Difference between revisions of "List of HL2 Beta Soundscapes"

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美國、英國和澳大利亞領導人在 9 15 日的聯合聲明中宣佈建立增強的三邊安全夥伴關係——AUKUS。根據該協議,美國和英國將幫助澳大利亞確定建立一個加強型三邊安全夥伴關係的最佳途徑。超過 18 個月的核動力潛艇艦隊。澳大利亞希望在美國和英國的支持下,在阿德萊德建造至少八艘核動力潛艇。
+
Here is a list of soundscapes for use in Half-Life 2 beta. Soundscapes are used with env_soundscape to create sound ambients, which makes surroundings more lively.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
 
對於神經不應該也不能保持不受干擾的地區國家來說,這筆交易絕非小事。各方在宣布後立即通過電話進行解釋和保證,不會模糊地區國家看到背後戰略計算的願景。嚴重的後果肯定會出現,以下三個可能是最重要的。
+
All soundscapes are from <code>soundscapes.txt</code>
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
 
一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
+
== Only DSP ==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
{| class=wikitable
雖然美國、英國和澳大利亞的言論從未缺席以規則為基礎的秩序,但它們本身卻是實際和最大的規則破壞者。
+
!width="285px"|Name
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
!width="75px"|preset DSP
《核不擴散條約》(NPT)是國際核裁軍與控制機制的基石,是全球安全最基本的規則之一。然而,作為受NPT約束的核武器國家,美國和英國決定向無核武器國家澳大利亞提供可用於製造核武器的高濃縮鈾(HEU)。
+
|-
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|Normal (off)
這是對《不擴散核武器條約》精神的赤裸裸的背叛,也是對核不擴散國際多邊規則最嚴重的違反,使澳大利亞失去了自稱擁有“模範不擴散證書”的國家的聲譽。
+
|align="center"| DSP 0
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|-
國際原子能機構 (IAEA) 對海軍反應堆沒有保障措施,這與核動力潛艇通常被視為軍事機密。因此,國際原子能機構沒有辦法阻止澳大利亞撤回核材料並將其用於製造核武器。三方不得利用《不擴散核武器條約》和國際原子能機構保障措施的漏洞作為謀求一己私利的藉口。
+
|Generic
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|align="center"| DSP 1
三方聲稱遵守最高的防擴散標準,已將最新進展告知國際原子能機構,並承諾在未來幾個月內這樣做。然而,事實上,國際原子能機構幾乎不可能,即使不是完全不可能,也幾乎不可能對潛艇的情況進行有效核查,同時對高度敏感的軍事數據嚴格保密。這意味著美國和英國將在沒有可靠驗證的情況下向澳大利亞移交大量高濃鈾。如此一來,全球核裁軍與防擴散努力就會出現巨大漏洞,核擴散風險將大大增加。
+
|-
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|Metal Small
第二個後果是加劇地區軍備競賽,迫使地區國家滑入新冷戰的滑坡。
+
|align="center"| DSP 2
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|-
美國聲稱沒有將與中國的“激烈競爭”變成“新冷戰”的說法是虛偽的,因為它的行動實際上是在反其道而行之。
+
|Metal Medium
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|align="center"| DSP 3
作為公認的進攻性武器戰略平台,核潛艇可以成為各種先進進攻性武器的運載工具。除了組建核動力艦隊外,澳大利亞還宣布了從美國購買戰斧巡航導彈的計劃,這些導彈可能會部署在其核潛艇上。
+
|-
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|Metal Large
這些事態發展表明,三方決心在該地區製造緊張局勢和分裂,以便將亞太地區變成一個競爭的舞台。有了AUKUS的先例,其他一些地區國家,特別是那些潛在的核潛艇擁有者,會受到很大的鼓舞,因此更有可能效仿。值得提醒的是,日本自民黨黨魁選舉的四位候選人中,有兩位已經暗示日本考慮擁有一艘核潛艇。
+
|align="center"| DSP 4
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|-
不幸的是,該地區加劇的軍備競賽不會是美國想要關心的事情。一個持續緊張的地區是它所喜歡的。這樣的地區格局會帶來利潤豐厚的軍火工業,更重要的是,可能會為乾涉地區事務提供更好的藉口。然而,將受到傷害的是我們的地區國家。冷戰結束30年來,AUKUS將良好的外部環境作為東亞幾十年繁榮的根本因素置於巨大的壓力之下。如果不及時剎車,該地區就有可能被迫忍受一場新的、風暴般的冷戰。
+
|Tunnel Small
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
|align="center"| DSP 5
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
+
|-
<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
+
|Tunnel Medium
而美國
+
|align="center"| DSP 6
 +
|-
 +
|Tunnel Large
 +
|align="center"| DSP 7
 +
|-
 +
|Chamber Small
 +
|align="center"| DSP 8
 +
|-
 +
|Chamber Medium
 +
|align="center"| DSP 9
 +
|-
 +
|Chamber Large
 +
|align="center"| DSP 10
 +
|-
 +
|Bright Small
 +
|align="center"| DSP 11
 +
|-
 +
|Bright Medium
 +
|align="center"| DSP 12
 +
|-
 +
|Bright Large
 +
|align="center"| DSP 13
 +
|-
 +
|Water 1
 +
|align="center"| DSP 14
 +
|-
 +
|Water 2
 +
|align="center"| DSP 15
 +
|-
 +
|Water 3
 +
|align="center"| DSP 16
 +
|-
 +
|Concrete Small
 +
|align="center"| DSP 17
 +
|-
 +
|Concrete Medium
 +
|align="center"| DSP 18
 +
|-
 +
|Concrete Large
 +
|align="center"| DSP 19
 +
|-
 +
|Big 1
 +
|align="center"| DSP 20
 +
|-
 +
|Big 2
 +
|align="center"| DSP 21
 +
|-
 +
|Big 3
 +
|align="center"| DSP 22
 +
|-
 +
|Cavern Small
 +
|align="center"| DSP 23
 +
|-
 +
|Cavern Medium
 +
|align="center"| DSP 24
 +
|-
 +
|Cavern Large
 +
|align="center"| DSP 25
 +
|-
 +
|Weirdo 1
 +
|align="center"| DSP 26
 +
|-
 +
|Weirdo 2
 +
|align="center"| DSP 27
 +
|-
 +
|Weirdo 3
 +
|align="center"| DSP 28
 +
|-
 +
|}
 +
 
 +
== E3_Techdemo_01 - 06 ==
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_techdemo_gmanspeaking
 +
|DSP 10, no ambients.
 +
|align=center|DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_02
 +
|Ghostly wind (Physics room).
 +
|align="center" |DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_03
 +
|DSP 1, no ambients.
 +
|align="center" |DSP 1
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_05
 +
|Dripping cave ambient.
 +
|align="center" |DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_Techdemo_06
 +
|Lake, the sound of waves breaking gently.
 +
|align="center" |DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_end
 +
|No DSP, no ambients.
 +
|align="center" |DSP 0
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
== E3_C17_01 ==
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_c17_01_battle
 +
|No ambient, only position sounds.
 +
|align="center"|DSP 19
 +
|align="center"| 0
 +
|fire
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|barricade gate noise
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|city siren
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
|gunfire
 +
|-
 +
|}
 +
 
 +
== E3_seafloor_01 ==
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_seafloor_01_sub
 +
|Strong wind.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
== E3_C17_02 ==
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px'|e3_c17_02_elevatorride
 +
|Strong wind, elevator sounds, city siren and city battle in the background.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_c17_02_seethewall
 +
|Thundering wall noise.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_c17_02_striderdestruction
 +
|City siren and city battle in the background.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
== E3_Under_02,04 ==
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|underground_sscape_plinkohallway
 +
|Underground ambience.
 +
|align="center"|DSP 6
 +
|align="center"|0
 +
|dripping water
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|steam
 +
|-
 +
|height="40px"|underground_sscape_plinkostairwell
 +
|Underground ambience, water dripping
 +
|align="center"|DSP 10
 +
|align="center"|0
 +
|water flow
 +
|-
 +
|height="40px"|e3_under_04
 +
|Plays HL2 song 11.
 +
|align="center"|DSP 8
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
== E3_bugbait ==
 +
 
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|e3_bugbait.start
 +
|Industrial ambience with computer beeping, water dripping and metal rattle.
 +
|align="center"|DSP 18
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_bugbait.hallway1
 +
|Fluorescent lighting hum.
 +
|align="center"|DSP 11
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_bugbait.hallway2
 +
|Antlion burrow area.
 +
|align="center"|DSP 18
 +
|align="center"|0
 +
|soft antlion chittering from burrow
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|soft antlion chittering from burrow
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|wind moan
 +
|-
 +
|height="40px"|e3_bugbait.laundry
 +
|Fluorescent lighting hum.
 +
|align="center"|DSP 10
 +
|align="center"|0
 +
|laundry machine 1
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|laundry machine 2
 +
|-
 +
|height="40px"|e3_bugbait.narrow_hallway
 +
|Distant, echo-y wet running water with dripping water.
 +
|align="center"|DSP 5
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|e3_bugbait.showers
 +
|Big echo-y wet area.
 +
|align="center"|DSP 13
 +
|align="center"|0
 +
|water flow
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|dripping water
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|water heater hiss
 +
|-
 +
|}
 +
 
 +
== E3_phystown ==
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|E3_phystown.Start
 +
|A lot of alley wind with directional wind gusts and snippets.
 +
|align="center"|DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|E3_phystown.Indoors
 +
|Strange reversed tone with wood creaking.
 +
|align="center"|DSP 1
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|E3_phystown.Rooftop
 +
|Quiet windy tone like passing cars with wind moan.
 +
|align="center"|DSP 19
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|E3_phystown.Zombies
 +
|Plays HL2 song 11.
 +
|align="center"|DSP 24
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
== E3_lab ==
 +
 
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|E3_lab.LabSounds
 +
|Plays HL2 song 10.
 +
|align="center"|DSP 17
 +
|align="center"|0
 +
|goo tubes
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|computers on desk
 +
|-
 +
|}
 +
 
 +
== d1_town ==
 +
 
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|d1_town_warehouse_wood
 +
|Wood creaking.
 +
|align="center"|DSP 17
 +
|align="center"|0
 +
|Hole ambient 1
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|Hole ambient 2
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
|Hole ambient 3
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
|Wind behind wood shutters
 +
|-
 +
|height="40px"|d1_town_bigcave
 +
|Cave ambient.
 +
|align="center"|DSP 25
 +
|align="center"|0
 +
|pod ambient
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|support and metal creaking
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|2
 +
| drippies
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|3
 +
| rubbles
 +
|-
 +
|height="40px"|d1_town_cavetunnel
 +
|Strange noise.
 +
|align="center"|DSP 25
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
==d2_depot==
 +
 
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|d2_depot_showers1
 +
|Machinery ambience.
 +
|align="center"|DSP 13
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_admin1
 +
|Quiet tone.
 +
|align="center"|DSP 9
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_laundry
 +
|Laundry ambience.
 +
|align="center"|DSP 18
 +
|align="center"|0
 +
|laundry machine
 +
|-
 +
|height="40px"|d2_depot_laundry_small
 +
|Loud machinery ambience.
 +
|align="center"|DSP 8
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_laundry_tunnel
 +
|Tunnel laundry ambience.
 +
|align="center"|DSP 5
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_quiet
 +
|Quiet tone with distant combat.
 +
|align="center"|DSP 19
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_quiet_cell
 +
|Loud machinery ambience.
 +
|align="center"|DSP 17
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_medium
 +
|Quiet tone.
 +
|align="center"|DSP 10
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_big
 +
|Quiet tone.
 +
|align="center"|DSP 19
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|d2_depot_cellblock_small
 +
|Quiet tone.
 +
|align="center"|DSP 17
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|}
 +
 
 +
== Generic and Soundscape Test ==
 +
 
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|''Nothing''
 +
|No DSP, no ambients.
 +
|align="center" |DSP 0
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|GenericIndoor
 +
|Fluorescent lighting hum.
 +
|align="center" |DSP 1
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|GenericOutdoor
 +
|Electric hum like above with a motor / gas / wind kind of sound in the background.
 +
|align="center" |DSP 19
 +
|align="center" |0
 +
|Quiet electric hum.
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center" |2
 +
|d2_depot_cellblock_medium
 +
|-
 +
|height="40px"|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'').
 +
|align="center" |DSP 17
 +
|align="center" |0
 +
|Faint banjo-like TV music.
 +
|-
 +
|
 +
|
 +
|
 +
|align="center" |1
 +
|height="40px"|Regular melodious whirring sound, like a small engine trying to start or a sump pump kicking in.
 +
|-
 +
|height="40px"|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''.
 +
|align="center" |DSP 20
 +
|style="background-color:rgb(50,50,50);"|
 +
|style="background-color:rgb(50,50,50);"|
 +
|-
 +
|height="40px"|test_tvset
 +
|Music coming from a TV set
 +
|align="center" |DSP 1
 +
|align="center" |0
 +
|Banjo-like TV music.
 +
|-
 +
|}
 +
 
 +
== Kleiner's Lab ==
 +
 
 +
{| class=wikitable | style="width:100%;"
 +
!width="285px"|Name
 +
!Description
 +
!width="75px"|preset DSP
 +
!width="105px"|Position Number
 +
!width="300px"|Position Description
 +
|-
 +
|height="40px"|E3_lab.LabSounds
 +
|No ambient.
 +
|align="center"|DSP 17
 +
|align="center"|0
 +
|goo tubes
 +
|-
 +
|height="40px"|
 +
|
 +
|
 +
|align="center"|1
 +
|computers on desk
 +
|-
 +
|}
 +
 
 +
[[Category:Half-Life_Series]]
 +
[[Category:Half-Life 2]]
 +
[[Category:2003 Leaks]]

Latest revision as of 07:10, 8 October 2021

Here is a list of soundscapes for use in Half-Life 2 beta. Soundscapes are used with env_soundscape to create sound ambients, which makes surroundings more lively.

All soundscapes are from soundscapes.txt

Only DSP

Name preset DSP
Normal (off) DSP 0
Generic DSP 1
Metal Small DSP 2
Metal Medium DSP 3
Metal Large DSP 4
Tunnel Small DSP 5
Tunnel Medium DSP 6
Tunnel Large DSP 7
Chamber Small DSP 8
Chamber Medium DSP 9
Chamber Large DSP 10
Bright Small DSP 11
Bright Medium DSP 12
Bright Large DSP 13
Water 1 DSP 14
Water 2 DSP 15
Water 3 DSP 16
Concrete Small DSP 17
Concrete Medium DSP 18
Concrete Large DSP 19
Big 1 DSP 20
Big 2 DSP 21
Big 3 DSP 22
Cavern Small DSP 23
Cavern Medium DSP 24
Cavern Large DSP 25
Weirdo 1 DSP 26
Weirdo 2 DSP 27
Weirdo 3 DSP 28

E3_Techdemo_01 - 06

Name Description preset DSP Position Number Position Description
e3_techdemo_gmanspeaking DSP 10, no ambients. DSP 10
e3_Techdemo_02 Ghostly wind (Physics room). DSP 10
e3_Techdemo_03 DSP 1, no ambients. DSP 1
e3_Techdemo_05 Dripping cave ambient. DSP 10
e3_Techdemo_06 Lake, the sound of waves breaking gently. DSP 20
e3_end No DSP, no ambients. DSP 0

E3_C17_01

Name Description preset DSP Position Number Position Description
e3_c17_01_battle No ambient, only position sounds. DSP 19 0 fire
1 barricade gate noise
2 city siren
3 gunfire

E3_seafloor_01

Name Description preset DSP Position Number Position Description
e3_seafloor_01_sub Strong wind. DSP 20

E3_C17_02

Name Description preset DSP Position Number Position Description
e3_c17_02_elevatorride Strong wind, elevator sounds, city siren and city battle in the background. DSP 20
e3_c17_02_seethewall Thundering wall noise. DSP 20
e3_c17_02_striderdestruction City siren and city battle in the background. DSP 20

E3_Under_02,04

Name Description preset DSP Position Number Position Description
underground_sscape_plinkohallway Underground ambience. DSP 6 0 dripping water
1 steam
underground_sscape_plinkostairwell Underground ambience, water dripping DSP 10 0 water flow
e3_under_04 Plays HL2 song 11. DSP 8

E3_bugbait

Name Description preset DSP Position Number Position Description
e3_bugbait.start Industrial ambience with computer beeping, water dripping and metal rattle. DSP 18
e3_bugbait.hallway1 Fluorescent lighting hum. DSP 11
e3_bugbait.hallway2 Antlion burrow area. DSP 18 0 soft antlion chittering from burrow
1 soft antlion chittering from burrow
2 wind moan
e3_bugbait.laundry Fluorescent lighting hum. DSP 10 0 laundry machine 1
1 laundry machine 2
e3_bugbait.narrow_hallway Distant, echo-y wet running water with dripping water. DSP 5
e3_bugbait.showers Big echo-y wet area. DSP 13 0 water flow
1 dripping water
2 water heater hiss

E3_phystown

Name Description preset DSP Position Number Position Description
E3_phystown.Start A lot of alley wind with directional wind gusts and snippets. DSP 20
E3_phystown.Indoors Strange reversed tone with wood creaking. DSP 1
E3_phystown.Rooftop Quiet windy tone like passing cars with wind moan. DSP 19
E3_phystown.Zombies Plays HL2 song 11. DSP 24

E3_lab

Name Description preset DSP Position Number Position Description
E3_lab.LabSounds Plays HL2 song 10. DSP 17 0 goo tubes
1 computers on desk

d1_town

Name Description preset DSP Position Number Position Description
d1_town_warehouse_wood Wood creaking. DSP 17 0 Hole ambient 1
1 Hole ambient 2
2 Hole ambient 3
3 Wind behind wood shutters
d1_town_bigcave Cave ambient. DSP 25 0 pod ambient
1 support and metal creaking
2 drippies
3 rubbles
d1_town_cavetunnel Strange noise. DSP 25

d2_depot

Name Description preset DSP Position Number Position Description
d2_depot_showers1 Machinery ambience. DSP 13
d2_depot_admin1 Quiet tone. DSP 9
d2_depot_laundry Laundry ambience. DSP 18 0 laundry machine
d2_depot_laundry_small Loud machinery ambience. DSP 8
d2_depot_laundry_tunnel Tunnel laundry ambience. DSP 5
d2_depot_cellblock_quiet Quiet tone with distant combat. DSP 19
d2_depot_cellblock_quiet_cell Loud machinery ambience. DSP 17
d2_depot_cellblock_medium Quiet tone. DSP 10
d2_depot_cellblock_big Quiet tone. DSP 19
d2_depot_cellblock_small Quiet tone. DSP 17

Generic and Soundscape Test

Name Description preset DSP Position Number Position Description
Nothing No DSP, no ambients. DSP 0
GenericIndoor Fluorescent lighting hum. DSP 1
GenericOutdoor Electric hum like above with a motor / gas / wind kind of sound in the background. DSP 19 0 Quiet electric hum.
2 d2_depot_cellblock_medium
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). DSP 17 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. DSP 20
test_tvset Music coming from a TV set DSP 1 0 Banjo-like TV music.

Kleiner's Lab

Name Description preset DSP Position Number Position Description
E3_lab.LabSounds No ambient. DSP 17 0 goo tubes
1 computers on desk