This page lists the various music tracks and stingers heard in Deadlock.
Music heard in the main menu.
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:
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
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.
Building Ambience
Location
Audio
Notes
The Baroness Hotel
Looping tracks heard near The Baroness Hotel building in Blue lane .
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
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
Unused Music
The following music files exist in the game files, but are not currently used in gameplay:
Intended Purpose
Audio
Notes
Alternate standard shop music track
Ambient Choir music
Ambient Waltz music
Old Main Menu Loop
A shorter version of this song is used for Match Countdown.
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