Difference between revisions of "List of HL2 Soundscapes"

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(added 'preset DSP' column in generic soundscapes.)
(Added 'preset DSP' to the rest of page)
Line 18: Line 18:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
!width="105px"|preset DSP
+
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 118: Line 118:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 123: Line 124:
 
|height="40px"|d1_trainstation.util_city
 
|height="40px"|d1_trainstation.util_city
 
|Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds.
 
|Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds.
 +
|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 128: Line 130:
 
|height="40px"|d1_trainstation.city
 
|height="40px"|d1_trainstation.city
 
|All of the above plus a busy train station background ambience.
 
|All of the above plus a busy train station background ambience.
 +
|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 133: Line 136:
 
|height="40px"|d1_trainstation.Platform
 
|height="40px"|d1_trainstation.Platform
 
|Loud and static hissing sound, city sounds barely audible in the background.
 
|Loud and static hissing sound, city sounds barely audible 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 138: Line 142:
 
|height="40px"|d1_trainstation.Turnstyle
 
|height="40px"|d1_trainstation.Turnstyle
 
|Identical to <code>d1_trainstation.city</code> but city sounds less audible.
 
|Identical to <code>d1_trainstation.city</code> but city sounds less audible.
 +
|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 148:
 
|height="40px"|combine.computer
 
|height="40px"|combine.computer
 
|Loud, flat whine and an occasional blip.
 
|Loud, flat whine and an occasional blip.
 +
|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 148: Line 154:
 
|height="40px"|d1_trainstation.Interrogation
 
|height="40px"|d1_trainstation.Interrogation
 
|Mixed uproar of the surrounding city and a Combine terminal.
 
|Mixed uproar of the surrounding city and a Combine terminal.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 153: Line 160:
 
|height="40px"|d1_trainstation.TerminalSquare
 
|height="40px"|d1_trainstation.TerminalSquare
 
|Similar to <code>d1_trainstation.Turnstyle</code> but with more city sounds like driving / beeping cars and background talking / train station messages.
 
|Similar to <code>d1_trainstation.Turnstyle</code> but with more city sounds like driving / beeping cars and background talking / train station messages.
 +
|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 158: Line 166:
 
|height="40px"|d1_trainstation.QuietCourtyard
 
|height="40px"|d1_trainstation.QuietCourtyard
 
|Quiet, windy courtyard with distant trains, cars, helicopters etc.
 
|Quiet, windy courtyard with distant trains, cars, helicopters etc.
 +
|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 163: Line 172:
 
|height="40px"|d1_trainstation.Occupants
 
|height="40px"|d1_trainstation.Occupants
 
|Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise.
 
|Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise.
 +
|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 168: Line 178:
 
|height="40px"|d1_trainstation.AppartmentCourtyard
 
|height="40px"|d1_trainstation.AppartmentCourtyard
 
|Above mixed to city sounds.
 
|Above mixed to city sounds.
 +
|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 173: Line 184:
 
|height="40px"|d1_trainstation.Appartments
 
|height="40px"|d1_trainstation.Appartments
 
|Similar to <code>d1_trainstation.Occupants</code> with background crowd noises.
 
|Similar to <code>d1_trainstation.Occupants</code> with background crowd 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 178: Line 190:
 
|height="40px"|d1_trainstation.RaidCityvoice
 
|height="40px"|d1_trainstation.RaidCityvoice
 
|Cityvoice: <br />(1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions.<br/>(2) Attention please: All citizens in local residential block, assume your inspection positions.<br />(3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(4) Citizen notice: Failure to cooperate will result in permanent off-world relocation.
 
|Cityvoice: <br />(1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions.<br/>(2) Attention please: All citizens in local residential block, assume your inspection positions.<br />(3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.<br />(4) Citizen notice: Failure to cooperate will result in permanent off-world relocation.
 +
|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 183: Line 196:
 
|height="40px"|d1_trainstation.RaidOccupants
 
|height="40px"|d1_trainstation.RaidOccupants
 
|Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit.
 
|Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit.
 +
|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 188: Line 202:
 
|height="40px"|d1_trainstation.RaidAppartments
 
|height="40px"|d1_trainstation.RaidAppartments
 
|A combination of the two above with background crowd noises.
 
|A combination of the two above with background crowd 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 193: Line 208:
 
|height="40px"|general.concrete_quiet
 
|height="40px"|general.concrete_quiet
 
|Semi-loud hum of moving air.
 
|Semi-loud hum of moving air.
 +
|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 201: Line 217:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 206: Line 223:
 
|height="40px"|cityvoice_level0
 
|height="40px"|cityvoice_level0
 
|PA requests player id, cityvoice: <br />(1) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.<br />(2) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire.
 
|PA requests player id, cityvoice: <br />(1) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.<br />(2) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire.
 +
|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 229:
 
|height="40px"|cityvoice_level1
 
|height="40px"|cityvoice_level1
 
|PA invokes unrest procedures, requests player id, cityvoice:<br />(1) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.<br />(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize,<br />(3) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.<br />(4) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire.
 
|PA invokes unrest procedures, requests player id, cityvoice:<br />(1) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.<br />(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize,<br />(3) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.<br />(4) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire.
 +
|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 235:
 
|height="40px"|cityvoice_level2
 
|height="40px"|cityvoice_level2
 
|Player is evading, cops are summoned, cityvoice:<br />(1) Attention please: Evasion behavior consistent with mal-compliant defendant. Ground Protection Team: alert, code: isolate, expose, administer.<br />(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.<br />(3) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.<br />(4) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.
 
|Player is evading, cops are summoned, cityvoice:<br />(1) Attention please: Evasion behavior consistent with mal-compliant defendant. Ground Protection Team: alert, code: isolate, expose, administer.<br />(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.<br />(3) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.<br />(4) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.
 +
|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 241:
 
|height="40px"|cityvoice_level3
 
|height="40px"|cityvoice_level3
 
|Player convicted of civil disruption, city block on alert, cityvoice:<br />(1) Individual: you are charged with Socio-endangerment, level 1. Protection Units: prosecution code: duty, sword, midnight.<br />(2) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.<br />(3) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.<br />(4) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.
 
|Player convicted of civil disruption, city block on alert, cityvoice:<br />(1) Individual: you are charged with Socio-endangerment, level 1. Protection Units: prosecution code: duty, sword, midnight.<br />(2) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.<br />(3) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.<br />(4) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.
 +
|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 247:
 
|height="40px"|cityvoice_level4
 
|height="40px"|cityvoice_level4
 
|Player convicted of anti-civil activity, city block punished, cityvoice:<br />(1)(2) Individual, you are now charged with Socio-Endangerment, level 5. Cease evasion immediately, receive your verdict.<br />(3) You are charged with anti-civil activity level 1. Protection Units: prosecution code: duty, sword, operate.<br />(4) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.<br />(5) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.<br />(6) Attention all Ground Protection Teams: Autonomous judgment is now in effect. Sentencing is now discretionary. Code: amputate, zero, confirm.
 
|Player convicted of anti-civil activity, city block punished, cityvoice:<br />(1)(2) Individual, you are now charged with Socio-Endangerment, level 5. Cease evasion immediately, receive your verdict.<br />(3) You are charged with anti-civil activity level 1. Protection Units: prosecution code: duty, sword, operate.<br />(4) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.<br />(5) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.<br />(6) Attention all Ground Protection Teams: Autonomous judgment is now in effect. Sentencing is now discretionary. Code: amputate, zero, confirm.
 +
|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 253:
 
|height="40px"|cityvoice_level5
 
|height="40px"|cityvoice_level5
 
|Citizenship revoked, cops fire at will, cityvoice:<br />(1)(2) Individual, you are convicted of multi-anti-civil violations. Implicit citizenship revoked, status: malignant.<br />(3) Individual, you are charged with capital malcompliance. Anti-citizen status approved.<br />(4) Attention, ground units - anti-citizen reported in this community. Code: lock, cauterize, stabilize.<br />(5) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.<br />(6) Attention all Ground Protection teams: Judgement waiver now in effect. Capital prosecution is discretionary.
 
|Citizenship revoked, cops fire at will, cityvoice:<br />(1)(2) Individual, you are convicted of multi-anti-civil violations. Implicit citizenship revoked, status: malignant.<br />(3) Individual, you are charged with capital malcompliance. Anti-citizen status approved.<br />(4) Attention, ground units - anti-citizen reported in this community. Code: lock, cauterize, stabilize.<br />(5) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.<br />(6) Attention all Ground Protection teams: Judgement waiver now in effect. Capital prosecution is discretionary.
 +
|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 259:
 
|height="40px"|city_searching_level1
 
|height="40px"|city_searching_level1
 
|City background noise with helicopters and other aircraft, apc alarms and distant train horns.
 
|City background noise with helicopters and other aircraft, apc alarms and distant train horns.
 +
|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 241: Line 265:
 
|height="40px"|city_searching_level2
 
|height="40px"|city_searching_level2
 
|Same as above but with more frequent helicopters and distant trucks passing.
 
|Same as above but with more frequent helicopters and distant trucks passing.
 +
|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 246: Line 271:
 
|height="40px"|city_searching_level3
 
|height="40px"|city_searching_level3
 
|A combination of the two above but with even more frequent trucks passing.
 
|A combination of the two above but with even more frequent trucks passing.
 +
|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 254: Line 280:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 259: Line 286:
 
|height="40px"|d1_canals.util_windgusts
 
|height="40px"|d1_canals.util_windgusts
 
|Wind gusts and snippets.
 
|Wind gusts and snippets.
 +
|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 264: Line 292:
 
|height="40px"|d1_canals.util_drips
 
|height="40px"|d1_canals.util_drips
 
|Water dripping.
 
|Water dripping.
 +
|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 269: Line 298:
 
|height="40px"|d1_canals.util_fardrips
 
|height="40px"|d1_canals.util_fardrips
 
|Water dripping a bit further away, with interior echo.
 
|Water dripping a bit further away, with interior echo.
 +
|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 274: Line 304:
 
|height="40px"|d1_canals.util_headcrab_canister
 
|height="40px"|d1_canals.util_headcrab_canister
 
|Strong hissing noise and randomly Combine machinery beeping.
 
|Strong hissing noise and randomly Combine machinery beeping.
 +
|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 279: Line 310:
 
|height="40px"|d1_canals.util_shoreline
 
|height="40px"|d1_canals.util_shoreline
 
|Small waves hitting shore.
 
|Small waves hitting shore.
 +
|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 284: Line 316:
 
|height="40px"|d1_canals_tunnel01
 
|height="40px"|d1_canals_tunnel01
 
|Constant sound of a trains overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 
|Constant sound of a trains overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Loop of a train driving by overhead.
 
|Loop of a train driving by overhead.
Line 289: Line 322:
 
|height="40px"|d1_canals_citystart
 
|height="40px"|d1_canals_citystart
 
|Train horning close by, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 
|Train horning close by, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 +
|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 294: Line 328:
 
|height="40px"|d1_canals_citadel
 
|height="40px"|d1_canals_citadel
 
|Atmospheric corridor wind sounds, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 
|Atmospheric corridor wind sounds, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 +
|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 299: Line 334:
 
|height="40px"|d1_canals_traincanal
 
|height="40px"|d1_canals_traincanal
 
|Plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 
|Plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 +
|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 304: Line 340:
 
|height="40px"|d1_canals_traintunnel
 
|height="40px"|d1_canals_traintunnel
 
|Strong, low tunnelish rumble in the background, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 
|Strong, low tunnelish rumble in the background, plays <code>city_searching_level1</code> and <code>cityvoice_level0</code> PA announcements.
 +
|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 309: Line 346:
 
|height="40px"|d1_canals_watercanal
 
|height="40px"|d1_canals_watercanal
 
|Constant sounds of waving water and water hitting a boat, plays <code>city_searching_level1</code> and <code>cityvoice_level1</code> PA announcements.
 
|Constant sounds of waving water and water hitting a boat, plays <code>city_searching_level1</code> and <code>cityvoice_level1</code> PA announcements.
 +
|align="center" |DSP 1
 
|align="center" |1
 
|align="center" |1
 
|Water hitting boat.
 
|Water hitting boat.
Line 314: Line 352:
 
|height="40px"|d1_canals_junkyard
 
|height="40px"|d1_canals_junkyard
 
|Randomly metal stress / creaking, plays <code>city_searching_level2</code> and <code>cityvoice_level1</code> PA announcements.
 
|Randomly metal stress / creaking, plays <code>city_searching_level2</code> and <code>cityvoice_level1</code> PA announcements.
 +
|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 319: Line 358:
 
|height="40px"|d1_canals_copcanals
 
|height="40px"|d1_canals_copcanals
 
|Trucks randomly passing by overhead, dripping water, plays <code>city_searching_level1</code> and <code>cityvoice_level2</code> PA announcements.
 
|Trucks randomly passing by overhead, dripping water, plays <code>city_searching_level1</code> and <code>cityvoice_level2</code> PA announcements.
 +
|align="center" |DSP 1
 
|align="center" |2
 
|align="center" |2
 
|Dripping water.
 
|Dripping water.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 329: Line 370:
 
|height="40px"|d1_truck_pass
 
|height="40px"|d1_truck_pass
 
|Quick, low noise of trucks and other vehicles passing by overhead. For use with other soundscapes.
 
|Quick, low noise of trucks and other vehicles passing by overhead. For use with other soundscapes.
 +
|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 334: Line 376:
 
|height="40px"|d1_canals_barnacle_tunnel
 
|height="40px"|d1_canals_barnacle_tunnel
 
|Wind gusts in a tunnel, trucks passing by overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level3</code> PA announcements.
 
|Wind gusts in a tunnel, trucks passing by overhead, plays <code>city_searching_level1</code> and <code>cityvoice_level3</code> PA announcements.
 +
|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 339: Line 382:
 
|height="40px"|d1_canals_pipe_chamber
 
|height="40px"|d1_canals_pipe_chamber
 
|Dripping water, wind tunnel gusts, trucks passing by overhead, plays <code>city_searching_level2</code>.
 
|Dripping water, wind tunnel gusts, trucks passing by overhead, plays <code>city_searching_level2</code>.
 +
|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 344: Line 388:
 
|height="40px"|d1_canals_cop_alerted
 
|height="40px"|d1_canals_cop_alerted
 
|Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements.  
 
|Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements.  
 +
|align="center" |DSP 1
 
|align="center" |2
 
|align="center" |2
 
|Dripping water.
 
|Dripping water.
Line 349: Line 394:
 
|height="40px"|d1_canals.heli_slide_tunnels
 
|height="40px"|d1_canals.heli_slide_tunnels
 
|Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements.  
 
|Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements.  
 +
|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 354: Line 400:
 
|height="40px"|d1_canals.heli_attack
 
|height="40px"|d1_canals.heli_attack
 
|Exterior. quiet running sewer water, trucks passing by, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements.  
 
|Exterior. quiet running sewer water, trucks passing by, plays <code>city_searching_level3</code> and <code>cityvoice_level4</code> PA announcements.  
 +
|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 359: Line 406:
 
|height="40px"|d1_canals.drainroom
 
|height="40px"|d1_canals.drainroom
 
|Tunnel wind, loud running water, quietly plays <code>city_searching_level2</code> and <code>cityvoice_level4</code> PA announcements.  
 
|Tunnel wind, loud running water, quietly plays <code>city_searching_level2</code> and <code>cityvoice_level4</code> PA announcements.  
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Running river water loop.
 
|Running river water loop.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 367: Line 416:
 
|height="40px"|Running river water loop.
 
|height="40px"|Running river water loop.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 374: Line 424:
 
|height="40px"|d1_canals.03copsattackthroughboards
 
|height="40px"|d1_canals.03copsattackthroughboards
 
|Exterior, quiet idle diesel engine, trucks passing by, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements.  
 
|Exterior, quiet idle diesel engine, trucks passing by, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements.  
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Quiet loop of a running diesel engine.
 
|Quiet loop of a running diesel engine.
Line 379: Line 430:
 
|height="40px"|d1_canals.03entrytunnel
 
|height="40px"|d1_canals.03entrytunnel
 
|Interior, running water, far water dripping, tunnel wind, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements.  
 
|Interior, running water, far water dripping, tunnel wind, plays <code>city_searching_level2</code> and <code>cityvoice_level5</code> PA announcements.  
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Ambient corridor wind.
 
|Ambient corridor wind.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 389: Line 442:
 
|height="40px"|d1_canals.steamtunnel
 
|height="40px"|d1_canals.steamtunnel
 
|Interior, soft ambient industrial humming, plays <code>cityvoice_level5</code> PA announcements.  
 
|Interior, soft ambient industrial humming, plays <code>cityvoice_level5</code> PA announcements.  
 +
|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 394: Line 448:
 
|height="40px"|d1_canals.waterpuzzleroom
 
|height="40px"|d1_canals.waterpuzzleroom
 
|Manhack and water puzzle room, loud industrial hum and dripping water.
 
|Manhack and water puzzle room, loud industrial hum and dripping water.
 +
|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 399: Line 454:
 
|height="40px"|d1_canals.util_birds
 
|height="40px"|d1_canals.util_birds
 
|Infrequent bird squawks.
 
|Infrequent bird squawks.
 +
|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 404: Line 460:
 
|height="40px"|d1_canals.util_critters
 
|height="40px"|d1_canals.util_critters
 
|Infrequent croaking noises.
 
|Infrequent croaking 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 409: Line 466:
 
|height="40px"|d1_canals.util_tunnel_windgusts
 
|height="40px"|d1_canals.util_tunnel_windgusts
 
|Occasional infrequent wind blowing through tunnel, varying pitches.
 
|Occasional infrequent wind blowing through tunnel, varying pitches.
 +
|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 414: Line 472:
 
|height="40px"|d1_canals.util_critters_under_docks
 
|height="40px"|d1_canals.util_critters_under_docks
 
|Constant sound of frogs with critters and sometimes shoreline waves.
 
|Constant sound of frogs with critters and sometimes shoreline waves.
 +
|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 419: Line 478:
 
|height="40px"|d1_canals.util_toxic_slime
 
|height="40px"|d1_canals.util_toxic_slime
 
|Slime gurgling and hissing.
 
|Slime gurgling and hissing.
 +
|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 424: Line 484:
 
|height="40px"|d1_canals.util_industrial
 
|height="40px"|d1_canals.util_industrial
 
|Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent.
 
|Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent.
 +
|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 429: Line 490:
 
|height="40px"|d1_canals.general_dripping_tunnel
 
|height="40px"|d1_canals.general_dripping_tunnel
 
|Numerous constant dripping sources and regular wind gusts of varying pitches.
 
|Numerous constant dripping sources and regular wind gusts of varying pitches.
 +
|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 434: Line 496:
 
|height="40px"|d1_canals.general_windy_tunnel
 
|height="40px"|d1_canals.general_windy_tunnel
 
|Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans.
 
|Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans.
 +
|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 439: Line 502:
 
|height="40px"|d1_canals.general_watery_tunnel
 
|height="40px"|d1_canals.general_watery_tunnel
 
|Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions.
 
|Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Water dripping.
 
|Water dripping.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 449: Line 514:
 
|height="40px"|d1_canals.general_watery_tunnel_shore
 
|height="40px"|d1_canals.general_watery_tunnel_shore
 
|Similar to above but with the sound of waves regularly breaking in a small rocky lagoon.
 
|Similar to above but with the sound of waves regularly breaking in a small rocky lagoon.
 +
|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 454: Line 520:
 
|height="40px"|d1_canals.redbarn_ambience
 
|height="40px"|d1_canals.redbarn_ambience
 
|Interior. Quiet calm river sounds with distant critters, birds, occationally wind gusts and wood creaks. Also a headcrab canister nearby.
 
|Interior. Quiet calm river sounds with distant critters, birds, occationally wind gusts and wood creaks. Also a headcrab canister nearby.
 +
|style="background-color:rgb(50,50,50);"|
 
|align="center" |0
 
|align="center" |0
 
|Headcrab canister.
 
|Headcrab canister.
Line 459: Line 526:
 
|height="40px"|d1_canals.floodgate_base_ambience
 
|height="40px"|d1_canals.floodgate_base_ambience
 
|Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience.
 
|Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Beeping of a Manhack charging station.
 
|Beeping of a Manhack charging station.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 469: Line 538:
 
|height="40px"|d1_canals.floodgate_machineroom
 
|height="40px"|d1_canals.floodgate_machineroom
 
|Looped machines droning as of a pump or motor.
 
|Looped machines droning as of a pump or motor.
 +
|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 474: Line 544:
 
|height="40px"|d1_canals.shore_and_reeds
 
|height="40px"|d1_canals.shore_and_reeds
 
|Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets.
 
|Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets.
 +
|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 479: Line 550:
 
|height="40px"|d1_canals.spooky_infested_pipe
 
|height="40px"|d1_canals.spooky_infested_pipe
 
|Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps.
 
|Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps.
 +
|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 484: Line 556:
 
|height="40px"|d1_canals.water_tunnel_with_frogs
 
|height="40px"|d1_canals.water_tunnel_with_frogs
 
|Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise.
 
|Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise.
 +
|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 489: Line 562:
 
|height="40px"|d1_canals.windchimes_and_wind
 
|height="40px"|d1_canals.windchimes_and_wind
 
|Constant wind whistling mixed with intermittent wind chime song and distant birds.
 
|Constant wind whistling mixed with intermittent wind chime song and distant birds.
 +
|style="background-color:rgb(50,50,50);"|
 
|align="center" |0
 
|align="center" |0
 
|Windchimes.
 
|Windchimes.
Line 494: Line 568:
 
|height="40px"|canals_slime_outside
 
|height="40px"|canals_slime_outside
 
|Constant slime gurgling with a tunnel wind ambience.
 
|Constant slime gurgling with a tunnel wind ambience.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Burbling toxic slime.
 
|Burbling toxic slime.
Line 499: Line 574:
 
|height="40px"|canals_slime_tunnel
 
|height="40px"|canals_slime_tunnel
 
|Same as above but with a clearer wind ambience and frequently wind gusts.
 
|Same as above but with a clearer wind ambience and frequently wind gusts.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Burbling toxic slime.
 
|Burbling toxic slime.
Line 504: Line 580:
 
|height="40px"|canals_tunnel_dry
 
|height="40px"|canals_tunnel_dry
 
|Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead.
 
|Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead.
 +
|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 509: Line 586:
 
|height="40px"|canals_tunnel_wet
 
|height="40px"|canals_tunnel_wet
 
|Similar to <code>d1_canals.general_watery_tunnel</code> but with atmospheric tunnel wind.
 
|Similar to <code>d1_canals.general_watery_tunnel</code> but with atmospheric tunnel 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 514: Line 592:
 
|height="40px"|canals_canal_nowater
 
|height="40px"|canals_canal_nowater
 
|Relatively quiet with infrequent distant sound of birds and wind snippets.
 
|Relatively quiet with infrequent distant sound of birds and wind snippets.
 +
|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 519: Line 598:
 
|height="40px"|canals_canal_water
 
|height="40px"|canals_canal_water
 
|Constant sound of shoreline waves with birds and wind gusts.
 
|Constant sound of shoreline waves with birds and wind gusts.
 +
|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 524: Line 604:
 
|height="40px"|canals_canal_water_industrial
 
|height="40px"|canals_canal_water_industrial
 
|Similar to above but with machine rumbling instead of the sound of birds.
 
|Similar to above but with machine rumbling instead of the sound of birds.
 +
|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 529: Line 610:
 
|height="40px"|canals_river
 
|height="40px"|canals_river
 
|Identical to <code>canals_canal_water</code> but with a sense of stronger wind with it being an open area.
 
|Identical to <code>canals_canal_water</code> but with a sense of stronger wind with it being an open area.
 +
|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 534: Line 616:
 
|height="40px"|canals_river_calm
 
|height="40px"|canals_river_calm
 
|Similar to above but with constant quiet sounds of frogs and other critters.
 
|Similar to above but with constant quiet sounds of frogs and other critters.
 +
|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 539: Line 622:
 
|height="40px"|d1_canals_05_shanty_approach
 
|height="40px"|d1_canals_05_shanty_approach
 
|Continuous glutinous gurgling toxic slime and wind gusts from time to time.
 
|Continuous glutinous gurgling toxic slime and wind gusts from time to time.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Burbling toxic slime.
 
|Burbling toxic slime.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 549: Line 634:
 
|height="40px"|d1_canals_05_shanty
 
|height="40px"|d1_canals_05_shanty
 
|Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping.
 
|Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Burbling toxic slime.
 
|Burbling toxic slime.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 557: Line 644:
 
|height="40px"|Burbling toxic slime.
 
|height="40px"|Burbling toxic slime.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 562: Line 650:
 
|height="40px"|Headcrab canister.
 
|height="40px"|Headcrab canister.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 567: Line 656:
 
|height="40px"|Headcrab canister.
 
|height="40px"|Headcrab canister.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 572: Line 662:
 
|height="40px"|Headcrab canister.
 
|height="40px"|Headcrab canister.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 577: Line 668:
 
|height="40px"|Headcrab canister.
 
|height="40px"|Headcrab canister.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 584: Line 676:
 
|height="40px"|d1_canals_07_entry_tunnel
 
|height="40px"|d1_canals_07_entry_tunnel
 
|Ambient tunnel sounds with water drips and wind gusts.
 
|Ambient tunnel sounds with water drips and wind gusts.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Far water drips.
 
|Far water drips.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 594: Line 688:
 
|height="40px"|d1_canals_07a_warehouse
 
|height="40px"|d1_canals_07a_warehouse
 
|Ambient atmospheric base wind with occationally wind gusts and wood creaking.
 
|Ambient atmospheric base wind with occationally wind gusts and wood creaking.
 +
|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 599: Line 694:
 
|height="40px"|d1_canals_08a_gun_tunnel_entrance
 
|height="40px"|d1_canals_08a_gun_tunnel_entrance
 
|Continuous running water plus sound of waves breaking.
 
|Continuous running water plus sound of waves breaking.
 +
|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 604: Line 700:
 
|height="40px"|d1_canals_08a_puzzle_arena
 
|height="40px"|d1_canals_08a_puzzle_arena
 
|The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space.
 
|The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space.
 +
|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 609: Line 706:
 
|height="40px"|d1_canals_08a_gun_scene
 
|height="40px"|d1_canals_08a_gun_scene
 
|The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water.
 
|The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Far water drips.
 
|Far water drips.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 619: Line 718:
 
|height="40px"|d1_canals_08a_tunnel_exit
 
|height="40px"|d1_canals_08a_tunnel_exit
 
|The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts.
 
|The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts.
 +
|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 624: Line 724:
 
|height="40px"|canals_canal_water_creaking_wood
 
|height="40px"|canals_canal_water_creaking_wood
 
|Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking.  
 
|Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking.  
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Wood creaking.
 
|Wood creaking.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 634: Line 736:
 
|height="40px"|canals_canal_water_creaking_metal
 
|height="40px"|canals_canal_water_creaking_metal
 
|Similar to above but with stressing metal instead of wood creaking.
 
|Similar to above but with stressing metal instead of wood creaking.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Metal stress.
 
|Metal stress.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 644: Line 748:
 
|height="40px"|d1_canals_08_entry_tunnel
 
|height="40px"|d1_canals_08_entry_tunnel
 
|Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds.
 
|Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Far dripping water.
 
|Far dripping water.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 654: Line 760:
 
|height="40px"|d1_canals_08_reservoir
 
|height="40px"|d1_canals_08_reservoir
 
|The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop.
 
|The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop.
 +
|align="center" |DSP 1
 
|align="center" |1
 
|align="center" |1
 
|Loud pouring dam water.
 
|Loud pouring dam water.
Line 659: Line 766:
 
|height="40px"|d1_canals_08_island
 
|height="40px"|d1_canals_08_island
 
|This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground.
 
|This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground.
 +
|style="background-color:rgb(50,50,50);"|
 
|align="center" |0
 
|align="center" |0
 
|Loud pouring dam water.
 
|Loud pouring dam water.
Line 664: Line 772:
 
|height="40px"|d1_canals_08_base_interior
 
|height="40px"|d1_canals_08_base_interior
 
|Base wind ambience and a Combine computer terminal nearby.
 
|Base wind ambience and a Combine computer terminal nearby.
 +
|style="background-color:rgb(50,50,50);"|
 
|align="center" |1
 
|align="center" |1
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 672: Line 781:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 677: Line 787:
 
|height="40px"|K_lab.LabSounds
 
|height="40px"|K_lab.LabSounds
 
|Room atmosphere with very frequent slime gurgling and machines.
 
|Room atmosphere with very frequent slime gurgling and machines.
 +
|align="center" |DSP 0
 
|align="center" |0
 
|align="center" |0
 
|Slime gurgling loop.
 
|Slime gurgling loop.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 687: Line 799:
 
|height="40px"|E3_lab.LabSounds
 
|height="40px"|E3_lab.LabSounds
 
|Fluorescent lights in a laboratory with machines and music playing.
 
|Fluorescent lights in a laboratory with machines and music playing.
 +
|align="center" |DSP 17
 
|align="center" |0
 
|align="center" |0
 
|Various strange machine noises (goo tubes).
 
|Various strange machine noises (goo tubes).
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 697: Line 811:
 
|height="40px"|eli_01_lab_main_1
 
|height="40px"|eli_01_lab_main_1
 
|Quiet room with the sound of elevators, slime gurgling, and beeping machines.
 
|Quiet room with the sound of elevators, slime gurgling, and beeping machines.
 +
|align="center" |DSP 9
 
|align="center" |0
 
|align="center" |0
 
|Very silent water sounds and slime gurgling noises.  
 
|Very silent water sounds and slime gurgling noises.  
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 705: Line 821:
 
|height="40px"|Beeping lab equipment.
 
|height="40px"|Beeping lab equipment.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 710: Line 827:
 
|height="40px"|The sound of moving elevators from an elevator shaft.
 
|height="40px"|The sound of moving elevators from an elevator shaft.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 717: Line 835:
 
|height="40px"|eli_01_elevator_1
 
|height="40px"|eli_01_elevator_1
 
|Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: ''hwuuung - hwuuung - hwunng''.
 
|Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: ''hwuuung - hwuuung - hwunng''.
 +
|align="center" |DSP 18
 
|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 722: Line 841:
 
|height="40px"|eli_01_upperhall_2
 
|height="40px"|eli_01_upperhall_2
 
|Musical throbbing note, medium low, that reverberates three times (''bwuung-weh-weh-weh''), mixed with very quiet random metal rattles, dripping water and coughing.
 
|Musical throbbing note, medium low, that reverberates three times (''bwuung-weh-weh-weh''), mixed with very quiet random metal rattles, dripping water and coughing.
 +
|align="center" |DSP 18
 
|align="center" |0
 
|align="center" |0
 
|Randomly metal rattling, rain dripping and people coughing.
 
|Randomly metal rattling, rain dripping and people coughing.
Line 727: Line 847:
 
|height="40px"|eli_01_upperhall_1
 
|height="40px"|eli_01_upperhall_1
 
|Low atmospheric rumble/wavering sound with the ''ahhhh-ho clik!'' of some slow pump or piston device in the background.
 
|Low atmospheric rumble/wavering sound with the ''ahhhh-ho clik!'' of some slow pump or piston device in the background.
 +
|align="center" |DSP 3
 
|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 732: Line 853:
 
|height="40px"|eli_01_lowerlab_hall_1
 
|height="40px"|eli_01_lowerlab_hall_1
 
|Slightly louder and more resonant version of <code>eli_01_upperhall_2</code> with an engine room nearby.
 
|Slightly louder and more resonant version of <code>eli_01_upperhall_2</code> with an engine room nearby.
 +
|align="center" |DSP 5
 
|align="center" |0
 
|align="center" |0
 
|Quiet engine sounds and random metal rattling, rain dripping and people coughing.
 
|Quiet engine sounds and random metal rattling, rain dripping and people coughing.
Line 737: Line 859:
 
|height="40px"|eli_01_lower_corridor_1
 
|height="40px"|eli_01_lower_corridor_1
 
|Generic underground corridor ambience.
 
|Generic underground corridor ambience.
 +
|align="center" |DSP 3
 
|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 742: Line 865:
 
|height="40px"|eli_01_lower_ravenhall_1
 
|height="40px"|eli_01_lower_ravenhall_1
 
|Unsetttling windy medium sized tunnel with cave rubbling.
 
|Unsetttling windy medium sized tunnel with cave rubbling.
 +
|align="center" |DSP 19
 
|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 747: Line 871:
 
|height="40px"|eli_01_lower_ravenhall_2
 
|height="40px"|eli_01_lower_ravenhall_2
 
|Many far away explosions and cave rubbles.
 
|Many far away explosions and cave rubbles.
 +
|align="center" |DSP 19
 
|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 752: Line 877:
 
|height="40px"|eli_02_lowerlab_hall_1
 
|height="40px"|eli_02_lowerlab_hall_1
 
|Very similar to <code>eli_01_lowerlab_hall_1</code> but with not so far-away explosions.
 
|Very similar to <code>eli_01_lowerlab_hall_1</code> but with not so far-away explosions.
 +
|align="center" |DSP 5
 
|align="center" |0
 
|align="center" |0
 
|Quiet running engine.
 
|Quiet running engine.
Line 757: Line 883:
 
|height="40px"|eli_02_lower_corridor_1
 
|height="40px"|eli_02_lower_corridor_1
 
|Generic underground corridor ambience with regular occouring metal rattling and explosions.
 
|Generic underground corridor ambience with regular occouring metal rattling and explosions.
 +
|align="center" |DSP 3
 
|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 762: Line 889:
 
|height="40px"|eli_02_ravenshaft_1
 
|height="40px"|eli_02_ravenshaft_1
 
|Almost identical to <code>eli_01_lower_ravenhall_1</code> but the cave hits having a higher volume range starting point of 0.02.
 
|Almost identical to <code>eli_01_lower_ravenhall_1</code> but the cave hits having a higher volume range starting point of 0.02.
 +
|align="center" |DSP 19
 
|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 767: Line 895:
 
|height="40px"|eli_02_ravenshaft_2
 
|height="40px"|eli_02_ravenshaft_2
 
|Wood creaking, wind blowing and frequent drips of water.
 
|Wood creaking, wind blowing and frequent drips of water.
 +
|align="center" |DSP 19
 
|align="center" |0
 
|align="center" |0
 
|Quiet wood creaking, strange cave noises and rock rumbles.
 
|Quiet wood creaking, strange cave noises and rock rumbles.
Line 772: Line 901:
 
|height="40px"|eli_02_scrapyard_1
 
|height="40px"|eli_02_scrapyard_1
 
|Enclosed outside area ambience with no life.
 
|Enclosed outside area ambience with no life.
 +
|align="center" |DSP 24
 
|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 777: Line 907:
 
|height="40px"|eli_02_scrapyard_2
 
|height="40px"|eli_02_scrapyard_2
 
|Same as above but with a little more wind.
 
|Same as above but with a little more wind.
 +
|align="center" |DSP 25
 
|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 785: Line 916:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 790: Line 922:
 
|height="40px"|d1_town.ScaredPeopleInside
 
|height="40px"|d1_town.ScaredPeopleInside
 
|Utility soundscape. Scared crying and breating, plays every 60-300 seconds.
 
|Utility soundscape. Scared crying and breating, plays every 60-300 seconds.
 +
|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 795: Line 928:
 
|height="40px"|d1_town.ScaredPeopleOutside
 
|height="40px"|d1_town.ScaredPeopleOutside
 
|Utility soundscape. Woman screaming, muffled and scared cries, plays every 60-300 seconds.
 
|Utility soundscape. Woman screaming, muffled and scared cries, plays every 60-300 seconds.
 +
|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 800: Line 934:
 
|height="40px"|d1_town.Start
 
|height="40px"|d1_town.Start
 
|Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people.
 
|Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people.
 +
|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 805: Line 940:
 
|height="40px"|d1_town.Street
 
|height="40px"|d1_town.Street
 
|Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous.
 
|Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous.
 +
|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 810: Line 946:
 
|height="40px"|d1_town.CorpseRoom
 
|height="40px"|d1_town.CorpseRoom
 
|Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside.  
 
|Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside.  
 +
|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 815: Line 952:
 
|height="40px"|d1_town.WoodBuilding
 
|height="40px"|d1_town.WoodBuilding
 
|Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building.
 
|Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the 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 820: Line 958:
 
|height="40px"|d1_town.ConcreteBuilding
 
|height="40px"|d1_town.ConcreteBuilding
 
|Identical to <code>Automatic</code>.
 
|Identical to <code>Automatic</code>.
 +
|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 825: Line 964:
 
|height="40px"|d1_town.Rooftop
 
|height="40px"|d1_town.Rooftop
 
|Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts.
 
|Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and 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 830: Line 970:
 
|height="40px"|d1_town.MineshaftDown
 
|height="40px"|d1_town.MineshaftDown
 
|Wind blowing, wood creaking, rock rumbling sounds and cave ambience.
 
|Wind blowing, wood creaking, rock rumbling sounds and cave ambience.
 +
|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 835: Line 976:
 
|height="40px"|d1_town.WaterCave
 
|height="40px"|d1_town.WaterCave
 
|Wind gusts, cave ambience and the dripping of water.
 
|Wind gusts, cave ambience and the dripping of water.
 +
|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 840: Line 982:
 
|height="40px"|d1_town.HeadcrabCave
 
|height="40px"|d1_town.HeadcrabCave
 
|A combination of the two above but with metal stress instead of creaking wood.
 
|A combination of the two above but with metal stress instead of creaking wood.
 +
|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 845: Line 988:
 
|height="40px"|d1_town.CaveTunnel
 
|height="40px"|d1_town.CaveTunnel
 
|Corridor ambience with rock rumbling sounds.
 
|Corridor ambience with rock rumbling sounds.
 +
|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 853: Line 997:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 858: Line 1,003:
 
|height="40px"|coast.util_headcrab_canister
 
|height="40px"|coast.util_headcrab_canister
 
|Bizarre Combine tech noise.
 
|Bizarre Combine tech noise.
 +
|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 863: Line 1,009:
 
|height="40px"|coast.util_metalstress
 
|height="40px"|coast.util_metalstress
 
|Metal stress and groans.
 
|Metal stress 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 868: Line 1,015:
 
|height="40px"|coast.util_shackmetal
 
|height="40px"|coast.util_shackmetal
 
|Quick squeeks from moving metal.
 
|Quick squeeks from moving metal.
 +
|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 873: Line 1,021:
 
|height="40px"|coast.util_crumblycliff
 
|height="40px"|coast.util_crumblycliff
 
|Sound of crumbling landmasses.
 
|Sound of crumbling landmasses.
 +
|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 878: Line 1,027:
 
|height="40px"|coast.util_windgusts
 
|height="40px"|coast.util_windgusts
 
|Wind gusts.
 
|Wind gusts.
 +
|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 883: Line 1,033:
 
|height="40px"|coast.util_fardrips
 
|height="40px"|coast.util_fardrips
 
|Water dripping.
 
|Water dripping.
 +
|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 888: Line 1,039:
 
|height="40px"|coast.util_birds
 
|height="40px"|coast.util_birds
 
|Seagulls calling and buzzing flies.
 
|Seagulls calling and buzzing flies.
 +
|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 893: Line 1,045:
 
|height="40px"|coast.util_lakeshoreline
 
|height="40px"|coast.util_lakeshoreline
 
|Waves breaking gently.
 
|Waves breaking gently.
 +
|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 898: Line 1,051:
 
|height="40px"|coast.util_shoreline
 
|height="40px"|coast.util_shoreline
 
|Similar to above but more massive waves.
 
|Similar to above but more massive waves.
 +
|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 903: Line 1,057:
 
|height="40px"|coast.util_distant_shoreline
 
|height="40px"|coast.util_distant_shoreline
 
|Similar to above but from a greater distace.
 
|Similar to above but from a greater distace.
 +
|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 908: Line 1,063:
 
|height="40px"|coast.util_antlion_den
 
|height="40px"|coast.util_antlion_den
 
|Antlions hissing.
 
|Antlions hissing.
 +
|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 913: Line 1,069:
 
|height="40px"|coast.general_windy_tunnel
 
|height="40px"|coast.general_windy_tunnel
 
|Steady whine of wind in a tunnel and muffled sounds of waves crashing.
 
|Steady whine of wind in a tunnel and muffled sounds of waves crashing.
 +
|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 918: Line 1,075:
 
|height="40px"|coast.general_tunnel
 
|height="40px"|coast.general_tunnel
 
|Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in.
 
|Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in.
 +
|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 923: Line 1,081:
 
|height="40px"|coast.zombie_tunnel
 
|height="40px"|coast.zombie_tunnel
 
|The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls.
 
|The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls.
 +
|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 928: Line 1,087:
 
|height="40px"|coast.general_oldwoodbuilding
 
|height="40px"|coast.general_oldwoodbuilding
 
|Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside.
 
|Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside.
 +
|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 933: Line 1,093:
 
|height="40px"|coast.general_oldwoodbuilding_with_windchimes
 
|height="40px"|coast.general_oldwoodbuilding_with_windchimes
 
|(Not used in the game) same as above but with windchimes.
 
|(Not used in the game) same as above but with windchimes.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Windchimes.
 
|Windchimes.
Line 938: Line 1,099:
 
|height="40px"|coast.combine_controlroom_ambience
 
|height="40px"|coast.combine_controlroom_ambience
 
|Steady whine of Combine tech.
 
|Steady whine of Combine tech.
 +
|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 943: Line 1,105:
 
|height="40px"|coast.general_shoreline
 
|height="40px"|coast.general_shoreline
 
|Both close and distant waves crashing, wind gusting and seagulls calling.
 
|Both close and distant waves crashing, wind gusting and seagulls calling.
 +
|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 948: Line 1,111:
 
|height="40px"|coast.positional_shoreline
 
|height="40px"|coast.positional_shoreline
 
|Similar to above, but closer by and a lot more waves.
 
|Similar to above, but closer by and a lot more waves.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Water waves crashing.
 
|Water waves crashing.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 956: Line 1,121:
 
|height="40px"|Water waves crashing.
 
|height="40px"|Water waves crashing.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 961: Line 1,127:
 
|height="40px"|Water waves crashing.
 
|height="40px"|Water waves crashing.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 966: Line 1,133:
 
|height="40px"|Water waves crashing.
 
|height="40px"|Water waves crashing.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 973: Line 1,141:
 
|height="40px"|coast.shoreline_with_antlion_dens
 
|height="40px"|coast.shoreline_with_antlion_dens
 
|Similar to <code>coast.general_shoreline</code> but with antlion sounds.
 
|Similar to <code>coast.general_shoreline</code> but with antlion sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Antlion den sounds.
 
|Antlion den sounds.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 981: Line 1,151:
 
|height="40px"|Antlion den sounds.
 
|height="40px"|Antlion den sounds.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 986: Line 1,157:
 
|height="40px"|Antlion den sounds.
 
|height="40px"|Antlion den sounds.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 993: Line 1,165:
 
|height="40px"|coast.bridge_ambient
 
|height="40px"|coast.bridge_ambient
 
|High open outside area with a lot of waves crashing, wind gusts, metal stress and birds.
 
|High open outside area with a lot of waves crashing, wind gusts, metal stress and birds.
 +
|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 998: Line 1,171:
 
|height="40px"|coast.bridge_shack
 
|height="40px"|coast.bridge_shack
 
|Similar to above but quieter and with more metal squeeks.
 
|Similar to above but quieter and with more metal squeeks.
 +
|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 1,003: Line 1,177:
 
|height="40px"|coast.cliffside
 
|height="40px"|coast.cliffside
 
|Similar to <code>coast.general_shoreline</code> with more waves and rock rumbles.
 
|Similar to <code>coast.general_shoreline</code> with more waves and rock rumbles.
 +
|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 1,008: Line 1,183:
 
|height="40px"|coast.bridge_concrete_room
 
|height="40px"|coast.bridge_concrete_room
 
|Generic windy concrete room ambience.
 
|Generic windy concrete room ambience.
 +
|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 1,013: Line 1,189:
 
|height="40px"|coast.generic_ambient_01
 
|height="40px"|coast.generic_ambient_01
 
|Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements.
 
|Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements.
 +
|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 1,018: Line 1,195:
 
|height="40px"|coast.distant_shoreline
 
|height="40px"|coast.distant_shoreline
 
|Similar to above and with close-range antlion sounds.
 
|Similar to above and with close-range antlion sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Antlion den sounds.
 
|Antlion den sounds.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,026: Line 1,205:
 
|height="40px"|Antlion den sounds.
 
|height="40px"|Antlion den sounds.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,036: Line 1,216:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 1,041: Line 1,222:
 
|height="40px"|prison.util_distantcombat_verylight
 
|height="40px"|prison.util_distantcombat_verylight
 
|Quiet ambience, occasionally the sound of a soldier dying, zombies, antlions or gunfire.
 
|Quiet ambience, occasionally the sound of a soldier dying, zombies, antlions or 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 1,046: Line 1,228:
 
|height="40px"|prison.util_distantcombat_light
 
|height="40px"|prison.util_distantcombat_light
 
|Identical to above but louder and with double the activity level.
 
|Identical to above but louder and with double the activity level.
 +
|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 1,051: Line 1,234:
 
|height="40px"|prison.util_distantcombat_heavy
 
|height="40px"|prison.util_distantcombat_heavy
 
|Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions.
 
|Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions.
 +
|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 1,056: Line 1,240:
 
|height="40px"|prison.util_antlion_burrows
 
|height="40px"|prison.util_antlion_burrows
 
|Sound of Antlions hissing and growling, waiting to ambush the enemy.
 
|Sound of Antlions hissing and growling, waiting to ambush the enemy.
 +
|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 1,061: Line 1,246:
 
|height="40px"|prison.util_fardrips
 
|height="40px"|prison.util_fardrips
 
|Far away drips.
 
|Far away drips.
 +
|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 1,066: Line 1,252:
 
|height="40px"|prison.util_drips
 
|height="40px"|prison.util_drips
 
|Same drips as above but closer.
 
|Same drips as above but closer.
 +
|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 1,071: Line 1,258:
 
|height="40px"|prison.util_distant_trains
 
|height="40px"|prison.util_distant_trains
 
|Far away train horns.
 
|Far away train horns.
 +
|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 1,076: Line 1,264:
 
|height="40px"|prison.util_radio
 
|height="40px"|prison.util_radio
 
|Random radio sounds.
 
|Random radio sounds.
 +
|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 1,081: Line 1,270:
 
|height="40px"|prison.util_control_room
 
|height="40px"|prison.util_control_room
 
|Machine rubbles and sounds from a Combine terminal.
 
|Machine rubbles and sounds from a Combine terminal.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 1,086: Line 1,276:
 
|height="40px"|prison.citizen_camp
 
|height="40px"|prison.citizen_camp
 
|Calm with outdoor waves and wind snippets.
 
|Calm with outdoor waves and wind snippets.
 +
|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 1,091: Line 1,282:
 
|height="40px"|prison.redlight_bunker
 
|height="40px"|prison.redlight_bunker
 
|Generic tunnel wind ambience.
 
|Generic tunnel wind ambience.
 +
|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 1,096: Line 1,288:
 
|height="40px"|prison.outdoor_courtyard
 
|height="40px"|prison.outdoor_courtyard
 
|Distant shorelines with wind snippets.
 
|Distant shorelines with wind snippets.
 +
|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 1,101: Line 1,294:
 
|height="40px"|prison.outdoor_courtyard_hvycombat
 
|height="40px"|prison.outdoor_courtyard_hvycombat
 
|Same as above but with the sound of heavy indoor combat.
 
|Same as above but with the sound of heavy indoor combat.
 +
|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 1,106: Line 1,300:
 
|height="40px"|prison.trainstation
 
|height="40px"|prison.trainstation
 
|Near Alyx encounter. Room ambience with occasional train horns.
 
|Near Alyx encounter. Room ambience with occasional train horns.
 +
|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 1,111: Line 1,306:
 
|height="40px"|prison.teleport_area
 
|height="40px"|prison.teleport_area
 
|Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room.
 
|Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine control room ambience.
 
|Combine control room ambience.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,121: Line 1,318:
 
|height="40px"|prison.control_room
 
|height="40px"|prison.control_room
 
|Control room with Combine equipment. Rumbling with Combine beeping and radio sounds.
 
|Control room with Combine equipment. Rumbling with Combine beeping and radio sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Various radio noises.
 
|Various radio noises.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,131: Line 1,330:
 
|height="40px"|prison.control_room_simple
 
|height="40px"|prison.control_room_simple
 
|Control room with no Combine equipment. Fluorescent lighting hum with radio noises.
 
|Control room with no Combine equipment. Fluorescent lighting hum with radio noises.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Various radio noises.
 
|Various radio noises.
Line 1,136: Line 1,336:
 
|height="40px"|prison.combine_wall
 
|height="40px"|prison.combine_wall
 
|Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder.
 
|Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder.
 +
|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 1,141: Line 1,342:
 
|height="40px"|prison.util_quiet_cellblock
 
|height="40px"|prison.util_quiet_cellblock
 
|Generic ambient concrete room with dripping water and metal rattle.
 
|Generic ambient concrete room with dripping water and metal rattle.
 +
|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 1,146: Line 1,348:
 
|height="40px"|prison.util_louder_cellblock
 
|height="40px"|prison.util_louder_cellblock
 
|A bit louder than above underground concrete room ambience.
 
|A bit louder than above underground concrete room ambience.
 +
|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 1,151: Line 1,354:
 
|height="40px"|prison.larger_cellblock_vlightcombat
 
|height="40px"|prison.larger_cellblock_vlightcombat
 
|Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat.
 
|Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat.
 +
|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 1,156: Line 1,360:
 
|height="40px"|prison.larger_cellblock_hvycombat
 
|height="40px"|prison.larger_cellblock_hvycombat
 
|Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat.
 
|Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat.
 +
|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 1,161: Line 1,366:
 
|height="40px"|prison.larger_cellblock_lightcombat
 
|height="40px"|prison.larger_cellblock_lightcombat
 
|Quiet large cellblock with distant light combat.
 
|Quiet large cellblock with distant light combat.
 +
|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 1,166: Line 1,372:
 
|height="40px"|prison.general_hallway_lightcombat
 
|height="40px"|prison.general_hallway_lightcombat
 
|General hallway with fluorescent lighting hum and distant light combat.
 
|General hallway with fluorescent lighting hum and distant light combat.
 +
|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 1,171: Line 1,378:
 
|height="40px"|prison.general_hallway_vlightcombat
 
|height="40px"|prison.general_hallway_vlightcombat
 
|General hallway with fluorescent lighting hum and distant very light combat.
 
|General hallway with fluorescent lighting hum and distant very light combat.
 +
|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 1,176: Line 1,384:
 
|height="40px"|prison.general_dripping_tunnel
 
|height="40px"|prison.general_dripping_tunnel
 
|Watery tunnel, entering base. Wind and drips.
 
|Watery tunnel, entering base. Wind and 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 1,181: Line 1,390:
 
|height="40px"|prison.hall_with_burrows
 
|height="40px"|prison.hall_with_burrows
 
|Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds.
 
|Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Various Antlion sounds.
 
|Various Antlion sounds.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,191: Line 1,402:
 
|height="40px"|prison.electric_water_room
 
|height="40px"|prison.electric_water_room
 
|Atmospheric concrete room with flowing and dripping water sounds.
 
|Atmospheric concrete room with flowing and dripping water sounds.
 +
|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 1,196: Line 1,408:
 
|height="40px"|prison.laundry
 
|height="40px"|prison.laundry
 
|Loud, whooshing metallic machinery sounds.
 
|Loud, whooshing metallic machinery sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Ambient laundry machines hum.
 
|Ambient laundry machines hum.
Line 1,201: Line 1,414:
 
|height="40px"|prison.watery_hallway
 
|height="40px"|prison.watery_hallway
 
|A lot of drips.
 
|A lot of 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 1,206: Line 1,420:
 
|height="40px"|prison.showers
 
|height="40px"|prison.showers
 
|Loud, fairly high-pitched water pipes and water dripping / flow.
 
|Loud, fairly high-pitched water pipes and water dripping / flow.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Running water.
 
|Running water.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,214: Line 1,430:
 
|height="40px"|Water dripping.
 
|height="40px"|Water dripping.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,221: Line 1,438:
 
|height="40px"|prison.zombie_infested
 
|height="40px"|prison.zombie_infested
 
|Deep, wind-like sounds, distant drips, flies and rats.
 
|Deep, wind-like sounds, distant drips, flies and rats.
 +
|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 1,229: Line 1,447:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 1,234: Line 1,453:
 
|height="40px"|streetwar.util_combine_atmosphere
 
|height="40px"|streetwar.util_combine_atmosphere
 
|Constant random wind gusts and machine-like sounds.
 
|Constant random wind gusts and machine-like sounds.
 +
|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 1,239: Line 1,459:
 
|height="40px"|streetwar.util_rubble
 
|height="40px"|streetwar.util_rubble
 
|Random falling rubble, wood creaks and metal stress.
 
|Random falling rubble, wood creaks and metal stress.
 +
|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 1,244: Line 1,465:
 
|height="40px"|streetwar.util_sirens
 
|height="40px"|streetwar.util_sirens
 
|Manhacks, cityscanners and APCs passing by.
 
|Manhacks, cityscanners and APCs passing by.
 +
|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 1,249: Line 1,471:
 
|height="40px"|streetwar.util_light_sirens
 
|height="40px"|streetwar.util_light_sirens
 
|Same as above but less frequent.
 
|Same as above but less frequent.
 +
|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 1,254: Line 1,477:
 
|height="40px"|streetwar.util_zombie_infested
 
|height="40px"|streetwar.util_zombie_infested
 
|Occasional buzzing flies, rats and zombies.
 
|Occasional buzzing flies, rats and zombies.
 +
|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 1,259: Line 1,483:
 
|height="40px"|streetwar.util_light_combat_atmosphere
 
|height="40px"|streetwar.util_light_combat_atmosphere
 
|Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.
 
|Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.
 +
|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 1,264: Line 1,489:
 
|height="40px"|streetwar.util_heavy_combat_atmosphere
 
|height="40px"|streetwar.util_heavy_combat_atmosphere
 
|Similar to above but more frequent.
 
|Similar to above but more frequent.
 +
|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 1,269: Line 1,495:
 
|height="40px"|streetwar.util_muffled_light_combat
 
|height="40px"|streetwar.util_muffled_light_combat
 
|Occasional rumble and distant explosions, heard from building interiors and underground.
 
|Occasional rumble and distant explosions, heard from building interiors and underground.
 +
|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 1,274: Line 1,501:
 
|height="40px"|streetwar.util_light_combat
 
|height="40px"|streetwar.util_light_combat
 
|Distant gun fire, explosions, zombies, antlions and Combine soldiers.
 
|Distant gun fire, explosions, zombies, antlions and Combine soldiers.
 +
|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 1,279: Line 1,507:
 
|height="40px"|streetwar.util_medium_combat
 
|height="40px"|streetwar.util_medium_combat
 
|Same as above but slightly more frequent.
 
|Same as above but slightly more frequent.
 +
|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 1,284: Line 1,513:
 
|height="40px"|streetwar.util_heavy_combat
 
|height="40px"|streetwar.util_heavy_combat
 
|Same as above but even more frequent.
 
|Same as above but even more frequent.
 +
|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 1,289: Line 1,519:
 
|height="40px"|streetwar.util_drips
 
|height="40px"|streetwar.util_drips
 
|Water dripping.
 
|Water dripping.
 +
|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 1,294: Line 1,525:
 
|height="40px"|streetwar.util_fardrips
 
|height="40px"|streetwar.util_fardrips
 
|Farther away water dripping.
 
|Farther away water dripping.
 +
|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 1,299: Line 1,531:
 
|height="40px"|streetwar.zombie_water_room
 
|height="40px"|streetwar.zombie_water_room
 
|Atmospheric windy corridor with dripping / running water, flies, rats and zombies.
 
|Atmospheric windy corridor with dripping / running water, flies, rats and zombies.
 +
|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 1,304: Line 1,537:
 
|height="40px"|streetwar.car_tunnel
 
|height="40px"|streetwar.car_tunnel
 
|Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.
 
|Large ambient underground tunnel with vehicles occasionally passing overhead and light combat.
 +
|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 1,309: Line 1,543:
 
|height="40px"|streetwar.general_small_tunnel
 
|height="40px"|streetwar.general_small_tunnel
 
|Small underground tunnel, away from combat, with the sound of wind going through and light combat.
 
|Small underground tunnel, away from combat, with the sound of wind going through and light combat.
 +
|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 1,314: Line 1,549:
 
|height="40px"|streetwar.car_tunnel_opensky
 
|height="40px"|streetwar.car_tunnel_opensky
 
|Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat.
 
|Large underground tunnel open to the sky. Similar to <code>streetwar.car_tunnel</code> with city sounds and medium combat.
 +
|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 1,319: Line 1,555:
 
|height="40px"|streetwar.toxic_car_tunnel
 
|height="40px"|streetwar.toxic_car_tunnel
 
|Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat.
 
|Large underground tunnel. Similar to <code>streetwar.car_tunnel</code> but with toxic slime gurgling, metal stress and light combat.
 +
|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 1,324: Line 1,561:
 
|height="40px"|streetwar.infested_appartments
 
|height="40px"|streetwar.infested_appartments
 
|Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.
 
|Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.
 +
|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 1,329: Line 1,567:
 
|height="40px"|streetwar.general_indoor_light_combat
 
|height="40px"|streetwar.general_indoor_light_combat
 
|Quiet indoor atmosphere with distant light combat.
 
|Quiet indoor atmosphere with distant light combat.
 +
|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 1,334: Line 1,573:
 
|height="40px"|streetwar.general_indoor_medium_combat
 
|height="40px"|streetwar.general_indoor_medium_combat
 
|Similar to above with more frequent distant medium combat.
 
|Similar to above with more frequent distant medium combat.
 +
|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 1,339: Line 1,579:
 
|height="40px"|streetwar.general_indoor_heavy_combat
 
|height="40px"|streetwar.general_indoor_heavy_combat
 
|Similar to above with more frequent distant heavy combat.
 
|Similar to above with more frequent distant heavy combat.
 +
|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 1,344: Line 1,585:
 
|height="40px"|streetwar.general_outdoor_light_combat
 
|height="40px"|streetwar.general_outdoor_light_combat
 
|Quiet outdoor city atmosphere with distant light combat.
 
|Quiet outdoor city atmosphere with distant light combat.
 +
|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 1,349: Line 1,591:
 
|height="40px"|streetwar.general_outdoor_medium_combat
 
|height="40px"|streetwar.general_outdoor_medium_combat
 
|Similar to above with more frequent and closer medium combat.
 
|Similar to above with more frequent and closer medium combat.
 +
|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 1,354: Line 1,597:
 
|height="40px"|streetwar.general_outdoor_heavy_combat
 
|height="40px"|streetwar.general_outdoor_heavy_combat
 
|Similar to above with more frequent and closer heavy combat.
 
|Similar to above with more frequent and closer heavy combat.
 +
|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 1,359: Line 1,603:
 
|height="40px"|streetwar.destroyed_concrete_building
 
|height="40px"|streetwar.destroyed_concrete_building
 
|Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.
 
|Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets.
 +
|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 1,364: Line 1,609:
 
|height="40px"|streetwar.rooftop_heavy_combat
 
|height="40px"|streetwar.rooftop_heavy_combat
 
|Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.
 
|Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat.
 +
|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 1,369: Line 1,615:
 
|height="40px"|streetwar.control_room
 
|height="40px"|streetwar.control_room
 
|Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.
 
|Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,379: Line 1,627:
 
|height="40px"|streetwar.bank_control_room
 
|height="40px"|streetwar.bank_control_room
 
|Bank control room. Similar to above but with no beeping and instead just random machine sounds.
 
|Bank control room. Similar to above but with no beeping and instead just random machine sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 1,384: Line 1,633:
 
|height="40px"|streetwar.bank_machine_room
 
|height="40px"|streetwar.bank_machine_room
 
|Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.
 
|Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal.
 +
|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 1,389: Line 1,639:
 
|height="40px"|streetwar.bank_general
 
|height="40px"|streetwar.bank_general
 
|General inside bank area. Silent wind and distant medium combat.
 
|General inside bank area. Silent wind and distant medium combat.
 +
|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 1,394: Line 1,645:
 
|height="40px"|e3_c17_01_battle
 
|height="40px"|e3_c17_01_battle
 
|Fire nearby, background city siren and heavy combat.
 
|Fire nearby, background city siren and heavy combat.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Medium sized fire loop.
 
|Medium sized fire loop.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,402: Line 1,655:
 
|height="40px"|Combine barricade gate noises.
 
|height="40px"|Combine barricade gate noises.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,409: Line 1,663:
 
|height="40px"|c17_02_street_lower_1
 
|height="40px"|c17_02_street_lower_1
 
|Very silent city siren, wind snippets, medium combat and thundering wall noises.
 
|Very silent city siren, wind snippets, medium combat and thundering wall noises.
 +
|align="center" |DSP 19
 
|align="center" |0
 
|align="center" |0
 
|Combine wall thundering.
 
|Combine wall thundering.
Line 1,414: Line 1,669:
 
|height="40px"|c17_02_street_upper_1
 
|height="40px"|c17_02_street_upper_1
 
|Medium combat and very distant city siren.
 
|Medium combat and very distant city siren.
 +
|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 1,419: Line 1,675:
 
|height="40px"|c17_02_street_upper_2
 
|height="40px"|c17_02_street_upper_2
 
|Same as above but with a louder alarm and thundering wall noises.
 
|Same as above but with a louder alarm and thundering wall noises.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine wall thundering.
 
|Combine wall thundering.
Line 1,424: Line 1,681:
 
|height="40px"|c17_02_inside_apartments_1
 
|height="40px"|c17_02_inside_apartments_1
 
|Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.
 
|Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine wall thundering and machine noises.
 
|Combine wall thundering and machine noises.
Line 1,429: Line 1,687:
 
|height="40px"|streetwar.underground_manhack_tunnel
 
|height="40px"|streetwar.underground_manhack_tunnel
 
|Machinery humming, water drips and loud steam.
 
|Machinery humming, water drips and loud steam.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Steam loop.
 
|Steam loop.
Line 1,434: Line 1,693:
 
|height="40px"|streetwar.vertical_warehouse_arena
 
|height="40px"|streetwar.vertical_warehouse_arena
 
|Machinery humming and occasional wind snippets.
 
|Machinery humming and occasional wind snippets.
 +
|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 1,442: Line 1,702:
 
!width="285px"|Name
 
!width="285px"|Name
 
!Description
 
!Description
 +
!width="75px"|preset DSP
 
!width="105px"|Position Number
 
!width="105px"|Position Number
 
!width="300px"|Position Description
 
!width="300px"|Position Description
Line 1,447: Line 1,708:
 
|height="40px"|d3_citadel.silence_and_dialog
 
|height="40px"|d3_citadel.silence_and_dialog
 
|Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing?
 
|Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing?
 +
|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 1,452: Line 1,714:
 
|height="40px"|d3_citadel.util_hits
 
|height="40px"|d3_citadel.util_hits
 
|Strange, machine-like sounds.
 
|Strange, machine-like sounds.
 +
|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 1,457: Line 1,720:
 
|height="40px"|d3_citadel.util_activity
 
|height="40px"|d3_citadel.util_activity
 
|Distant strider and gunship sounds.
 
|Distant strider and gunship sounds.
 +
|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 1,462: Line 1,726:
 
|height="40px"|d3_citadel.util_pods
 
|height="40px"|d3_citadel.util_pods
 
|Strange machine passing by.
 
|Strange machine passing by.
 +
|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 1,467: Line 1,732:
 
|height="40px"|d3_citadel.deep_dropoff_inside
 
|height="40px"|d3_citadel.deep_dropoff_inside
 
|Loud Citadel ambience with strange machine sounds and enemy sounds.
 
|Loud Citadel ambience with strange machine sounds and enemy sounds.
 +
|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 1,472: Line 1,738:
 
|height="40px"|d3_citadel.pod_vista
 
|height="40px"|d3_citadel.pod_vista
 
|Citadel ambience with loud moving pods, and occationally strange screams and voices.
 
|Citadel ambience with loud moving pods, and occationally strange screams and 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 1,477: Line 1,744:
 
|height="40px"|d3_citadel.generic
 
|height="40px"|d3_citadel.generic
 
|Calm Citadel ambience with distant activity, and occationally strange screams and voices.
 
|Calm Citadel ambience with distant activity, and occationally strange screams and 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 1,482: Line 1,750:
 
|height="40px"|d3_citadel.generic_moody
 
|height="40px"|d3_citadel.generic_moody
 
|Quiet but similar to above.
 
|Quiet but similar to above.
 +
|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 1,487: Line 1,756:
 
|height="40px"|d3_citadel.generic_moody2
 
|height="40px"|d3_citadel.generic_moody2
 
|Quieter Citadel ambience; no combat sounds.
 
|Quieter Citadel ambience; no combat sounds.
 +
|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 1,492: Line 1,762:
 
|height="40px"|d3_citadel.stasis_room
 
|height="40px"|d3_citadel.stasis_room
 
|Calm statis ambience with loud stasis field nearby.
 
|Calm statis ambience with loud stasis field nearby.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Stasis field.
 
|Stasis field.
Line 1,497: Line 1,768:
 
|height="40px"|d3_citadel.combine_ball_room
 
|height="40px"|d3_citadel.combine_ball_room
 
|Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises.
 
|Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Ball field.
 
|Ball field.
Line 1,502: Line 1,774:
 
|height="40px"|d3_citadel.general_control_room
 
|height="40px"|d3_citadel.general_control_room
 
|Citadel ambience with a Combine computer terminal and light combat.
 
|Citadel ambience with a Combine computer terminal and light combat.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 1,507: Line 1,780:
 
|height="40px"|d3_citadel.alyx_teleport_control_room
 
|height="40px"|d3_citadel.alyx_teleport_control_room
 
|Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible.
 
|Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
Line 1,512: Line 1,786:
 
|height="40px"|d3_citadel.final_portal_chamber
 
|height="40px"|d3_citadel.final_portal_chamber
 
|Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds.
 
|Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds.
 +
|align="center" |DSP 1
 
|align="center" |0
 
|align="center" |0
 
|Combine computer terminal.
 
|Combine computer terminal.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,520: Line 1,796:
 
|height="40px"|Combine computer terminal.
 
|height="40px"|Combine computer terminal.
 
|-
 
|-
 +
|
 
|
 
|
 
|
 
|
Line 1,527: Line 1,804:
 
|height="40px"|d3_citadel.top_of_teleport_chamber
 
|height="40px"|d3_citadel.top_of_teleport_chamber
 
|High-pitched buzzing and heavy city combat sounds.
 
|High-pitched buzzing and heavy city combat sounds.
 +
|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 1,532: Line 1,810:
 
|height="40px"|d3_citadel_01.pipe_entrance
 
|height="40px"|d3_citadel_01.pipe_entrance
 
|Quiet ambience with a city siren, wind snippets and distant medium combat.
 
|Quiet ambience with a city siren, wind snippets and distant medium combat.
 +
|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 1,537: Line 1,816:
 
|height="40px"|d3_citadel_01.cliffside1
 
|height="40px"|d3_citadel_01.cliffside1
 
|Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens.
 
|Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens.
 +
|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 1,542: Line 1,822:
 
|height="40px"|d3_citadel_01.citadel_entrance
 
|height="40px"|d3_citadel_01.citadel_entrance
 
|Same as above only silenter and with the citadel ambience mainly audiable.
 
|Same as above only silenter and with the citadel ambience mainly audiable.
 +
|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 1,547: Line 1,828:
 
|height="40px"|d3_citadel.breen_field
 
|height="40px"|d3_citadel.breen_field
 
|Quiet generic citadel audio in the background with field sounds.
 
|Quiet generic citadel audio in the background with field sounds.
 +
|align="center" |DSP 2
 
|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 1,552: Line 1,834:
 
|height="40px"|d3_citadel.breen_hall
 
|height="40px"|d3_citadel.breen_hall
 
|Calm citadel ambient.
 
|Calm citadel ambient.
 +
|align="center" |DSP 25
 
|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 1,557: Line 1,840:
 
|height="40px"|d3_citadel.breen_office
 
|height="40px"|d3_citadel.breen_office
 
|Very similar to above but a bit quiter and uses other DSP type.
 
|Very similar to above but a bit quiter and uses other DSP type.
 +
|align="center" |DSP 2
 
|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);"|

Revision as of 03:33, 15 April 2021

Русский
Half-Life 2 Level Creation

Here is a list of 247 soundscapes for use in Half-Life 2Half-Life 2. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

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

A preview video of these soundscapes can be found here.

Generic and Test

Name Description preset DSP Position Number Position Description
Nothing No DSP, no ambients. DSP 0
Automatic DSP 1, dsp_volume 1.0. DSP 1
automatic_dialog Automatic DSP at 50% mix. DSP 1
e3_techdemo_gmanspeaking DSP 10. DSP 10
e3_Techdemo_02 Physics room. DSP 20
e3_Techdemo_03 DSP 1. DSP 1
e3_Techdemo_05 Dripping cave ambient. DSP 10
e3_Techdemo_06 Lake. DSP 20
e3_end Identical to Nothing. 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.
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.

Train Station and City 17

Name Description preset DSP Position Number Position Description
d1_trainstation.util_city Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds.
d1_trainstation.city All of the above plus a busy train station background ambience.
d1_trainstation.Platform Loud and static hissing sound, city sounds barely audible in the background. DSP 1
d1_trainstation.Turnstyle Identical to d1_trainstation.city but city sounds less audible. DSP 1
combine.computer Loud, flat whine and an occasional blip.
d1_trainstation.Interrogation Mixed uproar of the surrounding city and a Combine terminal. DSP 1 0 Combine computer terminal.
d1_trainstation.TerminalSquare Similar to d1_trainstation.Turnstyle but with more city sounds like driving / beeping cars and background talking / train station messages. DSP 1
d1_trainstation.QuietCourtyard Quiet, windy courtyard with distant trains, cars, helicopters etc. DSP 1
d1_trainstation.Occupants Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise.
d1_trainstation.AppartmentCourtyard Above mixed to city sounds. DSP 1
d1_trainstation.Appartments Similar to d1_trainstation.Occupants with background crowd noises. DSP 1
d1_trainstation.RaidCityvoice Cityvoice:
(1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions.
(2) Attention please: All citizens in local residential block, assume your inspection positions.
(3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.
(4) Citizen notice: Failure to cooperate will result in permanent off-world relocation.
DSP 1
d1_trainstation.RaidOccupants Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit.
d1_trainstation.RaidAppartments A combination of the two above with background crowd noises. DSP 1
general.concrete_quiet Semi-loud hum of moving air. DSP 1

PA announcements for City 17

Name Description preset DSP Position Number Position Description
cityvoice_level0 PA requests player id, cityvoice:
(1) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.
(2) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire.
cityvoice_level1 PA invokes unrest procedures, requests player id, cityvoice:
(1) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.
(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize,
(3) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.
(4) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire.
cityvoice_level2 Player is evading, cops are summoned, cityvoice:
(1) Attention please: Evasion behavior consistent with mal-compliant defendant. Ground Protection Team: alert, code: isolate, expose, administer.
(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.
(3) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.
(4) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.
cityvoice_level3 Player convicted of civil disruption, city block on alert, cityvoice:
(1) Individual: you are charged with Socio-endangerment, level 1. Protection Units: prosecution code: duty, sword, midnight.
(2) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.
(3) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.
(4) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.
cityvoice_level4 Player convicted of anti-civil activity, city block punished, cityvoice:
(1)(2) Individual, you are now charged with Socio-Endangerment, level 5. Cease evasion immediately, receive your verdict.
(3) You are charged with anti-civil activity level 1. Protection Units: prosecution code: duty, sword, operate.
(4) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.
(5) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.
(6) Attention all Ground Protection Teams: Autonomous judgment is now in effect. Sentencing is now discretionary. Code: amputate, zero, confirm.
cityvoice_level5 Citizenship revoked, cops fire at will, cityvoice:
(1)(2) Individual, you are convicted of multi-anti-civil violations. Implicit citizenship revoked, status: malignant.
(3) Individual, you are charged with capital malcompliance. Anti-citizen status approved.
(4) Attention, ground units - anti-citizen reported in this community. Code: lock, cauterize, stabilize.
(5) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.
(6) Attention all Ground Protection teams: Judgement waiver now in effect. Capital prosecution is discretionary.
city_searching_level1 City background noise with helicopters and other aircraft, apc alarms and distant train horns.
city_searching_level2 Same as above but with more frequent helicopters and distant trucks passing.
city_searching_level3 A combination of the two above but with even more frequent trucks passing.

Canals

Name Description preset DSP Position Number Position Description
d1_canals.util_windgusts Wind gusts and snippets.
d1_canals.util_drips Water dripping.
d1_canals.util_fardrips Water dripping a bit further away, with interior echo.
d1_canals.util_headcrab_canister Strong hissing noise and randomly Combine machinery beeping.
d1_canals.util_shoreline Small waves hitting shore.
d1_canals_tunnel01 Constant sound of a trains overhead, plays city_searching_level1 and cityvoice_level0 PA announcements. DSP 1 0 Loop of a train driving by overhead.
d1_canals_citystart Train horning close by, plays city_searching_level1 and cityvoice_level0 PA announcements. DSP 1
d1_canals_citadel Atmospheric corridor wind sounds, plays city_searching_level1 and cityvoice_level0 PA announcements. DSP 1
d1_canals_traincanal Plays city_searching_level1 and cityvoice_level0 PA announcements. DSP 1
d1_canals_traintunnel Strong, low tunnelish rumble in the background, plays city_searching_level1 and cityvoice_level0 PA announcements. DSP 1
d1_canals_watercanal Constant sounds of waving water and water hitting a boat, plays city_searching_level1 and cityvoice_level1 PA announcements. DSP 1 1 Water hitting boat.
d1_canals_junkyard Randomly metal stress / creaking, plays city_searching_level2 and cityvoice_level1 PA announcements. DSP 1
d1_canals_copcanals Trucks randomly passing by overhead, dripping water, plays city_searching_level1 and cityvoice_level2 PA announcements. DSP 1 2 Dripping water.
3 Wind blowing in a corridor, dripping water and other echoing sewer like effects.
d1_truck_pass Quick, low noise of trucks and other vehicles passing by overhead. For use with other soundscapes.
d1_canals_barnacle_tunnel Wind gusts in a tunnel, trucks passing by overhead, plays city_searching_level1 and cityvoice_level3 PA announcements. DSP 1
d1_canals_pipe_chamber Dripping water, wind tunnel gusts, trucks passing by overhead, plays city_searching_level2. DSP 1
d1_canals_cop_alerted Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays city_searching_level3 and cityvoice_level4 PA announcements. DSP 1 2 Dripping water.
d1_canals.heli_slide_tunnels Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays city_searching_level3 and cityvoice_level4 PA announcements. DSP 1
d1_canals.heli_attack Exterior. quiet running sewer water, trucks passing by, plays city_searching_level3 and cityvoice_level4 PA announcements. DSP 1
d1_canals.drainroom Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements. DSP 1 0 Running river water loop.
1 Running river water loop.
2 Ambient corridor wind.
d1_canals.03copsattackthroughboards Exterior, quiet idle diesel engine, trucks passing by, plays city_searching_level2 and cityvoice_level5 PA announcements. DSP 1 0 Quiet loop of a running diesel engine.
d1_canals.03entrytunnel Interior, running water, far water dripping, tunnel wind, plays city_searching_level2 and cityvoice_level5 PA announcements. DSP 1 0 Ambient corridor wind.
2 Constant flow water leaking.
d1_canals.steamtunnel Interior, soft ambient industrial humming, plays cityvoice_level5 PA announcements. DSP 1
d1_canals.waterpuzzleroom Manhack and water puzzle room, loud industrial hum and dripping water. DSP 1
d1_canals.util_birds Infrequent bird squawks.
d1_canals.util_critters Infrequent croaking noises.
d1_canals.util_tunnel_windgusts Occasional infrequent wind blowing through tunnel, varying pitches.
d1_canals.util_critters_under_docks Constant sound of frogs with critters and sometimes shoreline waves.
d1_canals.util_toxic_slime Slime gurgling and hissing.
d1_canals.util_industrial Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent.
d1_canals.general_dripping_tunnel Numerous constant dripping sources and regular wind gusts of varying pitches. DSP 1
d1_canals.general_windy_tunnel Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. DSP 1
d1_canals.general_watery_tunnel Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. DSP 1 0 Water dripping.
1 Different kind of critters.
d1_canals.general_watery_tunnel_shore Similar to above but with the sound of waves regularly breaking in a small rocky lagoon. DSP 1
d1_canals.redbarn_ambience Interior. Quiet calm river sounds with distant critters, birds, occationally wind gusts and wood creaks. Also a headcrab canister nearby. 0 Headcrab canister.
d1_canals.floodgate_base_ambience Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. DSP 1 0 Beeping of a Manhack charging station.
1 Combine computer terminal.
d1_canals.floodgate_machineroom Looped machines droning as of a pump or motor.
d1_canals.shore_and_reeds Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets. DSP 1
d1_canals.spooky_infested_pipe Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. DSP 1
d1_canals.water_tunnel_with_frogs Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. DSP 1
d1_canals.windchimes_and_wind Constant wind whistling mixed with intermittent wind chime song and distant birds. 0 Windchimes.
canals_slime_outside Constant slime gurgling with a tunnel wind ambience. DSP 1 0 Burbling toxic slime.
canals_slime_tunnel Same as above but with a clearer wind ambience and frequently wind gusts. DSP 1 0 Burbling toxic slime.
canals_tunnel_dry Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. DSP 1
canals_tunnel_wet Similar to d1_canals.general_watery_tunnel but with atmospheric tunnel wind. DSP 1
canals_canal_nowater Relatively quiet with infrequent distant sound of birds and wind snippets. DSP 1
canals_canal_water Constant sound of shoreline waves with birds and wind gusts. DSP 1
canals_canal_water_industrial Similar to above but with machine rumbling instead of the sound of birds. DSP 1
canals_river Identical to canals_canal_water but with a sense of stronger wind with it being an open area. DSP 1
canals_river_calm Similar to above but with constant quiet sounds of frogs and other critters. DSP 1
d1_canals_05_shanty_approach Continuous glutinous gurgling toxic slime and wind gusts from time to time. DSP 1 0 Burbling toxic slime.
1 Burbling toxic slime.
d1_canals_05_shanty Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping. DSP 1 0 Burbling toxic slime.
1 Burbling toxic slime.
2 Headcrab canister.
3 Headcrab canister.
4 Headcrab canister.
5 Headcrab canister.
6 Headcrab canister.
d1_canals_07_entry_tunnel Ambient tunnel sounds with water drips and wind gusts. DSP 1 0 Far water drips.
1 Water drips.
d1_canals_07a_warehouse Ambient atmospheric base wind with occationally wind gusts and wood creaking.
d1_canals_08a_gun_tunnel_entrance Continuous running water plus sound of waves breaking. DSP 1
d1_canals_08a_puzzle_arena The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. DSP 1
d1_canals_08a_gun_scene The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water. DSP 1 0 Far water drips.
1 Water drips.
d1_canals_08a_tunnel_exit The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts. DSP 1
canals_canal_water_creaking_wood Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. DSP 1 0 Wood creaking.
1 Wood creaking.
canals_canal_water_creaking_metal Similar to above but with stressing metal instead of wood creaking. DSP 1 0 Metal stress.
1 Metal stress.
d1_canals_08_entry_tunnel Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds. DSP 1 0 Far dripping water.
2 Passing helicopter.
d1_canals_08_reservoir The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop. DSP 1 1 Loud pouring dam water.
d1_canals_08_island This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground. 0 Loud pouring dam water.
d1_canals_08_base_interior Base wind ambience and a Combine computer terminal nearby. 1 Combine computer terminal.

Kleiner's Lab and Black Mesa East

Name Description preset DSP Position Number Position Description
K_lab.LabSounds Room atmosphere with very frequent slime gurgling and machines. DSP 0 0 Slime gurgling loop.
1 Computer beeping and other machine noises.
E3_lab.LabSounds Fluorescent lights in a laboratory with machines and music playing. DSP 17 0 Various strange machine noises (goo tubes).
1 Running lab machines.
eli_01_lab_main_1 Quiet room with the sound of elevators, slime gurgling, and beeping machines. DSP 9 0 Very silent water sounds and slime gurgling noises.
1 Beeping lab equipment.
2 The sound of moving elevators from an elevator shaft.
3 Vort lab machine hum.
eli_01_elevator_1 Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. DSP 18
eli_01_upperhall_2 Musical throbbing note, medium low, that reverberates three times (bwuung-weh-weh-weh), mixed with very quiet random metal rattles, dripping water and coughing. DSP 18 0 Randomly metal rattling, rain dripping and people coughing.
eli_01_upperhall_1 Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background. DSP 3
eli_01_lowerlab_hall_1 Slightly louder and more resonant version of eli_01_upperhall_2 with an engine room nearby. DSP 5 0 Quiet engine sounds and random metal rattling, rain dripping and people coughing.
eli_01_lower_corridor_1 Generic underground corridor ambience. DSP 3
eli_01_lower_ravenhall_1 Unsetttling windy medium sized tunnel with cave rubbling. DSP 19
eli_01_lower_ravenhall_2 Many far away explosions and cave rubbles. DSP 19
eli_02_lowerlab_hall_1 Very similar to eli_01_lowerlab_hall_1 but with not so far-away explosions. DSP 5 0 Quiet running engine.
eli_02_lower_corridor_1 Generic underground corridor ambience with regular occouring metal rattling and explosions. DSP 3
eli_02_ravenshaft_1 Almost identical to eli_01_lower_ravenhall_1 but the cave hits having a higher volume range starting point of 0.02. DSP 19
eli_02_ravenshaft_2 Wood creaking, wind blowing and frequent drips of water. DSP 19 0 Quiet wood creaking, strange cave noises and rock rumbles.
eli_02_scrapyard_1 Enclosed outside area ambience with no life. DSP 24
eli_02_scrapyard_2 Same as above but with a little more wind. DSP 25

Ravenholm

Name Description preset DSP Position Number Position Description
d1_town.ScaredPeopleInside Utility soundscape. Scared crying and breating, plays every 60-300 seconds.
d1_town.ScaredPeopleOutside Utility soundscape. Woman screaming, muffled and scared cries, plays every 60-300 seconds.
d1_town.Start Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people. DSP 1
d1_town.Street Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. DSP 1
d1_town.CorpseRoom Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside. DSP 1
d1_town.WoodBuilding Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. DSP 1
d1_town.ConcreteBuilding Identical to Automatic. DSP 1
d1_town.Rooftop Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts. DSP 1
d1_town.MineshaftDown Wind blowing, wood creaking, rock rumbling sounds and cave ambience. DSP 1
d1_town.WaterCave Wind gusts, cave ambience and the dripping of water. DSP 1
d1_town.HeadcrabCave A combination of the two above but with metal stress instead of creaking wood. DSP 1
d1_town.CaveTunnel Corridor ambience with rock rumbling sounds. DSP 1

Coastline and Highway 17

Name Description preset DSP Position Number Position Description
coast.util_headcrab_canister Bizarre Combine tech noise.
coast.util_metalstress Metal stress and groans.
coast.util_shackmetal Quick squeeks from moving metal.
coast.util_crumblycliff Sound of crumbling landmasses.
coast.util_windgusts Wind gusts.
coast.util_fardrips Water dripping.
coast.util_birds Seagulls calling and buzzing flies.
coast.util_lakeshoreline Waves breaking gently.
coast.util_shoreline Similar to above but more massive waves.
coast.util_distant_shoreline Similar to above but from a greater distace.
coast.util_antlion_den Antlions hissing.
coast.general_windy_tunnel Steady whine of wind in a tunnel and muffled sounds of waves crashing. DSP 1
coast.general_tunnel Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in. DSP 1
coast.zombie_tunnel The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. DSP 1
coast.general_oldwoodbuilding Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. DSP 1
coast.general_oldwoodbuilding_with_windchimes (Not used in the game) same as above but with windchimes. DSP 1 0 Windchimes.
coast.combine_controlroom_ambience Steady whine of Combine tech. DSP 1
coast.general_shoreline Both close and distant waves crashing, wind gusting and seagulls calling. DSP 1
coast.positional_shoreline Similar to above, but closer by and a lot more waves. DSP 1 0 Water waves crashing.
1 Water waves crashing.
2 Water waves crashing.
3 Water waves crashing.
4 Water waves crashing.
coast.shoreline_with_antlion_dens Similar to coast.general_shoreline but with antlion sounds. DSP 1 0 Antlion den sounds.
1 Antlion den sounds.
2 Antlion den sounds.
3 Antlion den sounds.
coast.bridge_ambient High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. DSP 1
coast.bridge_shack Similar to above but quieter and with more metal squeeks. DSP 1
coast.cliffside Similar to coast.general_shoreline with more waves and rock rumbles. DSP 1
coast.bridge_concrete_room Generic windy concrete room ambience. DSP 1
coast.generic_ambient_01 Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. DSP 1
coast.distant_shoreline Similar to above and with close-range antlion sounds. DSP 1 0 Antlion den sounds.
1 Antlion den sounds.
2 Antlion den sounds.

Nova Prospekt

Name Description preset DSP Position Number Position Description
prison.util_distantcombat_verylight Quiet ambience, occasionally the sound of a soldier dying, zombies, antlions or gunfire.
prison.util_distantcombat_light Identical to above but louder and with double the activity level.
prison.util_distantcombat_heavy Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions.
prison.util_antlion_burrows Sound of Antlions hissing and growling, waiting to ambush the enemy.
prison.util_fardrips Far away drips.
prison.util_drips Same drips as above but closer.
prison.util_distant_trains Far away train horns.
prison.util_radio Random radio sounds.
prison.util_control_room Machine rubbles and sounds from a Combine terminal. DSP 1 0 Combine computer terminal.
prison.citizen_camp Calm with outdoor waves and wind snippets.
prison.redlight_bunker Generic tunnel wind ambience. DSP 1
prison.outdoor_courtyard Distant shorelines with wind snippets.
prison.outdoor_courtyard_hvycombat Same as above but with the sound of heavy indoor combat.
prison.trainstation Near Alyx encounter. Room ambience with occasional train horns. DSP 1
prison.teleport_area Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. DSP 1 0 Combine control room ambience.
1 Combine computer terminal.
prison.control_room Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. DSP 1 0 Various radio noises.
1 Combine computer terminal.
prison.control_room_simple Control room with no Combine equipment. Fluorescent lighting hum with radio noises. DSP 1 0 Various radio noises.
prison.combine_wall Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. DSP 1
prison.util_quiet_cellblock Generic ambient concrete room with dripping water and metal rattle. DSP 1
prison.util_louder_cellblock A bit louder than above underground concrete room ambience. DSP 1
prison.larger_cellblock_vlightcombat Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. DSP 1
prison.larger_cellblock_hvycombat Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat.
prison.larger_cellblock_lightcombat Quiet large cellblock with distant light combat.
prison.general_hallway_lightcombat General hallway with fluorescent lighting hum and distant light combat. DSP 1
prison.general_hallway_vlightcombat General hallway with fluorescent lighting hum and distant very light combat. DSP 1
prison.general_dripping_tunnel Watery tunnel, entering base. Wind and drips. DSP 1
prison.hall_with_burrows Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. DSP 1 0 Various Antlion sounds.
1 Various Antlion sounds.
prison.electric_water_room Atmospheric concrete room with flowing and dripping water sounds. DSP 1
prison.laundry Loud, whooshing metallic machinery sounds. DSP 1 0 Ambient laundry machines hum.
prison.watery_hallway A lot of drips. DSP 1
prison.showers Loud, fairly high-pitched water pipes and water dripping / flow. DSP 1 0 Running water.
1 Water dripping.
2 Steam loop.
prison.zombie_infested Deep, wind-like sounds, distant drips, flies and rats.

War-torn City 17

Name Description preset DSP Position Number Position Description
streetwar.util_combine_atmosphere Constant random wind gusts and machine-like sounds.
streetwar.util_rubble Random falling rubble, wood creaks and metal stress.
streetwar.util_sirens Manhacks, cityscanners and APCs passing by.
streetwar.util_light_sirens Same as above but less frequent.
streetwar.util_zombie_infested Occasional buzzing flies, rats and zombies.
streetwar.util_light_combat_atmosphere Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.
streetwar.util_heavy_combat_atmosphere Similar to above but more frequent.
streetwar.util_muffled_light_combat Occasional rumble and distant explosions, heard from building interiors and underground.
streetwar.util_light_combat Distant gun fire, explosions, zombies, antlions and Combine soldiers.
streetwar.util_medium_combat Same as above but slightly more frequent.
streetwar.util_heavy_combat Same as above but even more frequent.
streetwar.util_drips Water dripping.
streetwar.util_fardrips Farther away water dripping.
streetwar.zombie_water_room Atmospheric windy corridor with dripping / running water, flies, rats and zombies. DSP 1
streetwar.car_tunnel Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. DSP 1
streetwar.general_small_tunnel Small underground tunnel, away from combat, with the sound of wind going through and light combat.
streetwar.car_tunnel_opensky Large underground tunnel open to the sky. Similar to streetwar.car_tunnel with city sounds and medium combat.
streetwar.toxic_car_tunnel Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat.
streetwar.infested_appartments Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat.
streetwar.general_indoor_light_combat Quiet indoor atmosphere with distant light combat. DSP 1
streetwar.general_indoor_medium_combat Similar to above with more frequent distant medium combat. DSP 1
streetwar.general_indoor_heavy_combat Similar to above with more frequent distant heavy combat. DSP 1
streetwar.general_outdoor_light_combat Quiet outdoor city atmosphere with distant light combat. DSP 1
streetwar.general_outdoor_medium_combat Similar to above with more frequent and closer medium combat. DSP 1
streetwar.general_outdoor_heavy_combat Similar to above with more frequent and closer heavy combat. DSP 1
streetwar.destroyed_concrete_building Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. DSP 1
streetwar.rooftop_heavy_combat Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. DSP 1
streetwar.control_room Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. DSP 1 0 Combine computer terminal.
1 Combine computer terminal.
streetwar.bank_control_room Bank control room. Similar to above but with no beeping and instead just random machine sounds. DSP 1 0 Combine computer terminal.
streetwar.bank_machine_room Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. DSP 1
streetwar.bank_general General inside bank area. Silent wind and distant medium combat. DSP 1
e3_c17_01_battle Fire nearby, background city siren and heavy combat. DSP 1 0 Medium sized fire loop.
1 Combine barricade gate noises.
2 Ambient city siren loop.
c17_02_street_lower_1 Very silent city siren, wind snippets, medium combat and thundering wall noises. DSP 19 0 Combine wall thundering.
c17_02_street_upper_1 Medium combat and very distant city siren. DSP 1
c17_02_street_upper_2 Same as above but with a louder alarm and thundering wall noises. DSP 1 0 Combine wall thundering.
c17_02_inside_apartments_1 Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. DSP 1 0 Combine wall thundering and machine noises.
streetwar.underground_manhack_tunnel Machinery humming, water drips and loud steam. DSP 1 0 Steam loop.
streetwar.vertical_warehouse_arena Machinery humming and occasional wind snippets. DSP 1

Combine Citadel

Name Description preset DSP Position Number Position Description
d3_citadel.silence_and_dialog Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing?
d3_citadel.util_hits Strange, machine-like sounds.
d3_citadel.util_activity Distant strider and gunship sounds.
d3_citadel.util_pods Strange machine passing by.
d3_citadel.deep_dropoff_inside Loud Citadel ambience with strange machine sounds and enemy sounds. DSP 1
d3_citadel.pod_vista Citadel ambience with loud moving pods, and occationally strange screams and voices. DSP 1
d3_citadel.generic Calm Citadel ambience with distant activity, and occationally strange screams and voices. DSP 1
d3_citadel.generic_moody Quiet but similar to above. DSP 1
d3_citadel.generic_moody2 Quieter Citadel ambience; no combat sounds. DSP 1
d3_citadel.stasis_room Calm statis ambience with loud stasis field nearby. DSP 1 0 Stasis field.
d3_citadel.combine_ball_room Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises. DSP 1 0 Ball field.
d3_citadel.general_control_room Citadel ambience with a Combine computer terminal and light combat. DSP 1 0 Combine computer terminal.
d3_citadel.alyx_teleport_control_room Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible. DSP 1 0 Combine computer terminal.
d3_citadel.final_portal_chamber Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. DSP 1 0 Combine computer terminal.
1 Combine computer terminal.
2 Loud noisy central portal beam.
d3_citadel.top_of_teleport_chamber High-pitched buzzing and heavy city combat sounds. DSP 1
d3_citadel_01.pipe_entrance Quiet ambience with a city siren, wind snippets and distant medium combat. DSP 1
d3_citadel_01.cliffside1 Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens. DSP 1
d3_citadel_01.citadel_entrance Same as above only silenter and with the citadel ambience mainly audiable. DSP 1
d3_citadel.breen_field Quiet generic citadel audio in the background with field sounds. DSP 2
d3_citadel.breen_hall Calm citadel ambient. DSP 25
d3_citadel.breen_office Very similar to above but a bit quiter and uses other DSP type. DSP 2
Environment articles:
Soundsystem SoundscapesSoundscriptsSoundcacheSound OperatorsLooping SoundMusic Composition SoftwareHammer Sound Browser
Choreography Choreography CreationResponse SystemFaceposerScene Implementation