List of HL2 Soundscapes
Here is a list of 247 soundscapes for use in the (not in ). 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.
soundscapes_<mapname>.txt
.Generic and Test
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
Nothing | No DSP, no ambients. |
0 |
||
Automatic | DSP 1, dsp_volume 1.0. |
1 |
||
automatic_dialog | Automatic DSP at 50% mix. | |||
e3_techdemo_gmanspeaking | DSP 10. |
10 |
||
e3_Techdemo_02 | Physics room. |
20 |
||
e3_Techdemo_03 | DSP 1. |
1 |
||
e3_Techdemo_05 | Dripping cave ambient. |
10 |
||
e3_Techdemo_06 | Lake. |
20 |
||
e3_end | Identical to Nothing .
|
0 |
||
GenericIndoor | Fluorescent lighting hum. |
1 |
||
GenericOutdoor | Electric hum like above with a motor / gas / wind kind of sound in the background. |
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). |
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. |
20 |
||
test_tvset | Music coming from a TV set |
1 |
0 | Banjo-like TV music. |
soundscapes.txt
Train Station and City 17
Name | Description | 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. |
1 |
||
d1_trainstation.Turnstyle | Identical to d1_trainstation.city but city sounds less audible.
|
|||
combine.computer | Loud, flat whine and an occasional blip. | |||
d1_trainstation.Interrogation | Mixed uproar of the surrounding city and a Combine terminal. |
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.
|
|||
d1_trainstation.QuietCourtyard | Quiet, windy courtyard with distant trains, cars, helicopters etc. | |||
d1_trainstation.Occupants | Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. | |||
d1_trainstation.AppartmentCourtyard | Above mixed to city sounds. |
1 |
||
d1_trainstation.Appartments | Similar to d1_trainstation.Occupants with background crowd noises.
|
|||
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. |
|||
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. |
1 |
||
general.concrete_quiet | Semi-loud hum of moving air. |
soundscapes_trainyard.txt
PA announcements for City 17
Name | Description | 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. |
soundscapes_canals.txt
Canals
Name | Description | 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.
|
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.
|
|||
d1_canals_citadel | Atmospheric corridor wind sounds, plays city_searching_level1 and cityvoice_level0 PA announcements.
| |||
d1_canals_traincanal | Plays city_searching_level1 and cityvoice_level0 PA announcements.
| |||
d1_canals_traintunnel | Strong, low tunnelish rumble in the background, plays city_searching_level1 and cityvoice_level0 PA announcements.
| |||
d1_canals_watercanal | Constant sounds of waving water and water hitting a boat, plays city_searching_level1 and cityvoice_level1 PA announcements.
|
1 | Water hitting boat. | |
d1_canals_junkyard | Randomly metal stress / creaking, plays city_searching_level2 and cityvoice_level1 PA announcements.
|
|||
d1_canals_copcanals | Trucks randomly passing by overhead, dripping water, plays city_searching_level1 and cityvoice_level2 PA announcements.
|
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.
|
1 | ||
d1_canals_pipe_chamber | Dripping water, wind tunnel gusts, trucks passing by overhead, plays city_searching_level2 .
| |||
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.
|
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.
|
|||
d1_canals.heli_attack | Exterior. quiet running sewer water, trucks passing by, plays city_searching_level3 and cityvoice_level4 PA announcements.
| |||
d1_canals.drainroom | Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements.
|
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.
|
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.
|
0 | Ambient corridor wind. | |
2 | Constant flow water leaking. | |||
d1_canals.steamtunnel | Interior, soft ambient industrial humming, plays cityvoice_level5 PA announcements.
|
|||
d1_canals.waterpuzzleroom | Manhack and water puzzle room, loud industrial hum and dripping water. | |||
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. |
1 | ||
d1_canals.general_windy_tunnel | Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. | |||
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. | 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. | |||
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. |
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. |
1 |
||
d1_canals.spooky_infested_pipe | Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. | |||
d1_canals.water_tunnel_with_frogs | Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. | |||
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. |
1 |
0 | Burbling toxic slime. |
canals_slime_tunnel | Same as above but with a clearer wind ambience and frequently wind gusts. |
1 |
0 | Burbling toxic slime. |
canals_tunnel_dry | Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. |
1 |
||
canals_tunnel_wet | Similar to d1_canals.general_watery_tunnel but with atmospheric tunnel wind.
|
1 |
||
canals_canal_nowater | Relatively quiet with infrequent distant sound of birds and wind snippets. |
1 |
||
canals_canal_water | Constant sound of shoreline waves with birds and wind gusts. |
1 |
||
canals_canal_water_industrial | Similar to above but with machine rumbling instead of the sound of birds. |
1 |
||
canals_river | Identical to canals_canal_water but with a sense of stronger wind with it being an open area.
|
1 |
||
canals_river_calm | Similar to above but with constant quiet sounds of frogs and other critters. |
1 |
||
d1_canals_05_shanty_approach | Continuous glutinous gurgling toxic slime and wind gusts from time to time. |
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. |
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. |
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. |
1 |
||
d1_canals_08a_puzzle_arena | The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. |
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. |
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. |
1 |
||
canals_canal_water_creaking_wood | Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. |
1 |
0 | Wood creaking. |
1 | Wood creaking. | |||
canals_canal_water_creaking_metal | Similar to above but with stressing metal instead of wood creaking. |
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. |
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. |
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. |
soundscapes_canals.txt
Kleiner's Lab and Black Mesa East
Name | Description | DSP | Position Number | Position Description |
---|---|---|---|---|
K_lab.LabSounds | Room atmosphere with very frequent slime gurgling and machines. |
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. |
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. |
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. |
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. |
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. |
3 |
||
eli_01_lowerlab_hall_1 | Slightly louder and more resonant version of eli_01_upperhall_2 with an engine room nearby.
|
5 |
0 | Quiet engine sounds and random metal rattling, rain dripping and people coughing. |
eli_01_lower_corridor_1 | Generic underground corridor ambience. |
3 |
||
eli_01_lower_ravenhall_1 | Unsetttling windy medium sized tunnel with cave rumbling. |
19 |
||
eli_01_lower_ravenhall_2 | Many far away explosions and cave rumbles. |
19 |
||
eli_02_lowerlab_hall_1 | Very similar to eli_01_lowerlab_hall_1 but with not so far-away explosions.
|
5 |
0 | Quiet running engine. |
eli_02_lower_corridor_1 | Generic underground corridor ambience with regular occouring metal rattling and explosions. |
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.
|
19 |
||
eli_02_ravenshaft_2 | Wood creaking, wind blowing and frequent drips of water. |
19 |
0 | Quiet wood creaking, strange cave noises and rock rumbles. |
eli_02_scrapyard_1 | Enclosed outside area ambience with no life. |
24 |
||
eli_02_scrapyard_2 | Same as above but with a little more wind. |
25 |
soundscapes_klab.txt, soundscapes_elab.txt
Ravenholm
Name | Description | 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. |
1 |
||
d1_town.Street | Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. |
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. |
1 |
||
d1_town.WoodBuilding | Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. |
1 |
||
d1_town.ConcreteBuilding | Identical to Automatic .
|
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. |
1 |
||
d1_town.MineshaftDown | Wind blowing, wood creaking, rock rumbling sounds and cave ambience. |
1 |
||
d1_town.WaterCave | Wind gusts, cave ambience and the dripping of water. |
1 |
||
d1_town.HeadcrabCave | A combination of the two above but with metal stress instead of creaking wood. |
1 |
||
d1_town.CaveTunnel | Corridor ambience with rock rumbling sounds. |
1 |
soundscapes_town.txt
Coastline and Highway 17
Name | Description | 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. |
1 |
||
coast.general_tunnel | Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in. |
1 |
||
coast.zombie_tunnel | The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. |
1 |
||
coast.general_oldwoodbuilding | Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. |
1 |
||
coast.general_oldwoodbuilding_with_windchimes | (Not used in the game) same as above but with windchimes. |
1 |
0 | Windchimes. |
coast.combine_controlroom_ambience | Steady whine of Combine tech. |
1 |
||
coast.general_shoreline | Both close and distant waves crashing, wind gusting and seagulls calling. |
1 |
||
coast.positional_shoreline | Similar to above, but closer by and a lot more waves. |
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.
|
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. |
1 |
||
coast.bridge_shack | Similar to above but quieter and with more metal squeeks. |
1 |
||
coast.cliffside | Similar to coast.general_shoreline with more waves and rock rumbles.
|
1 |
||
coast.bridge_concrete_room | Generic windy concrete room ambience. |
1 |
||
coast.generic_ambient_01 | Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements. |
1 |
||
coast.distant_shoreline | Similar to above and with close-range antlion sounds. | 0 | Antlion den sounds. | |
1 | Antlion den sounds. | |||
2 | Antlion den sounds. |
soundscapes_coast.txt
Nova Prospekt
Name | Description | 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. |
1 |
0 | Combine computer terminal. |
prison.citizen_camp | Calm with outdoor waves and wind snippets. | |||
prison.redlight_bunker | Generic tunnel wind ambience. |
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. |
1 |
||
prison.teleport_area | Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. |
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. |
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. |
1 |
0 | Various radio noises. |
prison.combine_wall | Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. |
1 |
||
prison.util_quiet_cellblock | Generic ambient concrete room with dripping water and metal rattle. |
1 |
||
prison.util_louder_cellblock | A bit louder than above underground concrete room ambience. |
1 |
||
prison.larger_cellblock_vlightcombat | Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. |
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. |
1 |
||
prison.general_hallway_vlightcombat | General hallway with fluorescent lighting hum and distant very light combat. |
1 |
||
prison.general_dripping_tunnel | Watery tunnel, entering base. Wind and drips. |
1 |
||
prison.hall_with_burrows | Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. |
1 |
0 | Various Antlion sounds. |
1 | Various Antlion sounds. | |||
prison.electric_water_room | Atmospheric concrete room with flowing and dripping water sounds. |
1 |
||
prison.laundry | Loud, whooshing metallic machinery sounds. |
1 |
0 | Ambient laundry machines hum. |
prison.watery_hallway | A lot of drips. |
1 |
||
prison.showers | Loud, fairly high-pitched water pipes and water dripping / flow. |
1 |
0 | Running water. |
1 | Water dripping. | |||
2 | Steam loop. | |||
prison.zombie_infested | Deep, wind-like sounds, distant drips, flies and rats. |
soundscapes_prison.txt
War-torn City 17
Name | Description | 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. |
1 |
||
streetwar.car_tunnel | Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. |
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. |
1 |
||
streetwar.general_indoor_medium_combat | Similar to above with more frequent distant medium combat. |
1 |
||
streetwar.general_indoor_heavy_combat | Similar to above with more frequent distant heavy combat. |
1 |
||
streetwar.general_outdoor_light_combat | Quiet outdoor city atmosphere with distant light combat. |
1 |
||
streetwar.general_outdoor_medium_combat | Similar to above with more frequent and closer medium combat. |
1 |
||
streetwar.general_outdoor_heavy_combat | Similar to above with more frequent and closer heavy combat. |
1 |
||
streetwar.destroyed_concrete_building | Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. |
1 |
||
streetwar.rooftop_heavy_combat | Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. |
1 |
||
streetwar.control_room | Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. |
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. |
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. |
1 |
||
streetwar.bank_general | General inside bank area. Silent wind and distant medium combat. |
1 |
||
e3_c17_01_battle | Fire nearby, background city siren and heavy combat. |
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. |
19 |
0 | Combine wall thundering. |
c17_02_street_upper_1 | Medium combat and very distant city siren. |
1 |
||
c17_02_street_upper_2 | Same as above but with a louder alarm and thundering wall noises. |
1 |
0 | Combine wall thundering. |
c17_02_inside_apartments_1 | Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. |
1 |
0 | Combine wall thundering and machine noises. |
streetwar.underground_manhack_tunnel | Machinery humming, water drips and loud steam. |
1 |
0 | Steam loop. |
streetwar.vertical_warehouse_arena | Machinery humming and occasional wind snippets. |
1 |
soundscapes_streetwar.txt
Combine Citadel
Name | Description | 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. |
1 |
||
d3_citadel.pod_vista | Citadel ambience with loud moving pods, and occationally strange screams and voices. |
1 |
||
d3_citadel.generic | Calm Citadel ambience with distant activity, and occationally strange screams and voices. |
1 |
||
d3_citadel.generic_moody | Quiet but similar to above. |
1 |
||
d3_citadel.generic_moody2 | Quieter Citadel ambience; no combat sounds. |
1 |
||
d3_citadel.stasis_room | Calm statis ambience with loud stasis field nearby. |
1 |
0 | Stasis field. |
d3_citadel.combine_ball_room | Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises. |
1 |
0 | Ball field. |
d3_citadel.general_control_room | Citadel ambience with a Combine computer terminal and light combat. |
1 |
0 | Combine computer terminal. |
d3_citadel.alyx_teleport_control_room | Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible. |
1 |
0 | Combine computer terminal. |
d3_citadel.final_portal_chamber | Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. |
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. |
1 |
||
d3_citadel_01.pipe_entrance | Quiet ambience with a city siren, wind snippets and distant medium combat. |
1 |
||
d3_citadel_01.cliffside1 | Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens. |
1 |
||
d3_citadel_01.citadel_entrance | Same as above only silenter and with the citadel ambience mainly audiable. |
1 |
||
d3_citadel.breen_field | Quiet generic citadel audio in the background with field sounds. |
2 |
||
d3_citadel.breen_hall | Calm citadel ambient. |
25 |
||
d3_citadel.breen_office | Very similar to above but a bit quiter and uses other DSP type. |
2 |
soundscapes_citadel.txt
Environment articles: | |
---|---|
Soundsystem | Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser |
Choreography | Choreography Creation • Response System • Faceposer • Scene Implementation |