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Half-Life 2 (Windows)

From The Cutting Room Floor
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Title Screen

Half-Life 2

Developer: Valve
Publisher: Valve
Platforms: Windows, Mac OS X, Linux
Released internationally: November 16, 2004


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


ProtoIcon.png This game has a prototype article

Half-Life 2 is a game where the right crowbar in the wrong hand will make all the difference in the world.

Hmmm...
To do:
A whole lot:
  • There are revisional differences on this game which involves graphical update between the original release and the 2010 update.
  • Prototype's HUD weapon icons are still in the game.
  • The old HUD design is still in the files as well.
  • The "dev" folder in the textures folder contains a ton of unused textures, including some really old brick, metal, and sign textures.
  • ShaderTest folder is filled with unused testing models.

Debugging Features

Debug Menu

HL2-DebugMenu.png

The debug menu can be activated by pressing [Shift+F1], and displays a collection of multiple shortcuts to console commands. You still need sv_cheats 1 for many of these shortcuts to function correctly. The window can be closed by pressing [Shift+F1] again. Closing the window by clicking on the "X" will not disable the overlay, just hide the window.

The debug menu loads it's interface from the script file "debugoptions.txt." The file uses the following format:

DebugMenu
{
	"width"	"512"
	"height" "300"

	"<tab>" // a tab on the debug panel
	{
		"<command>" // adds a button that executes a command when clicked
		{
			"command" "<command>" // console command to execute
		}
		"<toggle>" // checkbox that toggles a cvar between 1 and 0
		{
			"togglecvar" "<cvar>" // cvar to toggle
		}
		"<increment>" // button that cycles through options for a cvar
		{
			"incrementcvar" "<cvar> 0 5 10 15" // cvar, followed by the numbers to cycle through
		}
	}
}

Unused Weapons

A number of NPC-only weapons have varying levels of implementation for player usage.

Alyx's Gun

HL2-weapon alyxgun-ingame.png

Alyx's gun (weapon_alyxgun) can be spawned, (manually) picked up and used as its semi-automatic mode, although there is no viewmodel for it, using instead its worldmodel. It uses its own ammo, whose maximum can be set via a special console command, even though spare ammunition cannot be obtained.

Hmmm...
To do:
In-game testing about its specs.

Annabelle

HL2 annabelle unused weapon.png

Father Grigori's rifle (weapon_annabelle) can be spawned, picked up and used. It reuses the shotgun viewmodel, and uses the retail Colt Python ammo, with a two-bullet tube magazine. It possess the same damage output as the Python, however, if emptied, the game only reloads a single bullet. Upon reloading manually, errors about an incorrect call to the retail shotgun reload can be seen, and the weapon is reloaded instantly at full capacity.

Food Package

Half-Life 2-weapon citizenpackage-ingame.png

The food package (weapon_citizenpackage) can be used as a weapon, even though it has no fire mode. It has no viewmodel, instead using its worldmodel. Comments in the weapon's coding hint that it's a weapon because NPCs are able to carry weapons, but not ordinary objects like this, so anything they need to be able to pick up must be made into a "weapon".

   // Citizen package. Not really a weapon, just needs to be a visible model for citizens to open.

Suitcase

The first two citizens you see have suitcases that can also be spawned, similar to the food package. Its entity name is weapon_citizensuitcase)

Stunstick

The Stunstick from the early Half-Life 2 kept its viewmodel, along with the early suit color. However, there is no way to wield it in the retail, as picking one up gives armor instead. This weapon was recycled for several mods, albeit with different graphics. Valve updated and completed this weapon for Half-Life 2: Deathmatch.

Unused Items

Sniper Rounds

Halflife2 Sniperrounds 2.png

The sniper ammo from the prototype was kept in the final, but it cannot be picked up and has no collision data. The box texture wasn't present in the prototype either, and was re-used in Garry's Mod as one of the Material tools.

Flare Rounds

Hl2-boxflares-mdl.png
Hl2 flarerounds.png

These flare rounds (item_flare_round and item_box_flare_rounds) still exist in the final, but cannot be picked up due to the ammo coding having been removed. Models and textures still exist, suggesting the flare gun wasn't entirely cut in favor of emergency flares in Episode One.

Unused Animations

Unused Weapon Animations

Alyx's gun has unused animations that show it transforming into a SMG or a Rifle. However, no idle animation for these modes exist. In addition, Alyx herself has animations for changing the pistol into an SMG and then the SMG to a rifle, but not back to the pistol or directly to rifle mode.

Used Unused

Unused Firing Animations

  • The Combine soldiers possess an unused firing animation for the HMG1.
    • Two others are for placing a grenade, and rolling it, respectively.
  • The poison headcrab has an unused animation, depicting it spitting something from its mouth. There is, however, no data about the fired projectile, or its effect on the player.

Unused Struggling Animations

Vortigaunts have unused animations for being grabbed by Barnacles, reminescent of the behaviour of human NPCs in Half-Life. However, these go unused, as they are instantly killed and turned into a ragdoll upon being strangled by one, like all other NPCs. In addition, game files mark such events as "legacy content".

Leftover Citizen Animations

Due to how animation files are shared between models, key NPCs like Breen and Alyx have access to all of the regular animations despite only using a few.

Unused Sounds

Hmmm...
To do:
There's most likely more than this to cover.
Sound File Filename Notes
ambient/atmosphere/
city_beacon_loop1.wav
ambient/machines/
city_ventpump_loop1.wav
slicer1.wav Used in the E3 2003 tech demo.
slicer2.wav
slicer3.wav
slicer4.wav
hl1/ambience/
computalk2.wav Half-Life leftovers.
port_suckout1.wav
test/temp/soundscape_test/
cabin_ambience.wav Rather odd soundfiles for testing soundscapes.
cabin_wall.wav
outdoor.wav
tv_music.wav

Unused Dialogue

Citizens and Vortigaunts have unused dialogue when being shot by the player. According to the unused files, Vortigaunts could even retaliate.

Hmmm...
To do:
Upload sounds

Unused Feature

Halflife2 apc.png

It's actually possible to enter an APC, despite none of them being accessible to the player during normal play. The player will end up seeing to the right of the APC, at ground-height, and may tilt its viewpoint towards the right, sound will be muted unless you pause the game, unable to perform any actions other than pausing. Advices for the retail Scout Car pops up to the right upon entering the APC.

Unused Models/Textures

Half-Life 2 PC Breen fakemonitor 00 00 00.pngHalf-Life 2 PC Breen fakemonitor 01 00 00.pngHalf-Life 2 PC Breen fakemonitor 02 00 00.png

An unused 3-frame placeholder animation for the City 17 screens, named breen_fakemonitor_.vtf.

Half Life 2 Dummy Texture.png

A dummy texture can be found in the engine folder of hl2_textures_dir.vpk.

Gordon Silhouette

A weird, untextured, low-poly "silhouette" model of Gordon holding a crowbar can be found. It was clearly not meant to ever be seen in gameplay as it is more or less a statue, possibly used for referencing where the player would be standing.

Early HUD Icons

Weapon icons from the prototype still exist inside the game's files. The final game instead stores them in fonts.

Half-Life 2-w icons1.png Half-Life 2-w icons1b.png

Half-Life 2-w icons2.png Half-Life 2-w icons2b.png

Half-Life 2-w icons3.png Half-Life 2-w icons3b.png

ARR! Camera

TF2 Camera.png

A lightly rebranded Arriflex 435ES movie camera with a highly detailed model. Also exists in Team Fortress 2.

boxrocket_chell_head

Hmmm...
To do:
Texture/texture on model comparison with used version.

Seems to be for an early version of Portal's Chell's facemap. There are no models to this, only textures. "Boxrocket" is the codename used for the Source Filmmaker, which had been released with Meet the Pyro in 2012.

This is not present in the 2004 retail version, but was added when Portal was released.

perftest

The perftest folder contains a few resources, mostly from Half-Life 1, that were used for testing.

The original G-Man. His original animations exist.

gman.mdl

Some textures inside the gman folder are earlier textures that don't seem to exist in Half-Life.

grass_tuft_001.mdl - grass_tuft_004d.mdl are missing their textures. They're supposed to be grass tufts, hence the name.

grass_tuft_001.mdl - grass_tuft_004d.mdl

The Loader. Original animations also exist.

loader_static.mdl

An unused "null" texture found with the Loader's textures.

A bunch of different rock pile variations also missing textures.

wall_section10k.mdl, wall_section10k_halfsize.mdl, and ground_objects8k.mdl are high-poly test models. These appeared in the map devtest_highpoly.bsp in the Android port of Half-Life 2 released for the Nvidia SHIELD.[1]

wall_section10k.mdl ground_objects8k.mdl

The rest here are world textures.

Hydra

The IntestineThe Bottom Intestine

The textures for the cut Hydra lies in both the effects and sprites folder.

Spinal Cord

Snow & Ice

A set of snow and ice textures that don't seem to be used anywhere. Maybe they had something to do with the Borealis? They do appear in Mossman's transmission in Episode 1, however.

Alternate Intro

E3 2004 (intro.bsp) Final (d1_trainstation_01.bsp)

Loading the map intro.bsp via the Developer Console will get you to a slightly different version of the game's intro. The difference between Chapter 1's intro and intro.bsp is that there is no title card at the beginning, missing textures around the Spectrometer meaning that the older textures for it was replaced during development and instead of the Citadel, the intro loads into the railway which was seen during E3 2004. The intro doesn't end as the map doesn't load properly. This suggests that it was originally going to have its own, separate map, rather than being a part of d1_trainstation. This was probably removed to avoid creating another loading screen between the intro and gameplay.

Unused Text

E3 Leftovers

E3 config leftover files found in 2 folders, cfg and scripts.

Many of these are from the canceled E3 2002 demonstration.

e3_depot.cfg (E3 2002)

r_anamorphic 0
record e3_depot
developer 0
r_shadowdir -1 0 -0.8
cl_drawhud 0
god

sk_antlion_swipe_damage		"10"
sk_npc_dmg_buckshot		"20"
sk_antlion_health		"40"

bind 0 "give item_box_mrounds; give item_box_buckshot"
bind 9 "give weapon_ar2; give weapon_shotgun"

e3_lab.cfg (E3 2002)

r_anamorphic 0
record e3_lab
developer 0
cl_drawhud 0
god
rope_subdiv 6

e3_ship.cfg (E3 2002)

r_anamorphic 0
record e3_ship
developer 0
cl_drawhud 0
god
impulse 101

e3_strider.cfg (E3 2002)

r_anamorphic 0
record e3_strider
developer 0
cl_drawhud 0
god
impulse 101

e3_terminal.cfg (E3 2002)

r_anamorphic 0
record e3_terminal
developer 0
cl_drawhud 0
god
notarget

e3_town.cfg (E3 2002)

r_anamorphic 0
record e3_town
developer 0
cl_drawhud 0
god
impulse 101

e3demo.cfg

developer 0
disp_modlimit_up 512

r_anamorphic 1
snd_surround 1

cl_hudenable 0

disconnect

bind pgdn "nextdemo"

alias delay "wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;"

alias fademusic "soundfade 100 10 2 1"

alias loadlogo "binddemo"

alias bindlogo "bind space loadlogo"

alias binddemo "bind space e3demostart"

alias e3demostart "bindlogo;fademusic;delay;delay;delay;disconnect;delay;startdemos e3_canals e3_eli e3_ravenholm e3_seafloor_crane e3_seafloor_rollermines e3_striders e3_trainstation_alyx e3_trainstation_intro_set1 e3_trainstation_plaza_set1 "
binddemo

loadlogo

Soundscripts

level_sounds_e3_bugbait.txt

//*********************************************************
// E3_bugbait

//e3_bugbait.combat_music1
//{
//	// starts as you round corner and first get shot at by soldiers - before sending antlions
//	"channel"	"CHAN_STATIC"
//	"volume"	"0.8"
//	"soundlevel"  "SNDLVL_NONE"
//	"pitch"		"PITCH_NORM"
//
//	"wave"	"#music/HL2_song4.mp3"	
//}

//e3_bugbait.finale_music1
//{
//	// starts at the moment the antlion guard busts through the door
//	"channel"	"CHAN_STATIC"
//	"volume"	"0.3"
//	"soundlevel"  "SNDLVL_NONE"
//	"pitch"		"PITCH_NORM"
//
//	"wave"	"#music/HL2_song8.wav"
//}

"e3_bugbait.alg_crashwall"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"  "SNDLVL_140dB"
	"pitch"		"PITCH_NORM"

	"wave"	"physics/metal/metal_large_debris1.wav"	
}

level_sounds_e3_c17.txt


// SPOKEN AUDIO

"E3_C17_02.GateGrindsDown1"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_130dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_move2.wav"	
}

"E3_C17_02.GateGrindsDown2"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_130dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_move1.wav"	
}

"E3_C17_02.GateGrindsUp2"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_130dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_move4.wav"	
}


"E3_C17_02.GateHitsGround"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_140dB"
	"pitch"		"PITCH_NORM"

	"wave"	"ambient/machines/wall_crash1.wav"	
}

"E3_C17_02.GateAmbientSound"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"  "SNDLVL_100dB"
	"pitch"		"PITCH_NORM"
	
	"wave"	"ambient/machines/wall_ambient_loop1.wav"
}

//"E3_Under_02.Music"
//{
//	"channel"	"CHAN_STATIC"
//	"volume"	"1.0"
//	"soundlevel"  "SNDLVL_NONE"
//	"pitch"		"PITCH_NORM"
//
//	"wave"	"#music/HL2_song1.mp3"	
//}

level_sounds_e3_lab.txt

//*********************************************************
// E3_lab

e3_lab.ScannerMusicX
{
	// starts when scanners appear in window
	"channel"	"CHAN_STATIC"
	"volume"	"0.5"
	"soundlevel"  "SNDLVL_NONE"
	"pitch"		"PITCH_NORM"

	"wave"	"#music/HL2_song8.wav"	
}

"E3_lab.alyx_snapout"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_snapout.wav"
}

"E3_lab.alyx_staringagain"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_staringagain.wav"
}


"E3_lab.kleiner_warming"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_warming.wav"
}



"E3_lab.alyx_areyousure"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_areyousure.wav"
}


"E3_lab.kleiner_moduli"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_moduli.wav"
}


"E3_lab.alyx_hopeso1"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_hopeso1.wav"
}

"E3_lab.alyx_hopeso2"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_hopeso2.wav"
}


"E3_lab.alyx_imsorry1"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon1.wav"
}


"E3_lab.alyx_imsorry2"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon2.wav"
}


"E3_lab.alyx_imsorry3"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon3.wav"
}


"E3_lab.alyx_imsorry4"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon4.wav"
}


"E3_lab.alyx_imsorry5"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon5.wav"
}


"E3_lab.alyx_imsorry6"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_imsorrygordon6.wav"
}



"E3_lab.alyx_cmondoc"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_cmondoc.wav"
}

"E3_lab.kleiner_massless"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_massless.wav"
}


"E3_lab.kleiner_careful"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_careful.wav"
}


"E3_lab.alyx_scanners1"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_scanners1.wav"
}


"E3_lab.alyx_scanners2"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_scanners2.wav"
}


"E3_lab.alyx_scanners3"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_scanners3.wav"
}


"E3_lab.kleiner_fie"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_fie.wav"
}

"E3_lab.alyx_thatsit"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_thatsit.wav"
}


"E3_lab.alyx_takethis"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_takethis.wav"
}


"E3_lab.alyx_getout"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_getout.wav"
}

"E3_lab.kleiner_onlymoment"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/kleiner_onlymoment.wav"
}


"E3_lab.alyx_toolate"
{
	"channel"	"CHAN_VOICE"
	"volume"	"VOL_NORM"
	"soundlevel"	"SNDLVL_105dB"
	"pitch"		"PITCH_NORM"
	"wave"	"*vo/e3_lab/alyx_toolate.wav"
}

level_sounds_e3_town.txt

// E3_Town
//*********************************************************

"E3_Phystown.Slicer"
{
	"channel"	"CHAN_STATIC"
	"soundlevel"  "SNDLVL_90dB"
	"pitch"		"85,115"
	"volume"	"0.8, 1.0"

	"rndwave"
	{
		"wave"		"ambient/machines/slicer1.wav"
		"wave"		"ambient/machines/slicer2.wav"
		"wave"		"ambient/machines/slicer3.wav"
		"wave"		"ambient/machines/slicer4.wav"
	}
}

game_sounds_physics.txt
Curiously, some "test" sounds exist inside this soundscript file. Only the music file (hl2_song1.mp3, Particle Ghost in the soundtrack) is present and can be used, since the sines aren't included in the sound files.

"Tst11"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"100"
	"wave"	"test/alltypes/sine1116m.wav"
}

"Tstpitch11"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"101"
	"wave"	"test/alltypes/sine1116m.wav"
}

"Tst22"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"100"
	"wave"	"test/alltypes/sine2216m.wav"
}

"Tstpitch22"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"101"
	"wave"	"test/alltypes/sine2216m.wav"
}

"Tst44"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"100"
	"wave"	"test/alltypes/sine4416ml.wav"
}

"Tstpitch44"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"250"

	"wave"	"test/alltypes/sine4416ml.wav"
}

"Tstpitch44l"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"98"

	"wave"	"test/alltypes/sine448sl.wav"
}

"Tst448"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"100"
	"wave"	"test/alltypes/sine448m.wav"
}

"Tstpitch448"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"101"
	"wave"	"test/alltypes/sine448m.wav"
}

"TstMusic"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"100"
	"wave"	"*#music/hl2_song1.mp3"
}

"TstPitchMusic"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"120"
	"wave"	"*#music/hl2_song1.mp3"
}

"TstPitchMusicl"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"98"
	"wave"	"*#music/hl2_song1.mp3"
}

"TstADPCM"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"100"
	"wave"	"test/alltypes/sine4416sadpcm.wav"
}

"TstPitchADPCM"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"102"
	"wave"	"test/alltypes/sine2216madpcm.wav"
}

"TstPitchADPCMl"
{
	"soundlevel"	"SNDLVL_75dB"
	"volume"	"1.0"
	"pitch"	"98"
	"wave"	"test/alltypes/sine2216madpcm.wav"
}

level_sounds_music.txt
Speaking of music, three music tracks are never used ingame. Specifically, song22, 24, and 25 (Combine Harvester, Headhumper, and Miscount Detected). The third track can be found in the game files.

"song22"			// -2db
{
	"channel"		"CHAN_STATIC"
	"volume"		"0.950000"
	"pitch"			"100"

	"soundlevel"	"0"

	"wave"			"common/null.wav"
//	"wave"			"*#music/HL2_song22_CombineTheme3.mp3"
}

"song24"			// 0db
{
	"channel"		"CHAN_STATIC"
	"volume"		"0.700000"
	"pitch"			"100"

	"soundlevel"	"0"

	"wave"			"*#music/HL2_song24_Lamar.mp3"
}

"song25"			// 0db
{
	"channel"		"CHAN_STATIC"
	"volume"		"0.700000"
	"pitch"			"100"

	"soundlevel"	"0"

	"wave"			"*#music/HL2_song25_Teleporter.mp3"
}
  1. https://www.youtube.com/watch?v=_Ip-HTlzbv8 Half-Life 2 Android DevTest Maps: ValveTime Spotlight Exclusive