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 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|Music page]]. | |||
===<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 | |||
;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 | |||
===<span style="color:blue">Ambiance (Misc.)</span>=== | |||
---- | |||
;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 </br />An airy, pulsating tech hum | |||
;WoodenGears2_loop: Wooden gears moving | |||
===<span style="color:blue">Ambiance (Nature)</span>=== | |||
---- | |||
;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 | |||
===<span style="color:blue">Ambiance (Tech)</span>=== | |||
---- | |||
;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 | |||
===<span style="color:blue">Music+Ambiance</span>=== | |||
---- | |||
;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 | |||
{{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