Halo Music - Halo 3


Menu

Startup music

TBD


ui/main_menu_music [gain -1 dB]

Plays in main menu
Start (opening_monks) - TBD
from_spot - Movement
monks_and_fx - TBD
new_dreamy - Choose Wisely
unforgotten - Unforgotten [not Never Forget]
edh1 - Honorable Intentions [first section]
Stops (fade out 6)




Arrival

cinematics/010_jungle/010la/music/010la_music_1_3 [gain -3 dB] - Luck [first section]

Jungle intro cutscene: start

cinematics/010_jungle/010la/music/010la_music2_1_18 [gain -3 dB] - Luck [second section]

Jungle intro cutscene: after the crash, start of the next scene

cinematics/010_jungle/010la2/010la2_music_1_1 [gain -6 dB] - Luck [third section]

Jungle intro cutscene: start of the second part of the cutscene (after the looking tutorial on easy/normal)




Sierra 117

Loop 1 - amb/pad/d_low [gain -6 dB] - Released [first half - low strings]

Start - before the first encounter, after player has passed by the 2 trees into where the path gets narrower, "brute_howl: (distant howl -- a response)"
Backup - in the pool area, as the player is passing by the dripping water
Stops - phantom that drops off covy near where the river runs into the lake has finished its animation
Backup - player is passing where the river runs into the lake

Loop 2 - numbers/1m_bassperc [gain -6 dB] - Released [first half]

Start - "Say again, gunny? you're breaking up."
Backup - when the path opens up a bit
Stops - phantom that drops off covy near where the river runs into the lake has finished its animation
Backup - player is passing where the river runs into the lake

Loop 3 - amb/pad/d_hi [gain -9 dB] - Released [first half - high strings]

Start - "Sergeant major! Phantom inbound!"
Backup - exited the path
Stops - phantom that drops off covy near where the river runs into the lake has finished its animation
Backup - player is passing where the river runs into the lake

Loop 4 - numbers/1m_full [gain -6 dB] - Released [second half]

Start - phantom that drops off covy near where the river runs into the lake has finished its animation
Backup - player passes/drops down the small waterfall at the river mouth
Stops - if covy aren’t alerted, then when a marine says "Sleepers! Take 'em out. Nice and quiet!", if covy are alerted, then when player has entered the main (open) grunt camp area / 5 min timeout

Loop 5 - amb/glue/d_glue_low [gain -6 dB] - Wild Life [strings]

Start - after all covy in the grunt camp are dead: "Pelicans are en route, Chief. But I can't raise Bravo" (or player starts at rally point bravo)
Backup - player has exited the grunt camp
Stops - first pelican at the substation is hit / 5 min timeout
Backup - player moves out of the shadowed area of the dock, towards the substation building

Loop 6 - amb/perc/perc85 [gain -7 dB] - Wild Life [percussion]

Start - the covy before the cave after the scene with stacker and the brute (brute lead squad of 4, 2 jackals, and 3 additional grunts) see the player or their allies (or player starts at rally point bravo)
Backup - player is approaching the overhead steel pipe
Alt Start - "We got company, so hustle up!" (or player starts at rally point bravo)
Backup - drops down into substation area
Stops - second pelican at the substation is hit / 5 min timeout
Backup - player moves out of the shadowed area of the dock, towards the substation building

Loop 6.5 - numbers/6m_full [gain: -6 dB] [stops previous music] - Another Walk

Start - phantom has arrived at the edge of the substation building
Backup - player is almost at the substation building
Stops (fade out 10) - "The Banshees will return. Hurry! Back into the jungle!" (coop: "Banshees are gonna circle back. Let's head into the jungle, Sir!") / 5 min timeout
Backup - player enters sniper alley

Loop 7 - amb/tech/d_tech_lite [gain -5 dB] - Infiltrate [first part]

Start - about the turn the corner towards the end of sniper alley (or player starts at rally point charlie)
Stops - start of jail bait cutscene / 5 min timeout

Loop 7.5 - amb/pad/d_low [gain -7 dB] - Infiltrate [low strings]

Start - "The Banshees will return. Hurry! Back into the jungle!" (coop: "Banshees are gonna circle back. Let's head into the jungle, Sir!") (or player starts at rally point charlie)
Backup - player enters sniper alley
Stops - start of jail bait cutscene / 3 min timeout

Loop 7.6 - amb/pad/d_hi [gain -9 dB] - Infiltrate [high strings]

Start - player investigates crashed pelican: "Echo five-one, this is crows nest! Echo five-one, please respond! Hocus. Five-one is down. Divert for emergency evac, over?"
Backup - player crosses bridge
Stops - start of jail bait cutscene / 3 min timeout

Loop 8 - amb/tech/a2_technew [gain -2 dB] [stops previous music] - Move On

Start - after rescuing johnson: "Roger that, Hocus. Friendly gunship! Coming in hot!"
Alt Start - not implemented [triggered when player reaches the point where the crashed pelican is to their left and the bridge is to their right (well before the loop actually begins playing), but this loop has no alt mode]
Stops (fade out 6) - extraction cutscene: just after it cuts to focus on the pelican landing / 10 min timeout




Crow's Nest

cinematics/020_base/music/020la_mus_1_2 [gain -9 dB] - Honorable Intentions [first section]

Secret base cutscene 1: start

cinematics/020_base/music/020la_mus_hall_2_2 [gain -13 dB] - Honorable Intentions [second section - extended in the middle]

Secret base cutscene 1: just as the 2 marines stand aside and salute

cinematics/020_base/music/020la_mus_prof1_1_3 [gain -7.5 dB] - Honorable Intentions [third section]

Secret base cutscene 1: as truth appears on screen

Loop 1 - misc/bia_brass [gain -5 dB] [stops previous music] - Last of the Brave [first half]

Start - miranda finishes speech
Backup - player at the stairs leading down
Stops - player hits button to open highway door / 5 min timeout

Loop 2 - amb/pad/c_low [gain -5 dB] - Last of the Brave [second half - low strings]

Start - player hits button to open highway door
Stops - all covy in the hangar are dead / 5 min timeout

Loop 3 - amb/pad/sn_c [gain -4 dB] - Last of the Brave [second half - low synth]

Start - player enters hangar
Stops - all covy in the hangar are dead / 5 min timeout

Loop 4 - amb/perc/percmil150 [gain -9 dB] - Last of the Brave [second half]

Start - player has gone down the second set of stairs
Backup - the initial covy assaulting force in the hangar (2 jackals and 4 grunts) are dead
Alt Start (transition) - easy or normal: after the first new phantom has dropped covy, there are less than 6 covy reinforcements (the troops that were dropped off by the initial and first new phantoms) left
heroic or legendary: after the third new phantom has arrived, there are less than 4 covy left in the hangar and the second phantom has dropped covy
Stops - all covy in the hangar are dead / 5 min timeout

Loop 5 - amb/pad/c_hi [gain -6 dB] - Last of the Brave [second half - hi strings]

Start - easy or normal: after the first new phantom has dropped covy, there are less than 6 covy reinforcements (the troops that were dropped off by the initial and first new phantoms) left
heroic or legendary: after the third new phantom has arrived, there are less than 4 covy left in the hangar and the second phantom has dropped covy
Stops - all covy in the hangar are dead / 5 min timeout

Loop 6 - amb/spooky/amb_rhythm [gain -5 dB] [stops previous music] - Cold Logic

Start - after returning to the highway: "Hey. You hear that?" "Yeah. And I don’t like it."
Alt Start (fade cross 10) - close to return to the cave
Stops (fade out 10) - player has returned to the command center / 5 min timeout

Loop 6.5 - amb/glue/c_glue_low [gain: -6 dB] - Cool Temperament [intro]

Start - player starts at rally point bravo
Stops (fade out 8) - player has hit the button to open door to motor pool / 3 min timeout

Loop 7 - amb/pad/st_cm [gain -6 dB] - Cool Temperament [first part - med strings]

Start - player has hit the button to open door to motor pool
Stops - "(sniffs) A fresh scent! It must be close… Spread out! Track it down!" / 1 min timeout

Loop 8 - amb/perc/perc110 [gain -3 dB] - Cool Temperament [first part]

Start - "(sniffs) A fresh scent! It must be close… Spread out! Track it down!"
Stops - all motor pool covy are dead / 5 min timeout
Backup - player has exited the motor pool

Loop 8.5 - amb/pad/c_low [gain -5 dB] - Cool Temperament [first part - low strings]

Start - all motor pool covy are dead
Backup - player has exited the motor pool
Stops - just before dropping down into the tunnel / 3 min timeout
Backup - as player drops into tunnel

Loop 9 - amb/glue/atonal_glue_low [gain -4 dB] - Cool Temperament [second part]

Start - just before dropping down into the tunnel
Stops - after the second drop: "Or all your hives will perish!"

Loop 10 - stingers/gong_details [gain -12 dB on top of base -3 dB] [does not loop] - Cool Temperament [during second part]

Start (no intro) - just before dropping down into the tunnel
Stops - after the second drop: "Or all your hives will perish!"

Loop 10.5 - misc/edh2_nl [gain -3 dB] [stops previous music] - Brutes

Start - halfway down the first barracks hall
Stop (fade out 5) - 36 sec timeout

Loop 10.6 - amb/pad/c_low [gain -6 dB] - Transition from Brutes to Lost

Start - 36 seconds after loop 10.5 starts
Backup - after the player has entered the third barracks hall, all the covy are dead + 40 to 41 seconds (cancelled if player hits button to open door exiting barracks)
Stops - door to the hangar is open / 3 min timeout

Loop 11 - numbers/2m_full [gain -4 dB] [stops previous music] - Lost

Start - door to the hangar is open
Stops - all jetpack brutes are dead / 5 min timeout

Loop 11.4 - amb/glue/atonal_glue_hi [gain -9 dB] - Lost [outro]

Start - player starts at rally point charlie
Stops (fade out 6) - before second cortana moment / 3 min timeout

Loop 11.5 - amb/pulse/c_pulse [gain -5 dB] [stops previous music] - Dream Again

Start - after second cortana moment
Alt Start - reaching where the turret was at the end of the second highway
Stops - all covy on the second highway are dead or player has exited motor pool / 5 min timeout
Backup - a minute after passing through the last section of second highway, then after "Head through the motor-pool to get to the ops-center!"

Loop 12 - amb/pad/a_low [gain -4 dB] - We're Done Here [low strings at start]

Start - all covy defending the bomb are dead
Stops - "Head downstairs, cut through the caves!" / 2 min timeout

Loop 13 - amb/tech/a_tech [gain -4 dB] - We're Done Here

Start - "That did it, Chief! Bomb's armed!"
Stops (fade out 10) - hits switch on elevator (end of level) / 5 min timeout

Loop 13.5 - amb/pad/a_low [gain -5 dB] - We're Done Here [low strings later in the track]

Start - re-entering the turbine on the way to the hangar
Stops - hits switch on elevator (end of level)

Loop 14 - amb/pad/a_hi [gain -9 dB] - We're Done Here [hi strings]

Start - player re-enters hangar
Stops - hits switch on elevator (end of level)




Tsavo Highway

Loop 1 - amb/glue/c_glue_hi [gain -8 dB] - Out of Shadow [intro]

Start - player wakes up
Stops (fade out 10) - player enters cavern / 2 min timeout

Loop 2 - numbers/9m_full [gain -8 dB] - Out of Shadow

Start - once player is in the second room and sgt finishes speaking
Backup - door to the cavern is opening or player is in vehicle
[there’s also some unimplimented dead scripts that start this track as well, all of them start in the same general area though]
Alt Start (transition) - player has passed under the first bit of space elevator debris
Stops (fade out 10 if not alt) - entering the path to the pond area / 6 min timeout

Loop 3 - amb/glue/c_glue_low [gain -4 dB] - Into Light [first section]

Start - entering the path to the pond area
Stops - exiting pond area / 5 min timeout

Loop 4 - amb/tech/c_tech_lite [gain -4 dB] [stops previous music] - Into Light [second section]

Start - easy: covy have retreated back to defending the tunnel entrance and 3 or less are doing so and player has passed the left tower
normal: covy have retreated back to defending the tunnel entrance and player has passed the left tower
heroic/legendary: covy have retreated back to the highway and 5 and less covy defending the tunnel entrance and player has passed the left tower
Stops - shield generator in the tunnel is destroyed or player has entered the bridge area / 5 min timeout
Backup - at the other side of the bridge, past the crevasse

Loop 5 - amb/glue/c_glue_voxlo [gain -7 dB] - Into Light [third section]

Start - shield generator in the tunnel is destroyed or player has entered the bridge area
Stops - at the other side of the bridge, past the second break as "The Broken Path" displays / 5 min timeout

Loop 5.1 - amb/glue/d_glue_voxlo [gain -6 dB] - N/A

Start - player starts at rally point bravo
Stops - player has passed the highway and there’s less than 3 covy left in the area (before first phantom) / 5 min timeout

Loop 5.5 - amb/pulse/d_orch_pulse [gain -5 dB] [stops previous music] - To Kill a Demon [strings]

Start - just after player has passed the highway and there’s less than 3 covy left in the area (before first phantom)
Stops (fade out 10) - no more wraiths in or near the area / 5 min timeout
Backup - player passes the first tower in the tether area

Loop 5.6 - amb/spooky/amb_layers [gain -2 dB] - To Kill a Demon [ambience]

Start - easy/normal: either 2 or less covy in the area after the phatom leaves or over 2 minutes
heroic/legendary: above + either 2 or less covy in the area after the second phatom leaves or over 4 minutes
Stops (fade out 10) - player is in vehicle or passing the first tower in the tether area / 5 min timeout
Backup - player passes the first tower in the tether area

Loop 5.7 - amb/pad/d_low [gain -5 dB] - N/A

Start - easy/normal: either 2 or less covy in the area after the phatom leaves or over 2 minutes
heroic/legendary: above + either 2 or less covy in the area after the second phatom leaves or over 4 minutes
Stops - player is in vehicle or passing the first tower in the tether area / 2 min timeout
Backup - player passes the first tower in the tether area

Loop 6 - misc/halo_t&r_lo [gain -5 dB] [stops previous music] - Ancient Dust

Start - player is in vehicle or passing the first tower in the tether area
Alt Start (transition) - after no more covy at where the player reaches the highway again: "Wraiths, Master Chief! Circling that hill! Brute choppers too, so stay sharp!"
Stops - either no more covy in the roundabout area (aside from phantoms and shades) or player has entered the exit area / 8 min timeout

Loop 7 - amb/pad/e_low [gain -6 dB] - N/A

Start - either no more covy in the roundabout area (aside from phantoms and shades) or player has entered the exit area
Stops - truth hologram near the sniper tower starts speaking or player has reached where the end of the road is fully in sight / 2 min timeout

Loop 8 - amb/tech/f_tech [gain -4 dB] [stops previous music] - Push Through

Start - player has reached where the end of the road is fully in sight or player has fired a sniper or beam rifle in the final area
Stops (fade out 6) - there are no more covy (aside from wraiths) in the road end area / 5 min timeout

Loop 9 - amb/pad/f_low [gain -5 dB] - N/A

Start - in the road end area; the covy taking cover at the pelican and the trailer next to it, on the left side of the road, and the right side of the road, have either been killed or retreated
Stops - final generator has been destroyed / 2 min timeout

Loop 10 - amb/glue/f_glue_hi [gain -8 dB] - Push Through [outro]

Start - covy are falling back to in front of the generator (happens when there are 3 or less in the area)
Backup - covy in the road end area are dead
Stops (fade out 6) - final generator has been destroyed / 2 min timeout

cinematics/030_outskirts/030la_music [gain -8 dB] - Underestimated

Start of highway cutscene




The Storm

Loop 1 - misc/bia_lo [gain -1 dB] - This is Our Land [first section]

Start - just after mission start
Stops - door to the first factory is opening / 5 min timeout

Loop 2 - amb/glue/c_glue_hi [gain -8 dB] - This is Our Land [second section]

Start - door to the first factory is opening
Stops (fade out 10) - "Moving as fast as he can, sir. I know he'll get it done" / 5 min timeout

Loop 3 - misc/bia_nl [gain -4 dB] - TBD

Start (no intro) - "Moving as fast as he can, sir. I know he'll get it done"
Alt Start - not implemented [loop does not have alt but an alternate set for it is called when all wraiths in the first lakebed are out of action]
Stops (fade out 5) - 58 sec after loop starts / 58 sec timeout

Loop 4 - amb/glue/c_glue_low [gain -4 dB] [stops previous music] - TBD

Start - 58 sec after loop 3 starts
Stops - player has opened the door to the second factory and is on the platform where the door is / 5 min timeout

Loop 5 - numbers/13a [gain -4 dB] [stops previous music] - This is Our Land [second section - outro fx]

Start - after there are no more covy infantry in the factory or player is in the second room (but not under the walkway near the door to the first room) or player (master chief player in co-op) is looking at the phantom above (within 30 degrees), player (master chief player in co-op) is looking at the phantom above (within 50 degrees) or the door to the factory tunnel is opening or 12 seconds
Stops - player is in the factory tunnel or drones are leaving / 3 min timeout

Loop 6 - amb/pulse/d_orch [gain -4 dB] [stops previous music] - To Turn a Tide

Start - after entering second lakebed area: "We gotta move fast and punch hard!"
Alt Start - all wraiths in the second lakebed are out of action
Stops - no more wraiths, phantoms, ghosts, or choppers in the lakebed area: "Standby… something big... closing in on your location… " (ghosts and choppers have a timeout of 30 seconds) / 5 min timeout

Loop 7 - amb/pad/d_low [gain -3 dB] - Transition from To Turn a Tide to Innocents of Voi

Start - after "Judgement" title: "Find some cover! Now!" (or player starts at rally point bravo)
Stops - after player is on or near catwalk above the second lakebed, marine: "We got this area locked down, sir! Follow us! We'll get you through!" / 5 min timeout
Backup - player is at end of the little room with the s-shaped path

Loop 8 - amb/perc/perctaiko [gain -3 dB] - Innocents of Voi

Start - 1 min after scarab finishes its intro animation
Alt Start - not implemented [loop does not have alt but an alternate set for it is called 3 to 3.5 minutes (not random, just a vague idea of the exact number) after loop 7 starts]
Stops - scarab’s engine is destroyed / 5 min timeout

Loop 9 - amd/pad/d_hi [gain -9 dB] - Innocents of Voi [hi strings]

Start - scarab is dead
Stops - after player is on or near catwalk above the second lakebed, marine: "We got this area locked down, sir! Follow us! We'll get you through!"
Backup - player is at end of the little room with the s-shaped path / 2 min timeout

Loop 10 - amb/pulse/d_orch_pulse [gain -7 dB] - To Turn a Tide [strings only]

Start - player is near arby as he arrives (doesn’t play on co-op)
Stops - after player is on or near catwalk above the second lakebed, marine: "We got this area locked down, sir! Follow us! We'll get you through!" / 2 min timeout
Backup - player is at end of the little room with the s-shaped path

Loop 11 - stingers/flashback_sting [gain -15 dB on top of base -9 dB] [does not loop] - TBD

Start (no intro) - after going through the warehouse and as the door to outside is opening, all the brutes in the warehouse are dead and the player is moving into the center of the last room and looking at the fusion coil near the exit door
Backup - player has passed the small inner building on the left and is nearer the exit door / 8 seconds after the door starts opening

Loop 12 - amb/perc/perilous_timp - TBD

Start - after going through the warehouse and as the door to outside is opening, all the brutes in the warehouse are dead and the player is moving into the center of the last room and looking at the fusion coil near the exit door
Backup - player has passed the small inner building on the left and is nearer the exit door / 8 seconds after the door starts opening
Stops - the brute chieftain in the worker area and their bodyguard are dead / 5 min timeout
Backup - third cortana moment

Loop 13 - misc/bia_wwchoir_nl [stops previous music] - TBD

Start - after longsword crashes
Stops (fade out 5) - 58 sec timeout

Loop 14 - amb/pad/c_low [gain -4 dB] - N/A

Start - 58 sec after loop 13 starts
Stops - 5 or less covy infantry left in the bfg area or the chieftain in the bfg area is dead / 5 min timeout

Loop 15 - amb/pad/st_cm [gain -7 dB] - N/A

Start - 58 sec after loop 13 starts
Stops - 5 or less covy infantry left in the bfg area or the chieftain in the bfg area is dead / 5 min timeout

Loop 16 - amb/perc/percmil150_nc [gain -11 dB] - TBD

Start - player is right next to the bfg
Backup - 20 sec after player reaches bfg
Alt Start (transition) - 5 or less covy infantry left in the bfg area or the chieftain in the bfg area is dead
Stops - bfg base is destroyed (ending mission) / 5 min timeout

cinematics/040_voi/music/040lb_music_1_13 [gain -6 dB] - This is the Hour [first half]

Cov flee cutscene: start

cinematics/040_voi/music/040lb_mus_portal_1_4 [gain -3 dB] - This is the Hour [second half]

Cov flee cutscene: fade back in after blackout




Floodgate

Loop 1 - amb/spooky/a_spook - Dread Intrusion [first section]

Start - mission start
Stops - player drops down the hole in the floor (cortana moment) / 6 min timeout

Loop 2 - amb/spooky/more_spook_lite [gain -1 dB] - Dread Intrusion [second section]

Start - the marine that gets swarmed by infection forms dies or player enters the room where he is
Stops - player drops down the hole in the floor (cortana moment) / 5 min timeout

Loop 3 - numbers/5_full_nl [gain -4 dB] [stops previous music] - Black Tide [extended]

Start (no intro) - player is in the right side (from where they entered) of the room with the crazed marine (or player starts from rally point bravo)
Stops (fade out 6) - 2 min 45 sec timeout

Loop 4 - amb/pad/esynth [gain -2 dB] - N/A

Start - player has re-entered the first lakebed area
Stops - player is entering the remains of the crashed ship / 2 min timeout

Loop 5 - amb/pad/e_low [gain -4 dB] - N/A

Start - after re-entering the first lakebed area, player has fired weapon, thrown grenade, or meleed (I'm pretty sure this is the intent anyway, it might only trigger on melee)
Stops - player is entering the remains of the crashed ship / 3 min timeout

Loop 6 - amb/pad/f_hi [gain -8 dB] - N/A

Start - player has dropped down or moved on from the platform near the factory door
Stops - player is entering the remains of the crashed ship / 2 min timeout

Loop 7 - amb/perc/2m_perc - TBD

Start - player has dropped down or moved on from the platform near the factory door
Stops - player has dropped down into the flood-infested ship / 5 min timeout

Loop 8 - anb/glue/e_glue [gain -4 dB] - TBD

Start - player is entering the remains of the crashed ship
Stops - player has dropped down into the flood-infested ship / 5 min timeout

Loop 8.1 - stingers/atoneswell3 [gain -12 dB on top of base -3 dB] [does not loop] - TBD

Start (no intro) - player has dropped down into the flood-infested ship

Loop 8.5 - amb/spooky/shiny2 - Old Friend [first section - drones and strings]

Start - second drop in the flood-infested ship
Stops - player activates "cortana”, ending mission / 5 min timeout

Loop 9 - amb/spooky/spook_tran [gain -4 dB] - Old Friend [first section - fx]

Start - second gravemind moment
Stops (fade out 10) - player activates "cortana”, ending mission / 5 min timeout

cinematics/050_flood_voi/music/050lb_mus1_oldfrnd_4_40 [gain -7 dB] - Old Friend [second section]

Shadow of intent cutscene: during the shot focusing right on the chief after spark arrives

cinematics/050_flood_voi/music/050lb_mus2f_heard_1_2 [gain -7 dB / add -3 for rear speakers] [does not loop] - Follow Our Brothers

Start - shadow of intent cutscene: as cortana starts to say "On the other side, there’s a solution..."




The Ark

cinematics/070_waste/070la/070la_music_1_1 [gain -2 dB] - Farthest Outpost [slightly extended outro]

Waypoint arrival cutscene: start

Loop 1 - amb/pad/sn_c [gain -4 dB] [stops previous music] - No Time for Sightseeing [background low synth]

Start - player is making their way into the cave between the two bowl areas
Stops - hunters are being dropped off / 6 min timeout
Backup - the phantom carrying them was destroyed somehow

Loop 2 - numbers/9m_bass [gain -4 dB] - No Time for Sightseeing [extended, ost version doesn't have the alt mode]

Start - the main pack (the grunts and brute captain that spawn on the near side) in the second bowl is active (or are all dead or the player is near the cave leading of the second bowl area)
Alt Start (transition) - hunters are being dropped off
Backup - the phantom carrying them was destroyed somehow
Stops - player is near the top of the ramp exiting the second bowl area (just before "Chief, I'm giving the Brutes all I've got.") / 8 min timeout
Backup - player is about to exit the forerunner passage after the bowl areas

Loop 3 - amb/pad/st_cm [gain -7 dB] - No Time for Sightseeing [background low strings in the first half]

Start - hunters are being dropped off
Backup - the phantom carrying them was destroyed somehow
Stops - both hunters are dead / 3 min timeout
Backup - player is about to exit the forerunner passage after the bowl areas

Loop 4 - amb/pad/g_hi [gain -10 dB] - No Time for Sightseeing [background hi strings in the first half]

Start - one hunter is dead
Stops - after longsword crashes / 3 min timeout

Loop 5 - amb/glue/c_glue [gain -5 dB] - No Time for Sightseeing [background strings and vocals in the second half]

Start - both hunters are dead
Stops - after longsword crashes / 8 min timeout

Loop 6 - misc/perilous_full [gain -2 dB] [stops previous music] - Make Them Pay

Start - player is in a vehicle or is leaving the pelican crash site
Stops - either player is in the trenchway going towards the dawn’s lz, or (before dawn lands) player has made in on the bridge at the wall and all the covy there are dead (or 2 or less with a timeout of 40 seconds) / 5 min timeout

Loop 6.5 - misc/oaph [gain -3 dB] [stops previous music] - Behold a Pale Horse

Start - player has made their way down into the dawn’s landing area
Stops - all 3 wraiths in the dawn’s landing area are destroyed / 5 min timeout

Loop 7 - amb/pad/e_low [gain -3 dB] [stops previous music] - Transition from Behold a Pale Horse to Reconciled

Start - after the 3 wraiths are destroyed, either 1 or less covy are left in the dawn’s landing area or 3 minutes 10 seconds has passed
Stops - player is looking up at where the dawn will land and is near where it will land / 1 min timeout

Loop 8 - misc/t&r_overture_nl [gain -1 dB] [does not loop] - Reconciled

Start (no intro) - player is looking up at where the dawn will land and is near where it will land
Backup - "Alright then. You heard the lady"
Stops (fade out 10)

Loop 8.5 - numbers/2m_strings [gain -4 dB] [stops previous music] - Overcome [first section - strings]

Start - turning the corner to (back) the wall area
Stops (fade out 6) - after there is 6 or less covy in the wall area (30 sec timeout for 3 or less, 10 sec timeout for 1 or less) / 5 min timeout
Backup - player is at the bottom of the wall entrance ramp, just before the lightbridge room

Loop 8.6 - amb/perc/perc96 [gain -5 dB] - Overcome [first section - percussion]

Start - "I will gladly aid the Reclaimer's progress."
Stops - after there is 6 or less covy in the wall area (30 sec timeout for 3 or less, 10 sec timeout for 1 or less) / 5 min timeout
Backup - player is at the bottom of the wall entrance ramp, just before the lightbridge room

Loop 9 - numbers/10m [gain -4 dB] [stops previous music] - Overcome [second section - drone and vocals]

Start - player is at the bottom of the wall entrance ramp, just before the lightbridge room
Stops (fade out 10) - "Heads up, marines! You got trouble!" / 5 min timeout

Loop 10 - amb/perc/halo_perc [gain -5 dB] - TBD

Start - big door exiting the wall to the big battle area starts to open
Backup -
Alt Start 1 (transition) - allies are moving to the second line of the big battle area (after "First line clear! Move up!")
Alt Stop (transition) - allies are moving to the third line of the big battle area (after "Second line clear! Push forward!")
Alt Start 2 (transition) - after the scarab has arrived, when the scarab is buckling (its knees have been damaged or the engine is about to go boom)
Stops - scarab engine is about to explode / 6 min timeout

Loop 10.1 - amb/pad/e_low [gain -1 dB] - N/A

Start - allies are moving to the second line of the big battle area (after "First line clear! Move up!")
Stops - allies are moving to the third line of the big battle area (after "Second line clear! Push forward!") / 3 min timeout

Loop 10.2 - amb/glue/e_glue [gain -2 dB] - TBD

Start - allies are moving to the third line of the big battle area (after "Second line clear! Push forward!")
Stops - scarab engine is about to explode / 5 min timeout

Loop 10.3 - amb/pad/e_hi [gain -6 dB] - N/A

Start - after the scarab has arrived, when the scarab is buckling (its knees have been damaged or the engine is about to go boom)
Stops - scarab engine is about to explode / 3 min timeout

Loop 11 - amb/pad/e_low [gain -4 dB] - N/A

Start - scarab explodes
Stops - player has reached the cartographer entrance where the pelican lands / 2 min timeout

Loop 12 - numbers/10m [gain -4 dB] [stops previous music] - Overcome [second section - drone and vocals]

Start - entering the rampway after the sleeping grunts (or player starts at rally point charlie)
Stops (fade out 10) - player activates cartographer / 5 min timeout

cinematics/070_waste/070lc/music/070lc_music_1_3 [gain -5 dB] - Overcome [full version]

Waypoint reveal cutscene: start

cinematics/070_waste/070lc/music/070lc_music_barrier_8_1 [gain -5 dB] - Small Victory

Waypoint reveal cutscene: as it cuts to spark as the phantom comes in

Loop 13 - numbers/11full [gain -1 dB] - Edge Closer [first section]

Start - player moves up the side-walkways or drops down into the fourth floor room
Stops (fade out 10) - either player provokes the chieftain to charge (by attacking him or the other brutes, getting too close to him or the other brutes, going past him, damaging the holo generator), or (after a timeout of 20 seconds) after johnson says "Hang tight, Chief! We're on our way!" / 5 min timeout

Loop 14 - amb/tech/g_tech [gain -3 dB] - Edge Closer [second section]

Start - either player provokes the chieftain to charge (by attacking him or the other brutes, getting too close to him or the other brutes, going past him, damaging the holo generator), or (after a timeout of 20 seconds) after johnson says "Hang tight, Chief! We're on our way!"
Stops - all the covy in the final area are dead (timeout of 2 min when 2 or less are alive) / 5 min timeout

Loop 15 - amb/pad/sn_g [gain -4 dB] - Edge Closer [second section - synth at outro]

Start - either player provokes the chieftain to charge (by attacking him or the other brutes, getting too close to him or the other brutes, going past him, damaging the holo generator), or (after a timeout of 20 seconds) after johnson says "Hang tight, Chief! We're on our way!"
Stops - outro cutscene: cuts to pelican swerving out the way for johnson to aim at the sentinel swarm / 3 min timeout

cinematics/070_waste/070ld/070ld_music_2_1 [gain -6 dB] - Edge Closer [third section]

Pelican pickup cutscene: as it cuts to chief about to get on the pelican




The Covenant

cinematics/100_citadel/100la/100la_music_min_46 [gain -5 dB] - Three Gates [extended]

Citadel arrival cutscene: start

Loop 1 - misc/t&r_lo_noperc [gain -7 dB] - TBD

Start - "Get to the first tower! Shut it down!"
Stops - either the wraith defending the first tower is destroyed, player has commandeered said wraith, the covy guarding the tower are dead, or player is in the tunnel entryway of the tower after all the covy in there are dead (and 2 or less are alive outside) / 5 min timeout

Loop 2 - amb/pad/e_low [gain -4 dB] - Ascent [stripped down version with no strings or drums]

Start - either the wraith defending the first tower is destroyed, player has commandeered said wraith, the covy guarding the tower are dead, or player is in the tunnel entryway of the tower after all the covy in there are dead (and 2 or less are alive outside)
Stops - player enters the first tower / 1 min timeout

Loop 3 - amb/tech/e_tech_lite [gain -4 dB] [stops previous music] - TBD

Start - player activates the elevator to the top of the first tower
Stops (fade out 20) - player activates the first tower / 5 min timeout

Loop 4 - amb/glue/e_glue_hi [gain -5 dB] - TBD

Start - player activates the first tower
Stops (fade out 10) - player has left the first tower area and is going back the downhill path to the beach / 5 min timeout

Loop 5 - amb/tech/e_tech [gain -3 dB] - Ascent

Start - player has left the first tower area and is going back the downhill path to the beach
Stops (fade out 10) - player is back on the beach where the hornets are / 5 min timeout

Loop 5.1 - amb/glue/c_glue_low [gain -5 dB] - TBD

Start - player starts at rally point bravo
Stops (fade out 8) - player has left the beach and is flying towards the second tower / 3 min timeout

Loop 5.5 - misc/leo [gain -3 dB] [stops previous music] - Leonidas Returns

Start - player has left the beach and is flying towards the second tower
Stops - player is about 100 WU from the third tower / 5 min timeout

Loop 5.6 - amb/pad/c_low [gain -4 dB] - TBD

Start - player has exited vehicle
Stops - player has entered the third tower and passed the second brute corpse (just before the middle screen) / 2 min timeout

Loop 5.8 - amb/spooky/tonal_ambience3 [gain -12 dB] - TBD

Detail 1 - amb/spooky/tonal_ambience3/details/dark_world (25 to 45 sec) [gain -12 dB] [starts with loop] [25 to 35 WU away] [pitch -500 to 0 cents]
Detail 2 - amb/spooky/tonal_ambience3/details/verby_taps (5 to 35 sec) [gain -6 dB on top of -3 dB] [starts with loop] [25 to 35 WU away]

Start (fade in 8) - player has either killed all drones and both hunters, gone through the door at the back of the big room, or took the shortcut up to the upper room right next to the elevator
Stops (fade out 10) - player has either activated the elevator in the first tower or has caused the drone swarm near the elevator upper room to spawn / 5 min timeout

Loop 5.9 - amb/perc/perc160 [gain -3 dB] - Black Tower [first section]

Start - player has either gone through the door at the back of the big room, or took the shortcut up to the upper room right next to the elevator
Stops - player has either activated the elevator in the first tower or has caused the drone swarm near the elevator upper room to spawn / 5 min timeout

Loop 6 - numbers/12m [gain -3 dB] [stops previous music] - Black Tower [second section]

Start - player activates the elevator to the top of the third tower
Stops (fade out 10) - player has activated the third tower / 5 min timeout

cinematics/100_citadel/100lb/100lb_music_1_1 [gain -3 dB] - Black Tower [third section]

HC crash cutscene: start

Loop 7 - numbers/12m [gain -3 dB] - Black Tower [second section]

Start - after hc crash cutscene
Stops (fade out 10) - as "Journey's End" displays / 5 min timeout

Loop 8 - numbers/13a [gain -3 dB] - Black Tower [fourth section]

Start - after high charity crash cutscene
Stops - as "Journey's End" displays / 5 min timeout

Loop 8.8 - amb/pad/esynth [gain -1 dB] - TBD

Start - player starts at rally point charlie
Stops - "Citadel in sight!" / 3 min timeout

Loop 8.9 - amb/glue/e_glue_low [gain -4 dB] - TBD

Start - player starts at rally point charlie
Stops (fade out 8) - "Citadel in sight!" / 3 min timeout

Loop 9 - misc/t&r_piano [gain -4 dB] [stops previous music] - One Final Effort

Start - "Citadel in sight!"
Alt Start - player is almost at hornet drop (or dropped down into the crater)
Stops (fade out 10 if not alt) - after the second scarab’s engine has been damaged enough / 5 min timeout

misc/som [gain -3 dB] [sound scenery] - TBD

Start (to intro) - easter egg: left side of the citidel, at the end of the rail
Stops (fade out 10) - leaving that area

Loop 10 - amb/pad/e_low [gain -3 dB] - TBD

Start - after player has entered the hallway to the control room, as the door behind them begins to close
Stops - miranda cutscene: second part - cuts to the close up of johnson turning over after being thrown to the ground / 3 min timeout

cinematics/100_citadel/100lc/music/100lc_music_hall_2_1 [gain -3 dB] - Black Tower [fifth section]

Miranda cutscene: as it cuts to a close-up of chief

cinematics/100_citadel/100lc/music/100lc_music_prov_1_2 [gain -4 dB] - Ascent [stripped down version with no strings or drums]

Miranda cutscene: start of second part (johnson being tortured by brute chieftain)

cinematics/100_citadel/100lc/music/100lc_music_crash_1_1 [gain -4 dB] - Heroes Also Fall [extended intro]

Miranda cutscene: start of third part (as truth starts to say "I admit...")

Loop 11 - numbers/13b [gain -4 dB] [stops previous music] - Gravemind [first section - drone]

Start - player enters the room between the first and second sections of the bridge to the control panel
Stops (fade out 15) - before confront truth cutscene start / 5 min timeout

Loop 12 - numbers/13e [gain -4 dB] - Gravemind [first section - fx]

Start - player enters the room between the first and second sections of the bridge to the control panel
Stops (fade out 15) - before confront truth cutscene start / 5 min timeout

cinematics/100_citadel/100ld/music/100ld_music_take_1_21 [gain -3 dB] - Fated Journey [first section]

Confront truth cutscene: start

cinematics/100_citadel/100ld/music/100ld_music_a_lies_3_13 [gain -6 dB] - Fated Journey [second section]

Confront truth cutscene: cut to wide shot after arby grabs truth

cinematics/100_citadel/100ld/music/100ld_music_tent_2_1 [gain -6 dB] - Flee

Confront truth cutscene: cut to johnson starting up pelican

Loop 13 - amb/spooky/more_spook [gain -4 dB] - Gravemind [second section]

Start - after confront truth cutscene
Stops - start of outro cutscene + 5 sec / 6 min timeout
Backup - player triggers iwhbyd skull to spawn

stingers/iwhbyd [gain -3 dB] - TBD

Player picks up iwhbyd skull

cinematics/100_citadel/100le/100le_music_2_1_byrings [gain -3 dB] - Familiar Ring

Halo reveal cutscene: cut to behind shot showing the screen opening




Cortana

cinematics/110_hc/110la/110la_music_1_1 [gain -3 dB] - No More Dead Heroes

HC arrival cutscene: start

Loop 1 - amb/pad/g_low [gain -3 dB] - Watching [low strings at start]

Start - after going down the first narrow way, just before the tunnel to the right
Stops - just before first gravemind moment ("Child of my enemy. Why have you come?") / 3 min timeout

Loop 2 - amb/spooky/spooky_ship [gain -4 dB] - Watching [first section - fx]

Start (fade in 6) - the first "sphincter" is half open
Alt Start 1 (transition) - player passes through the "sphincter" after the pelican area
Alt Stop (transition) - player passes through the "sphincter" just before path to the bridge
Alt Start 2 (transition) - player has dropped down onto the bridge
Stops (fade out 10) - "I'm just my mother's shadow!" / 5 min timeout
Backup - player is heading down the long path just past the flamethrower spawn

Loop 3 - amb/spooky/shiny2 - Watching [first section - synths]

Start - the second "sphincter" (the one that goes down) is half open
Stops - just before third gravemind moment (right after "Stolen thoughts and memories!") / 5 min timeout
Backup - player passes through the "sphincter" just before path to the bridge

Loop 4 - amb/glue/atonal_glue_hi [gain -7 dB] - TBD

Start - player has dropped down onto the bridge
Stops - "I'm just my mother's shadow!" / 5 min timeout
Backup - player is heading down the long path just past the flamethrower spawn

Loop 5 - numbers/12m [gain -3 dB] - Watching [second section - fx]

Start - after fourth gravemind moment ("Time has taught me patience.")
Backup - player approaches the "sphincter" to the multi-level area
Stops (fade out 10) - just before the cortana moment after exiting the multi-level area ("I have walked the edge of the abyss!") / 5 min timeout

Loop 6 - amb/spooky/a_spook [gain -2 dB] - Watching [second section - strings]

Start - player has gone one level up in the multi-level area
Stops - just before the cortana moment after exiting the multi-level area ("I have walked the edge of the abyss!") / 5 min timeout

Loop 7 - amb/pad/a_low [gain -3 dB] - Watching [low strings as second section transitions to third section]

Start - 15 seconds after loop 6 stops
Stops - player goes through the door exiting the reactor room to where cortana is / 3 min timeout

Loop 8 - amb/perc/perc96 [gain -1 dB] - Watching [third section - percussion]

Start - either player is halfway along the outer edge of the reactor room to the bridge leading to the middle, or the pre-damaged pylon explodes and falls into the goo below (about 7 seconds after the player looks at it)
Stops - player goes through the door exiting the reactor room to where cortana is / 5 min timeout

Loop 9 - amb/glue/atonal_glue_low [gain -4 dB] - TBD

Start - player goes through the door exiting the reactor room to where cortana is
Stops (fade out 10) - just before last cortana moment ("This is UNSC AI serial number: CTN 0452 dash 9.")
Backup - as it cuts to black before rescue cortana cutscene / 5 min timeout

Loop 10 - numbers/13c [gain -1 dB] - Watching [third section - fx]

Start (fade in 6) [alt_loop] - player goes through the door to the second hallway before the room where cortana is
Stops [alt_out] - just before last cortana moment ("This is UNSC AI serial number: CTN 0452 dash 9.") / 2 min timeout
Backup - as it cuts to black before rescue cortana cutscene

cinematics/110_hc/110lb/110lb_music_1_8 [gain -6 dB] - Keep What You Steal

Rescue cortana cutscene: start

Loop 11 - amb/glue/a_glue_low [gain -3 dB] - Escape [first part - strings]

Start - after rescuing cortana, player goes back through the door to the hallways to the reactor room
Stops - 1 pylon is destroyed / 5 min timeout

Loop 12 - numbers/8perc - Escape [first part - electronic percussion]

Start - player activates switch to expose the pylons
Stops (fade out 10) - after destroying the pylons, player has exited the reactor room / 5 min timeout

Loop 13 - amb/perc/perctaiko [gain -3 dB] - Escape [transition from first part to second part]

Start - after destroying the pylons, player has exited the reactor room
Stops - end of mission / 5 min timeout

cinematics/110_hc/110lc/110lc_music_2_1 [gain -3 dB] - Escape [second part]

Leave hc cutscene: cuts to the side view of chief




Halo

cinematics/120_halo/120la/120la_music_1_1 [gain -5 dB] - Halo Reborn [first part]

Halo arrival cutscene: start

Loop 1 - amb/pad/d_low [gain -4 dB] - Halo Reborn [second part - low strings on intro]

Start - 25 seconds after intro cutscene
Stops - "Well, we are finally doing what he wanted." / 3 min timeout

Loop 2 - amb/glue/d_glue_hi [gain -5 dB] - Halo Reborn [second part - strings and vocals]

Start - right on the edge of the drop down on the path to the ziggurat
Stops (fade out 30) - "Control room's at the top of that tower, Chief! Go!" / 5 min timeout

Loop 3 - amb/tech/d_tech_lowperc [gain -3 dB] - Halo Reborn [second part - electronics] / Infiltrate [second part]

Start - "Control room's at the top of that tower, Chief! Go!"
Alt Start - player is going along the right side of the ziggurat (or has made it onto the center beam and is over the main structure)
Stops (fade out 15) - player has made it onto the ziggurat’s first walkway / 5 min timeout

Loop 4 - amb/pad/d_hi [gain -8 dB] - TBD

Start - player is going along the right side of the ziggurat (or has made it onto the center beam and is over the main structure)
Stops - player is about to go up the ramp to the second walkway / 2 min timeout

Loop 4.5 - amb/spooky/a_spook_fx - Guilt and Punishment [first section - harsher fx]

Start (no intro) - player has made it onto the ziggurat’s first walkway
Stops (fade out 10) - player is about to go up the ramp to the second walkway / 3 min timeout

Loop 5 - numbers/14perc [gain -4 dB] - TBD

Start - player is going through the front bit of the first walkway or has bypassed it and made it to the second walkway
Stops - "Well, we are finally doing what he wanted." / 5 min timeout

Loop 6 - amb/pulse/d_orch_amb [gain -4 dB] - TBD

Start - player is about to go up the ramp to the second walkway
Stops (fade out 15) - player has made it to the top of the ziggurat / 5 min timeout

Loop 7 - amb/glue/d_glue [gain -4 dB] - TBD

Start - "Well, we are finally doing what he wanted."
Stops (fade out 15) - door to the control room is fully open / 5 min timeout

Loop 8 - amb/spooky/a_spook_fx [gain -1 dB] - Guilt and Punishment [first section - harsher fx]

Start (no intro) - door to the control room is fully open
Stops (fade out 10) - start of johnson cutscene / 5 min timeout

Loop 9 - amb/spooky/spook_tran_fx [gain -4 dB] - Guilt and Punishment [first section - smoother fx]

Start - door to the control room is fully open
Stops (fade out 10) - start of johnson cutscene / 5 min timeout

cinematics/120_halo/120lb/120lb_music_2_1 [gain -3 dB] - Guilt and Punishment [second section - extended]

Johnson cutscene: cut to behind shot as chief, arby, and johnson enter

Loop 10 - amb/spooky/more_spook_pulse - Guilt and Punishment [third section - beat and foreground strings]

Start [alt_loop] - after johnson cutscene
Stops (fade out 10) - before activation cutscene / 5 min timeout

Loop 11 - amb/glue/atonal_glue_voxlo [gain -4 dB] - Guilt and Punishment [third section - vocals and background strings]

Start - after johnson cutscene
Stops (fade out 6) - before activation cutscene / 5 min timeout

Loop 12 - stingers/orch3 [gain -6 dB on top of base -3 dB] [does not loop] - Guilt and Punishment [third section - end]

Start (no intro) - just as guilty spark takes enough damage to blow up

cinematics/120_halo/120lc/120lc_music_1_9 [gain -6 dB] - Greatest Journey

Activation cutscene: start

Loop 13 - amb/spooky/amb_rhythm [gain -1 dB] - Flood Rising

Start - after activation cutscene
Alt Start (fade cross 10) - player is just before the door to outside
Stops (fade out 10) - player is in vehicle (after reaching the end of the hall) / 5 min timeout

Loop 14 - amb/pad/e_low [gain -1 dB] - Transition from Flood Rising to Halo Finale

Start - player is near the end (the left turn) of the hall after the pulse generator room
Stops - 3 min timeout

Loop 15 - misc/halo3_trench [gain -3 dB] [stops previous music] - Halo Finale

Start - final run: player enters an open area, just before the right curve to the panels
Alt Start (transition) - final run: player is about to get off the third circular island
Stops (fade out 10 if not alt) - final run: passing through the rock arch just before the end

cinematics/130_epilogue/130la/130la_music_critical_1_1 [gain -5 dB] - TBD

Escape cutscene: start




Epilogue + Credits

cinematics/130_epilogue/130lb/130lb_music_1_4 [gain -6 dB] - Tribute

Earth cutscene: start

Credits music [gain -3 dB] - Roll Call / Duty Bound / Price Paid

Credits

cinematics/130_epilogue/130lc/130lc_music_1_231 [gain -6 dB] - Wake Me When You Need Me

Epilogue cutscene: cuts from black

cinematics/130_epilogue/130ld/130ld_music_1_1 [gain -3 dB] - Legend

Legendary cutscene: start