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List of BMS Soundscapes

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BMS - Screenshot 10.jpg

Below is a list of 292 soundscapes for use in Black Mesa Black Mesa, but with building blocks its 475 soundscapes (last counted at 5.6, We've got hostiles - Map C; by --N0one (talk) 15:38, 19 January 2024 (PST) ). An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

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

Note.pngNote:Black Mesa has a lot of soundscapes depending on how large the file is. It will take a while to finish the page.
Black Mesa main game has 20 soundscape .txt plus the multiplayer its 30 (+ 10) soundscape .txt, with an extra soundscape_test.txt

the soundscape .txt is in [ROOT]\common\Black Mesa\bms in bms_misc_dir.vpk

Inbound

Base Utility Soundscapes

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

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

c0a0a

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

Map A

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

c0a0b

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

Map B

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

c0a0c

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

Map C

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

soundscapes_c0a0.txt

Anomalous Materials

c1a0a

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

Base Utility Soundscapes

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

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

Posititonal Utility Soundscapes

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

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

Map A

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

c1a0b

Base Utility Soundscapes

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

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

Positional Utility Soundscapes

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

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

Map B

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

soundscapes_c1a0.txt

Unforeseen Consequences

Name Description DSP Position Number Position Origin Location Description
c1a1.util_indoorboom1 (random)
c1a1.util_metalcreak1 (random)
c1a1.util_bighit1 (random)
c1a1.util_indamb (random)

c1a1a

Base Utility Soundscapes

These .base soundscapes are basic building blocks, meant for insertion into the proper main use soundscapes. They are NOT meant for actual .vmf consumption. For the soundscapes proper, please scroll down to "Map A"

Name Description DSP Position Number Position Origin Location Description
c1a1a.testchamber.base 0
c1a1a.airlock.base 0
c1a1a.hallway.base 0
c1a1a.hallway2.base 0
c1a1a.hallway3.base 0
c1a1a.tuberoom.base 0
c1a1a.controlroom.base 0
c1a1a.ionroom.base 0
c1a1a.shaft.base 0

Positional Utility Soundscapes

These soundscapes are utilities for positional sounds, meant for insertion into the proper main use soundscapes. They are NOT meant for actual .vmf consumption. For the soundscapes proper, please scroll down to "Map A"

Name Description DSP Position Number Position Origin Location Description
c1a1a.tc.util_pos info_target: a_tc_pos3_ehum1 0 3 m_ambience_electrichum1
info_target: a_tc_pos5_fire3 5 o_ambience_disaster_fire3
info_target: a_tc_pos6_fire7 6 o_ambience_disaster_fire7
info_target: a_tc_pos7_fire4 7 o_ambience_disaster_fire4
c1a1a.airlock.util_pos info_target: a_tc_pos0_fan1 0 0
info_target: a_tc_pos1_ehum1 1
info_target: a_tc_pos4_fire2 4
c1a1a.h1.util_pos info_target: a_h1_pos5_fire5 0 5 o_ambience_disaster_fire2
info_target: a_h1_pos6_lc23 6 m_ambience_lc23
info_target: a_h1_pos7_hiss 7 o_ambience_disaster_hiss1
c1a1a.t1.util_pos info_target: a_t1_pos1_fire8 0 1 o_ambience_disaster_fire8
info_target: a_t1_pos2_eloop (eli server) 2 electric_loop
info_target: a_t1_pos3_lc9 3 m_ambience_lc9
c1a1a.ionroom.util_pos info_target: a_ion_pos4_firesm1 (sound positions are flipped in soundscapes_c1a1_ab.txt) 0 4 fire_small1
info_target: a_ion_pos5_electrical8 5 m_ambience_electrical8
info_target: a_ion_pos6_lc11 6 m_ambience_lc11
info_target: a_ion_pos7_ehum 7 m_ambience_electrichum1
c1a1a.h2.util_pos info_target: a_h2_pos0_lc17 0 0 m_ambience_lc17
info_target: a_h2_pos1_lc17a 1 m_ambience_lc17a
info_target: a_h2_pos2_fire2 2 o_ambience_disaster_fire2
info_target: a_h2_pos3_fire8 3 o_ambience_disaster_fire8

Main Positional Utilities

Name Description DSP Position Number Position Origin Location Description
c1a1a.h3.util_pos0-3 info_target: a_h3_pos1_comp2 (pos0 not used) 0 1 m_ambience_comp2
info_target: a_h3_pos2_comp3 2 m_ambience_comp3
info_target: a_h3_pos3_ehum1a 3 m_ambience_electrichum1a
c1a1a.h3.util_pos4-7 info_target: a_h3_pos4_ehum1 0 4 m_ambience_electrichum1
info_target: a_h3_pos5_hiss1a 5 o_ambience_disaster_hiss1a
info_target: a_h3_pos6_hiss1 6 o_ambience_disaster_hiss1
info_target: a_h3_pos7_labdrone 7 labdrone2

Map A

Name Description DSP Position Number Position Origin Location Description
c1a1a.testchamber 10
c1a1a.airlock 0
c1a1a.hallway1 3
c1a1a.tuberoom 3
c1a1a.controlroom 0
c1a1a.ionroom 3
c1a1a.hallway2 3
c1a1a.hallway2_2 3
c1a1a.hallway3 3
c1a1a.shaft 1

c1a1b

Name Description DSP Position Number Position Origin Location Description
c1a1b.hallway.base 0
c1a1b.plaza.base 0
c1a1b.lab.base 0
c1a1b.tram_stop.base 0
c1a1b.lobby.base 0

Positional Utility Soundscapes

Name Description DSP Position Number Position Origin Location Description
c1a1b.plza.util_pos info_target: b_plz_pos0_ehum1 0 0 m_ambience_electrichum1
info_target: b_plz_pos1_ehum1a 1 m_ambience_electrichum1a
info_target: b_plz_pos2_fire1 2 o_ambience_disaster_fire1
c1a1b.hret.util_pos info_target: b_hret_pos7_alarm5a 0 6 alarm5a
info_target: b_plz_pos6_alarm5 7 alarm5
c1a1b.hdev.util_pos info_target: b_hdev_pos0_ehum1a 0 0 m_ambience_electrichum1a
info_target: b_hdev_pos1_alarm5c 1 alarm5c
info_target: b_hdev_pos2_ 2 white_noise2
info_target: b_hdev_pos3_wnoise 3 white_noise
info_target: b_hdev_pos4_alarm5b 4 alarm5b
info_target: b_hdev_pos5_hiss1 5 o_ambience_disaster_hiss1
c1a1b.hbrk.util_pos info_target: b_hbrk_pos2_alarm5 0 2 alarm5
c1a1b.hnet.util_pos info_target: b_hnet_pos2_ehum (positions are flipped in the file) 3 2 m_ambience_electrichum1
info_target: b_hnet_pos6_fire4 6 o_ambience_disaster_fire4
c1a1b.lob.util_pos info_target: b_lob_pos0_ehum1 0 0 m_ambience_electrichum1
info_target: b_lob_pos1_fire2 1 o_ambience_disaster_fire2
info_target: b_lob_pos2_wnoise 2 white_noise
c1a1b.airlock.util_pos info_target: b_air_pos5_energy1 0 5 m_ambience_brokenenergy1
info_target: b_air_pos6_misc7 6 m_ambience_misc7
info_target: b_air_pos7_misc10 7 m_ambience_misc10

Map B

Name Description DSP Position Number Position Origin Location Description
c1a1a.shaft.bversion 1
c1a1b.plaza 2
c1a1b.hallway_ret 3
c1a1b.lab_ret_NOTUSINGTHIS Map B - Retinal Scanner Hallway - Laboratory -- NOT GONNA USE THIS ----- (in file) 2
c1a1b.hallway_dev 3
c1a1b.lab_dev 2
c1a1b.hallway_brk 3
c1a1b.breakroom 3
c1a1b.hallway_net 3
c1a1b.lockerroom 2
c1a1b.lobby 3
c1a1b.hallway_wb 3
c1a1b.hwb.util_pos 0 0 alarm5
1 alarm5a
c1a1b.tram_stop 1
c1a1b.vent 2
c1a1b.disasterlab 0
c1a1b.frozenlab 0
c1a1b.maintenance 17
c1a1b.shaft 1

c1a1c

Base Utility Soundscapes

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

Positional Utility Soundscapes

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

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

Map C

Note.pngNote:c1a1c.util.hallway2 is being used for the pos3 pipe and the pos4-6 pumps just outside.
Name Description DSP Position Number Position Origin Location Description
c1a1c.hallway 2
c1a1c.hallway1 (positional sounds : c1a1c.hallway1.util_pos0-2 & 3-4 ; c1a1c.mt1.util_pos3_6_7) 3
c1a1c.frozenlab1 (positional sounds identical to the above) 2
c1a1c.maintenance1 (positional sounds : c1a1c.hallway1.util_pos0-2 & c1a1c.mt1.util_pos3_6_7) 17
c1a1c.shaft.ele (positional sounds : c1a1c.elevatorshaft.util_pos3_6_7) 17
c1a1c.warehouse1 (positional sounds : c1a1c.warehouse.util_pos4-7) 2
c1a1c.hallway2 (positional sounds : c1a1c.util.hallway2) 2
c1a1c.hallway2.maintenancetunnel (positional sounds identical to the above) 2
c1a1c.frozenlab2 (positional sounds identical to the above) 2
c1a1c.frozenlab3 2
c1a1c.frozenlab4 0
c1a1c.hallway.ctl 2
c1a1c.frozenlab.ctl 0
c1a1c.frozenlab.ctl2 0
c1a1c.hallway.ctu 2 0 m_ambience_pipe2a
1 m_ambience_pipe4
2 m_ambience_electrichum1
4 m_ambience_watercontainer
6 m_ambience_watercontainer2
c1a1c.secoffice.ctu 2 0 m_ambience_electrichum1a
7 m_ambience_comp1
c1a1c.hallway3 2
c1a1c.hallway4.dumpster 2
c1a1c.hallway4.closet 2
c1a1c.util.hallway4.closet info_target: h4_pos4_closetbox ; position 4 opens up for the electrical box. we keep the big fans cuz they're loud 4 m_ambience_electrichum1
info_target: h4_pos6_fan 6 fan6
info_target: h4_pos7_fan 7 fan6a (copy)
c1a1c.sewers 1
c1a1c.hallway5.base
c1a1c.hallway5.endmap 2 0 m_ambience_pipe3
1 waterleak_loop1
2 m_ambience_pipe4
3 waterleak_loop1
7 m_ambience_pipe5

c1a1d

Name Description DSP Position Number Position Origin Location Description
c1a1d.shaft.base 0
c1a1d.securityoffice.base 0
c1a1d.storage.base 0
c1a1d.hallway.base 0

Map D

Name Description DSP Position Number Position Origin Location Description
c1a1c.hallway5.d_version1 Version 1, has the positionals from the map c version, with the same settings. 2
c1a1c.hallway5.d_version2 Version 2 - same deal, but adds positions 0 and 1, which are copied from positional utility c1a1d.shaft1.pre_util_pos 2
c1a1d.shaft1.pre 4
c1a1d.shaft1.pre_util_pos positional utility for shaft1.pre 0 0 fan6
1 m_ambience_pipeflow1
2 m_ambience_pipe3
3 m_ambience_pipe2a
4 m_ambience_pipe2b
5 m_ambience_pipe1
6 m_ambience_pipe1a
7 m_ambience_pipe5
c1a1d.vent 2
c1a1d.vent2 info_target: d_vent2_pos0_fan4 2 0 fan6
info_target: d_vent2_pos1_fan8 1 fan8
c1a1d.securityoffice1 info_target: d_spre_pos0_fan6 2 0 r_ambience_pipes1
info_target: d_sec3_pos1_comp3 1 m_ambience_comp3
c1a1d.shaft1 4
c1a1d.storage_a1 17
c1a1d.storage_a1.util_pos info_target: d_sta1_pos0_electric (water electrical hazard at the bottom of the shaft) 0 0 electric_machine
info_target: d_sta1_pos1_pf1 1 m_ambience_pipeflow1
info_target: d_sta1_pos2_water15 2 r_ambience_water15
info_target: d_sta1_pos3_wtrleak03 3 waterleak_loop1
4 waterleak_loop1_NULL
5 m_ambience_pipeflow2
6 m_ambience_pipe3
7 m_ambience_pipeflow2a
c1a1d.securityoffice2 info_target: d_sta1_pos0_electric (settings are pulled from the storage a1 utility, then modified for this area) 2 0 electric_machine
info_target: sec2_pos1_comp2 1 m_ambience_comp2
info_target: sec2_pos2_comp2a 2 m_ambience_comp2a
c1a1d.hallway1 4
c1a1d.canal1 25
c1a1d.hallway2 4
c1a1d.hallway2.util_pos info_target: d_h2_pos0_hum1 0 hum1
info_target: d_h2_pos1_flow1 1 m_ambience_pipeflow1
info_target: d_h2_pos2_flow1a 2 m_ambience_pipeflow1a
info_target: d_cn1_pos3_ehum1 3 m_ambience_electrichum1

c1a1e

Name Description DSP Position Number Position Origin Location Description
c1a1d.corridor.base 0
c1a1e.corridor2.base 0
c1a1e.hallway.base 0
c1a1e.canal3.controlroom.base 0
c1a1e.storage.base 4

Map E

Name Description DSP Position Number Position Origin Location Description
c1a1e.canal2 4
c1a1e.canal2a 4
c1a1e.canal2a.util_pos info_target: e_cn2a_pos7_pflow2 4 7 m_ambience_pipeflow2
c1a1e.corridor2 17
c1a1e.corridor2.util_pos info_target: e_c2_pos0_hum1 4 0 hum1
info_target: e_c2_pos1_pflow1 1 m_ambience_pipeflow1
info_target: e_c2_pos2_pipe3 2 m_ambience_pipe3
c1a1e.canal3 4
c1a1e.canal3.controlroom (soundscape uses c1a1e.c3.ctrlroom.utilpos) 7
c1a1e.c3.ctrlroom.utilpos info_target: e_ctr_pos0_comp2 0 m_ambience_comp2
info_target: e_ctr_pos1_comp1 1 m_ambience_comp1
info_target: e_ctr_pos3_comp2a 2 m_ambience_comp2
c1a1e.corridor1 17
c1a1e.corridor3 17
c1a1e.corridor3.util_pos info_target: e_c3_pos0_pflow2 0 0 m_ambience_pipeflow2
info_target: e_c3_pos1_pflow2a 1 m_ambience_pipeflow2a
info_target: e_c3_pos2_pflow1 2 m_ambience_pipeflow1
info_target: e_c3_pos3_pflow1a 3 m_ambience_pipeflow1a
info_target: e_c3_pos4_ehum1 4 m_ambience_electrichum1
info_target: e_c3_pos5_ehum1a 5 m_ambience_electrichum1a
c1a1e.corridor3.mod01 17
c1a1e.corridor3_lower 17
c1a1e.corridor3_basic 17
c1a1e.corridor3l.util_pos 0 0 m_ambience_pipeflow2a
1 m_ambience_pipeflow1.wav
2 m_ambience_pipeflow2
c1a1e.corridor4 17
c1a1e.corridor4.util_pos info_target: e_c4_pos0_pipe2 0 0 m_ambience_pipe2
info_target: e_c4_pos1_pflow1 1 m_ambience_pipeflow1
info_target: e_c4_pos2_pipe3 2 m_ambience_pipe3
c1a1e.corridor5 17
c1a1e.corridor5.util_pos info_target: e_c5_pos0_pipe1 0 0 m_ambience_pipe1
info_target: e_c5_pos1_pipe3a 1 m_ambience_pipe3a
info_target: e_c5_pos2_pflow1a 2 m_ambience_pipeflow1a
info_target: e_c5_pos3_pipe5 3 m_ambience_pipe5
6 m_ambience_pipeflow1
c1a1e.hallway.final 4
c1a1e.hallway.final_utilpos info_target: e_hF_pos7_pipe3 0 7 m_ambience_pipe3
c1a1e.storagearea.B2 (soundscape uses c1a1e.hallway.final_utilpos & c1a1e.storagearea.B2_utilpos) 17
c1a1e.storagearea.B2_utilpos info_target: e_str_pos0_ehum1 0 0 m_ambience_electrichum1
info_target: e_str_pos1_ehum1a 1 m_ambience_electrichum1a
info_target: e_str_pos2_pflow1a 2 m_ambience_pipeflow1a
info_target: e_str_pos3_pflow2a 3 m_ambience_pipeflow2a

Misc

Name Description DSP Position Number Position Origin Location Description
soundscapes_c1a1.ArmClose
soundscapes_c1a1.ArmOpen

soundscapes_c1a1_ab.txt
soundscapes_c1a1.txt

Office Complex

c1a2a

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a2a.corridor.base
c1a2a.ventilation_duct.base
c1a2a.ventilation_fanroom.base
c1a2a.lounge.base
c1a2a.lounge_utrm.base
c1a2a.corridor2_uta1.base
c1a2a.storagebay.base
c1a2a.storagebay_utwp.base
c1a2a.floodedofficeroom.base
c1a2a.utility_smallroom.base
c1a2a.securityturretarea1.base
c1a2a.utility_stairwell.base

Positional Utility Soundscapes

These positional soundscapes are supplements to provide local sound placements and attenuation instuctions via info_target. They are NOT meant for actual .vmf soundscape entity consumption. For the main soundscapes proper, please scroll down to "Map A"

Name Description DSP Position Number Position Origin Location Description
c1a2a.cor1.util_pos7 info_target: a_cor1_pos7_pipe1 7 m_ambience_pipe1
c1a2a.lng1.util_pos0-1 info_target: a_lng1_pos0_ehum1 0 0 m_ambience_electrichum1
info_target: a_lng1_pos1_ehum1a 1 m_ambience_electrichum1a
c1a2a.lng1.util_pos2-3 info_target: a_lng1_pos2_vendinga 0 2 vending_hum_a
info_target: a_lng1_pos3_vendingb 3 vending_hum_b
c1a2a.cor2.util_pos0-1 info_target: a_cor2_pos0_vendinga 0 0 vending_hum_a
info_target: a_cor2_pos1_vendingb 1 vending_hum_b
info_target: a_cor2_pos2_ehum1 2 m_ambience_electrichum1
c1a2a.cor2.util_pos3 info_target: a_offd_pos3_water 0 3 r_ambience_water_room_st
c1a2a.sbay.util_pos0-3 info_target: a_sbay_pos0_ehum1 0 0 m_ambience_electrichum1
info_target: a_sbay_pos1_ehum1a 1 m_ambience_electrichum1a
info_target: a_sbay_pos2_pflow2 2 m_ambience_pipeflow2
info_target: a_sbay_pos3_steam2 3 m_ambience_pipe4
c1a2a.sbut.util_pos7 info_target: a_sbut_pos7_pflow1 0 7 m_ambience_pipeflow1
c1a2a.ut1.util_pos0-3 info_target: a_ut1_pos0_ehum1a 0 0 m_ambience_electrichum1a
info_target: a_ut1_pos1_ehum1b 1 m_ambience_electrichum1b
info_target: a_ut1_pos2_pipe4 2 m_ambience_pipe4
info_target: a_ut1_pos3_pflow1 3 m_ambience_pipeflow1
c1a2a.stur1.util_pos7 info_target: a_stur1_pos7_ehum1 7 m_ambience_electrichum1a
c1a2a.stw1.util_pos5-6 info_target: a_stw_pos5_pflow2 5 m_ambience_pipeflow2
info_target: a_stw_pos6_pipe1 6 m_ambience_pipe1

Map A

Name Description DSP Position Number Position Origin Location Description
c1a2a.corridor1.pre 17
c1a2a.corridor1 19
c1a2a.ventilation_duct1 2
c1a2a.ventilation_fanroom1 2
c1a2a.lounge1 0
c1a2a.lounge1_utrm1 17
c1a2a.corridor2 19
c1a2a.corridor2_s2 19
c1a2a.corridor2_uta1 17
c1a2a.storagebay 19
c1a2a.storagebay_utwp01 17
c1a2a.floodedofficeroom1 0
c1a2a.ventilation_duct2 2
c1a2a.corridor3 19
c1a2a.ventilation_duct3 2
c1a2a.corridor_ut01 info_target: a_sta_posblend 17 7 r_ambience_large7
c1a2a.securityturretarea1 19
c1a2a.stairwell 18

c1a2b

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a2b.corridor.base
c1a2b.office_largeroom.base
c1a2b.office_smallroom.base.v2 .v2 is sans computer ambience wav.
c1a2b.office_floodedroom.base
c1a2b.ventilation_duct.base
c1a2b.ventilation_shaft.base
c1a2b.utility_largeroom.base
c1a2b.utility_smallroom.base
c1a2b.utility_stairwell.base
c1a2b.elevator_shaft.base
c1a2b.utility_exit.base
c1a2b.utility_entrance.base
c1a2b.utility_entrance.baseblend
c1a2b.office_cafeteria.base

Positional Utility Soundscapes

These positional soundscapes are supplements to provide local sound placements and attenuation instuctions via info_target. They are NOT meant for actual .vmf soundscape entity consumption. For the main soundscapes proper, please scroll down to "Map B"

Name Description DSP Position Number Position Origin Location Description
c1a2b.offsm.util_pos7 info_target: b_offsm_pos7_pipe1 0 7 m_ambience_pipe1
c1a2b.cor3.util_pos0-1 info_target: b_cor3_pos0_vending 0 0 vending_hum
info_target: b_cor3_pos1_vendinga 1 vending_hum_a
c1a2b.stw.util_pos6-7 6 m_ambience_pipeflow1
info_target: b_stw_pos7_pipe4b 7 m_ambience_pipe4b

Map B

Name Description DSP Position Number Position Origin Location Description
c1a2b.corridor1 19
c1a2b.corridor2 19
c1a2b.office_area1 19
c1a2b.officearea1_smallroom 19
c1a2b.officearea1_room1 19
c1a2b.officearea1_room2 19
c1a2b.officearea1_room3 19
c1a2b.officearea1_room4 19
c1a2b.officearea1_room5 19
c1a2b.officearea1_room6 19
c1a2b.officearea1_lounge
Note.pngNote:Please note that this soundscape utilizes a positonal target utility, "c1a2b.offsm.util_pos7" that is used also in Map C. This is done because there is a map transition nearby, and this preserves continuity between the landmark areas.
19
c1a2b.corridor2a 19
c1a2b.officesmcorridor 19
c1a2b.ventilation_duct1 2
c1a2b.corridor3 19
c1a2b.stairwell 18
c1a2b.stairwell_utrm01 17

c1a2c

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a2c.corridor.base
c1a2c.office_largeroom.base
c1a2c.office_smallroom.base
c1a2c.office_floodedroom.base
c1a2c.ventilation_duct.base
c1a2c.ventilation_shaft.base
c1a2c.utility_largeroom.base
c1a2c.utility_smallroom.base
c1a2c.utility_stairwell.base
c1a2c.elevator_shaft.base
c1a2c.utility_exit.base
c1a2c.utility_entrance.base
c1a2c.utility_entrance.baseblend
c1a2c.office_cafeteria.base
c1a2c.freezer_main.base
c1a2c.freezer_duct.base

Positional Utility Soundscapes

These positional soundscapes are supplements to provide local sound placements and attenuation instuctions via info_target. They are NOT meant for actual .vmf soundscape entity consumption. For the main soundscapes proper, please scroll down to "Map C"

Name Description DSP Position Number Position Origin Location Description
c1a2c.cor1.util_pos7 info_target: c_cor1_pos7_pipe1 0 7 m_ambience_pipe1
c1a2c.ut1ex.util_pos0-3 info_target: c_ut1ex_pos0_pipe4 0 0 m_ambience_pipe4
info_target: c_ut1ex_pos1_pipe5 1 m_ambience_pipe5
info_target: c_ut1ex_pos2_pflow2 2
info_target: c_ut1ex_pos3_pipe2 3 m_ambience_pipe2
c1a2c.ut1ex.util_pos4-6 info_target: c_ut1ex_pos4_pflow2a 0 4 m_ambience_pipeflow2a
info_target: c_ut1ex_pos5_pipe4a 5 m_ambience_pipe4a
info_target: c_ut1ex_pos6_ehum1 6 m_ambience_electrichum1
c1a2c.uten.util_pos0-4 info_target: c_uten_pos0_pipe4b 0 0 m_ambience_pipe4b
info_target: c_uten_pos1_pipe1a 1 m_ambience_pipe1a
info_target: c_uten_pos2_pipe3 2 m_ambience_pipe3
info_target: c_uten_pos3_pflow2 3 m_ambience_pipeflow2
info_target: c_uten_pos4_pipe1b 4 m_ambience_pipe1b
c1a2c.uten2.util_pos5-7 info_target: c_uten2_pos5_pflow1a 0 5 m_ambience_pipeflow1a
info_target: c_uten2_pos6_pflow1 6 m_ambience_pipeflow1
info_target: c_uten2_pos7_carchime 7 car_chime
c1a2c.dct1a.util_pos7 info_target: c_dct1a_pos7_exit ; this is used to smooth out the hard transition into the UT Entrance soundscape. it's a neat trick. 7 ")bms_ambience\...\r_ambience_pipes1a.wav"
c1a2c.caf.util_pos6 info_target: c_car_pos6_drinkfountain 0 6 water_flow_loop1
c1a2c.cor3.util_pos0-1 info_target: c_cor3_pos0_vendinghum 0 0 vending_hum
info_target: c_cor3_pos1_vendinghum 1 vending_hum_a
c1a2c.frz.util_pos2-6 info_target: c_fzr_pos2_fan4 ; positions 2 to 5 only. (c_fzr_pos6_steam2 is in the text but not in the soundscape) 0 2 fan4
info_target: c_fzr_pos3_fan4a 3 fan4a
info_target: c_fzr_pos4_fan4b 4 fan4b
info_target: c_fzr_pos5_fan4c 5 fan4c
c1a2c.frz.util_pos_doorway info_target: c_frz_pos_doorway ; this is a special guy, full of audio trickery shannanigans. 0 7 ")bms_ambience\...\r_ambience_large5a"
c1a2c.utba.util_pos0-3 info_target: c_utba_pos0_pipe1 0 0 m_ambience_pipe1
info_target: c_utba_pos1_pipe4 1 m_ambience_pipe4
info_target: c_utba_pos2_ehum1 2 m_ambience_electrichum1
info_target: c_utba_pos3_fan5 3 fan5
c1a2c.stw.util_pos7 info_target: c_stw_pos7_pipe2 7 m_ambience_pipe2
c1a2c.eshaft.util_pos6 info_target: c_elshaft_pos6_ele 6

Map C

Name Description DSP Position Number Position Origin Location Description
c1a2b.stairwell.Cversion 1
c1a2c.corridor1 18
c1a2c.corridor_ut1_exit 3
c1a2c.corridor_ut1_entrance 3
c1a2c.corridor_ut1_entrance2 3
c1a2c.ventilation_duct1 2
c1a2c.ventilation_fanroom 2
c1a2c.ventilation_duct1a 2
c1a2c.corridor2 19
c1a2c.small_office1 18
c1a2c.cafeteria 19
c1a2c.corridor3 18
c1a2c.corridor3_fzr 18
c1a2c.freezer_main 4
c1a2c.freezer_duct1_mze 2
c1a2c.freezer_duct1 2
c1a2c.ventilation_duct2 2
c1a2c.maintenance_utba01 18
c1a2c.ventilation_duct3 2
c1a2c.stairwell1 18
c1a2c.corridor4 18
c1a2c.elevator_shaft 1
c1a2a.elevator_shaft 1
c1a2c.ventilation_duct4 2
c1a2c.ventilation_duct5 2
c1a2c.elevator_shaft2
Leftovers from the conversion effort?
c1a2a.office_smallroom 0
c1a2a.utility_largeroom 19

soundscapes_c1a2.txt

We've Got Hostiles

c1a3a

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a3a.hallway.base
c1a3a_storagearea01.base
c1a3a_storagearea02.base
c1a3a_storagearea02_mid.base

Positional Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a3a.h1.util_pos0-2 info_target: h1_pos0_ehum1 0 m_ambience_electrichum1
info_target: h1_pos1_vend 1 vending_hum
info_target: h1_pos2_vent2 2 m_ambience_vent2
c1a3a.h1a.util_pos3 info_target: h1a_pos3_vent2a 3 m_ambience_vent2a
c1a3a.h1a.util_pos4-5 info_target: h1a_pos4_ehum1 4 m_ambience_electrichum1a
info_target: h1a_pos5_hum1 5 hum1
c1a3a.sra01.util_pos0-3 info_target: sra1_pos0_ehum 0 m_ambience_electrichum1
info_target: sra1_pos1_vent2b 1 m_ambience_vent2b
info_target: sra1_pos2_vent2a 2 m_ambience_vent2a
info_target: sra1_pos3_vent2 3 m_ambience_vent2
c1a3a.sra01.util_pos6-7 6 hum1a
7 m_ambience_pipe4
c1a3a_util_h2_pos0 info_target: h2_pos0_hum1b 0 hum1b
c1a3a_util_h2_pos3-4 info_target: h2_pos3_fan1 3 fan1
info_target: h2_pos4_hum1 4 hum1
c1a3a_util_cfa_sr1 info_target: cfa_pos5_hum1c 5 hum1a
info_target: sra1_pos6_hum1 6 hum1a
c1a3a_util_cfa_pos info_target: cfa_pos0_hum 0 hum1
info_target: cfa_pos1_vendhum 1 vending_hum
info_target: cfa_pos2_sodavend 2 vending_hum2
info_target: h2_pos3_fan1 3 fan1
info_target: cfa_pos5_hum1a 5 hum1a
6 hum1a
c1a3a_util_sra02_pos0-2 info_target: sra2_pos0_ehum1 0 m_ambience_electrichum1
info_target: sra2_pos1_fan 1 fan3
info_target: sra2_pos2_fan4 2 fan4
c1a3a_util_sra02_pos5-7 info_target: sra2_pos5_vent2 5 m_ambience_vent2
info_target: sra2_pos6_pipe4 6 m_ambience_pipe4
info_target: sra2_pos7_ehum1a 7 m_ambience_electrichum1a
c1a3a.h3.util_pos0-2 info_target: h3_pos0_pipe 0 leak_1
info_target: h3_pos1_ehum 1 m_ambience_electrichum1
info_target: h3_pos2_vent2a 2 m_ambience_vent2a
c1a3a.h3.util_pos3-4 info_target: h3_pos3_vent2 3 m_ambience_vent2
info_target: h3_pos4_hum1a 4 hum1a
c1a3a_storagearea03_util_pos0-2 info_target: sra3_pos0_hum1 0 0 hum1
info_target: sra3_pos1_vent2 1 m_ambience_vent2b
info_target: sra3_pos2_ehum1 2 m_ambience_electrichum1
c1a3a_storagearea03_util_pos5and7 (info_target is ????????pos5, possibly not used) 5 hum1b
info_target: sra3_pos7_pipe2 7 m_ambience_pipe2
c1a3a.util_hallway4_pos info_target: h4_pos0_hum1
Note.pngNote:NOTE TO SELF "attenuation" "4.0" volume "1" works pretty well for light fixtures in this area
0 0 hum1
info_target: h4_pos1_vent2 1 m_ambience_vent2
info_target: h4_pos2_vent2a 2 m_ambience_vent2a
info_target: h4_pos3_hum1a 3 hum1a
info_target: h4_pos4_hum1b 4 hum1b
info_target: h4_pos5_pipe3 5 m_ambience_pipe3
info_target: h4_pos6_hum1c 6 hum1c
info_target: h4_pos7_ehum1 7 m_ambience_electrichum1
c1a3a.util_hallway4a_pos info_target: h4a_pos0_hum1 ; rest of the info_target(s) are from the soundscape above. 0 0 hum1
info_target: h4a_pos1_hum1a 1 hum1c
2 hum1c
3 hum1a
4 hum1b
5 m_ambience_pipe3
6 hum1c
7 m_ambience_electrichum1
c1a3a_sra01over_util_pos info_target: sra0_pos0_hum1 0 0 hum1
info_target: sra0_pos1_hum1a 1 hum1a
info_target: sra0_pos2_hum1b 2 hum1b
info_target: sra1_pos3_vent2 3 m_ambience_vent2
info_target: sra0_pos4_hum1c 4 hum1c

Map A

Name Description DSP Position Number Position Origin Location Description
c1a3a_hallway1 17
c1a3a_hallway1a 17
c1a3a_storagearea01 18
c1a3a_hallway2pre 18
c1a3a_hallway2 18
c1a3a_cafeteria 18
c1a3a_storagearea02 17
c1a3a_storagearea02_mid 18
c1a3a_hallway3.wetfloor 17
c1a3a_storagearea03 19
c1a3a_small_room 17
c1a3a_storagearega03_ele 19
c1a3a_ele_ashaft2b 19
These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.
c1a3a_vent_c2a 2
c1a3a_hallway4 17
c1a3a_hallway4a 17
c1a3a_smallroom_mvent 17
c1a3a_mvent 3
c1a3a_sra01_overpass 18
c1a3a_hallway5 18
c1a3a_securityroom 17
wgh.c1a3a_storage_big 19
wgh.c1a3a_vent 2
c1a3a.util_pos_pipes info_target: a_bpt_pos5_pipe5 0 5 m_ambience_pipe5
info_target: s10_pos1_pipe1 ; use position 6 instead in vmf, frees things up for transitioning from the previous room's soundscape. 6 m_ambience_pipe1
info_target: s10_pos2_pipeflow2 ; use position 7 instead in vmf, frees things up for transitioning from the previous room's soundscape. 7 m_ambience_pipeflow2
wgh.c1a3a_bptunnel 1
wgh.c1a3a.bp_hallway 1

c1a3b

DEV NOTE: Most of the conveyor sounds in map b are handled with ambient_generic entities (since they are multiple instances of the same wav sound) They are toggled on/off thru the various relevant env_soundscapes's "OnPlay" outputs into logic_branches (true/false), ensuring only the appropiate sound placements will play for the area the player is in. That said, the following below is a General stereo utility for conveyor sounds Generally, we used this inside the actual conveyor shafts, in order to cut down on ambient generic placements.

Name Description DSP Position Number Position Origin Location Description
c2a4.util_conveyorbelts_stereo

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a3b_small_room.base 0
c1a3b_warehouse_big.base 0
c1a3b_warehouse_medium.base 0
c1a3b_central_shaft.base 0
c1a3b_hallway.base 1
c1a3b_elev_shaft.base 1

Positional Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a3b_w1_util_pos info_target: b_w1_pos7_ehum1 7 m_ambience_electrichum1
c1a3b_h2_util_pos info_target: b_h2_pos3_vent2 3 m_ambience_vent2
c1a3b_cs01_util_pos info_target: b_cs1_pos0_fan6 0 fan6
info_target: b_cs1_pos1_pipe1 1 m_ambience_pipe1
info_target: b_cs1_pos2_pipe3 2 m_ambience_pipe3
c1a3b_hallway03_util_pos info_target: b_h3_pos0_vent2 0 m_ambience_vent2
info_target: b_h3_pos1_ehum1 1 m_ambience_electrichum1
c1a3b_w1a_util_pos info_target: b_w1a_pos0_vent2 0 m_ambience_vent2
info_target: b_w1a_pos1_vent2a 1 m_ambience_vent2a
info_target: b_w1a_pos2_vent2b 2 m_ambience_vent2b
info_target: b_w1a_pos3_pipe4 3 m_ambience_pipe4
(info_target: b_w1a_pos3_pipe4 ; mistake by dev[confirm] , supposed to be b_w1a_pos5_pipe5) 4 m_ambience_pipe5
c1a3b_w2a_room_pos info_target: b_w2a_pos0_vent2a 0 m_ambience_vent2a
info_target: b_w2a_pos1_vent2b 1 m_ambience_vent2b
2 m_ambience_comp1
info_target: b_w2a_pos7_pipeflow1 7 m_ambience_pipeflow1

Map B

Name Description DSP Position Number Position Origin Location Description
c1a3b_elevator_shaft01 1
c1a3b_warehouse01
Note.pngNote: Im not sure if the area is actually designated as "warehouse 1" in bm canon, but its the nomenclature I chose for this section.
17
c1a3b_warehouse01_smallroom 17
c1a3b_hallway01 8
c1a3b_central_shaft01 8
c1a3b_hallway02 8
c1a3b_hallway02a 8
c1a3b_conveyor_H3 8
c1a3b_hallway03 8
c1a3b_warehouse01a 17
c1a3b_warehouse01a_s2 17
c1a3b_warehouse02a 17
c1a3b_warehouse02a_smallroom 8
c1a3b_conveyor_w1a 8
c1a3b_conveyor_w1a_s2 8
c1a3b_hallway04 8
c1a3b_hallway04a 8
c1a3b_central_shaft02 8
c1a3b_elevator_shaft02_end 8

c1a3c (no soundscapes)

in the text file soundscapes_c1a3.txt it says 'MAP c1a3c STARTS HERE!!!' then goes to 'Main Map Soundscapes - Map C'

Map C

Name Description DSP Position Number Position Origin Location Description
c1a3c_elevator_shaft 8
c1a3c_util_siren 0
c1a3c_warehouse 1
c1a3c_outside 129
c1a3c_bunker 1

soundscapes_c1a3.txt

Blast Pit

Name Description DSP Position Number Position Origin Location Description
bp.tentroar_far
bp.tenthit_far
bp.distantnoise1
bp.distantnoise2
c1a4.util_indamb

c1a4a

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a4a.generic_hallway.base 0
c1a4a.medium_room.base 0
c1a4a.control_room.base 0
c1a4a.elevator_shaft.base 0
c1a4a.tube_hallway.base 7
c1a4a.sewer_hallway.base 0
c1a4a.small_corridor.base 2
c1a4a.generic_hallway 1
c1a4a.medium_room 1
c1a4a.small_corridor 2
c1a4a.elevator_shaft 1
c1a4a.tube_hallway 7

Map A

Name Description DSP Position Number Position Origin Location Description
c1a4a.hallway1 1
c1a4a.h1_util_pos_pipes info_target: a_bpt_pos3_pipe4 0 3 m_ambience_pipe4
info_target: a_bpt_pos5_pipe5 5
info_target: a_bpt_pos4_pipe1a 4 m_ambience_pipe1a
info_target: a_bpt_pos6_pipe1 6 m_ambience_pipe1
info_target: a_bpt_pos7_pipeflow2 7 m_ambience_pipeflow2
c1a4a.medium_room1 1
c1a4a.mediumroom1.util_pos info_target: a_mdrm1_pos0_watercontainer 1 0 m_ambience_watercontainer
1 drip_loop1
c1a4a.control_room 2
c1a4a.elevator_shaft1_vent 1
c1a4a.elevator_shaft1 1
c1a4a.elevator_shaft1_v2 1
c1a4a.railway_tunnel1 1

Positional Utility Map A

Name Description DSP Position Number Position Origin Location Description
c1a4a.swhw1.util_pos1-3 info_target: a_swhw1_pos1_misc7a 1 m_ambience_misc7a
info_target: a_swhw1_pos2_misc7b 2 m_ambience_misc7b
info_target: a_swhw1_pos3_ehum1 3 m_ambience_electrichum1
c1a4a.swhw1.util_pos4-6 info_target: a_swhw1_pos4_ehum1a 4 m_ambience_electrichum1a
info_target: a_swhw1_pos5_water4 5 r_ambience_water4
info_target: a_swhw1_pos6_twaste 6 r_ambience_toxicwaste
c1a4a.small_corridor1_v1 2
c1a4a.small_corridor1_v2 2
c1a4a.smc1.util_pos info_target: a_smc1_pos7_misc7 0 m_ambience_misc7
c1a4a.outer_silo 25
c1a4a.otso.util_pos4-7 info_target: a_otso_pos4_vent1 4 m_ambience_vent1
info_target: a_otso_pos5_fan5 5 fan5
info_target: a_otso_pos6_fan5a 6 fan5a
info_target: a_otso_pos7_fan5b 7

c1a4b

Base Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a4a.outer_silo.base 0
c1a4b.inner_silo.base 0
c1a4b.tiny_room.base 0
c1a4b.outer_corridor.base 0
c1a4b.control_room.base 0
c1a4b.blast_chamber.base 0

Positional Utility Soundscapes

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

Name Description DSP Position Number Position Origin Location Description
c1a4b.otso.util_pos0-2 info_target: b_cor1_pos0_ehum1 0 m_ambience_electrichum1
info_target: b_cor1_pos1_vent1 1 m_ambience_vent1
info_target: b_cor1_pos2_vent1a 2 m_ambience_vent1

Map B

Name Description DSP Position Number Position Origin Location Description
c1a4b.corridor1 2
c1a4b.inner_silo 25
c1a4b.tiny_room 0
c1a4b.control_room 2
c1a4b.control_room.util_pos4-7 info_target: b_ctrl_pos4_vent1 2 4 m_ambience_vent1
info_target: b_ctrl_pos5_comp1 5 m_ambience_comp1
info_target: b_ctrl_pos6_comp3 6 m_ambience_comp3
info_target: b_ctrl_pos7_comp2 7 m_ambience_comp2
c1a4b.corridor_P1 3
c1a4b.corP1.utility_pos0-1 info_target: b_cor_p1_pos0_hiss1 2 0 o_ambience_disaster_hiss1
info_target: b_cor_p2_pos1_hiss2 1 o_ambience_disaster_hiss2
c1a4b.corridor_P2 3
c1a4b.corridor_P3 3
c1a4b.corP2P3.utility_pos info_target: b_cor_P2P3_pos5_ehum1 2 5 m_ambience_electrichum1
info_target: b_cor_p2p3_pos6_hiss1 6 o_ambience_disaster_hiss1
info_target: b_cor_P2P3_pos5_ehum1a 7 m_ambience_electrichum1a
c1a4b.corridor_P1_s2 3
c1a4b.corP1_s2.util_pos0-3 info_target: b_cor_p1s2_pos0_hiss1 2 0 o_ambience_disaster_hiss1
info_target: b_cor_p1s2_pos1_driploop 1 drip_loop1
info_target: b_cor_p1s2_pos2_hiss1a 2 o_ambience_disaster_hiss1a
info_target: b_cor_p1s2_pos3_hiss2 3 o_ambience_disaster_hiss2
c1a4b.corridor_P1_s2_notent (No Tentacle Version) 3
c1a4b.blast_chamber 10

c1a4c

Map X

Name Description DSP Position Number Position Origin Location Description
c1a4c.corridor1 2
c1a4c.corridor1_s2 2
c1a4c.elevator_shaft 1
c1a4c.elevator_shaft.util_pos0-1 info_target: c_eshaft_pos0_ehum1 1 0 m_ambience_electrichum1
info_target: c_eshaft_pos1_pflow1 1 m_ambience_pipeflow1
c1a4c.elevator_shaft.util_pos2-3 info_target: c_eshaft_pos2_pflow1a 1 2 m_ambience_pipeflow1a
info_target: c_eshaft_pos3_pflow1b 3 m_ambience_pipeflow1b
c1a4c.elevator_shaft.util_pos4 info_target: c_eshaft_pos4_eleloop (Classic H2 elevator loop sound) 1 4 elevator_move_loop1
c1a4c.sewer_tunnel 6
c1a4c.corridor2 2
c1a4c.corridor2.util_pos6-7 6 m_ambience_electrichum1
7 r_ambience_med3
c1a4c.large_fanroom 25
c1a4c.fanroom.util_pos3-5 info_target: c_fnrm_pos3_ehum1a 3 m_ambience_electrichum1a
info_target: c_fnrm_pos4_hiss1 4 o_ambience_disaster_hiss1
info_target: c_fnrm_pos5_pipe5 5 m_ambience_pipe5
c1a4c.corridor2a 2
c1a4c.vent_shaft 2
c1a4c.corridor3 2
c1a4c.gen_room 3
c1a4c.fanroom.muffledrumble 3
c1a4c.gen_room.util_pos4-7 3 4 r_ambience_med3
5 m_ambience_electrichum1a
6 r_ambience_med3a
7 fan10
c1a4c.gen_control 0
c1a4c.gen_control.util_pos0-3 info_target: c_genctrl_pos0_pipe5 3 0 m_ambience_pipe5
info_target: c_genctrl_pos1_comp3 1 m_ambience_comp3
info_target: c_genctrl_pos2_comp1 2 m_ambience_comp1
info_target: c_genctrl_pos3_comp2 3 m_ambience_comp2
c1a4c.service_hallway 17

c1a4d

Name Description DSP Position Number Position Origin Location Description
c1a4d.corridor1 2
c1a4d.large_chamber1 10
c1a4d.large_chamber1.fall 10
c1a4d.chamber1.util_pos info_target: d_eshaft_pos6_twaste 6 r_ambience_toxicwaste
c1a4d.tunnel1 6
c1a4d.large_chamber2 10
c1a4d.tunnel2 6
c1a4d.silo_d3 25
c1a4d.silo_control1 0
c1a4d.silo_control2 0

c1a4e

Name Description DSP Position Number Position Origin Location Description
c1a4e.util_pos.industrialturbinefans 3 5 fan5
info_target: e_sewer_pos6_indturbine 6 fan5a
info_target: e_sewer_pos7_indturbine 7 m_ambience_ind17
c1a4e.blast_pit 3
c1a4e.blast_pit.util_pos0-2 info_target: e_pit_pos0_water5 3 0 r_ambience_water5
info_target: e_pit_pos1_fire8 1 o_ambience_disaster_fire8
info_target: e_pit_pos2_fire5 2 o_ambience_disaster_fire5
c1a4e.sewer_large 4
c1a4e.water_silo 25
c1a4e.big_pipe 6

soundscapes_c1a4.txt

Power Up

Name Description DSP Position Number Position Origin Location Description
c1a1.util_gargfar1
c1a1.util_gargroarfar1
c1a1.util_gargroarfar2

c2a1a

Base Utility Soundscapes

These .base soundscape are building blocks, for insertion into the proper main use soundscapes. They are not meant for actual .vmf consumption. for the soundscapes proper, please scroll down to "Map A"

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

soundscapes_c2a1.txt