Music: Difference between revisions

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street brawl overtime music
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| Removed in the [[Update:January_22,_2026|Old Gods, New Blood]] update
| Removed in the [[Update:January_22,_2026|Old Gods, New Blood]] update
|-
|-
| Overtime
| Street Brawl: Overtime
| [[File:Music brawl overtime 95bpm.mp3]]
| [[File:Music brawl overtime 95bpm.mp3]]
| Played when the Street Brawl round went in overtime.
| Played when the round went in overtime.
| Removed in the [[Update:February 12, 2026|Apollo - A Cut Above]] update
| Removed in the [[Update:February 12, 2026|Apollo - A Cut Above]] update
|}
|}

Revision as of 23:54, 15 February 2026

This page lists the various music tracks and stingers heard in Deadlock.

Composer

The music for Deadlock was composed by a member of the development team who wishes to remain anonymous for the time being. In a private email, Valve composer Mike Morasky explained that the composer will likely take credit at a future date and confirmed it was not him or "anyone else you might normally guess."[1] Morasky had also previously denied his involvement publicly on X (formerly Twitter).[2]

Title Menu

Music heard in the main menu.

Track Name Audio Notes Update Added
Title Menu Loop File:Music title.mp3 The title menu theme Six New Heroes

Hideout

Music and stingers heard in the Hideout.

Track Name Audio Notes Update Added
Title Screen Transition File:Music hideout build.mp3 A short track that plays for about 5 seconds after leaving the title screen, transitioning into the main hideout music. Six New Heroes
Main Hideout Loop Base:
File:Music hideout play base.mp3
FX:
File:Music hideout play base fx.mp3
Low:
File:Music hideout play low.mp3
High:
File:Music hideout play high.mp3
This is the main ambient music of the Hideout, designed as a dynamic track that comes from the central Play Terminal. It is composed of four distinct layers that are mixed together in real-time based on the player's actions:
  • Proximity: The overall volume and intensity of the music increase as the player moves closer to the Play Terminal.
  • Facing Direction: The volume of the atmospheric FX layer is loudest when the player is looking directly at the terminal.
  • In-Menu Mix: When the Play Terminal menu is open, the mix changes to emphasize the 'Low' layer, with the 'Base' and 'FX' layers in the background, while the 'High' melody is muted.
  • Inactivity: The music fades to a minimum background volume if the player remains idle (AFK).
Matchmaking Search Start:
File:Music hideout search.mp3
Wait:
Replaces the main ambient music while the player is searching for a match. The starting music plays once and the waiting music loops after.
Rem's Room A song that plays from a record in Rem's secret room in the Hideout. Rem Enters The City That Never Sleeps

Standard Match

Music and stingers heard while playing in a standard match.
Some of these audios may also be heard in other gamemodes.

Pre-Match Music

Tracks that play before and into the start of a match.

Music Cue Audio Notes Update Added
Intro Hero Flourish Plays upon showing the selected hero's flashcard when loaded into the match. Old Gods, New Blood
Connecting to Match Plays while the game waits for players to load into the match.
Team Introduction The Hidden King

The Archmother
Plays when the game introduces the player's team Patron and sends all heroes out on Ziplines.

Shop Music

Ambient music that plays when visiting shops on the map.

Shop Type Audio Notes
Standard Music played from standard shops
Secret Music played from the two secret shops on the map

Situational Loops

Tracks that play during specific high-stakes moments.

Music Cue Audio Notes
Team attacking base Song that plays when a team is attacking the other team's base and the Patron is in its weakened state.

Ambient Map Music

Music from environmental objects and locations.

Music Source Audio Notes
Sinner's Sacrifice Plays on loop from Sinner's Sacrifice's

Building Ambience

Location Audio Notes Update Added
The Baroness Hotel
Looping tracks heard near The Baroness Hotel building in Blue lane. Six New Heroes
Ambient Waltz music Looping track heard in the greenhouse building behind Sapphire's Green Walker.

Event Stingers

Short musical cues that play in response to specific game events.

Match Flow

Music Cue Audio Notes
Victory Plays at the end of the game after a win.
Defeat Plays at the end of the game after a loss.

Combat & Player Events

Music Cue Audio Notes
First Blood Plays when the first kill of the match occurs.
Player Death Plays when the player character dies.
Player Respawn Plays when the player character respawns.
Respawn Countdown Plays during the final ~7 seconds of the player's respawn timer.
Killstreak (Generic) A generic stinger for achieving a killstreak.
Killstreaks (1-10)
Stingers that play for each kill in a killstreak, from 1 to 10 kills. The intensity increases with each stinger.

Objective & Map Events

Music Cue Audio Notes
Guardian/Walker Destroyed Plays when a Guardian or Walker is destroyed.
Shrine Destroyed Plays when a Shrine is destroyed.
Patron Defeated (Stage 1) Plays when the first stage of the Patron is defeated.
Soul Urn Delivered Plays when the Soul Urn is successfully delivered to its drop-off point.
Mid-Boss Arrived Plays when Mid Boss spawns.
Carrying Soul Urn A looping track that plays while a player is carrying the Soul Urn.

Rejuvenator Event Stingers

Music Cue Audio Notes
Rejuvenator Drop Plays when the Rejuvenator drops after Mid-Boss kill.
Rejuvenator Secured Plays when your team secures the Rejuvenator.
Rejuvenator Lost Plays when the enemy team secures the Rejuvenator.

Post-Match Music

Tracks that play after the end of a match.

Music Cue Audio Notes Update Added
Post-Game Scoring Music that plays when the game returns the player to the lobby after a match and shows its post-game scoring page. Old Gods, New Blood

Street Brawl

Music heard while playing in a Street Brawl match.
Street Brawl additionally borrows some stingers and music from the Standard gamemode, such as combat events, player events, and building ambience.

Pre-Match Music

Tracks that play before and into the start of a match.

Music Cue Audio Notes Update Added
Team Introduction Plays when the game introduces the player's team Patron and begins the first round of item drafting. Old Gods, New Blood

Match Flow

Tracks that play before and into the start of a match.

Music Cue Audio Notes Update Added
Item Drafting General:

Low Time:
Music that plays while players are selecting their randomized items. Once there are 15 or less seconds remaining, the music switches to the low time version. Old Gods, New Blood
Round Start Round 1:

Round 2:

Round 3:

Round 4:

Round 5:
Music that plays when a round starts and players are sent out on Ziplines. Each round has its own unique stinger, enough for all 5 possible rounds.
Round Victory Plays when a singular round is won.
Round Loss Plays when a singular round is lost.
Match Victory Plays when the entire match is won.
Match Loss Plays when the entire match is lost.
Overtime Plays when the round goes in overtime. Apollo - A Cut Above

Seasonal

Music used only during seasonal events.

Winter Events

Track Audio
Main menu File:Music menu lp winter.mp3
Standard shop
Secret shop

Retired Music

The following music files have been used in past updates, but have since been superseded or retired:

Standard Match

Music Cue Audio Notes Update Removed
Old Main Menu Loop A shorter version of this song was used for Match Countdown. Removed in the Six New Heroes update
Match Flow: Match Countdown Played during an older-lobby countdown to the start of the match and continued into the players' first ziplining. Removed in the Old Gods, New Blood update
Street Brawl: Overtime Played when the round went in overtime. Removed in the Apollo - A Cut Above update

Unused Music

The following music files exist in the game files, but are not currently used in gameplay:

Intended Purpose Audio Notes Update Added
Standard Match "King Start" A variant of The Hidden King's introduction stinger that is not used in-game. There is no Archmother variant. Old Gods, New Blood
Alternate standard shop music track
Ambient Choir music
Rejuvenator drop variant (6.5 second version)
Rejuvenator drop variant (7.5 second version)
Rejuvenator drop variant (8 second version)
Rejuvenator drop variant (9 second version)
Teleporter music

References

  1. 2025-07-28 - Email from Mike Morasky - "it wasn't me or anyone else you might normally guess"
  2. 2024-10-23 - Mike Morasky on X - "I am not responsible for the music in deadlock"