Boiling water pipe sounds with heavy machinery, steam releases, distant howls and loud frequent unintelligible talks from people being attacked. | ||
pit.verticalpipes
|
Loud running water, heavy industrial machinery, steam releases, and nearby howls and screams. | ||
pit.narrowpipehall2
|
Generic machinery sounds. | ||
pit.duct1
|
Wind howling and quiet distant machinery. | ||
pit.roomofdoom
|
Burbling water sounds with people howling, being attacked and quiet industrial machinery. | ||
pit.roomofdoomw
|
Identical to above but with quiter burbling sounds. | ||
pit.roomofdoomp
|
Moderate burbling water sounds with people howling, being attacked and a heavy running machine nearby. | ||
pit.brickhall
|
A continues loud and close running machine with people being attacked and quiet burbling water. | ||
pit.tilehall
|
Quiet vent sounds. | ||
pit.tilehall2
|
Identical to above. | ||
pit.tilehall_pow
|
Loud water running through pipes and very quiet construction site sounds. | ||
pit.duct
|
Looping vent motor with occational quiet wind. | ||
pit.quadralex
|
Busy construction site like sound effects. | ||
pit.after_quadralex
|
Loud tunnel wind with burbling water, and people howling and being attacked. | ||
pit.firsttunnel
|
Loud burbling water with with people howling and being attacked, and very quiet wind. | ||
pit.firsttunnel_trans
|
A mix between the one above and below. | ||
pit.maze
|
Loud construction site sound effects with metal bangs and distant work. | ||
pit.low_bangs
|
Utility soundscape. Random quiet metal bangs. | ||
pit.distant_work
|
Utility soundscape. Frequent distant heavy work with metal clang, hammer hitting noises and heavy things being moved. | ||
pit.aftermaze
|
Identical to pit.maze .
|
||
pit.drivetoctrl
|
Contruction site ambience. | ||
pit.ctrlroom
|
Continous quiet indoor vent wind. | ||
pit.secondtunnel
|
Identical to above. | ||
pit.secondtunnel2
|
Identical to pit.ctrlroom .
|
||
pit.road
|
Windy coast road sounds. | ||
pit.highriseintro
|
Identical to pit.ctrlroom .
|
||
industrial.machine_hits
|
Utility soundscape. Frequent loud machine steam releasing and groaning. | ||
pit.distantruns
|
Utility soundscape. Very often distant echoing sounds of people running on metal surfaces. | ||
pit.distanthowls
|
Utility soundscape. Distant echoing howls. | ||
pit.misc_industrial2
|
Utility soundscape. Random heavy industrial mechine sounds. | ||
pit.dudeattacked_freq
|
Utility soundscape. Loud and frequent echoing unintelligible talks and screams from people being attacked. | ||
pit.dudeattacked
|
Utility soundscape. Identical to above but more rare. |
Highrise
Name | Description | Position Number | Position Description |
---|---|---|---|
highrise.start
|
Very quiet indoor ambience and continues alarm beeping. | ||
highrise.secstationone
|
Computer beeping, distant continues alarm beeping and plays SintekSecurityStopChatter radio sounds.
|
||
highrise.kiosk
|
Distant looping alarm sounds and announcements: (1) Welcome to supremecy tower! For a company listen and more information, please consult a Sintek information kiosk. (2) If you require additional assistance, please consult a Sintek welcome represensitive. (3) Welcome to supremecy tower! Home of Sintek, a global leader in bio-technology and security service. (4) As a ? must optain guests identification from a Sintek represensitive, thank you! (5) From genomisks to security, Sintek is a global leader in quality. (6) Tomorrow's future today, enjoy the full range of Sintek products and services. (7) From hemogloben to global health, Sintek is there. (8) Making life worth living, Sintek, products and services for life. |
||
highrise.pregarage
|
Identical to above just quieter. | ||
highrise.garage
|
Fluorescent light lighting hum, generic indoor ambience, distant alarm beeping, often tyre skid sounds and announcements: (1) Deliveries accepted in parking structure level 3 between 5 and 10 AM. (2) Parking structure speedlimit is 15 kilometers per hour. (3) Parking outside of desinated areas will result in vehicle tearing and destruction. (4) Guests parking validation available at reception area. |
||
highrise.garage_vend
|
Garage ambience and docks.warehouse1_vend vending mechine sounds.
|
0 | Vending machines. |
highrise.start_hall
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Enclosed hallway with distant alarm. | ||
highrise.start_utilityhall1
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Industrial ambient. | ||
highrise.physplant1
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Industrial area with pipes often releasing steam and machine sounds. | ||
highrise.start_utilityhall2
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Identical to highrise.start_utilityhall1 .
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highrise.start_warehouse1
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Calm generic industrial hall ambience. | ||
highrise.start_utilityhall3
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Loud ambient sounds of pipes. | ||
highrise.start_pipehall1
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Identical to highrise.start_warehouse1 but louder.
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highrise.start_fanvent
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Identical to highrise.start_warehouse1 .
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highrise.atrium
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Loud busy industrial feel with distant echoing announcement: (1) Behold, the glowing of Sintek. (2) Enjoy a relaxing break, ? ways to help Sintek. (3) Relaxation minute is 10 minutes, violators will terminated. (4) Sintek, the way of the future, today. |
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highrise.atrium_hall1
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Identical to highrise.start_warehouse1 .
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highrise.atrium_hall2
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Identical to highrise.start_warehouse1 .
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highrise.elev_lobby
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Identical to highrise.start_warehouse1 .
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highrise.after_lobby
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Identical to highrise.start_warehouse1 .
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highrise.after_secroom
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Identical to highrise.start_warehouse1 .
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highrise.offices1
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Similar to highrise.start_warehouse1 but with occational announcements:(1) Remain busy at all times, remember, Sintek is watching. (2) Think like the rest, organisentional differences will be located and removed. (3) Productivity is the key to Sintek's competitive edge. (4) Remember, salaries are computed in real-time based on employee performance. (5) Be an employee of the month, winners recieve a personal appointment with ?. (6) Cubicles will be monitored for ?. (7) Displays of individual flair will not be torlorated in cubicles. (8) Reminder, PTS reports must include coversheets. |
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highrise.snacks1
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Similar to highrise.start_warehouse1 but also plays druglab.lunchroom_nags announcements.
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highrise.offices2
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Identical to highrise.offices1 .
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highrise.after_offices
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Identical to highrise.start_warehouse1 .
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highrise.up_elevator
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Identical to highrise.start_warehouse1 .
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highrise.noc_hallway
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Similar to highrise.start_warehouse1 but plays the soundscape below too.
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highrise.noc
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Lousy computer ambience with beeping, sometimes phone ringing and radio chatter: (1) Security station omega 3, please respond. (2) All security systems, facility breach reported, full alert. (3) All teams, lock down facility exit. (4) Engage intruder security protocol, all level. (5) Security, trim area, immediately. (6) Automated security units are on patrol, coordinate surveillance. |
0 | Computer beeping. |
1 | Computer beeping. | ||
2 | Computer beeping and radio chatter. | ||
highrise.elevator_going_up
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Very quiet generic ambient. | ||
highrise.elevator_top
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Identical to highrise.start_warehouse1 .
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highrise.lower_ledge
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Calm strong winds and wind gusts. | ||
highrise.emptyhall1
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Identical to highrise.start_warehouse1 .
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highrise.industrialhall1
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Identical to highrise.start_warehouse1 but louder.
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highrise.storage_room1
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Similar to highrise.start_warehouse1 but with strong wind and wind snippets.
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highrise.mid_ledge
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Identical to highrise.lower_ledge .
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highrise.mid_ledge_windy
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Strong outdoor winds and wind gusts. | ||
highrise.heavyindustrial_room
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Generic indoor ambient with very frequent steam releases and announcements: (1) Pressure within system constrains. (2) All personal, monitor fluid ? at all times. (3) System temperature norminal. (4) Safety equipment must be worn at all times. (5) Pipe integrity holding at 95%. (6) Pumps regulating at full protential. |
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highrise.finalhall
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Identical to highrise.start_warehouse1 .
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highrise.noc_computing
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Utility soundscape. Often random computer beeping and phone ringing noises. |
Finale
Name | Description | Position Number | Position Description |
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finale.finalhall
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Strong corridor wind hissing sounds. | ||
finale.outside_ledge1
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Calm wind ambient and wind gusts. | ||
finale.windyledge1
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Strong winds and constant wind gusts. | ||
finale.firsthealthroom
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Strong outside winds with a constant high-pitch tone. | ||
finale.undergirders
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Very strong winds with wind snippets and frequent metal stress sounds. | ||
finale.helipad
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Alot of strong winds with often wind snippets and metal groans. | ||
finale.rooftop
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Continous calm wind and wind snippets. |