Halo Music - Halo: CE


Menu

title1 - Opening Suite (Part 3) [loop intro] / Brothers in Arms (OST Outro) / Halo (Edit) / Library Suite (Part 5) (Edit)

Plays in main menu




The Pillar of Autumn

x10_music01 - Opening Suite (Part 4 w/ FX) [does not loop]

Start - intro cutscene: start

x10_music02 - Brothers in Arms (Perc) [does not loop]

Start - intro cutscene: cuts to hanger scene

x10_music03 - Brothers in Arms (OST Strings+Perc wo/ Outro) (Edit) [does not loop]

Start - intro cutscene: after johnson tells the marines to move out

x10_music04 - FX + Opening Suite (Part 2) [does not loop]

Start - intro cutscene: cuts to cryo bay

Loop 1 - haloperc / haloperc_alt - Halo (Perc) / Halo (Perc + Qawwali)

Start (haloperc) - right after cryo tech is killed by the exploding door
Alt Start (haloperc_alt) - at the point where a door opens to reveal an elite (only on easy or normal, and not in co-op)
Stops (fade out 8) - approaching the corridor to the bridge [timeout 5 min from start, reset on alt trigger]

Loop 2 - cstrng/cstrng1 - string stinger 1 [does not loop]

Start - at the point where a door opens to reveal an elite (only on easy or normal, and not in co-op)

x20_music01 - Enough Dead Heroes (Part 1 OST) [does not loop]

Start - bridge cutscene: start

x20_music02 - Enough Dead Heroes (Part 2 OST) [does not loop]

Start - bridge cutscene: just after explosions rock the ship

x20_music03 - Enough Dead Heroes (Part 3 OST) [does not loop]

Start - bridge cutscene: cuts to keyes looking at the view screen (where he says "In a manner of speaking")

x20_music04 - Enough Dead Heroes (Part 4 OST) [does not loop]

Start - bridge cutscene: just after cortana dematerialises

Loop 3 - strnglp3b - Suite Autumn (Part 2 Edit) [75% gain]

Start - after bridge cutscene
Stops (strnglp3 out) - enters the cafeteria [timeout 5 min from start]

Loop 4 - strnglp3 - Suite Autumn (Part 2) [75% gain]

Start - as player(s) enter the first area with airlocks, the ship gets hit (just before the marines talk)
Stops - airlock door explodes [timeout 5 min from start]

Loop 5 - rhythm1 - Perilous Journey

Start - airlock door explodes
Alt Start 1 (alt_loops) - past the first area with airlocks, just after the corridor with the alarm
[backup 1] - after the flank battle, in the section where the path splits (after 2 plasma grenade explosions)
[backup 2] - entering the second airlock area, as fight breaks out
Alt Stop [not implemented] - 1. after the battle with the first split path, at the back end of the hallway (passing the beam in the middle)
2. killed all covy in the split path area, before the second airlock area
3. just after alt start 3 (unless the player(s) backed out of the airlock area in the second after entering)
(Non-implementation seems to be an oversight, as the alt variable is set to false at these points, but that doesn't cause alt mode to stop)
Stops - at the end of the second airlock area, before the half opened blast door [timeout 5 min from start, reset on alt trigger]

Loop 6 - misc_loops/spooky_detail - silence with occasional spooky strings

Start - entering first set of tunnels
Stops (fade out 8) - after exiting first set of tunnels, towards the exit to cyro oversee area [timeout 5 min from start]

Loop 7 - battle2_full - Enough Dead Heroes (Part 2)

Start - exiting the second set of tunnels
Alt Start - either entering the final set of tunnels or turning the corner to the final lifepods (just after game save)
Stops - end of mission [timeout 5 min from start, reset on alt trigger]

x30_music - Brothers in Arms (OST wo/ Outro) (w/ Perc Intro) [does not loop]

Start - outro cutscene: just after cortana says "now would be a very good time to leave"




Halo

a30_insertion_music - Shadows (Part 1) [does not loop]

Start - intro cutscene: start

Loop 1 - strnglp2 - Suite Autumn (Part 1) [70% gain]

Start - player(s) is moving onto the bridge, or cortana has told the player to move into the hills
Alt Start - inbound dropshop is about to lower down to deploy troops
Stops - dropship has dropped off its troops, closed its doors, and is about to take off [timeout 5 min from start, reset on alt trigger]

Loop 2 - string_low1 - Suite Autumn (Intro) [75% gain]

Start - in the first area with the marines, once the first wave of covy is done with [timeout 3 min after there are less than 3 left]
Stops - second wave dropship has dropped off its troops [timeout 5 min from start]

Loop 3 - battle1 - Brothers in Arms

Start - fifth wave dropship has dropped off its troops
Alt Start (alt_loops) - less than 6 of the sixth wave left [timeout 90 sec after sixth wave deboarded]
Alt Stop - just after all covy in the area are dead and it's all quiet [timeout 3 min after alt start]
Stops (fade out 8) - alt stop [timeout 5 min from start]

Loop 4 - haloperc_alt - Halo (Perc + Qawwali)

Start - player(s) is in vehicle as driver [timeout 90 sec] and all players have left the drop zone (or one has reached the cave entrence on coop) [timeout 45 sec]
Stops (fade out 8) - player(s) is at the ramp jump in the cave [timeout 5 min from start]

Loop 5 - spooky1 - Truth and Reconciliation Suite (Part 3)

Start - the turn after jumping the ramp
Alt Start (alt_loops) (fade between 4) - player is going up to the ledge with the bridge controls
[backup] - the bridge is activated
Alt Stop (fade between 4) - bridge is activated [timeout 45 sec after alt start]
Stops - bridge is activated (cutscene is about to begin) [timeout 5 min from start, reset on alt trigger]

a30_bridge_music - Truth and Reconciliation Suite (Part 1 Intro) (Edit) / Suite Autumn (Part 3) + What Once Was Lost (Drone) [does not loop]

Start - bridge cutscene: shortly after start

Loop 6 - misc/open2b - Truth and Reconciliation Suite (Part 1 wo/ Intro) [does not loop]

Start - just before exiting the cave (right before "Reunion Tour")
Stops - player is entering either the cliff, rubble, or river area [timeout 5 min from start]

Loop 7 - iron_lp - Gun Pointed At the Head of the Universe

Start - in the final of the 3 areas cliff area => under 30% of the cliff covy remain or after the dialogue between cortana and marine rubble area => fourth wave dropped off river area => third wave dropped off
[not implemented] - less than 6 (river) / 7 (cliff) / 5 (rubble) covy in the final wave
Stops (fade out 8) - just before cortana and forehammer say their extract dialog [timeout 5 min from start]
[not implemented] - a final banshee that would appear is destroyed

a30_ext_cliff_music - Brothers in Arms (OST Strings+Perc wo/ Outro) (Edit) [does not loop]

Start - cliff outro cutscene: start

a30_ext_river_music - Brothers in Arms (OST Strings+Perc wo/ Outro) (Edit) [does not loop]

Start - rubble outro cutscene: start

a30_ext_rubble_music - Brothers in Arms (OST Strings+Perc wo/ Outro) (Edit) [does not loop]

Start - river outro cutscene: start




The Truth and Reconciliation

a50_insertion_music - Enough Dead Heroes (Part 3 w/ FX) [does not loop]

Start - intro cutscene: start

Loop 1 - strnglp3 / haloperc - Suite Autumn (Part 2) / Halo (Perc) [75% gain]

Start (strnglp3) - after intro cutscene
Alt Start (haloperc fade in 4) - in the first combat area where you stealthily snipe the covy, either covy are engaged in combat (both players must have left the dropoff area) or all the covy are dead (will also play if player has moved up the area, about halfway to the cliff edge)
Stops - either all covy first combat area are dead or player has rushed up to the cliff edge and is going up the narrow path (past the big boulder on the right)

Loop 2 - misc/night_trvl - Under Cover of Night [75% gain] [does not loop]

Start - either player has reached the second main combat area (with the turrets facing down the cliff edge towards you) or certain covy in this area are dead (either the jackal near the left turret, the grunt that mans said turret, or all of the 4 grunts that come around from left side)
Stops [not implemented] - would have been when, after moving past the turrets, either the elite reinforcement was killed or player begun moving up the next narrow cliff path

Loop 3 - battle2_perc / battle2_full - Enough Dead Heroes (Part 2 Perc) / Enough Dead Heroes (Part 2) [80% gain] [stops previous music]

Start (battle2_perc) - in the third area, either the player has moved onto the ledge or circled round the left to the far end
Alt Start (battle2_full) - either player is near the narrow pass that exits the area and leads towards the grav lift, or cortana is calling for reinforcements
Stops - player is going down the narrow pass or the fighting in the third area has died down to the point where it's safe to save (less than 2 covy are left and they're not fighting)
[backup] - covy in the grav lift area are in combat

Loop 4 - battle2_full - Enough Dead Heroes (Part 2)

Start (alt_loops) - right as the hunters are coming down the grav lift
Stops (fade out 8) - the grav lift hunters are killed
[backup] - after lift cutscene (player is in ship)

a50_lift_music - Ambient Wonder (Edit) [does not loop]

Start - lift cutscene: start

Loop 5 - spooky2 / jig_lite - Library Suite (Part 1) / Covenant Dance (No Electronics) [75% gain]

Start - after entering the ship, marines are in combat
Alt Start (fade between 4) - after a set number of covy waves have spawn (2 on easy + norman, 4 on heroic, and 6 on legendary)
Stops - after the final wave of jackals (easy+normal) / hunters (heroic+legendary)

Loop 6 - scifi_full - Alien Corridors

Start - player is in the room where they have to open the door to let the marines through (the muster bay), trigger is a few meters into the room
Stops - either player has opened the muster bay door, or has fended off all the waves in the bay (less than 2 covy left and they're not fighting)

Loop 7 - battle1 - Brothers in Arms

Start - door to the hangar is opening
[not implemented] - player enters hangar or first floor covy are engaged in combat
Alt Start - player moves out from the corner of the hangar they started in (there a 3 triggers for this, basically it's moving out of the quarter of this half of the hangar)
Stops (fade out 6) - after moving to the other half of the hangar, there are less than 2 covy left on the first floor

Loop 7.2 - battle2_full - Enough Dead Heroes (Part 2)

Start (alt_loops) - as the hunters spawn (they won't spawn is the player is near the door they come out of, but the music will start anyway)
Stops - the hunters are dead

Loop 7.1 - battle1_themes/bat1_ww - Brothers in Arms (OST No Strings wo/ Outro) [does not loop]

Start - once player reaches the second floor and moves towards the opposite side of the hangar, the forcefield opens to let echo-419 in to drop off more reinforcements (only happens if you have no more marines with you, and doesn't happen on co-op or legendary)

Loop 8 - magic - Ambient Wonder [60% gain]

Start - any of the 3 doors to the control room are opening
Stops - player has left the control room through the door to the prison area

Loop 9 - spooky1 - Truth and Reconciliation Suite (Part 3)

Start - door to the prison area that keyes is in is opening
Stops (fade out 3) - player has hit the switch to free keyes and the marines

a50_rescue_music - Brothers in Arms (OST Outro) / low strings w/ FX / Opening Suite (Parts 2+3) + FX & Booms / Brothers in Arms (OST Strings wo/ Outro) (Edit) [does not loop]

Start - rescue cutscene: start

Loop 10 - cstrng/cstrng2 - string stinger 2 [does not loop]

Start - if keyes dies

Loop 11 - battle1 - Brothers in Arms

Start - after the conversation between cortana, echo-419, the marines, and keyes ends
Alt Start (alt_loops) - door to the hangar is open
Stops - just as the end cutscene is about to start

a50_extraction_music - Enough Dead Heroes (Part 2 Perc) [does not loop]

Start - outro cutscene: start




The Silent Cartographer

Loop 1 - halo_orig - Halo [85% gain]

Start - start
Stops (fade out 10) - either the initial covy at the landing zone are all dead (there's a bunch individual triggers leading that point that all have 10 sec timouts, but it would get messy if I went through them all), or the player in front of the cartographer entrance on the opposite side of the island (this includes on the beach below it) just before cortana points the entrance out [timeout 5 min from start]
[backup] - when one of the continuous save scripts is triggered, these are the following...
>initial covy are dead and player is at the south-west corner of the island (directly ahead of where you're facing when you land)
>initial covy are dead and player is at the north-west corner of the island (directly behind of where you're facing when you land)
>the covy guarding the pass leading the the control room are dead and player is going up the pass
>player is entering the north-east corner (where the valley to the center of the island is) from the north side
>player is entering the north-east corner (where the valley to the center of the island is) from the east side
>player is at the back of the entrance hall to the cartographer
>player is entering the structure with the security controls

Loop 2 - iron_novox - Gun Pointed At the Head of the Universe (No Vocals) [80% gain]

Start - the player in front of the cartographer entrance on the opposite side of the island (this includes on the beach below it) just before cortana points the entrance out
Stops (fade out 8) - just before cortana mentions that cartographer must be close due to strong covy resistance [timeout 5 min from start]

Loop 3 - spooky2 - Library Suite (Part 1)

Start - player is entering the structure with the security controls
Alt Start (alt_loops) - player has activated the security controls, as the cutscene begins
Alt Stop - after cutscene
Stops - after cutscene [timeout 5 min from start, reset on alt trigger]

Loop 3.1 - strnglp1 / rhythm2a - Lament for Pvt. Jenkins / The Long Run (No Keyboard)

Start (strnglp1) - player is going back to the big room in the security control structure (pass the first windows in the hallway), right as the bravo 22 dialogue is beginning
Alt Start (rhythm2a) (fade between 5) - player is in the big room (trigger is across the middle of the room, about where the 3rd and 4th side-lights are)
Alt Stop (fade between 5) - player is halfway up the ramp exiting the security center
Stops - player is halfway up the ramp exiting the security center [timeout 5 min from start, reset on alt trigger]

Loop 3.2 - spooky1 - Truth and Reconciliation Suite (Part 3)

Start - player has gone through the now-unlocked door in the cartographer structure, just as the "Shafted" title appears
Stops - player has descended 2 floors, entering a big 3 level area [timeout 5 min from start]

b30_ledge_music - Opening Suite (Part 4 Intro) [does not loop]

Start - ledge cutscene: shortly after start

Loop 4 - misc/open_fx - Truth and Reconciliation Suite (Part 1 Intro) [does not loop]

Start - map cutscene: just after start

Loop 5 - rr2 / rr2perc - Rock Anthem for Saving the World / Rock Anthem for Saving the World (Perc)

Start (rr2) - post-activating the cartographer, just after player either goes along the rased platforms to the ramp up or enters the dead-end area below where the active camo is (this will trigger a save)
Alt Start (rr2perc) (loops2) - player has reached the top of the big 3-level area
Alt Stop - player is going up the final part of the ramp to the room just before getting back to the unlocked door
Stops - player is in the hallway to the unlocked door [timeout 5 min from start, reset on alt trigger]

Loop 6 - spooky5 - Library Suite (Part 4)

Start - player is going up the final ramp out of the cartographer structure, just as cortana asks for pickup
Stops - player enters pelican to end level [timeout 5 min from start]

b30_extraction_music - Halo (Ending Edit) [does not loop]

Start - outro cutscene: shortly after start




Assault on the Control Room

Loop 1 - anfast - On a Pale Horse (OST) [60% gain] [does not loop]

Start - after door to the first bridge is open, the conversation between sgt/marine and cortana has finished
Alt Start (none) [not implemented] - would have been as the sword elite spawns
Stops (none) [not implemented] - would have been when either the sword elite is dead (the check would've just called the stop immediately since the sword elite wouldn't have spawned yet) or the player is approaching the second room

Loop 1.1 - rr2perc - Rock Anthem for Saving the World (Perc) [80% gain] [stops previous music]

Start - door to second room is opening
Stops - either player enters path to first elevator or all covy in the second room area are dead

Loop 2 - wierd - Perchance to Dream

Start - first elevator has reached bottom
Stops (fade out 6) - after the third room, the door to the outside area where the marines are is opening

Loop 3 - iron_lp - Gun Pointed At the Head of the Universe

Start - player has entered the tank, or has moved up without the tank into the narrow path on the left, or into the tunnel on the right (the tunnel trigger is about a 1/3 of the way in)
Stops (fade out 8) - in the area on the other side of the path/tunnel, either of the wraiths (one on the ice, one up top) are destroyed or player is at the bottom of the ramp leading to the crevasse
[not implemented] - in the path to the crevasse (about half-way through the tunnel, after the corner past the big door)

Loop 4 - rhythm2a / rhythm2 - The Long Run (No Keyboard) / The Long Run

Start (rhythm2a) - the big door to the crevasse is opening
Alt Start (rhythm2) - player has reached the other side of the crevasse
Stops - in the path out of the crevasse (again, about half-way through the tunnel)

Loop 4.1 - rhythm1 - Perilous Journey

Start - player makes it to the bottom of the winding ice ramp
Alt Start (alt_loops) - player is going up ramp to the last area outside before heading back indoors
Stops (incl alt_out) - after the ramp (kinda hard to describe the trigger for it, it starts kinda where the bump in the terrian on the left side is)

Loop 4.2 - wierd_lite - Perchance to Dream (No Perc)

Start - door to the fourth room is opening
Stops (fade out 6) - second elevator starts to go up

Loop 5 - iron_novox - Gun Pointed At the Head of the Universe (No Vocals)

Start - the elite commander in the fifth room is in combat
Stops (fade out 8) - either all covy in the fifth room area are dead or player is approaching the door to the second bridge

Loop 6 - rr2cello - Rock Anthem for Saving the World (No Guitar)

Start - door to the third bridge is opening (this is after the sixth and seventh rooms and first hall, obviously will be skipped if using the trick to jump from the second bridge to the end of this one)
Stops - either all stealth elites on the third bridge are dead or player is approaching the door to the eighth room

Loop 6.1 - mor2 - The Lost Muse

Start - either player has exited the eighth room (trigger is just before the ramp-like thing, before the second hall) or all covy in the eighth room area are dead
Stops - either player is approaching the door to the rock path overlooking the control room (as the "If I Had a Super Weapon" title starts to appear) or both hunters in the ninth room are dead

Loop 7 - anfast - On a Pale Horse (OST) [70% gain]

Start - after cortana finishes saying where the control room entrance is
Stops (fade out 3) - either player is approaching the door to the tenth room (on the other side of the rock path), they are going up the last ramp to the control room entrance, or 89 sec has passed since track start

Loop 7.1 - mor1 - A Walk in the Woods [stops previous music]

Start - door to the tenth room is opening
Stops - after leaving the eleventh (and final) room, the door leading back outside is opening
[backup] - player is going up the last ramp to the control room entrance

Loop 8 - jig_lp - Covenant Dance [80% gain]

Start - first door to the control room is opening
Stops (fade out 8) - fourth and final door to the control room is opening, just before outro cutscene

Easter Egg Loop - som - Siege of Madrigal

Start - player (after presumably getting the banshee on the rock bridge) flies up to the second of the 3 points where the concrete(?) above the control room entrance joins to the rock walls
Stop - player leaves that area (this loop is triggered through a sound_scenery tag, unlike other music loops)

b40_extraction_music - Truth and Reconciliation Suite (Part 3) / Opening Suite (Part 4 Intro) (w/ Booms) / Truth and Reconciliation Suite (Part 3) (cont) [does not loop]

Start - outro cutscene: just after start




343 Guilty Spark

c10_insertion_music - Suite Autumn (Part 4) [does not loop]

Start - intro cutscene: start

Loop 1 - nightmare3 - What Once Was Lost [70% gain]

Start - player is at or passing by the crashed pelican
Stops - player in in the area in front of the structure entrance [timeout 2.5 min]

Loop 2 - stringvox_lo - Suite Autumn (Part 4)

Start - player enters the room that overlooks and has ramps down to the flood cutscene room
Stops (fade out 3 w/ proper outro) - player approaching the door that leads to the flood cutscene [timeout 2.5 min]
[not implemented] - in front of the door to the first lift (presumably triggering on the return trip)

x50_music01 - Lament for Pvt. Jenkins (Edit w/ Taiko and FX) [does not loop]

Start - flood cutscene: start

x50_music02 - Shreddin' [does not loop]

Start - flood cutscene: just over 5 sec into the start of the jenkins tape, shortly before the dialogue start
Stops - end of the pelican section of jenkins tape

x50_music03 - Suite Autumn (Part 3) (Edit w/ FX) [does not loop]

Start - flood cutscene: after jenkins tape

Loop 3 - string_low1 / nightmare_perc - Suite Autumn (Intro) / Devils… Monsters… (Perc)

Start (string_low1) - after less than 10 of the second batch of infection forms remain [timeout 15 sec after 20 remain]
Alt Start (nightmare_perc) (fade between 3) - after less than 10 of the third batch of infection forms remain [timeout 15 sec after 20 remain]
Alt Stop (fade between 3) - [called after loop stop]
Stops - player is about to exit the room that overlooks the floor cutscene room [timeout 2.5 min, reset on alt trigger]

Loop 4 - strnglp1 - Lament for Pvt. Jenkins

Start - player returns to the lift and activates it
Stops - 15 seconds after lift crashes down [timeout 2.5 min]

Loop 5 - nightmare - Devils… Monsters… [does not loop]

Start - player has activated the second lift
Stops - player is in the upper level connection between the big room after the second lift and the room on the far lever (will have to get to the room from the lower level to get to the upper connection) [timeout 2.5 min]

Loop 6 - stringvox_hi / rhythm2 - Suite Autumn (Part 3) / The Long Run

Start (stringvox_hi) - player is in the connection to the big room before the final lift
Alt Start (rhythm2) (fade between 4) - player has activated the light bridge in the big room
Stops - player has activated the third lift to come down to them [timeout 2.5 min, reset on alt trigger]

Loop 7 - iron_novox - Gun Pointed At the Head of the Universe (No Vocals)

Start - player has left the structure or after echo-419 says to go to the forerunner tower for pickup
Stops (fade out 6) - shortly after the player is near the forerunner tower [timeout 2.5 min]
[not implemented] - same as regular stop, but several seconds earlier

c10_extraction_music - Suite Autumn (Part 4) [does not loop]

Start - outro cutscene: just after start

spooky3_c10 [unused loop] - spooky3 - Library Suite (Part 2)

Start (fade in 2) - ???
Stops - ???




The Library

c20_insertion_music - Dust and Echoes (Part 1) [does not loop]

Start - intro cutscene: start

Loop 1 - spooky5 / nightmare_perc - Library Suite (Part 4) / Devils… Monsters… (Perc)

Start 1 (spooky5)- after insertion cutscene
Alt Start (nightmare_perc) (fade between 3) - either player is passing through the first spoke (what I'm calling the parts where the ground path narrows down, in this case it's where spark is hovering) on the first level, can see the carrier form that spawns (on the other side of the tube wall that you spawn next to), or is in the area where said carrier spawns
Alt Stop (fade between 3) - after passing through the second spoke on the first level, there are no more bad guys around or projectiles in the air etc. [timeout 30 sec]
Stops 1 - the door on the first floor is mostly open
Start 2 (spooky5) - 50 seconds after loop 2 stops
Stops 2 - after going through the second door on the second floor, player goes to the dead end on the left (trigger is where the spoke things are)
Start 3 (spooky5) - 30 seconds after loop 3 stops
Stops 3 - turning right after the first door on the third floor, player is passing by the second spoke on this path before the next turn

Loop 2 - spooky4 / rhythm2b - Library Suite (Part 3) / The Long Run (Dub)

Start (spooky4) - after the first door, player is about to enter the first section with the watery glowy panels on the walls
[not implemented] - a few seconds before where loop 4's first alt start is
Alt Start (rhythm2b) (fade between 3) - player is at the first door on the second floor, right as their given the objective to hold position
Stops - the door is opening

Loop 3 - nightmare2 / spooky1 - Trace Amounts / Truth and Reconciliation Suite (Part 3)

Start (nightmare2) - player is near the exit of the first tunnel
[not implemented] - during when spark is mentioning that the floor are repairing the autumn
Alt Start (spooky1) (fade between 3) - player is approaching the first door on the third floor
Stops - door begins to open
[not implemented] - would've been when the first door on the fourth floor is opening

Loop 4 - spooky3 / nightmare - Library Suite (Part 2) / Devils… Monsters…

Start (spooky3) - entering the next watery glowy panels area after the third loop 1 stop
[not implemented] - player is passing by the final spoke before the last door on the fourth floor
Alt Start 1 (nightmare) (fade between 5) - in front of the last door on the third floor, after changing objective to hold
Alt Stop (fade between 5) - after the door is open, all the combat forms are dead [timeout 30 sec]
Alt Start 2 (nightmare) (fade between 5) - after the final door on ??the fourth floor opens a little bit, letting leaping combat forms through
Stops (fade out 5) - player(s) reaches end of level

c20_extraction_music - FX (sounds kinda like the intro to Broken Gates) / Dust and Echoes (Part 1) [does not loop]

Start - outro cutscene: start




Two Betrayals

c40_insertion_music01 - Enough Dead Heroes (Part 3 OST) / Ambient Wonder (Edit) [does not loop]

Start - intro cutscene: just after start

c40_insertion_music02 - string synth + deep reverb notes / Truth and Reconciliation Suite (Part 3 Edit) [does not loop]

Start - intro cutscene: after chief expresses surprise at cortana after she blasts spark

c40_insertion_music03 - Suite Autumn (Part 4) / FX [does not loop]

Start - intro cutscene: after cortana says "Left out that little detail did he?"

Loop 1 - rhythm1 - Perilous Journey

Start- after intro cutscene
Stops - player has activate the door out of the core room [timeout 5 min]

Loop 2 - misc/open2b - Truth and Reconciliation Suite (Part 1 wo/ Intro) [does not loop]

Start - door to outside begins to open
Stops - after moving outside, as cortana starts talking about talking about the pulse generators [timeout 5 min]

Loop 3 - rr2cello - Rock Anthem for Saving the World (No Guitar)

Start (loops2) - player is one level from the ground in front of the control room
Stops - driver of the wraith in the area in front of the control room is dead [timeout 5 min]

Loop 4 - misc/open_fx - Truth and Reconciliation Suite (Part 1 Intro) [does not loop]

Start - player enters the banshee to fly up to the first pulse generator
Stops - player is approaching first pulse generator in banshee [timeout 5 min]

Loop 5 - strnglp2 - Suite Autumn (Part 1) [70% gain]

Start - player enters the center area of the first pulse generator room
Stops - player is approaching the exit of the first pulse generator room after disabling it, right before "Breaking Stuff to Look Tough" appears [timeout 5 min]

Loop 5.1 - jig_lp - Covenant Dance [80% gain]

Start - player exits the first hall and is just before the second room
Stops (fade out 6) - either all the covy in the second room are dead or player is has exited the second room and is approaching the first bridge [timeout 5 min]

Loop 6 - haloperc_alt - Halo (Perc + Qawwali)

Start - just after loop 5.1 stop
Stops (fade out 8) - towards the end of the bridge, shortly after the last of the flood jumpers [timeout 5 min]

Loop 7 - anfast_lp - On a Pale Horse [70% gain]

Start - door to the second bridge is opening
Alt Start (alt_loops) - player is at the center of the second bridge
Alt Stop - [called after loop stop]
Stops - just after going back inside after the second bridge [timeout 5 min, reset on alt trigger]

Loop 8 - spooky6 - Library Suite (Part 5)

Start - the first elevator is descending
Alt Start (alt_loops) - player is entering the sixth room (towards the end of the short entryway)
Alt Stop - [called after loop stop]
Stops - player has gone outside after the sixth room (just as cortana is saying let's take care of the next pulse generator) [timeout 5 min, reset on alt trigger]

Loop 9 - misc/slowstring - Opening Suite (Part 4 wo/ Intro) [70% gain] [does not loop]

Start - player gets in one of the two banshee below the second generator
Stops - player is entering the path to the second generator [timeout 5 min]

Loop 10 - rhythm2 - The Long Run

Start - player in the tunnel leading to the crevasse (just before the last turn to the door)
Stops - 10 sec after combat forms spawn when the player is near the end of the bridge over the crevasse [timeout 5 min]

Loop 10.1 - misc/night_trvl_lite - Under Cover of Night (No Perc) [75% gain] [does not loop]

Start - player is exiting the tunnel out of the crevasse, just as "Final Run" appears

Loop 10.2 - misc/night_trvl - Under Cover of Night [80% gain] [does not loop]

Start - 108 seconds after loop 10.1 starts

Loop 11 - nightmare_perc / nightmare - Devils… Monsters… (Perc) / Devils… Monsters…

Start (nightmare_perc) - player has moved into the third big battle area (trigger is about halfway past the rock ramp)
Alt Start (nightmare) - after enough covy have been killed (once less than 6 of the original squad (the 2 wraith pilots, 2 elites, 5 grunts, and 4 jackals) are left, which triggers another squad (elite commander, 1 jackal, 2 grunts, and a hunter pair) to spawn, alt trigger is once there's less than 6 of that squad left)
Alt Stop - [called after loop stop]
Stops - player is approaching the final generator room in a banshee
[backup] - all the covy reinforcements in the final big battle area (trigger doesn't count the initial squad or the stealth elites) and the sential guarding the third generator are all dead

c40_extraction_music - panning vocal drone / A Walk in the Woods (Edit) [does not loop]

Start - outro cutscene: start




Keyes

d20_insertion_music - Opening Suite (Parts 2+3 w/ Perc) [does not loop]

Start - intro cutscene: start

Loop 1 - spooky2 - Library Suite (Part 1)

Start- after passing by the first set of doors to either side, after cortana loses the captain's signal
[not implemented] - startup
Alt Start (alt_loops) - after coming across the hole and cortana saying they need to look somewhere else
Stops (fade out 4 w/ outro) - player jumps down into hole, just before the fall cutscene

d20_fall_music - string stinger 3 / Halo (Perc + Qawwali Edit) [does not loop]

Start - fall cutscene: just after start

Loop 2 - misc_loops/spooky_detail2 / strnglp3 - silence with frequent spooky strings / Suite Autumn (Part 2)

Start (spooky_detail2) - droping down after the u-shaped area (with the turret at the start)
Alt Start (strnglp3 fade between 4) - approaching the grav lift area
Stops (fade out 4) - player is standing in the grav lift and no covy area (wait 3 seconds, just before lift cutscene)

d20_lift_music - drone [does not loop]

Start - lift cutscene: start

Loop 3 - string_low1 / nightmare3 - Suite Autumn (Intro) / What Once Was Lost [80% gain]

Start (string_low1) - just before the door to the muster bay
Alt Start (nightmare3 fade between 4) - after the amount of non-swarm flood in the muster bay is less than or equal to 2, player is on the ground level of the bay [timeout 30 sec] (this is the queue for a new wave of flood to spawn)
Stops - just before the player has to drop down a grating

Loop 4 - iron_lp - Gun Pointed At the Head of the Universe [80% gain]

Start - after cortana says "He’s delerious, in pain! We have to find him!"
Stops (fade out 6) - going up the last hallway before the right turn to the door to the third level of the shuttle bay [timeout 4 min]
[backup] - approaching the door to the hallway that have the last battle before reaching the control room (I would guess this could be triggered legitmately by skipping to the third floor somehow)

Loop 5 - strnglp3 / strnglp1 - Suite Autumn (Part 2) / Lament for Pvt. Jenkins [80% gain]

Start (strnglp3) - after cortana tells the chief to hurry
Alt Start (strnglp1 fade between 4) - player is entering the control room
Stops - player is on the platform with flood-keyes and there are no flood in the control room (just before captain cutscene)

d20_captain_music - Dust and Echoes (Part 1 Reversed) [does not loop]

Start - captain cutscene: start

Loop 5.1 - strnglp2 / nightmare_perc - Suite Autumn (Part 1) / Devils… Monsters… (Perc)

Start (strnglp2) - after cortana says we need to find a ride out of here
Alt Start (nightmare_perc fade between 4) - player is about to exit the control room
Stops - player has exited the hallway next to the control room (where the last battle before getting there took place)

Loop 6 - halo_origwguit - Strung (Less Looped) [stops previous music]

Start - once both banshees and the spirit dropship finish their arrival animations
Stops (fade out 6) - outro cutscene: just before the fade to black




The Maw

d40_insertion_music - The Maw [does not loop]

Start - intro cutscene: start

Loop 1 - stringvox_lo / perc - Suite Autumn (Part 4) / Drumrun

Start (stringvox_lo) - after cutscene
Alt Start (perc fade between 8) - after the tunnels, at the second right corner (the next corner is where the flood break down a door)
Alt Stop (fade between 8) - last corner before the door to the hallway in front of the cafeteria
Stops - after both hunters in the cafeteria area are dead

Loop 1.1 - strnglp3 - Suite Autumn (Part 2)

Start - all covy before and in the cafeteria are dead
Alt Start [not implemented] - specop elite on the bridge notices player
Stops (fade out 5) - as the bridge cutscene is about to begin

d40_bridge_music01 - string and vocal piece / Enough Dead Heroes (Part 1 into Part 4 edit Alt Mix) [does not loop]

Start - bridge cutscene: start

d40_bridge_music02 - Enough Dead Heroes (Part 2 Edit) [does not loop]

Start - bridge cutscene: cut to chief with his grenade

Loop 1.2 - perc - Drumrun

Start - has exited the bridge after the bridge cutscene (trigger is in the corner out)
Stops - exiting the hallway section with another hunter pair

Loop 1.3 - nightmare - Devils… Monsters…

Start - player is at the back end of the cyro bay
Stops - player is approaching the tunnels after the cyro bay

Loop 2 - spooky1 / nightmare_perc - Truth and Reconciliation Suite (Part 3) / Devils… Monsters… (Perc) [stops previous music]

Start (spooky1) - player is about to enter the armory
Alt Start (nightmare_perc fade between 2) - in the armory, after the stealth combat form is dead, either the next wave of floor is at 70% strength or player has left the armory and is back where the doors to the engine room are
Stops - either all the armory flood are dead or player has left the armory and is back where the entry to the path to the engine room are

Loop 3 - string_low1 / jig_lp - Suite Autumn (Intro) / Covenant Dance [stops previous music]

Start (string_low1) - on the path to the engine room (the corner just before the path splits), right as "Light Fuse, Run Away" is about to show
Alt Start (jig_lp fade between 5) - after whenever flood spawns in the hallway between floors in the engine room (the actual trigging has a lot of things to it, all I'll add for now is that it only does it on the upper ones unless you're playing on legendary)
Alt Stop (fade between 5) - whenever the conditions for the alt start are not met
Stops (fade out 5) - after the player opens the first manifold and cortana says we have a straight shot into the fusion reactor

Loop 4 - spooky4 / iron_novox - Library Suite (Part 3) / Gun Pointed At the Head of the Universe (No Vocals) [stops previous music]

Start (spooky4) - after the player opens the first manifold and cortana says we have a straight shot into the fusion reactor
Alt Start (iron_novox fade between 5) - one reactor destroyed
Stops (fade out 5) - opening the next manifold after destroying 2 reactors

Loop 5 - stringvox_hi / rhythm2a - Suite Autumn (Part 3) / The Long Run (No Keyboard) [stops previous music]

Start (stringvox_hi) - opening the next manifold after destroying 2 reactors
Alt Start (rhythm2a fade between 8) - all reactors destroyed
Stops (fade out 8) - player is on the elevator

Loop 6 - string_low2 - Suite Autumn (Transition: Part 3→4) [80% gain] [stops previous music]

Start - player is on the elevator
Stops - player has entered the warthog bay

Loop 7 - perc / misc/string_idea - Drumrun / Dust and Echoes (Part 3 wo/ Intro)

Start - player has entered the warthog bay
Alt Start (string_idea fade between 6) - player is at the echo-419 pick-up point, just as cortana is about to tell you to stop
Stops (fade out 6) - either as cortana is saying that echo-419 is gone (either the animation of her getting shot down has played or player has continued into the tunnel ahead) or time runs out in the warthog run

Loop 8 - misc/long - Truth and Reconciliation Suite (Part 2)

Start - as cortana is saying that echo-419 is gone (either the animation of her getting shot down has played or player has continued into the tunnel ahead)
Stops - either player has reached the longsword (ending the mission) or time runs out in the warthog run

d40_lose_music - Opening Suite (Part 4 w/ FX Edit) [does not loop]

Start - time runs out in the warthog run

Loop 9 - cstrng3 - string stinger 3 [does not loop]

Start - player makes leap of faith...

x70_music - Dust and Echoes (OST) [does not loop]

Start - final cutscene




Unused loops