List of BMS Soundscapes

Below is a list of 292 soundscapes for use in , but with building blocks its 475 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.
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.
== Inbound ==
=== Base Utility Soundscapes ===
These .base soundscapes are building blocks to establish the baseline environmental ambience for the entire chapter, and are meant for insertion into the proper main use soundscapes. They are NOT meant for actual .vmf soundscape entity consumption. For the main soundscapes proper, please scroll down to "Map A"
Name 	Description	DSP	Position Number	Position Origin	Location Description
ib.a.huge_tunnels 	 	7 	 	 	
ib.station.base 	 	0 	 	 	
ib.area9hub.base 	 	7 	 	 	
ib.huge_tunnel.base 	 	7 	 	 	
ib.tunnel_small.base	 	5 	 	 	
ib.factoryarea.base 	 	10 	 	 	
ib.outsidevista.base	 	1 	 	 	
ib.cave.base 	 	24 	 	 	
ib.tunnels_door.base	 	9 	 	 	
ib.bridge_room.base 	 	10 	 	 	
ib.reactor_room.base	 	10 	 	 	
ib.vat_room.base 	 	19 	 	 	
ib.am.catwalk.base 	 	10 	 	 	
=== c0a0a ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
a_t1s1.util_pos0-1 	 	0 	0 	 	electric hum
 	 	 	1 	 	electric hum
a_t1s2.util_pos6-7 	 	0 	6 	 	electric hum
 	 	 	7 	 	pipe
a_t1s3.util_pos0-1 	 	0 	0 	 	electric hum
 	 	 	1 	 	electric hum
a_t1s3.util_pos2-3 	 	0 	2 	 	computer amience
 	 	 	3 	 	equipment beep
a_t1s3.util_pos5only	 	 	5 	 	pipe
=== Map A ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
ib.a.station_start 	 	10 	 	 	
ib.a.tunnel1_section1	 	7 	 	 	
ib.a.tunnel1_section2	 	7 	 	 	
ib.a.tunnel1_section3	 	7 	 	 	
ib.a.area9hub 	 	7 	 	 	
ib.a.tunnel2 	 	7 	 	 	
=== c0a0b ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
b_t1.util_pos0only 	 	0 	0 	 	pipe
b_t2.util_pos0-1 	 	0 	0 	 	electrical
 	 	 	1 	 	ambience misc
b_fct.util_pos2-3 	 	0 	2 	 	electric hum
 	 	 	3 	 	pipe
b_t3.util_pos6-7 	 	0 	6 	 	pipe flow
 	 	 	7 	 	electric hum
b_cave1.util_pos0-1 	 	0 	0 	 	steam
 	 	 	1 	 	pipe
b_tdoors.util_pos0-1	 	0 	0 	 	pipe flow
 	 	 	1 	 	vending hum
=== Map B ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
ib.b.tunnel1 	 	7 	 	 	
ib.b.factoryarea_s1	 	10 	 	 	
ib.b.tunnel2 	 	7 	 	 	
ib.b.factoryarea_s2	 	10 	 	 	
ib.b.tunnel3 	 	7 	 	 	
ib.b.outsidevista1 	 	1 	 	 	
ib.b.cave1 	 	24 	 	 	
ib.b.outsidevista2 	 	1 	 	 	
ib.b.cave2 	 	24 	 	 	
ib.b.tunnels_door 	 	9 	 	 	
ib.b.tunnels_door2 	 	9 	 	 	
=== c0a0c ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c_t1.util_pos6-7	 	0 	6 	 	electric hum
 	 	 	7 	 	pipe flow
c_t1.util_pos3-5	 	0 	3 	 	pipe
 	 	 	4 	 	pipe
 	 	 	5 	 	pipe
c_t3.util_pos5-7	 	0 	5 	 	pipe
 	 	 	6 	 	pipe
 	 	 	7 	 	fan
=== Map C ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
ib.c.tunnels_door	 	9 	 	 	
ib.c.tunnel1 	 	5 	 	 	
ib.c.reactor_room	 	10 	 	 	
ib.c.tunnel2 	 	5 	 	 	
ib.c.bridge_room 	 	10 	 	 	
ib.c.tunnel3 	 	5 	 	 	
ib.c.vat_room 	 	19 	 	 	
ib.c.tunnel4 	 	5 	 	 	
ib.am_entrance 	 	10 	 	 	
soundscapes_c0a0.txt
== Anomalous Materials ==
=== c1a0a ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a0.computers 	 	 	 	 	
c1a0.computers2	 	 	 	 	
=== Base Utility Soundscapes ===
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Map A" for the soundscapes proper.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a0a.hallway.base 	 	0 	 	 	
c1a0a.networkroom.base 	 	0 	 	 	
c1a0a.lockerroom.base 	 	0 	 	 	
c1a0a.devlabs.base 	 	0 	 	 	
c1a0a.elevatorshaft.base	 	0 	 	 	
=== Posititonal Utility Soundscapes ===
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Map A" for the soundscapes list proper.
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a0a.airlock.util_pos4-7 	info_target: a_air_pos4_comp1 	0 	4 	 	computer
 	info_target: a_air_pos5_ehum1b 	 	5 	 	electric hum
 	info_target: a_air_pos6_misc10 	 	6 	 	ambience misc
 	info_target: a_air_pos7_misc10a 	 	7 	 	ambience misc
c1a0a.lob.util_pos0 	info_target: a_lob_pos0_ehum1 	0 	0 	 	electric hum
c1a0a.lob.util_pos2 	info_target: a_lob_pos2_comp1 	0 	2 	 	computer
c1a0a.hnet.util_pos1-2 	info_target: a_hnet_pos1_vent2 	3 	1 	 	vent
 	a_hnet_pos2_ehum 	 	2 	 	electric hum
c1a0a.hdev.util_pos0 	info_target: a_hdev_pos0_ehum1a 	0 	0 	 	
c1a0a.hdev.util_pos3 	info_target: a_hdev_pos7_pflow1 	 	3 	 	pipe flow
c1a0a.wb.util_pos6-7 	info_target: a_hwb_pos6_vent1 	3 	6 	 	vent
 	info_target: a_hwb_pos7_vent1a 	 	7 	 	vent_a
c1a0a.lockerroom.util_pos6-7 	info_target: a_loc_pos6_comp2 	0 	6 	 	computer
 	info_target: a_loc_pos7_lc20 	 	7 	 	ambience_lc20
c1a0a.lockerroom.util_posblend	 	0 	 	 	
c1a0a.plza.util_pos0-1 	info_target: a_plz_pos0_ehum1 	0 	0 	 	electric hum
 	info_target: a_plz_pos1_ehum1a 	 	1 	 	electric hum
c1a0a.brk.util_pos4-5 	info_target: a_brk_pos4_vendinga 	0 	4 	 	vending hum
 	info_target: a_brk_pos5_vedningb 	 	5 	 	vending hum
c1a0a.devlab.util_pos5-7 	info_target: a_devlab_pos5_comp3 	0 	5 	 	computer
 	info_target: a_devlab_pos6_comp3a 	 	6 	 	computer
 	info_target: a_devlab_pos7_comp2 	 	7 	 	computer
c1a0a.devlab.util_posblend 	( a_devlab_posend; use position 4 to help blend sound transition from devhallway thru devlab door)	0 	4 	 	r_ambience_lab1a
=== Map A ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a0a.am_catwalk 	 	10 	 	 	
c1a0a.airlock 	 	2 	 	 	
c1a0a.lobby 	 	2 	 	 	
c1a0a.hallway_net 	 	2 	 	 	
c1a0a.networkroom 	 	2 	 	 	
c1a0a.hallway_dev 	 	2 	 	 	
c1a0a.devlabs 	 	2 	 	 	
c1a0a.hallway_wb 	 	2 	 	 	
c1a0a.hallway_brk 	 	2 	 	 	
c1a0a.breakroom 	 	2 	 	 	
c1a0a.lockerroom 	 	2 	 	 	
c1a0a.labs 	 	2 	 	 	
c1a0a.hallway_ret 	 	2 	 	 	
c1a0a.plaza 	 	2 	 	 	
c1a0a.elevatorshaft	 	10 	 	 	
=== c1a0b ===
==== Base Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Map B" for the soundscapes proper.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a0b.hallway.base 	 	0 	 	 	
c1a0b.contolroom.base	 	0 	 	 	
==== Positional Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Map B" for the soundscapes list proper.
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a0b.h3.util_pos0-3 	info_target: b_h3_pos0_comp1 	0 	0 	 	m_ambience_comp1
 	info_target: b_h3_pos1_comp2 	 	1 	 	m_ambience_comp2
 	info_target: b_h3_pos2_comp3 	 	2 	 	m_ambience_comp3
 	info_target: b_h3_pos3_ehum1a 	 	3 	 	m_ambience_electrichum1a
c1a0b.h3.util_pos4-7 	info_target: b_h3_pos4_ehum1 	0 	4 	 	m_ambience_electrichum1
 	info_target: b_h3_pos5_pflow1 	 	5 	 	m_ambience_pipe1
 	info_target: b_h3_pos7_labdrone 	 	7 	 	labdrone2
c1a0b.t1.util_pos1-3 	info_target: b_t1_pos1_comp3 	0 	1 	 	m_ambience_comp3
 	info_target: b_t1_pos2_pflow2 	 	2 	 	m_ambience_pipeflow2
 	info_target: b_t1_pos3_pflow1 	 	3 	 	m_ambience_pipeflow1
c1a0b.h1.util_pos5 	info_target: b_h1_pos5_comp1 	0 	5 	 	m_ambience_comp1
c1a0b.ionroom.util_pos4-5	info_target: b_ion_pos4_comp1a 	0 	4 	 	m_ambience_comp1a
 	info_target: b_ion_pos5_comp1b 	 	5 	 	m_ambience_comp1b
c1a0b.ionroom.util_pos6-7	info_target: b_ion_pos6_pflow2 	 	6 	 	m_ambience_pipeflow2
 	info_target: b_ion_pos7_ehum 	 	7 	 	m_ambience_electrichum1
c1a0b.hw2.util_pos0-1 	info_target: b_hw2_pos0_lc17 	0 	0 	 	m_ambience_lc17
 	info_target: b_hw2_pos1_lc17a 	 	1 	 	m_ambience_lc17a
c1a0b.hw2.util_pos2-3 	info_target: b_hw2_pos2_fire2 	 	2 	 	o_ambience_disaster_fire2
 	info_target: b_hw2_pos3_fire8 	 	3 	 	o_ambience_disaster_fire8
c1a0b.ctrl.util_pos0 	info_target: b_ctrl_pos0_vent2 	0 	0 	 	m_ambience_vent2
c1a0b.ctrl.pos4blendscape	info_target: b_ctrl_pos4_blendscape	0 	4 	 	r_ambience_lab1a
c1a0b.tcf.util_pos0-1 	info_target: b_tcf_pos1_ehum1 	0 	1 	 	m_ambience_electrichum1
 	info_target: b_tct_pos0_fan1 	 	0 	 	r_ambience_fan1
=== Map B ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a0b.hallway3 	 	2 	 	 	
c1a0b.hallway2_2 	 	2 	 	 	
c1a0b.hallway2 	 	2 	 	 	
c1a0b.ionroom 	 	2 	 	 	
c1a0b.ionroom_s2 	 	2 	 	 	
c1a0b.contolroom 	 	2 	 	 	
c1a0b.tuberoom 	 	2 	 	 	
c1a0b.tuberoom_v2	 	2 	 	 	
c1a0b.hallway1 	 	2 	 	 	
c1a0b.tcfoyer 	 	2 	 	 	
c1a0b.tcfoyer_v2 	 	2 	3 	 	r_ambience_large8
c1a0b.testchamber	 	10 	 	 	
c1a0b.xenshowcase	 	10 	 	 	
soundscapes_c1a0.txt
== Unforeseen Consequences ==
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1.util_indoorboom1	 	 	(random) 	 	
c1a1.util_metalcreak1	 	 	(random) 	 	
c1a1.util_bighit1 	 	 	(random) 	 	
c1a1.util_indamb 	 	 	(random) 	 	
===c1a1a===
==== Base Utility Soundscapes ====
These .base soundscapes are basic building blocks, meant for insertion into the proper main use soundscapes. They are NOT meant for actual .vmf consumption. For the soundscapes proper, please scroll down to "Map A"
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1a.testchamber.base	 	0 	 	 	
c1a1a.airlock.base 	 	0 	 	 	
c1a1a.hallway.base 	 	0 	 	 	
c1a1a.hallway2.base 	 	0 	 	 	
c1a1a.hallway3.base 	 	0 	 	 	
c1a1a.tuberoom.base 	 	0 	 	 	
c1a1a.controlroom.base	 	0 	 	 	
c1a1a.ionroom.base 	 	0 	 	 	
c1a1a.shaft.base 	 	0 	 	 	
==== Positional Utility Soundscapes ====
These soundscapes are utilities for positional sounds, meant for insertion into the proper main use soundscapes. They are NOT meant for actual .vmf consumption. For the soundscapes proper, please scroll down to "Map A"
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1a.tc.util_pos 	info_target: a_tc_pos3_ehum1 	0 	3 	 	m_ambience_electrichum1
 	info_target: a_tc_pos5_fire3 	 	5 	 	o_ambience_disaster_fire3
 	info_target: a_tc_pos6_fire7 	 	6 	 	o_ambience_disaster_fire7
 	info_target: a_tc_pos7_fire4 	 	7 	 	o_ambience_disaster_fire4
c1a1a.airlock.util_pos	info_target: a_tc_pos0_fan1 	0 	0 	 	
 	info_target: a_tc_pos1_ehum1 	 	1 	 	
 	info_target: a_tc_pos4_fire2 	 	4 	 	
c1a1a.h1.util_pos 	info_target: a_h1_pos5_fire5 	0 	5 	 	o_ambience_disaster_fire2
 	info_target: a_h1_pos6_lc23 	 	6 	 	m_ambience_lc23
 	info_target: a_h1_pos7_hiss 	 	7 	 	o_ambience_disaster_hiss1
c1a1a.t1.util_pos 	info_target: a_t1_pos1_fire8 	0 	1 	 	o_ambience_disaster_fire8
 	info_target: a_t1_pos2_eloop (eli server) 	 	2 	 	electric_loop
 	info_target: a_t1_pos3_lc9 	 	3 	 	m_ambience_lc9
c1a1a.ionroom.util_pos	info_target: a_ion_pos4_firesm1 (sound positions are flipped in soundscapes_c1a1_ab.txt)	0 	4 	 	fire_small1
 	info_target: a_ion_pos5_electrical8 	 	5 	 	m_ambience_electrical8
 	info_target: a_ion_pos6_lc11 	 	6 	 	m_ambience_lc11
 	info_target: a_ion_pos7_ehum 	 	7 	 	m_ambience_electrichum1
c1a1a.h2.util_pos 	info_target: a_h2_pos0_lc17 	0 	0 	 	m_ambience_lc17
 	info_target: a_h2_pos1_lc17a 	 	1 	 	m_ambience_lc17a
 	info_target: a_h2_pos2_fire2 	 	2 	 	o_ambience_disaster_fire2
 	info_target: a_h2_pos3_fire8 	 	3 	 	o_ambience_disaster_fire8
==== Main Positional Utilities ====
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1a.h3.util_pos0-3	info_target: a_h3_pos1_comp2 (pos0 not used)	0 	1 	 	m_ambience_comp2
 	info_target: a_h3_pos2_comp3 	 	2 	 	m_ambience_comp3
 	info_target: a_h3_pos3_ehum1a 	 	3 	 	m_ambience_electrichum1a
c1a1a.h3.util_pos4-7	info_target: a_h3_pos4_ehum1 	0 	4 	 	m_ambience_electrichum1
 	info_target: a_h3_pos5_hiss1a 	 	5 	 	o_ambience_disaster_hiss1a
 	info_target: a_h3_pos6_hiss1 	 	6 	 	o_ambience_disaster_hiss1
 	info_target: a_h3_pos7_labdrone 	 	7 	 	labdrone2
=== Map A ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1a.testchamber	 	10 	 	 	
c1a1a.airlock 	 	0 	 	 	
c1a1a.hallway1 	 	3 	 	 	
c1a1a.tuberoom 	 	3 	 	 	
c1a1a.controlroom	 	0 	 	 	
c1a1a.ionroom 	 	3 	 	 	
c1a1a.hallway2 	 	3 	 	 	
c1a1a.hallway2_2 	 	3 	 	 	
c1a1a.hallway3 	 	3 	 	 	
c1a1a.shaft 	 	1 	 	 	
=== c1a1b ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1b.hallway.base 	 	0 	 	 	
c1a1b.plaza.base 	 	0 	 	 	
c1a1b.lab.base 	 	0 	 	 	
c1a1b.tram_stop.base	 	0 	 	 	
c1a1b.lobby.base 	 	0 	 	 	
==== Positional Utility Soundscapes ====
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1b.plza.util_pos 	info_target: b_plz_pos0_ehum1 	0 	0 	 	m_ambience_electrichum1
 	info_target: b_plz_pos1_ehum1a 	 	1 	 	m_ambience_electrichum1a
 	info_target: b_plz_pos2_fire1 	 	2 	 	o_ambience_disaster_fire1
c1a1b.hret.util_pos 	info_target: b_hret_pos7_alarm5a 	0 	6 	 	alarm5a
 	info_target: b_plz_pos6_alarm5 	 	7 	 	alarm5
c1a1b.hdev.util_pos 	info_target: b_hdev_pos0_ehum1a 	0 	0 	 	m_ambience_electrichum1a
 	info_target: b_hdev_pos1_alarm5c 	 	1 	 	alarm5c
 	info_target: b_hdev_pos2_ 	 	2 	 	white_noise2
 	info_target: b_hdev_pos3_wnoise 	 	3 	 	white_noise
 	info_target: b_hdev_pos4_alarm5b 	 	4 	 	alarm5b
 	info_target: b_hdev_pos5_hiss1 	 	5 	 	o_ambience_disaster_hiss1
c1a1b.hbrk.util_pos 	info_target: b_hbrk_pos2_alarm5 	0 	2 	 	alarm5
c1a1b.hnet.util_pos 	info_target: b_hnet_pos2_ehum (positions are flipped in the file)	3 	2 	 	m_ambience_electrichum1
 	info_target: b_hnet_pos6_fire4 	 	6 	 	o_ambience_disaster_fire4
c1a1b.lob.util_pos 	info_target: b_lob_pos0_ehum1 	0 	0 	 	m_ambience_electrichum1
 	info_target: b_lob_pos1_fire2 	 	1 	 	o_ambience_disaster_fire2
 	info_target: b_lob_pos2_wnoise 	 	2 	 	white_noise
c1a1b.airlock.util_pos	info_target: b_air_pos5_energy1 	0 	5 	 	m_ambience_brokenenergy1
 	info_target: b_air_pos6_misc7 	 	6 	 	m_ambience_misc7
 	info_target: b_air_pos7_misc10 	 	7 	 	m_ambience_misc10
=== Map B ===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1a.shaft.bversion 	 	1 	 	 	
c1a1b.plaza 	 	2 	 	 	
c1a1b.hallway_ret 	 	 	3 	 	
c1a1b.lab_ret_NOTUSINGTHIS	Map B - Retinal Scanner Hallway - Laboratory -- NOT GONNA USE THIS ----- (in file)	2 	 	 	
c1a1b.hallway_dev 	 	3 	 	 	
c1a1b.lab_dev 	 	2 	 	 	
c1a1b.hallway_brk 	 	3 	 	 	
c1a1b.breakroom 	 	3 	 	 	
c1a1b.hallway_net 	 	3 	 	 	
c1a1b.lockerroom 	 	2 	 	 	
c1a1b.lobby 	 	3 	 	 	
c1a1b.hallway_wb 	 	3 	 	 	
c1a1b.hwb.util_pos 	 	0 	0 	 	alarm5
 	 	 	1 	 	alarm5a
c1a1b.tram_stop 	 	1 	 	 	
c1a1b.vent 	 	2 	 	 	
c1a1b.disasterlab 	 	0 	 	 	
c1a1b.frozenlab 	 	0 	 	 	
c1a1b.maintenance 	 	17 	 	 	
c1a1b.shaft 	 	1 	 	 	
=== c1a1c ===
==== Base Utility Soundscapes ====
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1c.hallway.base 	 	 	 	 	
c1a1c.hallway1.base 	 	 	 	 	
c1a1c.frozenlab1.base	 	 	 	 	
c1a1c.warehouse.base 	 	 	 	 	
==== Positional Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Map X" for the soundscapes list proper.
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1c.hallway1.util_pos0-2 	info_target: h1_pos0_alarm5 	0 	0 	 	alarm5
 	info_target: h1_pos1_alarm5a 	 	1 	 	alarm5a
 	info_target: h1_pos2_ofire5 	 	2 	 	o_ambience_disaster_fire5
c1a1c.hallway1.util_pos3-4 	info_target: h1_pos3_tvhiss 	 	3 	 	white_noise
 	info_target: h1_pos4_steamsound 	 	4 	 	m_ambience_misc7
c1a1c.mt1.util_pos3_6_7 	info_target: el_pos3_fire 	 	3 	 	o_ambience_disaster_fire4
 	info_target: m1_pos6_pipe 	 	6 	 	m_ambience_misc7
 	info_target: m1_pos7_alarm 	 	7 	 	alarm5b
c1a1c.elevatorshaft.util_pos3_6_7	 	 	3 	 	o_ambience_disaster_fire4
 	 	 	6 	 	r_ambience_water4
 	 	 	7 	 	alarm5b
c1a1c.warehouse.util_pos4-7 	info_target: w1_pos4_electrichum1	0 	4 	 	m_ambience_electrichum1
 	info_target: w1_pos5_hum 	 	5 	 	hum2
 	info_target: w1_pos6_water 	 	6 	 	r_ambience_water4
 	info_target: w1_pos7_pipe1a 	 	7 	 	m_ambience_pipe1
c1a1c.util.hallway2 	info_target: h2_pos0_comp 	0 	0 	 	m_ambience_comp1
 	info_target: h2_pos1_comp 	 	1 	 	m_ambience_comp2
 	info_target: h2_pos2_hum 	 	2 	 	hum1
 	info_target: h2_pos3_pipe 	 	3 	 	m_ambience_pipe3
 	info_target: h2_pos4_pump1 	 	4 	 	m_ambience_watercontainer
 	info_target: h2_pos5_pipe 	 	5 	 	m_ambience_pipeflow1
 	info_target: h2_pos6_pump2 	 	6 	 	m_ambience_watercontainer2
 	info_target: h2_puzz_pos7 	 	7 	 	waterleak_loop1
c1a1c.util.hallway3 	info_target: h3_pos0_pipe 	0 	0 	 	m_ambience_pipe3
 	info_target: h3_pos1_pipe 	 	1 	 	m_ambience_pipe2
 	info_target: h3_pos2_pipe 	 	2 	 	m_ambience_pipe2a
 	info_target: h3_pos3_comp 	 	3 	 	m_ambience_comp2
 	info_target: h3_pos5_water 	 	5 	 	waterleak_loop1
c1a1c.util.hallway4 	 	0 	4 	 	m_ambience_pipe2b
 	 	 	6 	 	fan6
 	 	 	7 	 	fan6a (a copy of fan6.wav)
c1a1c.util.hallway.ctl 	info_target: h2ctl_pos1_comp 	0 	1 	 	m_ambience_comp1
 	info_target: h2ctl_pos2_comp 	 	2 	 	m_ambience_comp1a
 	info_target: h2ctl_pos3_fan 	 	3 	 	fan2
 	info_target: h2ctl_pos4_fan 	 	4 	 	fan8
 	info_target: h2ctl_pos5_comp 	 	5 	 	m_ambience_comp2
 	info_target: h2ctl_pos6_comp 	 	6 	 	m_ambience_comp2a
 	info_target: h2ctl_pos7_comp 	 	7 	 	m_ambience_electrichum1
===Map C===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1c.hallway 	 	2 	 	 	
c1a1c.hallway1 	(positional sounds : c1a1c.hallway1.util_pos0-2 & 3-4 ; c1a1c.mt1.util_pos3_6_7) 	3 	 	 	
c1a1c.frozenlab1 	(positional sounds identical to the above) 	2 	 	 	
c1a1c.maintenance1 	(positional sounds : c1a1c.hallway1.util_pos0-2 & c1a1c.mt1.util_pos3_6_7) 	17 	 	 	
c1a1c.shaft.ele 	(positional sounds : c1a1c.elevatorshaft.util_pos3_6_7) 	17 	 	 	
c1a1c.warehouse1 	(positional sounds : c1a1c.warehouse.util_pos4-7) 	2 	 	 	
c1a1c.hallway2 	(positional sounds : c1a1c.util.hallway2) 	2 	 	 	
c1a1c.hallway2.maintenancetunnel	(positional sounds identical to the above) 	2 	 	 	
c1a1c.frozenlab2 	(positional sounds identical to the above) 	2 	 	 	
c1a1c.frozenlab3 	 	2 	 	 	
c1a1c.frozenlab4 	 	0 	 	 	
c1a1c.hallway.ctl 	 	2 	 	 	
c1a1c.frozenlab.ctl 	 	0 	 	 	
c1a1c.frozenlab.ctl2 	 	0 	 	 	
c1a1c.hallway.ctu 	 	2 	0 	 	m_ambience_pipe2a
 	 	 	1 	 	m_ambience_pipe4
 	 	 	2 	 	m_ambience_electrichum1
 	 	 	4 	 	m_ambience_watercontainer
 	 	 	6 	 	m_ambience_watercontainer2
c1a1c.secoffice.ctu 	 	2 	0 	 	m_ambience_electrichum1a
 	 	 	7 	 	m_ambience_comp1
c1a1c.hallway3 	 	2 	 	 	
c1a1c.hallway4.dumpster 	 	2 	 	 	
c1a1c.hallway4.closet 	 	2 	 	 	
c1a1c.util.hallway4.closet 	info_target: h4_pos4_closetbox ; position 4 opens up for the electrical box. we keep the big fans cuz they're loud	 	4 	 	m_ambience_electrichum1
 	info_target: h4_pos6_fan 	 	6 	 	fan6
 	info_target: h4_pos7_fan 	 	7 	 	fan6a (copy)
c1a1c.sewers 	 	1 	 	 	
c1a1c.hallway5.base 	 	 	 	 	
c1a1c.hallway5.endmap 	 	2 	0 	 	m_ambience_pipe3
 	 	 	1 	 	waterleak_loop1
 	 	 	2 	 	m_ambience_pipe4
 	 	 	3 	 	waterleak_loop1
 	 	 	7 	 	m_ambience_pipe5
===c1a1d===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1d.shaft.base 	 	0 	 	 	
c1a1d.securityoffice.base	 	0 	 	 	
c1a1d.storage.base 	 	0 	 	 	
c1a1d.hallway.base 	 	0 	 	 	
===Map D===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1c.hallway5.d_version1	Version 1, has the positionals from the map c version, with the same settings. 	2 	 	 	
c1a1c.hallway5.d_version2	Version 2 - same deal, but adds positions 0 and 1, which are copied from positional utility c1a1d.shaft1.pre_util_pos	2 	 	 	
c1a1d.shaft1.pre 	 	4 	 	 	
c1a1d.shaft1.pre_util_pos	positional utility for shaft1.pre 	0 	0 	 	fan6
 	 	 	1 	 	m_ambience_pipeflow1
 	 	 	2 	 	m_ambience_pipe3
 	 	 	3 	 	m_ambience_pipe2a
 	 	 	4 	 	m_ambience_pipe2b
 	 	 	5 	 	m_ambience_pipe1
 	 	 	6 	 	m_ambience_pipe1a
 	 	 	7 	 	m_ambience_pipe5
c1a1d.vent 	 	2 	 	 	
c1a1d.vent2 	info_target: d_vent2_pos0_fan4 	2 	0 	 	fan6
 	info_target: d_vent2_pos1_fan8 	 	1 	 	fan8
c1a1d.securityoffice1 	info_target: d_spre_pos0_fan6 	2 	0 	 	r_ambience_pipes1
 	info_target: d_sec3_pos1_comp3 	 	1 	 	m_ambience_comp3
c1a1d.shaft1 	 	4 	 	 	
c1a1d.storage_a1 	 	17 	 	 	
c1a1d.storage_a1.util_pos	info_target: d_sta1_pos0_electric 	(water electrical hazard at the bottom of the shaft) 	0 	0 	 	electric_machine
 	info_target: d_sta1_pos1_pf1 	 	1 	 	m_ambience_pipeflow1
 	info_target: d_sta1_pos2_water15 	 	2 	 	r_ambience_water15
 	info_target: d_sta1_pos3_wtrleak03 	 	3 	 	waterleak_loop1
 	 	 	4 	 	waterleak_loop1_NULL
 	 	 	5 	 	m_ambience_pipeflow2
 	 	 	6 	 	m_ambience_pipe3
 	 	 	7 	 	m_ambience_pipeflow2a
c1a1d.securityoffice2 	info_target: d_sta1_pos0_electric (settings are pulled from the storage a1 utility, then modified for this area) 	2 	0 	 	electric_machine
 	info_target: sec2_pos1_comp2 	 	1 	 	m_ambience_comp2
 	info_target: sec2_pos2_comp2a 	 	2 	 	m_ambience_comp2a
c1a1d.hallway1 	 	4 	 	 	
c1a1d.canal1 	 	25 	 	 	
c1a1d.hallway2 	 	4 	 	 	
c1a1d.hallway2.util_pos 	info_target: d_h2_pos0_hum1 	0 	 	 	hum1
 	info_target: d_h2_pos1_flow1 	 	1 	 	m_ambience_pipeflow1
 	info_target: d_h2_pos2_flow1a 	 	2 	 	m_ambience_pipeflow1a
 	info_target: d_cn1_pos3_ehum1 	 	3 	 	m_ambience_electrichum1
===c1a1e===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1d.corridor.base 	 	0 	 	 	
c1a1e.corridor2.base 	 	0 	 	 	
c1a1e.hallway.base 	 	0 	 	 	
c1a1e.canal3.controlroom.base	 	0 	 	 	
c1a1e.storage.base 	 	4 	 	 	
===Map E===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a1e.canal2 	 	4 	 	 	
c1a1e.canal2a 	 	4 	 	 	
c1a1e.canal2a.util_pos 	info_target: e_cn2a_pos7_pflow2 	4 	7 	 	m_ambience_pipeflow2
c1a1e.corridor2 	 	17 	 	 	
c1a1e.corridor2.util_pos 	info_target: e_c2_pos0_hum1 	4 	0 	 	hum1
 	info_target: e_c2_pos1_pflow1 	 	1 	 	m_ambience_pipeflow1
 	info_target: e_c2_pos2_pipe3 	 	2 	 	m_ambience_pipe3
c1a1e.canal3 	 	4 	 	 	
c1a1e.canal3.controlroom 	(soundscape uses c1a1e.c3.ctrlroom.utilpos) 	7 	 	 	
c1a1e.c3.ctrlroom.utilpos 	info_target: e_ctr_pos0_comp2 	0 	 	 	m_ambience_comp2
 	info_target: e_ctr_pos1_comp1 	 	1 	 	m_ambience_comp1
 	info_target: e_ctr_pos3_comp2a 	 	2 	 	m_ambience_comp2
c1a1e.corridor1 	 	17 	 	 	
c1a1e.corridor3 	 	17 	 	 	
c1a1e.corridor3.util_pos 	info_target: e_c3_pos0_pflow2 	0 	0 	 	m_ambience_pipeflow2
 	info_target: e_c3_pos1_pflow2a 	 	1 	 	m_ambience_pipeflow2a
 	info_target: e_c3_pos2_pflow1 	 	2 	 	m_ambience_pipeflow1
 	info_target: e_c3_pos3_pflow1a 	 	3 	 	m_ambience_pipeflow1a
 	info_target: e_c3_pos4_ehum1 	 	4 	 	m_ambience_electrichum1
 	info_target: e_c3_pos5_ehum1a 	 	5 	 	m_ambience_electrichum1a
c1a1e.corridor3.mod01 	 	17 	 	 	
c1a1e.corridor3_lower 	 	17 	 	 	
c1a1e.corridor3_basic 	 	17 	 	 	
c1a1e.corridor3l.util_pos 	 	0 	0 	 	m_ambience_pipeflow2a
 	 	 	1 	 	m_ambience_pipeflow1.wav
 	 	 	2 	 	m_ambience_pipeflow2
c1a1e.corridor4 	 	17 	 	 	
c1a1e.corridor4.util_pos 	info_target: e_c4_pos0_pipe2 	0 	0 	 	m_ambience_pipe2
 	info_target: e_c4_pos1_pflow1 	 	1 	 	m_ambience_pipeflow1
 	info_target: e_c4_pos2_pipe3 	 	2 	 	m_ambience_pipe3
c1a1e.corridor5 	 	17 	 	 	
c1a1e.corridor5.util_pos 	info_target: e_c5_pos0_pipe1 	0 	0 	 	m_ambience_pipe1
 	info_target: e_c5_pos1_pipe3a 	 	1 	 	m_ambience_pipe3a
 	info_target: e_c5_pos2_pflow1a 	 	2 	 	m_ambience_pipeflow1a
 	info_target: e_c5_pos3_pipe5 	 	3 	 	m_ambience_pipe5
 	 	 	6 	 	m_ambience_pipeflow1
c1a1e.hallway.final 	 	4 	 	 	
c1a1e.hallway.final_utilpos 	info_target: e_hF_pos7_pipe3 	0 	7 	 	m_ambience_pipe3
c1a1e.storagearea.B2 	(soundscape uses c1a1e.hallway.final_utilpos & c1a1e.storagearea.B2_utilpos)	17 	 	 	
c1a1e.storagearea.B2_utilpos	info_target: e_str_pos0_ehum1 	0 	0 	 	m_ambience_electrichum1
 	info_target: e_str_pos1_ehum1a 	 	1 	 	m_ambience_electrichum1a
 	info_target: e_str_pos2_pflow1a 	 	2 	 	m_ambience_pipeflow1a
 	info_target: e_str_pos3_pflow2a 	 	3 	 	m_ambience_pipeflow2a
===Misc===
Name 	Description	DSP	Position Number	Position Origin	Location Description
soundscapes_c1a1.ArmClose	 	 	 	 	
soundscapes_c1a1.ArmOpen 	 	 	 	 	
soundscapes_c1a1_ab.txt soundscapes_c1a1.txt
== Office Complex ==
=== c1a2a ===
==== Base Utility Soundscapes ====
These .base soundscapes are building blocks to establish the baseline environmental ambience, and are meant for 
insertion into the proper main use soundscapes. They are NOT meant for actual .vmf soundscape entity consumption.
For the main soundscapes proper, please scroll down to "Map A"
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a2a.corridor.base 	 	 	 	 	
c1a2a.ventilation_duct.base 	 	 	 	 	
c1a2a.ventilation_fanroom.base	 	 	 	 	
c1a2a.lounge.base 	 	 	 	 	
c1a2a.lounge_utrm.base 	 	 	 	 	
c1a2a.corridor2_uta1.base 	 	 	 	 	
c1a2a.storagebay.base 	 	 	 	 	
c1a2a.storagebay_utwp.base 	 	 	 	 	
c1a2a.floodedofficeroom.base 	 	 	 	 	
c1a2a.utility_smallroom.base 	 	 	 	 	
c1a2a.securityturretarea1.base	 	 	 	 	
c1a2a.utility_stairwell.base 	 	 	 	 	
==== Positional Utility Soundscapes ====
These positional soundscapes are supplements to provide local sound placements and attenuation instuctions via info_target.
They are NOT meant for actual .vmf soundscape entity consumption.
For the main soundscapes proper, please scroll down to "Map A"
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a2a.cor1.util_pos7 	info_target: a_cor1_pos7_pipe1 	 	7 	 	m_ambience_pipe1
c1a2a.lng1.util_pos0-1	info_target: a_lng1_pos0_ehum1 	0 	0 	 	m_ambience_electrichum1
 	info_target: a_lng1_pos1_ehum1a 	 	1 	 	m_ambience_electrichum1a
c1a2a.lng1.util_pos2-3	info_target: a_lng1_pos2_vendinga	0 	2 	 	vending_hum_a
 	info_target: a_lng1_pos3_vendingb 	 	3 	 	vending_hum_b
c1a2a.cor2.util_pos0-1	info_target: a_cor2_pos0_vendinga 	0 	0 	 	vending_hum_a
 	info_target: a_cor2_pos1_vendingb 	 	1 	 	vending_hum_b
 	info_target: a_cor2_pos2_ehum1 	 	2 	 	m_ambience_electrichum1
c1a2a.cor2.util_pos3 	info_target: a_offd_pos3_water 	0 	3 	 	r_ambience_water_room_st
c1a2a.sbay.util_pos0-3	info_target: a_sbay_pos0_ehum1 	0 	0 	 	m_ambience_electrichum1
 	info_target: a_sbay_pos1_ehum1a 	 	1 	 	m_ambience_electrichum1a
 	info_target: a_sbay_pos2_pflow2 	 	2 	 	m_ambience_pipeflow2
 	info_target: a_sbay_pos3_steam2 	 	3 	 	m_ambience_pipe4
c1a2a.sbut.util_pos7 	info_target: a_sbut_pos7_pflow1 	0 	7 	 	m_ambience_pipeflow1
c1a2a.ut1.util_pos0-3 	info_target: a_ut1_pos0_ehum1a 	0 	0 	 	m_ambience_electrichum1a
 	info_target: a_ut1_pos1_ehum1b 	 	1 	 	m_ambience_electrichum1b
 	info_target: a_ut1_pos2_pipe4 	 	2 	 	m_ambience_pipe4
 	info_target: a_ut1_pos3_pflow1 	 	3 	 	m_ambience_pipeflow1
c1a2a.stur1.util_pos7 	info_target: a_stur1_pos7_ehum1 	 	7 	 	m_ambience_electrichum1a
c1a2a.stw1.util_pos5-6	info_target: a_stw_pos5_pflow2 	 	5 	 	m_ambience_pipeflow2
 	info_target: a_stw_pos6_pipe1 	 	6 	 	m_ambience_pipe1
=== Map A ===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a2a.corridor1.pre 	 	17 	 	 	
c1a2a.corridor1 	 	19 	 	 	
c1a2a.ventilation_duct1 	 	2 	 	 	
c1a2a.ventilation_fanroom1	 	2 	 	 	
c1a2a.lounge1 	 	0 	 	 	
c1a2a.lounge1_utrm1 	 	17 	 	 	
c1a2a.corridor2 	 	19 	 	 	
c1a2a.corridor2_s2 	 	19 	 	 	
c1a2a.corridor2_uta1 	 	17 	 	 	
c1a2a.storagebay 	 	19 	 	 	
c1a2a.storagebay_utwp01 	 	17 	 	 	
c1a2a.floodedofficeroom1 	 	0 	 	 	
c1a2a.ventilation_duct2 	 	2 	 	 	
c1a2a.corridor3 	 	19 	 	 	
c1a2a.ventilation_duct3 	 	2 	 	 	
c1a2a.corridor_ut01 	info_target: a_sta_posblend	17 	7 	 	r_ambience_large7
c1a2a.securityturretarea1 	 	19 	 	 	
c1a2a.stairwell 	 	18 	 	 	
=== c1a2b ===
==== Base Utility Soundscapes ====
These .base soundscapes are building blocks to establish the baseline environmental ambience, and are meant for 
insertion into the proper main use soundscapes. They are NOT meant for actual .vmf soundscape entity consumption.
For the main soundscapes proper, please scroll down to "Map **"
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a2b.corridor.base 	 	 	 	 	
c1a2b.office_largeroom.base 	 	 	 	 	
c1a2b.office_smallroom.base.v2 	.v2 is sans computer ambience wav.	 	 	 	
c1a2b.office_floodedroom.base 	 	 	 	 	
c1a2b.ventilation_duct.base 	 	 	 	 	
c1a2b.ventilation_shaft.base 	 	 	 	 	
c1a2b.utility_largeroom.base 	 	 	 	 	
c1a2b.utility_smallroom.base 	 	 	 	 	
c1a2b.utility_stairwell.base 	 	 	 	 	
c1a2b.elevator_shaft.base 	 	 	 	 	
c1a2b.utility_exit.base 	 	 	 	 	
c1a2b.utility_entrance.base 	 	 	 	 	
c1a2b.utility_entrance.baseblend	 	 	 	 	
c1a2b.office_cafeteria.base 	 	 	 	 	
==== Positional Utility Soundscapes ====
These positional soundscapes are supplements to provide local sound placements and attenuation instuctions via info_target.
They are NOT meant for actual .vmf soundscape entity consumption.
For the main soundscapes proper, please scroll down to "Map B"
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a2b.offsm.util_pos7 	info_target: b_offsm_pos7_pipe1 	0 	7 	 	m_ambience_pipe1
c1a2b.cor3.util_pos0-1	info_target: b_cor3_pos0_vending 	0 	0 	 	vending_hum
 	info_target: b_cor3_pos1_vendinga	 	1 	 	vending_hum_a
c1a2b.stw.util_pos6-7 	 	 	6 	 	m_ambience_pipeflow1
 	info_target: b_stw_pos7_pipe4b 	 	7 	 	m_ambience_pipe4b
=== Map B ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a2b.corridor1 	 	19 	 	 	
c1a2b.corridor2 	 	19 	 	 	
c1a2b.office_area1 	 	19 	 	 	
c1a2b.officearea1_smallroom	 	19 	 	 	
c1a2b.officearea1_room1 	 	19 	 	 	
c1a2b.officearea1_room2 	 	19 	 	 	
c1a2b.officearea1_room3 	 	19 	 	 	
c1a2b.officearea1_room4 	 	19 	 	 	
c1a2b.officearea1_room5 	 	19 	 	 	
c1a2b.officearea1_room6 	 	19 	 	 	
c1a2b.officearea1_lounge 	 	19 	 	 	
c1a2b.corridor2a 	 	19 	 	 	
c1a2b.officesmcorridor 	 	19 	 	 	
c1a2b.ventilation_duct1 	 	2 	 	 	
c1a2b.corridor3 	 	19 	 	 	
c1a2b.stairwell 	 	18 	 	 	
c1a2b.stairwell_utrm01 	 	17 	 	 	
=== c1a2c ===
==== Base Utility Soundscapes ====
These .base soundscapes are building blocks to establish the baseline environmental ambience, and are meant for 
insertion into the proper main use soundscapes. They are NOT meant for actual .vmf soundscape entity consumption.
For the main soundscapes proper, please scroll down to "Map C"
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a2c.corridor.base 	 	 	 	 	
c1a2c.office_largeroom.base 	 	 	 	 	
c1a2c.office_smallroom.base 	 	 	 	 	
c1a2c.office_floodedroom.base 	 	 	 	 	
c1a2c.ventilation_duct.base 	 	 	 	 	
c1a2c.ventilation_shaft.base 	 	 	 	 	
c1a2c.utility_largeroom.base 	 	 	 	 	
c1a2c.utility_smallroom.base 	 	 	 	 	
c1a2c.utility_stairwell.base 	 	 	 	 	
c1a2c.elevator_shaft.base 	 	 	 	 	
c1a2c.utility_exit.base 	 	 	 	 	
c1a2c.utility_entrance.base 	 	 	 	 	
c1a2c.utility_entrance.baseblend	 	 	 	 	
c1a2c.office_cafeteria.base 	 	 	 	 	
c1a2c.freezer_main.base 	 	 	 	 	
c1a2c.freezer_duct.base 	 	 	 	 	
==== Positional Utility Soundscapes ====
These positional soundscapes are supplements to provide local sound placements and attenuation instuctions via info_target.
They are NOT meant for actual .vmf soundscape entity consumption.
For the main soundscapes proper, please scroll down to "Map C"
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a2c.cor1.util_pos7 	info_target: c_cor1_pos7_pipe1 	0 	7 	 	m_ambience_pipe1
c1a2c.ut1ex.util_pos0-3 	info_target: c_ut1ex_pos0_pipe4 	0 	0 	 	m_ambience_pipe4
 	info_target: c_ut1ex_pos1_pipe5 	 	1 	 	m_ambience_pipe5
 	info_target: c_ut1ex_pos2_pflow2 	 	2 	 	
 	info_target: c_ut1ex_pos3_pipe2 	 	3 	 	m_ambience_pipe2
c1a2c.ut1ex.util_pos4-6 	info_target: c_ut1ex_pos4_pflow2a 	0 	4 	 	m_ambience_pipeflow2a
 	info_target: c_ut1ex_pos5_pipe4a 	 	5 	 	m_ambience_pipe4a
 	info_target: c_ut1ex_pos6_ehum1 	 	6 	 	m_ambience_electrichum1
c1a2c.uten.util_pos0-4 	info_target: c_uten_pos0_pipe4b 	0 	0 	 	m_ambience_pipe4b
 	info_target: c_uten_pos1_pipe1a 	 	1 	 	m_ambience_pipe1a
 	info_target: c_uten_pos2_pipe3 	 	2 	 	m_ambience_pipe3
 	info_target: c_uten_pos3_pflow2 	 	3 	 	m_ambience_pipeflow2
 	info_target: c_uten_pos4_pipe1b 	 	4 	 	m_ambience_pipe1b
c1a2c.uten2.util_pos5-7 	info_target: c_uten2_pos5_pflow1a 	0 	5 	 	m_ambience_pipeflow1a
 	info_target: c_uten2_pos6_pflow1 	 	6 	 	m_ambience_pipeflow1
 	info_target: c_uten2_pos7_carchime 	 	7 	 	car_chime
c1a2c.dct1a.util_pos7 	info_target: c_dct1a_pos7_exit ; this is used to smooth out the hard transition into the UT Entrance soundscape. it's a neat trick.	 	7 	 	")bms_ambience\...\r_ambience_pipes1a.wav"
c1a2c.caf.util_pos6 	info_target: c_car_pos6_drinkfountain 	0 	6 	 	water_flow_loop1
c1a2c.cor3.util_pos0-1 	info_target: c_cor3_pos0_vendinghum 	0 	0 	 	vending_hum
 	info_target: c_cor3_pos1_vendinghum 	 	1 	 	vending_hum_a
c1a2c.frz.util_pos2-6 	info_target: c_fzr_pos2_fan4 ; positions 2 to 5 only. (c_fzr_pos6_steam2 is in the text but not in the soundscape) 	0 	2 	 	fan4
 	info_target: c_fzr_pos3_fan4a 	 	3 	 	fan4a
 	info_target: c_fzr_pos4_fan4b 	 	4 	 	fan4b
 	info_target: c_fzr_pos5_fan4c 	 	5 	 	fan4c
c1a2c.frz.util_pos_doorway	info_target: c_frz_pos_doorway ; this is a special guy, full of audio trickery shannanigans. 	0 	7 	 	")bms_ambience\...\r_ambience_large5a"
c1a2c.utba.util_pos0-3 	info_target: c_utba_pos0_pipe1 	0 	0 	 	m_ambience_pipe1
 	info_target: c_utba_pos1_pipe4 	 	1 	 	m_ambience_pipe4
 	info_target: c_utba_pos2_ehum1 	 	2 	 	m_ambience_electrichum1
 	info_target: c_utba_pos3_fan5 	 	3 	 	fan5
c1a2c.stw.util_pos7 	info_target: c_stw_pos7_pipe2 	 	7 	 	m_ambience_pipe2
c1a2c.eshaft.util_pos6 	info_target: c_elshaft_pos6_ele 	 	6 	 	
=== Map C ===
Name 	Description 	DSP 	Position Number 	Position Origin 	Location Description
c1a2b.stairwell.Cversion 	 	1 	 	 	
c1a2c.corridor1 	 	18 	 	 	
c1a2c.corridor_ut1_exit 	 	3 	 	 	
c1a2c.corridor_ut1_entrance 	 	3 	 	 	
c1a2c.corridor_ut1_entrance2 	 	3 	 	 	
c1a2c.ventilation_duct1 	 	2 	 	 	
c1a2c.ventilation_fanroom 	 	2 	 	 	
c1a2c.ventilation_duct1a 	 	2 	 	 	
c1a2c.corridor2 	 	19 	 	 	
c1a2c.small_office1 	 	18 	 	 	
c1a2c.cafeteria 	 	19 	 	 	
c1a2c.corridor3 	 	18 	 	 	
c1a2c.corridor3_fzr 	 	18 	 	 	
c1a2c.freezer_main 	 	4 	 	 	
c1a2c.freezer_duct1_mze 	 	2 	 	 	
c1a2c.freezer_duct1 	 	2 	 	 	
c1a2c.ventilation_duct2 	 	2 	 	 	
c1a2c.maintenance_utba01 	 	18 	 	 	
c1a2c.ventilation_duct3 	 	2 	 	 	
c1a2c.stairwell1 	 	18 	 	 	
c1a2c.corridor4 	 	18 	 	 	
c1a2c.elevator_shaft 	 	1 	 	 	
c1a2a.elevator_shaft 	 	1 	 	 	
c1a2c.ventilation_duct4 	 	2 	 	 	
c1a2c.ventilation_duct5 	 	2 	 	 	
c1a2c.elevator_shaft2 	 	 	 	 	
Leftovers from the conversion effort?	Leftovers from the conversion effort?	Leftovers from the conversion effort?	Leftovers from the conversion effort?	Leftovers from the conversion effort?	Leftovers from the conversion effort?
c1a2a.office_smallroom 	 	0 	 	 	
c1a2a.utility_largeroom 	 	19 	 	 	
soundscapes_c1a2.txt
== We've Got Hostiles ==
=== c1a3a ===
==== Base Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for establishing the baseline sound aesthetic 
for the overall environments being portrayed. 
Scroll down to "Main Map Soundscapes - Map A" for the soundscapes proper.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a3a.hallway.base 	 	 	 	 	
c1a3a_storagearea01.base 	 	 	 	 	
c1a3a_storagearea02.base 	 	 	 	 	
c1a3a_storagearea02_mid.base	 	 	 	 	
==== Positional Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, 
in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. 
Scroll down to "Map A" for the soundscapes list proper.
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a3a.h1.util_pos0-2 	info_target: h1_pos0_ehum1 	 	0 	 	m_ambience_electrichum1
 	info_target: h1_pos1_vend 	 	1 	 	vending_hum
 	info_target: h1_pos2_vent2 	 	2 	 	m_ambience_vent2
c1a3a.h1a.util_pos3 	info_target: h1a_pos3_vent2a 	 	3 	 	m_ambience_vent2a
c1a3a.h1a.util_pos4-5 	info_target: h1a_pos4_ehum1 	 	4 	 	m_ambience_electrichum1a
 	info_target: h1a_pos5_hum1 	 	5 	 	hum1
c1a3a.sra01.util_pos0-3 	info_target: sra1_pos0_ehum 	 	0 	 	m_ambience_electrichum1
 	info_target: sra1_pos1_vent2b 	 	1 	 	m_ambience_vent2b
 	info_target: sra1_pos2_vent2a 	 	2 	 	m_ambience_vent2a
 	info_target: sra1_pos3_vent2 	 	3 	 	m_ambience_vent2
c1a3a.sra01.util_pos6-7 	 	 	6 	 	hum1a
 	 	 	7 	 	m_ambience_pipe4
c1a3a_util_h2_pos0 	info_target: h2_pos0_hum1b 	 	0 	 	hum1b
c1a3a_util_h2_pos3-4 	info_target: h2_pos3_fan1 	 	3 	 	fan1
 	info_target: h2_pos4_hum1 	 	4 	 	hum1
c1a3a_util_cfa_sr1 	info_target: cfa_pos5_hum1c 	 	5 	 	hum1a
 	info_target: sra1_pos6_hum1 	 	6 	 	hum1a
c1a3a_util_cfa_pos 	info_target: cfa_pos0_hum 	 	0 	 	hum1
 	info_target: cfa_pos1_vendhum 	 	1 	 	vending_hum
 	info_target: cfa_pos2_sodavend 	 	2 	 	vending_hum2
 	info_target: h2_pos3_fan1 	 	3 	 	fan1
 	info_target: cfa_pos5_hum1a 	 	5 	 	hum1a
 	 	 	6 	 	hum1a
c1a3a_util_sra02_pos0-2 	info_target: sra2_pos0_ehum1 	 	0 	 	m_ambience_electrichum1
 	info_target: sra2_pos1_fan 	 	1 	 	fan3
 	info_target: sra2_pos2_fan4 	 	2 	 	fan4
c1a3a_util_sra02_pos5-7 	info_target: sra2_pos5_vent2 	 	5 	 	m_ambience_vent2
 	info_target: sra2_pos6_pipe4 	 	6 	 	m_ambience_pipe4
 	info_target: sra2_pos7_ehum1a 	 	7 	 	m_ambience_electrichum1a
c1a3a.h3.util_pos0-2 	info_target: h3_pos0_pipe 	 	0 	 	leak_1
 	info_target: h3_pos1_ehum 	 	1 	 	m_ambience_electrichum1
 	info_target: h3_pos2_vent2a 	 	2 	 	m_ambience_vent2a
c1a3a.h3.util_pos3-4 	info_target: h3_pos3_vent2 	 	3 	 	m_ambience_vent2
 	info_target: h3_pos4_hum1a 	 	4 	 	hum1a
c1a3a_storagearea03_util_pos0-2 	info_target: sra3_pos0_hum1 	0 	0 	 	hum1
 	info_target: sra3_pos1_vent2 	 	1 	 	m_ambience_vent2b
 	info_target: sra3_pos2_ehum1 	 	2 	 	m_ambience_electrichum1
c1a3a_storagearea03_util_pos5and7	(info_target is ????????pos5, possibly not used) 	 	5 	 	hum1b
 	info_target: sra3_pos7_pipe2 	 	7 	 	m_ambience_pipe2
c1a3a.util_hallway4_pos 	info_target: h4_pos0_hum1 	0 	0 	 	hum1
 	info_target: h4_pos1_vent2 	 	1 	 	m_ambience_vent2
 	info_target: h4_pos2_vent2a 	 	2 	 	m_ambience_vent2a
 	info_target: h4_pos3_hum1a 	 	3 	 	hum1a
 	info_target: h4_pos4_hum1b 	 	4 	 	hum1b
 	info_target: h4_pos5_pipe3 	 	5 	 	m_ambience_pipe3
 	info_target: h4_pos6_hum1c 	 	6 	 	hum1c
 	info_target: h4_pos7_ehum1 	 	7 	 	m_ambience_electrichum1
c1a3a.util_hallway4a_pos 	info_target: h4a_pos0_hum1 ; rest of the info_target(s) are from the soundscape above.	0 	0 	 	hum1
 	info_target: h4a_pos1_hum1a 	 	1 	 	hum1c
 	 	 	2 	 	hum1c
 	 	 	3 	 	hum1a
 	 	 	4 	 	hum1b
 	 	 	5 	 	m_ambience_pipe3
 	 	 	6 	 	hum1c
 	 	 	7 	 	m_ambience_electrichum1
c1a3a_sra01over_util_pos 	info_target: sra0_pos0_hum1 	0 	0 	 	hum1
 	info_target: sra0_pos1_hum1a 	 	1 	 	hum1a
 	info_target: sra0_pos2_hum1b 	 	2 	 	hum1b
 	info_target: sra1_pos3_vent2 	 	3 	 	m_ambience_vent2
 	info_target: sra0_pos4_hum1c 	 	4 	 	hum1c
=== Map A ===
Name 	Description 	DSP 	Position Number 	Position Origin 	Location Description
c1a3a_hallway1 	 	17 	 	 	
c1a3a_hallway1a 	 	17 	 	 	
c1a3a_storagearea01 	 	18 	 	 	
c1a3a_hallway2pre 	 	18 	 	 	
c1a3a_hallway2 	 	18 	 	 	
c1a3a_cafeteria 	 	18 	 	 	
c1a3a_storagearea02 	 	17 	 	 	
c1a3a_storagearea02_mid 	 	18 	 	 	
c1a3a_hallway3.wetfloor 	 	17 	 	 	
c1a3a_storagearea03 	 	19 	 	 	
c1a3a_small_room 	 	17 	 	 	
c1a3a_storagearega03_ele 	 	19 	 	 	
c1a3a_ele_ashaft2b 	 	19 	 	 	
These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.	These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.	These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.	These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.	These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.	These next section of soundscapes refer to those that start from the rear section of map A, as the player makes their way back to the security office at the beginning of the map, so to access the blast pit tunnel.
c1a3a_vent_c2a 	 	2 	 	 	
c1a3a_hallway4 	 	17 	 	 	
c1a3a_hallway4a 	 	17 	 	 	
c1a3a_smallroom_mvent 	 	17 	 	 	
c1a3a_mvent 	 	3 	 	 	
c1a3a_sra01_overpass 	 	18 	 	 	
c1a3a_hallway5 	 	18 	 	 	
c1a3a_securityroom 	 	17 	 	 	
wgh.c1a3a_storage_big 	 	19 	 	 	
wgh.c1a3a_vent 	 	2 	 	 	
c1a3a.util_pos_pipes 	info_target: a_bpt_pos5_pipe5 	0 	5 	 	m_ambience_pipe5
 	info_target: s10_pos1_pipe1 ; use position 6 instead in vmf, frees things up for transitioning from the previous room's soundscape. 	 	6 	 	m_ambience_pipe1
 	info_target: s10_pos2_pipeflow2 ; use position 7 instead in vmf, frees things up for transitioning from the previous room's soundscape. 	 	7 	 	m_ambience_pipeflow2
wgh.c1a3a_bptunnel 	 	1 	 	 	
wgh.c1a3a.bp_hallway 	 	1 	 	 	
=== c1a3b ===
DEV NOTE: Most of the conveyor sounds in map b are handled with ambient_generic entities (since they are multiple instances of the same wav sound) They are toggled on/off thru the various relevant env_soundscapes's "OnPlay" outputs into logic_branches (true/false), ensuring only the appropiate sound placements will play for the area the player is in. That said, the following below is a General stereo utility for conveyor sounds Generally, we used this inside the actual conveyor shafts, in order to cut down on ambient generic placements.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c2a4.util_conveyorbelts_stereo	 	 	 	 	
==== Base Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Map B" for the soundscapes proper.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a3b_small_room.base 	 	0 	 	 	
c1a3b_warehouse_big.base 	 	0 	 	 	
c1a3b_warehouse_medium.base	 	0 	 	 	
c1a3b_central_shaft.base 	 	0 	 	 	
c1a3b_hallway.base 	 	1 	 	 	
c1a3b_elev_shaft.base 	 	1 	 	 	
==== Positional Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Main Map Soundscapes - Map B" for the soundscapes list proper.
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a3b_w1_util_pos 	info_target: b_w1_pos7_ehum1 	 	7 	 	m_ambience_electrichum1
c1a3b_h2_util_pos 	info_target: b_h2_pos3_vent2 	 	3 	 	m_ambience_vent2
c1a3b_cs01_util_pos 	info_target: b_cs1_pos0_fan6 	 	0 	 	fan6
 	info_target: b_cs1_pos1_pipe1 	 	1 	 	m_ambience_pipe1
 	info_target: b_cs1_pos2_pipe3 	 	2 	 	m_ambience_pipe3
c1a3b_hallway03_util_pos	info_target: b_h3_pos0_vent2 	 	0 	 	m_ambience_vent2
 	info_target: b_h3_pos1_ehum1 	 	1 	 	m_ambience_electrichum1
c1a3b_w1a_util_pos 	info_target: b_w1a_pos0_vent2 	 	0 	 	m_ambience_vent2
 	info_target: b_w1a_pos1_vent2a 	 	1 	 	m_ambience_vent2a
 	info_target: b_w1a_pos2_vent2b 	 	2 	 	m_ambience_vent2b
 	info_target: b_w1a_pos3_pipe4 	 	3 	 	m_ambience_pipe4
 	(info_target: b_w1a_pos3_pipe4 ; mistake by dev , supposed to be b_w1a_pos5_pipe5)	 	4 	 	m_ambience_pipe5
c1a3b_w2a_room_pos 	info_target: b_w2a_pos0_vent2a 	 	0 	 	m_ambience_vent2a
 	info_target: b_w2a_pos1_vent2b 	 	1 	 	m_ambience_vent2b
 	 	 	2 	 	m_ambience_comp1
 	info_target: b_w2a_pos7_pipeflow1 	 	7 	 	m_ambience_pipeflow1
=== Map B ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a3b_elevator_shaft01 	 	1 	 	 	
c1a3b_warehouse01 	 	17 	 	 	
c1a3b_warehouse01_smallroom 	 	17 	 	 	
c1a3b_hallway01 	 	8 	 	 	
c1a3b_central_shaft01 	 	8 	 	 	
c1a3b_hallway02 	 	8 	 	 	
c1a3b_hallway02a 	 	8 	 	 	
c1a3b_conveyor_H3 	 	8 	 	 	
c1a3b_hallway03 	 	8 	 	 	
c1a3b_warehouse01a 	 	17 	 	 	
c1a3b_warehouse01a_s2 	 	17 	 	 	
c1a3b_warehouse02a 	 	17 	 	 	
c1a3b_warehouse02a_smallroom	 	8 	 	 	
c1a3b_conveyor_w1a 	 	8 	 	 	
c1a3b_conveyor_w1a_s2 	 	8 	 	 	
c1a3b_hallway04 	 	8 	 	 	
c1a3b_hallway04a 	 	8 	 	 	
c1a3b_central_shaft02 	 	8 	 	 	
c1a3b_elevator_shaft02_end 	 	8 	 	 	
=== c1a3c (no soundscapes)===
in the text file soundscapes_c1a3.txt it says 'MAP c1a3c STARTS HERE!!!' then goes to 'Main Map Soundscapes -	Map C'
=== Map C ===
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a3c_elevator_shaft	 	8 	 	 	
c1a3c_util_siren 	 	0 	 	 	
c1a3c_warehouse 	 	1 	 	 	
c1a3c_outside 	 	129	 	 	
c1a3c_bunker 	 	1 	 	 	
soundscapes_c1a3.txt
== Blast Pit ==
Name 	Description	DSP	Position Number	Position Origin	Location Description
bp.tentroar_far 	 	 	 	 	
bp.tenthit_far 	 	 	 	 	
bp.distantnoise1	 	 	 	 	
bp.distantnoise2	 	 	 	 	
c1a4.util_indamb	 	 	 	 	
=== c1a4a ===
==== Base Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs.
They are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Map A" for the soundscapes proper.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a4a.generic_hallway.base	 	0 	 	 	
c1a4a.medium_room.base 	 	0 	 	 	
c1a4a.control_room.base 	 	0 	 	 	
c1a4a.elevator_shaft.base 	 	0 	 	 	
c1a4a.tube_hallway.base 	 	7 	 	 	
c1a4a.sewer_hallway.base 	 	0 	 	 	
c1a4a.small_corridor.base 	 	2 	 	 	
c1a4a.generic_hallway 	 	1 	 	 	
c1a4a.medium_room 	 	1 	 	 	
c1a4a.small_corridor 	 	2 	 	 	
c1a4a.elevator_shaft 	 	1 	 	 	
c1a4a.tube_hallway 	 	7 	 	 	
=== Map A ===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4a.hallway1 	 	1 	 	 	
c1a4a.h1_util_pos_pipes 	info_target: a_bpt_pos3_pipe4 	0 	3 	 	m_ambience_pipe4
 	info_target: a_bpt_pos5_pipe5 	 	5 	 	
 	info_target: a_bpt_pos4_pipe1a 	 	4 	 	m_ambience_pipe1a
 	info_target: a_bpt_pos6_pipe1 	 	6 	 	m_ambience_pipe1
 	info_target: a_bpt_pos7_pipeflow2 	 	7 	 	m_ambience_pipeflow2
c1a4a.medium_room1 	 	1 	 	 	
c1a4a.mediumroom1.util_pos	info_target: a_mdrm1_pos0_watercontainer	1 	0 	 	m_ambience_watercontainer
 	 	 	1 	 	drip_loop1
c1a4a.control_room 	 	2 	 	 	
c1a4a.elevator_shaft1_vent	 	1 	 	 	
c1a4a.elevator_shaft1 	 	1 	 	 	
c1a4a.elevator_shaft1_v2 	 	1 	 	 	
c1a4a.railway_tunnel1 	 	1 	 	 	
==== Positional Utility Map A ====
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4a.swhw1.util_pos1-3 	info_target: a_swhw1_pos1_misc7a	 	1 	 	m_ambience_misc7a
 	info_target: a_swhw1_pos2_misc7b	 	2 	 	m_ambience_misc7b
 	info_target: a_swhw1_pos3_ehum1 	 	3 	 	m_ambience_electrichum1
c1a4a.swhw1.util_pos4-6 	info_target: a_swhw1_pos4_ehum1a	 	4 	 	m_ambience_electrichum1a
 	info_target: a_swhw1_pos5_water4	 	5 	 	r_ambience_water4
 	info_target: a_swhw1_pos6_twaste	 	6 	 	r_ambience_toxicwaste
c1a4a.small_corridor1_v1	 	2 	 	 	
c1a4a.small_corridor1_v2	 	2 	 	 	
c1a4a.smc1.util_pos 	info_target: a_smc1_pos7_misc7 	 	0 	 	m_ambience_misc7
c1a4a.outer_silo 	 	25 	 	 	
c1a4a.otso.util_pos4-7 	info_target: a_otso_pos4_vent1 	 	4 	 	m_ambience_vent1
 	info_target: a_otso_pos5_fan5 	 	5 	 	fan5
 	info_target: a_otso_pos6_fan5a 	 	6 	 	fan5a
 	info_target: a_otso_pos7_fan5b 	 	7 	 	
=== c1a4b ===
==== Base Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. hey are Building Blocks only, meant for establishing the baseline sound aesthetic for the overall environments being portrayed. Scroll down to "Map B" for the soundscapes proper.
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a4a.outer_silo.base 	 	0 	 	 	
c1a4b.inner_silo.base 	 	0 	 	 	
c1a4b.tiny_room.base 	 	0 	 	 	
c1a4b.outer_corridor.base	 	0 	 	 	
c1a4b.control_room.base 	 	0 	 	 	
c1a4b.blast_chamber.base 	 	0 	 	 	
==== Positional Utility Soundscapes ====
DO NOT USE IN THE ACTUAL VMFs. They are Building Blocks only, meant for insertion into the main soundscapes, in order to provide up to 8 positional sounds, as well as their attenuation instructions via the info_target entity. Scroll down to "Map B" for the soundscapes list proper.
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4b.otso.util_pos0-2	info_target: b_cor1_pos0_ehum1 	 	0 	 	m_ambience_electrichum1
 	info_target: b_cor1_pos1_vent1 	 	1 	 	m_ambience_vent1
 	info_target: b_cor1_pos2_vent1a	 	2 	 	m_ambience_vent1
=== Map B ===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4b.corridor1 	 	2 	 	 	
c1a4b.inner_silo 	 	25 	 	 	
c1a4b.tiny_room 	 	0 	 	 	
c1a4b.control_room 	 	2 	 	 	
c1a4b.control_room.util_pos4-7	info_target: b_ctrl_pos4_vent1 	2 	4 	 	m_ambience_vent1
 	info_target: b_ctrl_pos5_comp1 	 	5 	 	m_ambience_comp1
 	info_target: b_ctrl_pos6_comp3 	 	6 	 	m_ambience_comp3
 	info_target: b_ctrl_pos7_comp2 	 	7 	 	m_ambience_comp2
c1a4b.corridor_P1 	 	3 	 	 	
c1a4b.corP1.utility_pos0-1 	info_target: b_cor_p1_pos0_hiss1 	2 	0 	 	o_ambience_disaster_hiss1
 	info_target: b_cor_p2_pos1_hiss2 	 	1 	 	o_ambience_disaster_hiss2
c1a4b.corridor_P2 	 	3 	 	 	
c1a4b.corridor_P3 	 	3 	 	 	
c1a4b.corP2P3.utility_pos 	info_target: b_cor_P2P3_pos5_ehum1 	2 	5 	 	m_ambience_electrichum1
 	info_target: b_cor_p2p3_pos6_hiss1 	 	6 	 	o_ambience_disaster_hiss1
 	info_target: b_cor_P2P3_pos5_ehum1a 	 	7 	 	m_ambience_electrichum1a
c1a4b.corridor_P1_s2 	 	3 	 	 	
c1a4b.corP1_s2.util_pos0-3 	info_target: b_cor_p1s2_pos0_hiss1 	2 	0 	 	o_ambience_disaster_hiss1
 	info_target: b_cor_p1s2_pos1_driploop	 	1 	 	drip_loop1
 	info_target: b_cor_p1s2_pos2_hiss1a 	 	2 	 	o_ambience_disaster_hiss1a
 	info_target: b_cor_p1s2_pos3_hiss2 	 	3 	 	o_ambience_disaster_hiss2
c1a4b.corridor_P1_s2_notent 	(No Tentacle Version) 	3 	 	 	
c1a4b.blast_chamber 	 	10 	 	 	
=== c1a4c ===
==== Map X ====
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4c.corridor1 	 	2 	 	 	
c1a4c.corridor1_s2 	 	2 	 	 	
c1a4c.elevator_shaft 	 	1 	 	 	
c1a4c.elevator_shaft.util_pos0-1	info_target: c_eshaft_pos0_ehum1 	1 	0 	 	m_ambience_electrichum1
 	info_target: c_eshaft_pos1_pflow1 	 	1 	 	m_ambience_pipeflow1
c1a4c.elevator_shaft.util_pos2-3	info_target: c_eshaft_pos2_pflow1a	1 	2 	 	m_ambience_pipeflow1a
 	info_target: c_eshaft_pos3_pflow1b	 	3 	 	m_ambience_pipeflow1b
c1a4c.elevator_shaft.util_pos4 	info_target: c_eshaft_pos4_eleloop		(Classic H2 elevator loop sound)	1 	4 	 	elevator_move_loop1
c1a4c.sewer_tunnel 	 	6 	 	 	
c1a4c.corridor2 	 	2 	 	 	
c1a4c.corridor2.util_pos6-7 	 	 	6 	 	m_ambience_electrichum1
 	 	 	7 	 	r_ambience_med3
c1a4c.large_fanroom 	 	25 	 	 	
c1a4c.fanroom.util_pos3-5 	info_target: c_fnrm_pos3_ehum1a 	 	3 	 	m_ambience_electrichum1a
 	info_target: c_fnrm_pos4_hiss1 	 	4 	 	o_ambience_disaster_hiss1
 	info_target: c_fnrm_pos5_pipe5 	 	5 	 	m_ambience_pipe5
c1a4c.corridor2a 	 	2 	 	 	
c1a4c.vent_shaft 	 	2 	 	 	
c1a4c.corridor3 	 	2 	 	 	
c1a4c.gen_room 	 	3 	 	 	
c1a4c.fanroom.muffledrumble 	 	3 	 	 	
c1a4c.gen_room.util_pos4-7 	 	3 	4 	 	r_ambience_med3
 	 	 	5 	 	m_ambience_electrichum1a
 	 	 	6 	 	r_ambience_med3a
 	 	 	7 	 	fan10
c1a4c.gen_control 	 	0 	 	 	
c1a4c.gen_control.util_pos0-3 	info_target: c_genctrl_pos0_pipe5 	3 	0 	 	m_ambience_pipe5
 	info_target: c_genctrl_pos1_comp3 	 	1 	 	m_ambience_comp3
 	info_target: c_genctrl_pos2_comp1 	 	2 	 	m_ambience_comp1
 	info_target: c_genctrl_pos3_comp2 	 	3 	 	m_ambience_comp2
c1a4c.service_hallway 	 	17 	 	 	
=== c1a4d ===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4d.corridor1 	 	2 	 	 	
c1a4d.large_chamber1 	 	10 	 	 	
c1a4d.large_chamber1.fall	 	10 	 	 	
c1a4d.chamber1.util_pos 	info_target: d_eshaft_pos6_twaste	 	6 	 	r_ambience_toxicwaste
c1a4d.tunnel1 	 	6 	 	 	
c1a4d.large_chamber2 	 	10 	 	 	
c1a4d.tunnel2 	 	6 	 	 	
c1a4d.silo_d3 	 	25 	 	 	
c1a4d.silo_control1 	 	0 	 	 	
c1a4d.silo_control2 	 	0 	 	 	
=== c1a4e ===
Name 	Description 	DSP	Position Number	Position Origin	Location Description
c1a4e.util_pos.industrialturbinefans	 	3 	5 	 	fan5
 	info_target: e_sewer_pos6_indturbine	 	6 	 	fan5a
 	info_target: e_sewer_pos7_indturbine	 	7 	 	m_ambience_ind17
c1a4e.blast_pit 	 	3 	 	 	
c1a4e.blast_pit.util_pos0-2 	info_target: e_pit_pos0_water5 	3 	0 	 	r_ambience_water5
 	info_target: e_pit_pos1_fire8 	 	1 	 	o_ambience_disaster_fire8
 	info_target: e_pit_pos2_fire5 	 	2 	 	o_ambience_disaster_fire5
c1a4e.sewer_large 	 	4 	 	 	
c1a4e.water_silo 	 	25 	 	 	
c1a4e.big_pipe 	 	6 	 	 	
soundscapes_c1a4.txt
== Power Up ==
Name 	Description	DSP	Position Number	Position Origin	Location Description
c1a1.util_gargfar1 	 	 	 	 	
c1a1.util_gargroarfar1	 	 	 	 	
c1a1.util_gargroarfar2	 	 	 	 	
=== c2a1a ===
==== Base Utility Soundscapes ====
These .base soundscape are building blocks, for insertion into the proper main use soundscapes. They are not meant for actual .vmf consumption. for the soundscapes proper, please scroll down to "Map A"
Name 	Description	DSP	Position Number	Position Origin	Location Description
(soundscape name)	 	 	 	 	
soundscapes_c2a1.txt