List of EP1 Soundscapes

Here is a list of 63 soundscapes for use in Episode 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 compromised." 3. "Deploy, diagnose. Deploy, diagnose. Resonant singularity. Resonant 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. 	 	 	
ep1_citadel.pod_vista 	Loud pods moving. 	 	 	
ep1_citadel.generic 	Distorted Citadel drone, metal creaking, Combine alarms, plays ep1_citadel.util_sickvoice citadel voices. 	 	 	
ep1_citadel.generic_moody 	Similar to above, with less distortion, plays ep1_citadel.util_sickvoice citadel voices. 	 	 	
ep1_citadel.generic_moody2 	Normal Citadel soundscape with damaged metal and plays ep1_citadel.util_sickvoice citadel voices. 	 	 	
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.util_sickvoice citadel voices. 	 	0 	Ball field.
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.util_coresickvoice citadel voices. 	 	 	
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. 	 	 	
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. 	 	 	
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. 	 	 	
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. 	 	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 quiet ambient noise with some distant gunfire and explosions. 	 	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.util_light_sirens PA announcements. 	 	0 	Citadel ambience.
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.
 	 	 	1 	Antlion ambient.
 	 	 	2 	Antlion ambient.
soundscapes_city_episodic.txt
Category:Level DesignCategory:Sound System