Sg music (Slash Command): Difference between revisions
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The following is a curated list of game music by @ImpishCat. More music and their file names can also be found on the [[Music|Music page]]. | The following is a curated list of game music by @ImpishCat. More music and their file names can also be found on the [[Music|Music page]]. | ||
===Music=== | ===Music=== | ||
i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations. | ;i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations. | ||
BankHeist_loop: Fast paced techno | ;BankHeist_loop: Fast paced techno | ||
Carnival3_loop: Generic carnival music | ;Carnival3_loop: Generic carnival music | ||
Cave2_loop and Cave4_loop: Quiet military-style techno | ;Cave2_loop and Cave4_loop: Quiet military-style techno | ||
CDEC_Lobby_Music_Loop: Peaceful chords | ;CDEC_Lobby_Music_Loop: Peaceful chords | ||
Chant1_loop: Ominous chanting | ;Chant1_loop: Ominous chanting | ||
Freakshow1_loop and Freakshow2_loop: Industrial grungy techno | ;Freakshow1_loop and Freakshow2_loop: Industrial grungy techno | ||
GiantShivanMission_Loop: Dramatic fight music | ;GiantShivanMission_Loop: Dramatic fight music | ||
H_music1_loop_new and H_music1_loop: CoH Main Menu theme | ;H_music1_loop_new and H_music1_loop: CoH Main Menu theme | ||
JMission5_loop: Jazzy techno | ;JMission5_loop: Jazzy techno | ||
N_MenuMusic_loop: New main menu theme | ;N_MenuMusic_loop: New main menu theme | ||
NewRave1_loop to NewRave6_loop: Pocket D | ;NewRave1_loop to NewRave6_loop: Pocket D | ||
P_Music1_loop: Going Rogue main menu theme | ;P_Music1_loop: Going Rogue main menu theme | ||
SkullsRaveMusic_loop: Heavy techno | ;SkullsRaveMusic_loop: Heavy techno | ||
SigStoryArc_Combat_Loop: Increasingly dramatic theme | ;SigStoryArc_Combat_Loop: Increasingly dramatic theme | ||
SpeakeasyMusic_loop: Upbeat, light techno | ;SpeakeasyMusic_loop: Upbeat, light techno | ||
SpookyCaveRoom_loop: Slow, ambient chords | ;SpookyCaveRoom_loop: Slow, ambient chords | ||
Stats_loop: Generic techno | ;Stats_loop: Generic techno | ||
Studio55_01_Loop: Generic house music | ;Studio55_01_Loop: Generic house music | ||
TsooAmb1_loop: Peaceful bells and chords | ;TsooAmb1_loop: Peaceful bells and chords | ||
V_Music1_loop: CoV main menu theme | ;V_Music1_loop: CoV main menu theme | ||
Yins2_loop: Chinese beat | ;Yins2_loop: Chinese beat | ||
===Ambiance (Misc.)=== | ===Ambiance (Misc.)=== | ||
Agony1_loop and Agony2_loop: Crazy noises made by crazy people | ;Agony1_loop and Agony2_loop: Crazy noises made by crazy people | ||
Bar2_loop: Crowded bar | ;Bar2_loop: Crowded bar | ||
BarAmb2_loop: Quiet bar | ;BarAmb2_loop: Quiet bar | ||
Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance | ;Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance | ||
Blackwand2_loop: Pulsing energy | ;Blackwand2_loop: Pulsing energy | ||
Cadence_loop: Distant marching steps and drum beats | ;Cadence_loop: Distant marching steps and drum beats | ||
Cellblock_loop and Cellblock2_loop: Sirens and ringing bells | ;Cellblock_loop and Cellblock2_loop: Sirens and ringing bells | ||
ChurchBells_loop: Church bells | ;ChurchBells_loop: Church bells | ||
ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience | ;ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience | ||
crwodamb2_loop: Crowd | ;crwodamb2_loop: Crowd | ||
CrystalSteamPit_loop: Pulsing energy | ;CrystalSteamPit_loop: Pulsing energy | ||
Donut_loop: Restaurant | ;Donut_loop: Restaurant | ||
factory3_loop and factory4_loop: Quiet, metal thumping | ;factory3_loop and factory4_loop: Quiet, metal thumping | ||
factoryrattle_loop: Rattling machines | ;factoryrattle_loop: Rattling machines | ||
FastFood_loop: Crowded restaurant | ;FastFood_loop: Crowded restaurant | ||
FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks | ;FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks | ||
FirstWard_ShadowyOrb1_Loop: High pitch whining hum | ;FirstWard_ShadowyOrb1_Loop: High pitch whining hum | ||
Flotilla_EngineRoom_Clack_Loop: Clacking noise | ;Flotilla_EngineRoom_Clack_Loop: Clacking noise | ||
Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior | ;Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior | ||
Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing | ;Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing | ||
Flotilla_ShipCreaks1_Loop: Creaking metal | ;Flotilla_ShipCreaks1_Loop: Creaking metal | ||
hospital5_loop: Hospital room | ;hospital5_loop: Hospital room | ||
gamblingamb1_loop: Crowd and jingling coins | ;gamblingamb1_loop: Crowd and jingling coins | ||
generaldestruction_loop: Chaos | ;generaldestruction_loop: Chaos | ||
giantpump_loop: Rhythmic, distant, hollow thumping metal | ;giantpump_loop: Rhythmic, distant, hollow thumping metal | ||
KingsRowSirens_Loop: Distant sirens | ;KingsRowSirens_Loop: Distant sirens | ||
klaxon2_loop: Klaxon | ;klaxon2_loop: Klaxon | ||
Mariachi_loop: Mariachi band | ;Mariachi_loop: Mariachi band | ||
Midnight_Club_Library_02_Loop: Hushed whispers and rustling | ;Midnight_Club_Library_02_Loop: Hushed whispers and rustling | ||
MonkeyFight1_loop: Monkey fight | ;MonkeyFight1_loop: Monkey fight | ||
MusicStore_Loop: Terrible violin | ;MusicStore_Loop: Terrible violin | ||
nemesisbubble_loop: Soft bubbling with tinny hum | ;nemesisbubble_loop: Soft bubbling with tinny hum | ||
NemesisHalberd_loop: Quiet burning | ;NemesisHalberd_loop: Quiet burning | ||
outbreak4_loop: Riot with sirens | ;outbreak4_loop: Riot with sirens | ||
Pinball1_loop: Pinball | ;Pinball1_loop: Pinball | ||
Prison1_loop: Prison riot, high-pitched siren | ;Prison1_loop: Prison riot, high-pitched siren | ||
PoolAmb1_loop: Pool hall | ;PoolAmb1_loop: Pool hall | ||
PropPA_loop: Low, droning voice over a PA | ;PropPA_loop: Low, droning voice over a PA | ||
Propaganda1_loop: Deep, booming voice over PA | ;Propaganda1_loop: Deep, booming voice over PA | ||
PRadio1_loop: Quiet, police radio chatter | ;PRadio1_loop: Quiet, police radio chatter | ||
radiocom1_loop: Tinny, distorted, alien-like voice | ;radiocom1_loop: Tinny, distorted, alien-like voice | ||
RecluseVO3_loop: Recluse's Grandville speech | ;RecluseVO3_loop: Recluse's Grandville speech | ||
Resistance_Ghouls_Battle1L_Loop: Warfare | ;Resistance_Ghouls_Battle1L_Loop: Warfare | ||
Ruladak1_loop: Low, pulsing hum | ;Ruladak1_loop: Low, pulsing hum | ||
RularuuMonumentBuild_loop: Distorted dimensional energy hum | ;RularuuMonumentBuild_loop: Distorted dimensional energy hum | ||
RuneVox_loop Airy, mystic hum | ;RuneVox_loop Airy, mystic hum | ||
Sentinal3_loop: Distorted, echoing, strange noises | ;Sentinal3_loop: Distorted, echoing, strange noises | ||
Siren1_loop: High-pitched siren | ;Siren1_loop: High-pitched siren | ||
sonor2_loop: Sonar | ;sonor2_loop: Sonar | ||
Spooky2_loop: Creepy background noise | ;Spooky2_loop: Creepy background noise | ||
tele1_loop Telephone | ;tele1_loop Telephone | ||
VoxStatic_loop: Distorted voice | ;VoxStatic_loop: Distorted voice | ||
WoodenGears2_loop: Wooden gears moving | ;WoodenGears2_loop: Wooden gears moving | ||
===Ambiance (Nature)=== | ===Ambiance (Nature)=== | ||
Apparitions_LieutenantAura_Loop: Distorted wind | ;Apparitions_LieutenantAura_Loop: Distorted wind | ||
Apparitions_MinionAura_Loop: Low, distorted wind | ;Apparitions_MinionAura_Loop: Low, distorted wind | ||
ActiveMold_loop: Low, rattling, bubbling sounds | ;ActiveMold_loop: Low, rattling, bubbling sounds | ||
Bats_Scattered_Loop: Chattering bats | ;Bats_Scattered_Loop: Chattering bats | ||
birds_loop Birds chirping | ;birds_loop Birds chirping | ||
BoneClub_loop: Hollow hum | ;BoneClub_loop: Hollow hum | ||
calmwater_loop Calm pond | ;calmwater_loop Calm pond | ||
Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water | ;Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water | ||
Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river | ;Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river | ||
Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water | ;Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water | ||
Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water | ;Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water | ||
Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water | ;Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water | ||
Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind | ;Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind | ||
ChantryThunder_loop and ChantryThunder2_loop Storm system | ;ChantryThunder_loop and ChantryThunder2_loop Storm system | ||
CloudOfIce_Loop: Quiet, icy wind | ;CloudOfIce_Loop: Quiet, icy wind | ||
CragsWind_Loop: Quiet wind | ;CragsWind_Loop: Quiet wind | ||
creatures_loop Various animal sounds | ;creatures_loop Various animal sounds | ||
CricketsBirds_loop: Crickets, birds, and owls | ;CricketsBirds_loop: Crickets, birds, and owls | ||
DestroyedOurorobos_Wind_Loop Soft wind and thunder | ;DestroyedOurorobos_Wind_Loop Soft wind and thunder | ||
EdenAmb1_loop: Wild birds | ;EdenAmb1_loop: Wild birds | ||
FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum | ;FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum | ||
FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds | ;FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds | ||
FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline | ;FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline | ||
FirstWard_Wind_Hi_Loop: Loud wind | ;FirstWard_Wind_Hi_Loop: Loud wind | ||
FogWind_loop: Still, empty wind | ;FogWind_loop: Still, empty wind | ||
Giantoctopus_loop: Low grumbling with water | ;Giantoctopus_loop: Low grumbling with water | ||
gloop_loop Gloop loop | ;gloop_loop Gloop loop | ||
Grasshoppers_Loop: Grasshoppers | ;Grasshoppers_Loop: Grasshoppers | ||
Grasshoppers-Crickets_Loop: Grasshoppers and crickets | ;Grasshoppers-Crickets_Loop: Grasshoppers and crickets | ||
gulls1_loop: Seagulls | ;gulls1_loop: Seagulls | ||
HamidonSeed_Idle_Loop: Distorted insect noises | ;HamidonSeed_Idle_Loop: Distorted insect noises | ||
HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid | ;HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid | ||
Hamidon_Room_Loop: Slow pulsing hums | ;Hamidon_Room_Loop: Slow pulsing hums | ||
KingsAmb1_loop: Empty wind | ;KingsAmb1_loop: Empty wind | ||
LavaBG_loop: Lava | ;LavaBG_loop: Lava | ||
LiquidTank_Loop: Bubbling liquid | ;LiquidTank_Loop: Bubbling liquid | ||
Midnight_Club_01_Loop: Empty cave | ;Midnight_Club_01_Loop: Empty cave | ||
Mushroomportal_loop: Soft, windy hum with whispers | ;Mushroomportal_loop: Soft, windy hum with whispers | ||
N_Rain_Loop: Rain | ;N_Rain_Loop: Rain | ||
RobotRoom2_loop: Rumbling lava | ;RobotRoom2_loop: Rumbling lava | ||
room1_loop: Empty air | ;room1_loop: Empty air | ||
room2_loop: Deeper empty air | ;room2_loop: Deeper empty air | ||
rularuustorm_loop: Wind, thunder, and electricity | ;rularuustorm_loop: Wind, thunder, and electricity | ||
SeedOfHamidon_Breathing_Loop: Whale sounds | ;SeedOfHamidon_Breathing_Loop: Whale sounds | ||
SeedofHamidon_LowHealth_Loop: Echoing bubbles | ;SeedofHamidon_LowHealth_Loop: Echoing bubbles | ||
Stringa_loop: Ocean, seagulls and distant sounds of boats | ;Stringa_loop: Ocean, seagulls and distant sounds of boats | ||
StormHit_loop: Crackling electricity with low, rumbling winds | ;StormHit_loop: Crackling electricity with low, rumbling winds | ||
ThePit_loop: Quiet cave hum | ;ThePit_loop: Quiet cave hum | ||
Thermite_loop: Low hum | ;Thermite_loop: Low hum | ||
thorneyes_loop: Grinding hum | ;thorneyes_loop: Grinding hum | ||
Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing | ;Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing | ||
WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall | ;WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall | ||
WaterWaves_02Stereo_Loop: Waves on the shoreline | ;WaterWaves_02Stereo_Loop: Waves on the shoreline | ||
WavesGulls_loop: Sea and seagulls | ;WavesGulls_loop: Sea and seagulls | ||
windleaves2_loop: Wind blowing leaves | ;windleaves2_loop: Wind blowing leaves | ||
Wind_Wintry_Loop: Fierce, chilling wind | ;Wind_Wintry_Loop: Fierce, chilling wind | ||
Windtunnel_loop: Wind | ;Windtunnel_loop: Wind | ||
===Ambiance (Tech)=== | ===Ambiance (Tech)=== | ||
5thColumnPortal_loop: Loud, obnoxious portal | ;5thColumnPortal_loop: Loud, obnoxious portal | ||
ArachElev2_loop: Low Pulse | ;ArachElev2_loop: Low Pulse | ||
ArachnosStatic_loop: Distorted, erratic static | ;ArachnosStatic_loop: Distorted, erratic static | ||
beepIBM_loop: Crazy erratic beeping | ;beepIBM_loop: Crazy erratic beeping | ||
ControlRoom2_loop: Beeping Sci-fi terminals | ;ControlRoom2_loop: Beeping Sci-fi terminals | ||
IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum | ;IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum | ||
Data2_loop: Rattling tech | ;Data2_loop: Rattling tech | ||
DataConsole1b_loop: Soft, erratic beeping | ;DataConsole1b_loop: Soft, erratic beeping | ||
electricalring_loop: Hum with electricity | ;electricalring_loop: Hum with electricity | ||
EmpowermentMachine_loop: Rushing air | ;EmpowermentMachine_loop: Rushing air | ||
EmpowermentMachinePulse1_Loop: Slow engine | ;EmpowermentMachinePulse1_Loop: Slow engine | ||
EmpowermentMachinePulse2_Loop: Slower Engine | ;EmpowermentMachinePulse2_Loop: Slower Engine | ||
EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine | ;EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine | ||
EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound | ;EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound | ||
Gen1_loop: Light generator hum | ;Gen1_loop: Light generator hum | ||
GroundingRayIdle_Loop: Pulsing, high-tech energy | ;GroundingRayIdle_Loop: Pulsing, high-tech energy | ||
HD_loop: High-pitched, squeaking fan | ;HD_loop: High-pitched, squeaking fan | ||
hipower_loop: Fans and generic humming machines | ;hipower_loop: Fans and generic humming machines | ||
Laser1_loop: Tinny, high-pitched hum | ;Laser1_loop: Tinny, high-pitched hum | ||
nemesis2_loop: Idle engine | ;nemesis2_loop: Idle engine | ||
NemesisDrill_loop and NemesisDrill2_loop: Loud engines | ;NemesisDrill_loop and NemesisDrill2_loop: Loud engines | ||
OroborosPortal_loop: Pulsing portal | ;OroborosPortal_loop: Pulsing portal | ||
particle_loop: Humming tech | ;particle_loop: Humming tech | ||
particlehit_loop: Distorted humming tech | ;particlehit_loop: Distorted humming tech | ||
PhalanxAmb4_loop: Beeping, Sci-fi computers | ;PhalanxAmb4_loop: Beeping, Sci-fi computers | ||
pillboxforcefield_loop: Low forcefield | ;pillboxforcefield_loop: Low forcefield | ||
Portal2_loop and Portal2b_loop: Pulsing portal | ;Portal2_loop and Portal2b_loop: Pulsing portal | ||
portal4_loop: Low, tinny forcefield | ;portal4_loop: Low, tinny forcefield | ||
powermaul_loop: Pulsing electricity | ;powermaul_loop: Pulsing electricity | ||
RiktiDataRm2_loop: Erratic, distorted hum | ;RiktiDataRm2_loop: Erratic, distorted hum | ||
robotbeep1_loop and robotbeep2_loop: Erratic beeping | ;robotbeep1_loop and robotbeep2_loop: Erratic beeping | ||
Sapper2_loop: Crackling electricity | ;Sapper2_loop: Crackling electricity | ||
Turbine2_loop: Low, rotating generator | ;Turbine2_loop: Low, rotating generator | ||
vortex1_loop: Distorted portal | ;vortex1_loop: Distorted portal | ||
vortex3_loop: Pulsing, distorted portal | ;vortex3_loop: Pulsing, distorted portal | ||
===Music+Ambiance=== | ===Music+Ambiance=== | ||
BoomMix_loop: Techno boombox sounds, with radio static and voiceover | ;BoomMix_loop: Techno boombox sounds, with radio static and voiceover | ||
Chalet_loop: Accordion music with chattering crowd | ;Chalet_loop: Accordion music with chattering crowd | ||
Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one | ;Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one | ||
loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background | ;loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background | ||
Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background. | ;Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background. | ||
Swiss_loop: Ski chalet ambiance | ;Swiss_loop: Ski chalet ambiance | ||
Tiki4b_loop: Tribal drum beats, with applause every few minutes | ;Tiki4b_loop: Tribal drum beats, with applause every few minutes | ||
==Example== | ==Example== | ||
/sgmusic Objective_loop | /sgmusic Objective_loop |
Revision as of 17:22, 24 June 2022
Slash command
/sg_music filename
Sets a sound file to play over the music channel in a supergroup base.
The /sg_music command plays .ogg music files from inside the piggs or data folders of the game, and everyone who enters the base will hear the music. Music file names that end in "_loop" will loop forever. So if you use /sgmusic levelup7
, for example, it will play the level up sound once and then be silent, but if you use /sgmusic Objective_loop
it will play the "glowies sound" forever.
- To remove the music from the SG base, use
/sgmusic ""
; currently playing music will fade out, not abruptly stop. - You may also place your own .ogg music files into the <COH Install Directory>\data\sound\ogg folder, however only you will be able to hear the music. To share your custom music files with others so that they can hear it too, give them a copy of your music file and have them put it in the same folder that contains your file.
- You must have base editing permissions to use this command.
Music File Names
The following is a curated list of game music by @ImpishCat. More music and their file names can also be found on the Music page.
Music
- i20_01High_a_Loop
- Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations.
- BankHeist_loop
- Fast paced techno
- Carnival3_loop
- Generic carnival music
- Cave2_loop and Cave4_loop
- Quiet military-style techno
- CDEC_Lobby_Music_Loop
- Peaceful chords
- Chant1_loop
- Ominous chanting
- Freakshow1_loop and Freakshow2_loop
- Industrial grungy techno
- GiantShivanMission_Loop
- Dramatic fight music
- H_music1_loop_new and H_music1_loop
- CoH Main Menu theme
- JMission5_loop
- Jazzy techno
- N_MenuMusic_loop
- New main menu theme
- NewRave1_loop to NewRave6_loop
- Pocket D
- P_Music1_loop
- Going Rogue main menu theme
- SkullsRaveMusic_loop
- Heavy techno
- SigStoryArc_Combat_Loop
- Increasingly dramatic theme
- SpeakeasyMusic_loop
- Upbeat, light techno
- SpookyCaveRoom_loop
- Slow, ambient chords
- Stats_loop
- Generic techno
- Studio55_01_Loop
- Generic house music
- TsooAmb1_loop
- Peaceful bells and chords
- V_Music1_loop
- CoV main menu theme
- Yins2_loop
- Chinese beat
Ambiance (Misc.)
- Agony1_loop and Agony2_loop
- Crazy noises made by crazy people
- Bar2_loop
- Crowded bar
- BarAmb2_loop
- Quiet bar
- Boat1_loop to Boat4_loop
- Boat engine and rushing water, with horns in the distance
- Blackwand2_loop
- Pulsing energy
- Cadence_loop
- Distant marching steps and drum beats
- Cellblock_loop and Cellblock2_loop
- Sirens and ringing bells
- ChurchBells_loop
- Church bells
- ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop
- Shouting audience
- crwodamb2_loop
- Crowd
- CrystalSteamPit_loop
- Pulsing energy
- Donut_loop
- Restaurant
- factory3_loop and factory4_loop
- Quiet, metal thumping
- factoryrattle_loop
- Rattling machines
- FastFood_loop
- Crowded restaurant
- FirstWard_ShadowyComets_Loop
- Distorted pulse with high pitch streaks
- FirstWard_ShadowyOrb1_Loop
- High pitch whining hum
- Flotilla_EngineRoom_Clack_Loop
- Clacking noise
- Flotilla_EngineRoom_Water_Loop
- Echoing, hollow ship interior
- Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop
- Distant machines pulsing
- Flotilla_ShipCreaks1_Loop
- Creaking metal
- hospital5_loop
- Hospital room
- gamblingamb1_loop
- Crowd and jingling coins
- generaldestruction_loop
- Chaos
- giantpump_loop
- Rhythmic, distant, hollow thumping metal
- KingsRowSirens_Loop
- Distant sirens
- klaxon2_loop
- Klaxon
- Mariachi_loop
- Mariachi band
- Midnight_Club_Library_02_Loop
- Hushed whispers and rustling
- MonkeyFight1_loop
- Monkey fight
- MusicStore_Loop
- Terrible violin
- nemesisbubble_loop
- Soft bubbling with tinny hum
- NemesisHalberd_loop
- Quiet burning
- outbreak4_loop
- Riot with sirens
- Pinball1_loop
- Pinball
- Prison1_loop
- Prison riot, high-pitched siren
- PoolAmb1_loop
- Pool hall
- PropPA_loop
- Low, droning voice over a PA
- Propaganda1_loop
- Deep, booming voice over PA
- PRadio1_loop
- Quiet, police radio chatter
- radiocom1_loop
- Tinny, distorted, alien-like voice
- RecluseVO3_loop
- Recluse's Grandville speech
- Resistance_Ghouls_Battle1L_Loop
- Warfare
- Ruladak1_loop
- Low, pulsing hum
- RularuuMonumentBuild_loop
- Distorted dimensional energy hum
- RuneVox_loop Airy, mystic hum
- Sentinal3_loop
- Distorted, echoing, strange noises
- Siren1_loop
- High-pitched siren
- sonor2_loop
- Sonar
- Spooky2_loop
- Creepy background noise
- tele1_loop Telephone
- VoxStatic_loop
- Distorted voice
- WoodenGears2_loop
- Wooden gears moving
Ambiance (Nature)
- Apparitions_LieutenantAura_Loop
- Distorted wind
- Apparitions_MinionAura_Loop
- Low, distorted wind
- ActiveMold_loop
- Low, rattling, bubbling sounds
- Bats_Scattered_Loop
- Chattering bats
- birds_loop Birds chirping
- BoneClub_loop
- Hollow hum
- calmwater_loop Calm pond
- Cave_Pool_01_Loop to Cave_Pool_04_Loop
- Echoing pool of water
- Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop
- Rushing river
- Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop
- Calm, moving water
- Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop
- Moving water
- Cave_Trickle_01_Loop and Cave_Trickle_03_Loop
- Echoing, dripping water
- Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind
- ChantryThunder_loop and ChantryThunder2_loop Storm system
- CloudOfIce_Loop
- Quiet, icy wind
- CragsWind_Loop
- Quiet wind
- creatures_loop Various animal sounds
- CricketsBirds_loop
- Crickets, birds, and owls
- DestroyedOurorobos_Wind_Loop Soft wind and thunder
- EdenAmb1_loop
- Wild birds
- FirstWard_InvertedShadowyPaths_Loop
- Park, birds, pulsing hum
- FirstWard_Vortex1_Loop
- Plusing, low grumbles that shift into higher pitched winds
- FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop
- Shoreline
- FirstWard_Wind_Hi_Loop
- Loud wind
- FogWind_loop
- Still, empty wind
- Giantoctopus_loop
- Low grumbling with water
- gloop_loop Gloop loop
- Grasshoppers_Loop
- Grasshoppers
- Grasshoppers-Crickets_Loop
- Grasshoppers and crickets
- gulls1_loop
- Seagulls
- HamidonSeed_Idle_Loop
- Distorted insect noises
- HamidonSeed_Malignant_Continuing_Loop
- Bubbling liquid
- Hamidon_Room_Loop
- Slow pulsing hums
- KingsAmb1_loop
- Empty wind
- LavaBG_loop
- Lava
- LiquidTank_Loop
- Bubbling liquid
- Midnight_Club_01_Loop
- Empty cave
- Mushroomportal_loop
- Soft, windy hum with whispers
- N_Rain_Loop
- Rain
- RobotRoom2_loop
- Rumbling lava
- room1_loop
- Empty air
- room2_loop
- Deeper empty air
- rularuustorm_loop
- Wind, thunder, and electricity
- SeedOfHamidon_Breathing_Loop
- Whale sounds
- SeedofHamidon_LowHealth_Loop
- Echoing bubbles
- Stringa_loop
- Ocean, seagulls and distant sounds of boats
- StormHit_loop
- Crackling electricity with low, rumbling winds
- ThePit_loop
- Quiet cave hum
- Thermite_loop
- Low hum
- thorneyes_loop
- Grinding hum
- Tumbleweed_Wind_Loop
- High pitched wind with tumbleweeds billowing
- WaterfallClose_01_Loop to WatervallClose_03_Loop
- Waterfall
- WaterWaves_02Stereo_Loop
- Waves on the shoreline
- WavesGulls_loop
- Sea and seagulls
- windleaves2_loop
- Wind blowing leaves
- Wind_Wintry_Loop
- Fierce, chilling wind
- Windtunnel_loop
- Wind
Ambiance (Tech)
- 5thColumnPortal_loop
- Loud, obnoxious portal
- ArachElev2_loop
- Low Pulse
- ArachnosStatic_loop
- Distorted, erratic static
- beepIBM_loop
- Crazy erratic beeping
- ControlRoom2_loop
- Beeping Sci-fi terminals
- IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop
- Vibrating hum
- Data2_loop
- Rattling tech
- DataConsole1b_loop
- Soft, erratic beeping
- electricalring_loop
- Hum with electricity
- EmpowermentMachine_loop
- Rushing air
- EmpowermentMachinePulse1_Loop
- Slow engine
- EmpowermentMachinePulse2_Loop
- Slower Engine
- EmpowermentMachineSqueak_Loop
- High-pitched squeaking/grinding engine
- EmpowermentMachineSteam_Loop
- Obnoxious, grinding steam sound
- Gen1_loop
- Light generator hum
- GroundingRayIdle_Loop
- Pulsing, high-tech energy
- HD_loop
- High-pitched, squeaking fan
- hipower_loop
- Fans and generic humming machines
- Laser1_loop
- Tinny, high-pitched hum
- nemesis2_loop
- Idle engine
- NemesisDrill_loop and NemesisDrill2_loop
- Loud engines
- OroborosPortal_loop
- Pulsing portal
- particle_loop
- Humming tech
- particlehit_loop
- Distorted humming tech
- PhalanxAmb4_loop
- Beeping, Sci-fi computers
- pillboxforcefield_loop
- Low forcefield
- Portal2_loop and Portal2b_loop
- Pulsing portal
- portal4_loop
- Low, tinny forcefield
- powermaul_loop
- Pulsing electricity
- RiktiDataRm2_loop
- Erratic, distorted hum
- robotbeep1_loop and robotbeep2_loop
- Erratic beeping
- Sapper2_loop
- Crackling electricity
- Turbine2_loop
- Low, rotating generator
- vortex1_loop
- Distorted portal
- vortex3_loop
- Pulsing, distorted portal
Music+Ambiance
- BoomMix_loop
- Techno boombox sounds, with radio static and voiceover
- Chalet_loop
- Accordion music with chattering crowd
- Jukebox2_loop
- An assortment of slightly muffled, old songs. Cassette put into a machine before each one
- loungemusic1_loop
- Lounge music, primarily trumpet, with people speaking and plates clattering in the background
- Oroboros_loop
- Some birds chirping over a calm piano song. Hints of wind and water flowing in the background.
- Swiss_loop
- Ski chalet ambiance
- Tiki4b_loop
- Tribal drum beats, with applause every few minutes
Example
/sgmusic Objective_loop