List of Half-Life: Alyx Soundscapes

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Here is a list of soundscapes for use in Half-Life: Alyx. 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. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape.


Please note that HL:A features some soundscapes carried over from Half-Life 2 that may or may not have proper sounds associated with them.

Generic and Test

Name Description Position Number Position Origin Location Description
e3_Techdemo_02 Physics room.
e3_Techdemo_05 Dripping cave ambient.
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). 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.
test_tvset Music coming from a TV set 0 Banjo-like TV music.
test_funny_noises Series of random HL2 suit sound effects 0
smalltown_sounds Same as cabin_outdoor but with additional City 17 ambience 0
streetwar.util_light_sirens Series of quiet siren noises in the distance. Appears to be missing some additional ambience. 0
Additional soundscapes under this section appear incomplete or are missing various key sounds.

Main Menu

Name Description Position Number Position Origin Location Description
a0_startup_main Wind ambience with minor metallic sounds in the background and an occasional boom.

Entanglement

Name Description Position Number Position Origin Location Description
distant_construction_int Random series of citadel sounds
distant_construction_ext Same as distant_construction_int
distant_hl_activity_int Random series of Citadel bass sounds that swell and fade. Occasional distant Strider steps. Frequent Overwatch announcements and minor Combine chatter from Civil Protection.
distant_hl_activity_ext Same as distant_hl_activity_int
a1_futuretrain_passby_01
a1_brick_warehouse_int
a1_lab_train_car_int
a1_intro_boxcar_passbys
a1_intro_boxcar_start
a1_intro_boxcar_stopping
a1_intro_boxcar_arrive
a1_intro_boxcar_ext
a1_intro_sscape0
a1_intro_int1
a1_intro_int_hahn
a1_intro_ext1
a1_intro_vents_lights
a1_intro_rooftop_main
a1_intro_street_level_main
a1_intro_street_level_main_02
a1_intro_02_main
a1_intro_02_point_source
a1_intro_02_bad_side_of_town
a1_intro_02_lab
a1_intro_m1
a1_intro_ext_rooftop
a1_lab_ext
a1_intro_citadel_reveal
a1_test

The Quarantine Zone

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
quarantine_outside Lots of wind, used when outsidethe quarantine walls.
a2_pistol_main
a2_pistol_main_traincar
a2_hideout_main
a2_hideout_puzzle_room
a2_hideout_puzzle_sanctum

Is Or Will Be?

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a2_headcrabs_tunnel_main
a2_train_yard_main
a2_train_yard_post_crash

Superweapon

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a3_tenements_subterranean_01
a3_station_street_ext
a3_station_street_int_ext_transition
a3_station_street_sub_basement
a3_station_street_greenhouse

Northern Star

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a3_tenements_interior_01
a3_tenements_basement
a3_tenements_subbasement
a3_underground_pit_subbasement
a3_underground_pit_int_ext_transition
a3_underground_pit_hotel_int
a3_tenements_interior_rooftop_base_01
a3_tenements_interior_rooftop_scary_multilevel_room
a3_tenements_interior_rooftop_scary_hallway
a3_tenements_interior_rooftop_open_area_01
a3_tenements_interior_rooftop_scary_puzzle_room
a3_hotel_rooftop_attic
a3_hotel_street_main

Arms Race

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a3_c17_processing_plant_start
a3_c17_processing_plant_construction
a3_c17_processing_plant_post_construction

Jeff

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a3_distillery_main
a3_distillery_tunnels

Captivity

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a4_c17_antlions_main_01

Breaking And Entering

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a4_tanker_yard_main
a4_water_tower_main
a4_water_tower_exterior_tower
a4_water_tower_end_building
a5_strider_building_02_subterranean_01

Point Extraction

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a5_vault_start
a5_vault_end_hallway
a5_ending_start
a5_ending_garage
a5_ending_space

Uncategorized

To do: Categorize (and add descriptions for) these soundscapes!

Name Description Position Number Position Origin Location Description
a1m1_follow_scanner_intro
a1m1_intro_intro
a2_drainage_main
a2_headcrabs_tunnel_vents_and_lights
a2_hideout_main
a2_hideout_main_base
a2_hideout_point_source
a2_hideout_puzzle_room
a2_hideout_puzzle_sanctum
a2_pistol_basement
a2_pistol_chainlink
a2_pistol_main
a2_pistol_main_base
a2_pistol_main_traincar
a2_pistol_skylight
a2_pistol_skylight_debris
a2_pistol_skylight_intro
a2_pistol_skylight_outro
a2_pistol_steam_pipes
a2_pistol_traincar
a2_pistol_traincar_transition
a2_pistol_traincar_transition_02
a2_pistol_vents_and_lights
a2_puzzle_room_base
a2_quarantine_vents_and_lights
a2_train_yard_main
a2_train_yard_post_crash
a2_trainyard_exterior
a2_trainyard_exterior_deep
a2_trainyard_exterior_deep_transition
a2_trainyard_underground_main
a2_trainyard_underground_transition
a3_c17_processing_plant_base
a3_c17_processing_plant_construction
a3_c17_processing_plant_exterior
a3_c17_processing_plant_post_construction
a3_c17_processing_plant_start
a3_distillery_exterior
a3_distillery_main
a3_distillery_tunnels
a3_hotel_rooftop_attice
a3_hotel_street_exterior
a3_hotel_street_main
a3_station_street_ext
a3_station_street_ext_base
a3_station_street_greenhouse
a3_station_street_int_ext_transition
a3_station_street_lights
a3_station_street_sub_basement
a3_station_street_vents
a3_tenements_banging
a3_tenements_basement
a3_tenements_basement_hall
a3_tenements_basement_lights_vents
a3_tenements_basement_xen
a3_tenements_bathroom
a3_tenements_c17_skylight_base
a3_tenements_exterior_combine_bridge
a3_tenements_falling_debris
a3_tenements_interior_01
a3_tenements_interior_02
a3_tenements_interior_03
a3_tenements_interior_04
a3_tenements_interior_base
a3_tenements_interior_base_quiet
a3_tenements_interior_rooftop_base_01
a3_tenements_interior_rooftop_open_area_01
a3_tenements_interior_rooftop_scary_01
a3_tenements_interior_rooftop_scary_hallway
a3_tenements_interior_rooftop_scary_multilevel_room
a3_tenements_interior_rooftop_scary_puzzle_room
a3_tenements_interior_small_room_transition
a3_tenements_interior_test
a3_tenements_lobby_lights_steam
a3_tenements_mixed_01
a3_tenements_small_room
a3_tenements_small_room_xen
a3_tenements_subbasement
a3_tenements_subterranean_01
a3_tenements_subterranean_tall_room
a3_tenements_warehouse
a3_tenements_warehouse_hall_base
a3_tenements_warehouse_int
a3_tenements_warehouse_int_base
a3_underground_pit_basement
a3_underground_pit_ext
a3_underground_pit_ext_base
a3_underground_pit_hotel_int
a3_underground_pit_int_ext_transition
a3_underground_pit_subbasement
a3_underground_pit_subbasement_base
a4_c17_antlions_ext_city
a4_c17_antlions_int_ext_transition
a4_c17_antlions_main_01
a4_c17_antlions_main_02
a4_c17_antlions_spillway_ext
a4_c17_antlions_ext_base
a4_tanker_yard_main
a4_water_tower_end_building
a4_water_tower_exterior_tower
a4_water_tower_main
a4_water_tower_post_collapse
a5_ending_garage
a5_ending_space
a5_ending_start
a5_strider_building_02_debris_and_destruction
a5_strider_building_02_subterranean_01
a5_strider_building_03_subterranean_01
a5_strider_building_interior_01
a5_strider_building_interior_02
a5_strider_building_interior_03
a5_strider_building_interior_04
a5_strider_building_interior_05
a5_strider_building_interior_base
a5_strider_building_subterranean_01
a5_strider_building_subterranean_02
a5_strider_building_subterranean_traincar
a5_strider_building_traincar_base
a5_strider_debris_and_destruction
a5_strider_falling_debris
a5_strider_interior_exterior_01
a5_vault_end_hallway
a5_vault_start
antlion_caves_main
automatic
automatic_dialog
cavern_creepy_sizzle_lp
creepy_amb_lp_01
creepy_hallway_01
creepy_trainyard_interior_01
e3_end
e3_Techdemo_03
e3_Techdemo_06
e3_techdemo_gmanspeaking
excavation_caverns_01
generator_puzzle_01
GenericIndoor
GenericOutdoor
Nothing
peeling_paint_main
quarantine_basement
quarantine_basement_transition
quarantine_chimes_int
quarantine_entrance_ext_wood_building
quarantine_outside
quarantine_outside_base
quarantine_transition_basement
smalltown.util_train_horn
streetwar.general_indoor_heavy_combat
streetwar.general_indoor_light_combat
streetwar.general_indoor_medium_combat
streetwar.general_outdoor_heavy_combat
streetwar.general_outdoor_light_combat
streetwar.general_outdoor_medium_combat
streetwar.rooftop_heavy_combat
streetwar.util_combine_atmosphere
streetwar.util_drips
streetwar.util_fardrips
streetwar.util_heavy_combat
streetwar.util_heavy_combat_atmosphere
streetwar.util_light_combat
streetwar.util_light_combat_atmosphere
streetwar.util_medium_combat
streetwar.util_muffled_light_combat
streetwar.util_rubble
streetwar.util_sirens
streetwar.util_zombie_infested
tenement_block_01
train_yard_combat
train_yard_ext_addins
train_yard_ext_base
train_yard_subterranean_base
train_yard_traincar_int
vort_puzzle_chimes_first_room
vort_puzzle_chimes_main_room
vort_puzzle_first_room
vort_puzzle_main_room
vort_puzzle_main_room_big
vort_puzzle_random_first_room
vort_puzzle_random_main,room
vort_puzzle_sanctum
vort_puzzle_water
vort_puzzle_wet
warehouse_alarm
xen_foliage_01