List of HL2 Soundscapes
Here is a list of 245 soundscapes for use in Half-Life 2. 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. The list below will in time be upgraded to include descriptions of each soundscape's positional components if present.
Soundscapes with positional information are indicated by the prefix [POS]. These soundscapes were tested in a 1024 x 1024 x 1024 closed chamber, with the soundscape at the center, the player near the center and the eight directional markers in a circle with a radius of 512 around the soundscape and player. Marker 0 is at the left of the player (his nine o'clock), at player height; Marker 1 at a left 45 degree angle; Marker 2 dead ahead (12 o'clock); Marker 4 to the right of the player (three o'clock), and so on around the circle. After testing from the center, the player is walked in a circle through the markers to detect local sounds.
Generic and Test
Name | Description and Notes |
---|---|
Nothing | No DSP, no ambients |
Automatic | Automatic dsp at 50% mix |
automatic_dialog
|
dsp "1" dsp_volume "0.5" |
e3_techdemo_gmanspeaking
|
|
e3_Techdemo_02
|
'Physics room' |
e3_Techdemo_03
|
|
e3_Techdemo_05
|
Dripping cave ambient |
e3_Techdemo_06
|
Lake |
e3_end
|
|
GenericIndoor
|
Electric hum |
GenericOutdoor
|
Same hum, but quieter |
Cabin
|
[POS] General: medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). Position 0: faint banjo-like music and indistinct singing. Position 1: a regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in. |
cabin_outdoor
|
[POS] No pronounced directional effects. 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 |
Train Station and City 17
Name | Description and Notes |
---|---|
d1_trainstation.util_city
|
Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. |
d1_trainstation.city
|
All of the above plus a steady uproar in the background. |
d1_trainstation.Platform
|
Loud and static hissing sound, city sounds barely audible in the background. |
d1_trainstation.Turnstyle
|
Similar to d1_trainstation.city but city sounds less audible.
|
combine.computer
|
Loud, flat whine and an occasional blip. |
d1_trainstation.Interrogation
|
Mixed uproar of the surrounding city and combine.computer .
|
d1_trainstation.TerminalSquare
|
Similar to d1_trainstation.Turnstyle .
|
d1_trainstation.QuietCourtyard
|
Same as above but the tumult is quieter. |
d1_trainstation.Occupants
|
Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. |
d1_trainstation.AppartmentCourtyard
|
Above mixed to city sounds. |
d1_trainstation.Appartments
|
Door knocking, breaking plates, woman screams and man grunts like being hit. |
d1_trainstation.RaidCityvoice
|
Cityvoice: Failure to cooperate will result in permanent offworld relocation. |
d1_trainstation.RaidOccupants
|
Breaking glass and boxes and knocking on door. |
d1_trainstation.RaidAppartments
|
Knocks on doors, PA woman asking citizens to assume inspection positions, people chattering nervously, breaking glass, man shouting, PA stating city block suspected to contain infection. |
general.concrete_quiet
|
Semi-loud hum of moving air. |
PA announcements for City 17
Name | Description and Notes |
---|---|
cityvoice_level0
|
PA system invokes unrest procedures, requests player id |
cityvoice_level1
|
Player is evading capture, cops are summoned |
cityvoice_level2
|
Player convicted of civil disruption, city block on alert |
cityvoice_level3
|
Player convicted of anticivil activity, city block punished |
cityvoice_level4
|
Citizenship revoked, cops fire at will |
cityvoice_level5
|
City looking for player |
city_searching_level1
|
City background noise with helicopters and alarm sounds. |
city_searching_level2
|
Same as above. |
city_searching_level3
|
Same as above. |
Canals
Name | Description and Notes |
---|---|
d1_canals.util_windgusts
|
Wind gusts. |
d1_canals.util_drips
|
Water dripping. |
d1_canals.util_fardrips
|
Water dripping a bit further away, with interior echo. |
d1_canals.util_headcrab_canister
|
Strong hissing noise. |
d1_canals.util_shoreline
|
Sounds of small waves hitting shore. |
d1_canals_tunnel01
|
Constant sound of what sounds like a train in the distance, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. |
d1_canals_citystart
|
City sounds, trains horning close by,
PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. |
d1_canals_citadel
|
Same as above but with occasional low, massive metallic noises. |
d1_canals_traincanal
|
City sounds, PA system announcing unidentified citizen and ordering CP to investigate, city alarm sounds. |
d1_canals_traintunnel
|
Same as above and a strong, low tunnelish rumble in the background. |
d1_canals_watercanal
|
Very faint city sounds, audible APC alarm, a helicopter, constant sounds of waving water and water masses hitting pontoons. |
d1_canals_junkyard
|
Similar to d1_canals_traincanal . Distant helicopter also.
|
d1_canals_copcanals
|
Similar to d1_canals_traincanal plus water dripping and different PA announcement concerning evasion behaviour and alerts.
|
d1_truck_pass
|
Quick, low noise. For use with other soundscapes. |
d1_canals_barnacle_tunnel
|
Wind gusts in a tunnel. Distant city noises and sirens. PA announcement charging the player with "socioendangerment level 1" and instructing CPs. |
d1_canals_pipe_chamber
|
Drips. Distant city noises and sirens. occasional helicopter fly-bys. |
d1_canals_cop_alerted
|
Similar to d1_canals_pipe_chamber . PA announcement charging player with "socioendangerment level 5".
|
d1_canals.heli_slide_tunnels
|
Interior. Loud running water and drips close by. Distant PA, trucks and sirens. |
d1_canals.heli_attack
|
Exterior. Loud city noises. PA, helicopter, squeak of rapidly accelerating trucks. |
d1_canals.drainroom
|
Loud running water and industrial hum. Distant PA. |
d1_canals.03copsattackthroughboards
|
Exterior. City ambience. PA ("Individual, you are charged with..."), constant close helicopters left and right, occasional train and other traffic sounds, distant sirens. |
d1_canals.03entrytunnel
|
Interior, tunnel. Close frequent dripping sounds left, right and centre. PA ("Individual..."), distant helicopters left and right, occasional train horn, various distant sirens. |
d1_canals.steamtunnel
|
Interior. Continuous varying PA announcements ("Attention occupants..."), soft ambient industrial humming. |
d1_canals.waterpuzzleroom
|
Loud industrial hum. Drips. No PA. |
d1_canals.util_birds
|
Infrequent bird squawks. |
d1_canals.util_critters
|
Infrequent croaking noises. |
d1_canals.util_tunnel_windgusts
|
Occasional (infrequent) wind blowing through tunnel, varying pitches. |
d1_canals.util_critters_under_docks
|
Constant chirping as of a cricket (centre) with additional occasional croaking and chirping sounds left and right. Occasional shoreline noises. |
d1_canals.util_toxic_slime
|
Gurgling and hissing. |
d1_canals.util_industrial
|
Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent. |
d1_canals.general_dripping_tunnel
|
Numerous constant dripping sources, regular wind gusts of varying pitches, random panning of sounds. |
d1_canals.general_windy_tunnel
|
Loud, centred, continuous wind gust (fairly low-pitch), with occasional trees/plants rustling, and occasional additional wind gusts at different pans. |
d1_canals.general_watery_tunnel
|
Interior. Sound of continuously running rivulets of water in a cave/tunnel, occasional (frequent) additional drips, croaks and chirps at different pans. |
d1_canals.general_watery_tunnel_shore
|
As above with the sound of waves regularly breaking in a small rocky lagoon. |
d1_canals.redbarn_ambience
|
Hissing (of a headcrab canister?) Distant critters and creaks. |
d1_canals.floodgate_base_ambience
|
Interior. Loud continuous machine humming at centre, continuous beeping and buzzing to left, high-pitched drone to right, occasional mechanical sounds, plus beeping and electronic squeaks, to right. |
d1_canals.floodgate_machineroom
|
|
d1_canals.shore_and_reeds
|
|
d1_canals.spooky_infested_pipe
|
|
d1_canals.water_tunnel_with_frogs
|
|
d1_canals.windchimes_and_wind
|
|
canals_slime_outside
|
|
canals_slime_tunnel
|
|
canals_tunnel_dry
|
|
canals_tunnel_wet
|
|
canals_canal_nowater
|
|
canals_canal_water
|
|
canals_canal_water_industrial
|
|
canals_river
|
|
canals_river_calm
|
|
d1_canals_05_shanty_approach
|
Continuous glutinous gurgling/boiling/bubbling sound to centre, plus random glutinous burping sounds, occasional wind gusts, hissing and water noises. |
d1_canals_05_shanty
|
|
d1_canals_07_entry_tunnel
|
|
d1_canals_07a_warehouse
|
Occasional creaking of wooden structures, repeated random high-pitched wind howling at varying pans, continuous sinister-sounding low-pitched modulated humming/droning sound. |
d1_canals_08a_gun_tunnel_entrance
|
Continuous running water sound, centre, plus sound of waves breaking, centre. |
d1_canals_08a_puzzle_arena
|
Waves breaking, infrequent chirping and wind noises. |
d1_canals_08a_gun_scene
|
[POS] No pronounced positional effects. Very faint low rumble, faint but regular sound of pump or other reciprocating mechanism (ah hooo e-clik!), and louder sharp intermittent dripping sounds that echo as if in a closed chamber. |
d1_canals_08a_tunnel_exit
|
|
canals_canal_water_creaking_wood
|
|
canals_canal_water_creaking_metal
|
|
d1_canals_08_entry_tunnel
|
|
d1_canals_08_reservoir
|
|
d1_canals_08_island
|
[POS] Sound source at position of soundscape (that is, from Position 0 it appears to be to your right, from Position 4 it appears to be to your left, and so on). Running water, moderately loud, and rhythmic splashing, with very faint bird calls or other nature sounds. |
d1_canals_08_base_interior
|
[POS] No pronounced positional effects. The base sound is a constant high whirring and staticky crackle, with intermittent bursts of static, mechanical buzz-clicks, and low buzzes. |
Kleiner's Lab and Black Mesa East
Name | Description and Notes |
---|---|
K_lab.LabSounds
|
|
E3_lab.LabSounds
|
|
eli_01_lab_main_1
|
[POS] General: machine hum with glutinous dripping in an irregular pattern; regular low and rather indistinct sound of pressure escape. Position 0: gurgling is louder. Position 1: faint electrical beeping. Position 2: beeping; machine noise louder and more sonorous. Position 3, 4: lower resonant hum like a largish fan. Position 5, 6, 7: quieter except for ambient dripping and soft pressure escaping sounds. |
eli_01_elevator_1
|
[POS] No pronounced positional effects. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. |
eli_01_upperhall_2
|
[POS] No pronounced positional effects. Musical throbbing note, medium low, that reverberates three times (bwaang-weh-weh-weh), mixed with clinking noises that resemble kitchen sounds, occasional dripping, and a man coughing. |
eli_01_upperhall_1
|
[POS] No pronounced positional effects. Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background. |
eli_01_lowerlab_hall_1
|
|
eli_01_lower_corridor_1
|
|
eli_01_lower_ravenhall_1
|
|
eli_01_lower_ravenhall_2
|
|
eli_02_lowerlab_hall_1
|
|
eli_02_lower_corridor_1
|
|
eli_02_ravenshaft_1
|
[POS] No pronounced positional effects. Windy, hollow low rumble with frequent background sounds half-way between the creak of metal and a zombie's scream. |
eli_02_ravenshaft_2
|
|
eli_02_scrapyard_1
|
|
eli_02_scrapyard_2
|
Ravenholm
Name | Description and Notes |
---|---|
d1_town.Start
|
Wind gusts, distant zombie howls and screams, 'drum beats'. |
d1_town.Street
|
Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. |
d1_town.CorpseRoom
|
[POS] No directional effects at the marker positions, but irregular buzz-throughs by an aggressive fly that makes an unusually sharp sound, as well as occasional softer bursts of squeaking from mice or rats. Pronounced echo. |
d1_town.WoodBuilding
|
Wooden creaks, rodent sounds. |
d1_town.ConcreteBuilding
|
|
d1_town.Rooftop
|
|
d1_town.MineshaftDown
|
|
d1_town.WaterCave
|
|
d1_town.HeadcrabCave
|
|
d1_town.CaveTunnel
|
Coastline and Highway 17
Name | Description and Notes |
---|---|
coast.util_headcrab_canister
|
Silence with occasional bizarre Combine tech noise. |
coast.util_metalstress
|
Silence with occasional sounds of metal stress. |
coast.util_shackmetal
|
Silence with occasional quick squeeks from moving metal. |
coast.util_crumblycliff
|
Silence with sounds of crumbling landmasses. |
coast.util_windgusts
|
Silence with wind gusts. |
coast.util_fardrips
|
Silence with water dripping. |
coast.util_birds
|
Silence with occasional sounds of seagulls calling. |
coast.util_lakeshoreline
|
Waves breaking gently. |
coast.util_shoreline
|
Similar to above, but with what feels like much more massive waves. |
coast.util_distant_shoreline
|
Similar to above, but from a greater distace. |
coast.util_antlion_den
|
Antlions hissing. |
coast.general_windy_tunnel
|
Steady whine of wind in a tunnel and muffled sounds of waves crashing. |
coast.general_tunnel
|
Similar to above but quieter and with waterdrips mixed in. |
coast.zombie_tunnel
|
Steady, tunnelish sound and some occasional train sounds. |
coast.general_oldwoodbuilding
|
Wood stress, wind gusting, seagulls calling |
coast.general_oldwoodbuilding_with_windchimes
|
Same as above but with chimes. |
coast.combine_controlroom_ambience
|
Steady whine of Combine tech. |
coast.general_shoreline
|
Waves crashing, wind gusting, seagulls calling. |
coast.positional_shoreline
|
Similar to above, but closer by. |
coast.shoreline_with_antlion_dens
|
Similar to coast.general_shoreline , but with antlion sounds.
|
coast.bridge_ambient
|
Wind blowing, seagulls calling. |
coast.bridge_shack
|
Same as above but quieter. |
coast.cliffside
|
A mix of coast.general_shoreline and coast.util_crumblycliff .
|
coast.bridge_concrete_room
|
Muffled, distant wave sounds. Ideal for coastal buildings which aren't completely open to the elements. |
coast.distant_shoreline
|
Distant waves breaking, wind gusting and close-range antlion sounds. |
coast.generic_ambient_01
|
Similar to above, but without the antlions. |
Nova Prospekt
Name | Description and Notes |
---|---|
prison.util_distantcombat_verylight
|
|
prison.util_distantcombat_light
|
|
prison.util_distantcombat_heavy
|
|
prison.util_antlion_burrows
|
|
prison.util_fardrips
|
|
prison.util_drips
|
|
prison.util_distant_trains
|
|
prison.util_radio
|
|
prison.util_control_room
|
|
prison.citizen_camp
|
[POS] No pronounced positional effects. Outdoor gusts, low booming, and whistling of wind, dying away to silence before repeating after a few seconds. |
prison.redlight_bunker
|
|
prison.outdoor_courtyard
|
|
prison.outdoor_courtyard_hvycombat
|
|
prison.trainstation
|
|
prison.teleport_area
|
|
prison.control_room
|
|
prison.control_room_simple
|
|
prison.combine_wall
|
|
prison.util_quiet_cellblock
|
Relatively loud ambience, with fluorescent lighting hum, metal flutterings and scrapings. Utility, but works quite well on its own. |
prison.util_louder_cellblock
|
Quiet ambience, actually. |
prison.larger_cellblock_vlightcombat
|
|
prison.larger_cellblock_hvycombat
|
|
prison.larger_cellblock_lightcombat
|
|
prison.general_hallway_lightcombat
|
|
prison.general_hallway_vlightcombat
|
|
prison.general_dripping_tunnel
|
|
prison.hall_with_burrows
|
|
prison.electric_water_room
|
|
prison.laundry
|
Loud, whooshing metallic machinery sounds. |
prison.watery_hallway
|
|
prison.showers
|
Loud, fairly high-pitched water pipes and water dripping. |
prison.zombie_infested
|
War-torn City 17
Name | Description and Notes |
---|---|
streetwar.util_combine_atmosphere
|
|
streetwar.util_rubble
|
|
streetwar.util_sirens
|
|
streetwar.util_light_sirens
|
|
streetwar.util_zombie_infested
|
Occasional buzzing flies and faint chirping birds. |
streetwar.util_light_combat_atmosphere
|
|
streetwar.util_heavy_combat_atmosphere
|
|
streetwar.util_muffled_light_combat
|
|
streetwar.util_light_combat
|
|
streetwar.util_medium_combat
|
|
streetwar.util_heavy_combat
|
|
streetwar.util_drips
|
|
streetwar.util_fardrips
|
|
streetwar.zombie_water_room
|
Occasional buzzing flies and fairly loud dripping water. |
streetwar.car_tunnel
|
|
streetwar.general_small_tunnel
|
|
streetwar.car_tunnel_opensky
|
|
streetwar.toxic_car_tunnel
|
|
streetwar.infested_appartments
|
|
streetwar.general_indoor_light_combat
|
|
streetwar.general_indoor_medium_combat
|
|
streetwar.general_indoor_heavy_combat
|
|
streetwar.general_outdoor_light_combat
|
|
streetwar.general_outdoor_medium_combat
|
|
streetwar.general_outdoor_heavy_combat
|
|
streetwar.destroyed_concrete_building
|
|
streetwar.rooftop_heavy_combat
|
|
streetwar.control_room
|
|
streetwar.bank_control_room
|
|
streetwar.bank_machine_room
|
|
streetwar.bank_general
|
|
e3_c17_01_battle
|
|
c17_02_street_lower_1
|
|
c17_02_street_upper_1
|
|
c17_02_street_upper_2
|
|
c17_02_inside_apartments_1
|
|
streetwar.underground_manhack_tunnel
|
|
streetwar.vertical_warehouse_arena
|
Combine Citadel
Name | Description and Notes |
---|---|
d3_citadel.silence_and_dialog
|
Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing? |
d3_citadel.util_hits
|
|
d3_citadel.util_activity
|
|
d3_citadel.util_pods
|
|
d3_citadel.deep_dropoff_inside
|
|
d3_citadel.pod_vista
|
|
d3_citadel.generic
|
|
d3_citadel.generic_moody
|
Fairly loud, near-musical Citadel ambience; no combat sounds |
d3_citadel.generic_moody2
|
Quieter Citadel ambience; no combat sounds |
d3_citadel.stasis_room
|
|
d3_citadel.combine_ball_room
|
|
d3_citadel.general_control_room
|
|
d3_citadel.alyx_teleport_control_room
|
|
d3_citadel.final_portal_chamber
|
|
d3_citadel.top_of_teleport_chamber
|
|
d3_citadel_01.pipe_entrance
|
|
d3_citadel_01.cliffside1
|
|
d3_citadel_01.citadel_entrance
|
|
d3_citadel.breen_field
|
Nearly the same as breen.office but with deep metal scraping sounds. |
d3_citadel.breen_hall
|
Computer humming |
d3_citadel.breen_office
|
Deep vent sounds and occasional jet-like sounds and very very light combine marching sounds. |