Half Life 2 Beta Soundscapes

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Here is a list of soundscapes for the beta, this list will help you by giving you multiple lists all in one page rather than searching and confirming through multiple script files.

2003

// DSP Effects
// 0 : "Normal (off)"
// 1 : "Generic"
// 2 : "Metal Small"
// 3 : "Metal Medium"
// 4 : "Metal Large"
// 5 : "Tunnel Small"
// 6 : "Tunnel Medium"
// 7 : "Tunnel Large"
// 8 : "Chamber Small"
// 9 : "Chamber Medium"
// 10: "Chamber Large"
// 11: "Bright Small"
// 12: "Bright Medium"
// 13: "Bright Large"
// 14: "Water 1"
// 15: "Water 2"
// 16: "Water 3"
// 17: "Concrete Small"
// 18: "Concrete Medium"
// 19: "Concrete Large"
// 20: "Big 1"
// 21: "Big 2"
// 22: "Big 3"
// 23: "Cavern Small"
// 24: "Cavern Medium"
// 25: "Cavern Large"
// 26: "Weirdo 1"
// 27: "Weirdo 2"
// 28: "Weirdo 3"

//	ATTN_NONE		0.0f	
//	ATTN_NORM		0.8f	75dB
//	ATTN_IDLE		2.0f	60dB
//	ATTN_STATIC		1.25f	66dB
//	ATTN_RICOCHET	1.5f	65dB
//	ATTN_GUNFIRE	0.27f	140dB

//	SNDLVL_50dB		= 50,	// 3.9
//	SNDLVL_55dB		= 55,	// 3.0
//	SNDLVL_IDLE		= 60,	// 2.0
//	SNDLVL_TALKING	= 60,	// 2.0
//	SNDLVL_60dB		= 60,	// 2.0
//	SNDLVL_65dB		= 65,	// 1.5
//	SNDLVL_STATIC	= 66,	// 1.25
//	SNDLVL_70dB		= 70,	// 1.0
//	SNDLVL_NORM		= 75,
//	SNDLVL_75dB		= 75,	// 0.8
//	SNDLVL_80dB		= 80,	// 0.7
//	SNDLVL_85dB		= 85,	// 0.6
//	SNDLVL_90dB		= 90,	// 0.5
//	SNDLVL_95dB		= 95,
//	SNDLVL_100dB	= 100,	// 0.4
//	SNDLVL_105dB	= 105,
//	SNDLVL_120dB	= 120,
//	SNDLVL_130dB	= 130,
//	SNDLVL_GUNFIRE	= 140,	// 0.27
//	SNDLVL_140dB	= 140,	// 0.2
//	SNDLVL_150dB	= 150,	// 0.2


// From HL1 - important!
"Normal (off)"
{
	"dsp"	"0"
}

"Generic"
{
	"dsp"	"1"
}

"Metal Small"
{
	"dsp"	"2"
}

"Metal Medium"
{
	"dsp"	"3"
}

"Metal Large"
{
	"dsp"	"4"
}

"Tunnel Small"
{
	"dsp"	"5"
}

"Tunnel Medium"
{
	"dsp"	"6"
}

"Tunnel Large"
{
	"dsp"	"7"
}

"Chamber Small"
{
	"dsp"	"8"
}

"Chamber Medium"
{
	"dsp"	"9"
}

"Chamber Large"
{
	"dsp"	"10"
}

"Bright Small"
{
	"dsp"	"11"
}

"Bright Medium"
{
	"dsp"	"12"
}

"Bright Large"
{
	"dsp"	"13"
}

"Water 1"
{
	"dsp"	"14"
}

"Water 2"
{
	"dsp"	"15"
}

"Water 3"
{
	"dsp"	"16"
}

"Concrete Small"
{
	"dsp"	"17"
}

"Concrete Medium"
{
	"dsp"	"18"
}

"Concrete Large"
{
	"dsp"	"19"
}

"Big 1"
{
	"dsp"	"20"
}

"Big 2"
{
	"dsp"	"21"
}

"Big 3"
{
	"dsp"	"22"
}

"Cavern Small"
{
	"dsp"	"23"
}

"Cavern Medium"
{
	"dsp"	"24"
}

"Cavern Large"
{
	"dsp"	"25"
}

"Weirdo 1"
{
	"dsp"	"26"
}

"Weirdo 2"
{
	"dsp"	"27"
}

"Weirdo 3"
{
	"dsp"	"28"
}


// *******************************************************************************
// ***************** E3_Techdemo_01 - 06 *****************

// e3_techdemo_01

"e3_techdemo_gmanspeaking"
{
	"dsp"	"10"
}

"e3_Techdemo_02"
{
	"dsp"	"20"	

	// physics room

	"playlooping"
	{
		"volume"	"0.1"
		"pitch"		"100"
		"attenuation"	"0"
		"wave"		"ambient/areas/d1_terminal_01/courtyard_mach_loop.wav"
	}
}

"e3_Techdemo_03"
{
	"dsp"	"1"	

}

"e3_Techdemo_05"
{
	"dsp"	"10"

	// dripping cave ambient

	"playlooping"
	{
		"volume"	"0.23"
		"pitch"		"100"
		"attenuation"	"0"
		"wave"		"ambient/areas/borealis/corridor_water.wav"
	}
}

"e3_Techdemo_06"
{
	"dsp"	"20"	

	// lake

	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"attenuation"	"0"
		"wave"		"ambient/areas/zombie_town/lake_water.wav"
	}
}

"e3_end"
{
	"dsp" "0"
}

// ***************** E3_Techdemo_01 - 06 *****************
// *******************************************************************************

// *******************************************************************************
// ***************** E3_C17_01 *****************

"e3_c17_01_battle"
{
	"dsp"	"19"


//    sound position 0 - fire01

	"playlooping"
	{
		"volume"	"1.0"
		"wave"		"ambient/fire_med_loop1.wav"
		"pitch"		"100"
		"attenuation"	"1"
		"position"	"0"
	}

//    sound position 1 - barricade_gate

	"playlooping"
	{
		"volume"	"0.8"
		"wave"		"ambient/areas/citadel/incinerator/noise2.wav"
		"pitch"		"100"
		"attenuation"	"0.7"
		"position"	"1"
	}

//    siren at position 2

	"playlooping"
	{
		"volume"	"0.85"
		"wave"		"ambient/city_siren_loop2.wav"
		"pitch"		"100"
		"attenuation"	"0.4"
		"position"	"2"
	}

//    sound position 3 - soundscape_target_gunfire

	"playrandom"
	{
		"time"		"1,4"
		"volume"	"0.5,1.0"
		"pitch"		"95,105"
		"attenuation"	"0"
		"rndwave"
		{
			"wave"	"ambient/city_battle1.wav"
			"wave"	"ambient/city_battle2.wav"
			"wave"	"ambient/city_battle3.wav"
			"wave"	"ambient/city_battle4.wav"
			"wave"	"ambient/city_battle5.wav"
			"wave"	"ambient/city_battle6.wav"
			"wave"	"ambient/city_battle7.wav"
			"wave"	"ambient/city_battle8.wav"
			"wave"	"ambient/city_battle9.wav"
			"wave"	"ambient/city_battle10.wav"
			"wave"	"ambient/city_battle11.wav"
		}
		
	}

}

 
// ***************** E3_C17_01 *****************
// *******************************************************************************

// *******************************************************************************
// ***************** E3_seafloor_01 *****************


"e3_seafloor_01_sub"
{
	
	"dsp"	"20"

	// wind
	
	"playlooping"
	{
		"volume"	"0.5"
		"wave"		"ambient/nature/wind/wind_rooftop1.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}
}


// ***************** E3_seafloor_01 *****************
// *******************************************************************************



// *******************************************************************************
// ***************** E3_C17_02 *****************

"e3_c17_02_elevatorride"
{
	"dsp"	"20"

	// elevator sounds
	
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/areas/sky_scraper/elev_shaft2.wav"
		"pitch"		"100"
		"attenuation"	"1.0"
	}

	// city siren

	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/city_siren_loop2.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	// wind
	"playrandom"
	{
		"time"		"2, 7"
		"volume"	"0.2, 0.5"
		"pitch"		"95,105"
		"attenuation"	"0"
		"rndwave"
		{
			"wave"	"ambient/wind_med1.wav"
			"wave"	"ambient/wind_med2.wav"
			
		}
	}

	"playrandom"
	{
		"time"		"4, 10"
		"volume"	"0.3,0.8"
		"pitch"		"95,105"
		"attenuation"	"0.5"
		"rndwave"
		{
			"wave"	"ambient/city_battle1.wav"
			"wave"	"ambient/city_battle2.wav"
			"wave"	"ambient/city_battle3.wav"
			"wave"	"ambient/city_battle4.wav"
			"wave"	"ambient/city_battle5.wav"
			"wave"	"ambient/city_battle6.wav"
			"wave"	"ambient/city_battle7.wav"
			"wave"	"ambient/city_battle8.wav"
			"wave"	"ambient/city_battle9.wav"
			"wave"	"ambient/city_battle10.wav"
			"wave"	"ambient/city_battle11.wav"
		}
		
	}
}

"e3_c17_02_seethewall"
{
	"dsp"	"20"
	
	// thundering wall noise

	"playlooping"
	{
		"volume"	"0.8"
		"pitch"		"100"
		"attenuation"	"0"
		"wave"	"ambient/wall_ambient1.wav"
	}
}



"e3_c17_02_striderdestruction"
{
	"dsp"	"20"

	// city siren

	"playlooping"
	{
		"volume"	"0.4"
		"wave"		"ambient/city_siren_loop2.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	// position0		// strider 1, breaking stuff
	// position1		// strider 2, breaking stuff

	"playrandom"
	{
		"time"		"1, 4"
		"volume"	"0.5,1.0"
		"pitch"		"95,105"
		"attenuation"	"0"
		"rndwave"
		{
			"wave"	"ambient/city_battle1.wav"
			"wave"	"ambient/city_battle2.wav"
			"wave"	"ambient/city_battle3.wav"
			"wave"	"ambient/city_battle4.wav"
			"wave"	"ambient/city_battle5.wav"
			"wave"	"ambient/city_battle6.wav"
			"wave"	"ambient/city_battle7.wav"
			"wave"	"ambient/city_battle8.wav"
			"wave"	"ambient/city_battle9.wav"
			"wave"	"ambient/city_battle10.wav"
			"wave"	"ambient/city_battle11.wav"
		}
		
	}

}



// ***************** E3_C17_02 *****************
// *******************************************************************************


// *******************************************************************************
// ***************** E3_Under_02,04 *****************

"underground_sscape_plinkohallway"
{
	"dsp"	"6"

	"playlooping"
	{
		"volume"	"0.5"
		"wave"		"ambient/undercity_loop1.wav"
		"pitch"		"110"
		"attenuation"	"0"
	}

	// (2 manhacks attack you in narrow hall, streetlevel by windows)

	// p0 = underground_sound_plinkohalldrip1
	"playlooping"
	{
		"volume"	"0.65"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"100"
		"attenuation"	"1"
		"position"	"0"
	}

	// p1 = underground_sound_plinkohallsteam1
	"playlooping"
	{
		"volume"	"0.65"
		"wave"		"ambient/steam_loop1.wav"
		"pitch"		"120"
		"attenuation"	"1"
		"position"	"1"
	}
}

 
"underground_sscape_plinkostairwell"
{
	// (underground stairwell from steamplant, metrocops fall to their death while on fire from I-Rifle)

	"dsp"	"10"
	
	"playlooping"
	{
		"volume"	"0.5"
		"wave"		"ambient/undercity_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}
	
	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}
	
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/water_flow_loop1.wav"
		"pitch"		"100"
		"attenuation"	"1"
		"position"	"0"
	}
}

"e3_under_04"
{
	"dsp" "8"

	"playlooping"
	{
		"volume"	"0.5"
		"wave"		"music/HL2_song11.mp3"
		"pitch"		"100"
		"attenuation"	"0"
	}
}

// ***************** E3_Under_02,04 *****************
// *******************************************************************************

// *******************************************************************************
// ***************** E3_bugbait *****************

"e3_bugbait.start"
{
	"dsp"	"18"

	"playlooping"
	{
		"volume"	"0.4"
		"wave"		"ambient/areas/air_exchange/underground.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"115"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"3, 10"
		"volume"	"0.3,0.5"
		"pitch"		"95,105"

		"rndwave"
		{
			"wave"	"ambient/areas/d2_depot/metal_rattle1.wav"
			"wave"	"ambient/areas/d2_depot/metal_rattle2.wav"
			"wave"	"ambient/areas/d2_depot/metal_rattle3.wav"
		}
		
	}
}

"e3_bugbait.hallway1"
{
	"dsp"	"11"

	"playlooping"
	{
		"volume"	"0.4"
		"wave"		"ambient/areas/air_exchange/indoor2.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}
}
 


"e3_bugbait.hallway2" 
{
	// antlion burrow area - first soldier combat - turret combat

	"dsp"	"18"

	//Position 0 - soft antlion chittering from burrow
	"playrandom"
	{
		"time"		"3, 6"
		"volume"	"0.5,0.7"
		"pitch"		"95,105"
		"attenuation"	"1.5"
		"position"	"0"
		"rndwave"
		{
			"wave"	"npc/antlion/idle1.wav"
			"wave"	"npc/antlion/idle2.wav"
			"wave"	"npc/antlion/idle3.wav"
			"wave"	"npc/antlion/idle4.wav"
			"wave"	"npc/antlion/idle5.wav"
		}
		
	}

	//Position 1 - soft antlion chittering from burrow
	"playrandom"
	{
		"time"		"2, 4"
		"volume"	"0.5,0.7"
		"pitch"		"95,105"
		"attenuation"	"1.5"
		"position"	"1"
		"rndwave"
		{
			"wave"	"npc/antlion/idle1.wav"
			"wave"	"npc/antlion/idle2.wav"
			"wave"	"npc/antlion/idle3.wav"
			"wave"	"npc/antlion/idle4.wav"
			"wave"	"npc/antlion/idle5.wav"
		}
		
	}

	//Position 2 - broken ceiling outside ambient
	"playrandom"
	{
		"time"		"2,10"
		"volume"	"0.7,0.9"
		"pitch"		"85,95"
		"attenuation"	"1"
		"position"	"2"
		"rndwave"
		{
			"wave"	"ambient/wind_moan1.wav"
			"wave"	"ambient/wind_moan2.wav"
			"wave"	"ambient/wind_moan3.wav"
			"wave"	"ambient/wind_moan4.wav"
		}
		
	}

}

"e3_bugbait.laundry"
{
	"dsp"	"10"

	"playlooping"
	{
		"volume"	"0.6"
		"wave"		"ambient/areas/air_exchange/indoor2.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	// Machines
	"playlooping"
	{
		"volume"	"1.0"
		"wave"		"ambient/areas/d2_depot/laundry_tunnel_amb.wav"
		"pitch"		"100"
		"attenuation"	"1"
		"position"	"0"
	}

	// Machines
	"playlooping"
	{
		"volume"	"1.0"
		"wave"		"ambient/areas/d2_depot/laundry_amb.wav"
		"pitch"		"100"
		"attenuation"	"1"
		"position"	"1"
	}

}

"e3_bugbait.narrow_hallway"
{
	"dsp"	"5"
	
	// distant, echo-y wet
	// running water
	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/water_flow_loop1.wav"
		"pitch"		"100"
		"attenuation"	"1"
	}


	// dripping water
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"120"
		"attenuation"	"1"
	}

	//dripping water
	"playlooping"
	{
		"volume"	"0.2"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"140"
		"attenuation"	"1"
	}
}

"e3_bugbait.showers"
{
	"dsp"	"13"

	// big echo-y wet
	//Position 0 - running water
	"playlooping"
	{
		"volume"	"0.8"
		"wave"		"ambient/water_flow_loop1.wav"
		"pitch"		"100"
		"attenuation"	"1"
		"position"	"0"
	}


	//Position 1 - dripping water
	"playlooping"
	{
		"volume"	"0.8"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"120"
		"attenuation"	"1"
		"position"	"1"
	}

	//Position 1 - dripping water
	"playlooping"
	{
		"volume"	"0.8"
		"wave"		"ambient/drip_loop1.wav"
		"pitch"		"140"
		"attenuation"	"1"
		"position"	"1"
	}

	//Position 2 - water heater hiss
	"playlooping"
	{
		"volume"	"0.8"
		"wave"		"ambient/steam_loop1.wav"
		"pitch"		"100"
		"attenuation"	"2"
		"position"	"2"
	}
}

// ***************** E3_bugbait *****************
// *******************************************************************************

// *******************************************************************************
// ***************** E3_phystown *****************

"E3_phystown.Start"
{
	"dsp"	"20"

	
	"playlooping"
	{
		"volume"	"0.35"
		"wave"		"ambient/areas/zombie_town/tone_alley.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"6, 16"
		"volume"	"0.15,0.3"
		"pitch"		"95,105"
		"attenuation"	"0"
		"rndwave"
		{
			"wave"	"ambient/wind_moan1.wav"
			"wave"	"ambient/wind_moan2.wav"
			"wave"	"ambient/wind_moan3.wav"
			"wave"	"ambient/wind_moan4.wav"
		}
		
	}
}


"E3_phystown.Indoors"
{

	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/areas/zombie_town/tone_warehouse.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

	"playrandom"
	{
		"time"		"5,10"
		"volume"	"0.2,0.5"
		"pitch"		"95,105"
		"attenuation"	"0"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/wood_creak1.wav"
			"wave"	"ambient/areas/d1_town/wood_creak2.wav"
			"wave"	"ambient/areas/d1_town/wood_creak3.wav"
			"wave"	"ambient/areas/d1_town/wood_creak4.wav"
			"wave"	"ambient/areas/d1_town/wood_creak5.wav"
			"wave"	"ambient/areas/d1_town/wood_creak6.wav"
		}
		
	}

}

"E3_phystown.Rooftop"
{
	"dsp"	"19"

	"playlooping"
	{
		"volume"	"0.5"
		"wave"		"ambient/areas/zombie_town/tone_quiet.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}


	"playlooping"
	{
		"volume"	"0.1"
		"wave"		"ambient/windmoan_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0"
	}

}

"E3_phystown.Zombies"
{
	"dsp"	"24"
   
   "playlooping"
	{
		"volume"	"0.5"
		"wave"		"#music/HL2_song11.mp3"
		"pitch"		"100"
		"attenuation"	"0"
		"suppress_on_restore"	"1" // don't restart this sound if loading a saved game
	}
}


// ***************** E3_phystown *****************
// *******************************************************************************

// *******************************************************************************
// ***************** E3_lab *****************

"E3_lab.LabSounds"
{
	"dsp"	"17"

	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"attenuation"	"0"
		"wave"		"#music/HL2_song10.mp3"
		"suppress_on_restore"	"1" // don't restart this sound if loading a saved game
	}

	// position0 - goo tubes
	"playlooping"
	{
		"volume"	"0.2"
		"wave"	"C17/city_beacon_loop1.wav"
		"pitch"		"120"
		"attenuation"	"0.7"
		"position"	"0"
	}

	"playlooping"
	{
		"volume"	"0.2"
		"wave"	"C17/city_ventpump_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0.7"
		"position"	"0"
	}

	// position1 - computers on desk
	"playlooping"
	{
		"volume"	"0.3"
		"wave"		"ambient/lab_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0.7"
		"position"	"1"
	}
		
}

// ***************** E3_lab *****************
// *******************************************************************************


// *******************************************************************************
// ***************** d1_town  *****************

"d1_town_warehouse_wood"
{
	"dsp"	"17"
	
	"playrandom"
	{
		//"time"		"7, 9"
		"time"		"3, 5"
		"volume"	"0.1,0.25"
		"pitch"		"95,105"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/wood_creak1.wav"
			"wave"	"ambient/areas/d1_town/wood_creak2.wav"
			"wave"	"ambient/areas/d1_town/wood_creak3.wav"
			"wave"	"ambient/areas/d1_town/wood_creak4.wav"
			"wave"	"ambient/areas/d1_town/wood_creak5.wav"
			"wave"	"ambient/areas/d1_town/wood_creak6.wav"

			//"wave"	"ambient/areas/d1_town/rubble1.wav"
			//"wave"	"ambient/areas/d1_town/rubble2.wav"
			//"wave"	"ambient/areas/d1_town/rubble3.wav"


		}
		
	}

	// First Hole
	"playlooping"
	{
		"volume"	"0.20"
		"wave"		"ambient/areas/d1_town/hole_amb1.wav"
		"pitch"		"100"
		"attenuation"	"2.5"
		"position"	"0"
	}

	"playrandom"
	{
		"time"		"3, 5"
		"volume"	"0.25,0.3"
		"pitch"		"95,105"

		"rndwave"
		{
			//"wave"	"ambient/areas/d1_town/hole_hit1.wav"
			//"wave"	"ambient/areas/d1_town/hole_hit2.wav"
			//"wave"	"ambient/areas/d1_town/hole_hit3.wav"
		}
		
		"attenuation"	"1.5"
		"position"	"0"

	}

	// Second and Third Hole
	"playlooping"
	{
		"volume"	"0.45"
		"wave"		"ambient/areas/d1_town/hole_amb2.wav"
		"pitch"		"100"
		"attenuation"	"2"
		"position"	"1"
	}

	"playrandom"
	{
		"time"		"0.5, 1"
		"volume"	"0.15, 0.25"
		"pitch"		"70, 120"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/hole_hit1.wav"
			"wave"	"ambient/areas/d1_town/hole_hit2.wav"
			"wave"	"ambient/areas/d1_town/hole_hit3.wav"
			"wave"	"ambient/areas/d1_town/hole_hit4.wav"
			"wave"	"ambient/areas/d1_town/hole_hit5.wav"
		}

		"attenuation"	"1.5"	
		"position"	"1"

	}

	// Fourth  Hole
	"playlooping"
	{
		"volume"	"0.55"
		"wave"		"ambient/areas/d1_town/hole_amb3.wav"
		"pitch"		"100"
		"attenuation"	"3"
		"position"	"2"
	}


	"playrandom"
	{
		// "time"		"0.5, 0.8"
		"time"		"0.1, 0.5"
		"volume"	"0.2, 0.35"
		// "pitch"		"70,120"
		"pitch"		"98,102"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/hole_hit1.wav"
			"wave"	"ambient/areas/d1_town/hole_hit2.wav"
			"wave"	"ambient/areas/d1_town/hole_hit3.wav"
			"wave"	"ambient/areas/d1_town/hole_hit4.wav"
			"wave"	"ambient/areas/d1_town/hole_hit5.wav"

			"wave"	"ambient/areas/d1_town/wind_hit1.wav"
			"wave"	"ambient/areas/d1_town/wind_hit2.wav"
			"wave"	"ambient/areas/d1_town/wind_hit3.wav"


		}
		"attenuation"	"3"		
		"position"	"2"

	}



	// Wood Shutter
	"playlooping"
	{
		"volume"	"0.10"
		"wave"		"ambient/areas/d1_town/shutter_amb.wav"
		"pitch"		"100"
		"attenuation"	"2 "
		"position"	"3"
	}


	"playrandom"
	{
		"time"		"0.1, 0.8"
		"volume"	"0.1, 0.45"
		"pitch"		"98,106"

		"rndwave"
		{

			"wave"	"ambient/areas/d1_town/shutter1.wav"
			"wave"	"ambient/areas/d1_town/shutter2.wav"
			"wave"	"ambient/areas/d1_town/shutter3.wav"
			"wave"	"ambient/areas/d1_town/shutter4.wav"
			"wave"	"ambient/areas/d1_town/shutter5.wav"
			"wave"	"ambient/areas/d1_town/shutter6.wav"
			"wave"	"ambient/areas/d1_town/shutter7.wav"
			"wave"	"ambient/areas/d1_town/shutter8.wav"


		}

		"attenuation"	"1.5"	
		"position"	"3"

	}




}

"d1_town_bigcave"
{
	"dsp"	"25"
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"		"ambient/areas/d1_town/cave_amb1.wav"
	}

	"playrandom"
	{
		"time"		"10, 11"
		"volume"	"0.10,0.15"
		"pitch"		"100, 101"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/cave_hit1.wav"
			"wave"	"ambient/areas/d1_town/cave_hit2.wav"
			"wave"	"ambient/areas/d1_town/cave_hit3.wav"
			"wave"	"ambient/areas/d1_town/cave_hit4.wav"
			"wave"	"ambient/areas/d1_town/cave_hit5.wav"
			"wave"	"ambient/areas/d1_town/cave_hit6.wav"

		}
		
	}

	// POD
	"playlooping"
	{
		"volume"	"0.75"
		"wave"		"ambient/areas/d1_town/pod_amb1.wav"
		"pitch"		"100"
		"attenuation"	"2 "
		"position"	"0"
	}

	"playrandom"
	{
		"time"		"0.1, 0.5"
		"volume"	"0.15, 0.35"
		"pitch"		"98,102"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/pod_hit1.wav"
			"wave"	"ambient/areas/d1_town/pod_hit2.wav"
			"wave"	"ambient/areas/d1_town/pod_hit3.wav"
			"wave"	"ambient/areas/d1_town/pod_hit4.wav"
			"wave"	"ambient/areas/d1_town/pod_hit5.wav"
			"wave"	"ambient/areas/d1_town/pod_hit6.wav"
			"wave"	"ambient/areas/d1_town/pod_hit7.wav"
			"wave"	"ambient/areas/d1_town/pod_hit8.wav"
			"wave"	"ambient/areas/d1_town/pod_hit9.wav"
			"wave"	"ambient/areas/d1_town/pod_hit10.wav"


		}

		"attenuation"	"2"	
		"position"	"0"

	}

	// support Metal Creak
	"playlooping"
	{
		"volume"	"0.65"
		//"wave"		"ambient/areas/d1_town/hole_amb3.wav"
		"pitch"		"100"
		"attenuation"	"3 "
		"position"	"1"
	}

	"playrandom"
	{
		//"time"		"0.1, 0.5"

		"time"		"5, 6"
		"volume"	"0.25, 0.35"
		"pitch"		"98,102"

		"rndwave"
		{

			"wave"	"ambient/areas/d1_town/metal_stress1.wav"
			"wave"	"ambient/areas/d1_town/metal_stress2.wav"
			"wave"	"ambient/areas/d1_town/metal_stress3.wav"
			"wave"	"ambient/areas/d1_town/metal_stress4.wav"
			"wave"	"ambient/areas/d1_town/metal_stress5.wav"


		}

		"attenuation"	"1.5"	
		"position"	"1"

	}




	// Drippies
	"playlooping"
	{
		"volume"	"0.65"
		//"wave"		"ambient/areas/d1_town/hole_amb3.wav"
		"pitch"		"100"
		"attenuation"	"3 "
		"position"	"2"
	}


	"playrandom"
	{
		"time"		"0.5, 1.5"
		"volume"	"0.1, 0.25"
		"pitch"		"96,105"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/drip1.wav"
			"wave"	"ambient/areas/d1_town/drip2.wav"
			"wave"	"ambient/areas/d1_town/drip3.wav"
			"wave"	"ambient/areas/d1_town/drip4.wav"


		}

		"attenuation"	"1"	
		"position"	"2"

	}




	// Rubbles
	"playlooping"
	{
		"volume"	"0.65"
		//"wave"		"ambient/areas/d1_town/hole_amb3.wav"
		"pitch"		"100"
		"attenuation"	"3 "
		"position"	"3"
	}


	"playrandom"
	{
		"time"		"5, 7"
		"volume"	"0.35, 0.45"
		"pitch"		"98,102"

		"rndwave"
		{
			"wave"	"ambient/areas/d1_town/rock1.wav"
			"wave"	"ambient/areas/d1_town/rock2.wav"
			"wave"	"ambient/areas/d1_town/rock3.wav"
			"wave"	"ambient/areas/d1_town/rock4.wav"
			"wave"	"ambient/areas/d1_town/rock5.wav"


		}

		"attenuation"	"1"	
		"position"	"3"
	}
}

"d1_town_cavetunnel"
{
	"dsp"	"25"
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"		"ambient/areas/d1_town/cave_tunnel_amb1.wav"
	}

	"playrandom"
	{
		"time"		"0.1, 0.1"
		"volume"	"0.5,1"
		"pitch"		"50,120"

		"rndwave"
		{
			//"wave"	"temp/soundscape_test/music_snippet1.wav"
		}
		
	}

}

// ***************** d2_depot  *****************
// *******************************************************************************





"d2_depot_showers1"
{
	"dsp"	"13"
	"playlooping"
	{
		"volume"	"0.35"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/shower1_amb.wav"
	}


	"playrandom"
	{
		"time"		"0.1, 0.2"
		"volume"	"0.05,0.1"
		"pitch"		"95,110"

		"rndwave"
		{
			"wave"	"ambient/areas/d2_depot/shower1_hit1.wav"
			"wave"	"ambient/areas/d2_depot/shower1_hit2.wav"
			"wave"	"ambient/areas/d2_depot/shower1_hit3.wav"
			"wave"	"ambient/areas/d2_depot/shower1_hit4.wav"
		}
		
	}

}





"d2_depot_admin1"
{
	"dsp"	"9"
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_amb.wav"
	}

}


"d2_depot_laundry"
{
	"dsp"	"18"
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/laundry_amb.wav"
	}



	// Machines
	"playlooping"
	{
		"volume"	"0.45"
		"wave"		"ambient/areas/d2_depot/laundry_machine1_amb.wav"
		"pitch"		"100"
		"attenuation"	"1 "
		"position"	"0"
	}

	"playrandom"
	{
		"time"		"0.5, 1"
		"volume"	"0.05, 0.15"
		"pitch"		"99,102"

		"rndwave"
		{

		"wave"		"ambient/areas/d2_depot/machine1_hit1.wav"
		"wave"		"ambient/areas/d2_depot/machine1_hit2.wav"


		}

		"attenuation"	"1"	
		"position"	"0"

	}







}


"d2_depot_laundry_small"
{
	"dsp"	"8"
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_cell_amb.wav"
	}

}



"d2_depot_laundry_tunnel"
{
	"dsp"	"5"
	"playlooping"
	{
		"volume"	"0.45"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/laundry_tunnel_amb.wav"
	}

}







"d2_depot_cellblock_quiet"
{
	"dsp"	"19"
	"playlooping"
	{
		"volume"	"0.25"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_amb.wav"
	}


	// Random sounds
	"playrandom"
	{
		"time"		"3,5"
		"volume"	"0.2,0.4"
		"pitch"		"90,110"
		"rndwave"
		{

			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion01.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion02.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion03.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion04.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion05.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion06.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion07.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion08.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion09.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion10.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion11.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion12.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion13.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion14.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion15.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/antlion/antlion16.wav"



			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat01.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat02.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat03.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat04.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat05.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat06.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat07.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat08.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat09.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat10.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat11.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combat/combat12.wav"

			"wave"	"ambient/areas/d2_depot/combat_far/combine/combine01.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combine/combine02.wav"
			"wave"	"ambient/areas/d2_depot/combat_far/combine/combine03.wav"



			"wave"	"ambient/areas/d2_depot/metal_rattle1.wav"

		}



		//"position"	"0"
		//"attenuation"	"3"
	}


}



"d2_depot_cellblock_quiet_cell"
{
	"dsp"	"17"
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_cell_amb.wav"
	}


	// Random sounds
	"playrandom"
	{
		"time"		"0.1, 0.1"
		"volume"	"0.5,1"
		"pitch"		"50,120"
		"rndwave"
		{
			//"wave"	"temp/soundscape_test/music_snippet1.wav"
			//"wave"	"temp/soundscape_test/music_snippet2.wav"
			//"wave"	"temp/soundscape_test/music_snippet3.wav"
			//"wave"	"temp/soundscape_test/music_snippet4.wav"
			//"wave"	"temp/soundscape_test/music_snippet5.wav"
			//"wave"	"temp/soundscape_test/music_snippet6.wav"
			//"wave"	"temp/soundscape_test/music_snippet7.wav"
			//"wave"	"temp/soundscape_test/music_snippet8.wav"
		}

		//"position"	"0"
		//"attenuation"	"3"
	}


}


"d2_depot_cellblock_medium"
{
	"dsp"	"10"
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_amb.wav"
	}


	// Random sounds
	"playrandom"
	{
		"time"		"0.1, 0.1"
		"volume"	"0.5,1"
		"pitch"		"50,120"
		"rndwave"
		{
			//"wave"	"temp/soundscape_test/music_snippet1.wav"
			//"wave"	"temp/soundscape_test/music_snippet2.wav"
			//"wave"	"temp/soundscape_test/music_snippet3.wav"
			//"wave"	"temp/soundscape_test/music_snippet4.wav"
			//"wave"	"temp/soundscape_test/music_snippet5.wav"
			//"wave"	"temp/soundscape_test/music_snippet6.wav"
			//"wave"	"temp/soundscape_test/music_snippet7.wav"
			//"wave"	"temp/soundscape_test/music_snippet8.wav"
		}

		//"position"	"0"
		//"attenuation"	"3"
	}


}

"d2_depot_cellblock_big"
{
	"dsp"	"19"
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_amb.wav"
	}


	// Random sounds
	"playrandom"
	{
		"time"		"0.1, 0.1"
		"volume"	"0.5,1"
		"pitch"		"50,120"
		"rndwave"
		{
			//"wave"	"temp/soundscape_test/music_snippet1.wav"
			//"wave"	"temp/soundscape_test/music_snippet2.wav"
			//"wave"	"temp/soundscape_test/music_snippet3.wav"
			//"wave"	"temp/soundscape_test/music_snippet4.wav"
			//"wave"	"temp/soundscape_test/music_snippet5.wav"
			//"wave"	"temp/soundscape_test/music_snippet6.wav"
			//"wave"	"temp/soundscape_test/music_snippet7.wav"
			//"wave"	"temp/soundscape_test/music_snippet8.wav"
		}

		//"position"	"0"
		//"attenuation"	"3"
	}


}




"d2_depot_cellblock_small"
{
	"dsp"	"17"
	"playlooping"
	{
		"volume"	"0.4"
		"pitch"		"100"
		"wave"		"ambient/areas/d2_depot/quiet_cellblock_amb.wav"
	}


	// Random sounds
	"playrandom"
	{
		"time"		"0.1, 0.1"
		"volume"	"0.5,1"
		"pitch"		"50,120"
		"rndwave"
		{
			//"wave"	"temp/soundscape_test/music_snippet1.wav"
			//"wave"	"temp/soundscape_test/music_snippet2.wav"
			//"wave"	"temp/soundscape_test/music_snippet3.wav"
			//"wave"	"temp/soundscape_test/music_snippet4.wav"
			//"wave"	"temp/soundscape_test/music_snippet5.wav"
			//"wave"	"temp/soundscape_test/music_snippet6.wav"
			//"wave"	"temp/soundscape_test/music_snippet7.wav"
			//"wave"	"temp/soundscape_test/music_snippet8.wav"
		}

		//"position"	"0"
		//"attenuation"	"3"
	}


}





// ***************** d1_town_01  *****************
// *******************************************************************************













// ******************   SOUNDSCAPE TEST  ***************************************


// No DSP, no ambients
"Nothing"
{
	"dsp"	"0"
}

"GenericIndoor"
{
	"dsp"	"1"
	"playlooping"
	{
		"volume"	"1"
		"pitch"		"100"
		"wave"		"ambient/areas/air_exchange/indoor2.wav"
	}
}

"GenericOutdoor"
{
	"dsp"	"19"
	"playlooping"
	{
		"volume"	"0.25"
		"wave"		"ambient/areas/air_exchange/indoor2.wav"
	}

	"playlooping"
	{
		"volume"	"0.15"
		"wave"		"ambient/areas/air_exchange/outdoor2.wav"
		"pitch"		"100"
		"position"	"0"
	}
	"playsoundscape"
	{
		"name"		"d2_depot_cellblock_medium"
		"volume"	"0.75"
		"position"	"2"
	}
	"playsoundscape"
	{
		"name"		"d2_depot_cellblock_medium"
		"volume"	"0.75"
		"position"	"2"
	}
}




"cabin"
{
	"dsp"	"17"
	"playlooping"
	{
		"volume"	"0.5"
		"pitch"		"100"
		"wave"		"temp/soundscape_test/cabin_ambience.wav"
	}

	




	// *** TEST TV ********
	"playsoundscape"
	{
		"name"		"test_tvset"
		"volume"	"1"
		"position"	"0"
	
	}







	
	// ** Tower sticking out of wall
	"playlooping"
	{
		"volume"	"0.6"
		"wave"		"temp/soundscape_test/cabin_wall.wav"
		"pitch"		"100"
		"attenuation"	"2"
		"position"	"1"
	}






	
	// Random Sounds for Wall
	"playrandom"
	{
		// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
		// every 0.5 to 2 seconds
		"time"		"1,4"

		// at a volume of 0.25 to 0.25
		"volume"	"0.5,0.8"

		// at a pitch of 90 to 100
		"pitch"		"80,120"

		// play one of these .wav files randomly each time
		"rndwave"
		{
			"wave"	"temp/soundscape_test/wall1.wav"
			"wave"	"temp/soundscape_test/wall2.wav"
			"wave"	"temp/soundscape_test/wall3.wav"
			"wave"	"temp/soundscape_test/wall4.wav"
		}
		
		// omit position for ambient sounds
		"position"	"1"
		// only required if "position" is present
		"attenuation"	"2"
	}



}



"cabin_outdoor"
{
	"dsp"	"20"
	"playlooping"
	{
		"volume"	"1"
		"pitch"		"100"
		"wave"		"temp/soundscape_test/outdoor.wav"
	}

	"playrandom"
	{
		// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
		// every 0.5 to 2 seconds
		"time"		"0.1, 0.1"

		// at a volume of 0.25 to 0.25
		"volume"	"0.5,1"

		// at a pitch of 90 to 100
		"pitch"		"50,120"

		// play one of these .wav files randomly each time
		"rndwave"
		{
			"wave"	"temp/soundscape_test/music_snippet1.wav"
			"wave"	"temp/soundscape_test/music_snippet2.wav"
			//"wave"	"temp/soundscape_test/music_snippet3.wav"
			//"wave"	"temp/soundscape_test/music_snippet4.wav"
			//"wave"	"temp/soundscape_test/music_snippet5.wav"
			//"wave"	"temp/soundscape_test/music_snippet6.wav"
			//"wave"	"temp/soundscape_test/music_snippet7.wav"
			//"wave"	"temp/soundscape_test/music_snippet8.wav"
		}
		

	}

}







"test_tvset"
{
	"dsp"	"1"
	"playlooping"
	{
		"volume"	"0.15"
		"pitch"		"100"

		"wave"		"temp/soundscape_test/tv_music.wav"
		"position"	"0"
		"attenuation"	"2"

	}


	"playrandom"
	{
		"time"		"0.1, 0.3"
		"volume"	"0.1,0.15"
		"pitch"		"95,105"
		"attenuation"	"2"
		"position"	"0"

		"rndwave"
		{
			"wave"	"temp/soundscape_test/music_snippet1.wav"
			"wave"	"temp/soundscape_test/music_snippet2.wav"
			"wave"	"temp/soundscape_test/music_snippet3.wav"

		}
		
	}


}
// *******************************************************************************
// ***************** Kleiner's Lab *****************
//used in d1_trainstation_05 and d3_(Kleiner's lab)

"K_lab.LabSounds"
{
	"dsp"	"17"

//	"playlooping"
//	{
//		"volume"	"0.5"
//		"pitch"		"100"
//		"attenuation"	"0"
//		"wave"		"#music/HL2_song10.mp3"
//		"suppress_on_restore"	"1" // don't restart this sound if loading a saved game
//	}

	// position0 - goo tubes
	"playlooping"
	{
		"volume"	"0.1"
		"wave"	"C17/city_beacon_loop1.wav"
		"pitch"		"120"
		"attenuation"	"0.7"
		"position"	"0"
	}

	"playlooping"
	{
		"volume"	"0.1"
		"wave"	"C17/city_ventpump_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0.7"
		"position"	"0"
	}

	// position1 - computers on desk
	"playlooping"
	{
		"volume"	"0.1"
		"wave"		"ambient/lab_loop1.wav"
		"pitch"		"100"
		"attenuation"	"0.7"
		"position"	"1"
	}
		
}








// ********************************************************************************