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 |
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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 .
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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 |
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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. |
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intro_operatingroom_alert | Operation room ambience with beeping equipment, plays intro.alarmchaos .
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intro_hallescape1 | Calm industrial hall ambience, plays intro.alarmchaos .
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intro_hallescape2 | Identical to above. | ||
intro_hallescape3 | Identical to intro_hallescape1
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intro_outsidelab | Very busy street sounds with passing and beeping cars, plays intro.alarmoutside and quiet intro.alarmchaos .
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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.
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SintekSecurityStopChatter | Utility soundscape. Random radio chatter: (1) *Beep* The time is now 5:30 AM, all Sintek checkpoints report in. (2) Remember, infraction corrections is an import part of trafik control in all Sintek sectors. (3) Reminder, report all infractions immediately to Sintek dispatch. (4) Sintek checkpoint alpha 9, please report current service log. (5) All external security forces must be scanned by Sintek directive. (6) Sintek dispatch, checking code 4 and 3 at checkpoint delta 2. (7) This is sector 15 reporting in, traffic patterns normal. (8) Sector 5 reporting in, we got a infraction here. Send a ? asap (as soon as possible). |
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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 announcements. | 0 | LoadingAreaPAChatter announcements.
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intro.loading_area_secstation | Similar to above but quieter and with louder computer beeping sounds. | 0 | Distant LoadingAreaPAChatter announcements.
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intro.loading_area_inside | Similar to intro.loading_area but quieter and with indoor generic ambient.
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0 | Distant LoadingAreaPAChatter announcements.
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LoadingAreaPAChatterTwo | Utility soundscape. Random announcements: (1) All pickups and deliveries must be locked at the receiving office. (2) Universal tracking represensitive, please report to the receiving office. (3) All travelers, please remember to transmit a record of all delivery IDs. (4) Automated guided vehicle system power online, ready for transport. (5) Automated guided vehicle system reporting obstruction. 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) Please proceed to monitor recording station 041 (10) Conatiner transit from area 5 to area 2, please acknowledge. |
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LoadingAreaSFX | Utility soundscape. Often trucks passing, trucks braking and large metal bangs. | ||
LoadingAreaPAChatter | Utility soundscape. Almost identical to LoadingAreaPAChatterTwo but louder and more frequent.
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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 6th street station alpha, who will respond? (5) High cube container staging area ready for loading. Team alpha, please relocate and command. |
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intro.pipejunction | Similar to intro.loading_area but a bit quiter and with steam running through pipes.
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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 carbon temperatures reaching critical. (8) Warning, laboratory integrity compromised. (9) Warning, intruder detected at med-lab alpha 5. (10) Alert, fire suppression systems active, all personal evacuate area. (11) Security teams, report to med-lab alpha 5 immediately. (12) Facility has been breached by unknown agent, commence security lockdown. |
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intro.alarmoutside | Utility soundscape. Alarm constant beeping, often loud explotions and police alarms passing close-by. |
Docks
Name | Description | Position Number | Position Description |
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docks.newintro_distant | Loud running pipe water with distant dock sound and docks.intro_pa announcements.
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docks.newintro_martin | Distant dock sounds with very quiet docks.intro_pa announcements.
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docks.newintro_aftermartin | Identical to docks.intro , just a little quieter.
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docks.intro_set | Busy city dock atmosphere with boat horns, seagulls, distant metal work, trucks and cars beeping in the distance. | ||
docks.intro_distant | Similar to above but with docks.intro_pa announcements.
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docks.intro | Identical to above but with a little quieter dock ambience. | ||
docks.second_intro | Very busy dock with lots of work going on and often docks.intro_pa announcements.
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docks.intro_docktop_amb | Distant welding, a fluorescent lighting hum and docks.intro_pa announcements.
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docks.intro_docktop | Similar to above and with busy dock ambience. | ||
docks.intro_ambush_top | Constant beeping alarm with fluorescent hum, docks.intro_docks_grunts yelling and docks.chase_pa announcements.
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docks.under_docks | Far echoing alarm with lapping water sounds, docks.intro_docks_grunts_water yelling and docks.chase_pa announcements.
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docks.tunnel1 | Underground sewer ambience, echoing alarm, docks.chase_activity yelling and docks.chase_pa announcements.
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docks.tunnel2 | Dominant underground sewer ambience, distant echoing alarm and docks.chase_activity yelling
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docks.tunnel3 | Large sewer tunnel atmosphere with very frequent docks.intro_docks_grunts and docks.chase_activity yelling plus quiet alarm.
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docks.jessroom | Sewer system with very loud running pipe water, dripping, steam release sounds, and docks.chase_activity2 yelling.
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docks.hall1 | Active ventilation system and very far away docks.chase_activity2 yelling.
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docks.infirmary | Enclosed area wind, announcements and extremely quiet docks.chase_activity2 yelling.
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0 | docks.infirmary_pa announcements.
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docks.loading | Enclosed allyway with loud running truck, distant constant alarm and docks.loading_pa announcements.
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docks.action_oustside1 | Constant water bubbling / pipe water loop. | ||
docks.warehouse1 | Interior. Generator loop being constant a steam release, distant alarm, frequent catwalk running and docks.warehouse1_pa announcements.
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docks.warehouse1_attack | Identical to above. | ||
docks.warehouse1_vend | Interior. Constant steam release with vending mechines: (1) Delicious grape, drink more! (2) Grape *bang*, ninjas love it and so should you! (3) Drink hammer cola *metal clang*, get hammered! (4) Nail the day and with another hammer cola *metal clang* (5) Thirsty? *metal clang*, hammer it! (6) Who knew it could be so good, grape. |
0 | Vending machines. |
docks.alley1 | Exterior with a running truck / industrial ambience and a distant alarm. | ||
docks.hall2 | Quiet and calm indoor industrial atmosphere. | ||
docks.vendingledge | Very calm outdoor enclosed area with vending machines. | 0 | docks.warehouse1_vend vending machine sounds.
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docks.outside_physpuzz | Close by docks and windy ambience. | ||
docks.harbor_edge | Lapping water, wind, ship horns, seagulls and distant unintelligible announcements. | ||
docks.harbor_edge_path | Almost identical to above with the seagulls being a tiny bit quieter. | ||
docks.harbor_edge_pow | Busy distant dock atmosphere, lapping water, seagulls, ship horns and distant unintelligible announcements. | ||
docks.lighthouse_inside | Running motor like ambience with every so often lighthouse searching sounds. | ||
docks.harbor | Lapping water sounds, quiet seagulls, ship horns and echoing unintelligible announcements. | ||
docks.dockside | Interior. Lots of lapping water with distant ship horns, bells and metal bangs. | ||
docks.dockhouse1 | Interior. Calm wind and lapping water. | ||
docks.dockhouse2 | Identical to above but with louder water lapping. | ||
docks.warehouse2 | Industrial atmosphere, distant beeping alarm and docks.warehouse1_pa announcements.
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docks.warehouse2_attack | Similar to above and with docks.intro_docks_warehouse2 yelling.
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docks.warehousealley2 | Quiet running active air conditioner like ambience. | ||
docks.crazymachineroom_attack | Similar to below but with docks.intro_docks_deathmachine yelling.
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docks.crazymachineroom | Generic indoor industrial atmosphere. | ||
docks.crazymachineafterhall | Identical to docks.warehousealley2 .
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docks.afterhallvending | Industrial indoor ambient with active vending machines. | 0 | docks.warehouse1_vend vending machine sounds.
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1 | Vending machine motor hum. | ||
docks.carpethall | Calm indoor ambient and very distant docks.chase_activity2 yelling.
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docks.carpetsecurity | Indoor atmosphere, computer beeping and phone ringing. | 0 | Computer beeping noises. |
docks.docksoutside | Relatively calm atmosphere with distant dock work, a constant alarm and docks.chase_pa announcements.
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docks.carpetoffice | Very quiet indoor white noise. | ||
docks.tilehall | Calm indoor vent hum. | ||
docks.outsidepipes1 | Heavy running machinery, quiet lapping water and random far away ship horns. | ||
docks.turbineroom_one | Active loud generators, random steam releases and docks.powerplant_pa announcements.
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docks.turbineroom_one_vending | Close-by running generators and vending machines. | 0 | docks.warehouse1_vend vending machine sounds.
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docks.turbineroom_one_ctrl | Similar to docks.turbineroom_one but also with computer noises and beeping.
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0 | Computer beeping. |
docks.pipehall_one | Constant vent noises with very often distant heavy machinery sounds and steam releases. | ||
docks.distant_pipehall_one | Steam quietly running through pipes. | ||
docks.genroom_water | Identical to docks.warehousealley2 .
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docks.genroom_attack | Similar to below but with docks.intro_docks_turbines yelling.
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docks.genroom | Constant running turbines, loud frequent steam releases and heavy machine noises, and docks.powerplant_pa announcements.
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docks.genroom_monitor | Similar to above but with computer beeping instead of heavy machinery. | 0 | Computer beeping. |
docks.aftergenroom | Identical to docks.warehousealley2 .
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docks.lower_railyard | Gently water lapping, industrial windy ambience, seagulls and announcements: (1) Attention, rail system activity has been suspended due to security alert. (2) Rail shipment loading has been cancelled until further notice. (3) All rail area personal, facility emergency has been declared, proceed to safe areas. (4) Freight movement holdet, due to facility lockdown. |
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docks.crane_inharbor | Exterior. Calm industrial ambience and announcements: (1) All employees, stay clear of train area while crane is active. (2) Reminder, crane outreach limited to 200 feet. (3) Reminder, crane lifting capacity limited to 75 long tons. (4) Log all containers at transit storage. (5) Operators must sign-in before operating gantic crane. |
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docks.midlevel | Similar to docks.lower_railyard but without any water and quieter.
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docks.powerplanthall | Similar to docks.turbineroom_one but quiter and with more wind.
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docks.crane_highlevel | Similar to docks.crane_inharbor and with quiet seagulls.
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docks.railyard | Heavy industrial atmosphere and docks.lower_railyard announcements.
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docks.beach | Frequent water crashing shore, wind, ship horns, seagulls and distant unintelligible announcements. | ||
docks.raildock | Calm industrial ambient and docks.lower_railyard announcements.
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docks.railtunnel | Identical to above. | ||
docks.raildock2 | Identical to docks.raildock .
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docks.finalwarehouse | Interior. Loud heavy industrial machinery with constant steam releases, a beeping alarm and announcements: (1) Authorised personal only, violators will be shot on sight. (2) Maximum security protocols to be served at all times. (3) Warning! Unauthorised personal will be shot on sight. (4) Security location alpha on highest alert. |
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druglab.intro_foyer_alarm | Calm windy ambience and a constant beeping alarm. | ||
docks.finalwarehouse_outside | Quiet water gently crashing shore, alarm beeping in the distance and industrial wind. | ||
docks.low_bangs | Utility soundscape. Frequent large metal bangs, ship horns, ship bells and trucks. | ||
docks.distant_work | Utility soundscape. Random echoing sounds of heavy industrial work with hammering and pipes being dropped. | ||
docks.gulls | Utility soundscape. Quiet seagulls calling. | ||
docks.gulls2 | Identical to above but louder and more rare calls. | ||
docks.workset | Utility soundscape. Random distant industrial work with ship horns, metal bangs and seagulls. | ||
docks.intro_pa | Utility soundscape. General dock announcements: (1) Dock master supervision required, queue blocks ready for positioning. (2) Reminder, Double check all spot welding, to ensure proper place position. (3) All personal must wear shielded eye-wear during welding, ultraviolet radiation burns retinas. (4) Safety reminder, avoid thermal welding burns, use your spark shield. (5) Requesting crane operations for direction unit 9. (6) Remember to always leak test gas touches, gauges and others. (7) Remember, safety is everyone's job. It has been 3 days since the last injury report. |
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docks.chase_pa | Utility soundscape. Lockdown announcements: (1) All personal, security protocols active, move to safe area and wait for "all clear" signal. (2) Attetion, facility currently under attack, report to emergency stations. (3) Alert! Sintek has declared marshall law in area, evacuate immediately. (4) All personal, lethal force has been authorised, remain at your station for your safety. (5) Security protocols active, manifest recording stations inactive, west private load station now under lockdown. (6) Warning! Safety status of area is code red, all employees evacuate until further instructions. (7) Warning! Sintek security forces has entered the sector, all employees report to designated safe areas. |
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docks.infirmary_pa | Utility soundscape. Health releated announcements: (1) Injured personal must report to a med-station immediately. (2) Used arsna bionic canisters must be disposed of properly. (3) All med-station youth must be reported to management via infident report. (4) Remember, report any injuries, and report to a med-station as soon as possible. (5) Arsna bionic injection is safe and easy, remember to apply immediately to injuries. |
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docks.warehouse1_pa | Utility soundscape. Security announcements: (1) East maintenance area currently under security control. (2) Maintinance exists locked for security protocols. (3) Vehicles prohibited from entering or leaving maintenance area duing lockdown. (4) Incursion in progress, all personal report to safe areas. (5) Alert! Law inforcement action taking place, evacuate area immediately. (6) Warning! Weapons fire reported, all personal exit area. (7) Security protocols activated, facility is in lockdown. |
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docks.harbor_pa | Utility soundscape. Highly echoing (large area) and unintelligible warning announcements. | ||
docks.loading_pa | Utility soundscape. Loading bay lockdown announcements: (1) Loading dock activity is suspended until further notice. (2) Security procedures in place, dock area is ? (3) All personal evacuate area, security alert. (4) External drivers are prohibited from entering secured area. (5) Shipping and receiving area offline, due to security controls. (6) Delivery import and export activity suspended for duration of security action. (7) All vehicle loading bays and protection systems locked down due to security alert. |
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docks.killermachine_pa | Utility soundscape. Storage area warning announcements: (1) Warning! Container loading machinery on land override, exercise caution. (2) Warning! Safety protocols disabled, enter facility at your own risk. (3) Security procedures in effect for all facilities' storage areas. |
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docks.powerplant_pa | Utility soundscape. Power releated announcements: (1) Attention, turbine 1 and 3 station unattended, personal please report your station. (2) Generated power prosecution out of hands, please adjust power levels (3) Switching operator, please adjust current line levels. (4) Pilot board status unknown, personal please report to pilot board station. (5) Transmission grid system online and operating at 95% efficiently. (6) Transmission circuit data is normal, all circuit stations online. (7) Transmission data line adjusted by 0.014o. (8) Turbine compression levels norminal. (9) Outflow rate adjusted for peak ? (10) Penstock flowrate 2000 m3/s, holding. (11) Turbine speed at 97 RPM and climing. (12) Tailrace integrity, holding it steady. (13) Hydrolic head adjusted for maximum turbine output. (14) Magnetic field strip at maximum coil capacity. (15) Rotor strain is norminal. (16) Inducter online, conversion is steady. (17) Pilot boarding access active. (18) Walkway extended, use caution. (19) Warning, automated door systems offline, manual operation required. (20) Warning, pump area ?, all personal evacuate. |
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docks.harbor_misc | Utility soundscape. Very similar to docks.low_bangs but quieter and more rare sounds.
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docks.chase_activity | Utility soundscape. Often echoing running on metal surfaces and enemy ambush yelling: (1) There he is! (2) There is no escape! (3) I got you now! (4) We got him cornered, keep in pursuit. (5) Cut him off! (6) Get him! (7) There! (8) Go go go! (9) He is over there! (10) Move move move! (11) Move it, move it! (12) Move move move, let's go! |
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docks.chase_activity2 | Utility soundscape. Identical to above but with the yelling being more distant. | ||
docks.machine_hits | Utility soundscape. Almost constant loud and heavy ambient machinery noises. | ||
docks.distantruns | Utility soundscape. Very often distant running on metal surfaces. | ||
docks.machine_hits2 | Utility soundscape. Often close industrial machinery sounds. | ||
docks.intro_docks_grunts | Utility soundscape. Loud echoing enemy ambush yelling: (1) He is still running! (2) You are never gonna make it! (3) Cut him off! (4) I got a 20 on Blade, i need backup! (5) Need backup! (6) We got him trapped! |
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docks.intro_docks_grunts_water | Utility soundscape. Loud echoing enemy ambush yelling: (1) He is still running! (2) You are never gonna make it! (3) Cut him off! (4) He is heading for the sewer tunnel! (5) Shoot the boards! (6) I got a 20, he is under the boards! (7) Check the water! Check the water! (8) I got a 20 on Blade, i need backup! (9) Need backup! (10) He is in the water! (11) We got him trapped! (12) He is down there, we got him! |
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docks.intro_docks_warehouse | Utility soundscape. Loud echoing enemy ambush yelling: (1) He is moving into the warehouse! (2) Watch it, he is moving back into the warehouse! (3) He is moving to the exit! (4) Secure the exists! (5) He can't hide in here forever! (6) Keep an eye on the alley, don't let him out! (7) I got a 20 on Blade, i need backup! (8) Need backup! |
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docks.intro_docks_warehouse2 | Almost identical to above but with this replacing number 6: (1) He is inside! |
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docks.intro_docks_deathmachine | Utility soundscape. Loud echoing enemy ambush yelling: (1) He is moving into the warehouse! (2) Watch it, he is moving back into the warehouse! (3) He is moving to the exit! (4) Secure the exists! (5) Watch your fire! Everything in here is explosive! (6) Drop the barrels on him! (7) Lock him in! (8) You are not going anywhere Blade! (9) Assault pattern delta! (10) Flank his position! |
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docks.intro_docks_turbines | Utility soundscape. Loud echoing enemy ambush yelling: (1) He is moving into the warehouse! (2) He is at the turbines! (3) Lock him in! (4) Light him up! (5) He is coming around! (6) Don't let him out! (7) There is no way he is getting out of here! |
Druglab
Name | Description | Position Number | Position Description |
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druglab.intro_foyer | Very calm generic ambience. | ||
druglab.intro_hallway | Corridor wind and druglab.intro_nags announcements.
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druglab.intro_ambush | Hallway ambience, loud beeping alarm, frequent running and distant docks.chase_activity yelling.
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druglab.intro_security_room | Quiet running computer, random computer beeping and noises, and druglab.securityroom_nags messages.
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druglab.intro_stairs_down | Odd water room ambience and frequent talks going through the walls. | ||
druglab.lunch_area | Calm indoor tone, talks heard through walls and druglab.lunchroom_nags announcements.
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druglab.lunch_prep_area | Similar to above but set in a kitchen envionment. | ||
druglab.hatch_area | Strange and weird water room ambience, presumely created from the ship itself. | ||
druglab.hatch_inside | Very enclosed water area with steam pipes and quiet water bubbling. | ||
druglab.hatch_above | Active generator sounds. | ||
druglab.hatch_downstairs | Heavy running machinery releasing steam. | ||
druglab.bilge1 | Abandoned lower part of the ship with lots of water. Water lapping, wind hissing, metal groans, random distant howls and dripping. | ||
druglab.bilge2 | Identical to above. | ||
druglab.bilge_exit | Industrial abandoned water area with sounds of heavy machinery releasing steam. | ||
druglab.bilge_exit_machines | Constant running machinery tone. | ||
druglab.industrial_ambience1 | Strange ship atmosphere, often steam releases and druglab.industrial_nags announcements.
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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 regulating at full protential. (5) Safety equipment must be worn at all times. |
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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. |
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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. |
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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 sugar 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? |
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druglab.serverroom_nags | Utility soundscape. Lab equipment announcements: (1) Viral expression vector is norminal, mutacious 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 poor 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 sub-norminal, please adjust. (16) Power levels norminal. (17) Maintinance crew, please report to flywheel lubrication system. |
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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 of your status, check with your supervisor. |
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druglab.hallway | Identical to druglab.intro_hallway , just a bit quieter.
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druglab.hallway_two | Identical to above but with a lower pitch. | ||
druglab.hallway_three | Very quiet corridor ambience. | ||
druglab.server_room_one | Constant running computer tone, beeping and occational phone ringing, voices heard through walls from time to time and druglab.serverroom_nags announcements.
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druglab.server_room_two | Identical to above. | ||
druglab.server_room_three | Similar to druglab.server_room_one but more calm without any of voices going through the walls.
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druglab.heat_room_one | A lot of pipe steam noises, steam releases and druglab.industrial_nags announcements.
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druglab.heat_room_hall | Similar to above but without any speaker announcements. | ||
druglab.heat_room_low | Very loud and a lot of heated steam sounds and constant busts of steam. | ||
druglab.heat_room_high | Similar to above but a bit more intense, together with druglab.industrial_nags announcements.
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druglab.heat_room_after | Similar to above but with the steam being a lot more quiet and distant. | ||
druglab.processing_room | Heavy enclosed machinery atmosphere, steam releases and druglab.industrial_nags announcements.
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druglab.after_processing_room | Calm machinery, metal groans, voices heard through walls from time to time and druglab.afterhold_nags announcements.
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druglab.giant_hold | Large open indoor area with loud metal groans coming from the ship, water lapping, dripping and wind snippets. | ||
druglab.giant_hold_after | Pipe steam, quiet voices going through the walls and druglab.afterhold_nags announcements.
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druglab.storage_closet | Similar to druglab.hallway_three but quieter.
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druglab.attic | Windy ambience with very loud metal groans and sometimes distant howls. | ||
druglab.cleanroom | Very calm and quiet envionment with occational announcements: (1) Case 5x6571, preception on contact. (2) Reminder, all dissections must be properly recorded for management directors. |
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druglab.bigmutantroom | Strange ship ambient with distant announcements: (1) Warning! Do not feed subject outside of assigned hours. (2) Reminder, keep hands and feet away from X5038's pen at all times. (3) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times. (4) Reminder, mutegent 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. |
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druglab.leperkinroom | Identical to druglab.hallway_three but with a lower pitch.
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druglab.mutantcontrol | Generic room tone with announcements: (1) DNA plasmids assembled and ready for use. (2) Automated fluorescent dye 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 subject outside of assigned hours. (9) Reminder, keep hands and feet away from X5038's pen at all times. (10) Warning! Subject X5038 poses an extreme personal risk, maintain security protocols at all times. (11) Reminder, mutegent flow to subject X5038 must remain consistant at all times. (12) Biomass induction procedures scheduled for o-900 hours. (13) Nested deletions carried out via insert library. (14) Polygene-homo-polymery tracks infused into subject. (15) Gheteroins insertion and delection commenced. (16) Mutation detection protocols active. |
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druglab.securitystation | Identical to druglab.leperkinroom .
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druglab.big_industrial | Loud active machinery, very often steam being released and 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. |
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druglab.prebigindustrial | Calm industrial machinery. | ||
druglab.underneath_tram | Running computer. | ||
druglab.final_hold | Calm industrial atmosphere and distant echoing announcements: (1) Submersible refueling at 70%. (2) Attention! Submersible crew, report to the lake bay. (3) Reminder, use caution in vecinity of submersible fuel. (4) Submersible maintaince procedure complete. (5) Authorised personal only in submersible loading area. (6) Cargo manifest must be updated at the submersible loading. (7) All personal, this is a restricted area. (8) Loading arm must be operated by qualified personal only. |
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druglab.final_hold2 | Large room with water. Often wind hissing and gentle water lapping. | ||
druglab.final_control | Very quiet wind with distant druglab.final_hold announcements.
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druglab.final_elexis | Extremely quiet wind atmosphere. | ||
druglab.final_confrontation | Similar to above but with more wind and gentle water sounds. | ||
druglab_esc.final_elexis | The ship is set to self destruction at this point. Loud often metal groans, constant alarm going off and druglab_esc.warningone announcements.
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druglab_esc.final_hold | Loud metal groans, warning alarm, and plays druglab.final_hold and druglab_esc.warningone announcements.
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druglab_esc.final_control | Almost identical to above but with more ambient wind. | ||
druglab_esc.hallway_two | Loud metal groans, distant running, a distant and close alarm beeping, and druglab_esc.warningone announcements.
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druglab_esc.prehall | Similar to druglab_esc.final_control but with ambient fire and another alarm type.
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druglab_esc.securitystation | Relatively calm, ambient fire, distant beeping alarm and druglab_esc.warningone announcements.
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druglab_esc.prebigindustrial | Industrial machinery with distant alarm beeping, random people passing and quiet druglab_esc.warningone announcements.
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druglab_esc.big_industrial | Somewhat calm with occationally running, a distant alarm and far away druglab_esc.warningone announcements.
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druglab_esc.giant_hold | Loud echoing metal stress, wind snippets, water lapping, somewhat distant alarm and druglab_esc.warningone announcements.
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druglab_esc.after_processing_room | Quiet windy ambience, loud alarm, large metal groans, ambient fire and druglab.afterhold_nags and druglab_esc.warningone announcements.
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druglab_esc.processing_room | Heavy industrial machinery, steam releases, loud beeping alarm, metal groans, ambient fire, and druglab.industrial_nags and druglab_esc.warningone announcements.
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druglab_esc.server_room_two | Quiet running computer noises, telephone ringing, alarm sounds, loud metal groans, and druglab.serverroom_nags and druglab_esc.warningone announcements.
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druglab_esc.heat_room_high | Loud heated pipe steam being released, a beeping alarm near-by, loud metal groans and druglab_esc.warningone announcements.
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druglab_esc.intro_hallway | Constant alarm beeping, loud metal stressing sounds, ambient fire, and distant druglab.intro_nags and druglab_esc.warningone announcements.
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druglab_esc.hallway | Beeping alarm, metal groans, ambient fire, people being attacked and druglab_esc.warningone announcements.
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druglab_esc.verticaltrans | Very similar to above but without anyone being attacked. | ||
druglab_esc.bilge_exit | Loud metal groans, alarm beeping frequently, heavy machinery releasing steam and druglab_esc.warningone announcements.
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druglab_esc.final_tunnel | Out of the ship's hull. Beeping alarm, frequent loud metal stress sounds, people howling and being attacked, and druglab_esc.warningone announcements.
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druglab_esc.distantexplosionset | Utility soundscape. Different kinds of close echoing explosions. | ||
druglab_esc.alarm1 | Utility soundscape. Echoing light alarm sound with too what sounds like someone saying alarm at the end, stopping and starting over. | ||
druglab_esc.alarm2 | Utility soundscape. About one second flat alarm sound, then stopping for a bit and starting over. | ||
druglab_esc.alarm3 | Utility soundscape. Similar to above but with a kinda deeper pitch. | ||
druglab_esc.alarm4 | Utility soundscape. Ten small beeps after eachother and then a short wait before starting over. | ||
druglab_esc.siren | Utility soundscape. Very fast beeping noises. | ||
druglab_esc.amb_fire | Utility soundscape. Ambient, echoing and enclosed like sound effects of a room being in flames. | ||
druglab_esc.distantrunbys | Utility soundscape. Very often distant running on metal surfaces. | ||
druglab.distantwalla | Utility soundscape. Frequent quiet talking and voices heard through walls. | ||
druglab_esc.warningone | Utility soundscape. Echoing announcements: (1) *Alarm* Recombinant facility unlock override initiated. (2) Warning! Mutent container doors opened. Status unknown. (3) Warning! Motion detector systems malfunctioning. High number of movement detected. (4) *Alarm* Facility's scuttleex sequence activated. All personal evacuate immediately. (5) *Beep* Employee fatality detected. Please contact help healthcare provider immediately. (6) *Alarm* Scuttleex sequence active. All employees please proceed to exists. (7) This is not a drill, repeat, this is not a drill. All personal evacuate facility immediately. (8) All employees be sure to take a distaster supplykit at exit. (9) *Alarm* Evacuation code signal echo 5-9, security teams coordinate evacuation. (10) *Alarm* Evacuate facility immediately, bio-containtment error reported. (11) *Alarm* Mutent containment breach, recombinant material has escaped holding areas. (12) Warning, mutegent processing flowgate seals failing, toxic levels reported in all sectors. (13) *Alarm* All personal, exit facility immediately. (14) Processing facility compromised. purging data on all systems. (15) *Alarm* All employees have 10 minutes to reach minimum safe distance. |
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druglab_esc.dudeattacked | Utility soundscape. Often distant echoing sounds of people screaming from being attacked. |
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 .
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pit.drivetoctrl | Contruction site ambience. | ||
pit.ctrlroom | Continous quiet indoor vent wind. | ||
pit.secondtunnel | Identical to above. | ||
pit.secondtunnel2 | Identical to pit.ctrlroom .
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pit.road | Windy coast road sounds. | ||
pit.highriseintro | Identical to pit.ctrlroom .
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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.
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highrise.kiosk | Distant looping alarm sounds and announcements: (1) Welcome to Supremecy Tower! For a company listing 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) All visitors 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. |
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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 km/h. (3) Parking outside of desinated areas will result in vehicle tearing and destruction. (4) Guests parking validation available at reception area. |
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highrise.garage_vend | Garage ambience and vending mechine sounds. | 0 | docks.warehouse1_vend vending machine sounds.
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highrise.start_hall | Enclosed hallway with distant alarm. | ||
highrise.start_utilityhall1 | Industrial ambient. | ||
highrise.physplant1 | Industrial area with pipes often releasing steam and machine sounds. | ||
highrise.start_utilityhall2 | Identical to highrise.start_utilityhall1 .
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highrise.start_warehouse1 | Calm generic industrial hall ambience. | ||
highrise.start_utilityhall3 | Loud ambient sounds of pipes. | ||
highrise.start_pipehall1 | Identical to highrise.start_warehouse1 but louder.
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highrise.start_fanvent | Identical to highrise.start_warehouse1 .
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highrise.atrium | Loud busy industrial feel with distant echoing announcement: (1) Behold, the glowing of Sintek. (2) Enjoy a relaxing break and contemplate 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 | Identical to highrise.start_warehouse1 .
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highrise.atrium_hall2 | Identical to highrise.start_warehouse1 .
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highrise.elev_lobby | Identical to highrise.start_warehouse1 .
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highrise.after_lobby | Identical to highrise.start_warehouse1 .
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highrise.after_secroom | Identical to highrise.start_warehouse1 .
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highrise.offices1 | 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 miss. Sinclair. (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 | Similar to highrise.start_warehouse1 but also plays druglab.lunchroom_nags announcements.
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highrise.offices2 | Identical to highrise.offices1 .
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highrise.after_offices | Identical to highrise.start_warehouse1 .
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highrise.up_elevator | Identical to highrise.start_warehouse1 .
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highrise.noc_hallway | Similar to highrise.start_warehouse1 but plays the soundscape below too.
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highrise.noc | 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 exits. (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 | Very quiet generic ambient. | ||
highrise.elevator_top | Identical to highrise.start_warehouse1 .
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highrise.lower_ledge | Calm strong winds and wind gusts. | ||
highrise.emptyhall1 | Identical to highrise.start_warehouse1 .
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highrise.industrialhall1 | Identical to highrise.start_warehouse1 but louder.
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highrise.storage_room1 | Similar to highrise.start_warehouse1 but with strong wind and wind snippets.
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highrise.mid_ledge | Identical to highrise.lower_ledge .
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highrise.mid_ledge_windy | Strong outdoor winds and wind gusts. | ||
highrise.heavyindustrial_room | Generic indoor ambient with very frequent steam releases and 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 regulating at full protential. |
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highrise.finalhall | Identical to highrise.start_warehouse1 .
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highrise.noc_computing | Utility soundscape. Often random computer beeping and phone ringing noises. |
Finale
Name | Description | Position Number | Position Description |
---|---|---|---|
finale.finalhall | Strong corridor wind hissing sounds. | ||
finale.outside_ledge1 | Calm wind ambient and wind gusts. | ||
finale.windyledge1 | Strong winds and constant wind gusts. | ||
finale.firsthealthroom | Strong outside winds with a constant high-pitch tone. | ||
finale.undergirders | Very strong winds with wind snippets and frequent metal stress sounds. | ||
finale.helipad | Alot of strong winds with often wind snippets and metal groans. | ||
finale.rooftop | Continous calm wind and wind snippets. |
Environment articles: | |
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Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |