List of HL2 Soundscapes

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Здесь список из 245 саундскейпов, используемых в Half-Life 2. Проще всего их тестировать с помощью консольной команды playsoundscape, включающей ограниченный поиск названий саундскейпов, так что вам не придётся распечатывать весь список.

Саундскейпы с префиксом 'util' в имени предназначены для включения в другие, полные саундскейпы. Сами по себе они работают без проблем, но имеют более бедный звук по сравнению с многослойными саундскейпами.

Другие имеют позиционные звуки, которые воспроизводятся в указанных в свойствах env_soundscape местах. Если эти места не указаны, звуки слышны не будут. Список саундскейпов, включающих позиционные звуки, будет со временем дополнен.

Саундскейпы с позиционной информацией обозначены префиксом [POS]. Они были протестированы в закрытой комнате размерами 1024 x 1024 x 1024, саундскейп и игрок стоят по середине, а также восемь направленных маркеров в радиусе 512 вокруг игрока и саундскейпа. Marker 0 is at the left of the player (his nine o'clock), at player height; Marker 1 at a left 45 degree angle; Marker 2 dead ahead (12 o'clock); Marker 4 to the right of the player (three o'clock), and so on around the circle. After testing from the center, the player is walked in a circle through the markers to detect local sounds.


Generic and Test

Name Description and Notes
Nothing No DSP, no ambients
Automatic Automatic dsp at 50% mix
automatic_dialog dsp "1" dsp_volume "0.5"
e3_techdemo_gmanspeaking
e3_Techdemo_02 'Physics room'
e3_Techdemo_03
e3_Techdemo_05 Dripping cave ambient
e3_Techdemo_06 Lake
e3_end
GenericIndoor Electric hum
GenericOutdoor Same hum, but quieter
Cabin [POS] General: medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). Position 0: faint banjo-like music and indistinct singing. Position 1: a regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
cabin_outdoor [POS] No pronounced directional effects. 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

Train Station and City 17

Name Description and Notes
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 steady uproar in the background.
d1_trainstation.Platform Loud and static hissing sound, city sounds barely audible in the background.
d1_trainstation.Turnstyle Similar 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 combine.computer.
d1_trainstation.TerminalSquare Similar to d1_trainstation.Turnstyle.
d1_trainstation.QuietCourtyard Same as above but the tumult is quieter.
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 Door knocking, breaking plates, woman screams and man grunts like being hit.
d1_trainstation.RaidCityvoice Cityvoice: Failure to cooperate will result in permanent offworld relocation.
d1_trainstation.RaidOccupants Breaking glass and boxes and knocking on door.
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 and Notes
cityvoice_level0 PA system invokes unrest procedures, requests player id
cityvoice_level1 Player is evading capture, cops are summoned
cityvoice_level2 Player convicted of civil disruption, city block on alert
cityvoice_level3 Player convicted of anticivil activity, city block punished
cityvoice_level4 Citizenship revoked, cops fire at will
cityvoice_level5 City looking for player
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 and Notes
d1_canals.util_windgusts Wind gusts.
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 what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds.
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 masses hitting pontoons.
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.
d1_truck_pass Quick, low noise. 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".
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.
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.
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.
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.
d1_canals.general_watery_tunnel_shore As above 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.
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.
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.
canals_slime_outside Constant slime gurgling with random slime sounds inside a corridor.
canals_slime_tunnel Same as above.
canals_tunnel_dry Tunnel ambience.
canals_tunnel_wet Dripping sounds inside a tunnel.
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.
d1_canals_05_shanty Wind, headcrab canister ambience and constant steam sound.
d1_canals_07_entry_tunnel Water drips in a tunnel.
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 [POS] No pronounced positional effects. 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.
d1_canals_08a_tunnel_exit [POS] No pronounced positional effects. 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 [POS] No pronounced positional effects. 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.
canals_canal_water_creaking_metal [POS] No pronounced positional effects. 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.
d1_canals_08_entry_tunnel Loud water dripping inside a tunnel.
d1_canals_08_reservoir Loud constant water waves.
d1_canals_08_island [POS] Sound source at position of soundscape (that is, from Position 0 it appears to be to your right, from Position 4 it appears to be to your left, and so on). Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds.
d1_canals_08_base_interior [POS] No pronounced positional effects. The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes.

Kleiner's Lab and Black Mesa East

Name Description and Notes
K_lab.LabSounds Slime gurgling in a room with machines.
E3_lab.LabSounds Fluorescent lights in a laboratory with machines and music playing.
eli_01_lab_main_1 [POS] General: machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. Position 0: gurgling is louder. Position 1: faint electrical beeping. Position 2: beeping; machine noise louder and more sonorous. Position 3, 4: lower resonant hum like a largish fan. Position 5, 6, 7: quieter except for ambient dripping and soft pressure escaping sounds.
eli_01_elevator_1 [POS] No pronounced positional effects. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng.
eli_01_upperhall_2 [POS] No pronounced positional effects. 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.
eli_01_upperhall_1 [POS] No pronounced positional effects. 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 [POS] Slightly louder and more resonant version of eli_01_upperhall_2, with the sounds becoming a bit stronger and more "present" at Position 0. No other positional effects.
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.
eli_02_lower_corridor_1 Metal rumbling and shuffling in a corridor.
eli_02_ravenshaft_1 [POS] No pronounced positional effects. 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.
eli_02_scrapyard_1 Outside ambience with no life.
eli_02_scrapyard_2 Same as above but with dull metal sounds.

Ravenholm

Name Description and Notes
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 [POS] No directional effects at the marker positions, but 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
d1_town.Rooftop [POS] No pronounced directional effects. 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 and Notes
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.
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.
coast.shoreline_with_antlion_dens Similar to coast.general_shoreline, but with antlion 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.distant_shoreline Distant waves breaking, wind gusting and close-range antlion sounds.
coast.generic_ambient_01 Similar to above, but without the antlions.

Nova Prospekt

Name Description and Notes
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 Random machine sounds from a combine monitor.
prison.citizen_camp [POS] No pronounced positional effects. 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.
prison.control_room Combine beeping sounds with a fan in the background.
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.
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.
prison.electric_water_room Water flowing in a room with machines in it.
prison.laundry Loud, whooshing metallic machinery sounds.
prison.watery_hallway A lot of drips.
prison.showers Loud, fairly high-pitched water pipes and water dripping.
prison.zombie_infested Flies, distant drips, rats and deep, wind-like sounds.

War-torn City 17

Name Description and Notes
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.
streetwar.bank_control_room Same as above but with no beeping but instead just random machine sounds.
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.
c17_02_street_lower_1 Wind, very silent alarm, fighting sounds.
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.
c17_02_inside_apartments_1 Random loud metal creaking in a room with fluorescent light.
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 and Notes
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 [POS] Loud ambience with a stasis field at position 0 with another machine in the background.
d3_citadel.combine_ball_room Harmonical combine balls passing by with more Citadel ambience.
d3_citadel.general_control_room [POS] A combine console at position 0 with Citadel ambience in the background.
d3_citadel.alyx_teleport_control_room Various teleport-discharge sounds; machinery audible.
d3_citadel.final_portal_chamber Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds.
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 Computer humming.
d3_citadel.breen_office Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds.