Difference between revisions of "Half Life 2 Beta Soundscapes"

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Here is a list of soundscapes for the beta, this list will help you by giving you multiple lists all in one page rather than searching and confirming through multiple script files.
+
Here is a list of soundscapes for use in Half-Life 2 beta. Soundscapes are used with [[env_soundscape]].
==2003==
 
<source lang=txt>
 
// DSP Effects
 
// 0 : "Normal (off)"
 
// 1 : "Generic"
 
// 2 : "Metal Small"
 
// 3 : "Metal Medium"
 
// 4 : "Metal Large"
 
// 5 : "Tunnel Small"
 
// 6 : "Tunnel Medium"
 
// 7 : "Tunnel Large"
 
// 8 : "Chamber Small"
 
// 9 : "Chamber Medium"
 
// 10: "Chamber Large"
 
// 11: "Bright Small"
 
// 12: "Bright Medium"
 
// 13: "Bright Large"
 
// 14: "Water 1"
 
// 15: "Water 2"
 
// 16: "Water 3"
 
// 17: "Concrete Small"
 
// 18: "Concrete Medium"
 
// 19: "Concrete Large"
 
// 20: "Big 1"
 
// 21: "Big 2"
 
// 22: "Big 3"
 
// 23: "Cavern Small"
 
// 24: "Cavern Medium"
 
// 25: "Cavern Large"
 
// 26: "Weirdo 1"
 
// 27: "Weirdo 2"
 
// 28: "Weirdo 3"
 
  
// ATTN_NONE 0.0f
+
All soundscapes are from <code>soundscapes.txt</code>
// ATTN_NORM 0.8f 75dB
 
// ATTN_IDLE 2.0f 60dB
 
// ATTN_STATIC 1.25f 66dB
 
// ATTN_RICOCHET 1.5f 65dB
 
// ATTN_GUNFIRE 0.27f 140dB
 
  
// SNDLVL_50dB = 50, // 3.9
+
== Only DSP ==
// SNDLVL_55dB = 55, // 3.0
+
{| class=standard-table
// SNDLVL_IDLE = 60, // 2.0
+
!width="285px"|Name
// SNDLVL_TALKING = 60, // 2.0
+
!width="75px"|preset DSP
// SNDLVL_60dB = 60, // 2.0
+
|-
// SNDLVL_65dB = 65, // 1.5
+
|Normal (off)
// SNDLVL_STATIC = 66, // 1.25
+
|align="center"| DSP 0
// SNDLVL_70dB = 70, // 1.0
+
|-
// SNDLVL_NORM = 75,
+
|Generic
// SNDLVL_75dB = 75, // 0.8
+
|align="center"| DSP 1
// SNDLVL_80dB = 80, // 0.7
+
|-
// SNDLVL_85dB = 85, // 0.6
+
|Metal Small
// SNDLVL_90dB = 90, // 0.5
+
|align="center"| DSP 2
// SNDLVL_95dB = 95,
+
|-
// SNDLVL_100dB = 100, // 0.4
+
|Metal Medium
// SNDLVL_105dB = 105,
+
|align="center"| DSP 3
// SNDLVL_120dB = 120,
+
|-
// SNDLVL_130dB = 130,
+
|Metal Large
// SNDLVL_GUNFIRE = 140, // 0.27
+
|align="center"| DSP 4
// SNDLVL_140dB = 140, // 0.2
+
|-
// SNDLVL_150dB = 150, // 0.2
+
|Tunnel Small
 +
|align="center"| DSP 5
 +
|-
 +
|Tunnel Medium
 +
|align="center"| DSP 6
 +
|-
 +
|Tunnel Large
 +
|align="center"| DSP 7
 +
|-
 +
|Chamber Small
 +
|align="center"| DSP 8
 +
|-
 +
|Chamber Medium
 +
|align="center"| DSP 9
 +
|-
 +
|Chamber Large
 +
|align="center"| DSP 10
 +
|-
 +
|Bright Small
 +
|align="center"| DSP 11
 +
|-
 +
|Bright Medium
 +
|align="center"| DSP 12
 +
|-
 +
|Bright Large
 +
|align="center"| DSP 13
 +
|-
 +
|Water 1
 +
|align="center"| DSP 14
 +
|-
 +
|Water 2
 +
|align="center"| DSP 15
 +
|-
 +
|Water 3
 +
|align="center"| DSP 16
 +
|-
 +
|Concrete Small
 +
|align="center"| DSP 17
 +
|-
 +
|Concrete Medium
 +
|align="center"| DSP 18
 +
|-
 +
|Concrete Large
 +
|align="center"| DSP 19
 +
|-
 +
|Big 1
 +
|align="center"| DSP 20
 +
|-
 +
|Big 2
 +
|align="center"| DSP 21
 +
|-
 +
|Big 3
 +
|align="center"| DSP 22
 +
|-
 +
|Cavern Small
 +
|align="center"| DSP 23
 +
|-
 +
|Cavern Medium
 +
|align="center"| DSP 24
 +
|-
 +
|Cavern Large
 +
|align="center"| DSP 25
 +
|-
 +
|Weirdo 1
 +
|align="center"| DSP 26
 +
|-
 +
|Weirdo 2
 +
|align="center"| DSP 27
 +
|-
 +
|Weirdo 3
 +
|align="center"| DSP 28
 +
|-
 +
|}
  
 +
== E3_Techdemo_01 - 06 ==
 +
{| class=standard-table | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_techdemo_gmanspeaking
 +
|DSP 10, no ambients.
 +
|align=center|DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_02
 +
|Ghostly wind (Physics room).
 +
|align="center" |DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_03
 +
|DSP 1, no ambients.
 +
|align="center" |DSP 1
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_05
 +
|Dripping cave ambient.
 +
|align="center" |DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_06
 +
|Lake, the sound of waves breaking gently.
 +
|align="center" |DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_end
 +
|No DSP, no ambients.
 +
|align="center" |DSP 0
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
// From HL1 - important!
+
== E3_C17_01 ==
"Normal (off)"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "0"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_c17_01_battle
 +
|No ambient, only position sounds.
 +
|align="center"|DSP 19
 +
|align="center"| 0  
 +
|fire
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|barricade gate noise
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|city siren
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
|gunfire
 +
|-
 +
|}
  
"Generic"
+
== E3_seafloor_01 ==
{
+
{| class=standard-table | style="width:100%;"
"dsp" "1"
+
!width="285px"|Name
}
+
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_seafloor_01_sub
 +
|Strong wind.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
"Metal Small"
+
== E3_C17_02 ==
{
+
{| class=standard-table | style="width:100%;"
"dsp" "2"
+
!width="285px"|Name
}
+
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px'|e3_c17_02_elevatorride
 +
|Strong wind and city battle in the background.
 +
|align="center"|DSP 20
 +
|align="center"|0
 +
|elevator sounds
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|city siren
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|siren
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
|gunfire
 +
|-
 +
|height="40px"|e3_c17_02_seethewall
 +
|Thundering wall noise.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_c17_02_striderdestruction
 +
|City siren and city battle in the background.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
"Metal Medium"
+
== E3_Under_02,04 ==
{
+
{| class=standard-table | style="width:100%;"
"dsp" "3"
+
!width="285px"|Name
}
+
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|underground_sscape_plinkohallway
 +
|Underground ambience.
 +
|align="center"|DSP 6
 +
|align="center"|0
 +
|dripping water
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|steam
 +
|-
 +
|height="40px"|underground_sscape_plinkostairwell
 +
|Underground ambience, water dripping
 +
|align="center"|DSP 10
 +
|align="center"|0
 +
|water flow
 +
|-
 +
|height="40px"|e3_under_04
 +
|Plays HL2 song 11.
 +
|align="center"|DSP 8
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
"Metal Large"
+
== E3_bugbait ==
{
 
"dsp" "4"
 
}
 
  
"Tunnel Small"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "5"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_bugbait.start
 +
|Industrial ambience with computer beeping, water dripping and metal rattle.
 +
|align="center"|DSP 18
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_bugbait.hallway1
 +
|Fluorescent lighting hum.
 +
|align="center"|DSP 11
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_bugbait.hallway2
 +
|Antlion burrow area.
 +
|align="center"|DSP 18
 +
|align="center"|0
 +
|soft antlion chittering from burrow
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|soft antlion chittering from burrow
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|wind moan
 +
|-
 +
|height="40px"|e3_bugbait.laundry
 +
|Fluorescent lighting hum.
 +
|align="center"|DSP 10
 +
|align="center"|0
 +
|laundry machine 1
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|laundry machine 2
 +
|-
 +
|height="40px"|e3_bugbait.narrow_hallway
 +
|Distant, echo-y wet running water with dripping water.
 +
|align="center"|DSP 5
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_bugbait.showers
 +
|Big echo-y wet area.
 +
|align="center"|DSP 13
 +
|align="center"|0
 +
|water flow
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|dripping water
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|water heater hiss
 +
|-
 +
|}
  
"Tunnel Medium"
+
== E3_phystown ==
{
+
{| class=standard-table | style="width:100%;"
"dsp" "6"
+
!width="285px"|Name
}
+
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|E3_phystown.Start
 +
|A lot of alley wind with directional wind gusts and snippets.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|E3_phystown.Indoors
 +
|Strange reversed tone with wood creaking.
 +
|align="center"|DSP 1
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|E3_phystown.Rooftop
 +
|Quiet windy tone like passing cars with wind moan.
 +
|align="center"|DSP 19
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|E3_phystown.Zombies
 +
|Plays HL2 song 11.
 +
|align="center"|DSP 24
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
"Tunnel Large"
+
== E3_lab ==
{
 
"dsp" "7"
 
}
 
  
"Chamber Small"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "8"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|E3_lab.LabSounds
 +
|Plays HL2 song 10.
 +
|align="center"|DSP 17
 +
|align="center"|0
 +
|goo tubes
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|computers on desk
 +
|-
 +
|}
  
"Chamber Medium"
+
== d1_town ==
{
 
"dsp" "9"
 
}
 
  
"Chamber Large"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "10"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|d1_town_warehouse_wood
 +
|Wood creaking.
 +
|align="center"|DSP 17
 +
|align="center"|0
 +
|Hole ambient 1
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|Hole ambient 2
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|Hole ambient 3
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
|Wind behind wood shutters
 +
|-
 +
|height="40px"|d1_town_bigcave
 +
|Cave ambient.
 +
|align="center"|DSP 25
 +
|align="center"|0
 +
|combine pod ambient
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|support and metal creaking
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
| drippies
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
| rubbles
 +
|-
 +
|height="40px"|d1_town_cavetunnel
 +
|Strange noise.
 +
|align="center"|DSP 25
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
"Bright Small"
+
==d2_depot==
{
 
"dsp" "11"
 
}
 
  
"Bright Medium"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "12"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|d2_depot_showers1
 +
|Machinery ambience.
 +
|align="center"|DSP 13
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_admin1
 +
|Quiet tone.
 +
|align="center"|DSP 9
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_laundry
 +
|Laundry ambience.
 +
|align="center"|DSP 18
 +
|align="center"|0
 +
|laundry machine
 +
|-
 +
|height="40px"|d2_depot_laundry_small
 +
|Loud machinery ambience.
 +
|align="center"|DSP 8
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_laundry_tunnel
 +
|Tunnel laundry ambience.
 +
|align="center"|DSP 5
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_quiet
 +
|Quiet tone with distant combat.
 +
|align="center"|DSP 19
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_quiet_cell
 +
|Loud machinery ambience.
 +
|align="center"|DSP 17
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_medium
 +
|Quiet tone.
 +
|align="center"|DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_big
 +
|Quiet tone.
 +
|align="center"|DSP 19
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_small
 +
|Quiet tone.
 +
|align="center"|DSP 17
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
  
"Bright Large"
+
== Generic and Soundscape Test ==
{
 
"dsp" "13"
 
}
 
  
"Water 1"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "14"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|''Nothing''
 +
|No DSP, no ambients.
 +
|align="center" |DSP 0
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|GenericIndoor
 +
|Fluorescent lighting hum.
 +
|align="center" |DSP 1
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|GenericOutdoor
 +
|Electric hum like above with a motor / gas / wind kind of sound in the background.
 +
|align="center" |DSP 19
 +
|align="center" |0
 +
|Quiet electric hum.
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center" |2
 +
|d2_depot_cellblock_medium
 +
|-
 +
|height="40px"|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'').
 +
|align="center" |DSP 17
 +
|align="center" |0
 +
|Faint banjo-like TV music.
 +
|-
 +
|
 +
|
 +
|
 +
|align="center" |1
 +
|height="40px"|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
 +
|-
 +
|height="40px"|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''.
 +
|align="center" |DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|test_tvset
 +
|Music coming from a TV set
 +
|align="center" |DSP 1
 +
|align="center" |0
 +
|Banjo-like TV music.
 +
|-
 +
|}
  
"Water 2"
+
== Kleiner's Lab ==
{
 
"dsp" "15"
 
}
 
  
"Water 3"
+
{| class=standard-table | style="width:100%;"
{
+
!width="285px"|Name
"dsp" "16"
+
!Description
}
+
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|E3_lab.LabSounds
 +
|No ambient.
 +
|align="center"|DSP 17
 +
|align="center"|0
 +
|goo tubes
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|computers on desk
 +
|-
 +
|}
  
"Concrete Small"
+
{{Template:Envsound}}
{
+
[[Category:Level Design]][[Category:Sound System]]
"dsp" "17"
 
}
 
 
 
"Concrete Medium"
 
{
 
"dsp" "18"
 
}
 
 
 
"Concrete Large"
 
{
 
"dsp" "19"
 
}
 
 
 
"Big 1"
 
{
 
"dsp" "20"
 
}
 
 
 
"Big 2"
 
{
 
"dsp" "21"
 
}
 
 
 
"Big 3"
 
{
 
"dsp" "22"
 
}
 
 
 
"Cavern Small"
 
{
 
"dsp" "23"
 
}
 
 
 
"Cavern Medium"
 
{
 
"dsp" "24"
 
}
 
 
 
"Cavern Large"
 
{
 
"dsp" "25"
 
}
 
 
 
"Weirdo 1"
 
{
 
"dsp" "26"
 
}
 
 
 
"Weirdo 2"
 
{
 
"dsp" "27"
 
}
 
 
 
"Weirdo 3"
 
{
 
"dsp" "28"
 
}
 
 
 
 
 
// *******************************************************************************
 
// ***************** E3_Techdemo_01 - 06 *****************
 
 
 
// e3_techdemo_01
 
 
 
"e3_techdemo_gmanspeaking"
 
{
 
"dsp" "10"
 
}
 
 
 
"e3_Techdemo_02"
 
{
 
"dsp" "20"
 
 
 
// physics room
 
 
 
"playlooping"
 
{
 
"volume" "0.1"
 
"pitch" "100"
 
"attenuation" "0"
 
"wave" "ambient/areas/d1_terminal_01/courtyard_mach_loop.wav"
 
}
 
}
 
 
 
"e3_Techdemo_03"
 
{
 
"dsp" "1"
 
 
 
}
 
 
 
"e3_Techdemo_05"
 
{
 
"dsp" "10"
 
 
 
// dripping cave ambient
 
 
 
"playlooping"
 
{
 
"volume" "0.23"
 
"pitch" "100"
 
"attenuation" "0"
 
"wave" "ambient/areas/borealis/corridor_water.wav"
 
}
 
}
 
 
 
"e3_Techdemo_06"
 
{
 
"dsp" "20"
 
 
 
// lake
 
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"pitch" "100"
 
"attenuation" "0"
 
"wave" "ambient/areas/zombie_town/lake_water.wav"
 
}
 
}
 
 
 
"e3_end"
 
{
 
"dsp" "0"
 
}
 
 
 
// ***************** E3_Techdemo_01 - 06 *****************
 
// *******************************************************************************
 
 
 
// *******************************************************************************
 
// ***************** E3_C17_01 *****************
 
 
 
"e3_c17_01_battle"
 
{
 
"dsp" "19"
 
 
 
 
 
//    sound position 0 - fire01
 
 
 
"playlooping"
 
{
 
"volume" "1.0"
 
"wave" "ambient/fire_med_loop1.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
"position" "0"
 
}
 
 
 
//    sound position 1 - barricade_gate
 
 
 
"playlooping"
 
{
 
"volume" "0.8"
 
"wave" "ambient/areas/citadel/incinerator/noise2.wav"
 
"pitch" "100"
 
"attenuation" "0.7"
 
"position" "1"
 
}
 
 
 
//    siren at position 2
 
 
 
"playlooping"
 
{
 
"volume" "0.85"
 
"wave" "ambient/city_siren_loop2.wav"
 
"pitch" "100"
 
"attenuation" "0.4"
 
"position" "2"
 
}
 
 
 
//    sound position 3 - soundscape_target_gunfire
 
 
 
"playrandom"
 
{
 
"time" "1,4"
 
"volume" "0.5,1.0"
 
"pitch" "95,105"
 
"attenuation" "0"
 
"rndwave"
 
{
 
"wave" "ambient/city_battle1.wav"
 
"wave" "ambient/city_battle2.wav"
 
"wave" "ambient/city_battle3.wav"
 
"wave" "ambient/city_battle4.wav"
 
"wave" "ambient/city_battle5.wav"
 
"wave" "ambient/city_battle6.wav"
 
"wave" "ambient/city_battle7.wav"
 
"wave" "ambient/city_battle8.wav"
 
"wave" "ambient/city_battle9.wav"
 
"wave" "ambient/city_battle10.wav"
 
"wave" "ambient/city_battle11.wav"
 
}
 
 
}
 
 
 
}
 
 
 
 
// ***************** E3_C17_01 *****************
 
// *******************************************************************************
 
 
 
// *******************************************************************************
 
// ***************** E3_seafloor_01 *****************
 
 
 
 
 
"e3_seafloor_01_sub"
 
{
 
 
"dsp" "20"
 
 
 
// wind
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"wave" "ambient/nature/wind/wind_rooftop1.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
}
 
 
 
 
 
// ***************** E3_seafloor_01 *****************
 
// *******************************************************************************
 
 
 
 
 
 
 
// *******************************************************************************
 
// ***************** E3_C17_02 *****************
 
 
 
"e3_c17_02_elevatorride"
 
{
 
"dsp" "20"
 
 
 
// elevator sounds
 
 
"playlooping"
 
{
 
"volume" "0.2"
 
"wave" "ambient/areas/sky_scraper/elev_shaft2.wav"
 
"pitch" "100"
 
"attenuation" "1.0"
 
}
 
 
 
// city siren
 
 
 
"playlooping"
 
{
 
"volume" "0.3"
 
"wave" "ambient/city_siren_loop2.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
// wind
 
"playrandom"
 
{
 
"time" "2, 7"
 
"volume" "0.2, 0.5"
 
"pitch" "95,105"
 
"attenuation" "0"
 
"rndwave"
 
{
 
"wave" "ambient/wind_med1.wav"
 
"wave" "ambient/wind_med2.wav"
 
 
}
 
}
 
 
 
"playrandom"
 
{
 
"time" "4, 10"
 
"volume" "0.3,0.8"
 
"pitch" "95,105"
 
"attenuation" "0.5"
 
"rndwave"
 
{
 
"wave" "ambient/city_battle1.wav"
 
"wave" "ambient/city_battle2.wav"
 
"wave" "ambient/city_battle3.wav"
 
"wave" "ambient/city_battle4.wav"
 
"wave" "ambient/city_battle5.wav"
 
"wave" "ambient/city_battle6.wav"
 
"wave" "ambient/city_battle7.wav"
 
"wave" "ambient/city_battle8.wav"
 
"wave" "ambient/city_battle9.wav"
 
"wave" "ambient/city_battle10.wav"
 
"wave" "ambient/city_battle11.wav"
 
}
 
 
}
 
}
 
 
 
"e3_c17_02_seethewall"
 
{
 
"dsp" "20"
 
 
// thundering wall noise
 
 
 
"playlooping"
 
{
 
"volume" "0.8"
 
"pitch" "100"
 
"attenuation" "0"
 
"wave" "ambient/wall_ambient1.wav"
 
}
 
}
 
 
 
 
 
 
 
"e3_c17_02_striderdestruction"
 
{
 
"dsp" "20"
 
 
 
// city siren
 
 
 
"playlooping"
 
{
 
"volume" "0.4"
 
"wave" "ambient/city_siren_loop2.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
// position0 // strider 1, breaking stuff
 
// position1 // strider 2, breaking stuff
 
 
 
"playrandom"
 
{
 
"time" "1, 4"
 
"volume" "0.5,1.0"
 
"pitch" "95,105"
 
"attenuation" "0"
 
"rndwave"
 
{
 
"wave" "ambient/city_battle1.wav"
 
"wave" "ambient/city_battle2.wav"
 
"wave" "ambient/city_battle3.wav"
 
"wave" "ambient/city_battle4.wav"
 
"wave" "ambient/city_battle5.wav"
 
"wave" "ambient/city_battle6.wav"
 
"wave" "ambient/city_battle7.wav"
 
"wave" "ambient/city_battle8.wav"
 
"wave" "ambient/city_battle9.wav"
 
"wave" "ambient/city_battle10.wav"
 
"wave" "ambient/city_battle11.wav"
 
}
 
 
}
 
 
 
}
 
 
 
 
 
 
 
// ***************** E3_C17_02 *****************
 
// *******************************************************************************
 
 
 
 
 
// *******************************************************************************
 
// ***************** E3_Under_02,04 *****************
 
 
 
"underground_sscape_plinkohallway"
 
{
 
"dsp" "6"
 
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"wave" "ambient/undercity_loop1.wav"
 
"pitch" "110"
 
"attenuation" "0"
 
}
 
 
 
// (2 manhacks attack you in narrow hall, streetlevel by windows)
 
 
 
// p0 = underground_sound_plinkohalldrip1
 
"playlooping"
 
{
 
"volume" "0.65"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
"position" "0"
 
}
 
 
 
// p1 = underground_sound_plinkohallsteam1
 
"playlooping"
 
{
 
"volume" "0.65"
 
"wave" "ambient/steam_loop1.wav"
 
"pitch" "120"
 
"attenuation" "1"
 
"position" "1"
 
}
 
}
 
 
 
 
"underground_sscape_plinkostairwell"
 
{
 
// (underground stairwell from steamplant, metrocops fall to their death while on fire from I-Rifle)
 
 
 
"dsp" "10"
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"wave" "ambient/undercity_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
"playlooping"
 
{
 
"volume" "0.3"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
"playlooping"
 
{
 
"volume" "0.2"
 
"wave" "ambient/water_flow_loop1.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
"position" "0"
 
}
 
}
 
 
 
"e3_under_04"
 
{
 
"dsp" "8"
 
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"wave" "music/HL2_song11.mp3"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
}
 
 
 
// ***************** E3_Under_02,04 *****************
 
// *******************************************************************************
 
 
 
// *******************************************************************************
 
// ***************** E3_bugbait *****************
 
 
 
"e3_bugbait.start"
 
{
 
"dsp" "18"
 
 
 
"playlooping"
 
{
 
"volume" "0.4"
 
"wave" "ambient/areas/air_exchange/underground.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
"playlooping"
 
{
 
"volume" "0.3"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "115"
 
"attenuation" "0"
 
}
 
 
 
"playrandom"
 
{
 
"time" "3, 10"
 
"volume" "0.3,0.5"
 
"pitch" "95,105"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d2_depot/metal_rattle1.wav"
 
"wave" "ambient/areas/d2_depot/metal_rattle2.wav"
 
"wave" "ambient/areas/d2_depot/metal_rattle3.wav"
 
}
 
 
}
 
}
 
 
 
"e3_bugbait.hallway1"
 
{
 
"dsp" "11"
 
 
 
"playlooping"
 
{
 
"volume" "0.4"
 
"wave" "ambient/areas/air_exchange/indoor2.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
}
 
 
 
 
 
 
"e3_bugbait.hallway2"
 
{
 
// antlion burrow area - first soldier combat - turret combat
 
 
 
"dsp" "18"
 
 
 
//Position 0 - soft antlion chittering from burrow
 
"playrandom"
 
{
 
"time" "3, 6"
 
"volume" "0.5,0.7"
 
"pitch" "95,105"
 
"attenuation" "1.5"
 
"position" "0"
 
"rndwave"
 
{
 
"wave" "npc/antlion/idle1.wav"
 
"wave" "npc/antlion/idle2.wav"
 
"wave" "npc/antlion/idle3.wav"
 
"wave" "npc/antlion/idle4.wav"
 
"wave" "npc/antlion/idle5.wav"
 
}
 
 
}
 
 
 
//Position 1 - soft antlion chittering from burrow
 
"playrandom"
 
{
 
"time" "2, 4"
 
"volume" "0.5,0.7"
 
"pitch" "95,105"
 
"attenuation" "1.5"
 
"position" "1"
 
"rndwave"
 
{
 
"wave" "npc/antlion/idle1.wav"
 
"wave" "npc/antlion/idle2.wav"
 
"wave" "npc/antlion/idle3.wav"
 
"wave" "npc/antlion/idle4.wav"
 
"wave" "npc/antlion/idle5.wav"
 
}
 
 
}
 
 
 
//Position 2 - broken ceiling outside ambient
 
"playrandom"
 
{
 
"time" "2,10"
 
"volume" "0.7,0.9"
 
"pitch" "85,95"
 
"attenuation" "1"
 
"position" "2"
 
"rndwave"
 
{
 
"wave" "ambient/wind_moan1.wav"
 
"wave" "ambient/wind_moan2.wav"
 
"wave" "ambient/wind_moan3.wav"
 
"wave" "ambient/wind_moan4.wav"
 
}
 
 
}
 
 
 
}
 
 
 
"e3_bugbait.laundry"
 
{
 
"dsp" "10"
 
 
 
"playlooping"
 
{
 
"volume" "0.6"
 
"wave" "ambient/areas/air_exchange/indoor2.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
// Machines
 
"playlooping"
 
{
 
"volume" "1.0"
 
"wave" "ambient/areas/d2_depot/laundry_tunnel_amb.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
"position" "0"
 
}
 
 
 
// Machines
 
"playlooping"
 
{
 
"volume" "1.0"
 
"wave" "ambient/areas/d2_depot/laundry_amb.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
"position" "1"
 
}
 
 
 
}
 
 
 
"e3_bugbait.narrow_hallway"
 
{
 
"dsp" "5"
 
 
// distant, echo-y wet
 
// running water
 
"playlooping"
 
{
 
"volume" "0.3"
 
"wave" "ambient/water_flow_loop1.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
}
 
 
 
 
 
// dripping water
 
"playlooping"
 
{
 
"volume" "0.2"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "120"
 
"attenuation" "1"
 
}
 
 
 
//dripping water
 
"playlooping"
 
{
 
"volume" "0.2"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "140"
 
"attenuation" "1"
 
}
 
}
 
 
 
"e3_bugbait.showers"
 
{
 
"dsp" "13"
 
 
 
// big echo-y wet
 
//Position 0 - running water
 
"playlooping"
 
{
 
"volume" "0.8"
 
"wave" "ambient/water_flow_loop1.wav"
 
"pitch" "100"
 
"attenuation" "1"
 
"position" "0"
 
}
 
 
 
 
 
//Position 1 - dripping water
 
"playlooping"
 
{
 
"volume" "0.8"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "120"
 
"attenuation" "1"
 
"position" "1"
 
}
 
 
 
//Position 1 - dripping water
 
"playlooping"
 
{
 
"volume" "0.8"
 
"wave" "ambient/drip_loop1.wav"
 
"pitch" "140"
 
"attenuation" "1"
 
"position" "1"
 
}
 
 
 
//Position 2 - water heater hiss
 
"playlooping"
 
{
 
"volume" "0.8"
 
"wave" "ambient/steam_loop1.wav"
 
"pitch" "100"
 
"attenuation" "2"
 
"position" "2"
 
}
 
}
 
 
 
// ***************** E3_bugbait *****************
 
// *******************************************************************************
 
 
 
// *******************************************************************************
 
// ***************** E3_phystown *****************
 
 
 
"E3_phystown.Start"
 
{
 
"dsp" "20"
 
 
 
 
"playlooping"
 
{
 
"volume" "0.35"
 
"wave" "ambient/areas/zombie_town/tone_alley.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
"playrandom"
 
{
 
"time" "6, 16"
 
"volume" "0.15,0.3"
 
"pitch" "95,105"
 
"attenuation" "0"
 
"rndwave"
 
{
 
"wave" "ambient/wind_moan1.wav"
 
"wave" "ambient/wind_moan2.wav"
 
"wave" "ambient/wind_moan3.wav"
 
"wave" "ambient/wind_moan4.wav"
 
}
 
 
}
 
}
 
 
 
 
 
"E3_phystown.Indoors"
 
{
 
 
 
"dsp" "1"
 
 
 
"playlooping"
 
{
 
"volume" "0.3"
 
"wave" "ambient/areas/zombie_town/tone_warehouse.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
"playrandom"
 
{
 
"time" "5,10"
 
"volume" "0.2,0.5"
 
"pitch" "95,105"
 
"attenuation" "0"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/wood_creak1.wav"
 
"wave" "ambient/areas/d1_town/wood_creak2.wav"
 
"wave" "ambient/areas/d1_town/wood_creak3.wav"
 
"wave" "ambient/areas/d1_town/wood_creak4.wav"
 
"wave" "ambient/areas/d1_town/wood_creak5.wav"
 
"wave" "ambient/areas/d1_town/wood_creak6.wav"
 
}
 
 
}
 
 
 
}
 
 
 
"E3_phystown.Rooftop"
 
{
 
"dsp" "19"
 
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"wave" "ambient/areas/zombie_town/tone_quiet.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
 
 
"playlooping"
 
{
 
"volume" "0.1"
 
"wave" "ambient/windmoan_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0"
 
}
 
 
 
}
 
 
 
"E3_phystown.Zombies"
 
{
 
"dsp" "24"
 
 
 
  "playlooping"
 
{
 
"volume" "0.5"
 
"wave" "#music/HL2_song11.mp3"
 
"pitch" "100"
 
"attenuation" "0"
 
"suppress_on_restore" "1" // don't restart this sound if loading a saved game
 
}
 
}
 
 
 
 
 
// ***************** E3_phystown *****************
 
// *******************************************************************************
 
 
 
// *******************************************************************************
 
// ***************** E3_lab *****************
 
 
 
"E3_lab.LabSounds"
 
{
 
"dsp" "17"
 
 
 
"playlooping"
 
{
 
"volume" "0.5"
 
"pitch" "100"
 
"attenuation" "0"
 
"wave" "#music/HL2_song10.mp3"
 
"suppress_on_restore" "1" // don't restart this sound if loading a saved game
 
}
 
 
 
// position0 - goo tubes
 
"playlooping"
 
{
 
"volume" "0.2"
 
"wave" "C17/city_beacon_loop1.wav"
 
"pitch" "120"
 
"attenuation" "0.7"
 
"position" "0"
 
}
 
 
 
"playlooping"
 
{
 
"volume" "0.2"
 
"wave" "C17/city_ventpump_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0.7"
 
"position" "0"
 
}
 
 
 
// position1 - computers on desk
 
"playlooping"
 
{
 
"volume" "0.3"
 
"wave" "ambient/lab_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0.7"
 
"position" "1"
 
}
 
 
}
 
 
 
// ***************** E3_lab *****************
 
// *******************************************************************************
 
 
 
 
 
// *******************************************************************************
 
// ***************** d1_town  *****************
 
 
 
"d1_town_warehouse_wood"
 
{
 
"dsp" "17"
 
 
"playrandom"
 
{
 
//"time" "7, 9"
 
"time" "3, 5"
 
"volume" "0.1,0.25"
 
"pitch" "95,105"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/wood_creak1.wav"
 
"wave" "ambient/areas/d1_town/wood_creak2.wav"
 
"wave" "ambient/areas/d1_town/wood_creak3.wav"
 
"wave" "ambient/areas/d1_town/wood_creak4.wav"
 
"wave" "ambient/areas/d1_town/wood_creak5.wav"
 
"wave" "ambient/areas/d1_town/wood_creak6.wav"
 
 
 
//"wave" "ambient/areas/d1_town/rubble1.wav"
 
//"wave" "ambient/areas/d1_town/rubble2.wav"
 
//"wave" "ambient/areas/d1_town/rubble3.wav"
 
 
 
 
 
}
 
 
}
 
 
 
// First Hole
 
"playlooping"
 
{
 
"volume" "0.20"
 
"wave" "ambient/areas/d1_town/hole_amb1.wav"
 
"pitch" "100"
 
"attenuation" "2.5"
 
"position" "0"
 
}
 
 
 
"playrandom"
 
{
 
"time" "3, 5"
 
"volume" "0.25,0.3"
 
"pitch" "95,105"
 
 
 
"rndwave"
 
{
 
//"wave" "ambient/areas/d1_town/hole_hit1.wav"
 
//"wave" "ambient/areas/d1_town/hole_hit2.wav"
 
//"wave" "ambient/areas/d1_town/hole_hit3.wav"
 
}
 
 
"attenuation" "1.5"
 
"position" "0"
 
 
 
}
 
 
 
// Second and Third Hole
 
"playlooping"
 
{
 
"volume" "0.45"
 
"wave" "ambient/areas/d1_town/hole_amb2.wav"
 
"pitch" "100"
 
"attenuation" "2"
 
"position" "1"
 
}
 
 
 
"playrandom"
 
{
 
"time" "0.5, 1"
 
"volume" "0.15, 0.25"
 
"pitch" "70, 120"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/hole_hit1.wav"
 
"wave" "ambient/areas/d1_town/hole_hit2.wav"
 
"wave" "ambient/areas/d1_town/hole_hit3.wav"
 
"wave" "ambient/areas/d1_town/hole_hit4.wav"
 
"wave" "ambient/areas/d1_town/hole_hit5.wav"
 
}
 
 
 
"attenuation" "1.5"
 
"position" "1"
 
 
 
}
 
 
 
// Fourth  Hole
 
"playlooping"
 
{
 
"volume" "0.55"
 
"wave" "ambient/areas/d1_town/hole_amb3.wav"
 
"pitch" "100"
 
"attenuation" "3"
 
"position" "2"
 
}
 
 
 
 
 
"playrandom"
 
{
 
// "time" "0.5, 0.8"
 
"time" "0.1, 0.5"
 
"volume" "0.2, 0.35"
 
// "pitch" "70,120"
 
"pitch" "98,102"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/hole_hit1.wav"
 
"wave" "ambient/areas/d1_town/hole_hit2.wav"
 
"wave" "ambient/areas/d1_town/hole_hit3.wav"
 
"wave" "ambient/areas/d1_town/hole_hit4.wav"
 
"wave" "ambient/areas/d1_town/hole_hit5.wav"
 
 
 
"wave" "ambient/areas/d1_town/wind_hit1.wav"
 
"wave" "ambient/areas/d1_town/wind_hit2.wav"
 
"wave" "ambient/areas/d1_town/wind_hit3.wav"
 
 
 
 
 
}
 
"attenuation" "3"
 
"position" "2"
 
 
 
}
 
 
 
 
 
 
 
// Wood Shutter
 
"playlooping"
 
{
 
"volume" "0.10"
 
"wave" "ambient/areas/d1_town/shutter_amb.wav"
 
"pitch" "100"
 
"attenuation" "2 "
 
"position" "3"
 
}
 
 
 
 
 
"playrandom"
 
{
 
"time" "0.1, 0.8"
 
"volume" "0.1, 0.45"
 
"pitch" "98,106"
 
 
 
"rndwave"
 
{
 
 
 
"wave" "ambient/areas/d1_town/shutter1.wav"
 
"wave" "ambient/areas/d1_town/shutter2.wav"
 
"wave" "ambient/areas/d1_town/shutter3.wav"
 
"wave" "ambient/areas/d1_town/shutter4.wav"
 
"wave" "ambient/areas/d1_town/shutter5.wav"
 
"wave" "ambient/areas/d1_town/shutter6.wav"
 
"wave" "ambient/areas/d1_town/shutter7.wav"
 
"wave" "ambient/areas/d1_town/shutter8.wav"
 
 
 
 
 
}
 
 
 
"attenuation" "1.5"
 
"position" "3"
 
 
 
}
 
 
 
 
 
 
 
 
 
}
 
 
 
"d1_town_bigcave"
 
{
 
"dsp" "25"
 
"playlooping"
 
{
 
"volume" "0.45"
 
"pitch" "100"
 
"wave" "ambient/areas/d1_town/cave_amb1.wav"
 
}
 
 
 
"playrandom"
 
{
 
"time" "10, 11"
 
"volume" "0.10,0.15"
 
"pitch" "100, 101"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/cave_hit1.wav"
 
"wave" "ambient/areas/d1_town/cave_hit2.wav"
 
"wave" "ambient/areas/d1_town/cave_hit3.wav"
 
"wave" "ambient/areas/d1_town/cave_hit4.wav"
 
"wave" "ambient/areas/d1_town/cave_hit5.wav"
 
"wave" "ambient/areas/d1_town/cave_hit6.wav"
 
 
 
}
 
 
}
 
 
 
// POD
 
"playlooping"
 
{
 
"volume" "0.75"
 
"wave" "ambient/areas/d1_town/pod_amb1.wav"
 
"pitch" "100"
 
"attenuation" "2 "
 
"position" "0"
 
}
 
 
 
"playrandom"
 
{
 
"time" "0.1, 0.5"
 
"volume" "0.15, 0.35"
 
"pitch" "98,102"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/pod_hit1.wav"
 
"wave" "ambient/areas/d1_town/pod_hit2.wav"
 
"wave" "ambient/areas/d1_town/pod_hit3.wav"
 
"wave" "ambient/areas/d1_town/pod_hit4.wav"
 
"wave" "ambient/areas/d1_town/pod_hit5.wav"
 
"wave" "ambient/areas/d1_town/pod_hit6.wav"
 
"wave" "ambient/areas/d1_town/pod_hit7.wav"
 
"wave" "ambient/areas/d1_town/pod_hit8.wav"
 
"wave" "ambient/areas/d1_town/pod_hit9.wav"
 
"wave" "ambient/areas/d1_town/pod_hit10.wav"
 
 
 
 
 
}
 
 
 
"attenuation" "2"
 
"position" "0"
 
 
 
}
 
 
 
// support Metal Creak
 
"playlooping"
 
{
 
"volume" "0.65"
 
//"wave" "ambient/areas/d1_town/hole_amb3.wav"
 
"pitch" "100"
 
"attenuation" "3 "
 
"position" "1"
 
}
 
 
 
"playrandom"
 
{
 
//"time" "0.1, 0.5"
 
 
 
"time" "5, 6"
 
"volume" "0.25, 0.35"
 
"pitch" "98,102"
 
 
 
"rndwave"
 
{
 
 
 
"wave" "ambient/areas/d1_town/metal_stress1.wav"
 
"wave" "ambient/areas/d1_town/metal_stress2.wav"
 
"wave" "ambient/areas/d1_town/metal_stress3.wav"
 
"wave" "ambient/areas/d1_town/metal_stress4.wav"
 
"wave" "ambient/areas/d1_town/metal_stress5.wav"
 
 
 
 
 
}
 
 
 
"attenuation" "1.5"
 
"position" "1"
 
 
 
}
 
 
 
 
 
 
 
 
 
// Drippies
 
"playlooping"
 
{
 
"volume" "0.65"
 
//"wave" "ambient/areas/d1_town/hole_amb3.wav"
 
"pitch" "100"
 
"attenuation" "3 "
 
"position" "2"
 
}
 
 
 
 
 
"playrandom"
 
{
 
"time" "0.5, 1.5"
 
"volume" "0.1, 0.25"
 
"pitch" "96,105"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/drip1.wav"
 
"wave" "ambient/areas/d1_town/drip2.wav"
 
"wave" "ambient/areas/d1_town/drip3.wav"
 
"wave" "ambient/areas/d1_town/drip4.wav"
 
 
 
 
 
}
 
 
 
"attenuation" "1"
 
"position" "2"
 
 
 
}
 
 
 
 
 
 
 
 
 
// Rubbles
 
"playlooping"
 
{
 
"volume" "0.65"
 
//"wave" "ambient/areas/d1_town/hole_amb3.wav"
 
"pitch" "100"
 
"attenuation" "3 "
 
"position" "3"
 
}
 
 
 
 
 
"playrandom"
 
{
 
"time" "5, 7"
 
"volume" "0.35, 0.45"
 
"pitch" "98,102"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d1_town/rock1.wav"
 
"wave" "ambient/areas/d1_town/rock2.wav"
 
"wave" "ambient/areas/d1_town/rock3.wav"
 
"wave" "ambient/areas/d1_town/rock4.wav"
 
"wave" "ambient/areas/d1_town/rock5.wav"
 
 
 
 
 
}
 
 
 
"attenuation" "1"
 
"position" "3"
 
}
 
}
 
 
 
"d1_town_cavetunnel"
 
{
 
"dsp" "25"
 
"playlooping"
 
{
 
"volume" "0.45"
 
"pitch" "100"
 
"wave" "ambient/areas/d1_town/cave_tunnel_amb1.wav"
 
}
 
 
 
"playrandom"
 
{
 
"time" "0.1, 0.1"
 
"volume" "0.5,1"
 
"pitch" "50,120"
 
 
 
"rndwave"
 
{
 
//"wave" "temp/soundscape_test/music_snippet1.wav"
 
}
 
 
}
 
 
 
}
 
 
 
// ***************** d2_depot  *****************
 
// *******************************************************************************
 
 
 
 
 
 
 
 
 
 
 
"d2_depot_showers1"
 
{
 
"dsp" "13"
 
"playlooping"
 
{
 
"volume" "0.35"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/shower1_amb.wav"
 
}
 
 
 
 
 
"playrandom"
 
{
 
"time" "0.1, 0.2"
 
"volume" "0.05,0.1"
 
"pitch" "95,110"
 
 
 
"rndwave"
 
{
 
"wave" "ambient/areas/d2_depot/shower1_hit1.wav"
 
"wave" "ambient/areas/d2_depot/shower1_hit2.wav"
 
"wave" "ambient/areas/d2_depot/shower1_hit3.wav"
 
"wave" "ambient/areas/d2_depot/shower1_hit4.wav"
 
}
 
 
}
 
 
 
}
 
 
 
 
 
 
 
 
 
 
 
"d2_depot_admin1"
 
{
 
"dsp" "9"
 
"playlooping"
 
{
 
"volume" "0.45"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_amb.wav"
 
}
 
 
 
}
 
 
 
 
 
"d2_depot_laundry"
 
{
 
"dsp" "18"
 
"playlooping"
 
{
 
"volume" "0.45"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/laundry_amb.wav"
 
}
 
 
 
 
 
 
 
// Machines
 
"playlooping"
 
{
 
"volume" "0.45"
 
"wave" "ambient/areas/d2_depot/laundry_machine1_amb.wav"
 
"pitch" "100"
 
"attenuation" "1 "
 
"position" "0"
 
}
 
 
 
"playrandom"
 
{
 
"time" "0.5, 1"
 
"volume" "0.05, 0.15"
 
"pitch" "99,102"
 
 
 
"rndwave"
 
{
 
 
 
"wave" "ambient/areas/d2_depot/machine1_hit1.wav"
 
"wave" "ambient/areas/d2_depot/machine1_hit2.wav"
 
 
 
 
 
}
 
 
 
"attenuation" "1"
 
"position" "0"
 
 
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
}
 
 
 
 
 
"d2_depot_laundry_small"
 
{
 
"dsp" "8"
 
"playlooping"
 
{
 
"volume" "0.25"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_cell_amb.wav"
 
}
 
 
 
}
 
 
 
 
 
 
 
"d2_depot_laundry_tunnel"
 
{
 
"dsp" "5"
 
"playlooping"
 
{
 
"volume" "0.45"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/laundry_tunnel_amb.wav"
 
}
 
 
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
"d2_depot_cellblock_quiet"
 
{
 
"dsp" "19"
 
"playlooping"
 
{
 
"volume" "0.25"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_amb.wav"
 
}
 
 
 
 
 
// Random sounds
 
"playrandom"
 
{
 
"time" "3,5"
 
"volume" "0.2,0.4"
 
"pitch" "90,110"
 
"rndwave"
 
{
 
 
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion01.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion02.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion03.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion04.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion05.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion06.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion07.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion08.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion09.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion10.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion11.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion12.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion13.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion14.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion15.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/antlion/antlion16.wav"
 
 
 
 
 
 
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat01.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat02.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat03.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat04.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat05.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat06.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat07.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat08.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat09.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat10.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat11.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combat/combat12.wav"
 
 
 
"wave" "ambient/areas/d2_depot/combat_far/combine/combine01.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combine/combine02.wav"
 
"wave" "ambient/areas/d2_depot/combat_far/combine/combine03.wav"
 
 
 
 
 
 
 
"wave" "ambient/areas/d2_depot/metal_rattle1.wav"
 
 
 
}
 
 
 
 
 
 
 
//"position" "0"
 
//"attenuation" "3"
 
}
 
 
 
 
 
}
 
 
 
 
 
 
 
"d2_depot_cellblock_quiet_cell"
 
{
 
"dsp" "17"
 
"playlooping"
 
{
 
"volume" "0.15"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_cell_amb.wav"
 
}
 
 
 
 
 
// Random sounds
 
"playrandom"
 
{
 
"time" "0.1, 0.1"
 
"volume" "0.5,1"
 
"pitch" "50,120"
 
"rndwave"
 
{
 
//"wave" "temp/soundscape_test/music_snippet1.wav"
 
//"wave" "temp/soundscape_test/music_snippet2.wav"
 
//"wave" "temp/soundscape_test/music_snippet3.wav"
 
//"wave" "temp/soundscape_test/music_snippet4.wav"
 
//"wave" "temp/soundscape_test/music_snippet5.wav"
 
//"wave" "temp/soundscape_test/music_snippet6.wav"
 
//"wave" "temp/soundscape_test/music_snippet7.wav"
 
//"wave" "temp/soundscape_test/music_snippet8.wav"
 
}
 
 
 
//"position" "0"
 
//"attenuation" "3"
 
}
 
 
 
 
 
}
 
 
 
 
 
"d2_depot_cellblock_medium"
 
{
 
"dsp" "10"
 
"playlooping"
 
{
 
"volume" "0.15"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_amb.wav"
 
}
 
 
 
 
 
// Random sounds
 
"playrandom"
 
{
 
"time" "0.1, 0.1"
 
"volume" "0.5,1"
 
"pitch" "50,120"
 
"rndwave"
 
{
 
//"wave" "temp/soundscape_test/music_snippet1.wav"
 
//"wave" "temp/soundscape_test/music_snippet2.wav"
 
//"wave" "temp/soundscape_test/music_snippet3.wav"
 
//"wave" "temp/soundscape_test/music_snippet4.wav"
 
//"wave" "temp/soundscape_test/music_snippet5.wav"
 
//"wave" "temp/soundscape_test/music_snippet6.wav"
 
//"wave" "temp/soundscape_test/music_snippet7.wav"
 
//"wave" "temp/soundscape_test/music_snippet8.wav"
 
}
 
 
 
//"position" "0"
 
//"attenuation" "3"
 
}
 
 
 
 
 
}
 
 
 
"d2_depot_cellblock_big"
 
{
 
"dsp" "19"
 
"playlooping"
 
{
 
"volume" "0.4"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_amb.wav"
 
}
 
 
 
 
 
// Random sounds
 
"playrandom"
 
{
 
"time" "0.1, 0.1"
 
"volume" "0.5,1"
 
"pitch" "50,120"
 
"rndwave"
 
{
 
//"wave" "temp/soundscape_test/music_snippet1.wav"
 
//"wave" "temp/soundscape_test/music_snippet2.wav"
 
//"wave" "temp/soundscape_test/music_snippet3.wav"
 
//"wave" "temp/soundscape_test/music_snippet4.wav"
 
//"wave" "temp/soundscape_test/music_snippet5.wav"
 
//"wave" "temp/soundscape_test/music_snippet6.wav"
 
//"wave" "temp/soundscape_test/music_snippet7.wav"
 
//"wave" "temp/soundscape_test/music_snippet8.wav"
 
}
 
 
 
//"position" "0"
 
//"attenuation" "3"
 
}
 
 
 
 
 
}
 
 
 
 
 
 
 
 
 
"d2_depot_cellblock_small"
 
{
 
"dsp" "17"
 
"playlooping"
 
{
 
"volume" "0.4"
 
"pitch" "100"
 
"wave" "ambient/areas/d2_depot/quiet_cellblock_amb.wav"
 
}
 
 
 
 
 
// Random sounds
 
"playrandom"
 
{
 
"time" "0.1, 0.1"
 
"volume" "0.5,1"
 
"pitch" "50,120"
 
"rndwave"
 
{
 
//"wave" "temp/soundscape_test/music_snippet1.wav"
 
//"wave" "temp/soundscape_test/music_snippet2.wav"
 
//"wave" "temp/soundscape_test/music_snippet3.wav"
 
//"wave" "temp/soundscape_test/music_snippet4.wav"
 
//"wave" "temp/soundscape_test/music_snippet5.wav"
 
//"wave" "temp/soundscape_test/music_snippet6.wav"
 
//"wave" "temp/soundscape_test/music_snippet7.wav"
 
//"wave" "temp/soundscape_test/music_snippet8.wav"
 
}
 
 
 
//"position" "0"
 
//"attenuation" "3"
 
}
 
 
 
 
 
}
 
 
 
 
 
 
 
 
 
 
 
// ***************** d1_town_01  *****************
 
// *******************************************************************************
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
// ******************  SOUNDSCAPE TEST  ***************************************
 
 
 
 
 
// No DSP, no ambients
 
"Nothing"
 
{
 
"dsp" "0"
 
}
 
 
 
"GenericIndoor"
 
{
 
"dsp" "1"
 
"playlooping"
 
{
 
"volume" "1"
 
"pitch" "100"
 
"wave" "ambient/areas/air_exchange/indoor2.wav"
 
}
 
}
 
 
 
"GenericOutdoor"
 
{
 
"dsp" "19"
 
"playlooping"
 
{
 
"volume" "0.25"
 
"wave" "ambient/areas/air_exchange/indoor2.wav"
 
}
 
 
 
"playlooping"
 
{
 
"volume" "0.15"
 
"wave" "ambient/areas/air_exchange/outdoor2.wav"
 
"pitch" "100"
 
"position" "0"
 
}
 
"playsoundscape"
 
{
 
"name" "d2_depot_cellblock_medium"
 
"volume" "0.75"
 
"position" "2"
 
}
 
"playsoundscape"
 
{
 
"name" "d2_depot_cellblock_medium"
 
"volume" "0.75"
 
"position" "2"
 
}
 
}
 
 
 
 
 
 
 
 
 
"cabin"
 
{
 
"dsp" "17"
 
"playlooping"
 
{
 
"volume" "0.5"
 
"pitch" "100"
 
"wave" "temp/soundscape_test/cabin_ambience.wav"
 
}
 
 
 
 
 
 
 
 
 
 
 
 
// *** TEST TV ********
 
"playsoundscape"
 
{
 
"name" "test_tvset"
 
"volume" "1"
 
"position" "0"
 
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
// ** Tower sticking out of wall
 
"playlooping"
 
{
 
"volume" "0.6"
 
"wave" "temp/soundscape_test/cabin_wall.wav"
 
"pitch" "100"
 
"attenuation" "2"
 
"position" "1"
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
// Random Sounds for Wall
 
"playrandom"
 
{
 
// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
 
// every 0.5 to 2 seconds
 
"time" "1,4"
 
 
 
// at a volume of 0.25 to 0.25
 
"volume" "0.5,0.8"
 
 
 
// at a pitch of 90 to 100
 
"pitch" "80,120"
 
 
 
// play one of these .wav files randomly each time
 
"rndwave"
 
{
 
"wave" "temp/soundscape_test/wall1.wav"
 
"wave" "temp/soundscape_test/wall2.wav"
 
"wave" "temp/soundscape_test/wall3.wav"
 
"wave" "temp/soundscape_test/wall4.wav"
 
}
 
 
// omit position for ambient sounds
 
"position" "1"
 
// only required if "position" is present
 
"attenuation" "2"
 
}
 
 
 
 
 
 
 
}
 
 
 
 
 
 
 
"cabin_outdoor"
 
{
 
"dsp" "20"
 
"playlooping"
 
{
 
"volume" "1"
 
"pitch" "100"
 
"wave" "temp/soundscape_test/outdoor.wav"
 
}
 
 
 
"playrandom"
 
{
 
// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
 
// every 0.5 to 2 seconds
 
"time" "0.1, 0.1"
 
 
 
// at a volume of 0.25 to 0.25
 
"volume" "0.5,1"
 
 
 
// at a pitch of 90 to 100
 
"pitch" "50,120"
 
 
 
// play one of these .wav files randomly each time
 
"rndwave"
 
{
 
"wave" "temp/soundscape_test/music_snippet1.wav"
 
"wave" "temp/soundscape_test/music_snippet2.wav"
 
//"wave" "temp/soundscape_test/music_snippet3.wav"
 
//"wave" "temp/soundscape_test/music_snippet4.wav"
 
//"wave" "temp/soundscape_test/music_snippet5.wav"
 
//"wave" "temp/soundscape_test/music_snippet6.wav"
 
//"wave" "temp/soundscape_test/music_snippet7.wav"
 
//"wave" "temp/soundscape_test/music_snippet8.wav"
 
}
 
 
 
 
}
 
 
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
"test_tvset"
 
{
 
"dsp" "1"
 
"playlooping"
 
{
 
"volume" "0.15"
 
"pitch" "100"
 
 
 
"wave" "temp/soundscape_test/tv_music.wav"
 
"position" "0"
 
"attenuation" "2"
 
 
 
}
 
 
 
 
 
"playrandom"
 
{
 
"time" "0.1, 0.3"
 
"volume" "0.1,0.15"
 
"pitch" "95,105"
 
"attenuation" "2"
 
"position" "0"
 
 
 
"rndwave"
 
{
 
"wave" "temp/soundscape_test/music_snippet1.wav"
 
"wave" "temp/soundscape_test/music_snippet2.wav"
 
"wave" "temp/soundscape_test/music_snippet3.wav"
 
 
 
}
 
 
}
 
 
 
 
 
}
 
// *******************************************************************************
 
// ***************** Kleiner's Lab *****************
 
//used in d1_trainstation_05 and d3_(Kleiner's lab)
 
 
 
"K_lab.LabSounds"
 
{
 
"dsp" "17"
 
 
 
// "playlooping"
 
// {
 
// "volume" "0.5"
 
// "pitch" "100"
 
// "attenuation" "0"
 
// "wave" "#music/HL2_song10.mp3"
 
// "suppress_on_restore" "1" // don't restart this sound if loading a saved game
 
// }
 
 
 
// position0 - goo tubes
 
"playlooping"
 
{
 
"volume" "0.1"
 
"wave" "C17/city_beacon_loop1.wav"
 
"pitch" "120"
 
"attenuation" "0.7"
 
"position" "0"
 
}
 
 
 
"playlooping"
 
{
 
"volume" "0.1"
 
"wave" "C17/city_ventpump_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0.7"
 
"position" "0"
 
}
 
 
 
// position1 - computers on desk
 
"playlooping"
 
{
 
"volume" "0.1"
 
"wave" "ambient/lab_loop1.wav"
 
"pitch" "100"
 
"attenuation" "0.7"
 
"position" "1"
 
}
 
 
}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
// ********************************************************************************
 
</source>
 

Revision as of 01:47, 28 June 2021

Here is a list of soundscapes for use in Half-Life 2 beta. Soundscapes are used with env_soundscape.

All soundscapes are from soundscapes.txt

Only DSP

Name preset DSP
Normal (off) DSP 0
Generic DSP 1
Metal Small DSP 2
Metal Medium DSP 3
Metal Large DSP 4
Tunnel Small DSP 5
Tunnel Medium DSP 6
Tunnel Large DSP 7
Chamber Small DSP 8
Chamber Medium DSP 9
Chamber Large DSP 10
Bright Small DSP 11
Bright Medium DSP 12
Bright Large DSP 13
Water 1 DSP 14
Water 2 DSP 15
Water 3 DSP 16
Concrete Small DSP 17
Concrete Medium DSP 18
Concrete Large DSP 19
Big 1 DSP 20
Big 2 DSP 21
Big 3 DSP 22
Cavern Small DSP 23
Cavern Medium DSP 24
Cavern Large DSP 25
Weirdo 1 DSP 26
Weirdo 2 DSP 27
Weirdo 3 DSP 28

E3_Techdemo_01 - 06

Name Description preset DSP Position Number Position Description
e3_techdemo_gmanspeaking DSP 10, no ambients. DSP 10
e3_Techdemo_02 Ghostly wind (Physics room). DSP 10
e3_Techdemo_03 DSP 1, no ambients. DSP 1
e3_Techdemo_05 Dripping cave ambient. DSP 10
e3_Techdemo_06 Lake, the sound of waves breaking gently. DSP 20
e3_end No DSP, no ambients. DSP 0

E3_C17_01

Name Description preset DSP Position Number Position Description
e3_c17_01_battle No ambient, only position sounds. DSP 19 0 fire
1 barricade gate noise
2 city siren
3 gunfire

E3_seafloor_01

Name Description preset DSP Position Number Position Description
e3_seafloor_01_sub Strong wind. DSP 20

E3_C17_02

Name Description preset DSP Position Number Position Description
e3_c17_02_elevatorride Strong wind and city battle in the background. DSP 20 0 elevator sounds
1 city siren
2 siren
3 gunfire
e3_c17_02_seethewall Thundering wall noise. DSP 20
e3_c17_02_striderdestruction City siren and city battle in the background. DSP 20

E3_Under_02,04

Name Description preset DSP Position Number Position Description
underground_sscape_plinkohallway Underground ambience. DSP 6 0 dripping water
1 steam
underground_sscape_plinkostairwell Underground ambience, water dripping DSP 10 0 water flow
e3_under_04 Plays HL2 song 11. DSP 8

E3_bugbait

Name Description preset DSP Position Number Position Description
e3_bugbait.start Industrial ambience with computer beeping, water dripping and metal rattle. DSP 18
e3_bugbait.hallway1 Fluorescent lighting hum. DSP 11
e3_bugbait.hallway2 Antlion burrow area. DSP 18 0 soft antlion chittering from burrow
1 soft antlion chittering from burrow
2 wind moan
e3_bugbait.laundry Fluorescent lighting hum. DSP 10 0 laundry machine 1
1 laundry machine 2
e3_bugbait.narrow_hallway Distant, echo-y wet running water with dripping water. DSP 5
e3_bugbait.showers Big echo-y wet area. DSP 13 0 water flow
1 dripping water
2 water heater hiss

E3_phystown

Name Description preset DSP Position Number Position Description
E3_phystown.Start A lot of alley wind with directional wind gusts and snippets. DSP 20
E3_phystown.Indoors Strange reversed tone with wood creaking. DSP 1
E3_phystown.Rooftop Quiet windy tone like passing cars with wind moan. DSP 19
E3_phystown.Zombies Plays HL2 song 11. DSP 24

E3_lab

Name Description preset DSP Position Number Position Description
E3_lab.LabSounds Plays HL2 song 10. DSP 17 0 goo tubes
1 computers on desk

d1_town

Name Description preset DSP Position Number Position Description
d1_town_warehouse_wood Wood creaking. DSP 17 0 Hole ambient 1
1 Hole ambient 2
2 Hole ambient 3
3 Wind behind wood shutters
d1_town_bigcave Cave ambient. DSP 25 0 combine pod ambient
1 support and metal creaking
2 drippies
3 rubbles
d1_town_cavetunnel Strange noise. DSP 25

d2_depot

Name Description preset DSP Position Number Position Description
d2_depot_showers1 Machinery ambience. DSP 13
d2_depot_admin1 Quiet tone. DSP 9
d2_depot_laundry Laundry ambience. DSP 18 0 laundry machine
d2_depot_laundry_small Loud machinery ambience. DSP 8
d2_depot_laundry_tunnel Tunnel laundry ambience. DSP 5
d2_depot_cellblock_quiet Quiet tone with distant combat. DSP 19
d2_depot_cellblock_quiet_cell Loud machinery ambience. DSP 17
d2_depot_cellblock_medium Quiet tone. DSP 10
d2_depot_cellblock_big Quiet tone. DSP 19
d2_depot_cellblock_small Quiet tone. DSP 17

Generic and Soundscape Test

Name Description preset DSP Position Number Position Description
Nothing No DSP, no ambients. DSP 0
GenericIndoor Fluorescent lighting hum. DSP 1
GenericOutdoor Electric hum like above with a motor / gas / wind kind of sound in the background. DSP 19 0 Quiet electric hum.
2 d2_depot_cellblock_medium
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). DSP 17 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. DSP 20
test_tvset Music coming from a TV set DSP 1 0 Banjo-like TV music.

Kleiner's Lab

Name Description preset DSP Position Number Position Description
E3_lab.LabSounds No ambient. DSP 17 0 goo tubes
1 computers on desk
Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation