Source SDK - Half-Life 2 Soundscapes

Sdílet
Vložit
  • čas přidán 17. 07. 2024
  • To those of you who are building maps for Half-Life 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 sounds and in which environment they are used. Soundscapes with POS in them use location specific sounds, which moves with the players location and angle to the soundscapes coordinates. Soundscapes with DIR in them use some sort of direction specific sounds, which is just sounds coming from or shifting direction based on the players angle to the environment based on the soundscape. Some soundscapes may be excluded, either because of the lack of sound, identical or too similar to another one, may not work at all or something else. Those soundscapes excluded are listed below.
    Please note that the POS defined soundscapes may not always be correct, as they are mostly based on what I heard myself in-game, as it would take too long to look though each soundscape file section of every one.
    Listen with headphones for clearer details
    For more information about the soundscapes in Half-Life 2, POS and soundscapes in general:
    developer.valvesoftware.com/w...
    developer.valvesoftware.com/w...
    ────────────────────────────────────────­­─────────────────
    Subscribe: bit.ly/30ex9Nl
    Donate: bit.ly/3knJbMZ
    Website: bit.ly/2tMXi9H
    Discord: bit.ly/2NiUGYe
    Steam: bit.ly/30bw6gS
    ────────────────────────────────────────­­─────────────────
    Soundscape sections in order:
    00:00 - Generic and Test
    02:05 - Train Station and City 17
    05:50 - PA announcements for City 17
    08:05 - Canals
    22:20 - Kleiner's Lab and Black Mesa East
    26:20 - Ravenholm
    28:05 - Coastline and Highway 17
    34:00 - Nova Prospekt
    41:15 - War-torn City 17
    50:00 - Combine Citadel
    ────────────────────────────────────────­­─────────────────
    Excluded soundscapes:
    e3_techdemo_gmanspeaking
    e3_Techdemo_03
    e3_end
    d1_canals.util_windgusts
    d1_truck_pass
    d1_canals.util_birds
    d1_canals.util_critters
    d1_canals.util_tunnel_windgusts
    d1_canals.util_industrial
    canals_slime_tunnel
    d1_town.ScaredPeopleInside
    d1_town.ScaredPeopleOutside
    d1_town.CorpseRoom
    d1_town.ConcreteBuilding
    d1_town.WoodBuilding
    coast.util_shackmetal
    coast.util_birds
    prison.util_fardrips
    prison.util_drips
    prison.util_distant_trains
    streetwar.util_muffled_light_combat
    streetwar.util_drips
    streetwar.util_fardrips
    d3_citadel.silence_and_dialog
    d3_citadel.util_hits
    ────────────────────────────────────────­­─────────────────
    I do not claim to own any of the copyrighted material used in this video.
  • Hry

Komentáře • 152

  • @soer4769
    @soer4769  Před 8 lety +16

    I have posted all the timings for the soundscapes in the video here, since a video description can get too long.
    UPDATE: I have edited the VDC's hl2 soundscape page to show more detailed informal descriptions and position data so it is even easier to choose the ones needed for a level: developer.valvesoftware.com/wiki/List_of_HL2_Soundscapes

    • @soer4769
      @soer4769  Před 8 lety +1

      *Generic and Test*
      00:05 - e3_techdemo_02
      00:20 - e3_Techdemo_05
      00:35 - e3_Techdemo_06
      00:50 - GenericIndoor
      01:05 - GenericOutdoor
      01:20 - Cabin
      01:35 - cabin_outdoor
      01:50 - test_tvset

    • @soer4769
      @soer4769  Před 8 lety +1

      *Train Station and City 17*
      02:05 - d1_trainstation.util_city
      02:20 - d1_trainstation.city
      02:35 - d1_trainstation.Platform
      02:50 - d1_trainstation.Turnstyle
      03:05 - combine.computer
      03:20 - d1_trainstation.Interrogation
      03:35 - d1_trainstation.TerminalSquare
      03:50 - d1_trainstation.QuietCourtyard
      04:05 - d1_trainstation.Occupants
      04:20 - d1_trainstation.AppartmentCourtyard
      04:35 - d1_trainstation.Appartments
      04:50 - d1_trainstation.RaidCityvoice
      05:05 - d1_trainstation.RaidOccupants
      05:20 - d1_trainstation.RaidAppartments
      05:35 - general.concrete_quiet

    • @soer4769
      @soer4769  Před 8 lety +1

      *PA announcements for City 17*
      05:50 - cityvoice_level0
      06:05 - cityvoice_level1
      06:20 - cityvoice_level2
      06:35 - cityvoice_level3
      06:50 - cityvoice_level4
      07:05 - cityvoice_level5
      07:20 - city_searching_level1
      07:35 - city_searching_level2
      07:50 - city_searching_level3

    • @soer4769
      @soer4769  Před 8 lety +1

      *Canals*
      08:05 - d1_canals.util_drips
      08:20 - d1_canals.util_fardrips
      08:35 - d1_canals.util_headcrab_canister
      08:50 - d1_canals.util_shoreline
      09:05 - d1_canals_tunnel01
      09:20 - d1_canals_citystart
      09:35 - d1_canals_citadel
      09:50 - d1_canals_traincanal
      10:05 - d1_canals_traintunnel
      10:20 - d1_canals_watercanal
      10:35 - d1_canals_junkyard
      10:50 - d1_canals_copcanals
      11:05 - d1_canals_barnacle_tunnel
      11:20 - d1_canals_pipe_chamber
      11:35 - d1_canals_cop_alerted
      11:50 - d1_canals.heli_slide_tunnels
      12:05 - d1_canals.heli_attack
      12:20 - d1_canals.drainroom
      12:35 - d1_canals.03copsattackthroughboards
      12:50 - d1_canals.03entrytunnel
      13:05 - d1_canals.steamtunnel
      13:20 - d1_canals.waterpuzzleroom
      13:35 - d1_canals.util_critters_under_docks
      13:50 - d1_canals.util_toxic_slime
      14:05 - d1_canals.general_dripping_tunnel
      14:20 - d1_canals.general_windy_tunnel
      14:35 - d1_canals.general_watery_tunnel
      14:50 - d1_canals.general_watery_tunnel_shore
      15:05 - d1_canals.redbarn_ambience
      15:20 - d1_canals.floodgate_base_ambience
      15:35 - d1_canals.floodgate_machineroom
      15:50 - d1_canals.shore_and_reeds
      16:05 - d1_canals.spooky_infested_pipe
      16:20 - d1_canals.water_tunnel_with_frogs
      16:35 - d1_canals.windchimes_and_wind
      16:50 - canals_slime_outside
      17:05 - canals_tunnel_dry
      17:20 - canals_tunnel_wet
      17:35 - canals_canal_nowater
      17:50 - canals_canal_water
      18:05 - canals_canal_water_industrial
      18:20 - canals_river
      18:35 - canals_river_calm
      18:50 - d1_canals_05_shanty_approach
      19:05 - d1_canals_05_shanty
      19:20 - d1_canals_07_entry_tunnel
      19:35 - d1_canals_07a_warehouse
      19:50 - d1_canals_08a_gun_tunnel_entrance
      20:05 - d1_canals_08a_puzzle_arena
      20:20 - d1_canals_08a_gun_scene
      20:35 - d1_canals_08a_tunnel_exit
      20:50 - canals_canal_water_creaking_wood
      21:05 - canals_canal_water_creaking_metal
      21:20 - d1_canals_08_entry_tunnel
      21:35 - d1_canals_08_reservoir
      21:50 - d1_canals_08_island
      22:05 - d1_canals_08_base_interior

    • @soer4769
      @soer4769  Před 8 lety +1

      *Kleiner's Lab and Black Mesa East*
      22:20 - K_lab.LabSounds
      22:35 - E3_lab.LabSounds
      22:50 - eli_01_lab_main_1
      23:05 - eli_01_elevator_1
      23:20 - eli_01_upperhall_2
      23:35 - eli_01_upperhall_1
      23:50 - eli_01_lowerlab_hall_1
      24:05 - eli_01_lower_corridor_1
      24:20 - eli_01_lower_ravenhall_1
      24:35 - eli_01_lower_ravenhall_2
      24:50 - eli_02_lowerlab_hall_1
      25:05 - eli_02_lower_corridor_1
      25:20 - eli_02_ravenshaft_1
      25:35 - eli_02_ravenshaft_2
      25:50 - eli_02_scrapyard_1
      26:05 - eli_02_scrapyard_2

  • @DragoMagno427
    @DragoMagno427 Před 7 lety +167

    The true kind of ASMR.

  • @royal_blue_knight7042
    @royal_blue_knight7042 Před rokem +42

    31:48 the most nostalgic sound for me.

  • @milkywayish9315
    @milkywayish9315 Před 3 lety +75

    = Generic and test =
    0:05 - e3_Techdemo_02
    0:20 - e3_Techdemo_05
    0:35 - e3_Techdemo_06
    0:50 - GenericIndoor
    1:05 - GenericOutdoor
    1:20 - Cabin
    1:35 - cabin_outdoor
    1:50 - test_tvset
    = Train Station and City 17 =
    2:05 - d1_trainstation.util_city
    2:20 - d1_trainstation.city
    2:35 - d1_trainstation.Platform
    2:50 - d1_trainstation.Turnstyle
    3:05 - combine.computer
    3:20 - d1_trainstation.Interrogation
    3:35 - d1_trainstation.TerminalSquare
    3:50 - d1_trainstation.QuietCourtyard
    4:05 - d1_trainstation.Occupants
    4:20 - d1_trainstation.AppartmentCourtyard
    4:35 - d1_trainstation.Appartments
    4:50 - d1_trainstation.RaidCityvoice
    5:05 - d1_trainstation.RaidOccupants
    5:20 - d1_trainstation.RaidAppartments
    5:35 - general.concrete_quiet
    = PA announcements for City 17 =
    5:50 - cityvoice_level0
    6:05 - cityvoice_level1
    6:20 - cityvoice_level2
    6:35 - cityvoice_level3
    6:50 - cityvoice_level4
    7:05 - cityvoice_level5
    7:20 - city_searching_level1
    7:35 - city_searching_level2
    7:50 - city_searching_level3
    = Canals =
    8:05 - d1_canals.util_drips
    8:20 - d1_canals.util_fardrips
    8:35 - d1_canals.util_headcrab_canister
    8:50 - d1_canals.util_shoreline
    9:05 - d1_canals_tunnel01
    9:20 - d1_canals_citystart
    9:35 - d1_canals_citadel
    9:50 - d1_canals_traincanal
    10:05 - d1_canals_traintunnel
    10:20 - d1_canals_watercanal
    10:35 - d1_canals_junkyard
    10:50 - d1_canals_copcanals
    11:05 - d1_canals_barnacle_tunnel
    11:20 - d1_canals_pipe_chamber
    11:35 - d1_canals_cop_alerted
    11:50 - d1_canals.heli_slide_tunnels
    12:05 - d1_canals.heli.attack
    12:20 - d1_canals.drainroom
    12:35 - d1_canals.03copsattackthroughboards
    12:50 - d1_canals.03entrytunnel
    13:05 - d1_canals.steamtunnel
    13:20 - d1_canals.waterpuzzleroom
    13:35 - d1_canals.util_critters_under_docks
    13:50 - d1_canals.util_toxic_slime
    14:05 - d1_canals.general_dripping_tunnel
    14:20 - d1_canals.general_windy_tunnel
    14:35 - d1_canals.general_watery_tunnel
    14:50 - d1_canals.general_watery_tunnel_shore
    15:05 - d1_canals.redbarn_ambience
    15:20 - d1_canals_floodgate_base_ambience
    15:35 - d1_canals.floodgate_machineroom
    15:50 - d1_canals.shore_and_reeds
    16:05 - d1_canals.spooky_infested_pipe
    16:20 - d1_canals.water_tunnel_with_frogs
    16:35 - d1_canals.windchimes_and_wind
    16:50 - canals_slime_outside
    17:05 - canals_tunnel_dry
    17:20 - canals_tunnel_wet
    17:35 - canals_canal_nowater
    17:50 - canals_canal_water
    18:05 - canals_canal_water_industrial
    18:20 - canals_river
    18:35 - canals_river_calm
    18:50 - d1_canals_05_shanty_approach
    19:05 - d1_canals_05_shanty
    19:20 - d1_canals_07_entry_tunnel
    19:35 - d1_canals_07a_warehouse
    19:50 - d1_canals_08a_gun_tunnel_entrance
    20:05 - d1_canals_08a_puzzle_arena
    20:20 - d1_canals_08a_gun_scene
    20:35 - d1_canals_08a_tunnel_exit
    20:50 - canals_canal_water_creaking_wood
    21:05 - canals_canal_Water_creaking_metal
    21:20 - d1_canals_08_entry_tunnel
    21:35 - d1_canals_08_reservoir
    21:50 - d1_canals_08_island
    22:05 - d1_canals_08_base_interior
    = Kleiner's Lab and Black Mesa East =
    22:20 - K_lab.LabSounds
    22:35 - E3_lab.LabSounds
    22:50 - eli_01_lab_main_1
    23:05 - eli_01_elevator_1
    23:20 - eli_01_upperhall_2
    23:35 - eli_01_upperhall_1
    23:50 - eli_01_lowerlab_hall_1
    24:05 - eli_01_lower_corridor_1
    24:20 - eli_01_lower_ravenhall_1
    24:35 - eli_01_lower_ravenhall_2
    24:50 - eli_02_lowerlab_hall_1
    25:05 - eli_02_lower_corridor_1
    25:20 - eli_02_ravenshaft_1
    25:35 - eli_02_ravenshaft_2
    25:50 - eli_02_scrapyard_1
    26:05 - eli_02_scrapyard_2
    = Ravenholm =
    26:20 - d1_town.Start
    26:35 - d1_town.Street
    26:50 - d1_town.Rooftop
    27:05 - d1_town.MineshaftDown
    27:20 - d1_town.WaterCave
    27:35 - d1_town.HeadcrabCave
    27:50 - d1_town.CaveTunnel
    = Coastline and Highway 17 =

    28:05 - coast.util_headcrab_canister
    28:20 - coast.util_metalstress
    28:35 - coast.util_crumblycliff
    28:50 - coast.util_windgusts
    29:05 - coast.util_fardrips
    29:20 - coast.util_lakeshoreline
    29:35 - coast.util_shoreline
    29:50 - coast.util_distant_shoreline
    30:05 - coast.util_antlion_den
    30:20 - coast.general_windy_tunnel
    30:35 - coast.general_tunnel
    30:50 - coast.zombie_tunnel
    31:05 - coast.general_oldwoodbuilding
    31:20 - coast.general_oldwoodbuilding_with_windchimes
    31:35 - coast.combine_controlroom_ambience
    31:50 - coast.general_shoreline
    32:05 - coast.positional_shoreline
    32:20 - coast.shoreline_with_antlion_dens
    32:35 - coast.bridge_ambient
    32:50 - coast.bridge_shack
    33:05 - coast.cliffside
    33:20 - coast.bridge_concrete_room
    33:35 - coast.distant_shoreline
    33:50 - coast.generic_ambient_01
    = Nova Prospekt =
    34:05 - prison.util_distantcombat_verylight
    34:20 - prison.util_distantcombat_light
    34:35 - prison.util_distantcombat_heavy
    34:50 - prison.util_antlion_burrows
    35:05 - prison.util_radio
    35:20 - prison.util_control_room
    35:35 - prison.citizen_camp
    35:50 - prison.redlight_bunker
    36:05 - prison.outdoor_courtyard
    36:20 - prison.outdoor_courtyard_hvycombat
    36:35 - prison.trainstation
    36:50 - prison.teleport_area
    37:05 - prison.control_room
    37:20 - prison.control_room_simple
    37:35 - prison.combine_wall
    37:50 - prison.util_quiet_cellblock
    38:05 - prison.util_louder_cellblock
    38:20 - prison.larger_cellblock_vlightcombat
    38:35 - prison.larger_cellblock_hvycombat
    38:50 - prison.larger_cellblock_lightcombat
    39:05 - prison.generael_hallway_lightcombat
    39:20 - prison.general_hallway_vlightcombat
    39:35 - prison.general_dripping_tunnel
    39:50 - prison.hall_with_burrows
    40:05 - prison.electric_water_room
    40:20 - prison.laundry
    40:35 - prison.watery_hallway
    40:50 - prison.showers
    41:05 - prison.zombie_infested
    = War-torn City 17 =
    41:20 - streetwar.util_combine_atomsphere
    41:35 - streetwar.util_rubble
    41:50 - streetwar.util_sirens
    42:05 - streetwar.util_light_sirens
    42:20 - streetwar.util_zombine_infested
    42:35 - streetwar.util_light_combat_atomsphere
    42:50 - streetwar.util_heavy_combat_atomsphere
    43:05 - streetwar.util_light_combat
    43:20 - streetwar.util_medium_combat
    43:35 - streetwar.util_heavy_combat
    43:50 - streetwar.zombie_water_room
    44:05 - streetwar.car_tunnel
    44:20 - streetwar.general_small_tunnel
    44:35 - streetwar.car_tunnel_opensky
    44:50 - streetwar.toxic_car_tunnel
    45:05 - streetwar.infested_appartments
    45:20 - streetwar.general_indoor_light_combat
    45:35 - streetwar.general_indoor_medium_combat
    45:50 - streetwar.general_indoor_heavy_combat
    46:05 - streetwar.general_outdoor_light_combat
    46:20 - streetwar.general_outdoor_medium_combat
    46:35 - streetwar.general_outdoor_heavy_combat
    46:50 - streetwar.destroyed_concrete_building
    47:05 - streetwar.rooftop_heavy_combat
    47:20 - streetwar.control_room
    47:35 - streetwar.bank_control_room
    47:50 - streetwar.bank_machine_room
    48:05 - streetwar.bank_general
    48:20 - e3_c17_01_battle
    48:35 - c17_02_street_lower_1
    48:50 - c17_02_street_upper_1
    49:05 - c17_02_street_upper_2
    49:20 - c17_02_inside_apartments_1
    49:35 - streetwar.underground_manhack_tunnel
    49:50 - streetwar.vertical_warehouse_arena
    = Combine Citadel =
    50:05 - d3_citadel.util_activity
    50:20 - d3_citadel.util_pods
    50:35 - d3_citadel.deep_dropoff_inside
    50:50 - d3_citadel.pod_vista
    51:05 - d3_citadel.generic
    51:20 - d3_citadel.generic_moody
    51:35 - d3_citadel.generic_moody2
    51:50 - d3_citadel.stasis_room
    52:05 - d3_citadel.combine_ball_room
    52:20 - d3_citadel.general_control_room
    52:35 - d3_citadel.alyx_teleport_control_room
    52:50 - d3_citadel.final_portal_chamber
    53:05 - d3_citadel.top_of_teleport_chamber
    53:20 - d3_citadel_01.pipe_entrance
    53:35 - d3_citadel_01.cliffside1
    53:50 - d3_citadel_01.citadel_entrance
    54:05 - d3_citadel.breen_field
    54:20 - d3_citadel.breen_hall
    54:30 - d3_citadel.breen_office
    P.S this might help some people, you can copy and paste the line of the sound you like to your hammer if there is anything wrong please let me know!

  • @jimmylander2089
    @jimmylander2089 Před 7 lety +81

    26:22 strange... there's not a single living soul left in Ravenholm except for Father Grigori. That scream is quite the mystery

    • @AmBush2048
      @AmBush2048 Před 7 lety +41

      It's supposed to imply that there are, or at least were other survivors.

    • @cj-3810
      @cj-3810 Před 5 lety +26

      Jimmy Lander I believe there are many unused screams and cries in the ravenholm sounds, this is due to the beta of ravenholm originally would be found still under the raid, there would be dead children under beds and more.

    • @Strelokos666
      @Strelokos666 Před 5 lety +9

      Indeed. I didn't hear that scream named ChildScream.wav while playing the Ravenholm. I didn't hear it in the game at all actually, until i played HL2 recently and finally heard that in a random soundscape somewhere in the Nova Prospekt basement

    • @SirKolass
      @SirKolass Před 4 lety +3

      Who told you he's the only one?

  • @kitrod
    @kitrod Před 4 lety +28

    50:31 is my absolute favorite. That little popping noise sounds so awesome.

    • @elektra81516
      @elektra81516 Před 9 měsíci

      That echoing booming noise I think you're talking about, yeah I agree! It sounds like it reverberating throughout the entire structure from deep beneath

  • @sleepwalkersguide4307
    @sleepwalkersguide4307 Před 5 lety +29

    22:34- I searched for this very long time! Thank you!

  • @lordx1067
    @lordx1067 Před rokem +7

    I love half life’s sound design, the noises just radiate nostalgia and distant memories.

  • @keitra666
    @keitra666 Před 7 lety +121

    And this is Why i love half life 2 so much! The sound with Everything is just so damn Amazing!! The story is just Amazing too!!
    But still.. no hl3.. ;_;

  • @Redbr34
    @Redbr34 Před 5 lety +7

    this video helps me choose some soundscapes for my maps! appreciate man!

  • @sintes88
    @sintes88 Před 5 lety +7

    These are great to listen while relaxing or doing something. Thanks!

  • @MrLyosea
    @MrLyosea Před 4 lety +1

    Thank you so much for this video. Really helps with mapping and not having to listen to EVERY SINGLE soundscape to test out ingame.

  • @Strelokos666
    @Strelokos666 Před 5 lety +4

    Thank you for your time and efforts, its really useful in mapping

  • @l.s.5191
    @l.s.5191 Před 7 lety +48

    *sleeps to this*

  • @GU5I6
    @GU5I6 Před 5 měsíci +1

    This is the biggest lifesaver when working on maps, many thanks!

  • @GreyStormPlays
    @GreyStormPlays Před 2 lety +2

    Thanks for this, I'm new to the hammer editor and this is helpful for my env_soundscapes

  • @killerpielikesmilk
    @killerpielikesmilk Před 4 lety +6

    The inconsistency of the naming conventions is tearing me apart. Good video, loved it.

  • @GmanGer
    @GmanGer Před 7 lety +3

    Thanks dude, that video helped me out a lot!

  • @yougnomed630
    @yougnomed630 Před 6 měsíci

    thanks, soundscapes really making maps better

  • @CathodeRayKobold
    @CathodeRayKobold Před 2 lety +2

    You can just see the development stories behind some of these filenames.
    "Hey Phil, I need a generic citadel soundscape, but like...moodier."

  • @fluff3yzockt
    @fluff3yzockt Před 7 lety +15

    Really appreciate your work! Thanks!

  • @banditboogaloo
    @banditboogaloo Před 8 měsíci

    EXTREMELY helpful for my mod. Thank you!!!

  • @Sushinardo
    @Sushinardo Před 4 lety +4

    I dreamed many things with these sounds, always with that post apocalyptic environment.

  • @DomiXen_Zvaczer
    @DomiXen_Zvaczer Před 5 lety +2

    Thanks for uploading this.

  • @admiral1279
    @admiral1279 Před 4 lety +11

    22:34 truly amazing :)

  • @itsukarine
    @itsukarine Před 7 lety +25

    Gods work.

  • @TehDoCh
    @TehDoCh Před 4 lety +1

    Thanks for making this. Saves some time.

  • @Julleman04
    @Julleman04 Před 5 lety +7

    This helps me calm down

  • @Steampunkkids
    @Steampunkkids Před 4 lety +1

    Thank you! This is so helpful. I finally found the sound needed for a map. Thank you

  • @hmrdev-billnye8166
    @hmrdev-billnye8166 Před 4 lety +3

    It's a fascinating world indeed,go from the very semi-noisy City 17 to the very quite coast. Somehow makes me cry how good this game is.
    Imagine in in a few dacades time there would be a open world Half-Life game using mostly the movement animations from HL2 and upgraded textures and everything bassically,you and your rebel friends slowly take control city after city or town by unique Combine enemies and Xen Life eventually you could travel to other dimension and defeat the Universal Union.

  • @MissKFOX
    @MissKFOX Před 3 lety +6

    7:05
    When you throw a can at a Metrocop in HL2RP Servers.

  • @halfwaylambda440
    @halfwaylambda440 Před 8 lety +33

    Thank you sir! Too bad this video doesn't have lots of views though ;/

    • @soer4769
      @soer4769  Před 8 lety +8

      If I continue to create content like this to help people I think the views will come at some point :)

    • @halfwaylambda440
      @halfwaylambda440 Před 8 lety +4

      Alright. Also, can you answer me something. Are all those overwatch sounds and helicopters in the soundscapes? Or are they just some ambience? Because, it would be nicer if you would find a way to make the soundscapes be heard only, and not other distrurbing noices ;D

    • @soer4769
      @soer4769  Před 8 lety +4

      All the sounds you hear for a soundscape in this video are also what you hear in-game, so if you want a soundscape without the overwatch sounds you would have to extract and edit one of your choice for later binding it to your map. It is a good idea to listen to a soundscape in-game too before inserting it into your map, since this video only showcases 15 seconds of every one.

    • @halfwaylambda440
      @halfwaylambda440 Před 8 lety +4

      oh, ok then ;)

  • @notepicalsalt612
    @notepicalsalt612 Před 4 lety +1

    thank you so much for this. made my mapping life easier, props to you.

  • @ShermanB1-wm3cv
    @ShermanB1-wm3cv Před 8 měsíci +1

    0:50 i remember hearing this hum, its so familiar and i just get liminal vibes

  • @pek6350
    @pek6350 Před 2 lety +2

    Press F to pay respect to all the people out there struggling with soundscapes and that will never find this video

  • @quantum.9883
    @quantum.9883 Před 4 měsíci

    nostalgia for both hl2 and gmod!

  • @user-kz5dh2ly8y
    @user-kz5dh2ly8y Před 3 lety

    you are a fucking saint, this is exactly what i've been looking for
    you're a good man, thank you

  • @Artanisval
    @Artanisval Před 6 lety +23

    9:37 Can somebody explain whats that noise?

    • @soer4769
      @soer4769  Před 6 lety +21

      If you mean the beeping noise, that is an APC alarm passing in the background.

  • @mie8937
    @mie8937 Před 2 lety +1

    Funfact: the soundscapes with the word "e3" means that they were created for E3 presentation in 2003.

  • @jimmylander2089
    @jimmylander2089 Před 7 lety +3

    There seem to be more soundscapes here than in the vdc.

  • @d3lt4X
    @d3lt4X Před 5 lety +3

    I love the sounds of police sirens in Half Life 2

  • @rayhill1
    @rayhill1 Před 6 lety +4

    3:42 this fucking sound scares me for years now

  • @dreamernawid
    @dreamernawid Před 6 lety +14

    Where can I actually find the sound files for these in Half Life 2's directory? More specifically I'd like to access "d3_citadel.deep_dropoff_inside".

    • @dreamernawid
      @dreamernawid Před 6 lety +5

      Nevermind. Realised that Half Life 2 soundscapes are made up of separate sound files.

    • @notepicalsalt612
      @notepicalsalt612 Před 4 lety +2

      Yes, but you could make a hammer map, with only the env_soundscape, and record it if you want to. Remember though, the sounds are played at random times, meaning you'll never get the same result.

  • @NoVIcE_Source
    @NoVIcE_Source Před měsícem +1

    very very useful

    • @ngotorr
      @ngotorr Před 25 dny +1

      look who here

    • @NoVIcE_Source
      @NoVIcE_Source Před 24 dny +1

      @@ngotorr i use this vid to get ambiences all the time xd

    • @ngotorr
      @ngotorr Před 24 dny +1

      @@NoVIcE_Source yeah, mee too. i also use the soundscape list from vdc sometimes, but not too much

  • @jusic1982
    @jusic1982 Před 8 lety +2

    Thanks you!

  • @freshlocalwoodchimps
    @freshlocalwoodchimps Před 5 lety +1

    How would you access these sounds as you have them playing in this video? My intention is for listening purposes. All I can find is text files.

    • @soer4769
      @soer4769  Před 5 lety +1

      These soundscape lists are actually for source devs and mappers, but as I have got these kind of requests before I plan to create some ambient videos at some point for people to listen to.

    • @freshlocalwoodchimps
      @freshlocalwoodchimps Před 5 lety +1

      Awesome, thanks for the reply. That would be great! It would be amazing to get these soundscapes as longer loops for listening. Maybe even make a playlist with longer loops of the soundscapes as separate videos if that isn't too time consuming :)

    • @soer4769
      @soer4769  Před 5 lety +1

      I will see what i can do

  • @HumanGrunt
    @HumanGrunt Před 6 lety +3

    thanks man

    • @soer4769
      @soer4769  Před 6 lety +2

      good I could be to help

  • @rnrailproductions5049
    @rnrailproductions5049 Před 4 lety +1

    24:24 what are those weird screeching sounds? They don’t sound like zombies. Also I like how you can hear the battle between the CPs and Resistance up on the surface.

    • @kitrod
      @kitrod Před 4 lety +2

      Probably pipes or the sound of the citadel or something.

    • @koksu1208
      @koksu1208 Před 3 lety

      I think they are sounds of falling metal or stone in the distance

  • @danm.9132
    @danm.9132 Před 8 lety +7

    The Big One , Thank you :D

    • @soerDK
      @soerDK Před 8 lety +2

      I hope to get Half-Life 2: Deathmatch soundscapes out next, since it only have 7 or something more soundscapes than Half-Life 2 but else they use the same ones :) Also wrong account to comment xD

    • @danm.9132
      @danm.9132 Před 8 lety +1

      ***** Don't worry :D , and keep up the good work.

  • @MaximumElevapor
    @MaximumElevapor Před 3 lety

    The Prison Electric Water Room has a loop I swear I hear in every Source game ever. Do the HL and Portal games share soundscapes?

    • @soer4769
      @soer4769  Před 3 lety +1

      Valve does not use the same soundscapes for different games (except for a few exceptions like l4d+l4d2), however they do utilise the same underline stock sounds which is what you are able to hear in every Source engine game. The specific stock sound used you can properly recognise in that soundscape is properly "ambient/atmosphere/corridor2.wav", which is used quiet frequently throughout portal testchambers and half-life 2 levels to create a cold atmosphere and a sense of loneliness.

    • @MaximumElevapor
      @MaximumElevapor Před 3 lety

      @@soer4769 Ohhhh, okay! Thank you!

  • @luisp.3788
    @luisp.3788 Před 7 lety +3

    Can you make a video about The Stanley Parable soundscapes? There is a way making TSP maps, but its really hard.

    • @soer4769
      @soer4769  Před 7 lety +2

      I will take a look at it in the future when other things on my list is done, but if it is possible to create maps for TSP, then i cannot see a reason why not to try to create a list :D

    • @luisp.3788
      @luisp.3788 Před 7 lety +1

      soer4769 [ENG] Thank you so much :D

    • @soer4769
      @soer4769  Před 3 lety

      @@luisp.3788 Not sure if you are still interested, but i have just uploaded a video covering soundscapes for TSP :)

    • @luisp.3788
      @luisp.3788 Před 3 lety

      @@soer4769 Thanks a lot! I've recently started working on my TSP mod again, and this will really come in handy. Good timing :)

    • @luisp.3788
      @luisp.3788 Před 3 lety

      @mango2 Are you making a mod for TSP as well?

  • @fighter2499
    @fighter2499 Před 2 měsíci

    Thank's!!!!

  • @burbo408
    @burbo408 Před 5 lety +1

    39:08 what is that background noise? And how do I get it without battlesounds?

    • @soer4769
      @soer4769  Před 5 lety +2

      As the name of the soundscape suggest, it is light combat sounds of some sort. If you want it without battlesounds you have to either create an edited version of the soundscape and pack it with your map or use another one that does not have any battlesounds in it, like for example prison.util_quiet_cellblock. Hope this helps.

    • @mr.skeleton4346
      @mr.skeleton4346 Před 5 lety +1

      The name is genericindoor 0:55

  • @Nikola7.62
    @Nikola7.62 Před 6 lety +24

    49:06 Where can I find this siren sound without battle sounds?

    • @soer4769
      @soer4769  Před 6 lety +10

      If you want to use it alone within a soundscape you have to create your own soundscape entry and pack it with your map as no current ones plays that alarm sound all by itself. The soundscape with it is located in hl2/scripts/soundscapes_streetwar.txt and the alarm is called city_siren_loop2.wav

    • @flameoguy3804
      @flameoguy3804 Před 3 lety +1

      @@soer4769 For a simpler solution you could use an ambient_generic entity with the siren sound

    • @soer4769
      @soer4769  Před 3 lety +1

      @@flameoguy3804 If you only want to play it as a simple sound effect then sure.

  • @aatosanttonen3517
    @aatosanttonen3517 Před 5 lety +4

    Anyone know what the weird backround noise is at 46:40

  • @1lucia
    @1lucia Před 6 lety +2

    You missed d1_town.ConcreteBuilding!

    • @soer4769
      @soer4769  Před 6 lety +3

      Just seems like I forgot to list it as excluded (since it only contains DSP settings), thanks anyway :)

    • @1lucia
      @1lucia Před 6 lety +1

      np :P

  • @StarDrimr_th2710
    @StarDrimr_th2710 Před 3 lety

    How to playsoundscape!
    Open console
    "soundscape "

  • @spoono
    @spoono Před 4 lety +1

    Thanks! I always struggle trying to understand what the fuck the source SDK help pages say about these soundscapes.

  • @dingo-gorditas
    @dingo-gorditas Před 5 lety +4

    d1_trainstation.city is my favorite

  • @Dillon4599
    @Dillon4599 Před 3 lety +1

    28:22 and 30:48 still freak me out to this day.

  • @ruthenium6648
    @ruthenium6648 Před 4 lety +1

    do one on INFRA!

  • @himitsugawa4226
    @himitsugawa4226 Před 5 lety +1

    d1_town.CaveTunnel seem a bit mysterious to me. And quiet at the same time, love this ambient, it played in lots of other Valve shooter/puzzle games.

    • @kamil071_pl5
      @kamil071_pl5 Před 4 lety +1

      Yes this wind effect is often used by valve especially in Portal and in many diffrent locations in HL2

  • @FranciumBoron
    @FranciumBoron Před 3 lety

    Where can I find the wind whistling with no other background sounds?

    • @soer4769
      @soer4769  Před 3 lety

      Can you be a little more specific, what 'wind whistling' sound are you looking after?

    • @FranciumBoron
      @FranciumBoron Před 3 lety

      @@soer4769 The wind sound from 16:35 but with no wind chimes.

    • @soer4769
      @soer4769  Před 3 lety

      ​@@FranciumBoron The soundfile is called 'windmill_wind_loop1.wav'. It can be found inside of, and extracted from, the 'hl2_sound_misc_dir.vpk' + its archives at 'ambient/levels/canals/', which in turn is located in the Half-life 2 (hl2) folder. The vpk file itself can be opened with GCFScape.

    • @FranciumBoron
      @FranciumBoron Před 3 lety

      @@soer4769 Cheers, mate.

  • @TheExperienceYT
    @TheExperienceYT Před 2 lety

    I need 1 hour of test_tvset

  • @freshlocalwoodchimps
    @freshlocalwoodchimps Před 3 lety

    imo the HL:A sound design doesn't have the same charm that the HL2 sound design has. HL2 is just so much more raw..

  • @zalmanalfarisi
    @zalmanalfarisi Před 3 lety

    Who's author of these soundscapes? Kelly Bailey?

    • @non-shockingtopics7563
      @non-shockingtopics7563 Před 3 lety +1

      Most likely various people from Valve as well as various audio libraries, sorry I can’t be more specific.

    • @zalmanalfarisi
      @zalmanalfarisi Před 3 lety

      @@non-shockingtopics7563 Thanks anyway

  • @gEck0_
    @gEck0_ Před 8 lety +3

    Why does it not work for CSGO?

    • @soer4769
      @soer4769  Před 8 lety

      It does not work for CS:GO because it has its own soundscapes list, which does not include HL2 soundscapes.

    • @gEck0_
      @gEck0_ Před 8 lety +1

      soer4769 [ENG] I was searching some thunder, windy and rainy soundscapes for my map and I found some Nova Prospekt and Coast soundscapes, but they didn't work. But now I get it, thank you.

    • @soer4769
      @soer4769  Před 8 lety

      I am planning on creating a list of all the CS:GO soundscapes in the future :)

    • @gEck0_
      @gEck0_ Před 8 lety

      soer4769 [ENG] I already have them, (If you're talking about CSS soundscapes, cause they still work, you even have a video for them) but they didn't helped me with my map. I can share them with you anyway.

    • @fluff3yzockt
      @fluff3yzockt Před 7 lety +1

      Still, you could just rip the soundscapes out of hl2 and copy them into csgo.

  • @QuadrupleAndy
    @QuadrupleAndy Před 7 lety +3

    make portal 2 please

  • @HansonJ
    @HansonJ Před 4 lety +3

    1:38