List of EP1 Soundscapes

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Half-Life 2 Level Creation

Here is a list of 63 soundscapes for use in Half-Life 2: Episode OneEpisode One. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

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

A preview video of these soundscapes can be found here.

Combine Citadel

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

1

ep1_citadel.pod_vista Loud pods moving.

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

0 Citadel vortex.
ep_01.inside_scene_01 Similar to above.

17

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

1

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

1

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

1

ep1_citadel.core_transmission2 Same as above, with garbled transmissions.

1

soundscapes_citadel_episodic.txt

City 17

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

0 Plays all the sounds from this location.
ep1.control_room Very quiet ambient noise with some distant gunfire and explosions.

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

1

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

soundscapes_city_episodic.txt

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