List of Half-Life: Alyx Soundscapes

Here is a list of soundscapes for use in . An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference. Some sounds that are prominent when you use the playsoundscape command may not be so overbearing in a custom soundscape. 
Please note that HL:A features some soundscapes carried over from that may or may not have proper sounds associated with them. 
== Generic and Test ==
Name 	Description 	Position Number	Position Origin	Location Description
e3_Techdemo_02 	Physics room. 	 	 	
e3_Techdemo_05 	Dripping cave ambient. 	 	 	
cabin 	Medium-low sound of fire burning or rumbling; soft clicking; a slightly louder four-tick rhythm followed by a release or exhaust sound (ahuugha). 	0 	 	Faint banjo-like TV music.
 	 	1 	 	Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
cabin_outdoor 	Faint ambient white noise or rumble with occasional bird twittering. In the background, a faint but noticeable medium low sound that regularly builds up and then drops off before beginning again: wwwwwwwwwwwww - enuu.	 	 	
test_tvset 	Music coming from a TV set 	0 	 	Banjo-like TV music.
test_funny_noises 	Series of random HL2 suit sound effects 	0 	 	
smalltown_sounds 	Same as cabin_outdoor but with additional City 17 ambience 	0 	 	
streetwar.util_light_sirens	Series of quiet siren noises in the distance. Appears to be missing some additional ambience. 	0 	 	
 	Additional soundscapes under this section appear incomplete or are missing various key sounds. 	 	 	
== Main Menu ==
Name 	Description 	Position Number	Position Origin	Location Description
a0_startup_main	Wind ambience with minor metallic sounds in the background and an occasional boom.	 	 	
== Entanglement ==
Name 	Description 	Position Number	Position Origin	Location Description
distant_construction_int 	Random series of citadel sounds 	 	 	
distant_construction_ext 	Same as distant_construction_int 	 	 	
distant_hl_activity_int 	Random series of Citadel bass sounds that swell and fade. Occasional distant Strider steps. Frequent Overwatch announcements and minor Combine chatter from Civil Protection.	 	 	
distant_hl_activity_ext 	Same as distant_hl_activity_int 	 	 	
a1_futuretrain_passby_01 	 	 	 	
a1_brick_warehouse_int 	 	 	 	
a1_lab_train_car_int 	 	 	 	
a1_intro_boxcar_passbys 	 	 	 	
a1_intro_boxcar_start 	 	 	 	
a1_intro_boxcar_stopping 	 	 	 	
a1_intro_boxcar_arrive 	 	 	 	
a1_intro_boxcar_ext 	 	 	 	
a1_intro_sscape0 	 	 	 	
a1_intro_int1 	 	 	 	
a1_intro_int_hahn 	 	 	 	
a1_intro_ext1 	 	 	 	
a1_intro_vents_lights 	 	 	 	
a1_intro_rooftop_main 	 	 	 	
a1_intro_street_level_main 	 	 	 	
a1_intro_street_level_main_02	 	 	 	
a1_intro_02_main 	 	 	 	
a1_intro_02_point_source 	 	 	 	
a1_intro_02_bad_side_of_town 	 	 	 	
a1_intro_02_lab 	 	 	 	
a1_intro_m1 	 	 	 	
a1_intro_ext_rooftop 	 	 	 	
a1_lab_ext 	 	 	 	
a1_intro_citadel_reveal 	 	 	 	
a1_test 	 	 	 	
== The Quarantine Zone ==
Name 	Description 	Position Number	Position Origin	Location Description
quarantine_outside 	Lots of wind, used when outsidethe quarantine walls.	 	 	
a2_pistol_main 	 	 	 	
a2_pistol_main_traincar 	 	 	 	
a2_hideout_main 	 	 	 	
a2_hideout_puzzle_room 	 	 	 	
a2_hideout_puzzle_sanctum	 	 	 	
== Is Or Will Be? ==
Name 	Description	Position Number	Position Origin	Location Description
a2_headcrabs_tunnel_main	 	 	 	
a2_train_yard_main 	 	 	 	
a2_train_yard_post_crash	 	 	 	
== Superweapon ==
Name 	Description	Position Number	Position Origin	Location Description
a3_tenements_subterranean_01 	 	 	 	
a3_station_street_ext 	 	 	 	
a3_station_street_int_ext_transition	 	 	 	
a3_station_street_sub_basement 	 	 	 	
a3_station_street_greenhouse 	 	 	 	
== Northern Star==
Name 	Description	Position Number	Position Origin	Location Description
a3_tenements_interior_01 	 	 	 	
a3_tenements_basement 	 	 	 	
a3_tenements_subbasement 	 	 	 	
a3_underground_pit_subbasement 	 	 	 	
a3_underground_pit_int_ext_transition 	 	 	 	
a3_underground_pit_hotel_int 	 	 	 	
a3_tenements_interior_rooftop_base_01 	 	 	 	
a3_tenements_interior_rooftop_scary_multilevel_room	 	 	 	
a3_tenements_interior_rooftop_scary_hallway 	 	 	 	
a3_tenements_interior_rooftop_open_area_01 	 	 	 	
a3_tenements_interior_rooftop_scary_puzzle_room 	 	 	 	
a3_hotel_rooftop_attic 	 	 	 	
a3_hotel_street_main 	 	 	 	
== Arms Race ==
Name 	Description	Position Number	Position Origin	Location Description
a3_c17_processing_plant_start 	 	 	 	
a3_c17_processing_plant_construction 	 	 	 	
a3_c17_processing_plant_post_construction	 	 	 	
== Jeff ==
Name 	Description	Position Number	Position Origin	Location Description
a3_distillery_main 	 	 	 	
a3_distillery_tunnels	 	 	 	
== Captivity ==
Name 	Description	Position Number	Position Origin	Location Description
a4_c17_antlions_main_01	 	 	 	
== Breaking And Entering ==
Name 	Description	Position Number	Position Origin	Location Description
a4_tanker_yard_main 	 	 	 	
a4_water_tower_main 	 	 	 	
a4_water_tower_exterior_tower 	 	 	 	
a4_water_tower_end_building 	 	 	 	
a5_strider_building_02_subterranean_01	 	 	 	
== Point Extraction ==
Name 	Description	Position Number	Position Origin	Location Description
a5_vault_start 	 	 	 	
a5_vault_end_hallway	 	 	 	
a5_ending_start 	 	 	 	
a5_ending_garage 	 	 	 	
a5_ending_space 	 	 	 	
== Uncategorized ==
Name 	Description 	Position Number	Position Origin	Location Description
a1m1_follow_scanner_intro 	 	 	 	
a1m1_intro_intro 	 	 	 	
a2_drainage_main 	 	 	 	
a2_headcrabs_tunnel_vents_and_lights 	 	 	 	
a2_hideout_main 	 	 	 	
a2_hideout_main_base 	 	 	 	
a2_hideout_point_source 	 	 	 	
a2_hideout_puzzle_room 	 	 	 	
a2_hideout_puzzle_sanctum 	 	 	 	
a2_pistol_basement 	 	 	 	
a2_pistol_chainlink 	 	 	 	
a2_pistol_main 	 	 	 	
a2_pistol_main_base 	 	 	 	
a2_pistol_main_traincar 	 	 	 	
a2_pistol_skylight 	 	 	 	
a2_pistol_skylight_debris 	 	 	 	
a2_pistol_skylight_intro 	 	 	 	
a2_pistol_skylight_outro 	 	 	 	
a2_pistol_steam_pipes 	 	 	 	
a2_pistol_traincar 	 	 	 	
a2_pistol_traincar_transition 	 	 	 	
a2_pistol_traincar_transition_02 	 	 	 	
a2_pistol_vents_and_lights 	 	 	 	
a2_puzzle_room_base 	 	 	 	
a2_quarantine_vents_and_lights 	 	 	 	
a2_train_yard_main 	 	 	 	
a2_train_yard_post_crash 	 	 	 	
a2_trainyard_exterior 	 	 	 	
a2_trainyard_exterior_deep 	 	 	 	
a2_trainyard_exterior_deep_transition 	 	 	 	
a2_trainyard_underground_main 	 	 	 	
a2_trainyard_underground_transition 	 	 	 	
a3_c17_processing_plant_base 	 	 	 	
a3_c17_processing_plant_construction 	 	 	 	
a3_c17_processing_plant_exterior 	 	 	 	
a3_c17_processing_plant_post_construction 	 	 	 	
a3_c17_processing_plant_start 	 	 	 	
a3_distillery_exterior 	 	 	 	
a3_distillery_main 	 	 	 	
a3_distillery_tunnels 	 	 	 	
a3_hotel_rooftop_attice 	 	 	 	
a3_hotel_street_exterior 	 	 	 	
a3_hotel_street_main 	 	 	 	
a3_station_street_ext 	 	 	 	
a3_station_street_ext_base 	 	 	 	
a3_station_street_greenhouse 	 	 	 	
a3_station_street_int_ext_transition 	 	 	 	
a3_station_street_lights 	 	 	 	
a3_station_street_sub_basement 	 	 	 	
a3_station_street_vents 	 	 	 	
a3_tenements_banging 	 	 	 	
a3_tenements_basement 	 	 	 	
a3_tenements_basement_hall 	 	 	 	
a3_tenements_basement_lights_vents 	 	 	 	
a3_tenements_basement_xen 	 	 	 	
a3_tenements_bathroom 	 	 	 	
a3_tenements_c17_skylight_base 	 	 	 	
a3_tenements_exterior_combine_bridge 	 	 	 	
a3_tenements_falling_debris 	 	 	 	
a3_tenements_interior_01 	 	 	 	
a3_tenements_interior_02 	 	 	 	
a3_tenements_interior_03 	 	 	 	
a3_tenements_interior_04 	 	 	 	
a3_tenements_interior_base 	 	 	 	
a3_tenements_interior_base_quiet 	 	 	 	
a3_tenements_interior_rooftop_base_01 	 	 	 	
a3_tenements_interior_rooftop_open_area_01 	 	 	 	
a3_tenements_interior_rooftop_scary_01 	 	 	 	
a3_tenements_interior_rooftop_scary_hallway 	 	 	 	
a3_tenements_interior_rooftop_scary_multilevel_room	 	 	 	
a3_tenements_interior_rooftop_scary_puzzle_room 	 	 	 	
a3_tenements_interior_small_room_transition 	 	 	 	
a3_tenements_interior_test 	 	 	 	
a3_tenements_lobby_lights_steam 	 	 	 	
a3_tenements_mixed_01 	 	 	 	
a3_tenements_small_room 	 	 	 	
a3_tenements_small_room_xen 	 	 	 	
a3_tenements_subbasement 	 	 	 	
a3_tenements_subterranean_01 	 	 	 	
a3_tenements_subterranean_tall_room 	 	 	 	
a3_tenements_warehouse 	 	 	 	
a3_tenements_warehouse_hall_base 	 	 	 	
a3_tenements_warehouse_int 	 	 	 	
a3_tenements_warehouse_int_base 	 	 	 	
a3_underground_pit_basement 	Low humming with water dripping and bugs flying around. 	 	 	
a3_underground_pit_ext 	 	 	 	
a3_underground_pit_ext_base 	 	 	 	
a3_underground_pit_hotel_int 	 	 	 	
a3_underground_pit_int_ext_transition 	 	 	 	
a3_underground_pit_subbasement 	The same as a3_underground_pit_basement but with some distant metallic sounds? (Less bugs maybe)	 	 	
a3_underground_pit_subbasement_base 	 	 	 	
a4_c17_antlions_ext_city 	 	 	 	
a4_c17_antlions_int_ext_transition 	 	 	 	
a4_c17_antlions_main_01 	 	 	 	
a4_c17_antlions_main_02 	 	 	 	
a4_c17_antlions_spillway_ext 	 	 	 	
a4_c17_antlions_ext_base 	 	 	 	
a4_tanker_yard_main 	 	 	 	
a4_water_tower_end_building 	 	 	 	
a4_water_tower_exterior_tower 	 	 	 	
a4_water_tower_main 	 	 	 	
a4_water_tower_post_collapse 	 	 	 	
a5_ending_garage 	 	 	 	
a5_ending_space 	 	 	 	
a5_ending_start 	 	 	 	
a5_strider_building_02_debris_and_destruction 	 	 	 	
a5_strider_building_02_subterranean_01 	 	 	 	
a5_strider_building_03_subterranean_01 	 	 	 	
a5_strider_building_interior_01 	 	 	 	
a5_strider_building_interior_02 	 	 	 	
a5_strider_building_interior_03 	 	 	 	
a5_strider_building_interior_04 	 	 	 	
a5_strider_building_interior_05 	 	 	 	
a5_strider_building_interior_base 	 	 	 	
a5_strider_building_subterranean_01 	 	 	 	
a5_strider_building_subterranean_02 	 	 	 	
a5_strider_building_subterranean_traincar 	 	 	 	
a5_strider_building_traincar_base 	 	 	 	
a5_strider_debris_and_destruction 	 	 	 	
a5_strider_falling_debris 	 	 	 	
a5_strider_interior_exterior_01 	 	 	 	
a5_vault_end_hallway 	 	 	 	
a5_vault_start 	 	 	 	
antlion_caves_main 	 	 	 	
automatic 	 	 	 	
automatic_dialog 	 	 	 	
cavern_creepy_sizzle_lp 	 	 	 	
creepy_amb_lp_01 	 	 	 	
creepy_hallway_01 	 	 	 	
creepy_trainyard_interior_01 	 	 	 	
e3_end 	 	 	 	
e3_Techdemo_03 	 	 	 	
e3_Techdemo_06 	 	 	 	
e3_techdemo_gmanspeaking 	 	 	 	
excavation_caverns_01 	 	 	 	
generator_puzzle_01 	 	 	 	
GenericIndoor 	 	 	 	
GenericOutdoor 	 	 	 	
Nothing 	 	 	 	
peeling_paint_main 	 	 	 	
quarantine_basement 	 	 	 	
quarantine_basement_transition 	 	 	 	
quarantine_chimes_int 	 	 	 	
quarantine_entrance_ext_wood_building 	 	 	 	
quarantine_outside 	 	 	 	
quarantine_outside_base 	 	 	 	
quarantine_transition_basement 	 	 	 	
smalltown.util_train_horn 	 	 	 	
streetwar.general_indoor_heavy_combat 	 	 	 	
streetwar.general_indoor_light_combat 	 	 	 	
streetwar.general_indoor_medium_combat 	 	 	 	
streetwar.general_outdoor_heavy_combat 	 	 	 	
streetwar.general_outdoor_light_combat 	 	 	 	
streetwar.general_outdoor_medium_combat 	 	 	 	
streetwar.rooftop_heavy_combat 	 	 	 	
streetwar.util_combine_atmosphere 	 	 	 	
streetwar.util_drips 	 	 	 	
streetwar.util_fardrips 	 	 	 	
streetwar.util_heavy_combat 	 	 	 	
streetwar.util_heavy_combat_atmosphere 	 	 	 	
streetwar.util_light_combat 	 	 	 	
streetwar.util_light_combat_atmosphere 	 	 	 	
streetwar.util_medium_combat 	 	 	 	
streetwar.util_muffled_light_combat 	 	 	 	
streetwar.util_rubble 	 	 	 	
streetwar.util_sirens 	 	 	 	
streetwar.util_zombie_infested 	 	 	 	
tenement_block_01 	 	 	 	
train_yard_combat 	 	 	 	
train_yard_ext_addins 	 	 	 	
train_yard_ext_base 	 	 	 	
train_yard_subterranean_base 	 	 	 	
train_yard_traincar_int 	 	 	 	
vort_puzzle_chimes_first_room 	 	 	 	
vort_puzzle_chimes_main_room 	 	 	 	
vort_puzzle_first_room 	 	 	 	
vort_puzzle_main_room 	 	 	 	
vort_puzzle_main_room_big 	 	 	 	
vort_puzzle_random_first_room 	 	 	 	
vort_puzzle_random_main,room 	 	 	 	
vort_puzzle_sanctum 	 	 	 	
vort_puzzle_water 	 	 	 	
vort_puzzle_wet 	 	 	 	
warehouse_alarm 	 	 	 	
xen_foliage_01