////////////////////////// prison ///////////////////////////////// // utility soundscapes "prison.util_distantcombat_verylight" { "playrandom" { "time" "1,30" "volume" "0.05,0.15" "pitch" "90,105" "rndwave" { "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" "5,30" "volume" "0.05,0.1" "pitch" "90,105" "rndwave" { "wave" "ambient/levels/prison/inside_battle_antlion1.wav" "wave" "ambient/levels/prison/inside_battle_antlion2.wav" "wave" "ambient/levels/prison/inside_battle_antlion3.wav" "wave" "ambient/levels/prison/inside_battle_antlion4.wav" "wave" "ambient/levels/prison/inside_battle_antlion5.wav" "wave" "ambient/levels/prison/inside_battle_antlion6.wav" "wave" "ambient/levels/prison/inside_battle_antlion7.wav" "wave" "ambient/levels/prison/inside_battle_antlion8.wav" "wave" "ambient/levels/prison/inside_battle_zombie1.wav" "wave" "ambient/levels/prison/inside_battle_zombie2.wav" "wave" "ambient/levels/prison/inside_battle_zombie3.wav" "wave" "ambient/levels/prison/inside_battle_soldier1.wav" "wave" "ambient/levels/prison/inside_battle_soldier2.wav" "wave" "ambient/levels/prison/inside_battle_soldier3.wav" } } } "prison.util_distantcombat_light" { "playrandom" { "time" "1,16" "volume" "0.1,0.2" "pitch" "90,105" "rndwave" { "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" "2,16" "volume" "0.1,0.2" "pitch" "90,105" "rndwave" { "wave" "ambient/levels/prison/inside_battle_antlion1.wav" "wave" "ambient/levels/prison/inside_battle_antlion2.wav" "wave" "ambient/levels/prison/inside_battle_antlion3.wav" "wave" "ambient/levels/prison/inside_battle_antlion4.wav" "wave" "ambient/levels/prison/inside_battle_antlion5.wav" "wave" "ambient/levels/prison/inside_battle_antlion6.wav" "wave" "ambient/levels/prison/inside_battle_antlion7.wav" "wave" "ambient/levels/prison/inside_battle_antlion8.wav" "wave" "ambient/levels/prison/inside_battle_zombie1.wav" "wave" "ambient/levels/prison/inside_battle_zombie2.wav" "wave" "ambient/levels/prison/inside_battle_zombie3.wav" "wave" "ambient/levels/prison/inside_battle_soldier1.wav" "wave" "ambient/levels/prison/inside_battle_soldier2.wav" "wave" "ambient/levels/prison/inside_battle_soldier3.wav" } } } "prison.util_distantcombat_heavy" { "playrandom" { "time" "1,4" "volume" "0.1,0.3" "pitch" "90,105" "rndwave" { "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" "2,4" "volume" "0.1,0.3" "pitch" "90,105" "rndwave" { "wave" "ambient/levels/prison/inside_battle_antlion1.wav" "wave" "ambient/levels/prison/inside_battle_antlion2.wav" "wave" "ambient/levels/prison/inside_battle_antlion3.wav" "wave" "ambient/levels/prison/inside_battle_antlion4.wav" "wave" "ambient/levels/prison/inside_battle_antlion5.wav" "wave" "ambient/levels/prison/inside_battle_antlion6.wav" "wave" "ambient/levels/prison/inside_battle_antlion7.wav" "wave" "ambient/levels/prison/inside_battle_antlion8.wav" "wave" "ambient/levels/prison/inside_battle_zombie1.wav" "wave" "ambient/levels/prison/inside_battle_zombie2.wav" "wave" "ambient/levels/prison/inside_battle_zombie3.wav" "wave" "ambient/levels/prison/inside_battle_soldier1.wav" "wave" "ambient/levels/prison/inside_battle_soldier2.wav" "wave" "ambient/levels/prison/inside_battle_soldier3.wav" } } } "prison.util_antlion_burrows" { "playrandom" { "time" "4,15" "volume" "0.2,0.4" "pitch" "90,115" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "ambient/levels/coast/antlion_hill_ambient1.wav" "wave" "ambient/levels/coast/antlion_hill_ambient2.wav" "wave" "ambient/levels/coast/antlion_hill_ambient4.wav" } } "playrandom" { "time" "3, 6" "volume" "0.1,0.35" "pitch" "95,115" "soundlevel" "SNDLVL_80dB" "rndwave" { "wave" "npc/antlion/idle1.wav" "wave" "npc/antlion/idle2.wav" "wave" "npc/antlion/idle3.wav" "wave" "npc/antlion/idle4.wav" "wave" "npc/antlion/idle5.wav" } } } "prison.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" } } } "prison.util_drips" { "playrandom" { "volume" "0.2,0.5" "pitch" "100" "time" "0.5, 5.0" "position" "random" "rndwave" { "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/water/rain_drip4.wav" } } } "prison.util_distant_trains" { "playrandom" { "time" "30,60" "volume" "0.1,0.2" "pitch" "95,105" "rndwave" { "wave" "ambient/alarms/train_horn_distant1.wav" } } } "prison.util_radio" { "playrandom" { "volume" "0.1,0.3" "pitch" "80,120" "time" "1.0, 15.0" "rndwave" { "wave" "ambient/levels/prison/radio_random1.wav" "wave" "ambient/levels/prison/radio_random2.wav" "wave" "ambient/levels/prison/radio_random3.wav" "wave" "ambient/levels/prison/radio_random4.wav" "wave" "ambient/levels/prison/radio_random5.wav" "wave" "ambient/levels/prison/radio_random6.wav" "wave" "ambient/levels/prison/radio_random7.wav" "wave" "ambient/levels/prison/radio_random8.wav" "wave" "ambient/levels/prison/radio_random9.wav" "wave" "ambient/levels/prison/radio_random10.wav" "wave" "ambient/levels/prison/radio_random11.wav" "wave" "ambient/levels/prison/radio_random12.wav" "wave" "ambient/levels/prison/radio_random13.wav" "wave" "ambient/levels/prison/radio_random14.wav" "wave" "ambient/levels/prison/radio_random15.wav" } } } "prison.util_control_room" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } } ////////////////////////// Soundscapes for use in levels ///////////////////////////// "prison.citizen_camp" { "playsoundscape" { "name" "coast.util_distant_shoreline" "volume" "0.5" } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.2" } } "prison.redlight_bunker" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/hole_amb3.wav" "pitch" "100" } } "prison.outdoor_courtyard" { "playsoundscape" { "name" "coast.util_distant_shoreline" "volume" "0.4" } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.3" } "playsoundscape" { "name" "d1_trainstation.city" "volume" "0.2" } } "prison.outdoor_courtyard_hvycombat" { "playsoundscape" { "name" "prison.util_distantcombat_heavy" "volume" "1.0" } "playsoundscape" { "name" "coast.util_distant_shoreline" "volume" "0.4" } "playsoundscape" { "name" "coast.util_windgusts" "volume" "0.3" } "playsoundscape" { "name" "d1_trainstation.city" "volume" "0.2" } } // near alyx encounter "prison.trainstation" { "dsp" "1" "playsoundscape" { "name" "prison.util_distant_trains" "volume" "0.5" } "playlooping" { "volume" "0.17" "wave" "ambient/atmosphere/drone2LP.wav" "pitch" "100" } "playrandom" { "time" "15, 60" "volume" "0.1,0.3" "pitch" "95,105" "position" "random" "rndwave" { "wave" "ambient/atmosphere/city_skypass1.wav" "wave" "ambient/atmosphere/city_truckpass1.wav" } } } // teleport lab "prison.teleport_area" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/drone4LP.wav" "pitch" "100" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/tone_quiet.wav" "pitch" "100" } // position 0 is main control area "playsoundscape" { "name" "prison.util_control_room" "positionoverride" "0" "volume" "1.0" } // position 1 is secondary computer console "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "1" } } // control room with combine equipment "prison.control_room" { "dsp" "1" "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } // position 0 is radio speaker "playsoundscape" { "name" "prison.util_radio" "volume" "1.0" "positionoverride" "0" } // position 1 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "1" } } // control room with no combine equipment "prison.control_room_simple" { "dsp" "1" "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/indoor1.wav" "pitch" "100" } // position 0 is radio speaker "playsoundscape" { "name" "prison.util_radio" "volume" "1.0" "positionoverride" "0" } } // area adjacent to huge combine wall "prison.combine_wall" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/ambience6.wav" "pitch" "100" } // position 0 - the wall "playrandom" { "time" "4, 4" "volume" "0.3" "rndwave" { "wave" "ambient/atmosphere/metallic1.wav" } "pitch" "100" } "playrandom" { "time" "3, 10" "volume" "0.2,0.5" "pitch" "95,105" "position" "random" "rndwave" { "wave" "ambient/atmosphere/terrain_rumble1.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" } } } "prison.util_quiet_cellblock" { "dsp" "1" "playlooping" { "volume" "0.12" //"wave" "ambient/atmosphere/underground.wav" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "80" } "playsoundscape" { "name" "prison.util_drips" "volume" "0.15" } "playrandom" { "time" "3, 10" "volume" "0.05,0.15" "pitch" "95,105" "position" "random" "rndwave" { "wave" "ambient/materials/metal_rattle1.wav" "wave" "ambient/materials/metal_rattle2.wav" "wave" "ambient/materials/metal_rattle3.wav" } } } "prison.util_louder_cellblock" { "dsp" "1" "playlooping" { "volume" "0.17" "wave" "ambient/atmosphere/underground.wav" "pitch" "80" } } // quiet atmospheric cellblock - very light distant combat "prison.larger_cellblock_vlightcombat" { "dsp" "1" "playsoundscape" { "name" "prison.util_quiet_cellblock" "volume" "1.0" } "playsoundscape" { "name" "prison.util_distantcombat_verylight" "volume" "1.0" } } // ambient cellblock, just after player enters prison for first time (heavy combat, distant inside) "prison.larger_cellblock_hvycombat" { "playsoundscape" { "name" "prison.util_louder_cellblock" "volume" "1.0" } "playsoundscape" { "name" "prison.util_distantcombat_heavy" "volume" "1.0" } } "prison.larger_cellblock_lightcombat" { "playsoundscape" { "name" "prison.util_quiet_cellblock" "volume" "1.0" } "playsoundscape" { "name" "prison.util_distantcombat_light" "volume" "1.0" } } "prison.general_hallway_lightcombat" { "dsp" "1" "playlooping" { "volume" "0.14" "wave" "ambient/atmosphere/indoor2.wav" "pitch" "100" } "playsoundscape" { "name" "prison.util_distantcombat_light" "volume" "1.0" } } "prison.general_hallway_vlightcombat" { "dsp" "1" "playlooping" { "volume" "0.18" "wave" "ambient/atmosphere/indoor2.wav" "pitch" "100" } "playsoundscape" { "name" "prison.util_distantcombat_verylight" "volume" "1.0" } } // watery tunnel, entering base "prison.general_dripping_tunnel" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "100" } "playlooping" { "volume" "0.25" "wave" "ambient/wind/wind_tunnel1.wav" "pitch" "100" } "playsoundscape" { "name" "prison.util_fardrips" // "position" "0" "volume" "1.0" } "playsoundscape" { "name" "d1_canals.util_tunnel_windgusts" "volume" "0.7" } } "prison.hall_with_burrows" { // antlion burrow area - before turret combat "dsp" "1" "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/indoor2.wav" "pitch" "100" } //Position 0 - soft antlion chittering from burrow "playsoundscape" { "positionoverride" "0" "name" "prison.util_antlion_burrows" "volume" "1.0" } //Position 1 - soft antlion chittering from burrow "playsoundscape" { "positionoverride" "1" "name" "prison.util_antlion_burrows" "volume" "1.0" } } "prison.electric_water_room" { "dsp" "1" "playsoundscape" { "name" "prison.util_fardrips" // "position" "0" "volume" "0.3" } "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "100" } "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/atmosphere/corridor2.wav" } "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } // distant, echo-y wet // running water "playlooping" { "volume" "0.05" "wave" "ambient/water/water_flow_loop1.wav" "pitch" "100" "soundlevel" "SNDLVL_90dB" } } "prison.laundry" { "dsp" "1" "playlooping" { "volume" "0.45" "pitch" "100" "wave" "ambient/atmosphere/laundry_amb.wav" } // Machines - position 0 "playlooping" { "volume" "0.45" "wave" "ambient/machines/laundry_machine1_amb.wav" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" } "playrandom" { "time" "0.5, 1" "volume" "0.05, 0.15" "pitch" "99,102" "rndwave" { "wave" "ambient/machines/machine1_hit1.wav" "wave" "ambient/machines/machine1_hit2.wav" } "soundlevel" "SNDLVL_90dB" "position" "0" } } "prison.watery_hallway" { "dsp" "1" // dripping water "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "120" "soundlevel" "SNDLVL_90dB" } //dripping water "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "140" "soundlevel" "SNDLVL_90dB" } } "prison.showers" { "dsp" "1" // big echo-y wet //Position 0 - running water "playlooping" { "volume" "0.2" "wave" "ambient/water/water_flow_loop1.wav" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" } //Position 1 - dripping water "playlooping" { "volume" "0.3" "wave" "ambient/water/drip_loop1.wav" "pitch" "120" "soundlevel" "SNDLVL_90dB" "position" "1" } //Position 1 - dripping water "playlooping" { "volume" "0.2" "wave" "ambient/water/drip_loop1.wav" "pitch" "140" "soundlevel" "SNDLVL_90dB" "position" "1" } //Position 2 - water heater hiss "playlooping" { "volume" "0.15" "wave" "ambient/gas/steam_loop1.wav" "pitch" "100" "soundlevel" "SNDLVL_80dB" "position" "2" } } "prison.zombie_infested" { "playrandom" { "time" "15, 60" "volume" "0.05,0.15" "pitch" "90,110" "position" "random" "rndwave" { "wave" "ambient/creatures/town_moan1.wav" "wave" "ambient/creatures/town_zombie_call1.wav" "wave" "ambient/creatures/town_scared_breathing1.wav" } } "playlooping" { "volume" "0.4" "pitch" "50" "wave" "ambient/atmosphere/tone_alley.wav" } "playsoundscape" { "name" "prison.util_fardrips" "volume" "0.85" } "playrandom" { "time" "3,15" "volume" "0.2,0.5" "pitch" "95,105" "attenuation" "0" "rndwave" { "wave" "ambient/creatures/flies1.wav" "wave" "ambient/creatures/flies2.wav" "wave" "ambient/creatures/flies3.wav" "wave" "ambient/creatures/flies4.wav" "wave" "ambient/creatures/flies5.wav" } } "playrandom" { "time" "20,40" "volume" "0.1,0.3" "pitch" "95,105" "attenuation" "0" "rndwave" { "wave" "ambient/creatures/rats1.wav" "wave" "ambient/creatures/rats2.wav" "wave" "ambient/creatures/rats3.wav" "wave" "ambient/creatures/rats4.wav" } } }