Difference between revisions of "List of EP1 Soundscapes"

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m (tried to make formatting and other things in the citadel voice parts a bit better)
(Added the DSP column, added soundscape filename references for each table, Changed titles and text to match similar pages)
 
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{{back | Half-Life 2 Level Creation}}
 
{{back | Half-Life 2 Level Creation}}
Below is a list of 63 [[soundscapes]] for use in [[Episode One]].
+
{{toc-right}}
  
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. An easy way of testing them is to use the ''playsoundscape'' console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.  
+
Here is a list of 63 [[Soundscapes|soundscapes]] for use in {{ep1}}Episode One. 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.
 +
 
 +
A preview video of these soundscapes can be found [https://www.youtube.com/watch?v=wYJhl7JlkwY here.]
 +
 
 +
{{clr}}
  
 
== [[Citadel | Combine Citadel]] ==
 
== [[Citadel | Combine Citadel]] ==
 
{| class=standard-table | style="width:100%;"  
 
{| class=standard-table | style="width:100%;"  
!width="250px"|Name
+
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
!width="250px"|Position Description
+
!width="300px"|Position Description
 
|-
 
|-
 
|height="40px"|ep_01.outside_thunder_hits
 
|height="40px"|ep_01.outside_thunder_hits
 
|Infrequent thunderclaps with silence.
 
|Infrequent thunderclaps with silence.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 18: Line 26:
 
|height="40px"|ep_01.outside_wind_hits
 
|height="40px"|ep_01.outside_wind_hits
 
|Semi-rare wind gusts and silence.
 
|Semi-rare wind gusts and silence.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 23: Line 32:
 
|height="40px"|ep_01.outside_battle_hits
 
|height="40px"|ep_01.outside_battle_hits
 
|Rare explosions and odd airplane-like noises.
 
|Rare explosions and odd airplane-like noises.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 28: Line 38:
 
|height="40px"|ep1_citadel.util_metalstress
 
|height="40px"|ep1_citadel.util_metalstress
 
|Metal creaks and groans.
 
|Metal creaks and groans.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 33: Line 44:
 
|height="40px"|ep1_citadel.util_alarms
 
|height="40px"|ep1_citadel.util_alarms
 
|Various Combine alarms.
 
|Various Combine alarms.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 38: Line 50:
 
|height="40px"|ep1_citadel.util_sickvoice
 
|height="40px"|ep1_citadel.util_sickvoice
 
|Citadel voice:<br /> 1. "Warning: bypass detected."<br /> 2. "[[npc_turret_floor|Sterilizers]] and containment fields compromized."<br /> 3. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."<br /> 4. "Priority alert: Internal stabilization team, deploy sterilizers, deploy."<br /> 5. "Alert."
 
|Citadel voice:<br /> 1. "Warning: bypass detected."<br /> 2. "[[npc_turret_floor|Sterilizers]] and containment fields compromized."<br /> 3. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."<br /> 4. "Priority alert: Internal stabilization team, deploy sterilizers, deploy."<br /> 5. "Alert."
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 43: Line 56:
 
|height="40px"|ep1_citadel.util_coresickvoice
 
|height="40px"|ep1_citadel.util_coresickvoice
 
|Citadel voice:<br /> 1. "Priority warning: [[prop_thumper|restrictors]] disengaged."<br /> 2. "Stabilization force disengaged."<br /> 3. "Warning: core reprogramming detected."<br /> 4. "Alert. Alert. Alert."
 
|Citadel voice:<br /> 1. "Priority warning: [[prop_thumper|restrictors]] disengaged."<br /> 2. "Stabilization force disengaged."<br /> 3. "Warning: core reprogramming detected."<br /> 4. "Alert. Alert. Alert."
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 48: Line 62:
 
|height="40px"|ep1_citadel.util_hits
 
|height="40px"|ep1_citadel.util_hits
 
|Combine alarms and strange alien noises.
 
|Combine alarms and strange alien noises.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 53: Line 68:
 
|height="40px"|ep1_citadel.util_activity
 
|height="40px"|ep1_citadel.util_activity
 
|Metal creaks and groans, distant marching, and odd metallic whooshes, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 
|Metal creaks and groans, distant marching, and odd metallic whooshes, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 58: Line 74:
 
|height="40px"|ep1_citadel.util_pods
 
|height="40px"|ep1_citadel.util_pods
 
|Something flying by. Almost sounds musical.
 
|Something flying by. Almost sounds musical.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 63: Line 80:
 
|height="40px"|ep1_citadel.util_pods_cit_01
 
|height="40px"|ep1_citadel.util_pods_cit_01
 
|Similar to above, but more distant and less harmonic.
 
|Similar to above, but more distant and less harmonic.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 68: Line 86:
 
|height="40px"|ep1_citadel.deep_dropoff_inside
 
|height="40px"|ep1_citadel.deep_dropoff_inside
 
|Combine alarms, warped Citadel drone, metal creaks and groans, and distant marching, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 
|Combine alarms, warped Citadel drone, metal creaks and groans, and distant marching, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 73: Line 92:
 
|height="40px"|ep1_citadel.pod_vista
 
|height="40px"|ep1_citadel.pod_vista
 
|Loud pods moving.
 
|Loud pods moving.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 78: Line 98:
 
|height="40px"|ep1_citadel.generic
 
|height="40px"|ep1_citadel.generic
 
|Distorted Citadel drone, metal creaking, Combine alarms, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 
|Distorted Citadel drone, metal creaking, Combine alarms, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 83: Line 104:
 
|height="40px"|ep1_citadel.generic_moody
 
|height="40px"|ep1_citadel.generic_moody
 
|Similar to above, with less distortion, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 
|Similar to above, with less distortion, plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 88: Line 110:
 
|height="40px"|ep1_citadel.generic_moody2
 
|height="40px"|ep1_citadel.generic_moody2
 
|Normal Citadel soundscape with damaged metal and plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 
|Normal Citadel soundscape with damaged metal and plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|-
 
|-
 
|height="40px"|ep1_citadel.stasis_room
 
|height="40px"|ep1_citadel.stasis_room
|Loud ambience with another machine and Combine alarms in the background.  
+
|Loud ambience with another machine and Combine alarms in the background.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Stasis field.
 
|Stasis field.
Line 98: Line 122:
 
|height="40px"|ep1_citadel.combine_ball_room
 
|height="40px"|ep1_citadel.combine_ball_room
 
|Low hum with Combine alarms and plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 
|Low hum with Combine alarms and plays <code>ep1_citadel.util_sickvoice</code> citadel voices.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Ball field.
 
|Ball field.
Line 103: Line 128:
 
|height="40px"|ep1_citadel.general_control_room
 
|height="40px"|ep1_citadel.general_control_room
 
|Normal Citadel soundscape with distant explosions.
 
|Normal Citadel soundscape with distant explosions.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 108: Line 134:
 
|height="40px"|ep1_citadel.alyx_core_control_room
 
|height="40px"|ep1_citadel.alyx_core_control_room
 
|Distorted Citadel droning, along with Combine alarms and portal discharges at random.
 
|Distorted Citadel droning, along with Combine alarms and portal discharges at random.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 113: Line 140:
 
|height="40px"|ep1_citadel.destabilized_core
 
|height="40px"|ep1_citadel.destabilized_core
 
|High-pitched core screeching with thunder, portal discharges and plays <code>ep1_citadel.util_coresickvoice</code> citadel voices.
 
|High-pitched core screeching with thunder, portal discharges and plays <code>ep1_citadel.util_coresickvoice</code> citadel voices.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 118: Line 146:
 
|height="40px"|ep1_citadel.stabilized_core
 
|height="40px"|ep1_citadel.stabilized_core
 
|Medium-pitched humming with Combine alarms and portal discharges.
 
|Medium-pitched humming with Combine alarms and portal discharges.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 123: Line 152:
 
|height="40px"|ep_01.outside_citadel_edge
 
|height="40px"|ep_01.outside_citadel_edge
 
|Distant explosions, wind gusts, and falling debris at random.
 
|Distant explosions, wind gusts, and falling debris at random.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel vortex.
 
|Citadel vortex.
Line 128: Line 158:
 
|height="40px"|ep_01.inside_scene_01
 
|height="40px"|ep_01.inside_scene_01
 
|Similar to above.
 
|Similar to above.
 +
|align="center" | {{DSP | 17}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel vortex.
 
|Citadel vortex.
Line 133: Line 164:
 
|height="40px"|ep1_citadel_01.citadel_entrance
 
|height="40px"|ep1_citadel_01.citadel_entrance
 
|Heavy wind, odd scraping noise, and Combine alarms.
 
|Heavy wind, odd scraping noise, and Combine alarms.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 138: Line 170:
 
|height="40px"|ep1_citadel_04.stalkercar_ambient
 
|height="40px"|ep1_citadel_04.stalkercar_ambient
 
|Quiet hum of a moving Razor Train, with semi-frequent metal impacts.
 
|Quiet hum of a moving Razor Train, with semi-frequent metal impacts.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 143: Line 176:
 
|height="40px"|ep1_citadel.core_transmission
 
|height="40px"|ep1_citadel.core_transmission
 
|Loud static with faint hum in the background.
 
|Loud static with faint hum in the background.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 148: Line 182:
 
|height="40px"|ep1_citadel.core_transmission2
 
|height="40px"|ep1_citadel.core_transmission2
 
|Same as above, with garbled transmissions.
 
|Same as above, with garbled transmissions.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|}
 
|}
 +
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_citadel_episodic.txt</span>
  
 
== [[City 17]] ==
 
== [[City 17]] ==
 
{| class=standard-table | style="width:100%;"  
 
{| class=standard-table | style="width:100%;"  
!width="250px"|Name
+
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
!width="250px"|Position Description
+
!width="300px"|Position Description
 
|-
 
|-
 
|height="40px"|ep1.util_fardrips
 
|height="40px"|ep1.util_fardrips
 
|Far-off, echoing drips of water.
 
|Far-off, echoing drips of water.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 166: Line 204:
 
|height="40px"|ep1_c17_00.util_fardrips
 
|height="40px"|ep1_c17_00.util_fardrips
 
|Distant, solitary drips of water.
 
|Distant, solitary drips of water.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 171: Line 210:
 
|height="40px"|ep1_c17_00.general_watery_tunnel
 
|height="40px"|ep1_c17_00.general_watery_tunnel
 
|Water leaking out of pipes, echoing water droplets.
 
|Water leaking out of pipes, echoing water droplets.
 +
|style="background-color:rgb(50,50,50);"|
 
|align=center | 0
 
|align=center | 0
 
|Distant drips of water.
 
|Distant drips of water.
Line 176: Line 216:
 
|height="40px"|ep1_c17_00.tunnel_wet
 
|height="40px"|ep1_c17_00.tunnel_wet
 
|Water running through pipes, the soft hum of machinery, and frequent echoing drips.
 
|Water running through pipes, the soft hum of machinery, and frequent echoing drips.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 181: Line 222:
 
|height="40px"|ep1.zombiedark
 
|height="40px"|ep1.zombiedark
 
|Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.
 
|Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 186: Line 228:
 
|height="40px"|ep1.outsidestalkertrain
 
|height="40px"|ep1.outsidestalkertrain
 
|Heavy creaks of metal, soft hum of machinery, and crumbling concrete.
 
|Heavy creaks of metal, soft hum of machinery, and crumbling concrete.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Stalker noises.
 
|Stalker noises.
Line 191: Line 234:
 
|height="40px"|ep1.util_sirens
 
|height="40px"|ep1.util_sirens
 
|Citadel sirens, with the occasional broken Overwatch voice.
 
|Citadel sirens, with the occasional broken Overwatch voice.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 196: Line 240:
 
|height="40px"|ep1.util_light_sirens
 
|height="40px"|ep1.util_light_sirens
 
|City voices:<br /> 1. "Alert. Alert. Alert."<br /> 2. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."<br /> 3. "Priority warning: restrictors disengaged."
 
|City voices:<br /> 1. "Alert. Alert. Alert."<br /> 2. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."<br /> 3. "Priority warning: restrictors disengaged."
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 201: Line 246:
 
|height="40px"|ep1.util_light_combat_atmosphere
 
|height="40px"|ep1.util_light_combat_atmosphere
 
|Helicopters, striders, and APCs, and plays <code>ep1.util_light_sirens</code> PA announcements.
 
|Helicopters, striders, and APCs, and plays <code>ep1.util_light_sirens</code> PA announcements.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 206: Line 252:
 
|height="40px"|ep1.util_medium_combat_atmosphere
 
|height="40px"|ep1.util_medium_combat_atmosphere
 
|Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
 
|Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 211: Line 258:
 
|height="40px"|ep1.util_heavy_wind_and_destruction
 
|height="40px"|ep1.util_heavy_wind_and_destruction
 
|Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
 
|Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 216: Line 264:
 
|height="40px"|ep1.util_light_wind_and_destruction
 
|height="40px"|ep1.util_light_wind_and_destruction
 
|Infrequent gusts of wind and thunder. Occasional rubble noises.
 
|Infrequent gusts of wind and thunder. Occasional rubble noises.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 221: Line 270:
 
|height="40px"|ep1.util_light_combat
 
|height="40px"|ep1.util_light_combat
 
|Infrequent, somewhat distant gunfire.
 
|Infrequent, somewhat distant gunfire.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 226: Line 276:
 
|height="40px"|ep1.util_medium_combat
 
|height="40px"|ep1.util_medium_combat
 
|Frequent, nearby explosions and gunfire.
 
|Frequent, nearby explosions and gunfire.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 231: Line 282:
 
|height="40px"|ep1.util_slow_sky_flashes
 
|height="40px"|ep1.util_slow_sky_flashes
 
|Infrequent portal zaps.
 
|Infrequent portal zaps.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 236: Line 288:
 
|height="40px"|ep1.util_rapid_sky_flashes
 
|height="40px"|ep1.util_rapid_sky_flashes
 
|Frequent and loud portal zaps.
 
|Frequent and loud portal zaps.
 +
|style="background-color:rgb(50,50,50);"|
 
|align=center | 0
 
|align=center | 0
 
|Portal zaps.
 
|Portal zaps.
Line 241: Line 294:
 
|height="40px"|ep1.citadel_unstable_outside
 
|height="40px"|ep1.citadel_unstable_outside
 
|Relatively quite Citadel vortex, with occasional wind and thunder.
 
|Relatively quite Citadel vortex, with occasional wind and thunder.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Plays all the sounds from this location.
 
|Plays all the sounds from this location.
Line 246: Line 300:
 
|height="40px"|ep1.citadel_unstable_inside
 
|height="40px"|ep1.citadel_unstable_inside
 
|Same as above, but muffled.
 
|Same as above, but muffled.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel vortex.
 
|Citadel vortex.
Line 251: Line 306:
 
|height="40px"|ep1.citadel_critical_outside
 
|height="40px"|ep1.citadel_critical_outside
 
|Loud Citadel vortex noises, with gusts of wind and booms of thunder.
 
|Loud Citadel vortex noises, with gusts of wind and booms of thunder.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Plays all the sounds from this location.
 
|Plays all the sounds from this location.
Line 256: Line 312:
 
|height="40px"|ep1.citadel_critical_inside
 
|height="40px"|ep1.citadel_critical_inside
 
|Loud but muffled Citadel vortex noises.
 
|Loud but muffled Citadel vortex noises.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 261: Line 318:
 
|height="40px"|ep1.citadel_predetonation_outside
 
|height="40px"|ep1.citadel_predetonation_outside
 
|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
 
|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Plays all the sounds from this location.
 
|Plays all the sounds from this location.
Line 266: Line 324:
 
|height="40px"|ep1.control_room
 
|height="40px"|ep1.control_room
 
|Very quite ambient noise.
 
|Very quite ambient noise.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Combine computer terminal.
 
|Combine computer terminal.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 276: Line 336:
 
|height="40px"|ep1.general_small_tunnel
 
|height="40px"|ep1.general_small_tunnel
 
|Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
 
|Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 281: Line 342:
 
|height="40px"|ep1.general_large_tunnel
 
|height="40px"|ep1.general_large_tunnel
 
|Similar to above, but quieter and with less wind.
 
|Similar to above, but quieter and with less wind.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 286: Line 348:
 
|height="40px"|ep1.util_rubble
 
|height="40px"|ep1.util_rubble
 
|Creaking metal and crumbling buildings.
 
|Creaking metal and crumbling buildings.
 +
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 291: Line 354:
 
|height="40px"|ep1.general_start_of_evac_outside
 
|height="40px"|ep1.general_start_of_evac_outside
 
|Distant Citadel ambience, with frequent nearby explosions and gunfire.
 
|Distant Citadel ambience, with frequent nearby explosions and gunfire.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel ambience.
 
|Citadel ambience.
Line 296: Line 360:
 
|height="40px"|ep1.general_start_of_evac_inside
 
|height="40px"|ep1.general_start_of_evac_inside
 
|Same as above, but much more muted, as if the player is inside a building.
 
|Same as above, but much more muted, as if the player is inside a building.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 301: Line 366:
 
|height="40px"|ep1.general_middle_of_evac_outside
 
|height="40px"|ep1.general_middle_of_evac_outside
 
|Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and plays <code>ep1.util_light_sirens</code> PA announcements.
 
|Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and plays <code>ep1.util_light_sirens</code> PA announcements.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel ambience.
 
|Citadel ambience.
Line 306: Line 372:
 
|height="40px"|ep1.general_middle_of_evac_inside
 
|height="40px"|ep1.general_middle_of_evac_inside
 
|Same as above, but muffled.
 
|Same as above, but muffled.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 311: Line 378:
 
|height="40px"|ep1.general_end_of_evac_outside
 
|height="40px"|ep1.general_end_of_evac_outside
 
|Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.
 
|Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel ambience.
 
|Citadel ambience.
Line 316: Line 384:
 
|height="40px"|ep1.general_end_of_evac_inside
 
|height="40px"|ep1.general_end_of_evac_inside
 
|Same as above, but muffled. Occasional sounds of buildings crumbling.
 
|Same as above, but muffled. Occasional sounds of buildings crumbling.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 321: Line 390:
 
|height="40px"|ep1.general_citadel_predetonation
 
|height="40px"|ep1.general_citadel_predetonation
 
|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
 
|Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Citadel vortex.
 
|Citadel vortex.
Line 326: Line 396:
 
|height="40px"|ep1.hospital
 
|height="40px"|ep1.hospital
 
|Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.
 
|Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 331: Line 402:
 
|height="40px"|ep1.hospital_water_room
 
|height="40px"|ep1.hospital_water_room
 
|Water running through pipes, with several loud drops of water. Occasional very faint battle noises.
 
|Water running through pipes, with several loud drops of water. Occasional very faint battle noises.
 +
|align="center" | {{DSP | 1}}
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
 
|style="background-color:rgb(50,50,50);"|
Line 336: Line 408:
 
|height="40px"|ep1.antlion_parking_garage
 
|height="40px"|ep1.antlion_parking_garage
 
|Soft hum of machinery and ambient antlion hive noises. Occasional cave noises and metal creaking.
 
|Soft hum of machinery and ambient antlion hive noises. Occasional cave noises and metal creaking.
 +
|align="center" | {{DSP | 1}}
 
|align=center | 0
 
|align=center | 0
 
|Antlion ambient.
 
|Antlion ambient.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 344: Line 418:
 
|height="40px"|Antlion ambient.
 
|height="40px"|Antlion ambient.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 349: Line 424:
 
|height="40px"|Antlion ambient.
 
|height="40px"|Antlion ambient.
 
|}
 
|}
 +
<span style="text-size:12px; color:grey; margin:2px;">soundscapes_city_episodic.txt</span>
 
{{Template:Envsound}}
 
{{Template:Envsound}}
 
[[Category:Level Design]][[Category:Sound System]]
 
[[Category:Level Design]][[Category:Sound System]]

Latest revision as of 07:21, 29 July 2021

Half-Life 2 Level Creation

Here is a list of 63 soundscapes for use in Half-Life 2: Episode OneHalf-Life 2: Episode OneEpisode One. 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.

A preview video of these soundscapes can be found here.

Combine Citadel

Name Description DSP Position Number Position Description
ep_01.outside_thunder_hits Infrequent thunderclaps with silence.
ep_01.outside_wind_hits Semi-rare wind gusts and silence.
ep_01.outside_battle_hits Rare explosions and odd airplane-like noises.
ep1_citadel.util_metalstress Metal creaks and groans.
ep1_citadel.util_alarms Various Combine alarms.
ep1_citadel.util_sickvoice Citadel voice:
1. "Warning: bypass detected."
2. "Sterilizers and containment fields compromized."
3. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."
4. "Priority alert: Internal stabilization team, deploy sterilizers, deploy."
5. "Alert."
ep1_citadel.util_coresickvoice Citadel voice:
1. "Priority warning: restrictors disengaged."
2. "Stabilization force disengaged."
3. "Warning: core reprogramming detected."
4. "Alert. Alert. Alert."
ep1_citadel.util_hits Combine alarms and strange alien noises.
ep1_citadel.util_activity Metal creaks and groans, distant marching, and odd metallic whooshes, plays ep1_citadel.util_sickvoice citadel voices.
ep1_citadel.util_pods Something flying by. Almost sounds musical.
ep1_citadel.util_pods_cit_01 Similar to above, but more distant and less harmonic.
ep1_citadel.deep_dropoff_inside Combine alarms, warped Citadel drone, metal creaks and groans, and distant marching, plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.pod_vista Loud pods moving.

1

ep1_citadel.generic Distorted Citadel drone, metal creaking, Combine alarms, plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.generic_moody Similar to above, with less distortion, plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.generic_moody2 Normal Citadel soundscape with damaged metal and plays ep1_citadel.util_sickvoice citadel voices.

1

ep1_citadel.stasis_room Loud ambience with another machine and Combine alarms in the background.

1

0 Stasis field.
ep1_citadel.combine_ball_room Low hum with Combine alarms and plays ep1_citadel.util_sickvoice citadel voices.

1

0 Ball field.
ep1_citadel.general_control_room Normal Citadel soundscape with distant explosions.

1

0 Combine computer terminal.
ep1_citadel.alyx_core_control_room Distorted Citadel droning, along with Combine alarms and portal discharges at random.

1

0 Combine computer terminal.
ep1_citadel.destabilized_core High-pitched core screeching with thunder, portal discharges and plays ep1_citadel.util_coresickvoice citadel voices.

1

ep1_citadel.stabilized_core Medium-pitched humming with Combine alarms and portal discharges.

1

ep_01.outside_citadel_edge Distant explosions, wind gusts, and falling debris at random.

1

0 Citadel vortex.
ep_01.inside_scene_01 Similar to above.

17

0 Citadel vortex.
ep1_citadel_01.citadel_entrance Heavy wind, odd scraping noise, and Combine alarms.

1

ep1_citadel_04.stalkercar_ambient Quiet hum of a moving Razor Train, with semi-frequent metal impacts.

1

ep1_citadel.core_transmission Loud static with faint hum in the background.

1

ep1_citadel.core_transmission2 Same as above, with garbled transmissions.

1

soundscapes_citadel_episodic.txt

City 17

Name Description DSP Position Number Position Description
ep1.util_fardrips Far-off, echoing drips of water.
ep1_c17_00.util_fardrips Distant, solitary drips of water.
ep1_c17_00.general_watery_tunnel Water leaking out of pipes, echoing water droplets. 0 Distant drips of water.
ep1_c17_00.tunnel_wet Water running through pipes, the soft hum of machinery, and frequent echoing drips.

1

ep1.zombiedark Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.

1

ep1.outsidestalkertrain Heavy creaks of metal, soft hum of machinery, and crumbling concrete.

1

0 Stalker noises.
ep1.util_sirens Citadel sirens, with the occasional broken Overwatch voice.
ep1.util_light_sirens City voices:
1. "Alert. Alert. Alert."
2. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."
3. "Priority warning: restrictors disengaged."
ep1.util_light_combat_atmosphere Helicopters, striders, and APCs, and plays ep1.util_light_sirens PA announcements.
ep1.util_medium_combat_atmosphere Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.
ep1.util_heavy_wind_and_destruction Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.
ep1.util_light_wind_and_destruction Infrequent gusts of wind and thunder. Occasional rubble noises.
ep1.util_light_combat Infrequent, somewhat distant gunfire.
ep1.util_medium_combat Frequent, nearby explosions and gunfire.
ep1.util_slow_sky_flashes Infrequent portal zaps.
ep1.util_rapid_sky_flashes Frequent and loud portal zaps. 0 Portal zaps.
ep1.citadel_unstable_outside Relatively quite Citadel vortex, with occasional wind and thunder.

1

0 Plays all the sounds from this location.
ep1.citadel_unstable_inside Same as above, but muffled.

1

0 Citadel vortex.
ep1.citadel_critical_outside Loud Citadel vortex noises, with gusts of wind and booms of thunder.

1

0 Plays all the sounds from this location.
ep1.citadel_critical_inside Loud but muffled Citadel vortex noises.

1

ep1.citadel_predetonation_outside Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.

1

0 Plays all the sounds from this location.
ep1.control_room Very quite ambient noise.

1

0 Combine computer terminal.
1 Combine computer terminal.
ep1.general_small_tunnel Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.
ep1.general_large_tunnel Similar to above, but quieter and with less wind.

1

ep1.util_rubble Creaking metal and crumbling buildings.
ep1.general_start_of_evac_outside Distant Citadel ambience, with frequent nearby explosions and gunfire.

1

0 Citadel ambience.
ep1.general_start_of_evac_inside Same as above, but much more muted, as if the player is inside a building.

1

ep1.general_middle_of_evac_outside Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and plays ep1.util_light_sirens PA announcements.

1

0 Citadel ambience.
ep1.general_middle_of_evac_inside Same as above, but muffled.

1

ep1.general_end_of_evac_outside Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.

1

0 Citadel ambience.
ep1.general_end_of_evac_inside Same as above, but muffled. Occasional sounds of buildings crumbling.

1

ep1.general_citadel_predetonation Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.

1

0 Citadel vortex.
ep1.hospital Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.

1

ep1.hospital_water_room Water running through pipes, with several loud drops of water. Occasional very faint battle noises.

1

ep1.antlion_parking_garage Soft hum of machinery and ambient antlion hive noises. Occasional cave noises and metal creaking.

1

0 Antlion ambient.
1 Antlion ambient.
2 Antlion ambient.

soundscapes_city_episodic.txt

Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation