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List of BMS Soundscapes

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Below is a list of (Unknown) soundscapes for use in Black Mesa Black Mesa, but with building blocks is (Unknown) soundscapes. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. While they should work without problems in-game, they generally aren't nearly as varied or deep as the resulting composites. Others have positional sounds which will be played at certain locations specified in the env_soundscape entity's properties. If these locations are not given, the sounds will not be heard.

Note.pngNote:Black Mesa has a lot of soundscapes depending on how large the file is. It will take a while to finish the page.

Inbound

Base Utility Soundscapes

These .base soundscapes are building blocks to establish the baseline environmental ambience for the entire chapter, and are meant for insertion into the proper main use soundscapes. They are NOT meant for actual .vmf soundscape entity consumption. For the main soundscapes proper, please scroll down to "Main Map Soundscapes - Map A"

Name Description DSP Position Number Position Origin Location Description
ib.a.huge_tunnels 7
ib.station.base 0
ib.area9hub.base 7
ib.huge_tunnel.base 7
ib.tunnel_small.base 5
ib.factoryarea.base 10
ib.outsidevista.base 1
ib.cave.base 24
ib.tunnels_door.base 9
ib.bridge_room.base 10
ib.reactor_room.base 10
ib.vat_room.base 19
ib.am.catwalk.base 10

c0a0a

Name Description DSP Position Number Position Origin Location Description
a_t1s1.util_pos0-1 0 0 electric hum
1 electric hum
a_t1s2.util_pos6-7 0 6 electric hum
7 pipe
a_t1s3.util_pos0-1 0 0 electric hum
1 electric hum
a_t1s3.util_pos2-3 0 2 computer amience
3 equipment beep
a_t1s3.util_pos5only 5 pipe

Map A

Name Description DSP Position Number Position Origin Location Description
ib.a.station_start 10
ib.a.tunnel1_section1 7
ib.a.tunnel1_section2 7
ib.a.tunnel1_section3 7
ib.a.area9hub 7
ib.a.tunnel2 7

c0a0b

Name Description DSP Position Number Position Origin Location Description
b_t1.util_pos0only 0 0 pipe
b_t2.util_pos0-1 0 0 electrical
1 ambience misc
b_fct.util_pos2-3 0 2 electric hum
3 pipe
b_t3.util_pos6-7 0 6 pipe flow
7 electric hum
b_cave1.util_pos0-1 0 0 steam
1 pipe
b_tdoors.util_pos0-1 0 0 pipe flow
1 vending hum

Map B

Name Description DSP Position Number Position Origin Location Description
ib.b.tunnel1 7
ib.b.factoryarea_s1 10
ib.b.tunnel2 7
ib.b.factoryarea_s2 10
ib.b.tunnel3 7
ib.b.outsidevista1 1
ib.b.cave1 24
ib.b.outsidevista2 1
ib.b.cave2 24
ib.b.tunnels_door 9
ib.b.tunnels_door2 9

c0a0c

Name Description DSP Position Number Position Origin Location Description
c_t1.util_pos6-7 0 6 electric hum
7 pipe flow
c_t1.util_pos3-5 0 3 pipe
4 pipe
5 pipe
c_t3.util_pos5-7 0 5 pipe
6 pipe
7 fan

Map C

Name Description DSP Position Number Position Origin Location Description
ib.c.tunnels_door 9
ib.c.tunnel1 5
ib.c.reactor_room 10
ib.c.tunnel2 5
ib.c.bridge_room 10
ib.c.tunnel3 5
ib.c.vat_room 19
ib.c.tunnel4 5
ib.am_entrance 10

soundscapes_c0a0.txt

Anomalous Materials

c1a0a

Name Description DSP Position Number Position Origin Location Description
c1a0.computers
c1a0.computers2

Base Utility Soundscapes

DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Main Map Soundscapes - Map A" for the soundscapes proper.

Name Description DSP Position Number Position Origin Location Description
c1a0a.hallway.base 0
c1a0a.networkroom.base 0
c1a0a.lockerroom.base 0
c1a0a.devlabs.base 0
c1a0a.elevatorshaft.base 0

Posititonal Utility Soundscapes

DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Main Map Soundscapes - Map A" for the soundscapes list proper.

Name Description DSP Position Number Position Origin Location Description
c1a0a.airlock.util_pos4-7 info_target: a_air_pos4_comp1 0 4 computer
info_target: a_air_pos5_ehum1b 5 electric hum
info_target: a_air_pos6_misc10 6 ambience misc
info_target: a_air_pos7_misc10a 7 ambience misc
c1a0a.lob.util_pos0 info_traget: a_lob_pos0_ehum1 0 0 electric hum
c1a0a.lob.util_pos2 info_traget: a_lob_pos2_comp1 0 2 computer
c1a0a.hnet.util_pos1-2 info_target: a_hnet_pos1_vent2 3 1 vent
a_hnet_pos2_ehum 2 electric hum
c1a0a.hdev.util_pos0 info_target: a_hdev_pos0_ehum1a 0 0
c1a0a.hdev.util_pos3 info_target: a_hdev_pos7_pflow1 3 pipe flow
c1a0a.wb.util_pos6-7 info_target: a_hwb_pos6_vent1 3 6 vent
info_target: a_hwb_pos7_vent1a 7 vent_a
c1a0a.lockerroom.util_pos6-7 info_target: a_loc_pos6_comp2 0 6 computer
info_target: a_loc_pos7_lc20 7 ambience_lc20
c1a0a.lockerroom.util_posblend 0
c1a0a.plza.util_pos0-1 info_target: a_plz_pos0_ehum1 0 0 electric hum
info_target: a_plz_pos1_ehum1a 1 electric hum
c1a0a.brk.util_pos4-5 info_target: a_brk_pos4_vendinga 0 4 vending hum
info_target: a_brk_pos5_vedningb 5 vending hum
c1a0a.devlab.util_pos5-7 info_target: a_devlab_pos5_comp3 0 5 computer
info_target: a_devlab_pos6_comp3a 6 computer
info_target: a_devlab_pos7_comp2 7 computer
c1a0a.devlab.util_posblend ( a_devlab_posend; use position 4 to help blend sound transition from devhallway thru devlab door) 0 4 r_ambience_lab1a

Map A

Name Description DSP Position Number Position Origin Location Description
c1a0a.am_catwalk 10
c1a0a.airlock 2
c1a0a.lobby 2
c1a0a.hallway_net 2
c1a0a.networkroom 2
c1a0a.hallway_dev 2
c1a0a.devlabs 2
c1a0a.hallway_wb 2
c1a0a.hallway_brk 2
c1a0a.breakroom 2
c1a0a.lockerroom 2
c1a0a.labs 2
c1a0a.hallway_ret 2
c1a0a.plaza 2
c1a0a.elevatorshaft 10

c1a0b

Base Utility Soundscapes

DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Main Map Soundscapes - Map B" for the soundscapes proper.

Name Description DSP Position Number Position Origin Location Description
c1a0b.hallway.base 0
c1a0b.contolroom.base 0

Positional Utility Soundscapes

DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Main Map Soundscapes - Map B" for the soundscapes list proper.

Name Description DSP Position Number Position Origin Location Description
c1a0b.h3.util_pos0-3 info_target: b_h3_pos0_comp1 0 0 m_ambience_comp1
info_target: b_h3_pos1_comp2 1 m_ambience_comp2
info_target: b_h3_pos2_comp3 2 m_ambience_comp3
info_target: b_h3_pos3_ehum1a 3 m_ambience_electrichum1a
c1a0b.h3.util_pos4-7 info_target: b_h3_pos4_ehum1 0 4 m_ambience_electrichum1
info_target: b_h3_pos5_pflow1 5 m_ambience_pipe1
info_target: b_h3_pos7_labdrone 7 labdrone2
c1a0b.t1.util_pos1-3 info_target: b_t1_pos1_comp3 0 1 m_ambience_comp3
info_target: b_t1_pos2_pflow2 2 m_ambience_pipeflow2
info_target: b_t1_pos3_pflow1 3 m_ambience_pipeflow1
c1a0b.h1.util_pos5 info_target: b_h1_pos5_comp1 0 5 m_ambience_comp1
c1a0b.ionroom.util_pos4-5 info_target: b_ion_pos4_comp1a 0 4 m_ambience_comp1a
info_target: b_ion_pos5_comp1b 5 m_ambience_comp1b
c1a0b.ionroom.util_pos6-7 info_target: b_ion_pos6_pflow2 6 m_ambience_pipeflow2
info_target: b_ion_pos7_ehum 7 m_ambience_electrichum1
c1a0b.hw2.util_pos0-1 info_target: b_hw2_pos0_lc17 0 0 m_ambience_lc17
info_target: b_hw2_pos1_lc17a 1 m_ambience_lc17a
c1a0b.hw2.util_pos2-3 info_target: b_hw2_pos2_fire2 2 o_ambience_disaster_fire2
info_target: b_hw2_pos3_fire8 3 o_ambience_disaster_fire8
c1a0b.ctrl.util_pos0 info_target: b_ctrl_pos0_vent2 0 0 m_ambience_vent2
c1a0b.ctrl.pos4blendscape info_target: b_ctrl_pos4_blendscape 0 4 r_ambience_lab1a
c1a0b.tcf.util_pos0-1 info_target: b_tcf_pos1_ehum1 0 1 m_ambience_electrichum1
info_target: b_tct_pos0_fan1 0 r_ambience_fan1

Map B

Name Description DSP Position Number Position Origin Location Description
c1a0b.hallway3 2
c1a0b.hallway2_2 2
c1a0b.hallway2 2
c1a0b.ionroom 2
c1a0b.ionroom_s2 2
c1a0b.contolroom 2
c1a0b.tuberoom 2
c1a0b.tuberoom_v2 2
c1a0b.hallway1 2
c1a0b.tcfoyer 2
c1a0b.tcfoyer_v2 2 3 r_ambience_large8
c1a0b.testchamber 10
c1a0b.xenshowcase 10

soundscapes_c1a0.txt

Unforeseen Consequences

Base Utility Soundscapes

Name Description DSP Position Number Position Origin Location Description
c1a1c.hallway.base
c1a1c.hallway1.base
c1a1c.frozenlab1.base
c1a1c.warehouse.base

Positional Utility Soundscapes

DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Main Map Soundscapes - Map X" for the soundscapes list proper.

Name Description DSP Position Number Position Origin Location Description
c1a1c.hallway1.util_pos0-2 info_target: h1_pos0_alarm5 0 0 alarm5
info_target: h1_pos1_alarm5a 1 alarm5a
info_target: h1_pos2_ofire5 2 o_ambience_disaster_fire5
c1a1c.hallway1.util_pos3-4 info_target: h1_pos3_tvhiss 3 white_noise
info_target: h1_pos4_steamsound 4 m_ambience_misc7
c1a1c.mt1.util_pos3_6_7 info_target: el_pos3_fire 3 o_ambience_disaster_fire4
info_target: m1_pos6_pipe 6 m_ambience_misc7
info_target: m1_pos7_alarm 7 alarm5b
c1a1c.elevatorshaft.util_pos3_6_7 3 o_ambience_disaster_fire4
6 r_ambience_water4
7 alarm5b
c1a1c.warehouse.util_pos4-7 info_target: w1_pos4_electrichum1 0 4 m_ambience_electrichum1
info_target: w1_pos5_hum 5 hum2
info_target: w1_pos6_water 6 r_ambience_water4
info_target: w1_pos7_pipe1a 7 m_ambience_pipe1
c1a1c.util.hallway2 info_target: h2_pos0_comp 0 0 m_ambience_comp1
info_target: h2_pos1_comp 1 m_ambience_comp2
info_target: h2_pos2_hum 2 hum1
info_target: h2_pos3_pipe 3 m_ambience_pipe3
info_target: h2_pos4_pump1 4 m_ambience_watercontainer
info_target: h2_pos5_pipe 5 m_ambience_pipeflow1
info_target: h2_pos6_pump2 6 m_ambience_watercontainer2
info_target: h2_puzz_pos7 7 waterleak_loop1
c1a1c.util.hallway3 info_target: h3_pos0_pipe 0 0 m_ambience_pipe3
info_target: h3_pos1_pipe 1 m_ambience_pipe2
info_target: h3_pos2_pipe 2 m_ambience_pipe2a
info_target: h3_pos3_comp 3 m_ambience_comp2
info_target: h3_pos5_water 5 waterleak_loop1
c1a1c.util.hallway4 0 4 m_ambience_pipe2b
6 fan6
7 fan6a (a copy of fan6.wav)
c1a1c.util.hallway.ctl info_target: h2ctl_pos1_comp 0 1 m_ambience_comp1
info_target: h2ctl_pos2_comp 2 m_ambience_comp1a
info_target: h2ctl_pos3_fan 3 fan2
info_target: h2ctl_pos4_fan 4 fan8
info_target: h2ctl_pos5_comp 5 m_ambience_comp2
info_target: h2ctl_pos6_comp 6 m_ambience_comp2a
info_target: h2ctl_pos7_comp 7 m_ambience_electrichum1

Main Map C

Note.pngNote:c1a1c.util.hallway2 is being used for the pos3 pipe and the pos4-6 pumps just outside.
Name Description DSP Position Number Position Origin Location Description
c1a1c.hallway 2
c1a1c.hallway1 (positional sounds : c1a1c.hallway1.util_pos0-2 & 3-4 ; c1a1c.mt1.util_pos3_6_7) 3
c1a1c.frozenlab1 (positional sounds identical to the above) 2
c1a1c.maintenance1 (positional sounds : c1a1c.hallway1.util_pos0-2 & c1a1c.mt1.util_pos3_6_7) 17
c1a1c.shaft.ele (positional sounds : c1a1c.elevatorshaft.util_pos3_6_7) 17
c1a1c.warehouse1 (positional sounds : c1a1c.warehouse.util_pos4-7) 2
c1a1c.hallway2 (positional sounds : c1a1c.util.hallway2) 2
c1a1c.hallway2.maintenancetunnel (positional sounds identical to the above) 2
c1a1c.frozenlab2 (positional sounds identical to the above) 2
c1a1c.frozenlab3 2
c1a1c.frozenlab4 0
c1a1c.hallway.ctl 2
c1a1c.frozenlab.ctl 0
c1a1c.frozenlab.ctl2 0
c1a1c.hallway.ctu 2 0 m_ambience_pipe2a
1 m_ambience_pipe4
2 m_ambience_electrichum1
4 m_ambience_watercontainer
6 m_ambience_watercontainer2
c1a1c.secoffice.ctu 2 0 m_ambience_electrichum1a
7 m_ambience_comp1
c1a1c.hallway3 2
c1a1c.hallway4.dumpster 2
c1a1c.hallway4.closet 2
c1a1c.util.hallway4.closet info_target: h4_pos4_closetbox ; position 4 opens up for the electrical box. we keep the big fans cuz they're loud 4 m_ambience_electrichum1
info_target: h4_pos6_fan 6 fan6
info_target: h4_pos7_fan 7 fan6a (copy)
c1a1c.sewers 1
c1a1c.hallway5.base
c1a1c.hallway5.endmap 2

c1a1d (W.I.P)

Name Description DSP Position Number Position Origin Location Description
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)
(soundscape name)

soundscapes_c1a1.txt