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Soundscapes City Episodic

The document outlines various soundscapes for Episode 01, including ambient sounds for water areas, zombie tunnels, and combat atmospheres. Each soundscape is defined with specific parameters such as volume, pitch, and random wave selections to create an immersive audio experience. The document includes detailed configurations for sound playback, including looping and randomization settings.

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chaosancient55
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0% found this document useful (0 votes)
28 views22 pages

Soundscapes City Episodic

The document outlines various soundscapes for Episode 01, including ambient sounds for water areas, zombie tunnels, and combat atmospheres. Each soundscape is defined with specific parameters such as volume, pitch, and random wave selections to create an immersive audio experience. The document includes detailed configurations for sound playback, including looping and randomization settings.

Uploaded by

chaosancient55
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// Soundscapes for Episode 01 -

// escape from c17


//---------------------------

// water areas

"ep1.util_fardrips"
{

"playrandom"
{
"volume" "0.1,0.2"
"pitch" "90,120"
"time" "0.5, 5.0"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/water/distant_drip1.wav"
"wave" "ambient/water/distant_drip2.wav"
"wave" "ambient/water/distant_drip3.wav"
"wave" "ambient/water/distant_drip4.wav"
}
}
}

//----------------------------

"ep1_c17_00.util_fardrips"
{
"playrandom"
{
"volume" "0.2,0.5"
"pitch" "90,120"
"time" "0.5, 5.0"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/water/distant_drip1.wav"
"wave" "ambient/water/distant_drip2.wav"
"wave" "ambient/water/distant_drip3.wav"
"wave" "ambient/water/distant_drip4.wav"
}
}
}

"ep1_c17_00.general_watery_tunnel"
{

"playlooping"
{
"volume" "0.2"
"wave" "ambient/levels/canals/waterleak_loop1.wav"
"pitch" "100"
}
"playsoundscape"
{
"name" "ep1_c17_00.util_fardrips"
"position" "0"
"volume" "1.0"
}
}
"ep1_c17_00_tunnel_wet"
{
"dsp" "1"

// This is the sound of the tunnel


"playlooping"
{
"volume" "0.2"
"pitch" "100"
"wave" "ambient/atmosphere/ambience5.wav"
}

"playsoundscape"
{
"name" "ep1_c17_00.general_watery_tunnel"
"volume" "1.0"
}
}

// zombie tunnels

"ep1.zombiedark"
{

"soundmixer" "Zombie_Dark_Tunnel"

// "dsp" "134"

"dsp" "1"

"playlooping"
{
"volume" "0.18"
"pitch" "100"
"wave" "ambient/atmosphere/cargo_hold2.wav"
}

"playrandom"
{
"time" "15,40"
"volume" "0.35,0.55"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "ambient/creatures/rats1.wav"
"wave" "ambient/creatures/rats2.wav"
"wave" "ambient/creatures/rats3.wav"
"wave" "ambient/creatures/rats4.wav"
}
}

"playrandom"
{
"time" "20,40"
"volume" "0.1,0.2"
"pitch" "80,100"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "npc/zombie/zombie_alert2.wav"
"wave" "npc/zombie/zombie_alert3.wav"
"wave" "npc/zombie/zombie_pain3.wav"
"wave" "npc/zombie/zombie_pain6.wav"
}

"playrandom"
{
"time" "8, 14"
"volume" "0.2, 0.35"
"pitch" "100,120"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/rock1.wav"
"wave" "ambient/materials/rock2.wav"
"wave" "ambient/materials/rock3.wav"
"wave" "ambient/materials/rock4.wav"
"wave" "ambient/materials/rock5.wav"
}

"playsoundscape"
{
"name" "ep1.util_fardrips"
"volume" "0.55"
}

"playrandom"
{
"time" "30, 180"
"volume" "0.3,0.5"
"pitch" "80,120"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/town_scared_sob1.wav"
"wave" "ambient/creatures/town_scared_breathing1.wav"
"wave" "ambient/creatures/town_scared_breathing2.wav"
}
}
}

// stalker train exterior

"ep1.outsidestalkertrain"
{

"soundmixer" "Zombie_Dark_Tunnel"

// "dsp" "134"

"dsp" "1"

"playlooping"
{
"volume" "0.12"
"pitch" "100"
"soundlevel" "SNDLVL_50dB"
"wave" "ambient/atmosphere/underground_hall_loop1.wav"
}

"playrandom"
{
"time" "4, 10"
"volume" "0.2, 0.35"
"pitch" "100,120"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/rock1.wav"
"wave" "ambient/materials/rock2.wav"
"wave" "ambient/materials/rock3.wav"
"wave" "ambient/materials/rock4.wav"
"wave" "ambient/materials/rock5.wav"
}

//position 0 is the stalker screams


"playrandom"
{
"time" "0.4, 2"
"volume" "0.1, 0.2"
"pitch" "90,110"
"position" "0"
"soundlevel" "SNDLVL_80db"
"rndwave"
{
"wave" "npc/stalker/stalker_alert1b.wav"
"wave" "npc/stalker/stalker_alert2b.wav"
"wave" "npc/stalker/stalker_alert3b.wav"
"wave" "npc/stalker/stalker_pain1.wav"
"wave" "npc/stalker/stalker_pain2.wav"
"wave" "npc/stalker/stalker_pain3.wav"
}
}

"playrandom"
{
"time" "4, 10"
"volume" "0.5,0.9"
"pitch" "75,95"
"soundlevel" "SNDLVL_120dB"
"position" "random"
"rndwave"
{
"wave" "ambient/materials/metal4.wav"
"wave" "ambient/materials/metal_stress1.wav"
"wave" "ambient/materials/metal_stress2.wav"
"wave" "ambient/materials/metal_stress5.wav"
"wave" "ambient/materials/shipgroan2.wav"
"wave" "ambient/materials/shipgroan3.wav"
"wave" "ambient/materials/shipgroan4.wav"
}
}

"playsoundscape"
{
"name" "ep1.util_fardrips"
"volume" "0.65"
}
}

//----------------------------
// evacuated city soundscapes
//----------------------------

//////////////////////////////// Utility soundscapes ////////////////////////

"ep1.util_sirens"
{
"playrandom"
{
"time" "8,18"
"volume" "0.1,0.4"
"pitch" "70"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "ambient/levels/citadel/citadel_5sirens3.wav"
"wave" "ambient/levels/citadel/citadel_5sirens.wav"
}
}
}

"ep1.util_light_sirens"
{
"playrandom"
{
"time" "20,60"
"volume" "0.1,0.4"
"pitch" "100"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "ambient/levels/citadel/fcitadel_alert.wav"
"wave" "ambient/levels/citadel/fcitadel_alert.wav"
"wave" "ambient/levels/citadel/fcitadel_deploydiagnose.wav"
"wave"
"ambient/levels/citadel/fcitadel_restrictorsdisengaged.wav"
}
}
}

"ep1.util_light_combat_atmosphere"
{
"playrandom"
{
"time" "10,40"
"volume" "0.15,0.35"
"pitch" "90,115"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/streetwar/apc_distant1.wav"
"wave" "ambient/levels/streetwar/apc_distant2.wav"
"wave" "ambient/levels/streetwar/apc_distant3.wav"
"wave" "ambient/levels/streetwar/gunship_distant1.wav"
"wave" "ambient/levels/streetwar/gunship_distant2.wav"
"wave" "ambient/levels/streetwar/heli_distant1.wav"
"wave" "ambient/levels/streetwar/marching_distant1.wav"
"wave" "ambient/levels/streetwar/marching_distant2.wav"
"wave" "ambient/levels/streetwar/strider_distant1.wav"
"wave" "ambient/levels/streetwar/strider_distant2.wav"
"wave" "ambient/levels/streetwar/strider_distant3.wav"
"wave" "ambient/levels/streetwar/strider_distant_walk1.wav"
}

"playsoundscape"
{
"name" "ep1.util_light_sirens"
"volume" "0.9"
}
}

"ep1.util_medium_combat_atmosphere"
{
"playrandom"
{
"time" "3,15"
"volume" "0.25,0.55"
"pitch" "90,115"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/streetwar/apc_distant1.wav"
"wave" "ambient/levels/streetwar/apc_distant2.wav"
"wave" "ambient/levels/streetwar/apc_distant3.wav"
"wave" "ambient/levels/streetwar/gunship_distant1.wav"
"wave" "ambient/levels/streetwar/gunship_distant2.wav"
"wave" "ambient/levels/streetwar/heli_distant1.wav"
"wave" "ambient/levels/streetwar/marching_distant1.wav"
"wave" "ambient/levels/streetwar/marching_distant2.wav"
"wave" "ambient/levels/streetwar/strider_distant1.wav"
"wave" "ambient/levels/streetwar/strider_distant2.wav"
"wave" "ambient/levels/streetwar/strider_distant3.wav"
"wave" "ambient/levels/streetwar/strider_distant_walk1.wav"
}

"playsoundscape"
{
"name" "ep1.util_sirens"
"volume" "1.0"
}
}

// distant explosions, wind

"ep1.util_heavy_wind_and_destruction"
{

"playrandom"
{
"time" "0.5, 5.0"
"volume" "0.16,0.29"
"pitch" "70,90"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{

"wave" "ambient/levels/streetwar/city_battle7.wav"
"wave" "ambient/levels/streetwar/city_battle19.wav"
"wave" "ambient/atmosphere/city_skybeam1.wav"
"wave" "ambient/atmosphere/thunder1.wav"
"wave" "ambient/atmosphere/thunder2.wav"
"wave" "ambient/atmosphere/thunder3.wav"
"wave" "ambient/atmosphere/thunder4.wav"
"wave" "ambient/levels/intro/Rhumble_1_42_07.wav"
}
}

"playrandom"
{
"volume" "0.14,0.25"
"pitch" "100"
"time" "1.0, 5.0"
"pitch" "80,100"
"soundlevel" "SNDLVL_140dB"
"position" "random"
"rndwave"
{
"wave" "ambient/wind/wind_med2.wav"
"wave" "ambient/wind/wind_hit1.wav"
"wave" "ambient/wind/wind_hit2.wav"
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet2.wav"
"wave" "ambient/wind/wind_snippet5.wav"
}
}
}

"ep1.util_light_wind_and_destruction"
{

"playrandom"
{
"time" "5.0, 20.0"
"volume" "0.12,0.25"
"pitch" "70,90"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{

"wave" "ambient/levels/streetwar/city_battle7.wav"
"wave" "ambient/levels/streetwar/city_battle19.wav"
"wave" "ambient/atmosphere/city_skybeam1.wav"
"wave" "ambient/atmosphere/thunder1.wav"
"wave" "ambient/atmosphere/thunder2.wav"
"wave" "ambient/atmosphere/thunder3.wav"
"wave" "ambient/atmosphere/thunder4.wav"

}
}

"playrandom"
{
"volume" "0.1,0.2"
"pitch" "100"
"time" "3.0, 15.0"
"pitch" "80,100"
"soundlevel" "SNDLVL_140dB"
"position" "random"
"rndwave"
{
"wave" "ambient/wind/wind_med1.wav"
"wave" "ambient/wind/wind_hit1.wav"
"wave" "ambient/wind/wind_hit2.wav"
"wave" "ambient/wind/wind_snippet3.wav"
"wave" "ambient/wind/wind_snippet4.wav"
"wave" "ambient/wind/wind_snippet5.wav"
}
}
}

"ep1.util_light_combat"
{
"playrandom"
{
"time" "10,35"
"volume" "0.2,0.35"
"pitch" "90,105"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/streetwar/city_battle1.wav"
"wave" "ambient/levels/streetwar/city_battle2.wav"
"wave" "ambient/levels/streetwar/city_battle3.wav"
"wave" "ambient/levels/streetwar/city_battle4.wav"
"wave" "ambient/levels/streetwar/city_battle5.wav"
"wave" "ambient/levels/streetwar/city_battle6.wav"
"wave" "ambient/levels/streetwar/city_battle7.wav"
"wave" "ambient/levels/streetwar/city_battle8.wav"
"wave" "ambient/levels/streetwar/city_battle9.wav"
"wave" "ambient/levels/streetwar/city_battle10.wav"

"wave" "ambient/levels/prison/inside_battle1.wav"
"wave" "ambient/levels/prison/inside_battle2.wav"
"wave" "ambient/levels/prison/inside_battle3.wav"
"wave" "ambient/levels/prison/inside_battle4.wav"

"playrandom"
{
"time" "5,30"
"volume" "0.2,0.45"
"pitch" "90,105"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/streetwar/city_battle11.wav"
"wave" "ambient/levels/streetwar/city_battle12.wav"
//"wave" "ambient/levels/streetwar/city_battle13.wav"
"wave" "ambient/levels/streetwar/city_battle14.wav"
"wave" "ambient/levels/streetwar/city_battle15.wav"
"wave" "ambient/levels/streetwar/city_battle16.wav"
"wave" "ambient/levels/streetwar/city_battle17.wav"
"wave" "ambient/levels/streetwar/city_battle18.wav"
"wave" "ambient/levels/streetwar/city_battle19.wav"

}
}

"ep1.util_medium_combat"
{
"playrandom"
{
"time" "1,15"
"volume" "0.25,0.5"
"pitch" "90,105"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/streetwar/city_battle1.wav"
"wave" "ambient/levels/streetwar/city_battle2.wav"
"wave" "ambient/levels/streetwar/city_battle3.wav"
"wave" "ambient/levels/streetwar/city_battle4.wav"
"wave" "ambient/levels/streetwar/city_battle5.wav"
"wave" "ambient/levels/streetwar/city_battle6.wav"
"wave" "ambient/levels/streetwar/city_battle7.wav"
"wave" "ambient/levels/streetwar/city_battle8.wav"
"wave" "ambient/levels/streetwar/city_battle9.wav"
"wave" "ambient/levels/streetwar/city_battle10.wav"

"wave" "ambient/levels/prison/inside_battle1.wav"
"wave" "ambient/levels/prison/inside_battle2.wav"
"wave" "ambient/levels/prison/inside_battle3.wav"
"wave" "ambient/levels/prison/inside_battle4.wav"
"wave" "ambient/levels/prison/inside_battle5.wav"
"wave" "ambient/levels/prison/inside_battle6.wav"
"wave" "ambient/levels/prison/inside_battle7.wav"
"wave" "ambient/levels/prison/inside_battle8.wav"
"wave" "ambient/levels/prison/inside_battle9.wav"
}

"playrandom"
{
"time" "3,15"
"volume" "0.25,0.5"
"pitch" "90,105"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/streetwar/city_battle11.wav"
"wave" "ambient/levels/streetwar/city_battle12.wav"
//"wave" "ambient/levels/streetwar/city_battle13.wav"
"wave" "ambient/levels/streetwar/city_battle14.wav"
"wave" "ambient/levels/streetwar/city_battle15.wav"
"wave" "ambient/levels/streetwar/city_battle16.wav"
"wave" "ambient/levels/streetwar/city_battle17.wav"
"wave" "ambient/levels/streetwar/city_battle18.wav"
"wave" "ambient/levels/streetwar/city_battle19.wav"
}

}
}

// unstable citadel, sky flashes and bursts at Position 0

"ep1.util_slow_sky_flashes"
{

"playrandom"
{
"volume" "0.5,0.8"
"pitch" "85,120"
"time" "8.0, 30.0"
"position" "random"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/city/citadel_cloudhit1.wav"
"wave" "ambient/levels/city/citadel_cloudhit2.wav"
"wave" "ambient/levels/city/citadel_cloudhit3.wav"
"wave" "ambient/levels/city/citadel_cloudhit4.wav"
"wave" "ambient/levels/city/citadel_cloudhit5.wav"
}
}
}

"ep1.util_rapid_sky_flashes"
{

"playrandom"
{
"volume" "0.5,1.0"
"pitch" "90,130"
"time" "0.5,5.0"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/city/citadel_cloudhit1.wav"
"wave" "ambient/levels/city/citadel_cloudhit2.wav"
"wave" "ambient/levels/city/citadel_cloudhit3.wav"
"wave" "ambient/levels/city/citadel_cloudhit4.wav"
"wave" "ambient/levels/city/citadel_cloudhit5.wav"
}
}
}

//----------------------------
// evacuated city soundscapes
//----------------------------

// unstable citadel, heard from outside on street


// position 0 is top of the citadel

"ep1.citadel_unstable_outside"
{

"dsp" "1"

"playlooping"
{
"volume" "0.2"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_critical_loop1.wav"
}

"playlooping"
{
"volume" "0.2"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_winds_loop1.wav"
}

"playsoundscape"
{
"positionoverride" "0"
"name" "ep1.util_slow_sky_flashes"
"volume" "0.4"
}
}

// unstable citadel, heard from inside a building


// position 0 is top of the citadel

"ep1.citadel_unstable_inside"
{

"dsp" "1"

"playlooping"
{
"volume" "0.15"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_critical_loop1.wav"
}

"playsoundscape"
{
"name" "ep1.util_slow_sky_flashes"
"volume" "0.2"
}
}

// very unstable citadel


// citadel in last level, position 0 is top of the citadel

"ep1.citadel_critical_outside"
{

"dsp" "1"

"playlooping"
{
"volume" "0.26"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_critical_loop1.wav"
}

"playlooping"
{
"volume" "0.29"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_winds_loop1.wav"
}

"playsoundscape"
{
"positionoverride" "0"
"name" "ep1.util_rapid_sky_flashes"
"volume" "0.9"
}
}

// inside a building, citadel is critical outside -


// play inside train station at end of game

"ep1.citadel_critical_inside"
{

"dsp" "1"

"playlooping"
{
"volume" "0.18"
"pitch" "100"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_critical_loop1.wav"
}

"playsoundscape"
{
"name" "ep1.util_rapid_sky_flashes"
"volume" "0.35"
}

// citadel just before it blows. this is a loud soundscape

"ep1.citadel_predetonation_outside"
{

"dsp" "1"

"playlooping"
{
"volume" "0.5"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_critical_loop1.wav"
}

"playlooping"
{
"volume" "0.6"
"pitch" "100"
"position" "0"
"soundlevel" "SNDLVL_140dB"
"wave" "ambient/levels/city/citadel_nearwinds_loop1.wav"
}

"playsoundscape"
{
"positionoverride" "0"
"name" "ep1.util_rapid_sky_flashes"
"volume" "1.0"
}
}

// small control room - position 0,1 is combine terminal

"ep1.control_room"
{

"dsp" "1"

"playsoundscape"
{
"name" "ep1.util_medium_combat"
"volume" "0.3"
}

// position 0,1 is combine computer terminal

"playsoundscape"
{
"name" "combine.computer"
"volume" "0.4"
"positionoverride" "0"
}

"playsoundscape"
{
"name" "combine.computer"
"volume" "0.4"
"positionoverride" "1"
}
}

// underground, away from combat, small tunnel

"ep1.general_small_tunnel"
{
"playlooping"
{
"volume" "0.15"
"pitch" "100"
"wave" "ambient/atmosphere/pipe1.wav"
}
}

// large underground tunnels

"ep1.general_large_tunnel"
{
"dsp" "1"

"playlooping"
{
"volume" "0.20"
"pitch" "100"
"wave" "ambient/atmosphere/cargo_hold2.wav"
}

"ep1.util_rubble"
{
"playrandom"
{
"time" "8,20"
"volume" "0.2,0.5"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "ambient/levels/streetwar/building_rubble1.wav"
"wave" "ambient/levels/streetwar/building_rubble2.wav"
"wave" "ambient/levels/streetwar/building_rubble3.wav"
"wave" "ambient/levels/streetwar/building_rubble4.wav"
"wave" "ambient/levels/streetwar/building_rubble5.wav"
"wave" "ambient/materials/metal_stress4.wav"
"wave" "ambient/materials/metal_stress5.wav"
"wave" "ambient/materials/rustypipes1.wav"
"wave" "ambient/materials/rustypipes2.wav"
"wave" "ambient/materials/rustypipes3.wav"
}
}

"playrandom"
{
"time" "60,360"
"volume" "0.5,0.8"
"pitch" "80,100"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "ambient/atmosphere/terrain_rumble1.wav"
"wave" "ambient/atmosphere/thunder1.wav"
"wave" "ambient/atmosphere/thunder2.wav"
"wave" "ambient/atmosphere/thunder3.wav"
}
}

// -------------------------------------------
// general soundscapes for ep1, evacuated city
// -------------------------------------------

// start of ep1, combat & sirens heard from streets,


// citadel is not yet critical
// citadel at position 0

"ep1.general_start_of_evac_outside"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_unstable_outside"
"volume" "0.7"
"positionoverride" "0"
}

"playsoundscape"
{
"name" "ep1.util_medium_combat"
"volume" "0.8"
}

"playsoundscape"
{
"name" "ep1.util_medium_combat_atmosphere"
"volume" "0.8"
}

"ep1.general_start_of_evac_inside"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_unstable_inside"
"volume" "0.7"
}

"playsoundscape"
{
"name" "ep1.util_medium_combat"
"volume" "0.4"
}

"playsoundscape"
{
"name" "ep1.util_medium_combat_atmosphere"
"volume" "0.3"
}

// middle of evacuation, less combat and sirens, citadel is louder


// citadel at position 0

"ep1.general_middle_of_evac_outside"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_unstable_outside"
"volume" "1.0"
"positionoverride" "0"
}

"playsoundscape"
{
"name" "ep1.util_light_combat"
"volume" "0.8"
}

"playsoundscape"
{
"name" "ep1.util_light_wind_and_destruction"
"volume" "0.8"
}

"playsoundscape"
{
"name" "ep1.util_light_combat_atmosphere"
"volume" "0.8"
}
}

"ep1.general_middle_of_evac_inside"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_unstable_inside"
"volume" "0.8"
}

"playsoundscape"
{
"name" "ep1.util_light_combat"
"volume" "0.4"
}

"playsoundscape"
{
"name" "ep1.util_light_combat_atmosphere"
"volume" "0.4"
}

"playsoundscape"
{
"name" "ep1.util_rubble"
"volume" "0.7"
}
}

// end of evacuation, no combat or sirens, citadel is loudest


// citadel at position 0

"ep1.general_end_of_evac_outside"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_critical_outside"
"volume" "1.0"
"positionoverride" "0"
}

"playsoundscape"
{
"name" "ep1.util_heavy_wind_and_destruction"
"volume" "1.0"
}

"ep1.general_end_of_evac_inside"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_critical_inside"
"volume" "1.0"
}

"playsoundscape"
{
"name" "ep1.util_heavy_wind_and_destruction"
"volume" "0.25"
}

"playsoundscape"
{
"name" "ep1.util_rubble"
"volume" "1.0"
}
}

// pre-detonation of citadel, citadel is violent


// citadel at position 0

"ep1.general_citadel_predetonation"
{
"dsp" "1"

"playsoundscape"
{
"name" "ep1.citadel_predetonation_outside"
"volume" "1.0"
"positionoverride" "0"
}

"playsoundscape"
{
"name" "ep1.util_heavy_wind_and_destruction"
"volume" "1.0"
}

// soundscape for hospital (ep1_c17_02a) after gunship battle

"ep1.hospital"
{
"dsp" "1"
"dsp_volume" "1.0"

"playlooping"
{
"volume" "0.28"
"wave" "ambient/atmosphere/corridor2.wav"
"pitch" "100"
"attenuation" "0"
}

"playrandom"
{
"time" "9, 18"
"volume" "0.3,0.6"
"pitch" "95,110"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet2.wav"
"wave" "ambient/atmosphere/hole_hit1.wav"
"wave" "ambient/atmosphere/hole_hit5.wav"
"wave" "ambient/creatures/town_moan1.wav"
"wave" "ambient/atmosphere/cave_hit2.wav"
"wave" "ambient/atmosphere/cave_hit4.wav"
"wave" "ambient/atmosphere/cave_hit5.wav"
}

"playsoundscape"
{
"name" "ep1.general_middle_of_evac_inside"
"volume" "1.0"
}
}

// play in water room under hospital

"ep1.hospital_water_room"
{
"dsp" "1"
"dsp_volume" "1.0"

"playlooping"
{
"volume" "0.20"
"wave" "ambient/atmosphere/underground.wav"
"pitch" "100"
"attenuation" "0"
}

"playsoundscape"
{
"name" "ep1_c17_00.general_watery_tunnel"
"volume" "1.0"
}
}

// play in car tunnels, ep1_c17_00

// positions 0,1,2 are antlion holes

"ep1.antlion_parking_garage"
{
"dsp" "1"
"dsp_volume" "1.0"

"playlooping"
{
"volume" "0.20"
"wave" "ambient/atmosphere/undercity_loop1.wav"
"pitch" "100"
"attenuation" "0"
}

"playsoundscape"
{
"name" "ep1.general_large_tunnel"
"volume" "1.0"
}

"playrandom"
{
"time" "5,18"
"volume" "0.2,0.5"
"pitch" "95,105"
"position" "random"
"soundlevel" "SNDLVL_140db"

"rndwave"
{
"wave" "ambient/atmosphere/cave_hit2.wav"
"wave" "ambient/atmosphere/hole_hit1.wav"
"wave" "ambient/atmosphere/hole_hit2.wav"
"wave" "ambient/atmosphere/hole_hit5.wav"
"wave" "ambient/materials/metal_stress4.wav"
"wave" "ambient/materials/metal_stress5.wav"
"wave" "ambient/materials/rustypipes1.wav"
"wave" "ambient/materials/rustypipes2.wav"
"wave" "ambient/materials/rustypipes3.wav"
}
}

"playsoundscape"
{
"positionoverride" "0"
"name" "coast.util_antlion_den"
"volume" "0.3"
}

"playsoundscape"
{
"positionoverride" "1"
"name" "coast.util_antlion_den"
"volume" "0.3"
}

"playsoundscape"
{
"positionoverride" "2"
"name" "coast.util_antlion_den"
"volume" "0.3"
}
}

// music placement:

// unused - rock precombat into combat (ep1_c17_02a) after alyx gets shotty &
enters hall (saved: music1)
//"ep_song10"

// unused - ambient, long, machines - ep1_c17_00a after elevator fails and player
begins searching
//"ep_song11" (needs to be quieter)

// unused - rapid combat/movement - ep1_c17_00a play during zombie elevator combat,


when fast zombies show
//"ep_song9"

// unused - rapid combat, techno - ep1_c17_02a when antlion guard dies - and
soldiers attack
//"ep_song16"

// unused - creepy march


//"ep_song0"

// unused - rock combat


//"ep_song4"

// unused - slow march, elevator/train ride or reveal


//"ep_song6"

// unused - ambient, mystery, exploration, resolution


//"ep_song12"

// unused - house, upbeat (maybe for travel/motion)


//"ep_song13"

// unused - ambient + bongo groove, wasteland caves


//"ep_song14"

// unused - ambient, nature, wasteland, positive


//"ep_song15"

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