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This page lists the various music tracks and stingers heard in Deadlock.
Title Menu Music
Music heard in the main menu.
| Track Name | Audio | Notes |
|---|---|---|
| Title Menu Loop | File:Music title.mp3 | The title menu theme |
Hideout Music
Music heard in the Hideout.
| Track Name | Audio | Notes |
|---|---|---|
| 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. |
| 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:
|
| Matchmaking Search | File:Music hideout search.mp3 | Replaces the main ambient music while the player is searching for a match. |
In-Match Music
Music heard while playing in a match.
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 |
|---|---|---|
| Hotel | Looping tracks heard near the hotel building in Blue lane. |
Event Stingers
Short musical cues that play in response to specific game events.
Match Flow
| Music Cue | Audio | Notes |
|---|---|---|
| Match Countdown | Plays during the countdown before a match begins and while players are ziplining into their lanes. | |
| 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. |
Seasonal Music
Music used only during seasonal events.
Winter event
| Track | Audio |
|---|---|
| Main menu | File:Music menu lp winter.mp3 |
| Standard shop | |
| Secret shop |
Unused Music
The following music files exist in the game files, but are not currently used in gameplay:
| Intended Purpose | Audio |
|---|---|
| Alternate standard shop music track | |
| Ambient Choir music | |
| Ambient Waltz music | |
| Old Main Menu Loop | |
| 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 |
Trivia
- 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]
References
- ↑ 2025-07-28 - Email from Mike Morasky - "it wasn't me or anyone else you might normally guess"
- ↑ 2024-10-23 - Mike Morasky on X - "I am not responsible for the music in deadlock"