Garry's Mod

Garry's Mod

Alternative Atmosphere: Ambience Overhaul (GMod version)
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Update: 7 Oct @ 2:58pm

A few subtle changes and swaps with looping/droning ambience, added a few more CS:S replacements.

Update: 17 Sep @ 10:58pm

Yoinked some stuff from Firewatch, good game btw
More "natural" nature sound effects while still being mixed with STALKER & Metro's ambience.
'underground_hall_loop1.wav' replaced with a better quality equivalent from Firewatch.

Update: 12 Sep @ 3:04pm

More carryovers from Black Mesa
Resampled some sound effects
A couple new-ish streetwar sounds
Moved fire, gas, explosion, and some machine and water sounds over to Extended Environment

Update: 26 Aug @ 11:09am

Looping wind variety, material sound adjustments.
Some other physics stuff moved over to Extended Environment.
Probably gonna be the last update in awhile while I try to get other mods off of the backburner.

Update: 30 Jul @ 7:02pm

Ended up falling asleep so this is like a 95% done update

More Quake 2, Quake 4, and Doom 3 carryovers
Added more, and adjusted Citadel sound effects, should still be hellish but not as chaotic
Combine tech sounds replaced with Quake 2 equivalents
Adjusted some HL2 Beytah machine sounds
Removed loud and old NMRiH banging sounds from EP1/EP2

Update: 12 Jul @ 10:33pm

I think I just forgot to export the trimmed down water flowing sound, but it should be fixed for real this time.
Also adjusted some cave noises from HL2 and Episode 2.

Update: 11 Jul @ 3:43am

GMPublisher was being a pain in the butt and wouldn't update this, but I finally got it to work.

More DOOM 3, and a few F.E.A.R. carryovers/replacements; I got tired of a few sounds.

Fixed a looping water sound cutting off a bit too early.

Made the CS:S replacements have a bit more variety.

Update: 25 Jun @ 3:22am

Counter Strike: Source ambient sounds are now accounted for (you'll more likely notice these in custom maps, and were intended for them)

More replacements from DOOM 3 and HL2 Beytah, swapped around the CoF screaming sounds to now be "levels/cave" noises.

Update: 19 Jun @ 1:57pm

Made knocking and crying sounds be where they should've actually been (Ravenholm), wooden creaking sounds are now proper.
More nature sound effects for Episode 2.

Update: 16 Jun @ 12:50pm

Loop fixes and more Cry of Fear carryovers