// cs_assault soundscape // Author: Jess Cliffe, Valve, June 2005 // Outdoor areas utility "assault.outside" { "dsp" "1" // wind sound "playlooping" { "volume" "0.6" "pitch" "100" "wave" "ambient/wind/dry_air_short.wav" } // wind sound "playlooping" { "volume" "0.5" "pitch" "100" "wave" "ambient/wind/lightwind.wav" } // Wind gusts "playrandom" { "time" "10,45" "volume" ".2" "pitch" "90,110" "rndwave" { "wave" "ambient/wind/wind_gust_8.wav" "wave" "ambient/wind/wind_gust_10.wav" } } // Planes flying overhead "playrandom" { "time" "20,60" "volume" ".1,.2" "pitch" "90,100" "rndwave" { "wave" "ambient/overhead/plane1.wav" "wave" "ambient/overhead/plane2.wav" "wave" "ambient/playonce/overhead/plane3.wav" } } // Truck metal squeaks "playrandom" { "time" "10,20" "volume" ".03,.08" "pitch" "80,100" "rndwave" { "wave" "ambient/misc/equipment_stress1.wav" "wave" "ambient/misc/equipment_stress2.wav" "wave" "ambient/misc/equipment_stress3.wav" } } "playrandom" { "time" "3,8" "volume" "0.15,0.25" "pitch" "80,100" "soundlevel" "SNDLVL_95dB" "rndwave" { "wave" "ambient/misc/car1.wav" "wave" "ambient/misc/car2.wav" } } "playrandom" { "time" "15,30" "volume" "0.08,0.18" "pitch" "80,100" "soundlevel" "SNDLVL_95dB" "rndwave" { "wave" "ambient/misc/ambulance1.wav" } } "playrandom" { "time" "15,40" "volume" "0.15,0.20" "pitch" "80,100" "soundlevel" "SNDLVL_95dB" "rndwave" { "wave" "ambient/playonce/misc/garbage_truck1.wav" "wave" "ambient/playonce/misc/truck_backup1.wav" "wave" "ambient/playonce/misc/truck_drive1.wav" "wave" "ambient/playonce/misc/truck_drive2.wav" "wave" "ambient/playonce/misc/crane_move1.wav" } } "playrandom" { "time" "6,20" "volume" "0.20,0.40" "pitch" "80,100" "soundlevel" "SNDLVL_95dB" "rndwave" { "wave" "ambient/misc/carhonk1.wav" "wave" "ambient/misc/carhonk2.wav" "wave" "ambient/misc/carhonk3.wav" } } "playrandom" { "time" "15,50" "volume" ".06,.15" "pitch" "70,80" "rndwave" { "wave" "ambient/animal/dog1.wav" "wave" "ambient/animal/dog2.wav" "wave" "ambient/animal/dog3.wav" "wave" "ambient/animal/dog4.wav" "wave" "ambient/animal/dog5.wav" "wave" "ambient/animal/dog6.wav" "wave" "ambient/animal/dog7.wav" } } "playrandom" { "time" "20,45" "volume" "0.04,0.09" "pitch" "80,100" "rndwave" { "wave" "ambient/playonce/machines/train_pass_far.wav" } } } // Indoor areas utility "assault.inside" { "dsp" "1" "playlooping" { "volume" "0.12" "pitch" "100" "wave" "ambient/tones/garage.wav" } "playlooping" { "volume" "0.6" "pitch" "90" "wave" "ambient/tones/industrial3_loop.wav" } "playrandom" { "time" "25,48" "volume" ".08,.12" "pitch" "80,100" "rndwave" { "wave" "ambient/playonce/tones/pipes.wav" "wave" "ambient/playonce/tones/pipes2.wav" } } "playrandom" { "time" "15,30" "volume" "0.1,0.3" "pitch" "80,100" "rndwave" { "wave" "ambient/atmosphere/cs_metalscrapeverb01.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb02.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb03.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb04.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb05.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb06.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb08.wav" "wave" "ambient/atmosphere/cs_metalscrapeverb10.wav" } } } // Util for distant vents "assault.vents_distant" { "dsp" "1" "playlooping" { "volume" ".5" "pitch" "120" "wave" "ambient/wind/wind_bass.wav" } "playlooping" { "volume" ".5" "pitch" "120" "wave" "ambient/tones/under2.wav" } } // Trash bin with flies "assault.flies" { "dsp" "1" "playrandom" { "time" "1,4" "volume" ".08,.17" "pitch" "90,110" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "ambient/animal/flies1.wav" "wave" "ambient/animal/flies2.wav" "wave" "ambient/animal/flies3.wav" "wave" "ambient/animal/flies4.wav" "wave" "ambient/animal/flies5.wav" } } } // Steamvents in the alleys "assault.steamvent" { "dsp" "1" "playlooping" { "volume" "0.08" "pitch" "80" "soundlevel" "SNDLVL_70dB" "wave" "ambient/tones/steam_loop1.wav" } } // Industrial sounds coming from building "assault.industrial1" { "dsp" "1" "playrandom" { "time" "10,20" "volume" ".15,.25" "pitch" "90,110" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "ambient/machines/hydraulic_1.wav" "wave" "ambient/playonce/machines/refrigerator.wav" } } "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/machines/pump_loop_1.wav" } } "assault.industrial2" { "dsp" "1" "playrandom" { "time" "10,20" "volume" ".15,.25" "pitch" "90,110" "soundlevel" "SNDLVL_70dB" "rndwave" { "wave" "ambient/machines/steam_release_1.wav" "wave" "ambient/machines/steam_release_2.wav" } } "playlooping" { "volume" "0.20" "pitch" "100" "wave" "ambient/machines/refinery_loop_1.wav" } } "assault.industrial3" { "dsp" "1" "playrandom" { "time" "15,40" "volume" ".08,.15" "pitch" "80,95" "rndwave" { "wave" "ambient/misc/metal_rattle1.wav" "wave" "ambient/misc/metal_rattle3.wav" "wave" "ambient/misc/metal_rattle4.wav" } } "playrandom" { "time" "10,30" "volume" ".08,.15" "pitch" "80,100" "rndwave" { "wave" "ambient/machines/squeak_2.wav" "wave" "ambient/machines/squeak_3.wav" "wave" "ambient/machines/squeak_4.wav" "wave" "ambient/machines/squeak_5.wav" "wave" "ambient/machines/squeak_6.wav" "wave" "ambient/machines/squeak_7.wav" "wave" "ambient/machines/squeak_8.wav" } } "playlooping" { "volume" "0.30" "pitch" "100" "wave" "ambient/tones/industrial1_loop.wav" } } "assault.industrial4" { "dsp" "1" "playlooping" { "volume" "0.20" "pitch" "80" "wave" "ambient/tones/industrial2_loop.wav" } } // Transformer box power line "assault.powerline" { "dsp" "1" "playlooping" { "volume" "0.30" "pitch" "100" "soundlevel" "SNDLVL_70dB" "wave" "ambient/machines/power_transformer_loop_2.wav" } } // Fans in vents "assault.fan" { "dsp" "1" "playlooping" { "volume" "0.40" "pitch" "80" "soundlevel" "SNDLVL_70dB" "wave" "ambient/tones/fan2_loop.wav" } } "assault.humminglight" { "dsp" "1" "playlooping" { "volume" "0.20" "pitch" "100" "soundlevel" "SNDLVL_70dB" "wave" "ambient/misc/flour_light.wav" } } // Air conditioning unit "assault.acunit" { "dsp" "1" "playlooping" { "volume" "0.30" "pitch" "100" "soundlevel" "SNDLVL_70dB" "wave" "ambient/machines/air_conditioner_loop_1.wav" } } // Alternate air conditioning unit "assault.acunit_alt" { "dsp" "1" "playrandom" { "volume" "0.3,0.4" "time" "20,35" "pitch" "90,100" "rndwave" { "wave" "ambient/machines/air_conditioner_cycle.wav" } } } // The upper Belmont train station area "assault.uppertracks" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } "playrandom" { "volume" "0.06,0.1" "time" "20,40" "pitch" "90,100" "rndwave" { "wave" "ambient/playonce/machines/train_pass_1.wav" "wave" "ambient/playonce/machines/train_pass_2.wav" "wave" "ambient/playonce/machines/train_pass_3.wav" } } "playrandom" { "time" "10,20" "volume" "0.08,0.12" "pitch" "90,110" "rndwave" { "wave" "ambient/wind/wind_gust_2.wav" "wave" "ambient/wind/wind_gust_8.wav" "wave" "ambient/wind/wind_gust_10.wav" } } } // Rourke Street -- this is the CT spawn street "assault.rourkestreet" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } // Position 0: First power line "playsoundscape" { "name" "assault.powerline" "positionoverride" "0" } // Position 1: 2nd power line "playsoundscape" { "name" "assault.powerline" "positionoverride" "1" } // Position 2: 3nd power line "playsoundscape" { "name" "assault.powerline" "positionoverride" "2" } // Position 3: Building on left of CT spawn "playsoundscape" { "name" "assault.industrial1" "ambientpositionoverride" "3" } // Position 4: Small trash can "playsoundscape" { "name" "assault.flies" "positionoverride" "4" } // Position 5: Building on left of CT spawn "playsoundscape" { "name" "assault.industrial4" "ambientpositionoverride" "5" } } // SPM Street -- in front of the T warehouse "assault.stephenst" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } // Position 0: Building opposite warehouse "playsoundscape" { "name" "assault.industrial2" "ambientpositionoverride" "0" } // Position 1: Power line "playsoundscape" { "name" "assault.powerline" "positionoverride" "1" } // Position 2: Power line "playsoundscape" { "name" "assault.powerline" "positionoverride" "2" } // Position 3: Power line "playsoundscape" { "name" "assault.powerline" "positionoverride" "3" } // Position 4: Dumpster "playsoundscape" { "name" "assault.flies" "positionoverride" "4" } // Position 5: Dumpster "playsoundscape" { "name" "assault.flies" "positionoverride" "5" } // Position 6: Light on wall in small alley "playsoundscape" { "name" "assault.humminglight" "positionoverride" "6" "volume" "2" } // Position 7: Dumpster by garage opening to warehouse "playsoundscape" { "name" "assault.flies" "positionoverride" "7" } } // Alley closest to the CT spawn "assault.ctalley" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } // Position 0: Large AC unit on wall "playsoundscape" { "name" "assault.acunit" "positionoverride" "0" } // Position 1: Dumpster "playsoundscape" { "name" "assault.flies" "positionoverride" "1" } // Position 2: Steaming vent "playsoundscape" { "name" "assault.steamvent" "positionoverride" "2" } } // Alley on the side of the T warehouse "assault.talley" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_bass.wav" } // Position 0: Harper/Wakler Appliance Co building "playsoundscape" { "name" "assault.industrial3" "ambientpositionoverride" "0" } // Position 1: Steaming vent "playsoundscape" { "name" "assault.steamvent" "positionoverride" "1" } } // Building side where the CTs camp "assault.building" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } "playrandom" { "time" "6,12" "volume" ".2,.45" "pitch" "80,100" "rndwave" { "wave" "ambient/misc/rock1.wav" "wave" "ambient/misc/rock2.wav" "wave" "ambient/misc/rock3.wav" } } "playrandom" { "time" "10,20" "volume" "0.1,0.2" "pitch" "90,110" "rndwave" { "wave" "ambient/wind/wind_gust_2.wav" "wave" "ambient/wind/wind_gust_8.wav" "wave" "ambient/wind/wind_gust_10.wav" } } // Position 0: Building opposite warehouse "playsoundscape" { "name" "assault.industrial2" "ambientpositionoverride" "0" } } // Under building parking area near Ct spawn "assault.parking" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } "playlooping" { "volume" "0.3" "pitch" "80" "wave" "ambient/wind/wind_bass.wav" } "playlooping" { "volume" "0.1" "pitch" "90" "wave" "ambient/wind/wind_tunnel1.wav" } // Position 0: Light on wall "playsoundscape" { "name" "assault.humminglight" "positionoverride" "0" } } // Large area of the T warehouse "assault.ware" { "dsp" "1" "playsoundscape" { "name" "assault.inside" } // Position 0: Light hum "playsoundscape" { "name" "assault.humminglight" "positionoverride" "0" } // Position 1: Light hum "playsoundscape" { "name" "assault.humminglight" "positionoverride" "1" } // Position 2: Light hum "playsoundscape" { "name" "assault.humminglight" "positionoverride" "2" } // Position 3: Light hum "playsoundscape" { "name" "assault.humminglight" "positionoverride" "3" } // Position 4: Next to the garage door, noise from outside "playsoundscape" { "name" "assault.outside" "positionoverride" "4" "volume" ".2" } // Position 5: Next to the vents "playsoundscape" { "name" "assault.vents_distant" "positionoverride" "5" "volume" ".5" } } // Hostage room aka the foreman's office "assault.hroom" { "dsp" "1" "playsoundscape" { "name" "assault.inside" "volume" ".8" } "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/tones/roomtone1.wav" } "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/tones/lab_loop1.wav" } // Position 0: Light hum "playsoundscape" { "name" "assault.humminglight" "positionoverride" "0" "volume" "2" } } // The vents "assault.vents" { "dsp" "1" "playsoundscape" { "name" "assault.inside" "volume" ".2" } "playrandom" { "time" "5,12" "volume" ".12,.4" "pitch" "75,110" "rndwave" { "wave" "ambient/misc/metal_str1.wav" "wave" "ambient/misc/metal_str2.wav" "wave" "ambient/misc/metal_str3.wav" "wave" "ambient/misc/metal_str4.wav" "wave" "ambient/misc/metal_str5.wav" } } "playrandom" { "time" "25,60" "volume" ".2,.4" "pitch" "80,100" "rndwave" { "wave" "ambient/playonce/tones/pipes.wav" "wave" "ambient/playonce/tones/pipes2.wav" } } "playlooping" { "volume" ".5" "pitch" "120" "wave" "ambient/wind/wind_bass.wav" } "playlooping" { "volume" ".5" "pitch" "120" "wave" "ambient/tones/under2.wav" } // Position 0: A fan in the vents "playsoundscape" { "name" "assault.fan" "positionoverride" "0" } // Position 1: A fan in the vents "playsoundscape" { "name" "assault.fan" "positionoverride" "1" } } // The warehouse roof "assault.roof" { "dsp" "1" "playsoundscape" { "name" "assault.outside" } "playrandom" { "time" "5,12" "volume" ".12,.4" "pitch" "75,110" "rndwave" { "wave" "ambient/misc/metal_str1.wav" "wave" "ambient/misc/metal_str2.wav" "wave" "ambient/misc/metal_str3.wav" "wave" "ambient/misc/metal_str4.wav" "wave" "ambient/misc/metal_str5.wav" } } "playrandom" { "time" "10,20" "volume" "0.1,0.14" "pitch" "90,110" "rndwave" { "wave" "ambient/wind/wind_gust_2.wav" "wave" "ambient/wind/wind_gust_8.wav" "wave" "ambient/wind/wind_gust_10.wav" } } // Position 0: Large AC unit on roof "playsoundscape" { "name" "assault.acunit" "positionoverride" "0" } // Position 1: Large AC unit on roof "playsoundscape" { "name" "assault.acunit_alt" "positionoverride" "1" } // Position 2: Next to the vents "playsoundscape" { "name" "assault.vents_distant" "positionoverride" "2" "volume" ".9" } }