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"
}
}
// ********************************************************************************