Sg music (Slash Command): Difference between revisions
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{{SlashCommandArticle|command=sg_music|options=filename|note=Sets a sound file to play over the music channel in a supergroup base.}} | {{SlashCommandArticle|command=sg_music|options=filename|note=Sets a sound file to play over the music channel in a supergroup base.}} | ||
The {{slashcommand|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 <code>/sgmusic levelup7</code>, for example, it will play the level up sound once and then be silent, but if you use <code>/sgmusic Objective_loop</code> it will play the "glowies sound" forever. | The {{slashcommand|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 <code>/sgmusic levelup7</code>, for example, it will play the level up sound once and then be silent, but if you use <code>/sgmusic Objective_loop</code> it will play the "glowies sound" forever. When entering music file names, omit the .ogg file extension. | ||
* To remove the music from the SG base, use <code>/sgmusic ""</code>; currently playing music will fade out, not abruptly stop. | * To remove the music from the SG base, use <code>/sgmusic ""</code>; 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 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. | ||
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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=== | ===<span style="color:blue">Music</span>=== | ||
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 | ;i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations. | ||
Carnival3_loop: Generic carnival music | ;BankHeist_loop: Fast paced techno | ||
Cave2_loop and Cave4_loop: Quiet military-style techno | ;Carnival3_loop: Generic carnival music | ||
CDEC_Lobby_Music_Loop: Peaceful chords | ;Cave2_loop and Cave4_loop: Quiet military-style techno | ||
Chant1_loop: Ominous chanting | ;CDEC_Lobby_Music_Loop: Peaceful chords | ||
Freakshow1_loop and Freakshow2_loop: Industrial grungy techno | ;Chant1_loop: Ominous chanting | ||
GiantShivanMission_Loop: Dramatic fight music | ;Freakshow1_loop and Freakshow2_loop: Industrial grungy techno | ||
H_music1_loop_new and H_music1_loop: CoH Main Menu theme | ;GiantShivanMission_Loop: Dramatic fight music | ||
JMission5_loop: Jazzy techno | ;H_music1_loop_new and H_music1_loop: CoH Main Menu theme | ||
N_MenuMusic_loop: New main menu theme | ;JMission5_loop: Jazzy techno | ||
NewRave1_loop to NewRave6_loop: Pocket D | ;N_MenuMusic_loop: New main menu theme | ||
P_Music1_loop: Going Rogue main menu theme | ;NewRave1_loop to NewRave6_loop: Pocket D | ||
SkullsRaveMusic_loop: Heavy techno | ;P_Music1_loop: Going Rogue main menu theme | ||
SigStoryArc_Combat_Loop: Increasingly dramatic theme | ;SkullsRaveMusic_loop: Heavy techno | ||
SpeakeasyMusic_loop: Upbeat, light techno | ;SigStoryArc_Combat_Loop: Increasingly dramatic theme | ||
SpookyCaveRoom_loop: Slow, ambient chords | ;SpeakeasyMusic_loop: Upbeat, light techno | ||
Stats_loop: Generic techno | ;SpookyCaveRoom_loop: Slow, ambient chords | ||
Studio55_01_Loop: Generic house music | ;Stats_loop: Generic techno | ||
TsooAmb1_loop: Peaceful bells and chords | ;Studio55_01_Loop: Generic house music | ||
V_Music1_loop: CoV main menu theme | ;TsooAmb1_loop: Peaceful bells and chords | ||
Yins2_loop: Chinese beat | ;V_Music1_loop: CoV main menu theme | ||
===Ambiance (Misc.)=== | ;Yins2_loop: Chinese beat | ||
Agony1_loop and Agony2_loop: Crazy noises made by crazy people | |||
Bar2_loop: Crowded bar | ===<span style="color:blue">Ambiance (Misc.)</span>=== | ||
BarAmb2_loop: Quiet bar | ---- | ||
Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance | ;Agony1_loop and Agony2_loop: Crazy noises made by crazy people | ||
Blackwand2_loop: Pulsing energy | ;Bar2_loop: Crowded bar | ||
Cadence_loop: Distant marching steps and drum beats | ;BarAmb2_loop: Quiet bar | ||
Cellblock_loop and Cellblock2_loop: Sirens and ringing bells | ;Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance | ||
ChurchBells_loop: Church bells | ;Blackwand2_loop: Pulsing energy | ||
ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience | ;Cadence_loop: Distant marching steps and drum beats | ||
crwodamb2_loop: Crowd | ;Cellblock_loop and Cellblock2_loop: Sirens and ringing bells | ||
CrystalSteamPit_loop: Pulsing energy | ;ChurchBells_loop: Church bells | ||
Donut_loop: Restaurant | ;ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience | ||
factory3_loop and factory4_loop: Quiet, metal thumping | ;crwodamb2_loop: Crowd | ||
factoryrattle_loop: Rattling machines | ;CrystalSteamPit_loop: Pulsing energy | ||
FastFood_loop: Crowded restaurant | ;Donut_loop: Restaurant | ||
FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks | ;factory3_loop and factory4_loop: Quiet, metal thumping | ||
FirstWard_ShadowyOrb1_Loop: High pitch whining hum | ;factoryrattle_loop: Rattling machines | ||
Flotilla_EngineRoom_Clack_Loop: Clacking noise | ;FastFood_loop: Crowded restaurant | ||
Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior | ;FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks | ||
Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing | ;FirstWard_ShadowyOrb1_Loop: High pitch whining hum | ||
Flotilla_ShipCreaks1_Loop: Creaking metal | ;Flotilla_EngineRoom_Clack_Loop: Clacking noise | ||
hospital5_loop: Hospital room | ;Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior | ||
gamblingamb1_loop: Crowd and jingling coins | ;Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing | ||
generaldestruction_loop: Chaos | ;Flotilla_ShipCreaks1_Loop: Creaking metal | ||
giantpump_loop: Rhythmic, distant, hollow thumping metal | ;hospital5_loop: Hospital room | ||
KingsRowSirens_Loop: Distant sirens | ;gamblingamb1_loop: Crowd and jingling coins | ||
klaxon2_loop: Klaxon | ;generaldestruction_loop: Chaos | ||
Mariachi_loop: Mariachi band | ;giantpump_loop: Rhythmic, distant, hollow thumping metal | ||
Midnight_Club_Library_02_Loop: Hushed whispers and rustling | ;KingsRowSirens_Loop: Distant sirens | ||
MonkeyFight1_loop: Monkey fight | ;klaxon2_loop: Klaxon | ||
MusicStore_Loop: Terrible violin | ;Mariachi_loop: Mariachi band | ||
nemesisbubble_loop: Soft bubbling with tinny hum | ;Midnight_Club_Library_02_Loop: Hushed whispers and rustling | ||
NemesisHalberd_loop: Quiet burning | ;MonkeyFight1_loop: Monkey fight | ||
outbreak4_loop: Riot with sirens | ;MusicStore_Loop: Terrible violin | ||
Pinball1_loop: Pinball | ;nemesisbubble_loop: Soft bubbling with tinny hum | ||
Prison1_loop: Prison riot, high-pitched siren | ;NemesisHalberd_loop: Quiet burning | ||
PoolAmb1_loop: Pool hall | ;outbreak4_loop: Riot with sirens | ||
PropPA_loop: Low, droning voice over a PA | ;Pinball1_loop: Pinball | ||
Propaganda1_loop: Deep, booming voice over PA | ;Prison1_loop: Prison riot, high-pitched siren | ||
PRadio1_loop: Quiet, police radio chatter | ;PoolAmb1_loop: Pool hall | ||
radiocom1_loop: Tinny, distorted, alien-like voice | ;PropPA_loop: Low, droning voice over a PA | ||
RecluseVO3_loop: Recluse's Grandville speech | ;Propaganda1_loop: Deep, booming voice over PA | ||
Resistance_Ghouls_Battle1L_Loop: Warfare | ;PRadio1_loop: Quiet, police radio chatter | ||
Ruladak1_loop: Low, pulsing hum | ;radiocom1_loop: Tinny, distorted, alien-like voice | ||
RularuuMonumentBuild_loop: Distorted dimensional energy hum | ;RecluseVO3_loop: Recluse's Grandville speech | ||
RuneVox_loop Airy, mystic hum | ;Resistance_Ghouls_Battle1L_Loop: Warfare | ||
Sentinal3_loop: Distorted, echoing, strange noises | ;Ruladak1_loop: Low, pulsing hum | ||
Siren1_loop: High-pitched siren | ;RularuuMonumentBuild_loop: Distorted dimensional energy hum | ||
sonor2_loop: Sonar | ;RuneVox_loop: Airy, mystic hum | ||
Spooky2_loop: Creepy background noise | ;Sentinal3_loop: Distorted, echoing, strange noises | ||
tele1_loop Telephone | ;Siren1_loop: High-pitched siren | ||
VoxStatic_loop: Distorted voice | ;sonor2_loop: Sonar | ||
WoodenGears2_loop: Wooden gears moving | ;Spooky2_loop: Creepy background noise | ||
;tele1_loop: Telephone | |||
===Ambiance (Nature)=== | ;VoxStatic_loop: Distorted voice | ||
Apparitions_LieutenantAura_Loop: Distorted wind | ;WarehouseAmb2_loop: Original SG base sound FX </br />An airy, pulsating tech hum | ||
Apparitions_MinionAura_Loop: Low, distorted wind | ;WoodenGears2_loop: Wooden gears moving | ||
ActiveMold_loop: Low, rattling, bubbling sounds | |||
Bats_Scattered_Loop: Chattering bats | ===<span style="color:blue">Ambiance (Nature)</span>=== | ||
birds_loop Birds chirping | ---- | ||
BoneClub_loop: Hollow hum | ;Apparitions_LieutenantAura_Loop: Distorted wind | ||
calmwater_loop Calm pond | ;Apparitions_MinionAura_Loop: Low, distorted wind | ||
Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water | ;ActiveMold_loop: Low, rattling, bubbling sounds | ||
Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river | ;Bats_Scattered_Loop: Chattering bats | ||
Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water | ;birds_loop: Birds chirping | ||
Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water | ;BoneClub_loop: Hollow hum | ||
Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water | ;calmwater_loop: Calm pond | ||
Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind | ;Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water | ||
ChantryThunder_loop and ChantryThunder2_loop Storm system | ;Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river | ||
CloudOfIce_Loop: Quiet, icy wind | ;Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water | ||
CragsWind_Loop: Quiet wind | ;Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water | ||
creatures_loop Various animal sounds | ;Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water | ||
CricketsBirds_loop: Crickets, birds, and owls | ;Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop: Calm wind | ||
DestroyedOurorobos_Wind_Loop Soft wind and thunder | ;ChantryThunder_loop and ChantryThunder2_loop: Storm system | ||
EdenAmb1_loop: Wild birds | ;CloudOfIce_Loop: Quiet, icy wind | ||
FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum | ;CragsWind_Loop: Quiet wind | ||
FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds | ;creatures_loop: Various animal sounds | ||
FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline | ;CricketsBirds_loop: Crickets, birds, and owls | ||
FirstWard_Wind_Hi_Loop: Loud wind | ;DestroyedOurorobos_Wind_Loop: Soft wind and thunder | ||
FogWind_loop: Still, empty wind | ;EdenAmb1_loop: Wild birds | ||
Giantoctopus_loop: Low grumbling with water | ;FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum | ||
gloop_loop Gloop loop | ;FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds | ||
Grasshoppers_Loop: Grasshoppers | ;FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline | ||
Grasshoppers-Crickets_Loop: Grasshoppers and crickets | ;FirstWard_Wind_Hi_Loop: Loud wind | ||
gulls1_loop: Seagulls | ;FogWind_loop: Still, empty wind | ||
HamidonSeed_Idle_Loop: Distorted insect noises | ;Giantoctopus_loop: Low grumbling with water | ||
HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid | ;gloop_loop: Gloop loop | ||
Hamidon_Room_Loop: Slow pulsing hums | ;Grasshoppers_Loop: Grasshoppers | ||
KingsAmb1_loop: Empty wind | ;Grasshoppers-Crickets_Loop: Grasshoppers and crickets | ||
LavaBG_loop: Lava | ;gulls1_loop: Seagulls | ||
LiquidTank_Loop: Bubbling liquid | ;HamidonSeed_Idle_Loop: Distorted insect noises | ||
Midnight_Club_01_Loop: Empty cave | ;HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid | ||
Mushroomportal_loop: Soft, windy hum with whispers | ;Hamidon_Room_Loop: Slow pulsing hums | ||
N_Rain_Loop: Rain | ;KingsAmb1_loop: Empty wind | ||
RobotRoom2_loop: Rumbling lava | ;LavaBG_loop: Lava | ||
room1_loop: Empty air | ;LiquidTank_Loop: Bubbling liquid | ||
room2_loop: Deeper empty air | ;Midnight_Club_01_Loop: Empty cave | ||
rularuustorm_loop: Wind, thunder, and electricity | ;Mushroomportal_loop: Soft, windy hum with whispers | ||
SeedOfHamidon_Breathing_Loop: Whale sounds | ;N_Rain_Loop: Rain | ||
SeedofHamidon_LowHealth_Loop: Echoing bubbles | ;RobotRoom2_loop: Rumbling lava | ||
Stringa_loop: Ocean, seagulls and distant sounds of boats | ;room1_loop: Empty air | ||
StormHit_loop: Crackling electricity with low, rumbling winds | ;room2_loop: Deeper empty air | ||
ThePit_loop: Quiet cave hum | ;rularuustorm_loop: Wind, thunder, and electricity | ||
Thermite_loop: Low hum | ;SeedOfHamidon_Breathing_Loop: Whale sounds | ||
thorneyes_loop: Grinding hum | ;SeedofHamidon_LowHealth_Loop: Echoing bubbles | ||
Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing | ;Stringa_loop: Ocean, seagulls and distant sounds of boats | ||
WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall | ;StormHit_loop: Crackling electricity with low, rumbling winds | ||
WaterWaves_02Stereo_Loop: Waves on the shoreline | ;ThePit_loop: Quiet cave hum | ||
WavesGulls_loop: Sea and seagulls | ;Thermite_loop: Low hum | ||
windleaves2_loop: Wind blowing leaves | ;thorneyes_loop: Grinding hum | ||
Wind_Wintry_Loop: Fierce, chilling wind | ;Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing | ||
Windtunnel_loop: Wind | ;WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall | ||
;WaterWaves_02Stereo_Loop: Waves on the shoreline | |||
===Ambiance (Tech)=== | ;WavesGulls_loop: Sea and seagulls | ||
5thColumnPortal_loop: Loud, obnoxious portal | ;windleaves2_loop: Wind blowing leaves | ||
ArachElev2_loop: Low Pulse | ;Wind_Wintry_Loop: Fierce, chilling wind | ||
ArachnosStatic_loop: Distorted, erratic static | ;Windtunnel_loop: Wind | ||
beepIBM_loop: Crazy erratic beeping | |||
ControlRoom2_loop: Beeping Sci-fi terminals | ===<span style="color:blue">Ambiance (Tech)</span>=== | ||
IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum | ---- | ||
Data2_loop: Rattling tech | ;5thColumnPortal_loop: Loud, obnoxious portal | ||
DataConsole1b_loop: Soft, erratic beeping | ;ArachElev2_loop: Low Pulse | ||
electricalring_loop: Hum with electricity | ;ArachnosStatic_loop: Distorted, erratic static | ||
EmpowermentMachine_loop: Rushing air | ;beepIBM_loop: Crazy erratic beeping | ||
EmpowermentMachinePulse1_Loop: Slow engine | ;ControlRoom2_loop: Beeping Sci-fi terminals | ||
EmpowermentMachinePulse2_Loop: Slower Engine | ;IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum | ||
EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine | ;Data2_loop: Rattling tech | ||
EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound | ;DataConsole1b_loop: Soft, erratic beeping | ||
Gen1_loop: Light generator hum | ;electricalring_loop: Hum with electricity | ||
GroundingRayIdle_Loop: Pulsing, high-tech energy | ;EmpowermentMachine_loop: Rushing air | ||
HD_loop: High-pitched, squeaking fan | ;EmpowermentMachinePulse1_Loop: Slow engine | ||
hipower_loop: Fans and generic humming machines | ;EmpowermentMachinePulse2_Loop: Slower Engine | ||
Laser1_loop: Tinny, high-pitched hum | ;EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine | ||
nemesis2_loop: Idle engine | ;EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound | ||
NemesisDrill_loop and NemesisDrill2_loop: Loud engines | ;Gen1_loop: Light generator hum | ||
OroborosPortal_loop: Pulsing portal | ;GroundingRayIdle_Loop: Pulsing, high-tech energy | ||
particle_loop: Humming tech | ;HD_loop: High-pitched, squeaking fan | ||
particlehit_loop: Distorted humming tech | ;hipower_loop: Fans and generic humming machines | ||
PhalanxAmb4_loop: Beeping, Sci-fi computers | ;Laser1_loop: Tinny, high-pitched hum | ||
pillboxforcefield_loop: Low forcefield | ;nemesis2_loop: Idle engine | ||
Portal2_loop and Portal2b_loop: Pulsing portal | ;NemesisDrill_loop and NemesisDrill2_loop: Loud engines | ||
portal4_loop: Low, tinny forcefield | ;OroborosPortal_loop: Pulsing portal | ||
powermaul_loop: Pulsing electricity | ;particle_loop: Humming tech | ||
RiktiDataRm2_loop: Erratic, distorted hum | ;particlehit_loop: Distorted humming tech | ||
robotbeep1_loop and robotbeep2_loop: Erratic beeping | ;PhalanxAmb4_loop: Beeping, Sci-fi computers | ||
Sapper2_loop: Crackling electricity | ;pillboxforcefield_loop: Low forcefield | ||
Turbine2_loop: Low, rotating generator | ;Portal2_loop and Portal2b_loop: Pulsing portal | ||
vortex1_loop: Distorted portal | ;portal4_loop: Low, tinny forcefield | ||
vortex3_loop: Pulsing, distorted portal | ;powermaul_loop: Pulsing electricity | ||
;RiktiDataRm2_loop: Erratic, distorted hum | |||
===Music+Ambiance=== | ;robotbeep1_loop and robotbeep2_loop: Erratic beeping | ||
BoomMix_loop: Techno boombox sounds, with radio static and voiceover | ;Sapper2_loop: Crackling electricity | ||
Chalet_loop: Accordion music with chattering crowd | ;Turbine2_loop: Low, rotating generator | ||
Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one | ;vortex1_loop: Distorted portal | ||
loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background | ;vortex3_loop: Pulsing, distorted portal | ||
Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background. | |||
Swiss_loop: Ski chalet ambiance | ===<span style="color:blue">Music+Ambiance</span>=== | ||
Tiki4b_loop: Tribal drum beats, with applause every few minutes | ---- | ||
;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== | ==Example== | ||
/sgmusic | /sgmusic WarehouseAmb2_loop | ||
{{Navbox Supergroup Commands}} | |||
[[Category:Slash Commands]] |
Latest revision as of 02:23, 29 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. When entering music file names, omit the .ogg file extension.
- 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
- WarehouseAmb2_loop
- Original SG base sound FX
An airy, pulsating tech hum - 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 WarehouseAmb2_loop