// de_port soundscapes // Author: Michael Booth, Turtle Rock Studios, Inc., May 2005 // NOTE: I'm re-using soundscapes pieces from de_inferno and de_train here //------------------------------------------------------------------------------------------ // // Generic outdoors ambience // "port.Outside" { "dsp" "1" // underlying area "tone" "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/wind/wind_outdoors_1.wav" } // wind gusts "playrandom" { "time" "15,30" "volume" "0.3" "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" } } // seagulls "playrandom" { "time" "30,60" "volume" "0.05,0.1" "pitch" "95,100" "rndwave" { "wave" "ambient/creatures/seagull_idle1.wav" "wave" "ambient/creatures/seagull_idle2.wav" "wave" "ambient/creatures/seagull_idle3.wav" } } } //------------------------------------------------------------------------------------------ // // Florescent light hum // "port.LightHum" { "dsp" "1" "playlooping" { "position" "0" "pitch" "100" "volume" "0.2" "soundlevel" "SNDLVL_50dB" "wave" "ambient/machines/fluorescent_hum_1.wav" } } //------------------------------------------------------------------------------------------ // // Florescent light hum (2nd version because cant play 2 identical at same time) // "port.LightHum2" { "dsp" "1" "playlooping" { "position" "0" "pitch" "100" "volume" "0.2" "soundlevel" "SNDLVL_50dB" "wave" "ambient/machines/fluorescent_hum_2.wav" } } //------------------------------------------------------------------------------------------ // // Metal stress sounds // "port.MetalStress" { "dsp" "1" "playrandom" { "time" "30,60" "volume" "0.3" "pitch" "95,100" "rndwave" { // "wave" "ambient/materials/metal_stress1.wav" "wave" "ambient/materials/metal_stress4.wav" // "wave" "ambient/materials/metal_stress5.wav" } } } //------------------------------------------------------------------------------------------ // // The area of the T spawn, down the first ramp. // This includes the narrow path all the way around the white building that // partially bounds the T spawn area. // "port.TSpawn" { "dsp" "1" "playsoundscape" { name "port.Outside" } // Position 0: A spot in the trees up on the cliff (birdsong) // Position 1: In the air conditioning units on the side of the building "playrandom" { "position" "1" "pitch" "100" "volume" "1.0" "time" "60,90" "soundlevel" "SNDLVL_75dB" "rndwave" { "wave" "ambient/machines/air_conditioner_cycle.wav" } } // Position 2: In the broken down white van (cricket chirp) "playsoundscape" { "positionoverride" "2" "name" "inferno.Cricket" } // Position 3: In the big air ducts on the roof "playlooping" { "position" "3" "pitch" "100" "volume" "0.5" "soundlevel" "SNDLVL_70dB" "wave" "ambient/machines/turbine_loop_2.wav" } "playsoundscape" { "positionoverride" "3" "name" "inferno.Birds" } // Position 4: In one of the windows on the 2nd floor of the building the white van is against "playlooping" { "position" "4" "pitch" "100" "volume" "0.7" "soundlevel" "SNDLVL_80dB" "wave" "ambient/machines/refinery_loop_1.wav" } // Position 5: In the tall white cylindrical tanks around the other side of the building "playlooping" { "position" "5" "pitch" "85" "volume" "0.35" "soundlevel" "SNDLVL_80dB" "wave" "ambient/machines/gas_loop_1.wav" } // Position 6: In the middle first floor window of the building with the A/C unit, on the side facing the Tank Farm } //------------------------------------------------------------------------------------------ // // The road around the Tank Farm from the red containers down around // to the gravel pile by the yellow building on the pier // "port.TankFarmRoad" { "dsp" "1" "playsoundscape" { name "port.Outside" } // Position 0: Repeat position #6 from "port.TSpawn" (the window) // Position 1: Repeat position #5 from "port.TSpawn" (the white cylinders) "playlooping" { "position" "1" "pitch" "85" "volume" "0.35" "soundlevel" "SNDLVL_80dB" "wave" "ambient/machines/gas_loop_1.wav" } // Position 2: A spot hovering in the middle of the big tanks (metal stress groans) "playsoundscape" { "positionoverride" "2" "name" "port.MetalStress" } // Position 3: The orange drain in front of the tunnel entrance (water drips) "playrandom" { "position" "3" "time" "1,2" "pitch" "100,100" "volume" "0.5" "soundlevel" "SNDLVL_60dB" "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" } } // NOTE: Space 4, 5, and 6 out so they cover the oceanfront by the tank farm // Position 4: A spot out in the ocean a few feet (mild waves and seagulls) // Position 5: A spot out in the ocean a few feet (mild waves and seagulls) "playlooping" { "position" "5" "pitch" "100" "volume" "0.4" "soundlevel" "SNDLVL_100dB" "wave" "ambient/nature/water_gently_lapping.wav" } // Position 6: A spot out in the ocean a few feet (mild waves and seagulls) } //------------------------------------------------------------------------------------------ // // The Tank Farm, including the stairways up to the Tank Farm area // "port.TankFarm" { "dsp" "1" "playsoundscape" { name "port.Outside" } // Position 0: In the two cylindrical tanks "playlooping" { "position" "0" "pitch" "100" "volume" "0.35" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam_loop1.wav" } // Position 1: Inside a Tank to the left "playsoundscape" { "positionoverride" "1" "name" "port.MetalStress" } // Position 2: Inside a Tank to the right "playsoundscape" { "positionoverride" "2" "name" "port.MetalStress" } // Position 3: In a grass tuft up against a Tank (crickets) "playsoundscape" { "positionoverride" "3" "name" "inferno.Cricket" } // Position 4: In the two electrical boxes across from the cylindrical tanks "playlooping" { "position" "4" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_55dB" "wave" "ambient/machines/power_transformer_loop_1.wav" } // Position 5: A spot on the roof of the big Tank closest to the TSpawn (birds) "playsoundscape" { "positionoverride" "5" "name" "inferno.Birds" } } //------------------------------------------------------------------------------------------ // // The Pier includes the long yellow building on the pier and the path all the way around it // "port.Pier" { "dsp" "1" "playsoundscape" { name "port.Outside" } "playlooping" { "pitch" "100" "volume" "0.1" "soundlevel" "SNDLVL_100dB" "wave" "ambient/nature/water_gently_lapping.wav" } // Position 0: Between the garage door and the two big red crates in the back on the ground (cricket) "playsoundscape" { "positionoverride" "0" "name" "inferno.Cricket" } // Position 1: A spot on the roof of the building (birds) "playsoundscape" { "positionoverride" "1" "name" "inferno.Birds" } } //------------------------------------------------------------------------------------------ // // This area is the three outdoor paths around the warehouse, not including the dock area // facing the ship. // "port.AroundTheWarehouse" { "dsp" "1" // underlying area "tone" - a little quieter with no wind "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/wind/wind_outdoors_1.wav" } // seagulls "playrandom" { "time" "30,60" "volume" "0.05,0.1" "pitch" "95,100" "rndwave" { "wave" "ambient/creatures/seagull_idle1.wav" "wave" "ambient/creatures/seagull_idle2.wav" "wave" "ambient/creatures/seagull_idle3.wav" } } // Position 0: One of the dark pipe openings in the wall of the ramp up to the TSpawn // Position 1: The other dark pipe opening in the wall // Position 2: Inside one of the Tanks in the farm "playsoundscape" { "positionoverride" "2" "name" "port.MetalStress" } // Position 3: On top of the Tank clostest to the TSpawn (birds) "playsoundscape" { "positionoverride" "3" "name" "inferno.Birds" } // Position 4: On the ground between the light blue dumpster full of gravel and the blue truck crate next to it (cricket) "playsoundscape" { "positionoverride" "4" "name" "inferno.Cricket" } // Position 5: Out in the ocean a few yards behind the stack of red crates near the pier (ocean sounds) } //------------------------------------------------------------------------------------------ // // Inside the warehouse // "port.Warehouse" { "dsp" "1" // underlying area "tone" "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/underground_hall_loop1.wav" } // Position 0: The two power boxes at the top of the stairs "playlooping" { "position" "0" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_55dB" "wave" "ambient/machines/power_transformer_loop_1.wav" } // Position 1: Inside one of the boxes on the upper shelves (cricket) "playsoundscape" { "positionoverride" "1" "volume" "1.4" "name" "inferno.Cricket" } // Position 2: A foot or so outside the large open bay door towards the ship "playlooping" { "position" "2" "pitch" "100" "volume" "0.75" "soundlevel" "SNDLVL_65dB" "wave" "ambient/wind/wind_outdoors_1.wav" } // Position 3: A foor outside the open door on one side of the warehouse "playlooping" { "position" "3" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_65dB" "wave" "ambient/wind/dry_air_short.wav" } // Position 4: A foor outside the other open door on one side of the warehouse "playlooping" { "position" "4" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_65dB" "wave" "ambient/wind/wind1.wav" } } //------------------------------------------------------------------------------------------ // // Tunnel tone // "port.TunnelTone" { "dsp" "1" "playlooping" { "volume" "0.4" "pitch" "100" "wave" "ambient/tones/tunnel_wind_loop.wav" } } //------------------------------------------------------------------------------------------ // // In the tunnels from the warehouse to the start of the stairs up by the big white pipes // "port.WarehouseTunnel" { "dsp" "1" "playsoundscape" { "name" "port.TunnelTone" } // Position 0: The two white pipes with the red turn handles across from the "storage" room "playlooping" { "position" "0" "pitch" "100" "volume" "0.35" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/gas_loop_1.wav" } // Position 1: The electrical box next to the pipes of #0 "playlooping" { "position" "1" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_55dB" "wave" "ambient/machines/power_transformer_loop_1.wav" } // Position 2: The light near (-608, 665, 407) "playsoundscape" { "positionoverride" "2" "volume" "1.5" "name" "port.LightHum" } // Position 3: The light near (-856, 415, 472) "playsoundscape" { "positionoverride" "3" "volume" "1.5" "name" "port.LightHum2" } // Position 4: A spot in the orange pipes along the wall where they turn the corner "playlooping" { "position" "4" "pitch" "100" "volume" "0.15" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam_loop1.wav" } // Position 5: THe light near (-183, 432, 439) "playsoundscape" { "positionoverride" "5" "volume" "1.5" "name" "port.LightHum" } } //------------------------------------------------------------------------------------------ // // The tunnel from WarehouseTunnel to TunnelA2 // "port.TunnelA3" { "dsp" "1" "playsoundscape" { "name" "port.TunnelTone" } // Position 0: The big white pipes on the wall (338, 369, 459) "playlooping" { "position" "0" "pitch" "90" "volume" "0.15" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam_loop1.wav" } // Position 1: The fan/vent above the stairs near (232, 390, 519) "playlooping" { "position" "1" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/air_conditioner_loop_1.wav" } // Position 2: The light near (454, 796, 533) "playsoundscape" { "positionoverride" "2" "name" "port.LightHum" } // Position 3: The light near (882, 864, 541) "playsoundscape" { "positionoverride" "3" "name" "port.LightHum2" } // Position 4: Just behind the door at (1028, 908, 525) } //------------------------------------------------------------------------------------------ // // The tunnel in from entrance A2 // "port.TunnelA2" { "dsp" "1" "playsoundscape" { "name" "port.TunnelTone" } // Position 0: The thin white pipes near (1726, 800, 535) "playlooping" { "position" "3" "pitch" "100" "volume" "0.35" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/gas_loop_1.wav" } // Position 1: The light near (1561, 876, 550) "playsoundscape" { "positionoverride" "1" "name" "port.LightHum" } // Position 2: The electrical box near (1337, 617, 509) "playlooping" { "position" "2" "pitch" "100" "volume" "0.8" "soundlevel" "SNDLVL_55dB" "wave" "ambient/machines/power_transformer_loop_1.wav" } // Position 3: The light near (1285, 313, 566) "playsoundscape" { "positionoverride" "3" "name" "port.LightHum2" } // Position 4: In the center of the inaccessible room near (1031, 341, 511) "playlooping" { "position" "4" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/turbine_loop_2.wav" } // Position 5: In the vents near (1330, 308, 532) "playlooping" { "position" "5" "pitch" "100" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "wave" "ambient/machines/air_conditioner_loop_1.wav" } } //------------------------------------------------------------------------------------------ // // The tunnel in from entrance A1 - transition to TunnelA2 just after the big grey pipes in the wall // "port.TunnelA1" { "dsp" "1" "playsoundscape" { "name" "port.TunnelTone" } // Position 0: Just behind the door marked "Danger" "playlooping" { "position" "0" "pitch" "100" "volume" "0.6" "soundlevel" "SNDLVL_70dB" "wave" "ambient/atmosphere/engine_room.wav" } // Position 1: The light near (1280, -471, 525) "playsoundscape" { "positionoverride" "1" "name" "port.LightHum" } // Position 2: Down the orange drain in the dead end "playrandom" { "position" "2" "time" "1,2" "pitch" "100,100" "volume" "0.5" "soundlevel" "SNDLVL_60dB" "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" } } // Position 3: The big grey pipes near (1001, -358, 518) "playlooping" { "position" "3" "pitch" "100" "volume" "0.35" "soundlevel" "SNDLVL_70dB" "wave" "ambient/machines/gas_loop_1.wav" } // Position 4: The other set of big grey pipes "playlooping" { "position" "4" "pitch" "90" "volume" "0.35" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam_loop1.wav" } // Position 5: The light on the wall between the big grey pipes "playsoundscape" { "positionoverride" "5" "name" "port.LightHum2" } } //------------------------------------------------------------------------------------------ // // The dock area between the ship and the warehouse // "port.Docks" { "dsp" "1" "playsoundscape" { name "port.Outside" } // Position 0: On the ship's deck (metal stress sounds) "playsoundscape" { "positionoverride" "0" "name" "port.MetalStress" } // Position 1: Out in the ocean a few yards near (-2177, 2264, 545) (ocean sounds) // Position 2: In the trees up on the cliff (birds) "playsoundscape" { "positionoverride" "2" "name" "inferno.Birds" } // Position 3: At the water surface between the right gangplank and the crates (water lapping) // Position 4: At the water surface between the left and right gangplanks (water lapping) "playlooping" { "position" "4" "pitch" "100" "volume" "0.7" "soundlevel" "SNDLVL_80dB" "wave" "ambient/water/lake_water.wav" } // Position 5: At the water surface between the left gangplank and end of the ship (water lapping) } //------------------------------------------------------------------------------------------ // // On the deck of the ship // "port.Ship" { "dsp" "1" "playsoundscape" { name "port.Outside" } "playlooping" { "pitch" "100" "volume" "0.5" "soundlevel" "SNDLVL_100dB" "wave" "ambient/water/lake_water.wav" } // Position 0: Behind one of the windows in the "bridge" of the ship (ship's radio, etc) // Positions 1-4: Various spots in the pipes (gas hiss) "playlooping" { "position" "1" "pitch" "90" "volume" "0.1" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam_loop1.wav" } "playlooping" { "position" "2" "pitch" "90" "volume" "0.4" "soundlevel" "SNDLVL_70dB" "wave" "ambient/machines/gas_loop_1.wav" } "playlooping" { "position" "3" "pitch" "90" "volume" "0.4" "soundlevel" "SNDLVL_80dB" "wave" "ambient/machines/turbine_loop_1.wav" } "playlooping" { "position" "4" "pitch" "90" "volume" "0.1" "soundlevel" "SNDLVL_70dB" "wave" "ambient/gas/steam2.wav" } }