List of CS:GO Soundscapes
This page documents information about a game or software, Counter-Strike: Global Offensive, that is no longer available for purchase or download digitally.
It is covered here for historical and technical reference.
It is covered here for historical and technical reference.
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).
Contents
- 1 Generic and Test
- 2 Assault
- 3 Aztec
- 4 Baggage
- 5 Bank
- 6 Boathouse
- 7 Canals
- 8 Cbble
- 9 Cementplant
- 10 Chateau
- 11 Compound
- 12 Dust
- 13 Dust 2
- 14 Dust 2 (new)
- 15 Havana
- 16 House
- 17 Inferno
- 18 Inferno (new)
- 19 Island
- 20 Italy
- 21 Militia
- 22 Mill
- 23 Mirage
- 24 Monestary
- 25 Nuke (legacy)
- 26 Nuke (new)
- 27 Office
- 28 Overpass
- 29 Piranesi
- 30 Port
- 31 Prodigy
- 32 Rialto
- 33 Shacks
- 34 Shoots
- 35 Train
- 36 Train (new)
- 37 Training
- 38 Vertigo
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.
|
|||
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.
|
|||
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". |
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