![soer4769](/img/default-banner.jpg)
- 72
- 220 862
soer4769
Denmark
Registrace 23. 03. 2014
Welcome, I am soer4769 but you can call me soer.
I am a small independent content creator and youtuber who likes everything from modding and level design to modelling and programming etc. but most importantly to learn new things and help people out when need be. I create simplistic videos in a range of different topics, primarily tutorials and lists to help people but random videos at times too. My videos may have a long time between releases as I always prefer quality over quantity, enjoy.
I am a small independent content creator and youtuber who likes everything from modding and level design to modelling and programming etc. but most importantly to learn new things and help people out when need be. I create simplistic videos in a range of different topics, primarily tutorials and lists to help people but random videos at times too. My videos may have a long time between releases as I always prefer quality over quantity, enjoy.
Source SDK - Dark Messiah Might and Magic Single Player Soundtrack
This is the complete Dark Messiah Might and Magic Single Player Soundtrack featured in the game and is intended towards source level designers, who wants to know how all of the available tracks sounds like and the information around them to be able to decide which to choose to use in their maps. The images in the video shall represent the location officially chosen by the developers of the game, to make it easier to decide in what situation they might get used.
For more information about music in the source engine:
developer.valvesoftware.com/wiki/List_of_MMSP_Soundtracks
developer.valvesoftware.com/wiki/Sound_and_Music
─────────────────────────────────────────────────────────
Social media:
Subscribe: bit.ly/30ex9Nl
Website: bit.ly/2tMXi9H
Discord: bit.ly/2NiUGYe
Steam: bit.ly/30bw6gS
─────────────────────────────────────────────────────────
Music sections in order:
00:05 - L01_Stonehelm_Arrival
02:13 - L01_Stonehelm_Full_Battle
05:12 - L01_Stonehelm_Cyclope_Death
05:47 - L02A_SafeForAMoment
06:09 - L02A_MeetLeanna_Menelag
07:07 - L02B_Ghoul_Crystal_Loop
07:37 - L03A_ChaseGhoul_Loop
09:39 - L03A_ChaseGhoul_EndSuccess
09:47 - L03A_ChaseGhoul_EndLoose
09:51 - L03B_SarethCrystal_Loop
10:54 - L03B_ArantirSpeech
11:19 - L04_Underground_Arrival
12:21 - L04_BoatEntry
12:44 - L04_Assault
14:03 - L04_Leanna_LoveBoat
15:01 - L05A_IslandArrival
16:20 - L05A_BattlePaokai_Light_Loop
17:36 - L05A_JingleUnderground
18:11 - L05B_IslandTemple_Entrance
18:53 - L05A_BattlePaokai_Loop
21:23 - L05A_BattlePaokai_End
21:27 - L05_CyclopeBOSS_Loop
23:56 - L06A_Discover
25:19 - L06B_WormBattle_Loop
27:49 - L09_CyclopeBOSS_End
27:54 - L09_IslandTemple_Leaving
29:14 - L10_SpiderMonsterBOSS_Loop
31:54 - L11_XanaShrine_Panic_Loop
32:21 - L11_XanaShrine_Kill_Loop
32:49 - L12_ArantirBOSS_Loop
34:13 - L12_BoneDragonBOSS_Loop
─────────────────────────────────────────────────────────
I do not claim to own any of the copyrighted material used in this video.
For more information about music in the source engine:
developer.valvesoftware.com/wiki/List_of_MMSP_Soundtracks
developer.valvesoftware.com/wiki/Sound_and_Music
─────────────────────────────────────────────────────────
Social media:
Subscribe: bit.ly/30ex9Nl
Website: bit.ly/2tMXi9H
Discord: bit.ly/2NiUGYe
Steam: bit.ly/30bw6gS
─────────────────────────────────────────────────────────
Music sections in order:
00:05 - L01_Stonehelm_Arrival
02:13 - L01_Stonehelm_Full_Battle
05:12 - L01_Stonehelm_Cyclope_Death
05:47 - L02A_SafeForAMoment
06:09 - L02A_MeetLeanna_Menelag
07:07 - L02B_Ghoul_Crystal_Loop
07:37 - L03A_ChaseGhoul_Loop
09:39 - L03A_ChaseGhoul_EndSuccess
09:47 - L03A_ChaseGhoul_EndLoose
09:51 - L03B_SarethCrystal_Loop
10:54 - L03B_ArantirSpeech
11:19 - L04_Underground_Arrival
12:21 - L04_BoatEntry
12:44 - L04_Assault
14:03 - L04_Leanna_LoveBoat
15:01 - L05A_IslandArrival
16:20 - L05A_BattlePaokai_Light_Loop
17:36 - L05A_JingleUnderground
18:11 - L05B_IslandTemple_Entrance
18:53 - L05A_BattlePaokai_Loop
21:23 - L05A_BattlePaokai_End
21:27 - L05_CyclopeBOSS_Loop
23:56 - L06A_Discover
25:19 - L06B_WormBattle_Loop
27:49 - L09_CyclopeBOSS_End
27:54 - L09_IslandTemple_Leaving
29:14 - L10_SpiderMonsterBOSS_Loop
31:54 - L11_XanaShrine_Panic_Loop
32:21 - L11_XanaShrine_Kill_Loop
32:49 - L12_ArantirBOSS_Loop
34:13 - L12_BoneDragonBOSS_Loop
─────────────────────────────────────────────────────────
I do not claim to own any of the copyrighted material used in this video.
zhlédnutí: 93
Video
Source SDK - Portal Soundtrack
zhlédnutí 171Před rokem
This is the complete Portal Soundtrack featured in the game and is intended towards source level designers, who wants to know how all of the available tracks sounds like and the information around them to be able to decide which to choose to use in their maps. The images in the video shall represent the location officially chosen by the developers of the game, to make it easier to decide in wha...
Source SDK - No More Room In Hell Soundscapes
zhlédnutí 208Před rokem
To those of you who are building maps for No More Room in Hell, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they all sound and in which environment they are used. - Soundscapes with type "position" use sounds setup to play at specific locations in the world. - Soundscapes with type "direction" use s...
Source SDK - INFRA Soundtrack
zhlédnutí 209Před rokem
This is the complete INFRA Soundtrack featured in the game and is intended towards source level designers, who wants to know how all of the available tracks sounds like and the information around them to be able to decide which to choose to use in their maps. The images in the video shall represent the location officially chosen by the developers of the game, to make it easier to decide in what...
Source SDK - INFRA Water Textures
zhlédnutí 145Před rokem
This is a video list containing information and graphical representations of the different over- and bottom- water texture materials currently present within INFRA. The name is of the material that collects textures and sets necessary variables for creating the water "texture" currently shown within the viewport alongside its underwater counterpart view. The file is the path to the material sho...
Source SDK - INFRA Soundscapes
zhlédnutí 279Před rokem
To those of you who are building maps for INFRA, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they all sound and in which environment they are used. - Soundscapes with type "position" use sounds setup to play at specific locations in the world. - Soundscapes with type "direction" use some sort of dir...
Ambience | Half-Life 2 | Coast Beach
zhlédnutí 163Před rokem
Located at the very beginning of Highway 17 and the Coast itself, Shorepoint acts very much like a base of operations for all resistance activities along the Coast. This type of video is for those wanting to listening to atmospheric envionmental background noises from video games for the purpose of concentration, studying, sleeping, relaxation or just for cozyness or something alike. Listen wit...
Source SDK - Half-Life: Alyx Soundscapes
zhlédnutí 651Před rokem
To those of you who are building maps for Half-Life: Alyx, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they all sound and in which environment they are used. - Soundscapes with type "position" use sounds setup to play at specific locations in the world. - Soundscapes with type "direction" use some s...
Source SDK - Neotokyo soundscapes
zhlédnutí 221Před rokem
To those of you who are building maps for Neotokyo, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they all sound and in which environment they are used. - Soundscapes with type "position" use sounds setup to play at specific locations in the world. - Soundscapes with type "direction" use some sort of ...
Ambience | Half-Life 2 | Trainstation
zhlédnutí 177Před rokem
The City 17 Trainstation is the first location visited in the game. It is primarily a passenger train station converted by the Combine for use in transit between other cities and Nova Prospekt. This type of video is for those wanting to listening to atmospheric envionmental background noises from video games for the purpose of concentration, studying, sleeping, relaxation or just for cozyness o...
Source SDK - Day of Infamy Soundscapes
zhlédnutí 128Před rokem
To those of you who are building maps for Day of Infamy, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they all sound and in which environment they are used. - Soundscapes with type "position" use sounds setup to play at specific locations in the world. - Soundscapes with type "direction" use some sor...
Ambience | Half-Life 2 | Nova Prospekt
zhlédnutí 678Před 2 lety
Nova Prospekt was once a high security prison, now an old run-down location repurposed by the combine for interrogation, detainment, and repurpose of citizens who are determined to be a thread against the goals of the combine. This type of video is for those wanting to listening to atmospheric envionmental background noises from video games for the purpose of concentration, studying, sleeping, ...
Source SDK - Left 4 Dead 2 Soundscapes
zhlédnutí 1KPřed 2 lety
To those of you who are building maps for Left 4 Dead 2, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they all sound and in which environment they are used. - Soundscapes with type "position" use sounds setup to play at specific locations in the world. - Soundscapes with type "direction" use some sor...
Dark Messiah of Might & Magic - All Secret Locations
zhlédnutí 4,2KPřed 2 lety
Dark Messiah of Might and Magic despite being an old game has a lot of secret areas that does not seem to have been covered in a video before, to show in an easy manner where they are located throughout the game, so i set out to do just that and this is the end result. Furthermore I too have created the list in a written form on the Valve Developer Wiki for those interested which can be found h...
Source SDK - Left 4 Dead 2 Water Textures
zhlédnutí 712Před 2 lety
This is a video list containing information and graphical representations of the different over- and bottom- water texture materials currently present within Left 4 dead 2. The name is of the material that collects textures and sets necessary variables for creating the water "texture" currently shown within the viewport alongside its underwater counterpart view. The file is the path to the mate...
Source SDK - Left 4 Dead Water Textures
zhlédnutí 253Před 2 lety
Source SDK - Left 4 Dead Water Textures
Source SDK - Digital Signal Processing (DSP) Audio Effects
zhlédnutí 1,1KPřed 3 lety
Source SDK - Digital Signal Processing (DSP) Audio Effects
Source SDK - Counter-Strike: Global Offensive Digital Signal Processing (DSP) Audio Effects
zhlédnutí 290Před 3 lety
Source SDK - Counter-Strike: Global Offensive Digital Signal Processing (DSP) Audio Effects
Ambience | Half-Life 2 | Coast Bridge Point
zhlédnutí 1,6KPřed 3 lety
Ambience | Half-Life 2 | Coast Bridge Point
Source SDK - GoldenEye: Source Water Textures
zhlédnutí 261Před 3 lety
Source SDK - GoldenEye: Source Water Textures
Source SDK - The Stanley Parable Soundscapes
zhlédnutí 326Před 3 lety
Source SDK - The Stanley Parable Soundscapes
Source SDK - Team Fortress 2 Classic Soundscapes
zhlédnutí 325Před 3 lety
Source SDK - Team Fortress 2 Classic Soundscapes
Source SDK - GoldenEye: Source Soundscapes
zhlédnutí 233Před 3 lety
Source SDK - GoldenEye: Source Soundscapes
Ambience | Half-Life 2 | Route Kanal Railroad
zhlédnutí 5KPřed 4 lety
Ambience | Half-Life 2 | Route Kanal Railroad
Sin Episodes: Emergence - All Secret Locations
zhlédnutí 1,5KPřed 5 lety
Sin Episodes: Emergence - All Secret Locations
Source SDK - Sin Episodes: Emergence Soundtrack
zhlédnutí 596Před 5 lety
Source SDK - Sin Episodes: Emergence Soundtrack
Source SDK - Counter-Strike: Global Offensive Soundscapes (part 4)
zhlédnutí 885Před 5 lety
Source SDK - Counter-Strike: Global Offensive Soundscapes (part 4)
Source SDK - Dark Messiah of Might and Magic (Singleplayer) Soundscapes
zhlédnutí 590Před 5 lety
Source SDK - Dark Messiah of Might and Magic (Singleplayer) Soundscapes
Ambience | Vampire: The Masquerade - Bloodlines | Santa Monica Pier
zhlédnutí 4,7KPřed 5 lety
Ambience | Vampire: The Masquerade - Bloodlines | Santa Monica Pier
Random question since the l4d campaigns are in l4d2 are the soundscapes poted over to or do they use what fits of the l4d2 soundscapes pluse the urban and rual ones
Unfairly underrated video. Such a pity that out of all games you made soundscapes for - NMRiH community is the most uninterested/unthankful. There's only one video of yours with soundscapes that has less views and that's Day Of Infamy, but it's a barely living game. Huge respect from NMRiH fan.
Agreed
Dude you are amazing! Every source mapper should be subscribed to you.
i like the weird drone and the occasional "wwwwooo" that sounds like some suspense
is there a possibility we can have the impulse responses standalone..?
very very useful
look who here
@@RICKYROCAS i use this vid to get ambiences all the time xd
@@NoVIcE_Source yeah, mee too. i also use the soundscape list from vdc sometimes, but not too much
when that desert_wind_low.wav hit
I'm constantly coming back to the video to see what soundscape I should use, thank you for this.
Thank's!!!!
How do you get the factory ambience sound file from 4:37?
Absolutely useful. Too bad there's no way to preview it in hammer.
How does this only have 31 likes? This man is a savior for Map makers
nostalgia for both hl2 and gmod!
You are appreciated <3
43:34-51:30 45:31
This is the biggest lifesaver when working on maps, many thanks!
fav video all time i come here since 2019 <3
10:20
thanks, soundscapes really making maps better
I love so much d1_trainstation.util_city
Thank you so much!
0:50 i remember hearing this hum, its so familiar and i just get liminal vibes
Thanks
EXTREMELY helpful for my mod. Thank you!!!
Thank you!
Thanks man
Thank you so much for this! I know I am a bit late but I will certainly use this video as reference to get soundscapes for my map I am working on
I think this video is outdated since the release of Xen, so not sure how much of it is still useful until i get to create an updated version.
I have ears only for Xana... (人◕ω◕)
Techno music over the game environmental sounds/music - I question that decision.
Thank you, you saved so much of my time.
FINALLY I WAS WAITING FOR THIS ONE LETS GOO
Counter-Strike 2 soundscapes when? :3
When the game become more accessible and more maps are released :)
I love half life’s sound design, the noises just radiate nostalgia and distant memories.
As always, below are a list of all the individual soundscapes, enjoy :)
*soundscapes.txt* 00:05 - skylight.rain 00:19 - aircon.intake 00:32 - aircon.outtake 00:46 - zombiehorde.distant 01:00 - flies.swarm 01:13 - flies.blood
*soundscapes_cabinfever.txt* 01:27 - cabinfever.lobby 01:40 - cabinfever.corridor1f 01:53 - cabinfever.toilet 02:07 - cabinfever.medroom 02:20 - cabinfever.drips
*soundscapes_nmo_barnsley.txt* 02:34 - barnsley.streets
*soundscapes_nmo_boardwalk.txt* 02:47 - boardwalk.rain1 03:01 - boardwalk.rain2 03:14 - boardwalk.roomtone1 03:28 - boardwalk.roomtone2 03:41 - boardwalk.drips 03:55 - boardwalk.musictension 04:09 - boardwalk.windoutdoor 04:22 - boardwalk.wind 04:35 - boardwalk.tinshack 04:49 - boardwalk.outdoorsrain 05:03 - boardwalk.maininterior 05:16 - boardwalk.spawn 05:29 - boardwalk.firstarea
*soundscapes_nmo_broadway.txt* 05:43 - broadway.rain 05:56 - broadway.rain1 06:10 - broadway.rain2 06:24 - broadway.rain3 06:37 - broadway.rainalley 06:50 - broadway.roomtone1 07:04 - broadway.roomtone2 07:18 - broadway.roomtone3 07:31 - broadway.roomtone4 07:44 - broadway.thinroofrain 07:58 - broadway.rainwindow1 08:12 - broadway.rainwindow2 08:25 - broadway.lighthum 08:39 - broadway.lighthum2 08:52 - broadway.flies 09:06 - broadway.fanslow 09:19 - broadway.order 09:33 - broadway.whisper 09:46 - broadway.radio 10:00 - broadway.broadcast 10:13 - broadway.zombiesbang 10:27 - broadway.drips 10:40 - broadway.dogs 10:53 - broadway.finalsiren 11:07 - broadway.windindoor 11:20 - broadway.windoutdoor 11:34 - broadway.windside 11:48 - broadway.cityamb 12:01 - broadway.alarm 12:15 - broadway.fire1 12:28 - broadway.fridge 12:42 - broadway.musictension 12:55 - broadway.musicspawn 13:08 - broadway.warehouse 13:22 - broadway.outdoorsrain 13:36 - broadway.motel 13:49 - broadway.toilet 14:03 - broadway.sidealley 14:16 - broadway.generic 14:29 - broadway.spawn
GoldenEye Elevator Music going hard as always
no way!!! infra videos?? that is so based
Bro, ur videos is very helpful. For example a Water textures videos
YES! You dont understand how great this is, I have played this game but when I found this was a source game I had to make a map of my own. When I started to learn about Soundscapes and even know that I was using INFRA I didn't bother goggleing it because this game its quite unknown. You have given me a shock and I can't thank you enough for this! You get a sub thanks!
If you're interested, Dear Esther (the first one, not 'Landmark Edition') is also a Source engine game. Even more of a walking sim than INFRA buuut...
No one may create levels for this game, however like any source engine game it can be modded so i decided to create a soundscape video for it (also one person actually asked for something like this). I hope to get more content out in the future beside only soundscape/water compilations, however i am currently occupied with university and creating prefabs for Dark Messiah, so i will see what i can do :)
*soundscapes_bank.txt* 00:05 - bank.meetingroom 00:18 - bank.stairwell.001
*soundscapes_bunker.txt* 00:32 - bunker.tunnel_start_001 00:45 - bunker.tunnel_start_002 00:59 - bunker.control_room_001 01:12 - bunker.class_room_001 01:26 - bunker.ventilation_001 01:39 - bunker.ventilation_002 01:53 - bunker.ventilation_003 02:06 - bunker.ventilation_004 02:20 - bunker.pool_place_001 02:33 - bunker.bar_room_001 02:47 - bunker.bar_room_002 03:00 - bunker.room_G1_001 03:14 - bunker.room_G2_001 03:27 - bunker.room_G3_001 03:41 - bunker.room_G4_001 03:54 - bunker.room_G6_001 04:08 - bunker.lab_001 04:21 - bunker.lab_002 04:35 - bunker.lab_hallway_001 04:48 - bunker.stairs_001 05:02 - bunker.metro_hall_001 05:15 - bunker.body_hall_001 05:29 - bunker.guard_hallway_001 05:42 - bunker.guard_hallway_002 05:56 - bunker.guard_shower_001 06:09 - bunker.guard_room_001 06:23 - bunker.guard_room_002 06:36 - bunker.file_room_001 06:50 - bunker.tape_room_001 07:03 - bunker.meeting_room_001
*soundscapes_business.txt* 07:17 - business.park_001 07:30 - business.park_002 07:44 - business.park_003 07:57 - business.street_001 08:11 - business.street_002 08:24 - business.alley_001 08:38 - business.alley_002 08:51 - business.tunnel_001 09:05 - business.substation_001 09:18 - business.garage_001 09:32 - business.garage_002 09:45 - business.tenement_001 09:59 - business.greenwar_001 10:12 - business.greenwar_002 10:26 - business.greenwar_003
*soundscapes_business2.txt* 10:39 - business2.start 10:53 - business2.metro_station 11:06 - business2.elevator_shaft 11:20 - business2.tunnel1 11:33 - business2.duct 11:47 - business2.minitrain_room 12:00 - business2.tunnel2 12:14 - business2.shaft
*soundscapes_central.txt* 12:27 - central.watertunnel_003 12:41 - central.watertunnel_002 12:54 - central.watertunnel_001 13:08 - central.hallway_001 13:21 - entral.hallway_002 13:35 - tunnel.collapsing_001 13:48 - tunnel.metro_001 14:02 - central.station_001 14:15 - tunnel.metro_002
Bro ur channel is like an all you can eat buffet for me and other source engine modders
why does this give me peace?
d1_town.CorpseRoom
This game has such amazing sound design. thanks man.
Odessa Cubbage... I hear thee...
Oh, so the behind the scenes is still the underground section. That explains it for me. I was thinking of "behind the scenes" filled with test chambers, vacuum tubes, vents, and catwalks.
you truly are doing gods work thanks so much
I try to help out whenever i can, however this video might need an update at some point as the game too has updated all of its soundscapes
Wonderful stuff, the best soundscape references around. Belated Happy New Year!
incredible, thank you
Happy New Year 2023 Everyone!
*soundscapes_a0.txt* 00:05 - a0_startup_main
*soundscapes_a1.txt* 00:19 - distant_construction_int 00:33 - distant_construction_ext 00:46 - distant_hl_activity_int 00:59 - distant_hl_activity_ext 01:13 - a1_futuretrain_passby_01 01:26 - a1_brick_warehouse_int 01:40 - a1_lab_train_car_int 01:54 - a1_intro_boxcar_passbys 02:07 - a1_intro_boxcar_start 02:20 - a1_intro_boxcar_stopping 02:34 - a1_intro_boxcar_arrive 02:47 - a1_intro_boxcar_ext 03:01 - a1_intro_sscape0 03:14 - a1_intro_int1 03:28 - a1_intro_int_hahn 03:42 - a1_intro_ext1 a1_intro_rooftop_main 03:54 - none 04:08 - skylight 04:22 - large room 04:35 - small room a1_intro_street_level_main 04:49 - none 05:03 - skylight 05:16 - large room 05:30 - small room a1_intro_street_level_main_02 05:43 - none 05:56 - skylight 06:10 - large room 06:23 - small room a1_intro_02_main 06:37 - none 06:51 - skylight 07:04 - small room a1_intro_02_bad_side_of_town 07:18 - none 07:31 - skylight 07:44 - small room a1_intro_02_lab 07:58 - none 08:12 - skylight 08:25 - large room 08:38 - small room 08:52 - a1_intro_m1 09:05 - a1_intro_ext_rooftop 09:19 - a1_lab_ext 09:32 - a1_intro_citadel_reveal a1_test 09:46 - none 10:00 - small room
*soundscapes_a2.txt* 10:13 - a2_pistol_basement 10:27 - a2_pistol_traincar a2_pistol_main_base 10:40 - none 10:54 - skylight 11:07 - small room a2_pistol_main 11:20 - none 11:34 - skylight 11:47 - small room a2_pistol_main_traincar 12:01 - none 12:14 - skylight 12:28 - small room 12:42 - a2_hideout_basement a2_hideout_main_base 12:55 - none 13:09 - skylight 13:22 - small room 13:35 - a2_puzzle_room_base a2_hideout_main 13:49 - none 14:02 - skylight 14:16 - small room a2_hideout_puzzle_room 14:29 - none 14:43 - skylight 14:57 - small room a2_hideout_puzzle_sanctum 15:10 - none 15:23 - skylight 15:37 - small room 15:50 - quarantine_outside_base 16:04 - quarantine_chimes_int quarantine_outside 16:18 - none 16:31- skylight 16:44 - small room quarantine_basement 16:58 - none 17:11 - skylight 17:25 - small room quarantine_transistion_basement 17:38 - none 17:52 - skylight 18:06 - small room quarantine_basement_transition 18:19 - none 18:33 - skylight 18:46 - small room quarantine_entrance_ext_wood_building 18:59 - skylight 19:12 - small room 19:26 - train_yard_traincar_int train_yard_ext_base 19:39 - none 19:53 - small room 20:06 - train_yard_ext_addins 20:20 - train_yard_subterranean_base a2_trainyard_underground_main 20:34 - none 20:47 - skylight 21:00 - small room a2_trainyard_underground_transition 21:14 - none 21:27 - skylight 21:41 - small room a2_trainyard_exterior 21:55 - none 22:08 - skylight 22:21 - small room a2_trainyard_exterior_deep 22:35 - none 22:48 - skylight 23:02 - small room a2_trainyard_exterior_deep_transition 23:16 - none 23:29 - skylight 23:42 - small room a2_headcrabs_tunnel_main 23:56 - none 24:09 - small room a2_drainage_main 24:23 - none 24:37 - skylight 24:50 - small room a2_train_yard_main 25:03 - none 25:17 - skylight 25:31 - small room a2_train_yard_post_crash 25:44 - skylight 25:57 - large room 26:11 - small room
*soundscapes_a3.txt* 26:25 - tenement_block_01 26:38 - a3_tenements_small_room 26:52 - a3_tenements_banging a3_tenements_interior_base 27:05 - none 27:18 - small room a3_tenements_interior_01 27:32 - none 27:46 - small room a3_tenements_interior_02 27:59 - none 28:12 - small room 28:26 - a3_tenements_basement a3_tenements_subbasement 28:39 - none 28:53 - sub basement 29:06 - a3_tenements_small_room_xen 29:20 - a3_tenements_basement_xen a3_tenements_basement_hall 29:33 - none 29:47 - sub basement 30:00 - a3_tenements_bathroom a3_tenements_interior_small_room_transition 30:14 - none 30:27 - small room a3_tenements_interior_test 30:41 - none 30:54 - small room a3_tenements_mixed_01 31:08 - none 31:22 - small room a3_tenements_interior_03 31:35 - none 31:48 - small room a3_tenements_interior_04 32:02 - none 32:15 - small room 32:29 - a3_c17_processing_plant_base 32:42 - a3_c17_processing_plant_exterior a3_c17_processing_plant_start 32:56 - none 33:10 - skylight 33:23 - small room a3_c17_processing_plant_construction 33:36 - none 33:50 - skylight 34:03 - small room a3_c17_processing_plant_post_construction 34:17 - none 34:30 - skylight 34:44 - small room 34:57 - a3_tenements_interior_base_quiet a3_tenements_interior_rooftop_base_01 35:11 - none 35:24 - small room 35:38 - a3_tenements_interior_rooftop_scary_01 a3_tenements_interior_rooftop_open_area_01 35:51 - none 36:05 - skylight 36:18 - small room a3_tenements_interior_rooftop_scary_hallway 36:32 - none 36:46 - small room a3_hotel_rooftop_attic 36:59 - none 37:12 - small room a3_tenements_interior_rooftop_scary_multilevel_room 37:26 - none 37:40 - skylight 37:52 - small room a3_tenements_interior_rooftop_scary_puzzle_room 38:06 - none 38:20 - skylight 38:34 - small room a3_tenements_exterior_combine_bridge 38:47 - none 39:01 - skylight 39:14 - small room a3_tenements_warehouse 39:28 - none 39:41 - skylight 39:54 - small room a3_tenements_subterranean_01 40:08 - none 40:21 - sub basement 40:35 - small room a3_station_street_greenhouse 40:48 - none 41:02 - small room a3_tenements_subterranean_tall_room 41:15 - none 41:28 - sub basement 41:43 - small room a3_station_street_sub_basement 41:56 - none 42:09 - sub basement 42:23 - small room 42:37 - a3_station_street_ext_base 42:50 - a3_station_street_ext a3_station_street_int_ext_transition 43:03 - none 43:17 - skylight 43:30 - sub basement 43:44 - small room a3_underground_pit_basement 43:57 - none 44:11 - small room a3_underground_pit_subbasement_base 44:24 - none 44:38 - small room a3_underground_pit_subbasement 44:52 - none 45:05 - skylight 45:19 - small room 45:32 - a3_underground_pit_ext_base 45:45 - a3_underground_pit_ext a3_underground_pit_int_ext_transition 45:59 - none 46:12 - skylight 46:26 - large room 46:39 - small room a3_underground_pit_hotel_int 46:53 - none 47:06 - skylight 47:20 - small room a3_tenements_warehouse_int_base 47:33 - none 47:47 - small room 48:00 - a3_tenements_warehouse_hall_base 48:14 - a3_tenements_c17_skylight_base a3_tenements_warehouse_int 48:27 - none 48:41 - skylight 48:55 - small room 49:08 - a3_hotel_street_exterior a3_hotel_street_main 49:21 - none 49:35 - skylight 49:48 - large room 50:02 - small room 50:15 - a3_distillery_exterior a3_distillery_main 50:29 - none 50:42 - skylight 50:56 - small room a3_distillery_tunnels 51:10 - none 51:23 - small room
*soundscapes_a4.txt* 51:36 - antlion_caves_main 51:50 - a4_c17_antlions_start a4_c17_antlions_main_01 52:03 - none 52:17 - skylight 52:30 - small room 52:44 - a4_c17_antlions_spillway_ext a4_c17_antlions_int_ext_transition 52:58 - none 53:11 - skylight 53:24 - a4_c17_ext_base 53:38 - a4_c17_antlions_ext_city a4_tanker_yard_main 53:51 - none 54:05 - skylight 54:18 - small room a4_c17_antlions_main_02 54:32 - none 54:46 - xen 54:59 - skylight 55:13 - small room a4_water_tower_main 55:26 - none 55:40 - skylight 55:53 - small room a4_water_tower_exterior_tower 56:06 - none 56:20 - skylight 56:34 - small room a4_water_tower_end_building 56:47 - none 57:01 - skylight 57:14 - small room a4_water_tower_post_collapse 57:27 - none 57:41 - skylight 57:54 - small room