List of CS:GO Soundscapes
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Here is a list of soundscapes for use in Counter-Strike: Global Offensive. 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. Some sounds that are prominent when you use the playsoundscape
command may not be so overbearing in a custom soundscape.
Preview videos of these soundscapes can be found here (1), here (2), here (3), and here (4).
Generic and Test
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
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 | No DSP, no ambients. | |||
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. |
Assault
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
assault.outside | Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.inside | Continual industrial hum, occasional noise of gas in machinery. | |||
assault.vents_distant | Continual low pitch rumble. | |||
assault.flies | The buzzing of flies. | |||
assault.steamvent | Continual low pitch rush of steam with drips. | |||
assault.industrial1 | Continual sound of machinery operating interspersed with louder machine noises. | |||
assault.industrial2 | Continual sound of machinery operating interspersed with gas venting noises. | |||
assault.industrial3 | Continual industrial rumble interspersed with rattles & squeaks. | |||
assault.industrial4 | Continual throb of machinery. | |||
assault.powerline | Continual electrical hum | |||
assault.fan | Continual fan running. | |||
assault.humminglight | Continual electrical hum. | |||
assault.acunit | Continual rumble of machinery. | |||
assault.acunit_alt | Sound of machinery starting up, running then shutting down. | |||
assault.uppertracks | Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.rourkestreet | Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.stephenst | Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.ctalley | Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.talley | Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.building | Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.parking | Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. | |||
assault.ware | Continual electrical hum & low pitch white noise, occasional machinery noises. | |||
assault.hroom | Continual electrical hum & higher pitch white noise. | |||
assault.vents | Continual industrial rumble, occasional creaking and machinery noise. | |||
assault.roof | Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles. |
Aztec
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
aztec.outdoors_e3 | Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises. | |||
aztec.outdoors | Very similar to aztec.outdoors_e3 but slightly quieter and with the faint drone of an engine or generator.
|
|||
aztec.indoors | Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum. | |||
aztec.indoors_river | The similar to aztec.indoors but with churning water and without the electrical hum.
|
|||
aztec.outdoors_river | Similar to aztec.outdoors with additional churning water, creaking timbers and a steady electrical hum.
|
|||
coopcementplant.rain1 | Light rain and occasional thunder. | |||
coopcementplant.rain2 | Slightly louder light rain. | |||
coopcementplant.rain3 | Moderate rain. | |||
coopcementplant.rain4 | Heavy rain. |
Baggage
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
baggage.indoors_main | Quiet droning tone, occasional echoing metal creaks. | |||
baggage.indoors_lower_level_01 | Quiet droning tone, occasional metal stressing. | |||
baggage.indoors_lower_level_02 | Quiet droning tone, occasional echoing metal creaks. | |||
baggage.counterterror_spawn | Quiet droning tone, occasional metal stressing. | |||
baggage.terror_spawn | Quiet droning tone, occasional windgusts. | |||
baggage.hallway_terror_spawn | Quiet droning tone, occasional echoing metal creaks. | |||
baggage.hallway_counterterror_spawn | Almost identical to the above, except for slight volume differences. | |||
baggage.hallway_01 | Quiet droning tone, occasional metal stressing. | |||
baggage.hallway_02 | Quiet droning tone, occasional echoing metal creaks. | |||
baggage.hallway_03 | Quiet droning tone, occasional metal stressing. | |||
baggage.hallway_04 | Identical to "baggage.hallway_02". | |||
baggage.hallway_05 | Identical to "baggage.hallway_03", except for a different DSP value (5 -> 6). | |||
baggage.hallway_06 | Identical to "baggage.hallway_04", except for a different DSP value (5 -> 6). | |||
baggage.hallway_07 | Quiet droning tone, occasional metal stressing. | |||
baggage.hallway_08 | Quiet droning tone, occasional echoing metal creaks. | |||
baggage.hallway_09 | Quiet droning tone, occasional metal stressing. | |||
baggage.hallway_10 | Quiet droning tone, occasional echoing metal creaks. |
Bank
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
bank.outdoors_01 | ||||
bank.outdoors_02 | ||||
bank.outdoors_03 | ||||
bank.outdoors_04 | ||||
bank.outdoors_05 | ||||
bank.outdoors_06 | ||||
bank.outdoors_07 | ||||
bank.outdoors_08 | ||||
bank.outdoors_09 | ||||
bank.outdoors_10 | ||||
bank.outdoors_11 | ||||
bank.outdoors_12 | ||||
bank.outdoors_13 | ||||
bank.outdoors_14 | ||||
bank.indoors_01 | ||||
bank.indoors_02 | ||||
bank.indoors_03 | ||||
bank.indoors_04 | ||||
bank.indoors_05 | ||||
bank.indoors_06 | ||||
bank.indoors_07 | ||||
bank.indoors_08 | ||||
bank.indoors_09 | ||||
bank.indoors_10 | ||||
bank.indoors_11 | ||||
bank.indoors_12 |
Boathouse
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
boathouse.dock | ||||
boathouse.ext | ||||
boathouse.int | ||||
boathouse.boat.int |
Canals
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
canals.Outside | Generic outdoors ambience. Uses various sounds such as a bell or light traffic sounds that utilize a world origin point. | |||
canals.CTStart | ||||
canals.CT_Lower | ||||
canals.Water_CT | ||||
canals.ABomb | ||||
canals.ABomb_Back | ||||
canals.Shop | ||||
canals.Arch | ||||
canals.Garden | ||||
canals.TMain | ||||
canals.TStart_Interior | ||||
canals.TStart_Exterior | ||||
canals.TSide_Upper | ||||
canals.Ivy | ||||
canals.Stairwell | ||||
canals.BBomb | ||||
canals.Lobby | ||||
canals.Water | ||||
canals.WaterPoints | ||||
canals.Balcony | ||||
canals.Window | ||||
canals.Courtyard | ||||
canals.Windows | ||||
canals.Tunnel_Stairs | ||||
canals.Tunnels | ||||
canals.Short |
Cbble
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
cbble.indoors | A low rumble of wind / white noise with the occasional sound of shifting earth / shale. | |||
cbble.under | A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. | |||
cbble.outdoors1 | A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow. | |||
cbble.outdoors2 | Very similar to cbble.outdoors1 with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.
|
Cementplant
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
coopcementplant.missionselect_blank | Empty soundscape. | |||
coopcementplant.outside | Truck, factory and insect-like sounds utilizing world origin points. | |||
coopcementplant.drainage_pipe | Tunnel-like windy ambience, occasional flies buzzing, moderate rain coming from a world origin point. | |||
coopcementplant.drainage_bigroom | Tunnel-like windy ambience, light rain, occasional flies buzzing, moderate rain sounds utilizing world origin points. | |||
coopcementplant.drainage_stairs | Quiet droning tone, faint water dripping, moderate rain sounds utilizing world origin points. | |||
coopcementplant.forest_tower | Quiet droning tone, trees swaying, insect-like sounds. | |||
coopcementplant.forest_dawn | Loud noises of trees swaying, continuous and occasional birdsong. | |||
coopcementplant.forest_night | Moderate noises of trees swaying, insect-like sounds. | |||
coopcementplant.entrance | Moderate noises of trees swaying, wind blowing. | |||
coopcementplant.factory_outside_1 | Moderate noises of trees swaying, wind blowing, occasional windgusts and truck noises. | |||
coopcementplant.factory_outside_1b | Identical to "coopcementplant.factory_outside_1". | |||
coopcementplant.factory_outside_3 | Identical to "coopcementplant.factory_outside_1". | |||
coopcementplant.dock_outside | Wind blowing, faint continuous and occasional birdsong, sound of waves coming from a world origin point. | |||
coopcementplant.dock_under | Water lapping, faint continuous birdsong, nigh-inaudible occasional rodent noises. | |||
coopcementplant.truck_fillup | Moderate droning tone. | |||
coopcementplant.sniper_alley | Quiet droning tone, occasional echoing metal creaks. | |||
coopcementplant.sniperalley_rain_light | Quiet droning tone and light rain, additional rain sounds utilizing world origin points. | |||
coopcementplant.tents_exterior | Quiet droning tone, faint outdoor ambience, electrical light humming sounds utilizing world origin points. | |||
coopcementplant.tents_interior | Quiet droning tone. Electrical light humming, pipe noises and factory sounds utilizing world origin points. | |||
coopcementplant.hostage_storage | Quiet droning tone. | |||
coopcementplant.dock_apc_garage | Quiet droning tone, occasional pipe noises and echoing metal creaks. | |||
coopcementplant.vent | Windy droning tone, occasional pipe noises and metal straining. | |||
coopcementplant.clinker_room | Quiet droning tone, moderate rain pouring on a metal roof, occasional echoing metal creaks, machinery noise coming from a world origin point. | |||
coopcementplant.pcroom_inside_rain_light | Quiet droning tone, moderate rain pouring on a metal roof. | |||
coopcementplant.factory_outside_rain_med | Outside ambience with moderate rain and occasional thunder, machinery noise coming from a world origin point. | |||
coopcementplant.factory_outside_rain_heavy | Outside ambience with heavy rain and occasional thunder. | |||
coopcementplant.factory_outside_rain_heaviest | Outside ambience with moderate rain, wind blowing and occasional windgusts. | |||
coopcementplant.MissionSelect_TechRoom | Quiet computer-like droning tone. | |||
coopcementplant.MissionSelect_M1 | Identical to "coopcementplant.forest_night", except with an extra sound position. | 0 | Loud helicopter noise. | |
coopcementplant.MissionSelect_M3 | Identical to "coopcementplant.dock_outside", except with an extra sound position. | 0 | APC engine humming. |
Chateau
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
chateau.indoor | Continual white noise with occasional creaks. | |||
chateau.outdoor | Continual white noise with occasional sounds of shifting earth / shale, birdsong and distant planes overhead. | |||
chateau.water | Continual white noise with churning water, occasional sounds of shifting earth / shale, birdsong and distant planes overhead. | 0 | Metallic clangs at the front gate. | |
chateau.water_enc | A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale. |
Compound
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
compound.outdoora | No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs. | |||
compound.indoora | Continual low white noise, steady electrical hum and buzzing flies. Occasional sounds of gas inside machinery. |
Dust
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
dust.Indoors | Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. | |||
dust.Outdoors1 | Continual rush of wind and stringed instruments playing. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again. | |||
dust.Outdoors2 | Continual rush of wind and Drums playing. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. |
Dust 2
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
dust2.indoors | Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. | |||
dust2.outdoors | Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. |
Dust 2 (new)
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
dust2_new.indoors | ||||
dust2_new.outdoors | ||||
dust2_new.BBomb | ||||
dust2_new.BDoors | ||||
dust2_new.MidDoors | ||||
dust2_new.ctstart | ||||
dust2_new.ABomb | ||||
dust2_new.LongA | ||||
dust2_new.UnderA | ||||
dust2_new.ShortStairs | ||||
dust2_new.MidDoors | ||||
dust2_new.Middle | ||||
dust2_new.lowertunnel | ||||
dust2_new.UpperTunnel | ||||
dust2_new.OutsideTunnel | ||||
dust2_new.TopMid | ||||
dust2_new.LongTunnel | ||||
dust2_new.LongDoors | ||||
dust2_new.OutsideLong | ||||
dust2_new.topmidtunnel | ||||
dust2_new.TStart |
Havana
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
havana.indoors | Continual low white noise, occasional sounds of creaking and barking dogs. | |||
havana.outdoors | Similar to havana.indoors with additional occasional knocks, bangs and radio transmissions.
|
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wood_scape |
House
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
de.house.ctspwan | Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point. | |||
de.house.tspawn | Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point. | |||
de.house.ext | Trees swaying, continuous and occasional birdsong, nigh-inaudible planes overhead. | |||
de.house.int | Quiet droning tone, faint birdsong. |
Inferno
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
inferno.Outside | Continual city white noise. | |||
inferno.Inside | Continual low pitch white noise with occasional bird tweets and tree swaying. | |||
inferno.LightbulbHum | Electrical hum. | |||
inferno.RefrigeratorHum | A Refrigerator starting up, running & shutting down. | |||
inferno.CeilingFan | Electrical hum and squeaking. | |||
inferno.AngryDog | Noise of a chain, scratching and growling. | |||
inferno.Cricket | Chirping Cricket. | |||
inferno.Birds | Occasional bird calls. | |||
inferno.Pigeons | Cooing of Pigeons. | |||
inferno.TSpawn | Continual city white noise, flowing water and birdsong. | |||
inferno.FarBackCorner | Continual city white noise and occasional bird song. | |||
inferno.BackAlley | Continual city white noise and muffled music. | |||
inferno.TSpawnHall | Continual low white noise, electrical hum and Cricket chirp. | |||
inferno.BellTowerArea | Continual city white noise and occasional bird song. | |||
inferno.LowerApartment | Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down. | |||
inferno.UpperApartment | Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down. | |||
inferno.BridgeApartment | Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down. | |||
inferno.BackHall | Continual low white noise & electrical hum. | |||
inferno.BalconyAlley | Continual city white noise & birdsong. | |||
inferno.ApartmentHalls | Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down. | |||
inferno.SniperBalcony | Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down. | |||
inferno.BackBalcony | Continual city white noise and occasionally the sound of bird song and an angry dog. | |||
inferno.MiddleAlley | Continual electrical hum and some Pigeons. | |||
inferno.CrawlAlley | Continual low white noise and a Cricket chirping. | |||
inferno.CrawlTunnel | Low white noise. | |||
inferno.BombsiteB | Continual city white noise and birdsong. | |||
inferno.CTApartment | Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down. | |||
inferno.BombsiteBTunnel | Low white noise. | |||
inferno.DogBarkingInside | The sound of a dog barking in an enclosed space. | |||
inferno.CTTunnel | Low white noise and inferno.DogBarkingInside.
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inferno.CTSpawn | Continual sound of an engine running*, birdsong and water drips*. | |||
inferno.TheRuins | Continual howl of wind, occasion wind gusts. | |||
inferno.BombsiteA | Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving. | |||
inferno.ColumnAlley | Continual music playing and Pigeons cooing. |
Inferno (new)
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
inferno_new.Outside | ||||
inferno_new.Inside | ||||
inferno_new.CeilingFan | Series of squeaking and an electrical hum. | |||
inferno.RefrigeratorHum | A Refrigerator starting up, running & shutting down. | |||
inferno_new.AngryDog | ||||
inferno_new.Cricket | Chirping Cricket. | |||
inferno_new.Birds | Occasional bird calls. | |||
inferno_new.Pigeons | Cooing of Pigeons. | |||
inferno_new.TSpawn | 0 | Birds chirping. | ||
1 | Birds chirping | |||
2 | Water wheel sound. | |||
4 | Cricket chirping. | |||
5 | Flamenco music. | |||
inferno_new.CrawlTunnel | ||||
inferno_new.BombsiteA | 1 | Birds chirping. | ||
2 | Birds chirping. | |||
5 | Cricket chirping. | |||
inferno_new.CTSpawn | 0 | Birds chirping. | ||
1 | APC noises. | |||
2 | Distant dripping sounds. | |||
3 | Latin music. | |||
4 | Birds chirping. | |||
5 | Cricket chirping. | |||
inferno_new.Church | 0 | Church ambience. | ||
inferno_new.BombsiteB | 0 | Horse sounds. | ||
1 | Birds chirping. | |||
2 | Water stream ambience. | |||
3 | Cricket chirping. | |||
inferno_new.Banana | ||||
inferno_new.Mid | 0 | Birds chirping. | ||
1 | Cricket chirping. | |||
inferno_new.AltMid | 0 | Birds chirping. | ||
1 | Birds chirping. | |||
4 | Cricket chirping. | |||
5 | Faded radio music. | |||
inferno_new.TApp | 0 | Ceiling fan. | ||
1 | Fridge. | |||
inferno.ApartmentA | 0 | Ceiling fan. | ||
1 | Gas noises. | |||
2 | Angry dog barking. |
Island
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
island.generic | Windy ambience with birdsong. Uses the following subscape(s): "substations". | |||
island.forest | A subscape. Cyclically plays the easter egg audio message at a world origin point. | |||
island.elevation | Windy ambience with birdsong, occasional windgusts and planes overhead. | |||
substations | A subscape. Several machine humming noises utilizing world origin points. | |||
bridge | A subscape. Metal clangs and wood creaks utilizing world origin points. | |||
metal.stress | A subscape. Metal creaks utilizing world origin points. | |||
island.outside.forest.high | Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees". | |||
island.outside.forest.low | Windy ambience with tree creaks and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations". | |||
island.outside.barren | Strong windy ambience with faint birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "trees". | |||
island.outside.buildings | Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "substations", "wateredge". | |||
island.outside.coast | Shoreline ambience with occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations", "wateredge". | |||
island.inside.bunker | Quiet droning tone with occasional rumble-like noises. | |||
island.inside.caves | Quiet droning tone with faint tree creaks and wind. | |||
island.inside.house | Quiet droning tone with nigh-inaudible birdsong and occasional wood creaks. Uses the following subscape(s): "island.forest". | |||
island.inside.shack | Quiet droning tone with occasional wood creaks. | |||
island.inside.hanger | Quiet droning tone. | |||
island.inside.crawlspace | Quiet droning tone, occasional rat noises and wood creaks, faint hostage breathing sound. | |||
trees | A subscape. Occasional tree creaking/rustling and cicada noises utilizing world origin points. | |||
wateredge | A subscape. Occasional shoreline water lapping utilizing world origin points. |
Italy
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
italy.indoor | Continual low white noise, occasional creaks. | |||
italy.indoor_b | Continual low wind white noise, occasional creaks. | |||
italy.indoor_t | Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking. | |||
italy.outdoors | Continual low wind white noise and a piano playing. Occasional creaks, knocks, sound of planes overhead and dogs barking. | |||
wood_scape |
Militia
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
militia.Outside | ||||
militia.OutsideWinter | ||||
militia.OutsideOnRoof | ||||
militia.TunnelTone | ||||
militia.Inside | ||||
militia.LightbulbHum | ||||
militia.FluorescentLightHum | ||||
militia.FluorescentLightHum2 | ||||
militia.RefrigeratorHum | ||||
militia.CeilingFan | ||||
militia.Cricket | ||||
militia.Rodent | ||||
militia.Birds | ||||
militia.CTSpawn | ||||
militia.Bridge | ||||
militia.FrontRoad | ||||
militia.Creek | ||||
militia.Sewer | ||||
militia.Dugtunnel | ||||
militia.Cellarconnector | ||||
militia.TunnelBreach | ||||
militia.UnderTheShed | ||||
militia.Shed | ||||
militia.Backyard | ||||
militia.SideYard | ||||
militia.FrontYard | ||||
militia.FirstFloor | ||||
militia.Kitchen | ||||
militia.Garage | ||||
militia.GarageAttic | ||||
militia.SiloAddon | ||||
militia.TractorGarage | ||||
militia.Bedroom | ||||
militia.Bathroom | ||||
militia.Upstairs | ||||
militia.FrontRoom | ||||
militia.Roof |
Mill
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
mill.Outside | Trees swaying, occasional sounds of seagulls and tropical birds. | |||
mill.inside | Droning tone, occasional echoing metal creaks/noises, steam and water dripping coming from world origin points. | |||
millport.LightHum2 | Identical to "port.LightHum2". | |||
millport.MetalStress | Identical to "port.MetalStress". | |||
mill.TSpawn | Identical to "port.TSpawn". | |||
millport.TankFarmRoad | Identical to "port.TankFarmRoad". | |||
millport.TankFarm | Identical to "port.TankFarm". | |||
millport.Pier | Identical to "port.Pier". | |||
millport.AroundTheWarehouse | Identical to "port.AroundTheWarehouse". | |||
millport.Warehouse | Identical to "port.Warehouse". | |||
millport.TunnelTone | Identical to "port.TunnelTone". | |||
millport.WarehouseTunnel | Identical to "port.WarehouseTunnel". | |||
millport.TunnelA3 | Identical to "port.TunnelA3". | |||
millport.TunnelA2 | Identical to "port.TunnelA2". | |||
millport.TunnelA1 | Identical to "port.TunnelA1". | |||
millport.Docks | Identical to "port.Docks". | |||
millport.Ship | Identical to "port.Ship". |
Mirage
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
Mirage.Outside.Generic | ||||
Mirage.Outside.CTSpawn | ||||
Mirage.Outside.Alley | ||||
Mirage.Outside.Palace | ||||
Mirage.Outside.Palace_alley_01 | ||||
Mirage.Inside.Shop | ||||
Mirage.Inside.Tunnel | ||||
Mirage.Inside.Quiet | ||||
Mirage.Inside.Quiet_02 | ||||
Mirage.Inside.Quiet_03 | ||||
Mirage.Inside.Quiet_04 | ||||
Mirage.Inside.Quiet_05 | ||||
Mirage.Inside.Quiet_06 | ||||
mirage_suite_01 | ||||
Mirage.Inside.Apartment |
Monestary
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
sndsc_ct_spawn_01 | ||||
sndsc_ct_spawn_02 | ||||
sndsc_ct_spawn_03 | ||||
sndsc_ct_spawn_04 | ||||
sndsc_ct_spawn_05 | ||||
sndsc_ct_spawn_06 | ||||
sndsc_t_spawn_01 | ||||
sndsc_t_spawn_02 | ||||
sndsc_t_spawn_03 | ||||
sndsc_t_spawn_04 | ||||
sndsc_t_spawn_05 | ||||
sndsc_t_spawn_06 | ||||
sndsc_indoor | ||||
sndsc_indoor_open | ||||
sndsc_outdoor |
Nuke (legacy)
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
nuke.outside | ||||
nuke.roof | ||||
nuke.inside | ||||
nuke.flies | ||||
nuke.tank | ||||
nuke.light | ||||
nuke.ac | ||||
nuke.acloop | ||||
nuke.cricket | ||||
nuke.transformer | ||||
nuke.transformerlrg | ||||
nuke.birds | ||||
nuke.pigeons | ||||
nuke.drips | ||||
nuke.ctspawn | ||||
nuke.ctcourtyard | ||||
nuke.ctalley | ||||
nuke.middle | ||||
nuke.tentrance | ||||
nuke.talley | ||||
nuke.tspawn | ||||
nuke.warehouse | ||||
nuke.catwalk | ||||
nuke.troof | ||||
nuke.ctinside | ||||
nuke.ramproom | ||||
nuke.tinside | ||||
nuke.computerroom | ||||
nuke.abomb | ||||
nuke.vents | ||||
nuke.bbomb | ||||
nuke.tunnelentrance | ||||
nuke.generatorroom | ||||
nuke.tunnel |
Nuke (new)
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
nuke.outside | ||||
nuke.roof | ||||
nuke.inside | ||||
nuke.flies | ||||
nuke.light | ||||
nuke.substation1 | ||||
nuke.substation2 | ||||
nuke.ctspawn | ||||
nuke.ctcourtyard | ||||
nuke.ctalley | ||||
nuke.middle | ||||
nuke.tentrance | ||||
nuke.talley | ||||
nuke.tspawn | ||||
nuke.warehouse | ||||
nuke.catwalk | ||||
nuke.troof | ||||
nuke.ctinside | ||||
nuke.ramproom | ||||
nuke.tinside | ||||
nuke.computerroom | ||||
nuke.abomb | ||||
nuke.vents | ||||
nuke.bbomb | ||||
nuke.generatorroom | ||||
nuke.tunnel |
Office
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
office.indoor_garage_01 | Moderate droning tone. Steam noise coming from a world origin point. | |||
office.indoor_garage_02 | Moderate droning tone. Quieter steam noise coming from the same world origin point as above. | |||
office.indoor_ct_spawn | Moderate droning tone. Sounds of air vent humming and water dripping utilizing world origin points. | |||
office.indoor_t_spawn | Quiet droning tone. | |||
office.indoor_proj | Quiet droning tone. Office projector noise coming from a world origin point. | |||
office.indoor_breakroom | Quiet droning tone. | |||
office.indoor_storeroom | Quiet droning tone, more prominent electrical humming. | |||
office.indoor_reception | Quiet droning tone. | |||
office.indoor_hallway_01 | Quiet droning tone. | |||
office.indoor_hallway_02 | Quiet droning tone. Occasional moving elevator sounds coming from a world origin point. | |||
office.indoor_hallway_03 | Quiet droning tone. | |||
office.indoor_hallway_04 | Quiet droning tone. | |||
office.indoor_tickets | Quiet droning tone, faint outdoor ambience. | |||
office.indoor_elevator_lobby | Quiet droning tone. | |||
office.indoor_hallway_05 | Quiet droning tone. | |||
office.indoor_hallway_06 | Quiet droning tone. | |||
office.indoor_hallway_07 | Quiet droning tone. | |||
office.indoor_hallway_08 | Quiet droning tone. | |||
office.indoor_main_01 | Quiet droning tone. | |||
office.indoor_main_02 | Identical to "office.indoor_main_01". | |||
office.indoor_loading_dock | Moderate droning tone. Steam noise coming from a world origin point. | |||
office.outdoor_01 | Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point. | |||
office.outdoor_01b | Outdoor ambience with multiple quiet droning tones and faint wind. | |||
office.outdoor_01c | Identical to "office.outdoor_01", except for a different DSP value (21 -> 20). | |||
office.outdoor_02 | Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point. | |||
office.outdoor_02b | Mostly identical to "office.outdoor_02", except without flag-related sounds. | |||
office.indoor_loading_hall | Quiet droning tone, faint wind. | |||
office.indoor_stairway | Quiet droning tone. Steam noise and water dripping utilizing world origin points. | |||
office.indoor_security | Quiet droning tone. | |||
office.indoor_security_02 | Slightly different quiet droning tone. | |||
office.indoor_side_stairs_01 | Moderate droning tone, faint outdoor ambience. | |||
office.indoor_side_stairs_02 | Moderate droning tone, fluorescent humming noise coming from a world origin point. | |||
office.indoor_side_entrance | Moderate droning tone, faint outdoor ambience. | |||
office.indoor_sneaky | Moderate droning tone, faint outdoor ambience. Pipe and gas noises utilizing world origin points. | |||
office.outdoor_sneaky | Identical to "office.outdoor_01", except for a different DSP value (21 -> 19). | |||
office.outdoor_sneaky_ladder | Identical to "office.outdoor_02b". |
Overpass
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
overpass.Inside | Quiet droning tone. Occasional sounds of metal stressing, pipe noises. | |||
overpass.Inside.TSide | Smilar to "overpass.Inside". | |||
overpass.Birds | A subscape. Occasional birdsong. | |||
overpass.Traffic | A subscape. Occasional traffic noises. | |||
overpass.Airplanes | A subscape. Occasional planes flying by. | |||
overpass.CTSpawn | Quiet droning tone. | |||
overpass.TSpawn | Quiet droning tone. | |||
overpass.Canal.Water | Quiet droning tone, occasional rat noises and flies buzzing. Sounds of running water utilizing world origin points. | |||
overpass.Canal.Water.Tunnel | Tunnel-like wind blowing, occasional flies buzzing. Sound of running water coming from a world origin point. | |||
overpass.Canal | Quiet droning tone, occasional flies buzzing. | |||
overpass.Park | Trees swaying, occasional birdsong and flies buzzing. | |||
overpass.Park.Fountain | Mostly identical to "overpass.Park". | |||
overpass.Park.Toilet | Quieter sound of trees swaying. |
Piranesi
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
piranesi.indoor | ||||
piranesi.outdoor |
Port
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
port.Outside | ||||
port.LightHum | ||||
port.LightHum2 | ||||
port.MetalStress | ||||
port.TSpawn | ||||
port.TankFarmRoad | ||||
port.TankFarm | ||||
port.Pier | ||||
port.AroundTheWarehouse | ||||
port.Warehouse | ||||
port.TunnelTone | ||||
port.WarehouseTunnel | ||||
port.TunnelA3 | ||||
port.TunnelA2 | ||||
port.TunnelA1 | ||||
port.Docks | ||||
port.Ship |
Prodigy
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
prodigy.computers | ||||
prodigy.vents | ||||
prodigy.tunnels | ||||
prodigy.outside | ||||
prodigy.hangar |
Rialto
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
rialto.Outside | ||||
rialto.Inside | ||||
rialto.Tunnel |
Shacks
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
shacks.ext | ||||
shacks.ext_flag | ||||
shacks.ext_t_spawn | ||||
shacks.ext_water | ||||
shacks.ext_steam | ||||
shack.int |
Shoots
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
shoots.outdoors | ||||
shoots.indoors |
Train
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
train.Outside | ||||
train.Dumpster | ||||
train.Traffic | ||||
train.Tank1 | ||||
train.Tank2 | ||||
train.BombTarget | ||||
train.Birds | ||||
train.TSpawn | ||||
train.TWalkway | ||||
train.twalkway_02 | ||||
train.BackAlley | ||||
train.BackCorner | ||||
train.SideAlley | ||||
train.CourtyardA | ||||
train.courtyarda_02 | ||||
train.BombsiteA | ||||
train.CTSpawn | ||||
train.BombsiteBCatwalk | ||||
train.catwalk | ||||
train.BombsiteB | ||||
train.BackHall | ||||
train.BrickRoom | ||||
train.brickroom_entrance | ||||
train.Restroom | ||||
train.LockerRoom | ||||
train.BreakRoom | ||||
train.SniperNest | ||||
train.Middle |
Train (new)
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
train_new.Outside | Wind blowing and trees swaying. Occasional windgusts, sounds of trains passing in the distance, truck noises and overhead planes. | |||
train_new.Outside_TSpawn | Same as above. | |||
train_new.Outside_CTSpawn | Same as above. | |||
train_new.Warehouse | Quiet droning tone, echoing metal creaks. | |||
train_new.InteriorGeneric | Faint droning tone, nigh-inaudible trains passing in the distance. | |||
train_new.Breakroom | Faint droning tone. | |||
train_new.Showers | Louder faint droning tone. | |||
train_new.Outside_Ivy | Same as "train_new.Outside". | |||
train_new.OfficeRoom | Faint droning tone with nigh-inaudible tree swaying. | |||
train_new.TechRoom | Quiet computer-like droning tone. | |||
train_new.Alley | Factory noises. |
Training
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
training.intro | Trees swaying, occasional birdsong. Electrical humming coming from a world origin point. | |||
training.outdoor_transition_01 | Trees swaying with additional woodland tone. Occasional birdsong and aircraft sounds. | |||
training.headshot | Mostly identical to "training.outdoor_transition_01", except without aircraft sounds. Electrical humming coming from the same world origin point as in "training.intro". | |||
training.outdoor_transition_02 | Mostly identical to "training.outdoor_transition_01". | |||
training.outdoor_transition_03 | Mostly identical to "training.outdoor_transition_01". | |||
training.outdoor_transition_04 | Mostly identical to "training.outdoor_transition_01", except with electrical humming coming from a world origin point. | |||
training.outdoor_transition_05 | Mostly identical to "training.outdoor_transition_01". | |||
training.reactiontime_intro | Trees swaying, quiet droning tone. Fluorescent light humming coming from a world origin point. | |||
training.reactiontime | Continuous faint birdsong, quiet droning tone, nigh-inaudible gas hissing. Electrical humming coming from a world origin point. | |||
training.reactiontime_exit_a | Similar to above, except without gas hissing and with fluorescent light humming coming from a world origin point. | |||
training.reactiontime_exit | Trees swaying. Fluorescent light humming coming from a world origin point. | |||
training.final_01 | Continuous faint birdsong, quiet droning tone. Fluorescent light humming utilizing world origin points. | |||
training.final_02 | Continuous faint birdsong, quiet woodland tone. Electrical humming utilizing world origin points. | |||
training.outdoor_transition_06 | Similar to "training.outdoor_transition_04". | |||
training.outdoor_transition_07 | Mostly identical to "training.outdoor_transition_01". | |||
training.final_03 | Mostly identical to "training.outdoor_transition_01". | |||
training.final_04 | Mostly identical to "training.outdoor_transition_01". | |||
training.final_05 | Continuous birdsong. | |||
training.final_finishline | Similar to "training.outdoor_transition_04". |
Vertigo
Name | Description | Position Number | Position Origin | Location Description |
---|---|---|---|---|
vertigo.edges | Windy ambience with occasional windgusts, metal clangs/noises, planes and city traffic/activity. | |||
vertigo.roof | Same as "vertigo.edges", with louder and more frequent sounds, plus an occasional helicopter noise. | |||
vertigo.inside | Windy tunnel-like ambience. | |||
vertigo.insulated | Similar to above, slightly more enclosed. | |||
vertigo.flies | A subscape. Used for flies buzzing at construction dumpsters. | |||
vertigo.light | A subscape. Continuous fluorescent light humming. | |||
vertigo.transformer | A subscape. Continuous electrical humming. | |||
vertigo.generator | A subscape. Continuous diesel engine humming. | |||
vertigo.ctspawn | Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.generator". | |||
vertigo.scaffolding | Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light". | |||
vertigo.ceilingtile | Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light". | |||
vertigo.stairs | Same as "vertigo.edges". Uses the following subscape(s): "vertigo.transformer", "vertigo.generator". | |||
vertigo.stairsbase | Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator". | |||
vertigo.tspawninside | Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light", "vertigo.transformer". | |||
vertigo.tspawn | Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.transformer", "vertigo.generator". | |||
vertigo.tspawngenerator | Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator", "vertigo.light", "vertigo.transformer". | |||
vertigo.ramp | Same as "vertigo.roof". Uses the following subscape(s): "vertigo.generator". | |||
vertigo.cthole | Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light". | |||
vertigo.thole | Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light". | |||
vertigo.bombb | Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator". |
|