List of EP1 Soundscapes
Soundscapes with 'util' in the name are intended for inclusion in other, full soundscapes. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
A preview video of these soundscapes can be found here.
|Name||Description||Position Number||Position Description|
|ep_01.outside_thunder_hits||Infrequent thunderclaps with silence.|
|ep_01.outside_wind_hits||Semi-rare wind gusts and silence.|
|ep_01.outside_battle_hits||Rare explosions and odd airplane-like noises.|
|ep1_citadel.util_metalstress||Metal creaks and groans.|
|ep1_citadel.util_alarms||Various Combine alarms.|
1. "Warning: bypass detected."
2. "Sterilizers and containment fields compromized."
3. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."
4. "Priority alert: Internal stabilization team, deploy sterilizers, deploy."
1. "Priority warning: restrictors disengaged."
2. "Stabilization force disengaged."
3. "Warning: core reprogramming detected."
4. "Alert. Alert. Alert."
|ep1_citadel.util_hits||Combine alarms and strange alien noises.|
|ep1_citadel.util_activity||Metal creaks and groans, distant marching, and odd metallic whooshes, plays
|ep1_citadel.util_pods||Something flying by. Almost sounds musical.|
|ep1_citadel.util_pods_cit_01||Similar to above, but more distant and less harmonic.|
|ep1_citadel.deep_dropoff_inside||Combine alarms, warped Citadel drone, metal creaks and groans, and distant marching, plays
|ep1_citadel.pod_vista||Loud pods moving.|
|ep1_citadel.generic||Distorted Citadel drone, metal creaking, Combine alarms, plays
|ep1_citadel.generic_moody||Similar to above, with less distortion, plays
|ep1_citadel.generic_moody2||Normal Citadel soundscape with damaged metal and plays
|ep1_citadel.stasis_room||Loud ambience with another machine and Combine alarms in the background.||0||Stasis field.|
|ep1_citadel.combine_ball_room||Low hum with Combine alarms and plays
|ep1_citadel.general_control_room||Normal Citadel soundscape with distant explosions.||0||Combine computer terminal.|
|ep1_citadel.alyx_core_control_room||Distorted Citadel droning, along with Combine alarms and portal discharges at random.||0||Combine computer terminal.|
|ep1_citadel.destabilized_core||High-pitched core screeching with thunder, portal discharges and plays
|ep1_citadel.stabilized_core||Medium-pitched humming with Combine alarms and portal discharges.|
|ep_01.outside_citadel_edge||Distant explosions, wind gusts, and falling debris at random.||0||Citadel vortex.|
|ep_01.inside_scene_01||Similar to above.||0||Citadel vortex.|
|ep1_citadel_01.citadel_entrance||Heavy wind, odd scraping noise, and Combine alarms.|
|ep1_citadel_04.stalkercar_ambient||Quiet hum of a moving Razor Train, with semi-frequent metal impacts.|
|ep1_citadel.core_transmission||Loud static with faint hum in the background.|
|ep1_citadel.core_transmission2||Same as above, with garbled transmissions.|
|Name||Description||Position Number||Position Description|
|ep1.util_fardrips||Far-off, echoing drips of water.|
|ep1_c17_00.util_fardrips||Distant, solitary drips of water.|
|ep1_c17_00.general_watery_tunnel||Water leaking out of pipes, echoing water droplets.||0||Distant drips of water.|
|ep1_c17_00.tunnel_wet||Water running through pipes, the soft hum of machinery, and frequent echoing drips.|
|ep1.zombiedark||Quiet, continual wind and the soft hum of pipes. Frequent water drips, and occasional rat squeaks and zombie growls.|
|ep1.outsidestalkertrain||Heavy creaks of metal, soft hum of machinery, and crumbling concrete.||0||Stalker noises.|
|ep1.util_sirens||Citadel sirens, with the occasional broken Overwatch voice.|
1. "Alert. Alert. Alert."
2. "Deploy, diagnose. Deploy, diagnose. Present singularity. Present singularity."
3. "Priority warning: restrictors disengaged."
|ep1.util_light_combat_atmosphere||Helicopters, striders, and APCs, and plays
|ep1.util_medium_combat_atmosphere||Frequent alarms and damaged Citadel sounds. Occasional thunder blasts and bouts of gunfire.|
|ep1.util_heavy_wind_and_destruction||Frequent, powerful gusts of wind and thunder. Occasional sound of crumbling concrete.|
|ep1.util_light_wind_and_destruction||Infrequent gusts of wind and thunder. Occasional rubble noises.|
|ep1.util_light_combat||Infrequent, somewhat distant gunfire.|
|ep1.util_medium_combat||Frequent, nearby explosions and gunfire.|
|ep1.util_slow_sky_flashes||Infrequent portal zaps.|
|ep1.util_rapid_sky_flashes||Frequent and loud portal zaps.||0||Portal zaps.|
|ep1.citadel_unstable_outside||Relatively quite Citadel vortex, with occasional wind and thunder.||0||Plays all the sounds from this location.|
|ep1.citadel_unstable_inside||Same as above, but muffled.||0||Citadel vortex.|
|ep1.citadel_critical_outside||Loud Citadel vortex noises, with gusts of wind and booms of thunder.||0||Plays all the sounds from this location.|
|ep1.citadel_critical_inside||Loud but muffled Citadel vortex noises.|
|ep1.citadel_predetonation_outside||Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.||0||Plays all the sounds from this location.|
|ep1.control_room||Very quite ambient noise.||0||Combine computer terminal.|
|1||Combine computer terminal.|
|ep1.general_small_tunnel||Generic tunnel ambient noises, punctuated by frequent gusts of sharp wind.|
|ep1.general_large_tunnel||Similar to above, but quieter and with less wind.|
|ep1.util_rubble||Creaking metal and crumbling buildings.|
|ep1.general_start_of_evac_outside||Distant Citadel ambience, with frequent nearby explosions and gunfire.||0||Citadel ambience.|
|ep1.general_start_of_evac_inside||Same as above, but much more muted, as if the player is inside a building.|
|ep1.general_middle_of_evac_outside||Louder Citadel sounds, with more frequent gunfire, Strider sounds, wind, and plays
|ep1.general_middle_of_evac_inside||Same as above, but muffled.|
|ep1.general_end_of_evac_outside||Loud Citadel sounds, with frequent wind gusts and portal zaps. Explosions but no gunfire, and no Overwatch voice.||0||Citadel ambience.|
|ep1.general_end_of_evac_inside||Same as above, but muffled. Occasional sounds of buildings crumbling.|
|ep1.general_citadel_predetonation||Very loud Citadel vortex noises, with frequent gusts of wind and booms of thunder.||0||Citadel vortex.|
|ep1.hospital||Soft hum of machinery punctuated by distant sounds of battle and the damaged Citadel. Occasional faint broken Overwatch broadcasts.|
|ep1.hospital_water_room||Water running through pipes, with several loud drops of water. Occasional very faint battle noises.|
|ep1.antlion_parking_garage||Soft hum of machinery and ambient antlion hive noises. Occasional cave noises and metal creaking.||0||Antlion ambient.|
|Soundsystem||Soundscapes • Soundscripts • Soundcache • Sound Operators • Looping Sound • Music Composition Software • Hammer Sound Browser|
|Choreography||Choreography Creation • Response System • Faceposer • Scene Implementation|