List of CS:GO 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.
Preview videos of these soundscapes can be found here (1), here (2), here (3), and here (4).
== Generic and Test ==
Name 	Description 	Position Number	Position Origin	Location Description
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 	No DSP, no ambients. 	 	 	
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.
 	 	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.
== Assault ==
Name 	Description 	Position Number	Position Origin	Location Description
assault.outside 	Continual city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.inside 	Continual industrial hum, occasional noise of gas in machinery. 	 	 	
assault.vents_distant	Continual low pitch rumble. 	 	 	
assault.flies 	The buzzing of flies. 	 	 	
assault.steamvent 	Continual low pitch rush of steam with drips. 	 	 	
assault.industrial1 	Continual sound of machinery operating interspersed with louder machine noises. 	 	 	
assault.industrial2 	Continual sound of machinery operating interspersed with gas venting noises. 	 	 	
assault.industrial3 	Continual industrial rumble interspersed with rattles & squeaks. 	 	 	
assault.industrial4 	Continual throb of machinery. 	 	 	
assault.powerline 	Continual electrical hum 	 	 	
assault.fan 	Continual fan running. 	 	 	
assault.humminglight 	Continual electrical hum. 	 	 	
assault.acunit 	Continual rumble of machinery. 	 	 	
assault.acunit_alt 	Sound of machinery starting up, running then shutting down. 	 	 	
assault.uppertracks 	Continual city white noise, occasional sounds of trains, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.rourkestreet 	Continual city white noise and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.stephenst 	Continual city white noise, industrial machinery and electrical hum, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.ctalley 	Continual industrial white noise, occasional sounds of sirens, buzzing flies, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.talley 	Continual industrial white noise, occasional sounds of sirens, vehicle reversing warning beeps passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.building 	Continual electrical hum & city white noise, occasional sounds of shifting earth / shale, howling wind, sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks.	 	 	
assault.parking 	Continual electrical hum & city white noise, occasional sounds of sirens, passing vehicles, vehicle horns, barking, vehicle reversing warning beeps, planes overhead and metallic squeaks. 	 	 	
assault.ware 	Continual electrical hum & low pitch white noise, occasional machinery noises. 	 	 	
assault.hroom 	Continual electrical hum & higher pitch white noise. 	 	 	
assault.vents 	Continual industrial rumble, occasional creaking and machinery noise. 	 	 	
assault.roof 	Continual industrial rumble, occasional wind howls, squeaks, horns, sirens, planes overhead, industrial sounds, creaks and vehicles. 	 	 	
== Aztec ==
Name 	Description 	Position Number	Position Origin	Location Description
aztec.outdoors_e3 	Continual noise of heavy rain and Crickets, Loud thunderclaps, calling birds and other jungle animal noises. 	 	 	
aztec.outdoors 	Very similar to aztec.outdoors_e3 but slightly quieter and with the faint drone of an engine or generator. 	 	 	
aztec.indoors 	Continual noise of Rain and Crickets, low howl of wind, occasional rumbles of thunder, falling drops and a steady electrical hum.	 	 	
aztec.indoors_river 	The similar to aztec.indoors but with churning water and without the electrical hum. 	 	 	
aztec.outdoors_river 	Similar to aztec.outdoors with additional churning water, creaking timbers and a steady electrical hum. 	 	 	
coopcementplant.rain1	Light rain and occasional thunder. 	 	 	
coopcementplant.rain2	Slightly louder light rain. 	 	 	
coopcementplant.rain3	Moderate rain. 	 	 	
coopcementplant.rain4	Heavy rain. 	 	 	
== Baggage ==
Name 	Description 	Position Number	Position Origin	Location Description
baggage.indoors_main 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
baggage.indoors_lower_level_01 	Quiet droning tone, occasional metal stressing. 	 	 	
baggage.indoors_lower_level_02 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
baggage.counterterror_spawn 	Quiet droning tone, occasional metal stressing. 	 	 	
baggage.terror_spawn 	Quiet droning tone, occasional windgusts. 	 	 	
baggage.hallway_terror_spawn 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
baggage.hallway_counterterror_spawn	Almost identical to the above, except for slight volume differences. 	 	 	
baggage.hallway_01 	Quiet droning tone, occasional metal stressing. 	 	 	
baggage.hallway_02 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
baggage.hallway_03 	Quiet droning tone, occasional metal stressing. 	 	 	
baggage.hallway_04 	Identical to "baggage.hallway_02". 	 	 	
baggage.hallway_05 	Identical to "baggage.hallway_03", except for a different DSP value (5 -> 6).	 	 	
baggage.hallway_06 	Identical to "baggage.hallway_04", except for a different DSP value (5 -> 6).	 	 	
baggage.hallway_07 	Quiet droning tone, occasional metal stressing. 	 	 	
baggage.hallway_08 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
baggage.hallway_09 	Quiet droning tone, occasional metal stressing. 	 	 	
baggage.hallway_10 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
== Bank ==
Name 	Description	Position Number	Position Origin	Location Description
bank.outdoors_01	 	 	 	
bank.outdoors_02	 	 	 	
bank.outdoors_03	 	 	 	
bank.outdoors_04	 	 	 	
bank.outdoors_05	 	 	 	
bank.outdoors_06	 	 	 	
bank.outdoors_07	 	 	 	
bank.outdoors_08	 	 	 	
bank.outdoors_09	 	 	 	
bank.outdoors_10	 	 	 	
bank.outdoors_11	 	 	 	
bank.outdoors_12	 	 	 	
bank.outdoors_13	 	 	 	
bank.outdoors_14	 	 	 	
bank.indoors_01 	 	 	 	
bank.indoors_02 	 	 	 	
bank.indoors_03 	 	 	 	
bank.indoors_04 	 	 	 	
bank.indoors_05 	 	 	 	
bank.indoors_06 	 	 	 	
bank.indoors_07 	 	 	 	
bank.indoors_08 	 	 	 	
bank.indoors_09 	 	 	 	
bank.indoors_10 	 	 	 	
bank.indoors_11 	 	 	 	
bank.indoors_12 	 	 	 	
== Boathouse ==
Name 	Description	Position Number	Position Origin	Location Description
boathouse.dock 	 	 	 	
boathouse.ext 	 	 	 	
boathouse.int 	 	 	 	
boathouse.boat.int	 	 	 	
== Canals ==
Name 	Description 	Position Number	Position Origin	Location Description
canals.Outside 	Generic outdoors ambience. Uses various sounds such as a bell or light traffic sounds that utilize a world origin point.	 	 	
canals.CTStart 	 	 	 	
canals.CT_Lower 	 	 	 	
canals.Water_CT 	 	 	 	
canals.ABomb 	 	 	 	
canals.ABomb_Back 	 	 	 	
canals.Shop 	 	 	 	
canals.Arch 	 	 	 	
canals.Garden 	 	 	 	
canals.TMain 	 	 	 	
canals.TStart_Interior	 	 	 	
canals.TStart_Exterior	 	 	 	
canals.TSide_Upper 	 	 	 	
canals.Ivy 	 	 	 	
canals.Stairwell 	 	 	 	
canals.BBomb 	 	 	 	
canals.Lobby 	 	 	 	
canals.Water 	 	 	 	
canals.WaterPoints 	 	 	 	
canals.Balcony 	 	 	 	
canals.Window 	 	 	 	
canals.Courtyard 	 	 	 	
canals.Windows 	 	 	 	
canals.Tunnel_Stairs 	 	 	 	
canals.Tunnels 	 	 	 	
canals.Short 	 	 	 	
== Cbble ==
Name 	Description 	Position Number	Position Origin	Location Description
cbble.indoors 	A low rumble of wind / white noise with the occasional sound of shifting earth / shale. 	 	 	
cbble.under 	A slightly louder rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead. 	 	 	
cbble.outdoors1	A loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks, distant planes overhead and a mooing cow. 	 	 	
cbble.outdoors2	Very similar to cbble.outdoors1 with a loud rumble of wind / white noise with occasional sounds of shifting earth / shale, birdsong, knocks, creaks and distant planes overhead.	 	 	
== Cementplant ==
Name 	Description 	Position Number	Position Origin	Location Description
coopcementplant.missionselect_blank 	Empty soundscape. 	 	 	
coopcementplant.outside 	Truck, factory and insect-like sounds utilizing world origin points. 	 	 	
coopcementplant.drainage_pipe 	Tunnel-like windy ambience, occasional flies buzzing, moderate rain coming from a world origin point. 	 	 	
coopcementplant.drainage_bigroom 	Tunnel-like windy ambience, light rain, occasional flies buzzing, moderate rain sounds utilizing world origin points. 	 	 	
coopcementplant.drainage_stairs 	Quiet droning tone, faint water dripping, moderate rain sounds utilizing world origin points. 	 	 	
coopcementplant.forest_tower 	Quiet droning tone, trees swaying, insect-like sounds. 	 	 	
coopcementplant.forest_dawn 	Loud noises of trees swaying, continuous and occasional birdsong. 	 	 	
coopcementplant.forest_night 	Moderate noises of trees swaying, insect-like sounds. 	 	 	
coopcementplant.entrance 	Moderate noises of trees swaying, wind blowing. 	 	 	
coopcementplant.factory_outside_1 	Moderate noises of trees swaying, wind blowing, occasional windgusts and truck noises. 	 	 	
coopcementplant.factory_outside_1b 	Identical to "coopcementplant.factory_outside_1". 	 	 	
coopcementplant.factory_outside_3 	Identical to "coopcementplant.factory_outside_1". 	 	 	
coopcementplant.dock_outside 	Wind blowing, faint continuous and occasional birdsong, sound of waves coming from a world origin point. 	 	 	
coopcementplant.dock_under 	Water lapping, faint continuous birdsong, nigh-inaudible occasional rodent noises. 	 	 	
coopcementplant.truck_fillup 	Moderate droning tone. 	 	 	
coopcementplant.sniper_alley 	Quiet droning tone, occasional echoing metal creaks. 	 	 	
coopcementplant.sniperalley_rain_light 	Quiet droning tone and light rain, additional rain sounds utilizing world origin points. 	 	 	
coopcementplant.tents_exterior 	Quiet droning tone, faint outdoor ambience, electrical light humming sounds utilizing world origin points. 	 	 	
coopcementplant.tents_interior 	Quiet droning tone. Electrical light humming, pipe noises and factory sounds utilizing world origin points. 	 	 	
coopcementplant.hostage_storage 	Quiet droning tone. 	 	 	
coopcementplant.dock_apc_garage 	Quiet droning tone, occasional pipe noises and echoing metal creaks. 	 	 	
coopcementplant.vent 	Windy droning tone, occasional pipe noises and metal straining. 	 	 	
coopcementplant.clinker_room 	Quiet droning tone, moderate rain pouring on a metal roof, occasional echoing metal creaks, machinery noise coming from a world origin point.	 	 	
coopcementplant.pcroom_inside_rain_light 	Quiet droning tone, moderate rain pouring on a metal roof. 	 	 	
coopcementplant.factory_outside_rain_med 	Outside ambience with moderate rain and occasional thunder, machinery noise coming from a world origin point. 	 	 	
coopcementplant.factory_outside_rain_heavy 	Outside ambience with heavy rain and occasional thunder. 	 	 	
coopcementplant.factory_outside_rain_heaviest	Outside ambience with moderate rain, wind blowing and occasional windgusts. 	 	 	
coopcementplant.MissionSelect_TechRoom 	Quiet computer-like droning tone. 	 	 	
coopcementplant.MissionSelect_M1 	Identical to "coopcementplant.forest_night", except with an extra sound position. 	0 	 	Loud helicopter noise.
coopcementplant.MissionSelect_M3 	Identical to "coopcementplant.dock_outside", except with an extra sound position. 	0 	 	APC engine humming.
== Chateau ==
Name 	Description 	Position Number	Position Origin	Location Description
chateau.indoor 	Continual white noise with occasional creaks. 	 	 	
chateau.outdoor 	Continual white noise with occasional sounds of shifting earth / shale, birdsong and distant planes overhead. 	 	 	
chateau.water 	Continual white noise with churning water, occasional sounds of shifting earth / shale, birdsong and distant planes overhead.	0 	 	Metallic clangs at the front gate.
chateau.water_enc	A higher pitch white noise with churning water, occasional sounds of water drops and shifting earth / shale. 	 	 	
== Compound ==
Name 	Description 	Position Number	Position Origin	Location Description
compound.outdoora	No white noise, occasional howls of wind, planes overhead, passing vehicles, rattles and clangs. 	 	 	
compound.indoora 	Continual low white noise, steady electrical hum and buzzing flies. Occasional sounds of gas inside machinery.	 	 	
== Dust ==
Name 	Description 	Position Number	Position Origin	Location Description
dust.Indoors 	Continual echoing wind, Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. 	 	 	
dust.Outdoors1	Continual rush of wind and stringed instruments playing. Occasional sounds of shifting earth / shale, creaks, distant helicopter rotor chop and a radio tuning in followed by some speech then tuning back out again.	 	 	
dust.Outdoors2	Continual rush of wind and Drums playing. Occasional sounds of shifting earth / shale, creaks and distant helicopter rotor chop. 	 	 	
== Dust 2 ==
Name 	Description 	Position Number	Position Origin	Location Description
dust2.indoors 	Continual low rumble of wind, occasional sounds of shifting earth / shale and helicopter rotor chop.	 	 	
dust2.outdoors	Continual rush of wind, occasional sounds of shifting earth / shale and helicopter rotor chop. 	 	 	
== Dust 2 (new) ==
Name 	Description	Position Number	Position Origin	Location Description
dust2_new.indoors 	 	 	 	
dust2_new.outdoors 	 	 	 	
dust2_new.BBomb 	 	 	 	
dust2_new.BDoors 	 	 	 	
dust2_new.MidDoors 	 	 	 	
dust2_new.ctstart 	 	 	 	
dust2_new.ABomb 	 	 	 	
dust2_new.LongA 	 	 	 	
dust2_new.UnderA 	 	 	 	
dust2_new.ShortStairs 	 	 	 	
dust2_new.MidDoors 	 	 	 	
dust2_new.Middle 	 	 	 	
dust2_new.lowertunnel 	 	 	 	
dust2_new.UpperTunnel 	 	 	 	
dust2_new.OutsideTunnel	 	 	 	
dust2_new.TopMid 	 	 	 	
dust2_new.LongTunnel 	 	 	 	
dust2_new.LongDoors 	 	 	 	
dust2_new.OutsideLong 	 	 	 	
dust2_new.topmidtunnel 	 	 	 	
dust2_new.TStart 	 	 	 	
== Havana ==
Name 	Description 	Position Number	Position Origin	Location Description
havana.indoors 	Continual low white noise, occasional sounds of creaking and barking dogs. 	 	 	
havana.outdoors	Similar to havana.indoors with additional occasional knocks, bangs and radio transmissions.	 	 	
wood_scape 	 	 	 	
== House ==
Name 	Description 	Position Number	Position Origin	Location Description
de.house.ctspwan	Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point.	 	 	
de.house.tspawn 	Almost identical to "de.house.ext", with a truck engine noise coming from a world origin point.	 	 	
de.house.ext 	Trees swaying, continuous and occasional birdsong, nigh-inaudible planes overhead. 	 	 	
de.house.int 	Quiet droning tone, faint birdsong. 	 	 	
== Inferno ==
Name 	Description 	Position Number	Position Origin	Location Description
inferno.Outside 	Continual city white noise. 	 	 	
inferno.Inside 	Continual low pitch white noise with occasional bird tweets and tree swaying. 	 	 	
inferno.LightbulbHum 	Electrical hum. 	 	 	
inferno.RefrigeratorHum 	A Refrigerator starting up, running & shutting down. 	 	 	
inferno.CeilingFan 	Electrical hum and squeaking. 	 	 	
inferno.AngryDog 	Noise of a chain, scratching and growling. 	 	 	
inferno.Cricket 	Chirping Cricket. 	 	 	
inferno.Birds 	Occasional bird calls. 	 	 	
inferno.Pigeons 	Cooing of Pigeons. 	 	 	
inferno.TSpawn 	Continual city white noise, flowing water and birdsong. 	 	 	
inferno.FarBackCorner 	Continual city white noise and occasional bird song. 	 	 	
inferno.BackAlley 	Continual city white noise and muffled music. 	 	 	
inferno.TSpawnHall 	Continual low white noise, electrical hum and Cricket chirp. 	 	 	
inferno.BellTowerArea 	Continual city white noise and occasional bird song. 	 	 	
inferno.LowerApartment 	Continual low rumble of white noise, electrical hum and occasional sound of a Refrigerator starting up, running & shutting down.	 	 	
inferno.UpperApartment 	Continual electrical hum, squeak and occasionally the sound of a Refrigerator starting up, running & shutting down. 	 	 	
inferno.BridgeApartment 	Continual low white noise, electrical hum and occasionally the sound of a Refrigerator starting up, running & shutting down. 	 	 	
inferno.BackHall 	Continual low white noise & electrical hum. 	 	 	
inferno.BalconyAlley 	Continual city white noise & birdsong. 	 	 	
inferno.ApartmentHalls 	Continual electrical hum, squeaking and occasionally the sound of a Refrigerator starting up, running & shutting down. 	 	 	
inferno.SniperBalcony 	Continual low white noise, occasional birdsong and the sound of a Refrigerator starting up, running & shutting down. 	 	 	
inferno.BackBalcony 	Continual city white noise and occasionally the sound of bird song and an angry dog. 	 	 	
inferno.MiddleAlley 	Continual electrical hum and some Pigeons. 	 	 	
inferno.CrawlAlley 	Continual low white noise and a Cricket chirping. 	 	 	
inferno.CrawlTunnel 	Low white noise. 	 	 	
inferno.BombsiteB 	Continual city white noise and birdsong. 	 	 	
inferno.CTApartment 	Continual electrical hum, the sound of moving gas and the sound of a Refrigerator starting up, running & shutting down. 	 	 	
inferno.BombsiteBTunnel 	Low white noise. 	 	 	
inferno.DogBarkingInside	The sound of a dog barking in an enclosed space. 	 	 	
inferno.CTTunnel 	Low white noise and inferno.DogBarkingInside. 	 	 	
inferno.CTSpawn 	Continual sound of an engine running*, birdsong and water drips*. 	 	 	
inferno.TheRuins 	Continual howl of wind, occasion wind gusts. 	 	 	
inferno.BombsiteA 	Continual city white noise, flowing water, occasional sounds of birdsong and a horse snorting and moving. 	 	 	
inferno.ColumnAlley 	Continual music playing and Pigeons cooing. 	 	 	
== Inferno (new) ==
Name 	Description 	Position Number	Position Origin	Location Description
inferno_new.Outside 	 	 	 	
inferno_new.Inside 	 	 	 	
inferno_new.CeilingFan 	Series of squeaking and an electrical hum. 	 	 	
inferno.RefrigeratorHum	A Refrigerator starting up, running & shutting down.	 	 	
inferno_new.AngryDog 	 	 	 	
inferno_new.Cricket 	Chirping Cricket. 	 	 	
inferno_new.Birds 	Occasional bird calls. 	 	 	
inferno_new.Pigeons 	Cooing of Pigeons. 	 	 	
inferno_new.TSpawn 	 	0 	 	Birds chirping.
 	 	1 	 	Birds chirping
 	 	2 	 	Water wheel sound.
 	 	4 	 	Cricket chirping.
 	 	5 	 	Flamenco music.
inferno_new.CrawlTunnel	 	 	 	
inferno_new.BombsiteA 	 	1 	 	Birds chirping.
 	 	2 	 	Birds chirping.
 	 	5 	 	Cricket chirping.
inferno_new.CTSpawn 	 	0 	 	Birds chirping.
 	 	1 	 	APC noises.
 	 	2 	 	Distant dripping sounds.
 	 	3 	 	Latin music.
 	 	4 	 	Birds chirping.
 	 	5 	 	Cricket chirping.
inferno_new.Church 	 	0 	 	Church ambience.
inferno_new.BombsiteB 	 	0 	 	Horse sounds.
 	 	1 	 	Birds chirping.
 	 	2 	 	Water stream ambience.
 	 	3 	 	Cricket chirping.
inferno_new.Banana 	 	 	 	
inferno_new.Mid 	 	0 	 	Birds chirping.
 	 	1 	 	Cricket chirping.
inferno_new.AltMid 	 	0 	 	Birds chirping.
 	 	1 	 	Birds chirping.
 	 	4 	 	Cricket chirping.
 	 	5 	 	Faded radio music.
inferno_new.TApp 	 	0 	 	Ceiling fan.
 	 	1 	 	Fridge.
inferno.ApartmentA 	 	0 	 	Ceiling fan.
 	 	1 	 	Gas noises.
 	 	2 	 	Angry dog barking.
== Island ==
Name 	Description 	Position Number	Position Origin	Location Description
island.generic 	Windy ambience with birdsong. Uses the following subscape(s): "substations". 	 	 	
island.forest 	A subscape. Cyclically plays the easter egg audio message at a world origin point. 	 	 	
island.elevation 	Windy ambience with birdsong, occasional windgusts and planes overhead. 	 	 	
substations 	A subscape. Several machine humming noises utilizing world origin points. 	 	 	
bridge 	A subscape. Metal clangs and wood creaks utilizing world origin points. 	 	 	
metal.stress 	A subscape. Metal creaks utilizing world origin points. 	 	 	
island.outside.forest.high	Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees". 	 	 	
island.outside.forest.low 	Windy ambience with tree creaks and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations". 	 	 	
island.outside.barren 	Strong windy ambience with faint birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "trees". 	 	 	
island.outside.buildings 	Windy ambience with birdsong and occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "substations", "wateredge".	 	 	
island.outside.coast 	Shoreline ambience with occasional sandy windgusts. Uses the following subscape(s): "bridge", "metal.stress", "trees", "substations", "wateredge".	 	 	
island.inside.bunker 	Quiet droning tone with occasional rumble-like noises. 	 	 	
island.inside.caves 	Quiet droning tone with faint tree creaks and wind. 	 	 	
island.inside.house 	Quiet droning tone with nigh-inaudible birdsong and occasional wood creaks. Uses the following subscape(s): "island.forest". 	 	 	
island.inside.shack 	Quiet droning tone with occasional wood creaks. 	 	 	
island.inside.hanger 	Quiet droning tone. 	 	 	
island.inside.crawlspace 	Quiet droning tone, occasional rat noises and wood creaks, faint hostage breathing sound. 	 	 	
trees 	A subscape. Occasional tree creaking/rustling and cicada noises utilizing world origin points. 	 	 	
wateredge 	A subscape. Occasional shoreline water lapping utilizing world origin points. 	 	 	
== Italy ==
Name 	Description 	Position Number	Position Origin	Location Description
italy.indoor 	Continual low white noise, occasional creaks. 	 	 	
italy.indoor_b	Continual low wind white noise, occasional creaks. 	 	 	
italy.indoor_t	Continual low echoing wind white noise, occasional creaks, sound of planes overhead and dogs barking. 	 	 	
italy.outdoors	Continual low wind white noise and a piano playing. Occasional creaks, knocks, sound of planes overhead and dogs barking.	 	 	
wood_scape 	 	 	 	
== Militia ==
Name 	Description	Position Number	Position Origin	Location Description
militia.Outside 	 	 	 	
militia.OutsideWinter 	 	 	 	
militia.OutsideOnRoof 	 	 	 	
militia.TunnelTone 	 	 	 	
militia.Inside 	 	 	 	
militia.LightbulbHum 	 	 	 	
militia.FluorescentLightHum 	 	 	 	
militia.FluorescentLightHum2	 	 	 	
militia.RefrigeratorHum 	 	 	 	
militia.CeilingFan 	 	 	 	
militia.Cricket 	 	 	 	
militia.Rodent 	 	 	 	
militia.Birds 	 	 	 	
militia.CTSpawn 	 	 	 	
militia.Bridge 	 	 	 	
militia.FrontRoad 	 	 	 	
militia.Creek 	 	 	 	
militia.Sewer 	 	 	 	
militia.Dugtunnel 	 	 	 	
militia.Cellarconnector 	 	 	 	
militia.TunnelBreach 	 	 	 	
militia.UnderTheShed 	 	 	 	
militia.Shed 	 	 	 	
militia.Backyard 	 	 	 	
militia.SideYard 	 	 	 	
militia.FrontYard 	 	 	 	
militia.FirstFloor 	 	 	 	
militia.Kitchen 	 	 	 	
militia.Garage 	 	 	 	
militia.GarageAttic 	 	 	 	
militia.SiloAddon 	 	 	 	
militia.TractorGarage 	 	 	 	
militia.Bedroom 	 	 	 	
militia.Bathroom 	 	 	 	
militia.Upstairs 	 	 	 	
militia.FrontRoom 	 	 	 	
militia.Roof 	 	 	 	
== Mill ==
Name 	Description 	Position Number	Position Origin	Location Description
mill.Outside 	Trees swaying, occasional sounds of seagulls and tropical birds. 	 	 	
mill.inside 	Droning tone, occasional echoing metal creaks/noises, steam and water dripping coming from world origin points.	 	 	
millport.LightHum2 	Identical to "port.LightHum2". 	 	 	
millport.MetalStress 	Identical to "port.MetalStress". 	 	 	
mill.TSpawn 	Identical to "port.TSpawn". 	 	 	
millport.TankFarmRoad 	Identical to "port.TankFarmRoad". 	 	 	
millport.TankFarm 	Identical to "port.TankFarm". 	 	 	
millport.Pier 	Identical to "port.Pier". 	 	 	
millport.AroundTheWarehouse	Identical to "port.AroundTheWarehouse". 	 	 	
millport.Warehouse 	Identical to "port.Warehouse". 	 	 	
millport.TunnelTone 	Identical to "port.TunnelTone". 	 	 	
millport.WarehouseTunnel 	Identical to "port.WarehouseTunnel". 	 	 	
millport.TunnelA3 	Identical to "port.TunnelA3". 	 	 	
millport.TunnelA2 	Identical to "port.TunnelA2". 	 	 	
millport.TunnelA1 	Identical to "port.TunnelA1". 	 	 	
millport.Docks 	Identical to "port.Docks". 	 	 	
millport.Ship 	Identical to "port.Ship". 	 	 	
== Mirage ==
Name 	Description	Position Number	Position Origin	Location Description
Mirage.Outside.Generic 	 	 	 	
Mirage.Outside.CTSpawn 	 	 	 	
Mirage.Outside.Alley 	 	 	 	
Mirage.Outside.Palace 	 	 	 	
Mirage.Outside.Palace_alley_01	 	 	 	
Mirage.Inside.Shop 	 	 	 	
Mirage.Inside.Tunnel 	 	 	 	
Mirage.Inside.Quiet 	 	 	 	
Mirage.Inside.Quiet_02 	 	 	 	
Mirage.Inside.Quiet_03 	 	 	 	
Mirage.Inside.Quiet_04 	 	 	 	
Mirage.Inside.Quiet_05 	 	 	 	
Mirage.Inside.Quiet_06 	 	 	 	
mirage_suite_01 	 	 	 	
Mirage.Inside.Apartment 	 	 	 	
== Monestary ==
Name 	Description	Position Number	Position Origin	Location Description
sndsc_ct_spawn_01	 	 	 	
sndsc_ct_spawn_02	 	 	 	
sndsc_ct_spawn_03	 	 	 	
sndsc_ct_spawn_04	 	 	 	
sndsc_ct_spawn_05	 	 	 	
sndsc_ct_spawn_06	 	 	 	
sndsc_t_spawn_01 	 	 	 	
sndsc_t_spawn_02 	 	 	 	
sndsc_t_spawn_03 	 	 	 	
sndsc_t_spawn_04 	 	 	 	
sndsc_t_spawn_05 	 	 	 	
sndsc_t_spawn_06 	 	 	 	
sndsc_indoor 	 	 	 	
sndsc_indoor_open	 	 	 	
sndsc_outdoor 	 	 	 	
== Nuke (legacy) ==
Name 	Description	Position Number	Position Origin	Location Description
nuke.outside 	 	 	 	
nuke.roof 	 	 	 	
nuke.inside 	 	 	 	
nuke.flies 	 	 	 	
nuke.tank 	 	 	 	
nuke.light 	 	 	 	
nuke.ac 	 	 	 	
nuke.acloop 	 	 	 	
nuke.cricket 	 	 	 	
nuke.transformer 	 	 	 	
nuke.transformerlrg	 	 	 	
nuke.birds 	 	 	 	
nuke.pigeons 	 	 	 	
nuke.drips 	 	 	 	
nuke.ctspawn 	 	 	 	
nuke.ctcourtyard 	 	 	 	
nuke.ctalley 	 	 	 	
nuke.middle 	 	 	 	
nuke.tentrance 	 	 	 	
nuke.talley 	 	 	 	
nuke.tspawn 	 	 	 	
nuke.warehouse 	 	 	 	
nuke.catwalk 	 	 	 	
nuke.troof 	 	 	 	
nuke.ctinside 	 	 	 	
nuke.ramproom 	 	 	 	
nuke.tinside 	 	 	 	
nuke.computerroom 	 	 	 	
nuke.abomb 	 	 	 	
nuke.vents 	 	 	 	
nuke.bbomb 	 	 	 	
nuke.tunnelentrance	 	 	 	
nuke.generatorroom 	 	 	 	
nuke.tunnel 	 	 	 	
== Nuke (new) ==
Name 	Description	Position Number	Position Origin	Location Description
nuke.outside 	 	 	 	
nuke.roof 	 	 	 	
nuke.inside 	 	 	 	
nuke.flies 	 	 	 	
nuke.light 	 	 	 	
nuke.substation1 	 	 	 	
nuke.substation2 	 	 	 	
nuke.ctspawn 	 	 	 	
nuke.ctcourtyard 	 	 	 	
nuke.ctalley 	 	 	 	
nuke.middle 	 	 	 	
nuke.tentrance 	 	 	 	
nuke.talley 	 	 	 	
nuke.tspawn 	 	 	 	
nuke.warehouse 	 	 	 	
nuke.catwalk 	 	 	 	
nuke.troof 	 	 	 	
nuke.ctinside 	 	 	 	
nuke.ramproom 	 	 	 	
nuke.tinside 	 	 	 	
nuke.computerroom 	 	 	 	
nuke.abomb 	 	 	 	
nuke.vents 	 	 	 	
nuke.bbomb 	 	 	 	
nuke.generatorroom	 	 	 	
nuke.tunnel 	 	 	 	
== Office ==
Name 	Description 	Position Number	Position Origin	Location Description
office.indoor_garage_01 	Moderate droning tone. Steam noise coming from a world origin point. 	 	 	
office.indoor_garage_02 	Moderate droning tone. Quieter steam noise coming from the same world origin point as above. 	 	 	
office.indoor_ct_spawn 	Moderate droning tone. Sounds of air vent humming and water dripping utilizing world origin points. 	 	 	
office.indoor_t_spawn 	Quiet droning tone. 	 	 	
office.indoor_proj 	Quiet droning tone. Office projector noise coming from a world origin point. 	 	 	
office.indoor_breakroom 	Quiet droning tone. 	 	 	
office.indoor_storeroom 	Quiet droning tone, more prominent electrical humming. 	 	 	
office.indoor_reception 	Quiet droning tone. 	 	 	
office.indoor_hallway_01 	Quiet droning tone. 	 	 	
office.indoor_hallway_02 	Quiet droning tone. Occasional moving elevator sounds coming from a world origin point. 	 	 	
office.indoor_hallway_03 	Quiet droning tone. 	 	 	
office.indoor_hallway_04 	Quiet droning tone. 	 	 	
office.indoor_tickets 	Quiet droning tone, faint outdoor ambience. 	 	 	
office.indoor_elevator_lobby	Quiet droning tone. 	 	 	
office.indoor_hallway_05 	Quiet droning tone. 	 	 	
office.indoor_hallway_06 	Quiet droning tone. 	 	 	
office.indoor_hallway_07 	Quiet droning tone. 	 	 	
office.indoor_hallway_08 	Quiet droning tone. 	 	 	
office.indoor_main_01 	Quiet droning tone. 	 	 	
office.indoor_main_02 	Identical to "office.indoor_main_01". 	 	 	
office.indoor_loading_dock 	Moderate droning tone. Steam noise coming from a world origin point. 	 	 	
office.outdoor_01 	Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point.	 	 	
office.outdoor_01b 	Outdoor ambience with multiple quiet droning tones and faint wind. 	 	 	
office.outdoor_01c 	Identical to "office.outdoor_01", except for a different DSP value (21 -> 20). 	 	 	
office.outdoor_02 	Outdoor ambience with faint wind, traffic and cars passing by. Flapping flag sounds coming from a world origin point.	 	 	
office.outdoor_02b 	Mostly identical to "office.outdoor_02", except without flag-related sounds. 	 	 	
office.indoor_loading_hall 	Quiet droning tone, faint wind. 	 	 	
office.indoor_stairway 	Quiet droning tone. Steam noise and water dripping utilizing world origin points. 	 	 	
office.indoor_security 	Quiet droning tone. 	 	 	
office.indoor_security_02 	Slightly different quiet droning tone. 	 	 	
office.indoor_side_stairs_01	Moderate droning tone, faint outdoor ambience. 	 	 	
office.indoor_side_stairs_02	Moderate droning tone, fluorescent humming noise coming from a world origin point. 	 	 	
office.indoor_side_entrance 	Moderate droning tone, faint outdoor ambience. 	 	 	
office.indoor_sneaky 	Moderate droning tone, faint outdoor ambience. Pipe and gas noises utilizing world origin points. 	 	 	
office.outdoor_sneaky 	Identical to "office.outdoor_01", except for a different DSP value (21 -> 19). 	 	 	
office.outdoor_sneaky_ladder	Identical to "office.outdoor_02b". 	 	 	
== Overpass ==
Name 	Description 	Position Number	Position Origin	Location Description
overpass.Inside 	Quiet droning tone. Occasional sounds of metal stressing, pipe noises. 	 	 	
overpass.Inside.TSide 	Smilar to "overpass.Inside". 	 	 	
overpass.Birds 	A subscape. Occasional birdsong. 	 	 	
overpass.Traffic 	A subscape. Occasional traffic noises. 	 	 	
overpass.Airplanes 	A subscape. Occasional planes flying by. 	 	 	
overpass.CTSpawn 	Quiet droning tone. 	 	 	
overpass.TSpawn 	Quiet droning tone. 	 	 	
overpass.Canal.Water 	Quiet droning tone, occasional rat noises and flies buzzing. Sounds of running water utilizing world origin points.	 	 	
overpass.Canal.Water.Tunnel	Tunnel-like wind blowing, occasional flies buzzing. Sound of running water coming from a world origin point. 	 	 	
overpass.Canal 	Quiet droning tone, occasional flies buzzing. 	 	 	
overpass.Park 	Trees swaying, occasional birdsong and flies buzzing. 	 	 	
overpass.Park.Fountain 	Mostly identical to "overpass.Park". 	 	 	
overpass.Park.Toilet 	Quieter sound of trees swaying. 	 	 	
== Piranesi ==
Name 	Description	Position Number	Position Origin	Location Description
piranesi.indoor 	 	 	 	
piranesi.outdoor	 	 	 	
== Port ==
Name 	Description	Position Number	Position Origin	Location Description
port.Outside 	 	 	 	
port.LightHum 	 	 	 	
port.LightHum2 	 	 	 	
port.MetalStress 	 	 	 	
port.TSpawn 	 	 	 	
port.TankFarmRoad 	 	 	 	
port.TankFarm 	 	 	 	
port.Pier 	 	 	 	
port.AroundTheWarehouse	 	 	 	
port.Warehouse 	 	 	 	
port.TunnelTone 	 	 	 	
port.WarehouseTunnel 	 	 	 	
port.TunnelA3 	 	 	 	
port.TunnelA2 	 	 	 	
port.TunnelA1 	 	 	 	
port.Docks 	 	 	 	
port.Ship 	 	 	 	
== Prodigy ==
Name 	Description	Position Number	Position Origin	Location Description
prodigy.computers	 	 	 	
prodigy.vents 	 	 	 	
prodigy.tunnels 	 	 	 	
prodigy.outside 	 	 	 	
prodigy.hangar 	 	 	 	
== Rialto ==
Name 	Description	Position Number	Position Origin	Location Description
rialto.Outside	 	 	 	
rialto.Inside 	 	 	 	
rialto.Tunnel 	 	 	 	
== Shacks ==
Name 	Description	Position Number	Position Origin	Location Description
shacks.ext 	 	 	 	
shacks.ext_flag 	 	 	 	
shacks.ext_t_spawn	 	 	 	
shacks.ext_water 	 	 	 	
shacks.ext_steam 	 	 	 	
shack.int 	 	 	 	
== Shoots ==
Name 	Description	Position Number	Position Origin	Location Description
shoots.outdoors	 	 	 	
shoots.indoors 	 	 	 	
== Train ==
Name 	Description	Position Number	Position Origin	Location Description
train.Outside 	 	 	 	
train.Dumpster 	 	 	 	
train.Traffic 	 	 	 	
train.Tank1 	 	 	 	
train.Tank2 	 	 	 	
train.BombTarget 	 	 	 	
train.Birds 	 	 	 	
train.TSpawn 	 	 	 	
train.TWalkway 	 	 	 	
train.twalkway_02 	 	 	 	
train.BackAlley 	 	 	 	
train.BackCorner 	 	 	 	
train.SideAlley 	 	 	 	
train.CourtyardA 	 	 	 	
train.courtyarda_02 	 	 	 	
train.BombsiteA 	 	 	 	
train.CTSpawn 	 	 	 	
train.BombsiteBCatwalk 	 	 	 	
train.catwalk 	 	 	 	
train.BombsiteB 	 	 	 	
train.BackHall 	 	 	 	
train.BrickRoom 	 	 	 	
train.brickroom_entrance	 	 	 	
train.Restroom 	 	 	 	
train.LockerRoom 	 	 	 	
train.BreakRoom 	 	 	 	
train.SniperNest 	 	 	 	
train.Middle 	 	 	 	
== Train (new) ==
Name 	Description 	Position Number	Position Origin	Location Description
train_new.Outside 	Wind blowing and trees swaying. Occasional windgusts, sounds of trains passing in the distance, truck noises and overhead planes.	 	 	
train_new.Outside_TSpawn 	Same as above. 	 	 	
train_new.Outside_CTSpawn	Same as above. 	 	 	
train_new.Warehouse 	Quiet droning tone, echoing metal creaks. 	 	 	
train_new.InteriorGeneric	Faint droning tone, nigh-inaudible trains passing in the distance. 	 	 	
train_new.Breakroom 	Faint droning tone. 	 	 	
train_new.Showers 	Louder faint droning tone. 	 	 	
train_new.Outside_Ivy 	Same as "train_new.Outside". 	 	 	
train_new.OfficeRoom 	Faint droning tone with nigh-inaudible tree swaying. 	 	 	
train_new.TechRoom 	Quiet computer-like droning tone. 	 	 	
train_new.Alley 	Factory noises. 	 	 	
== Training ==
Name 	Description 	Position Number	Position Origin	Location Description
training.intro 	Trees swaying, occasional birdsong. Electrical humming coming from a world origin point. 	 	 	
training.outdoor_transition_01	Trees swaying with additional woodland tone. Occasional birdsong and aircraft sounds. 	 	 	
training.headshot 	Mostly identical to "training.outdoor_transition_01", except without aircraft sounds. Electrical humming coming from the same world origin point as in "training.intro".	 	 	
training.outdoor_transition_02	Mostly identical to "training.outdoor_transition_01". 	 	 	
training.outdoor_transition_03	Mostly identical to "training.outdoor_transition_01". 	 	 	
training.outdoor_transition_04	Mostly identical to "training.outdoor_transition_01", except with electrical humming coming from a world origin point. 	 	 	
training.outdoor_transition_05	Mostly identical to "training.outdoor_transition_01". 	 	 	
training.reactiontime_intro 	Trees swaying, quiet droning tone. Fluorescent light humming coming from a world origin point. 	 	 	
training.reactiontime 	Continuous faint birdsong, quiet droning tone, nigh-inaudible gas hissing. Electrical humming coming from a world origin point. 	 	 	
training.reactiontime_exit_a 	Similar to above, except without gas hissing and with fluorescent light humming coming from a world origin point. 	 	 	
training.reactiontime_exit 	Trees swaying. Fluorescent light humming coming from a world origin point. 	 	 	
training.final_01 	Continuous faint birdsong, quiet droning tone. Fluorescent light humming utilizing world origin points. 	 	 	
training.final_02 	Continuous faint birdsong, quiet woodland tone. Electrical humming utilizing world origin points. 	 	 	
training.outdoor_transition_06	Similar to "training.outdoor_transition_04". 	 	 	
training.outdoor_transition_07	Mostly identical to "training.outdoor_transition_01". 	 	 	
training.final_03 	Mostly identical to "training.outdoor_transition_01". 	 	 	
training.final_04 	Mostly identical to "training.outdoor_transition_01". 	 	 	
training.final_05 	Continuous birdsong. 	 	 	
training.final_finishline 	Similar to "training.outdoor_transition_04". 	 	 	
== Vertigo ==
Name 	Description 	Position Number	Position Origin	Location Description
vertigo.edges 	Windy ambience with occasional windgusts, metal clangs/noises, planes and city traffic/activity. 	 	 	
vertigo.roof 	Same as "vertigo.edges", with louder and more frequent sounds, plus an occasional helicopter noise. 	 	 	
vertigo.inside 	Windy tunnel-like ambience. 	 	 	
vertigo.insulated 	Similar to above, slightly more enclosed. 	 	 	
vertigo.flies 	A subscape. Used for flies buzzing at construction dumpsters. 	 	 	
vertigo.light 	A subscape. Continuous fluorescent light humming. 	 	 	
vertigo.transformer 	A subscape. Continuous electrical humming. 	 	 	
vertigo.generator 	A subscape. Continuous diesel engine humming. 	 	 	
vertigo.ctspawn 	Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.generator". 	 	 	
vertigo.scaffolding 	Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light". 	 	 	
vertigo.ceilingtile 	Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light". 	 	 	
vertigo.stairs 	Same as "vertigo.edges". Uses the following subscape(s): "vertigo.transformer", "vertigo.generator". 	 	 	
vertigo.stairsbase 	Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator". 	 	 	
vertigo.tspawninside 	Same as "vertigo.inside". Uses the following subscape(s): "vertigo.light", "vertigo.transformer". 	 	 	
vertigo.tspawn 	Same as "vertigo.edges". Uses the following subscape(s): "vertigo.light", "vertigo.transformer", "vertigo.generator".	 	 	
vertigo.tspawngenerator	Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator", "vertigo.light", "vertigo.transformer".	 	 	
vertigo.ramp 	Same as "vertigo.roof". Uses the following subscape(s): "vertigo.generator". 	 	 	
vertigo.cthole 	Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light". 	 	 	
vertigo.thole 	Same as "vertigo.insulated". Uses the following subscape(s): "vertigo.light". 	 	 	
vertigo.bombb 	Same as "vertigo.edges". Uses the following subscape(s): "vertigo.generator". 	 	 	
Category:Level DesignCategory:Sound SystemCategory:Counter-Strike: Global Offensive