Source SDK - Half-Life 2 Soundscapes

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soer4769

soer4769

Күн бұрын

Пікірлер: 154
@soer4769
@soer4769 8 жыл бұрын
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 8 жыл бұрын
*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 8 жыл бұрын
*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 8 жыл бұрын
*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 8 жыл бұрын
*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 8 жыл бұрын
*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 7 жыл бұрын
The true kind of ASMR.
@royal_blue_knight7042
@royal_blue_knight7042 2 жыл бұрын
31:48 the most nostalgic sound for me.
@milkywayish9315
@milkywayish9315 4 жыл бұрын
= 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!
@semtux8615
@semtux8615 3 жыл бұрын
thank you so much
@AONE_.
@AONE_. 3 жыл бұрын
yo its milkyway...
@fighter2499
@fighter2499 Жыл бұрын
thanks bro
@lordx1067
@lordx1067 Жыл бұрын
I love half life’s sound design, the noises just radiate nostalgia and distant memories.
@jimmylander2089
@jimmylander2089 7 жыл бұрын
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 7 жыл бұрын
It's supposed to imply that there are, or at least were other survivors.
@cj-3810
@cj-3810 6 жыл бұрын
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 5 жыл бұрын
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 4 жыл бұрын
Who told you he's the only one?
@kitrod
@kitrod 5 жыл бұрын
50:31 is my absolute favorite. That little popping noise sounds so awesome.
@elektra81516
@elektra81516 Жыл бұрын
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
@keitra666
@keitra666 7 жыл бұрын
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.. ;_;
@relt_
@relt_ 4 жыл бұрын
g
@fancybaguette
@fancybaguette 4 жыл бұрын
like ya cut
@cralo2569
@cralo2569 3 жыл бұрын
but if you close your eyes...
@RaccoonWithInternetConnection
@RaccoonWithInternetConnection 2 жыл бұрын
we got alyx :)
@sleepwalkers_guide
@sleepwalkers_guide 6 жыл бұрын
22:34- I searched for this very long time! Thank you!
@oldsmlreupload1578
@oldsmlreupload1578 3 жыл бұрын
its also in the movie the secret
@killerpielikesmilk
@killerpielikesmilk 5 жыл бұрын
The inconsistency of the naming conventions is tearing me apart. Good video, loved it.
@GU5I6
@GU5I6 9 ай бұрын
This is the biggest lifesaver when working on maps, many thanks!
@Redbr34
@Redbr34 5 жыл бұрын
this video helps me choose some soundscapes for my maps! appreciate man!
@sintes88
@sintes88 5 жыл бұрын
These are great to listen while relaxing or doing something. Thanks!
@MrLyosea
@MrLyosea 5 жыл бұрын
Thank you so much for this video. Really helps with mapping and not having to listen to EVERY SINGLE soundscape to test out ingame.
@l.s.5191
@l.s.5191 7 жыл бұрын
*sleeps to this*
@hmrdev-billnye8166
@hmrdev-billnye8166 5 жыл бұрын
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.
@Sushinardo
@Sushinardo 5 жыл бұрын
I dreamed many things with these sounds, always with that post apocalyptic environment.
@MagnitudePerson
@MagnitudePerson 29 күн бұрын
Genre: Field Recordings. truly the genre of all time
@admiral1279
@admiral1279 4 жыл бұрын
22:34 truly amazing :)
@Strelokos666
@Strelokos666 5 жыл бұрын
Thank you for your time and efforts, its really useful in mapping
@itsukarine
@itsukarine 7 жыл бұрын
Gods work.
@GreyStormPlays
@GreyStormPlays 2 жыл бұрын
Thanks for this, I'm new to the hammer editor and this is helpful for my env_soundscapes
@NoVIcE_Source
@NoVIcE_Source 5 ай бұрын
very very useful
@cvico12
@cvico12 4 ай бұрын
look who here
@NoVIcE_Source
@NoVIcE_Source 4 ай бұрын
@@cvico12 i use this vid to get ambiences all the time xd
@cvico12
@cvico12 4 ай бұрын
@@NoVIcE_Source yeah, mee too. i also use the soundscape list from vdc sometimes, but not too much
@Julleman04
@Julleman04 5 жыл бұрын
This helps me calm down
@fluff3yzockt
@fluff3yzockt 8 жыл бұрын
Really appreciate your work! Thanks!
@yougnomed630
@yougnomed630 10 ай бұрын
thanks, soundscapes really making maps better
@ShermanB1-wm3cv
@ShermanB1-wm3cv 11 ай бұрын
0:50 i remember hearing this hum, its so familiar and i just get liminal vibes
@CathodeRayKobold
@CathodeRayKobold 2 жыл бұрын
You can just see the development stories behind some of these filenames. "Hey Phil, I need a generic citadel soundscape, but like...moodier."
@MissKFOX
@MissKFOX 4 жыл бұрын
7:05 When you throw a can at a Metrocop in HL2RP Servers.
@sstvmessages
@sstvmessages Жыл бұрын
Judgment waiver now in effect
@quantum.9883
@quantum.9883 8 ай бұрын
nostalgia for both hl2 and gmod!
@halfwaylambda440
@halfwaylambda440 8 жыл бұрын
Thank you sir! Too bad this video doesn't have lots of views though ;/
@soer4769
@soer4769 8 жыл бұрын
If I continue to create content like this to help people I think the views will come at some point :)
@halfwaylambda440
@halfwaylambda440 8 жыл бұрын
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 8 жыл бұрын
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 8 жыл бұрын
oh, ok then ;)
@Artanisval
@Artanisval 6 жыл бұрын
9:37 Can somebody explain whats that noise?
@soer4769
@soer4769 6 жыл бұрын
If you mean the beeping noise, that is an APC alarm passing in the background.
@banditboogaloo
@banditboogaloo Жыл бұрын
EXTREMELY helpful for my mod. Thank you!!!
@DomiXen_Zvaczer
@DomiXen_Zvaczer 5 жыл бұрын
Thanks for uploading this.
@GmanGer
@GmanGer 7 жыл бұрын
Thanks dude, that video helped me out a lot!
@d3lt4X
@d3lt4X 5 жыл бұрын
I love the sounds of police sirens in Half Life 2
@Steampunkkids
@Steampunkkids 4 жыл бұрын
Thank you! This is so helpful. I finally found the sound needed for a map. Thank you
@mie8937
@mie8937 2 жыл бұрын
Funfact: the soundscapes with the word "e3" means that they were created for E3 presentation in 2003.
@TehDoCh
@TehDoCh 4 жыл бұрын
Thanks for making this. Saves some time.
@dreamernawid
@dreamernawid 6 жыл бұрын
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 6 жыл бұрын
Nevermind. Realised that Half Life 2 soundscapes are made up of separate sound files.
@notepicalsalt612
@notepicalsalt612 5 жыл бұрын
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.
@rayhill1
@rayhill1 6 жыл бұрын
3:42 this fucking sound scares me for years now
@mr.skeleton4346
@mr.skeleton4346 6 жыл бұрын
????
@notepicalsalt612
@notepicalsalt612 5 жыл бұрын
thank you so much for this. made my mapping life easier, props to you.
@pek6350
@pek6350 2 жыл бұрын
Press F to pay respect to all the people out there struggling with soundscapes and that will never find this video
@2O100-y1z
@2O100-y1z 3 жыл бұрын
you are a fucking saint, this is exactly what i've been looking for you're a good man, thank you
@Nikola7.62
@Nikola7.62 6 жыл бұрын
49:06 Where can I find this siren sound without battle sounds?
@soer4769
@soer4769 6 жыл бұрын
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
@flameoguy
@flameoguy 3 жыл бұрын
@@soer4769 For a simpler solution you could use an ambient_generic entity with the siren sound
@soer4769
@soer4769 3 жыл бұрын
@@flameoguy If you only want to play it as a simple sound effect then sure.
@danm.9132
@danm.9132 8 жыл бұрын
The Big One , Thank you :D
@soerDK
@soerDK 8 жыл бұрын
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 8 жыл бұрын
***** Don't worry :D , and keep up the good work.
@jimmylander2089
@jimmylander2089 7 жыл бұрын
There seem to be more soundscapes here than in the vdc.
@spoono
@spoono 4 жыл бұрын
Thanks! I always struggle trying to understand what the fuck the source SDK help pages say about these soundscapes.
@HumanGrunt
@HumanGrunt 6 жыл бұрын
thanks man
@soer4769
@soer4769 6 жыл бұрын
good I could be to help
@Dillon4599
@Dillon4599 3 жыл бұрын
28:22 and 30:48 still freak me out to this day.
@rnrailproductions5049
@rnrailproductions5049 5 жыл бұрын
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 5 жыл бұрын
Probably pipes or the sound of the citadel or something.
@koksu1208
@koksu1208 4 жыл бұрын
I think they are sounds of falling metal or stone in the distance
@jusic1982
@jusic1982 8 жыл бұрын
Thanks you!
@1lucia
@1lucia 7 жыл бұрын
You missed d1_town.ConcreteBuilding!
@soer4769
@soer4769 7 жыл бұрын
Just seems like I forgot to list it as excluded (since it only contains DSP settings), thanks anyway :)
@1lucia
@1lucia 7 жыл бұрын
np :P
@life4trinity
@life4trinity 2 ай бұрын
2:05 gm_bigcity moment
@aatosanttonen3517
@aatosanttonen3517 5 жыл бұрын
Anyone know what the weird backround noise is at 46:40
@Redbr34
@Redbr34 5 жыл бұрын
gunship scream?
@kajlokylo7640
@kajlokylo7640 5 жыл бұрын
Gunship
@koksu1208
@koksu1208 4 жыл бұрын
Gunship
@dingo-gorditas
@dingo-gorditas 5 жыл бұрын
d1_trainstation.city is my favorite
@freshlocalwoodchimps
@freshlocalwoodchimps 4 жыл бұрын
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..
@himitsugawa4226
@himitsugawa4226 5 жыл бұрын
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 4 жыл бұрын
Yes this wind effect is often used by valve especially in Portal and in many diffrent locations in HL2
@luisp.3788
@luisp.3788 8 жыл бұрын
Can you make a video about The Stanley Parable soundscapes? There is a way making TSP maps, but its really hard.
@soer4769
@soer4769 8 жыл бұрын
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 8 жыл бұрын
soer4769 [ENG] Thank you so much :D
@soer4769
@soer4769 4 жыл бұрын
@@luisp.3788 Not sure if you are still interested, but i have just uploaded a video covering soundscapes for TSP :)
@luisp.3788
@luisp.3788 4 жыл бұрын
@@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 3 жыл бұрын
@mango2 Are you making a mod for TSP as well?
@StarDrimr_th2710
@StarDrimr_th2710 3 жыл бұрын
How to playsoundscape! Open console "soundscape "
@burbo408
@burbo408 6 жыл бұрын
39:08 what is that background noise? And how do I get it without battlesounds?
@soer4769
@soer4769 6 жыл бұрын
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 5 жыл бұрын
The name is genericindoor 0:55
@freshlocalwoodchimps
@freshlocalwoodchimps 6 жыл бұрын
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 6 жыл бұрын
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 6 жыл бұрын
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 6 жыл бұрын
I will see what i can do
@fighter2499
@fighter2499 6 ай бұрын
Thank's!!!!
@gEck0_
@gEck0_ 8 жыл бұрын
Why does it not work for CSGO?
@soer4769
@soer4769 8 жыл бұрын
It does not work for CS:GO because it has its own soundscapes list, which does not include HL2 soundscapes.
@gEck0_
@gEck0_ 8 жыл бұрын
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 8 жыл бұрын
I am planning on creating a list of all the CS:GO soundscapes in the future :)
@gEck0_
@gEck0_ 8 жыл бұрын
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 8 жыл бұрын
Still, you could just rip the soundscapes out of hl2 and copy them into csgo.
@MaximumElevapor
@MaximumElevapor 3 жыл бұрын
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 3 жыл бұрын
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 3 жыл бұрын
@@soer4769 Ohhhh, okay! Thank you!
@FranciumBoron
@FranciumBoron 3 жыл бұрын
Where can I find the wind whistling with no other background sounds?
@soer4769
@soer4769 3 жыл бұрын
Can you be a little more specific, what 'wind whistling' sound are you looking after?
@FranciumBoron
@FranciumBoron 3 жыл бұрын
@@soer4769 The wind sound from 16:35 but with no wind chimes.
@soer4769
@soer4769 3 жыл бұрын
​@@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 3 жыл бұрын
@@soer4769 Cheers, mate.
@ruthenium6648
@ruthenium6648 5 жыл бұрын
do one on INFRA!
@zalmanalfarisi
@zalmanalfarisi 3 жыл бұрын
Who's author of these soundscapes? Kelly Bailey?
@non-shockingtopics7563
@non-shockingtopics7563 3 жыл бұрын
Most likely various people from Valve as well as various audio libraries, sorry I can’t be more specific.
@zalmanalfarisi
@zalmanalfarisi 3 жыл бұрын
@@non-shockingtopics7563 Thanks anyway
@TheExperienceYT
@TheExperienceYT 2 жыл бұрын
I need 1 hour of test_tvset
@QuadrupleAndy
@QuadrupleAndy 8 жыл бұрын
make portal 2 please
@hayrettinbuyukozsoy735
@hayrettinbuyukozsoy735 4 жыл бұрын
0:51 1:50
@HansonJ
@HansonJ 5 жыл бұрын
1:38
@HansonJ
@HansonJ 5 жыл бұрын
3:09
@HansonJ
@HansonJ 5 жыл бұрын
5:39
@HansonJ
@HansonJ 5 жыл бұрын
14:25
@HansonJ
@HansonJ 5 жыл бұрын
16:10
@HansonJ
@HansonJ 5 жыл бұрын
17:11
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