List of HL2 Soundscapes

Here is a list of 247 soundscapes for use in the . 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.
== Generic and Test == 
Name 	Description 	DSP	Position Number	Position Description
Nothing 	No DSP, no ambients. 	 	 	
Automatic 	DSP 1, dsp_volume 1.0. 	 	 	
automatic_dialog 	Automatic DSP at 50% mix. 	 	 	
e3_techdemo_gmanspeaking	DSP 10. 	 	 	
e3_Techdemo_02 	Physics room. 	 	 	
e3_Techdemo_03 	DSP 1. 	 	 	
e3_Techdemo_05 	Dripping cave ambient. 	 	 	
e3_Techdemo_06 	Lake. 	 	 	
e3_end 	Identical to Nothing. 	 	 	
GenericIndoor 	Fluorescent lighting hum. 	 	 	
GenericOutdoor 	Electric hum like above with a motor / gas / wind kind of sound in the background. 	 	0 	Quiet electric hum.
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.
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). 	 	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.
soundscapes.txt
== Train Station and City 17 ==
Name 	Description 	DSP	Position Number	Position Description
d1_trainstation.util_city 	Distant sounds of trains, cars, helicopters and other aircraft. APC and city alarm sounds. 	 	 	
d1_trainstation.city 	All of the above plus a busy train station background ambience. 	 	 	
d1_trainstation.Platform 	Loud and static hissing sound, city sounds barely audible in the background. 	 	 	
d1_trainstation.Turnstyle 	Identical to d1_trainstation.city but city sounds less audible. 	 	 	
combine.computer 	Loud, flat whine and an occasional blip. 	 	 	
d1_trainstation.Interrogation 	Mixed uproar of the surrounding city and a Combine terminal. 	 	0 	Combine computer terminal.
d1_trainstation.TerminalSquare 	Similar to d1_trainstation.Turnstyle but with more city sounds like driving / beeping cars and background talking / train station messages. 	 	 	
d1_trainstation.QuietCourtyard 	Quiet, windy courtyard with distant trains, cars, helicopters etc. 	 	 	
d1_trainstation.Occupants 	Footsteps, clinging dishes, coughs, creaking floors and doors, distant rumbles, no background noise. 	 	 	
d1_trainstation.AppartmentCourtyard	Above mixed to city sounds. 	 	 	
d1_trainstation.Appartments 	Similar to d1_trainstation.Occupants with background crowd noises. 	 	 	
d1_trainstation.RaidCityvoice 	Cityvoice: (1) Citizen notice: priority identification check in progress. Please assemble in your designated inspection positions.(2) Attention please: All citizens in local residential block, assume your inspection positions.(3) Attention residents: This block contains potential civil infection. Inform, cooperate, assemble.(4) Citizen notice: Failure to cooperate will result in permanent off-world relocation.	 	 	
d1_trainstation.RaidOccupants 	Breaking glass and boxes, footsteps on stairs and glass, breaking plates, woman screams and man grunts like being hit. 	 	 	
d1_trainstation.RaidAppartments 	A combination of the two above with background crowd noises. 	 	 	
general.concrete_quiet 	Semi-loud hum of moving air. 	 	 	
soundscapes_trainyard.txt
== PA announcements for City 17 ==
Name 	Description 	DSP	Position Number	Position Description
cityvoice_level0 	PA requests player id, cityvoice: (1) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.(2) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire. 	 	 	
cityvoice_level1 	PA invokes unrest procedures, requests player id, cityvoice:(1) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately.(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize,(3) Attention please: unidentified person of interest - confirm your civil status with local protection team immediately.(4) Attention Protection Team: status evasion in progress in this community. Respond, isolate, inquire. 	 	 	
cityvoice_level2 	Player is evading, cops are summoned, cityvoice:(1) Attention please: Evasion behavior consistent with mal-compliant defendant. Ground Protection Team: alert, code: isolate, expose, administer.(2) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.(3) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain.(4) Citizen reminder: inaction is conspiracy. Report counter-behavior to a Civil Protection team immediately. 	 	 	
cityvoice_level3 	Player convicted of civil disruption, city block on alert, cityvoice:(1) Individual: you are charged with Socio-endangerment, level 1. Protection Units: prosecution code: duty, sword, midnight.(2) Alert: Community Ground Protection units: Local unrest structure detected. Assemble, administer, pacify.(3) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.(4) Protection team alert: evidence of anti-civil activity in this community: code assemble, clamp, contain. 	 	 	
cityvoice_level4 	Player convicted of anti-civil activity, city block punished, cityvoice:(1)(2) Individual, you are now charged with Socio-Endangerment, level 5. Cease evasion immediately, receive your verdict.(3) You are charged with anti-civil activity level 1. Protection Units: prosecution code: duty, sword, operate.(4) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.(5) Attention community: unrest procedure code is now in effect. Inoculate, shield, pacify. Code: pressure, sword, sterilize.(6) Attention all Ground Protection Teams: Autonomous judgment is now in effect. Sentencing is now discretionary. Code: amputate, zero, confirm.	 	 	
cityvoice_level5 	Citizenship revoked, cops fire at will, cityvoice:(1)(2) Individual, you are convicted of multi-anti-civil violations. Implicit citizenship revoked, status: malignant.(3) Individual, you are charged with capital malcompliance. Anti-citizen status approved.(4) Attention, ground units - anti-citizen reported in this community. Code: lock, cauterize, stabilize.(5) Attention occupants: your block is now charged with permissive inactive coercion. 5 ration units deducted.(6) Attention all Ground Protection teams: Judgement waiver now in effect. Capital prosecution is discretionary. 	 	 	
city_searching_level1	City background noise with helicopters and other aircraft, apc alarms and distant train horns. 	 	 	
city_searching_level2	Same as above but with more frequent helicopters and distant trucks passing. 	 	 	
city_searching_level3	A combination of the two above but with even more frequent trucks passing. 	 	 	
soundscapes_canals.txt
== Canals ==
Name 	Description 	DSP	Position Number	Position Description
d1_canals.util_windgusts 	Wind gusts and snippets. 	 	 	
d1_canals.util_drips 	Water dripping. 	 	 	
d1_canals.util_fardrips 	Water dripping a bit further away, with interior echo. 	 	 	
d1_canals.util_headcrab_canister 	Strong hissing noise and randomly Combine machinery beeping. 	 	 	
d1_canals.util_shoreline 	Small waves hitting shore. 	 	 	
d1_canals_tunnel01 	Constant sound of a trains overhead, plays city_searching_level1 and cityvoice_level0 PA announcements. 	 	0 	Loop of a train driving by overhead.
d1_canals_citystart 	Train horning close by, plays city_searching_level1 and cityvoice_level0 PA announcements. 	 	 	
d1_canals_citadel 	Atmospheric corridor wind sounds, plays city_searching_level1 and cityvoice_level0 PA announcements. 	 	 	
d1_canals_traincanal 	Plays city_searching_level1 and cityvoice_level0 PA announcements. 	 	 	
d1_canals_traintunnel 	Strong, low tunnelish rumble in the background, plays city_searching_level1 and cityvoice_level0 PA announcements. 	 	 	
d1_canals_watercanal 	Constant sounds of waving water and water hitting a boat, plays city_searching_level1 and cityvoice_level1 PA announcements. 	 	1 	Water hitting boat.
d1_canals_junkyard 	Randomly metal stress / creaking, plays city_searching_level2 and cityvoice_level1 PA announcements. 	 	 	
d1_canals_copcanals 	Trucks randomly passing by overhead, dripping water, plays city_searching_level1 and cityvoice_level2 PA announcements. 	 	2 	Dripping water.
d1_canals_copcanals 	Trucks randomly passing by overhead, dripping water, plays city_searching_level1 and cityvoice_level2 PA announcements. 	 	3 	Wind blowing in a corridor, dripping water and other echoing sewer like effects.
d1_truck_pass 	Quick, low noise of trucks and other vehicles passing by overhead. For use with other soundscapes. 	 	 	
d1_canals_barnacle_tunnel 	Wind gusts in a tunnel, trucks passing by overhead, plays city_searching_level1 and cityvoice_level3 PA announcements. 	 	 	
d1_canals_pipe_chamber 	Dripping water, wind tunnel gusts, trucks passing by overhead, plays city_searching_level2. 	 	 	
d1_canals_cop_alerted 	Trucks randomly passing by overhead, dripping water, wind gusts in a tunnel, plays city_searching_level3 and cityvoice_level4 PA announcements. 	 	2 	Dripping water.
d1_canals.heli_slide_tunnels 	Interior. running sewer water, water dripping, trucks passing by overhead, quetly plays city_searching_level3 and cityvoice_level4 PA announcements. 	 	 	
d1_canals.heli_attack 	Exterior. quiet running sewer water, trucks passing by, plays city_searching_level3 and cityvoice_level4 PA announcements. 	 	 	
d1_canals.drainroom 	Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements. 	 	0 	Running river water loop.
d1_canals.drainroom 	Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements. 	 	1 	Running river water loop.
d1_canals.drainroom 	Tunnel wind, loud running water, quietly plays city_searching_level2 and cityvoice_level4 PA announcements. 	 	2 	Ambient corridor wind.
d1_canals.03copsattackthroughboards 	Exterior, quiet idle diesel engine, trucks passing by, plays city_searching_level2 and cityvoice_level5 PA announcements. 	 	0 	Quiet loop of a running diesel engine.
d1_canals.03entrytunnel 	Interior, running water, far water dripping, tunnel wind, plays city_searching_level2 and cityvoice_level5 PA announcements. 	 	0 	Ambient corridor wind.
d1_canals.03entrytunnel 	Interior, running water, far water dripping, tunnel wind, plays city_searching_level2 and cityvoice_level5 PA announcements. 	 	2 	Constant flow water leaking.
d1_canals.steamtunnel 	Interior, soft ambient industrial humming, plays cityvoice_level5 PA announcements. 	 	 	
d1_canals.waterpuzzleroom 	Manhack and water puzzle room, loud industrial hum and dripping water. 	 	 	
d1_canals.util_birds 	Infrequent bird squawks. 	 	 	
d1_canals.util_critters 	Infrequent croaking noises. 	 	 	
d1_canals.util_tunnel_windgusts 	Occasional infrequent wind blowing through tunnel, varying pitches. 	 	 	
d1_canals.util_critters_under_docks 	Constant sound of frogs with critters and sometimes shoreline waves. 	 	 	
d1_canals.util_toxic_slime 	Slime gurgling and hissing. 	 	 	
d1_canals.util_industrial 	Brief industrial ambience, elevated pitch, as of air passing through a small enclosed space such as a vent. 	 	 	
d1_canals.general_dripping_tunnel 	Numerous constant dripping sources and regular wind gusts of varying pitches. 	 	 	
d1_canals.general_windy_tunnel 	Loud, centred, continuous fairly low-pitched wind gust and occasional additional ones at different pans. 	 	 	
d1_canals.general_watery_tunnel 	Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. 	 	0 	Water dripping.
d1_canals.general_watery_tunnel 	Interior. Sound of continuously running rivulets of water in a tunnel, additional frequent dripping and occasional sound of critters from varying directions. 	 	1 	Different kind of critters.
d1_canals.general_watery_tunnel_shore	Similar to above but with the sound of waves regularly breaking in a small rocky lagoon. 	 	 	
d1_canals.redbarn_ambience 	Interior. Quiet calm river sounds with distant critters, birds, occationally wind gusts and wood creaks. Also a headcrab canister nearby. 	 	0 	Headcrab canister.
d1_canals.floodgate_base_ambience 	Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. 	 	0 	Beeping of a Manhack charging station.
d1_canals.floodgate_base_ambience 	Interior. Continues beeping from the manhack charging station with looping generator sounds and a quiet windy enclosed cargo ambience. 	 	1 	Combine computer terminal.
d1_canals.floodgate_machineroom 	Looped machines droning as of a pump or motor. 	 	 	
d1_canals.shore_and_reeds 	Waves calmy crashing shore with occasional frog croaks/critter chirps / bird song and wind snippets. 	 	 	
d1_canals.spooky_infested_pipe 	Interior. Dripping water with somewhat frequent eerie, modulating wind noise and rare critter chirps. 	 	 	
d1_canals.water_tunnel_with_frogs 	Pipe constantly draining into water with breaking waves and voluminous frog song plus occationally other distant critter noise. 	 	 	
d1_canals.windchimes_and_wind 	Constant wind whistling mixed with intermittent wind chime song and distant birds. 	 	0 	Windchimes.
canals_slime_outside 	Constant slime gurgling with a tunnel wind ambience. 	 	0 	Burbling toxic slime.
canals_slime_tunnel 	Same as above but with a clearer wind ambience and frequently wind gusts. 	 	0 	Burbling toxic slime.
canals_tunnel_dry 	Tunnel dry of water with ambient wind gusts and as if cars are driving by overhead. 	 	 	
canals_tunnel_wet 	Similar to d1_canals.general_watery_tunnel but with atmospheric tunnel wind. 	 	 	
canals_canal_nowater 	Relatively quiet with infrequent distant sound of birds and wind snippets. 	 	 	
canals_canal_water 	Constant sound of shoreline waves with birds and wind gusts. 	 	 	
canals_canal_water_industrial 	Similar to above but with machine rumbling instead of the sound of birds. 	 	 	
canals_river 	Identical to canals_canal_water but with a sense of stronger wind with it being an open area. 	 	 	
canals_river_calm 	Similar to above but with constant quiet sounds of frogs and other critters. 	 	 	
d1_canals_05_shanty_approach 	Continuous glutinous gurgling toxic slime and wind gusts from time to time. 	 	0 	Burbling toxic slime.
 	 	 	1 	Burbling toxic slime.
d1_canals_05_shanty 	Somewhat quiet infrequent wind with toxic slime and lots of headcrab canister steam / beeping. 	 	0 	Burbling toxic slime.
 	 	 	1 	Burbling toxic slime.
 	 	 	2 	Headcrab canister.
 	 	 	3 	Headcrab canister.
 	 	 	4 	Headcrab canister.
 	 	 	5 	Headcrab canister.
 	 	 	6 	Headcrab canister.
d1_canals_07_entry_tunnel 	Ambient tunnel sounds with water drips and wind gusts. 	 	0 	Far water drips.
 	 	 	1 	Water drips.
d1_canals_07a_warehouse 	Ambient atmospheric base wind with occationally wind gusts and wood creaking. 	 	 	
d1_canals_08a_gun_tunnel_entrance 	Continuous running water plus sound of waves breaking. 	 	 	
d1_canals_08a_puzzle_arena 	The outdoor area where the ramp puzzle is. Waves breaking, infrequent chirping and wind noises, enclosed outdoor space. 	 	 	
d1_canals_08a_gun_scene 	The gun scene tunnel area where the player gets the airboat helicopter gun. Tunnel wind with water dripping and the extremely quiet sound of running water. 	 	0 	Far water drips.
 	 	 	1 	Water drips.
d1_canals_08a_tunnel_exit 	The gun scene exit tunnel. Stonger tunnel wind than above (with it being an exit) and occationally wind gusts. 	 	 	
canals_canal_water_creaking_wood 	Water constantly breaking shore, wind gusts, the sound of birds and often wood creaking. 	 	0 	Wood creaking.
 	 	 	1 	Wood creaking.
canals_canal_water_creaking_metal 	Similar to above but with stressing metal instead of wood creaking. 	 	0 	Metal stress.
 	 	 	1 	Metal stress.
d1_canals_08_entry_tunnel 	Interior. Tunnel wind, wind gusts, water dripping and an helicopter passing every 15-25 seconds. 	 	0 	Far dripping water.
 	 	 	2 	Passing helicopter.
d1_canals_08_reservoir 	The reservoir where the battle with the helicopter happens. Quiet water breaking, birds, wind snippets, constant background frog sounds and other critters. Loud positional dam water loop.	 	1 	Loud pouring dam water.
d1_canals_08_island 	This is the island that the Combine reservoir base is on. Identical to above but more wind gusts with it being on higher ground. 	 	0 	Loud pouring dam water.
d1_canals_08_base_interior 	Base wind ambience and a Combine computer terminal nearby. 	 	1 	Combine computer terminal.
soundscapes_canals.txt
== Kleiner's Lab and Black Mesa East ==
Name 	Description 	DSP	Position Number	Position Description
K_lab.LabSounds 	Room atmosphere with very frequent slime gurgling and machines. 	 	0 	Slime gurgling loop.
 	 	 	1 	Computer beeping and other machine noises.
E3_lab.LabSounds 	Fluorescent lights in a laboratory with machines and music playing. 	 	0 	Various strange machine noises (goo tubes).
 	 	 	1 	Running lab machines.
eli_01_lab_main_1 	Quiet room with the sound of elevators, slime gurgling, and beeping machines. 	 	0 	Very silent water sounds and slime gurgling noises.
 	 	 	1 	Beeping lab equipment.
 	 	 	2 	The sound of moving elevators from an elevator shaft.
 	 	 	3 	Vort lab machine hum.
eli_01_elevator_1 	Elevator shaft. Low volume medium pitch machinery sound accompanied by a regularly recurring, almost bell-like hum: hwuuung - hwuuung - hwunng. 	 	 	
eli_01_upperhall_2 	Musical throbbing note, medium low, that reverberates three times (bwuung-weh-weh-weh), mixed with very quiet random metal rattles, dripping water and coughing.	 	0 	Randomly metal rattling, rain dripping and people coughing.
eli_01_upperhall_1 	Low atmospheric rumble/wavering sound with the ahhhh-ho clik! of some slow pump or piston device in the background. 	 	 	
eli_01_lowerlab_hall_1 	Slightly louder and more resonant version of eli_01_upperhall_2 with an engine room nearby. 	 	0 	Quiet engine sounds and random metal rattling, rain dripping and people coughing.
eli_01_lower_corridor_1 	Generic underground corridor ambience. 	 	 	
eli_01_lower_ravenhall_1	Unsetttling windy medium sized tunnel with cave rumbling. 	 	 	
eli_01_lower_ravenhall_2	Many far away explosions and cave rumbles. 	 	 	
eli_02_lowerlab_hall_1 	Very similar to eli_01_lowerlab_hall_1 but with not so far-away explosions. 	 	0 	Quiet running engine.
eli_02_lower_corridor_1 	Generic underground corridor ambience with regular occouring metal rattling and explosions. 	 	 	
eli_02_ravenshaft_1 	Almost identical to eli_01_lower_ravenhall_1 but the cave hits having a higher volume range starting point of 0.02. 	 	 	
eli_02_ravenshaft_2 	Wood creaking, wind blowing and frequent drips of water. 	 	0 	Quiet wood creaking, strange cave noises and rock rumbles.
eli_02_scrapyard_1 	Enclosed outside area ambience with no life. 	 	 	
eli_02_scrapyard_2 	Same as above but with a little more wind. 	 	 	
soundscapes_klab.txt, soundscapes_elab.txt
== Ravenholm ==
Name 	Description 	DSP	Position Number	Position Description
d1_town.ScaredPeopleInside 	Utility soundscape. Scared crying and breating, plays every 60-300 seconds. 	 	 	
d1_town.ScaredPeopleOutside	Utility soundscape. Woman screaming, muffled and scared cries, plays every 60-300 seconds. 	 	 	
d1_town.Start 	Night. A lot of alley wind with directional wind gusts and snippets, zombies howling in the distance and screaming / scared people. 	 	 	
d1_town.Street 	Wind, metallic scrapes and bangs, distant and close-range zombie sounds. Feels much 'closer' than the previous. 	 	 	
d1_town.CorpseRoom 	Room with corpses, really quiet atmosphere with up-close regular buzzing flies, sound of rats, and sometimes scared and screaming people outside. 	 	 	
d1_town.WoodBuilding 	Quiet enclosed atmosphere, wood creaking, rats and buzzing flies and breathing of scared people from inside the building. 	 	 	
d1_town.ConcreteBuilding 	Identical to Automatic. 	 	 	
d1_town.Rooftop 	Constant low rumble; gusts and whistles of wind with it being high up. Irregular mixture of medium to low volume metallic creaks and groans, high and low scraping sounds, and chain link fence scraping and impacts.	 	 	
d1_town.MineshaftDown 	Wind blowing, wood creaking, rock rumbling sounds and cave ambience. 	 	 	
d1_town.WaterCave 	Wind gusts, cave ambience and the dripping of water. 	 	 	
d1_town.HeadcrabCave 	A combination of the two above but with metal stress instead of creaking wood. 	 	 	
d1_town.CaveTunnel 	Corridor ambience with rock rumbling sounds. 	 	 	
soundscapes_town.txt
== Coastline and Highway 17 ==
Name 	Description 	DSP	Position Number	Position Description
coast.util_headcrab_canister 	Bizarre Combine tech noise. 	 	 	
coast.util_metalstress 	Metal stress and groans. 	 	 	
coast.util_shackmetal 	Quick squeeks from moving metal. 	 	 	
coast.util_crumblycliff 	Sound of crumbling landmasses. 	 	 	
coast.util_windgusts 	Wind gusts. 	 	 	
coast.util_fardrips 	Water dripping. 	 	 	
coast.util_birds 	Seagulls calling and buzzing flies. 	 	 	
coast.util_lakeshoreline 	Waves breaking gently. 	 	 	
coast.util_shoreline 	Similar to above but more massive waves. 	 	 	
coast.util_distant_shoreline 	Similar to above but from a greater distace. 	 	 	
coast.util_antlion_den 	Antlions hissing. 	 	 	
coast.general_windy_tunnel 	Steady whine of wind in a tunnel and muffled sounds of waves crashing. 	 	 	
coast.general_tunnel 	Similar to above but quieter as if being deeper inside a tunnel and with waterdrips mixed in. 	 	 	
coast.zombie_tunnel 	The loud sound of tunnel wind with dripping water, metal under stress, and zombie moan and calls. 	 	 	
coast.general_oldwoodbuilding 	Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside. 	 	 	
coast.general_oldwoodbuilding_with_windchimes	(Not used in the game) same as above but with windchimes. 	 	0 	Windchimes.
coast.combine_controlroom_ambience 	Steady whine of Combine tech. 	 	 	
coast.general_shoreline 	Both close and distant waves crashing, wind gusting and seagulls calling. 	 	 	
coast.positional_shoreline 	Similar to above, but closer by and a lot more waves. 	 	0 	Water waves crashing.
 	 	 	1 	Water waves crashing.
 	 	 	2 	Water waves crashing.
 	 	 	3 	Water waves crashing.
 	 	 	4 	Water waves crashing.
coast.shoreline_with_antlion_dens 	Similar to coast.general_shoreline but with antlion sounds. 	 	0 	Antlion den sounds.
 	 	 	1 	Antlion den sounds.
 	 	 	2 	Antlion den sounds.
 	 	 	3 	Antlion den sounds.
coast.bridge_ambient 	High open outside area with a lot of waves crashing, wind gusts, metal stress and birds. 	 	 	
coast.bridge_shack 	Similar to above but quieter and with more metal squeeks. 	 	 	
coast.cliffside 	Similar to coast.general_shoreline with more waves and rock rumbles. 	 	 	
coast.bridge_concrete_room 	Generic windy concrete room ambience. 	 	 	
coast.generic_ambient_01 	Distant wave sounds, wind snippets and birds. Ideal for coastal buildings which are not completely open to the elements.	 	 	
coast.distant_shoreline 	Similar to above and with close-range antlion sounds. 	 	0 	Antlion den sounds.
 	 	 	1 	Antlion den sounds.
 	 	 	2 	Antlion den sounds.
soundscapes_coast.txt
== Nova Prospekt ==
Name 	Description 	DSP	Position Number	Position Description
prison.util_distantcombat_verylight 	Quiet ambience, occasionally the sound of a soldier dying, zombies, antlions or gunfire. 	 	 	
prison.util_distantcombat_light 	Identical to above but louder and with double the activity level. 	 	 	
prison.util_distantcombat_heavy 	Clear sound of Combine Soldiers fighting Antlions - lots of gunfire and explosions. 	 	 	
prison.util_antlion_burrows 	Sound of Antlions hissing and growling, waiting to ambush the enemy. 	 	 	
prison.util_fardrips 	Far away drips. 	 	 	
prison.util_drips 	Same drips as above but closer. 	 	 	
prison.util_distant_trains 	Far away train horns. 	 	 	
prison.util_radio 	Random radio sounds. 	 	 	
prison.util_control_room 	Machine rubbles and sounds from a Combine terminal. 	 	0 	Combine computer terminal.
prison.citizen_camp 	Calm with outdoor waves and wind snippets. 	 	 	
prison.redlight_bunker 	Generic tunnel wind ambience. 	 	 	
prison.outdoor_courtyard 	Distant shorelines with wind snippets. 	 	 	
prison.outdoor_courtyard_hvycombat 	Same as above but with the sound of heavy indoor combat. 	 	 	
prison.trainstation 	Near Alyx encounter. Room ambience with occasional train horns. 	 	 	
prison.teleport_area 	Teleport lab. Quiet Combine architectural ambience with Combine machine sounds in a big open room. 	 	0 	Combine control room ambience.
 	 	 	1 	Combine computer terminal.
prison.control_room 	Control room with Combine equipment. Rumbling with Combine beeping and radio sounds. 	 	0 	Various radio noises.
 	 	 	1 	Combine computer terminal.
prison.control_room_simple 	Control room with no Combine equipment. Fluorescent lighting hum with radio noises. 	 	0 	Various radio noises.
prison.combine_wall 	Area adjacent to huge Combine wall. Loud ambience with heavy terrain rumble and thunder. 	 	 	
prison.util_quiet_cellblock 	Generic ambient concrete room with dripping water and metal rattle. 	 	 	
prison.util_louder_cellblock 	A bit louder than above underground concrete room ambience. 	 	 	
prison.larger_cellblock_vlightcombat	Quiet atmospheric cellblock. Quiet large cellblock with distant very light combat. 	 	 	
prison.larger_cellblock_hvycombat 	Ambient cellblock, just after player enters prison for the first time. Louder large cellblock with distant heavy combat.	 	 	
prison.larger_cellblock_lightcombat 	Quiet large cellblock with distant light combat. 	 	 	
prison.general_hallway_lightcombat 	General hallway with fluorescent lighting hum and distant light combat. 	 	 	
prison.general_hallway_vlightcombat 	General hallway with fluorescent lighting hum and distant very light combat. 	 	 	
prison.general_dripping_tunnel 	Watery tunnel, entering base. Wind and drips. 	 	 	
prison.hall_with_burrows 	Antlion burrow area before turret combat. Hallway with fluorescent lighting hum and Antlion sounds. 	 	0 	Various Antlion sounds.
 	 	 	1 	Various Antlion sounds.
prison.electric_water_room 	Atmospheric concrete room with flowing and dripping water sounds. 	 	 	
prison.laundry 	Loud, whooshing metallic machinery sounds. 	 	0 	Ambient laundry machines hum.
prison.watery_hallway 	A lot of drips. 	 	 	
prison.showers 	Loud, fairly high-pitched water pipes and water dripping / flow. 	 	0 	Running water.
 	 	 	1 	Water dripping.
 	 	 	2 	Steam loop.
prison.zombie_infested 	Deep, wind-like sounds, distant drips, flies and rats. 	 	 	
soundscapes_prison.txt
== War-torn City 17 ==
Name 	Description 	DSP	Position Number	Position Description
streetwar.util_combine_atmosphere 	Constant random wind gusts and machine-like sounds. 	 	 	
streetwar.util_rubble 	Random falling rubble, wood creaks and metal stress. 	 	 	
streetwar.util_sirens 	Manhacks, cityscanners and APCs passing by. 	 	 	
streetwar.util_light_sirens 	Same as above but less frequent. 	 	 	
streetwar.util_zombie_infested 	Occasional buzzing flies, rats and zombies. 	 	 	
streetwar.util_light_combat_atmosphere 	Distant APC's, gunships, helicopters and striders with infrequent city riots, fights and screams plus occationally alarms and sirens.	 	 	
streetwar.util_heavy_combat_atmosphere 	Similar to above but more frequent. 	 	 	
streetwar.util_muffled_light_combat 	Occasional rumble and distant explosions, heard from building interiors and underground. 	 	 	
streetwar.util_light_combat 	Distant gun fire, explosions, zombies, antlions and Combine soldiers. 	 	 	
streetwar.util_medium_combat 	Same as above but slightly more frequent. 	 	 	
streetwar.util_heavy_combat 	Same as above but even more frequent. 	 	 	
streetwar.util_drips 	Water dripping. 	 	 	
streetwar.util_fardrips 	Farther away water dripping. 	 	 	
streetwar.zombie_water_room 	Atmospheric windy corridor with dripping / running water, flies, rats and zombies. 	 	 	
streetwar.car_tunnel 	Large ambient underground tunnel with vehicles occasionally passing overhead and light combat. 	 	 	
streetwar.general_small_tunnel 	Small underground tunnel, away from combat, with the sound of wind going through and light combat. 	 	 	
streetwar.car_tunnel_opensky 	Large underground tunnel open to the sky. Similar to streetwar.car_tunnel with city sounds and medium combat. 	 	 	
streetwar.toxic_car_tunnel 	Large underground tunnel. Similar to streetwar.car_tunnel but with toxic slime gurgling, metal stress and light combat. 	 	 	
streetwar.infested_appartments 	Quiet wind, zombies, falling rubble, rats, buzzing flies and distant medium combat. 	 	 	
streetwar.general_indoor_light_combat 	Quiet indoor atmosphere with distant light combat. 	 	 	
streetwar.general_indoor_medium_combat 	Similar to above with more frequent distant medium combat. 	 	 	
streetwar.general_indoor_heavy_combat 	Similar to above with more frequent distant heavy combat. 	 	 	
streetwar.general_outdoor_light_combat 	Quiet outdoor city atmosphere with distant light combat. 	 	 	
streetwar.general_outdoor_medium_combat	Similar to above with more frequent and closer medium combat. 	 	 	
streetwar.general_outdoor_heavy_combat 	Similar to above with more frequent and closer heavy combat. 	 	 	
streetwar.destroyed_concrete_building 	Building rock rubbling, outdoor medium combat, ambient city sounds and frequent wind snippets. 	 	 	
streetwar.rooftop_heavy_combat 	Ambient city sounds, constant background city siren loop, frequent wind snippets and heavy combat. 	 	 	
streetwar.control_room 	Small control room. Distant medium indoor combat, Combine tech mechine sounds and Combine computer terminals. 	 	0 	Combine computer terminal.
 	 	 	1 	Combine computer terminal.
streetwar.bank_control_room 	Bank control room. Similar to above but with no beeping and instead just random machine sounds. 	 	0 	Combine computer terminal.
streetwar.bank_machine_room 	Puzzle machine room, anywhere with large Combine machines. A constant steam sound, beeping and a Combine computer terminal. 	 	 	
streetwar.bank_general 	General inside bank area. Silent wind and distant medium combat. 	 	 	
e3_c17_01_battle 	Fire nearby, background city siren and heavy combat. 	 	0 	Medium sized fire loop.
 	 	 	1 	Combine barricade gate noises.
 	 	 	2 	Ambient city siren loop.
c17_02_street_lower_1 	Very silent city siren, wind snippets, medium combat and thundering wall noises. 	 	0 	Combine wall thundering.
c17_02_street_upper_1 	Medium combat and very distant city siren. 	 	 	
c17_02_street_upper_2 	Same as above but with a louder alarm and thundering wall noises. 	 	0 	Combine wall thundering.
c17_02_inside_apartments_1 	Indoor ambient noise with rock rumbling, wood creaking and thundering wall noises. 	 	0 	Combine wall thundering and machine noises.
streetwar.underground_manhack_tunnel 	Machinery humming, water drips and loud steam. 	 	0 	Steam loop.
streetwar.vertical_warehouse_arena 	Machinery humming and occasional wind snippets. 	 	 	
soundscapes_streetwar.txt
== Combine Citadel ==
Name 	Description 	DSP	Position Number	Position Description
d3_citadel.silence_and_dialog 	Seems to mute all sounds (except dialogue, presumably). Could be useful for cutscenes when music is playing?	 	 	
d3_citadel.util_hits 	Strange, machine-like sounds. 	 	 	
d3_citadel.util_activity 	Distant strider and gunship sounds. 	 	 	
d3_citadel.util_pods 	Strange machine passing by. 	 	 	
d3_citadel.deep_dropoff_inside 	Loud Citadel ambience with strange machine sounds and enemy sounds. 	 	 	
d3_citadel.pod_vista 	Citadel ambience with loud moving pods, and occationally strange screams and voices. 	 	 	
d3_citadel.generic 	Calm Citadel ambience with distant activity, and occationally strange screams and voices. 	 	 	
d3_citadel.generic_moody 	Quiet but similar to above. 	 	 	
d3_citadel.generic_moody2 	Quieter Citadel ambience; no combat sounds. 	 	 	
d3_citadel.stasis_room 	Calm statis ambience with loud stasis field nearby. 	 	0 	Stasis field.
d3_citadel.combine_ball_room 	Citadel ambience with harmonical Combine balls passing by and other distant strange citadel noises. 	 	0 	Ball field.
d3_citadel.general_control_room 	Citadel ambience with a Combine computer terminal and light combat. 	 	0 	Combine computer terminal.
d3_citadel.alyx_teleport_control_room	Citadel ambience with a combine terminal and various teleport-discharge sounds; machinery audible. 	 	0 	Combine computer terminal.
d3_citadel.final_portal_chamber 	Loud, somewhat windy machinery sounds; occasional teleporter discharge sounds. 	 	0 	Combine computer terminal.
 	 	 	1 	Combine computer terminal.
 	 	 	2 	Loud noisy central portal beam.
d3_citadel.top_of_teleport_chamber 	High-pitched buzzing and heavy city combat sounds. 	 	 	
d3_citadel_01.pipe_entrance 	Quiet ambience with a city siren, wind snippets and distant medium combat. 	 	 	
d3_citadel_01.cliffside1 	Citadel ambience, rock rubbles, metal stress, wind snippets and distant medium combat and city sirens. 	 	 	
d3_citadel_01.citadel_entrance 	Same as above only silenter and with the citadel ambience mainly audiable. 	 	 	
d3_citadel.breen_field 	Quiet generic citadel audio in the background with field sounds. 	 	 	
d3_citadel.breen_hall 	Calm citadel ambient. 	 	 	
d3_citadel.breen_office 	Very similar to above but a bit quiter and uses other DSP type. 	 	 	
soundscapes_citadel.txt
Category:Level DesignCategory:Sound System
Category:Lists