Source SDK - Half-Life 2 Soundscapes
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- 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...
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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
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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
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I do not claim to own any of the copyrighted material used in this video. - Hry
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
*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
*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
*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
*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
*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
The true kind of ASMR.
31:48 the most nostalgic sound for me.
= 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!
thank you so much
yo its milkyway...
thanks bro
26:22 strange... there's not a single living soul left in Ravenholm except for Father Grigori. That scream is quite the mystery
It's supposed to imply that there are, or at least were other survivors.
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.
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
Who told you he's the only one?
50:31 is my absolute favorite. That little popping noise sounds so awesome.
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
22:34- I searched for this very long time! Thank you!
its also in the movie the secret
I love half life’s sound design, the noises just radiate nostalgia and distant memories.
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.. ;_;
g
like ya cut
but if you close your eyes...
we got alyx :)
this video helps me choose some soundscapes for my maps! appreciate man!
These are great to listen while relaxing or doing something. Thanks!
Thank you so much for this video. Really helps with mapping and not having to listen to EVERY SINGLE soundscape to test out ingame.
Thank you for your time and efforts, its really useful in mapping
*sleeps to this*
This is the biggest lifesaver when working on maps, many thanks!
Thanks for this, I'm new to the hammer editor and this is helpful for my env_soundscapes
The inconsistency of the naming conventions is tearing me apart. Good video, loved it.
Thanks dude, that video helped me out a lot!
thanks, soundscapes really making maps better
You can just see the development stories behind some of these filenames.
"Hey Phil, I need a generic citadel soundscape, but like...moodier."
Really appreciate your work! Thanks!
EXTREMELY helpful for my mod. Thank you!!!
I dreamed many things with these sounds, always with that post apocalyptic environment.
Thanks for uploading this.
22:34 truly amazing :)
Gods work.
Thanks for making this. Saves some time.
This helps me calm down
Thank you! This is so helpful. I finally found the sound needed for a map. Thank you
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.
7:05
When you throw a can at a Metrocop in HL2RP Servers.
Judgment waiver now in effect
Thank you sir! Too bad this video doesn't have lots of views though ;/
If I continue to create content like this to help people I think the views will come at some point :)
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
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.
oh, ok then ;)
thank you so much for this. made my mapping life easier, props to you.
0:50 i remember hearing this hum, its so familiar and i just get liminal vibes
Press F to pay respect to all the people out there struggling with soundscapes and that will never find this video
nostalgia for both hl2 and gmod!
you are a fucking saint, this is exactly what i've been looking for
you're a good man, thank you
9:37 Can somebody explain whats that noise?
If you mean the beeping noise, that is an APC alarm passing in the background.
Funfact: the soundscapes with the word "e3" means that they were created for E3 presentation in 2003.
There seem to be more soundscapes here than in the vdc.
I love the sounds of police sirens in Half Life 2
3:42 this fucking sound scares me for years now
????
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".
Nevermind. Realised that Half Life 2 soundscapes are made up of separate sound files.
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.
very very useful
look who here
@@ngotorr 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
Thanks you!
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.
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.
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 :)
I will see what i can do
thanks man
good I could be to help
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.
Probably pipes or the sound of the citadel or something.
I think they are sounds of falling metal or stone in the distance
The Big One , Thank you :D
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
***** Don't worry :D , and keep up the good work.
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?
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.
@@soer4769 Ohhhh, okay! Thank you!
Can you make a video about The Stanley Parable soundscapes? There is a way making TSP maps, but its really hard.
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
soer4769 [ENG] Thank you so much :D
@@luisp.3788 Not sure if you are still interested, but i have just uploaded a video covering soundscapes for TSP :)
@@soer4769 Thanks a lot! I've recently started working on my TSP mod again, and this will really come in handy. Good timing :)
@mango2 Are you making a mod for TSP as well?
Thank's!!!!
39:08 what is that background noise? And how do I get it without battlesounds?
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.
The name is genericindoor 0:55
49:06 Where can I find this siren sound without battle sounds?
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
@@soer4769 For a simpler solution you could use an ambient_generic entity with the siren sound
@@flameoguy3804 If you only want to play it as a simple sound effect then sure.
Anyone know what the weird backround noise is at 46:40
gunship scream?
Gunship
Gunship
You missed d1_town.ConcreteBuilding!
Just seems like I forgot to list it as excluded (since it only contains DSP settings), thanks anyway :)
np :P
How to playsoundscape!
Open console
"soundscape "
Thanks! I always struggle trying to understand what the fuck the source SDK help pages say about these soundscapes.
d1_trainstation.city is my favorite
28:22 and 30:48 still freak me out to this day.
do one on INFRA!
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.
Yes this wind effect is often used by valve especially in Portal and in many diffrent locations in HL2
Where can I find the wind whistling with no other background sounds?
Can you be a little more specific, what 'wind whistling' sound are you looking after?
@@soer4769 The wind sound from 16:35 but with no wind chimes.
@@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.
@@soer4769 Cheers, mate.
I need 1 hour of test_tvset
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..
Who's author of these soundscapes? Kelly Bailey?
Most likely various people from Valve as well as various audio libraries, sorry I can’t be more specific.
@@non-shockingtopics7563 Thanks anyway
Why does it not work for CSGO?
It does not work for CS:GO because it has its own soundscapes list, which does not include HL2 soundscapes.
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.
I am planning on creating a list of all the CS:GO soundscapes in the future :)
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.
Still, you could just rip the soundscapes out of hl2 and copy them into csgo.
make portal 2 please
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