the cutting room mirror

EuroSound Notes

This article has a talk page!This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Disney Universe/March 28, 2012.

Inside the Audio folder of Bin_XE lies these build notes available as an HTML file. They contain an insight into the making of the audio. Any typos present were done by the developers. This is the most finalized version of the EuroSound notes that is known of for this game. Development seems to have begun in late 2009.

EuroSound Binary Release Notes#


Release notes for Publish on 26/Oct/11 14:52:02 Published by alexanderw (Data Version: 42, Publish Version: 255, Output Version: 273897)

By: alexanderw 26/Oct/11 14:50:58

Nightmare DLC turned off in the main output profile. Expect a seperate publish of Nightmare on the PC to follow.

Release notes for Publish on 26/Oct/11 12:26:59 Published by alexanderw (Data Version: 42, Publish Version: 254, Output Version: 273818)

By: alexanderw 26/Oct/11 12:25:59

Main output profile with Nightmare DLC enabled.

By: jimc 06/Oct/11 18:00:12

Updated Nightmare Hub Music Multi

By: guyc 06/Oct/11 09:35:05

Added Nightmare before Christmas challenge music.

By: jimc 05/Oct/11 16:20:02

Updated Music_Zone Spreadsheet

By: jimc 05/Oct/11 16:17:58

Added BoogieMan Boogie music proper
Plus BoogieMan Boogie Boss version

Release notes for Publish on 05/Oct/11 14:39:15 Published by alexanderw (Data Version: 42, Publish Version: 251, Output Version: 272700)

By: alexanderw 05/Oct/11 14:34:34

Nightmare Challenge Music.

By: jimc 04/Oct/11 11:09:28

Added Music - Boogieman Boogie Test

By: jeremyc 04/Oct/11 09:17:28

First Nightmare sfx

Release notes for Publish on 29/Sep/11 12:22:26 Published by steved (Data Version: 42, Publish Version: 248, Output Version: 272479)

By: steved 29/Sep/11 12:20:52

DEMO Profile changes: Added Podium SBank. Removed Speech pertaining to Prerendered CSs. Removed Suitup Podium Mix. Hub Fanfare Mfx is used there.

By: alexanderw 28/Sep/11 13:46:00

DEMO Profile, added more streams that are needed for the game.

By: jimc 28/Sep/11 10:28:41

Created new music uids for the 3 Nightmare levels plus corresponding boss & frontend player uids
updated music spreadsheet with correct music data etc

Two new Nightmare music tracks created & added to the project

Release notes for Publish on 06/Sep/11 10:22:53 Published by alexanderw (Data Version: 42, Publish Version: 244, Output Version: 268672)

By: alexanderw 05/Sep/11 15:33:17

Helper arrows have their volume muted when they are not being rendered to screen. Fixes DIS bug #7758.

Release notes for Publish on 02/Sep/11 16:04:19 Published by sarahs (Data Version: 42, Publish Version: 243, Output Version: 268581)

By: alexanderw 02/Sep/11 15:56:01

Wii powerup fix.

By: alexanderw 01/Sep/11 14:36:30

Debug prints turned off.

Release notes for Publish on 01/Sep/11 09:55:04 Published by jeremyc (Data Version: 42, Publish Version: 242, Output Version: 266174)

By: jimc 31/Aug/11 15:25:08

Re-worked 'Suited & Booted' as a sound-a-like

Release notes for Publish on 30/Aug/11 21:28:42 Published by alexanderw (Data Version: 42, Publish Version: 241, Output Version: 265522)

By: jimc 30/Aug/11 17:39:36

General Music Balance Tweaks

By: alexanderw 30/Aug/11 16:45:45

Challenge music on all platforms is now 2ch rather than 4ch. This should help ensure challenge music plays on the next-gen platforms.

By: sarahs 30/Aug/11 16:31:43

Removed extra streams from Wall-E 2-1 and burned robot arm SFX into the ambience to attempt to ease the stream count as it was causing challenge music to go missing.

By: jimc 30/Aug/11 14:38:40

created SFX_GEN_CHALLENGE_SPARKLE
Updated Challenge Intro/Outro's SFX

By: alexanderw 30/Aug/11 14:03:28

Added GiddyUp fodder VO to fix some bug I can't remember the number for.

Release notes for Publish on 29/Aug/11 18:19:09 Published by alexanderw (Data Version: 42, Publish Version: 240, Output Version: 264726)

No release notes for this Publish

Release notes for Publish on 27/Aug/11 18:31:58 Published by alexanderw (Data Version: 42, Publish Version: 239, Output Version: 264144)

By: alexanderw 27/Aug/11 18:31:01

Partial fix towards enemy sounds not working (but you won't hear any difference yet).

By: alexanderw 27/Aug/11 11:26:32

Pirates 1-3 fire extinguish sound louder by request of Kelvin.

Release notes for Publish on 26/Aug/11 20:59:44 Published by alexanderw (Data Version: 42, Publish Version: 238, Output Version: 263811)

By: sarahs 26/Aug/11 20:25:56

Fix for present opening sounds on Alice 1-3 as per Eurobrats bug.

Jez has fixed the bouncy ball powerup (yay thanks Jez).

Lots of fixes for LionKing 1 and 2 where sounds had gone missing.

Lots of fixes for Monsters 3-1 where sounds had gone missing.

By: sarahs 26/Aug/11 13:49:26

Updated SFX for Ragdoll Rescue Challenge.

Updated SFX for Bomb Blast Challenge.

Updated SFX for Angry Anvils Challenge.

Release notes for Publish on 25/Aug/11 17:55:09 Published by alexanderw (Data Version: 42, Publish Version: 237, Output Version: 262253)

By: sarahs 25/Aug/11 17:22:34

More Lionking 3-1 and 3-2 fixes.

By: jimc 25/Aug/11 16:51:48

Added New Level Exit Teleport Sound

By: steved 25/Aug/11 16:17:12

! Cutscene Wavs have 160ms added to the start to compensate for an internal sync problem n the depths of the engine. Though we could have fixed this with code, on balance, we felt it was best to fix via data, so Bond didn't have to take the code patch.

Front end logos are here:
UI_LoadingScreen_Centre.elx
UI_LanguageSelect.elx
SCR_SplashScreen_TitleScreen

NOTE Don;t waster an hour being fooled in to thinking the Resource next to the Splash Screen is the one you need to output. It is in HUB. !

By: jeremyc 25/Aug/11 14:36:43

DUC_LIONKINGPIPES ducking group created - lion king pipe sounds taken out of SAFE and put into this new group, which is ducked by SAFE, and nothing else.

This fixes an issue where the lion king organ sounds would overwhelm the level end music and sfx.

By: jimc 25/Aug/11 14:30:38

Re-worked coin pickup sounds big & massive
& coinsuck big & massive

By: steved 25/Aug/11 09:12:49

At some point, tweety birds got added to Alice 2.1 Intro. Added the sounds.

By: steved 25/Aug/11 08:28:00

Fixed Mute sound in Lion King Intro CS 3.1 by putting the sound in MIX_SFX_HUD_PAUSE_SAFE

Release notes for Publish on 24/Aug/11 21:01:38 Published by steved (Data Version: 42, Publish Version: 236, Output Version: 261295)

By: steved 24/Aug/11 20:53:52

Sounds added for Minions in Credits.

By: sarahs 24/Aug/11 16:49:26

Loads more fixes for Lionking 3-1.

By: jimc 24/Aug/11 15:45:18

Added Queen Appear Fanfare - Virual sound depending on level (keys C and Dminor)

By: sarahs 24/Aug/11 12:21:48

Created CUL_CONTEXT_PLR_PUSH_NSV and set up Push and Push_CH NSV to cull against each other.

By: sarahs 24/Aug/11 12:01:26

Tweaks to player Push_CH and Slippery VO so trigger chances are lower to make them less annoying.

By: sarahs 24/Aug/11 11:48:22

Sorted out Buoy SFX for Lionking 3-1.

Release notes for Publish on 24/Aug/11 10:06:57 Published by jimc (Data Version: 42, Publish Version: 235, Output Version: 260305)

By: sarahs 23/Aug/11 17:47:34

Lots of fixes and updates for Lionking 3-1 SFX.

By: sarahs 23/Aug/11 15:45:04

More scream variation for Monsters. Added to scream canister connect SFX so it will play a scream whenever you insert a canister.

By: jimc 23/Aug/11 15:32:14

Created 4 new intro sting UIDS and added 1-5 rotation to Level Spreadsheet
Only 2 has a longer delay set ATM

By: jimc 23/Aug/11 15:30:51

Re-worked Physics Bomb rolling sounds

By: sarahs 23/Aug/11 14:48:12

Updated PA announcements on Wall-E Level 1 to meet legal requirements.

By: alexanderw 23/Aug/11 14:02:57

Fix for Fanfare sounds not working.

By: alexanderw 23/Aug/11 11:03:39

Updated NSV TakeHit culling actions. Priority is now important for these sounds.

By: steved 23/Aug/11 07:27:46

Announcements now in their own Dusker group DUC_VO_ANNOUNCEMENTS, which duck everything else bar Front end sounds.

Release notes for Publish on 22/Aug/11 21:04:34 Published by alexanderw (Data Version: 42, Publish Version: 234, Output Version: 258901)

By: alexanderw 22/Aug/11 21:03:33

Fixed cutscene not having SFX the first time around.

By: sarahs 22/Aug/11 17:53:39

Added geyser platform impacts on Lionking 3-2.

By: alexanderw 22/Aug/11 17:30:13

Buildables now have breaking sounds and hit sounds.

By: jimc 22/Aug/11 16:55:32

Added Alt mini Boss track for WallE where Suited & Booted is the level music
Added Rumble mini Boss track to Lionking
Added Prodigy mini Boss track to Aladdin

By: sarahs 22/Aug/11 16:36:41

Updated Volcano SFX for Lionking 3-2.

By: steved 22/Aug/11 13:38:06

Tweaks to hub sounds for cubes.

By: jimc 22/Aug/11 13:21:06

more hot lava action - 3-1/3-2

By: sarahs 22/Aug/11 12:13:47

Fixed SFX for cake slice on Alice 1-3. Fixes bug 3719.

By: alexanderw 20/Aug/11 16:20:59

Added Skyblast sounds

By: jimc 20/Aug/11 14:55:31

Finally got the LK 3 geysers sorted out. All working now.

Release notes for Publish on 20/Aug/11 11:19:13 Published by jimc (Data Version: 42, Publish Version: 233, Output Version: 257565)

By: jimc 20/Aug/11 11:18:15

Disabled DLC From Output Profile to enable a clean publish!!!

By: alexanderw 19/Aug/11 20:55:46

More challenge SFX.

By: jimc 19/Aug/11 17:54:35

Endless Rotatosnake (TM) fun

By: sarahs 19/Aug/11 17:48:02

Sounds for Hot Coals challenge added

By: steved 19/Aug/11 16:21:14

Chopped Vic's line

"Yes, I knew you'd stay" / CUT / "We''ll free all the others....bla bla bla..."

All Langs.

By: steved 19/Aug/11 13:41:59

Fixed a problem with Ident tunes I spotted that caused WallE Ident track not to play.

Release notes for Publish on 19/Aug/11 09:04:09 Published by Job Server (Data Version: 42, Publish Version: 232, Output Version: 256675)

By: alexanderw 18/Aug/11 21:00:39

Even more robust mix-group sets at the end of level loading (put in if satements).

By: jeremyc 18/Aug/11 20:19:52

Filled missing alice and walle breakables

By: sarahs 18/Aug/11 18:03:37

Electric Storm SFX fixed on challenge mode.

By: jimc 18/Aug/11 17:33:53

Lots of Lionking Lava/Geyser 3-2 changes

Release notes for Publish on 18/Aug/11 16:39:23 Published by markt (Data Version: 42, Publish Version: 231, Output Version: 256093)

By: markt 18/Aug/11 16:38:31

TEST DLC for nightmare before Christmas

By: steved 18/Aug/11 16:15:52

500ms Pre Sample delay added to Viewer Mfxs so they start cleanly and don't overlap the scroll Sfx.

By: sarahs 18/Aug/11 16:05:53

Updated moving platform SFX on Lionking 3-2.

By: alexanderw 18/Aug/11 11:07:28

Removed smaller objective arro gamevars, controllers and removed the sound from any group.

By: jimc 18/Aug/11 09:40:30

Changes to Monsters 2-2 Bridge_Down

By: alexanderw 17/Aug/11 19:58:43

Checkpoint chase sounds done, Uses event script to count up the checkpoint gates.

Release notes for Publish on 17/Aug/11 16:38:01 Published by alexanderw (Data Version: 42, Publish Version: 230, Output Version: 255202)

By: steved 17/Aug/11 16:35:10

All Level Intro Cutscenes have been resynced to latest playblasts. All google eyed now.

By: jimc 17/Aug/11 15:40:28

New Snow Cone sounds that follow them across the map when they are scattered

By: sarahs 17/Aug/11 15:30:59

Updated sheep and zebra NPCs and created slam hashcodes.

By: jimc 17/Aug/11 15:01:15

Fixed Bulldog Boss Intro CS bug

By: alexanderw 17/Aug/11 14:58:06

Added Objective Arrow sounds.

By: sarahs 17/Aug/11 14:34:14

Sounds added to cannons when moving and added Happy player NSV to interactions when riding cannon.

By: sarahs 17/Aug/11 11:43:36

Increased volume and radius of Furnace SFX on walle 2-3.

Release notes for Publish on 16/Aug/11 20:18:59 Published by alexanderw (Data Version: 42, Publish Version: 229, Output Version: 254265)

By: alexanderw 16/Aug/11 20:17:06

Bombhead fuse radius bigger so it can be heard when enemies have it in challenges.

By: alexanderw 16/Aug/11 20:16:07

Event pausing implimented in Pause on/off scripts.

By: alexanderw 16/Aug/11 20:14:30

Multi-player poweup cube shorter radius, quieter, lower ducker priority.

By: sarahs 16/Aug/11 17:40:06

Updated SFX for WallBridge movements on Lionking 3-2.

By: steved 16/Aug/11 17:20:21

Updated UI Nav sounds for Pause, Move up/down Select/Deselect.

Added Text box sound to Confirm you want to quite window in Pause Menu.

Changed name of EVT_ON_SIGN_IN_SCREEN to EVT_ON_SIGN_IN_CHANGE_RESTART, as that is where Dave will put the event. (It is the only point he knows this has happened).

By: jimc 16/Aug/11 16:38:18

Re-worked Alice RollerBall sound & created new controller - PROP_ROLLINGBALL

By: sarahs 16/Aug/11 16:33:35

Updated SFX for Bridge on LionKing 3-2.

By: jimc 16/Aug/11 14:37:24

Added Organ Lights SFX for Alice 3-2

By: jimc 16/Aug/11 14:04:45

Added Alice Organ 'Lights' sounds re: Pete's request

By: jimc 16/Aug/11 12:45:03

Made changes to the Music_Zone spreadsheet to allow for Ship Battle music in 2-3 ( and possibly other levels)

Release notes for Publish on 15/Aug/11 18:50:52 Published by alexanderw (Data Version: 42, Publish Version: 228, Output Version: 253448)

By: alexanderw 15/Aug/11 18:45:17

Most gameflow mix-group stuff sorted. Need Kev patch to fix event pausing. Need Loading tip events to properly sort sounds out while loading.

By: sarahs 15/Aug/11 17:57:25

Updated SFX for Geysers on Pirates 3-3 to fix bug 4068.

By: sarahs 15/Aug/11 16:57:44

Added SFX for sinking enemy landing ships on Pirates 1-3.

Added SFX when enemy landing ships launch on Pirates 1-3.

By: jeremyc 15/Aug/11 16:23:47

Fixed missing bandersnatch sfx

By: sarahs 15/Aug/11 12:08:59

Added EMT_PIRATES_L01_A03_LARGE_FIRE and EMT_PIRATES_L01_A03_SMALL_FIRE to Pirates 1-3 for burning buildings. Added extinguish SFX for when fires are put out by the player.

By: alexanderw 12/Aug/11 18:01:12

Disabled the loading of the Frontend_Gen soundbank.

By: sarahs 12/Aug/11 17:36:16

Added bouncepad SFX to Alice 1-3.

By: alexanderw 12/Aug/11 17:33:23

All events called from other events start within TAG_EVT_ALL_ACTIVE_FROM_AUDIO.

By: jimc 12/Aug/11 17:17:39

Bodge- set volume to 0 - fix for Teleport_Door_Out playing late

By: alexanderw 12/Aug/11 17:14:56

Test sounds now in MASTER_SFX. Test and Maiden specific mix groups now deleted.

By: jimc 12/Aug/11 17:07:44

Fixed Weller Boss bug -now switches to Alice House

By: alexanderw 12/Aug/11 16:59:58

More players adjust the in-game-mix to favour level sounds.

By: alexanderw 12/Aug/11 16:13:35

Removed a load of audio events that don't do anything.

By: steved 12/Aug/11 11:01:04

Added Stop SFX_HUB_DU_LOGO to fix overlap and audio corruption on Boot of Wii. (Movie plays while Logo stream is finishing off). Alt location for this might be Landguage Select Event.

By: steved 12/Aug/11 10:35:02

Set Pause to same level as HUB_SELECT and HUB_DESELECT. They all use the same sample. Need to be same vol,

Set the sounds for menus to Pause Safe Mixgroup. Some were paused and therefore missing during in game pause options menu.

By: sarahs 11/Aug/11 17:43:11

Added more SFX to crocodile trapdoor on Pirates 1-2.

By: sarahs 11/Aug/11 17:41:05

Added break sounds to keycard cage on Monsters 1-1. Needs checking in.

By: sarahs 11/Aug/11 17:28:03

Added SFX for crocodile on Pirates 1-2. Needs checking in.

By: steved 11/Aug/11 17:21:01

Tweaked Hex voice process. Eq to give better clarity, and fixed auto trims so reverberation finishes properly.

Changed Pause Mix group to take SFx Slider setting to fix bug.


By: jimc 11/Aug/11 16:01:15

Added Geyser and Bone Organ sounds to Lionking L02-A02

By: sarahs 11/Aug/11 15:09:54

Adjusted volume and radius of Wheel_Cage_Smash on Pirates 1-2 so you can hear it when shot with cannon.

By: sarahs 11/Aug/11 15:00:12

Fixed up timing for Tray broken robot sounds on Wall-E 3-2.

By: sarahs 11/Aug/11 14:41:09

Added forcefield sounds to Wall-E 3-1 and 3-2.

By: jimc 11/Aug/11 14:13:38

More Lionking Organ stuff

By: sarahs 11/Aug/11 12:09:02

Re-mixed Lido Deck ambience so now it is surround. 4CH and PLII mixes created.

By: sarahs 11/Aug/11 11:41:48

Added grunt SFX for trashcompactor bots on Wall-E when you feed them a trash cube.

By: sarahs 11/Aug/11 11:04:35

Added crank insert SFX to Wall-E 2-2.

Release notes for Publish on 10/Aug/11 21:22:21 Published by steved (Data Version: 42, Publish Version: 227, Output Version: 250731)

By: sarahs 10/Aug/11 21:17:56

Fix for Scarboss slam attack sounding weak and pathetic :D No longer.

By: alexanderw 10/Aug/11 21:07:33

All challenge soundbanks varified and triggered ready for SFX.

By: alexanderw 10/Aug/11 21:07:19

All combat animations, finishers, counters and effects have sound.

By: alexanderw 10/Aug/11 21:07:03

Added global Hex/Vic Sounds

By: sarahs 10/Aug/11 20:56:29

Created a new ducker group "DUC_MUSIC_HARD" .. this is for special cases and ducks music and ambience by 80.
Currently used on the Scar boss slam attack to give impact as it's seriously lacking.

By: sarahs 10/Aug/11 20:08:31

Added SFX for house doors open/close during target shooting fight.

Added SFX for enemies charging from doors during target shooting fight.

By: steved 10/Aug/11 19:34:29

Fixed a couple of things with sound in the 3D hub.

By: sarahs 10/Aug/11 19:30:59

Added SFX for flippy bridge panels on Monsters 2-3.

By: sarahs 10/Aug/11 19:03:44

Added lots of sounds to the shooting range boss on Monsters 2-3.

Brutes and Fodder now have death, takehit, taunt and throw VO.
Gong hit SFX for gongs.
Arcade Good/Bad SFX for gongs.
Target move SFX for gongs.
Coin spawn SFX for swag gongs.

By: steved 10/Aug/11 19:03:29

Added specific Uids for all the Viewer music for Adam to trigger.
Done Front DU end logo.
Updated CS sfx for ALA 5pin bowling to match latest version of the visuals.

By: jimc 10/Aug/11 18:25:18

Lots of Lava Geyser stuff for LionKing 2-3 level

By: sarahs 10/Aug/11 15:44:43

Added electrified doors SFX to hazard doors on Monsters 1-3.

By: sarahs 10/Aug/11 15:03:32

Monsters 1-3 changes:

Doors now play a sound when entering the room on rails.
Created level specific SFX for door rails animations.
Created level specific SFX for pneumatic tube animations and tidied up.
Created SFX for automoving doors.
Added warning siren when doors appear.

By: jimc 10/Aug/11 12:01:08

Made some changes to the Lantern sound on Monsters Ice levels to reflect changing vfx

By: steved 10/Aug/11 11:49:30

CS sfx tracks flagged Instant Pause.

By: jimc 10/Aug/11 11:31:30

Finally got the Ice Vents working correctly in Monsters 2-1 /2-3

Release notes for Publish on 10/Aug/11 07:13:02 Published by steved (Data Version: 42, Publish Version: 226, Output Version: 249694)

By: steved 10/Aug/11 07:12:16

New Voice processing for Vic

By: sarahs 09/Aug/11 20:14:36

Removed rogue looping sound from Monsters 1-3 as it was stuck on throughout entire level. Possibly went unnoticed as could've been mistaken for ambience but pretty offensive sound. Better now!

By: sarahs 09/Aug/11 20:13:50

Added extra SFX for platform movements on Monsters 1-3.

By: sarahs 09/Aug/11 20:13:20

Removed unnecessary SFX from Monsters 1-3.

Tidied up triggering on Monsters 1-3 and created unique sounds instead of borrowing SFX with incorrect settings from other levels. Updated timelines to match.

By: sarahs 09/Aug/11 19:20:50

Updated spawner tube SFX on Wall-e 2-3.

By: sarahs 09/Aug/11 18:13:58

Created MONSTERS_L03_A03_BUTTON_PLATFORM_MOVE to be triggered up on the button activated platform on Monsters 3-3 once triggering is done design side. This is to remind me!

By: sarahs 09/Aug/11 17:51:28

Added door smash SFX to Monsters 3-3 for bombable doors.

Added door rail movement SFX to Monsters 3-3 bombable doors and grabbable doors.

Added new countdown SFX to Monsters 3-3 traffic light sequence and barrier gates.

By: jimc 09/Aug/11 17:35:31

Weapons Rack To Rotating Swords - Aladdin 3-2

By: sarahs 09/Aug/11 16:46:58

Yet more stuff for monsters 3-3 boss. Tweaks to CAT tables, new projectile SFX etc.

Added door shred SFX to conveyer belt door carts on Monsters 3-3.

By: sarahs 09/Aug/11 15:31:52

Removed unused SFX from Monsters 3-3 banks.

Added freeze SFX to Monsters 3-3 boss fight when large snow projectiles hit the floor.

By: sarahs 09/Aug/11 15:31:13

Added projectile SFX to Monsters 3-3 boss.
Added evil door loop SFX to Monsters 3-3 boss.
Added projectile land SFX to Monsters 3-3 boss.

Release notes for Publish on 09/Aug/11 09:01:44 Published by steved (Data Version: 42, Publish Version: 225, Output Version: 247987)

By: steved 09/Aug/11 09:00:53

Have started Wii optimisations for Audio data. Powerups done.

By: sarahs 08/Aug/11 21:08:37

New floorbracket SFX for monsters 3-3 boss.

By: sarahs 08/Aug/11 21:08:26

New charge SFX for Monsters 3-3 boss door.
Powerdown/Up SFX for Mosnters 3-3 boss door.

By: sarahs 08/Aug/11 20:20:57

Added lots of new movement sounds etc to the Monsters 3-3 door boss.

By: steved 08/Aug/11 18:50:13

Sorted out the podium sounds as best I could. The camera stuff for the ranking is all a bit of a mystery, as the timeline that should control this is not in a resource. So the following sounds need coding:

when the Camera Pans on each player (not rank) I need it trigger:

SFX_HUD_PODIUM_PLAYER1_CELEBRATE
SFX_HUD_PODIUM_PLAYER2_CELEBRATE
SFX_HUD_PODIUM_PLAYER3_CELEBRATE
Or...
SFX_HUD_PODIUM_PLAYER4_CELEBRATE

When it pans on the Rank 1 (winner), it needs to trigger....

SFX_HUD_PODIUM_CROWD_CHEER

By: jimc 08/Aug/11 17:57:07

BULLDOG_HITSCREEN

By: jimc 08/Aug/11 13:02:39

Added Monsters Ice Blast Loop & New OSC_EMT_ICEBLAST

By: steved 08/Aug/11 09:02:47

Vics briefing now ducks all other sounds, and his second line will cull the first.

Release notes for Publish on 07/Aug/11 18:01:37 Published by alexanderw (Data Version: 42, Publish Version: 224, Output Version: 245828)

By: alexanderw 07/Aug/11 17:42:27

Added fire slam attack extra bits... not sure if it's triggering correctly...

By: alexanderw 07/Aug/11 16:39:50

Added fire hit sounds.

By: alexanderw 07/Aug/11 15:13:40

Removed Single & Multiplayer soundbanks as it wasn't really saving any memory.

By: alexanderw 07/Aug/11 14:33:41

Sorted out placeholder hashcodes for the other pickups.

By: alexanderw 07/Aug/11 14:33:24

Added Magic Hit Sounds.

By: alexanderw 06/Aug/11 18:22:59

Player weapon electricity hit effects.

By: alexanderw 06/Aug/11 18:22:47

Brute intro

By: sarahs 06/Aug/11 13:55:09

Added Barrel Cannon SFX to Lionking 3-3.

By: sarahs 06/Aug/11 13:48:32

Added SimbaTrain whistle SFX when "board the train" text appears on screen on Lionking 3-3.

By: sarahs 06/Aug/11 13:47:03

LionKing 3-3:

- Added snap SFX for track piece at level start
- Added plant grow SFX
- Added spinner rotate SFX for rotating track pieces
- Added spinner rotate complete SFX for rotating track pieces
- Added spinner rotate disappear SFX
- Added Target appear/disappear SFX for popup animal targets
- Fixed a bug where Scar would continue to laugh if you killed him halfway through a slam attack
- Removed unnecessary SFX from sound bank to free up memory
- Added Target break SFX for animal targets

Release notes for Publish on 05/Aug/11 18:35:53 Published by steved (Data Version: 42, Publish Version: 223, Output Version: 244782)

By: steved 05/Aug/11 18:28:55

Redone all the front end (as in Hub) sound triggering. What a nightmare. Requires some Coded sounds (Left Right Up downs etc) which are missing all over the place. Tom aware. Podium next when it is finalised.

By: sarahs 05/Aug/11 18:22:29

Added laugh loop to Scarboss on Lionking 3-3 when he is charging up to do a slam attack.
Set up using culling to end this laugh loop when he slams succesfully or fails to slam. Please listen out for this laugh loop getting stuck on... hopefully it never will!

By: sarahs 05/Aug/11 17:54:21

New charge sound for central mouth cannon on Scarboss.

By: alexanderw 05/Aug/11 17:14:16

Generic buildable soudns now in, in the generic bank and removed from the area banks.

By: sarahs 05/Aug/11 17:11:08

Lots of new vocal SFX for the Scar Boss on Lionking 3-3.

New cannonball explode SFX on Lionking 3-3 as the regular sound was too offensive to be played so frequently.

By: jimc 05/Aug/11 12:26:46

Added sound for Falling debris/dust in Aladdin levels

By: jimc 05/Aug/11 11:36:31

Magic Homing Hit and Projectile FX (Gen - Lvl3 Magic)

By: jimc 05/Aug/11 09:57:58

Created new UID/zone for Aladdin end boss 'end' with a mix of the stinger and the Aladdin L02 Exit music

Release notes for Publish on 05/Aug/11 06:31:01 Published by steved (Data Version: 42, Publish Version: 222, Output Version: 243796)

By: sarahs 04/Aug/11 21:08:06

Added 1st pass mechanical and attack SFX for SCAR boss on LionKing 3-3.
Needs a VO pass next.

By: steved 04/Aug/11 19:23:56

All In Game Localised VO now balanced. Swedish in particular was all over the place. Main Boosts to French Norwegian. Most other lang had tweaks.

By: steved 04/Aug/11 18:23:52

Sound resynced with a new version of CS_PIR_L1 intro from cutscene team.

By: steved 04/Aug/11 17:53:09

New aladdin boss music. Added MFX_DU_ALADDIN_BATTLE_FINGERED
It has keyed off release element. Replicate in MFX_DU_ALADDIN_L3_A3 if you want to use that hashcode. The Sting exists on its own as well here:
MFX_DU_ALADDIN_BATTLE_FINGERED_END_STING

By: alexanderw 04/Aug/11 17:49:34

The four chosen voice profiles are now setup:

Voice Profile soundbanks deleted

Voice Profile soundbank slots deleted

The four chosen voice profiles are now loaded into the generic bank.

By: alexanderw 04/Aug/11 16:10:30

Spawner engine now driven by head hight above ground (actually, earthed-datum).

By: alexanderw 04/Aug/11 14:59:37

Reworked boss music flow.

By: sarahs 04/Aug/11 11:25:16

Added SFX to spinner paddles that you shoot to open the exit gate.

By: jimc 04/Aug/11 11:22:15

Created New 'MiniBoss' Edits of IP tunes & populated Boss zone in spreadsheet

By: alexanderw 03/Aug/11 21:09:25

Added (almost) all spawner sounds, not triggered in timelines yet.

By: sarahs 03/Aug/11 20:13:31

Added reverb to Pirates 1-1.

By: sarahs 03/Aug/11 19:57:39

Added SFX for flippy bridge platforms in Pirates 1-1.

Added SFX for flippy bridge platform breakable in Pirates 1-1.

By: sarahs 03/Aug/11 18:25:51

New shiny bridge up and down SFX for Pirates 1-2.

By: steved 03/Aug/11 17:51:10

SFX_VOX_INT_BRIEFING added

By: sarahs 03/Aug/11 15:46:13

Tidied up soundbank for Pirates 1-2.. loads more memory.

By: sarahs 03/Aug/11 15:34:30

Tidied up soundbank for Pirates 1-1.. loads more memory.

By: steved 03/Aug/11 15:19:52

Done a new music track for Aladdin 2.3 "Urban Sprawl"

By: sarahs 03/Aug/11 15:15:16

Reduced volume of wooden breakables by 10%.

By: alexanderw 03/Aug/11 14:44:55

Challenge soundbanks now have a sensible ammount of memory, which means we can start loading in sounds.

By: alexanderw 03/Aug/11 14:30:20

Ball fodder now in the generic bank only.

By: sarahs 03/Aug/11 14:11:07

Added RotatingBlockade SFX for the central bridge on LionKing 2-2.

Release notes for Publish on 03/Aug/11 08:52:09 Published by markt (Data Version: 42, Publish Version: 221, Output Version: 240341)

By: markt 03/Aug/11 08:51:21

v13 Filelists.

By: alexanderw 02/Aug/11 21:01:50

Made a Start on Spawner SFX...

By: sarahs 02/Aug/11 18:53:28

Added SFX for Reveille platform on Lionking 2-2.

By: steved 02/Aug/11 18:11:33

Updated Size Counts Vocal and added alt starts.

By: sarahs 02/Aug/11 18:04:31

1st pass sfx added for flippy platforms on the LionKing 2-2.

By: sarahs 02/Aug/11 17:57:41

Added SFX for flame emitter on LionKing 2-2.

By: jimc 02/Aug/11 17:48:22

Pickup Socket - Lever - added to LionKing 2-1

By: jimc 02/Aug/11 17:04:51

Monsters Snow Cannon

By: alexanderw 02/Aug/11 16:49:10

Ray gun sounds now work. :)

By: jimc 02/Aug/11 16:27:58

Monsters 2-2 Bridge

By: jimc 02/Aug/11 16:03:20

swapped out Buy&Large Funk (Human Mix) for Buy & Large Funk (CPU Mix)

By: alexanderw 02/Aug/11 15:57:16

All powerup raygun wavs are now done. Waiting on a Morph bug fix before I can set up the sounds.

By: jimc 02/Aug/11 15:42:27

Added Monsters Ice Melt

By: steved 02/Aug/11 15:20:21

Buy n Large joy vocals replaced.

By: sarahs 02/Aug/11 11:45:47

Added SFX for Static Snake Skull in LionKing 2-1.

Release notes for Publish on 02/Aug/11 10:56:33 Published by alexanderw (Data Version: 42, Publish Version: 220, Output Version: 239121)

By: alexanderw 02/Aug/11 10:55:43

Added EVT_AUDIO_ENGINE_RESTART_INITIATE to stop all sounds.

Release notes for Publish on 01/Aug/11 20:56:03 Published by alexanderw (Data Version: 42, Publish Version: 219, Output Version: 239071)

By: alexanderw 01/Aug/11 20:41:48

Arcade cabinate spawn sound 1st pass.

By: alexanderw 01/Aug/11 20:36:50

Added/updated Fodder construction sounds (probably needs a publish to check).

By: alexanderw 01/Aug/11 20:36:25

Added the Plasma Gun Sounds.

By: alexanderw 01/Aug/11 20:36:17

Added placeholder sounds for all laser guns.

By: alexanderw 01/Aug/11 20:36:04

Added Shield and Electric Shield sounds.

By: steved 01/Aug/11 20:35:56

Updated Size Counts Music track with vocal synth BnL chorus line.

By: sarahs 01/Aug/11 17:18:16

Emitters and reverbs added to LionKing level 2, all areas.

By: sarahs 01/Aug/11 14:33:16

Added SFX for Front Moving Platform on the Lionking 2-1.

By: sarahs 01/Aug/11 12:29:22

Falling Platform SFX added to LionKing 2-3.

By: jimc 01/Aug/11 12:23:38

Populated Bulldog miniboss

By: steved 01/Aug/11 12:20:03

Intro Cutscene PIR L2 re-synced with latest anim updates.

By: alexanderw 01/Aug/11 10:56:15

Added SFX_OBJ_CONSTRUCTION_START_SOUND which will get triggered in a sub-scheme and play when an enemy starts to build a buildable.

By: sarahs 29/Jul/11 17:27:54

New plant grow SFX.. short, medium and long sounds created more appropriate to animation lengths. Added to soundbanks.

By: jimc 29/Jul/11 16:12:21

Sorted Out Slam Attack Upgrades - Created new Lv2 & 3 FX (Fire & Sparkle)

By: sarahs 29/Jul/11 15:41:25

New cliff extrusion SFX for the stone bridge on Lionking L01_A03.

By: sarahs 29/Jul/11 14:19:05

New WoodenGate sounds for the LionKing levels.

Release notes for Publish on 29/Jul/11 12:24:33 Published by kevs (Data Version: 42, Publish Version: 218, Output Version: 237502)

By: kevs 29/Jul/11 12:23:49

New v42 audio data.

By: sarahs 29/Jul/11 12:09:11

Updated LIONKING_GEN_BURNINGBUSH with new wavs with low end EQ'd out.

By: jimc 29/Jul/11 11:10:46

WALLE 3-3 Boss Music triggered up

By: sarahs 29/Jul/11 10:25:35

Reduced volume of treasure chest reward SFX as they were overpowering.

Trimmed the start off the help arrow main SFX to make it less annoying.

Added missing NPC animal sounds to Lion King areas.

Release notes for Publish on 28/Jul/11 20:57:48 Published by steved (Data Version: 41, Publish Version: 217, Output Version: 237345)

By: steved 28/Jul/11 20:54:30

WallE L3 Intro Cutscene done. Thats all the Intro Cutscene sound done. Unless the anims change.

Release notes for Publish on 28/Jul/11 19:16:44 Published by jeremyc (Data Version: 41, Publish Version: 216, Output Version: 237285)

By: steved 28/Jul/11 18:18:43

Pirate L03 CS done (Plank)

By: sarahs 28/Jul/11 18:07:52

Placeholder Donkey attack sounds in. Need stylising with human vocals more to match other animals.

By: sarahs 28/Jul/11 17:49:19

Triggered Donkey foley sounds on the new Zebra animations. Zebra is a new NPC animal with new animations, not a skinned version of the Donkey as previously thought.
Created GRP_NPC_ZEBRA.

By: jeremyc 28/Jul/11 17:35:43

Assorted Alice level specific fixes

By: sarahs 28/Jul/11 17:07:59

Added Pig SFX to Warthog animations in EL4. For levels with the Warthog in, just add GRP_NPC_PIG to the bank and that will cover it.

By: sarahs 28/Jul/11 16:38:08

Made LionKing Extruding Platform SFX generic and applied to all LionKing extruding platform timelines and updated old timelines in EL4.

By: sarahs 28/Jul/11 16:14:21

Added Extruding Platform SFX to LionKing 1-1.

By: sarahs 28/Jul/11 15:24:33

Added 1st pass Punch (boxing glove) sounds to the LionKing 3-3 Simba Train.

Release notes for Publish on 27/Jul/11 21:15:27 Published by steved (Data Version: 41, Publish Version: 215, Output Version: 236780)

By: steved 27/Jul/11 21:14:44

Done CS Brute Ballet.
Rejigged the CS music, to have one per CS. This is to allow instant start for release element to try and get synced key off working.

By: sarahs 27/Jul/11 20:57:08

Added SimbaTrain SFX to LionKing 3-3 - needs tweaking but at least it's in there now.

Created SIMBA_CANNON_FIRE for the Simba Train.. quieter cannon SFX and removed some of the harsher samples as the cannon is used so frequently on this level.

By: alexanderw 27/Jul/11 18:25:14

Added building cone sounds.

Construction dust loop now in the generic bank.

By: sarahs 27/Jul/11 18:03:27

Added SFX for trapdoor open/close in Pirates 3-3.

By: steved 27/Jul/11 17:01:18

CS Ala 2 Gone Lamping done.

By: sarahs 27/Jul/11 16:49:46

Removed loads of old construction sounds from the Soundbanks and removed all reference to them from Euroland4. This should free up some memory.
Deleted unused construction/barricade groups.

By: sarahs 27/Jul/11 16:25:48

Created OBJ_GEN_SPIKETRAP to go with nice shiny new generic Spiketrap timelines. Renamed wavs and hashcodes to be generic and removed/re-triggered sounds where necessary in Euroland 4.

Removed unnecessary SFX from soundbanks and added new spiketrap group to all area banks.

By: jimc 27/Jul/11 15:59:05

Aladdin Music Triggering Completed
Except 3-3 Boss

By: sarahs 27/Jul/11 15:45:06

Updated Pirateship Boss SFX and renamed to be generic. Updated in Euroland also.

By: sarahs 27/Jul/11 15:43:33

Updated Cannon SFX.. renamed wavs, hashcodes and groups to be generic and updated in Euroland.

Removed unused SFX from soundbanks to save memory and tidied up groups and content for cannon sounds.

By: jeremyc 27/Jul/11 15:20:58

Alice L02 Ambiences

Release notes for Publish on 27/Jul/11 12:33:04 Published by steved (Data Version: 41, Publish Version: 214, Output Version: 235827)

By: steved 27/Jul/11 12:32:18

Updated some Cutscene Sfx. Done WallE Dance flawed and Tic Tac.

By: sarahs 27/Jul/11 12:28:20

Added SFX for heartexplosions on Pirates 3-3.

By: alexanderw 27/Jul/11 09:36:01

Audio re-start events properly coded up now (I think).

Release notes for Publish on 26/Jul/11 21:01:29 Published by sarahs (Data Version: 41, Publish Version: 213, Output Version: 235639)

By: sarahs 26/Jul/11 20:54:34

Created:
OBJ_PIRATES_L03_CURSEDFIRE_STATUE_FLAME_BED
OBJ_PIRATES_L03_CURSEDFIRE_STATUE_FLAME_POPS

For zombie curse statue/holder timeline found here:
X:\DisneyUniverse\Assets\IP\PIR_Pirates\PIR_InteractiveObjects\PIR_TriggerObjects\PIR_L03_TriggerObjects\IO_PIR_L03_CursedFire\Timelines\IO_PIR_L03_CursedFire_Holder.elx

Needs curse specific wavs (using gen fire at the moment) but all triggered up.

By: sarahs 26/Jul/11 20:37:20

Added SFX for Pirates L03 coral when destroyed. Gen exp + Bubbles.

By: sarahs 26/Jul/11 20:12:35

Created EMT_GEN_WATER_LAP_GENTLE.wav. Can be used on similar watery areas throughout the game.

Triggered up on Pirates 3-3.

By: alexanderw 26/Jul/11 19:56:32

Added HelperArrow sounds.

By: sarahs 26/Jul/11 19:50:02

Created EMT_GEN_STREAM_TRICKLE.wav - this can be used for any similar streams throughout the game.
Triggered up on Pirates 3-3 map.

By: jeremyc 26/Jul/11 19:32:36

Alice floatings

By: sarahs 26/Jul/11 18:56:00

Added 1st pass SpikeBar sfx to Pirates 3-3 for the spears that descend when you pull the lever.

By: sarahs 26/Jul/11 17:26:29

Added mermaid splash to Pirates 3-3.

Added TearCup SFX to Pirates 3-3.

By: alexanderw 26/Jul/11 14:37:06

All MFX tracks now set Music = TRUE for TRC.

By: sarahs 26/Jul/11 12:23:44

Added mermaid intro, exit and takehits and sorted out volumes and radii.

By: steved 26/Jul/11 11:08:03

CS Mon3 Toilet humour

By: jimc 25/Jul/11 17:25:06

Added Monsters misc missing SFX

By: jimc 25/Jul/11 17:24:38

AladdinTrigger Overhaul - EuroSound side

By: sarahs 25/Jul/11 16:42:11

Added mermaid exerts, exhales, hums, kisses, screams, sighs and tail slams for Pirates 3-3.

By: alexanderw 25/Jul/11 16:39:52

Replaced the seagul "Mine" sound with a sound-alike.

By: alexanderw 25/Jul/11 12:17:21

Added slider 'Half square' sounds for the volume menu sliders.

By: alexanderw 25/Jul/11 12:14:10

Added placholder powerup off sounds.

By: steved 22/Jul/11 17:51:55

Balanced Russin Vic VO assets. Need to wizz through the other languages.

By: sarahs 22/Jul/11 16:07:59

Fixed a bug with Timed switch fanfare ON sound not always playing.

By: sarahs 22/Jul/11 16:05:09

Fixed a bug with the Timed Switch "ding" not always playing.

By: sarahs 22/Jul/11 14:32:00

Added Mermaid laughs for Pirates 3-3.

Release notes for Publish on 22/Jul/11 12:19:59 Published by alexanderw (Data Version: 41, Publish Version: 212, Output Version: 233670)

By: alexanderw 22/Jul/11 12:19:16

Added Portal Door Sounds.

By: sarahs 22/Jul/11 11:52:56

Added mermaid CRY sounds to Pirates 3-3.

By: alexanderw 22/Jul/11 11:51:59

Added EVT_ON_LANGUAGE_CHANGE to solve language loading/boot flow problems.

By: steved 22/Jul/11 09:57:09

Removed Vic pitch shift processing. It isn;t working. Makes him sound impersonal and iritating.

By: jeremyc 21/Jul/11 21:06:29

Alice gates sfx

By: jimc 21/Jul/11 17:29:29

Finished adding new music zone triggers to Monsters levels

By: steved 21/Jul/11 17:28:38

CS_ALA_L03_FivePinBowling done. Please try to avoid changing the anim for this one. Took ages to do the sound.

By: sarahs 21/Jul/11 16:39:53

Renamed Monsters_L01_A02 springpad sounds to be generic as these are a global sound.
Renamed to: OBJ_GEN_STATIONARY_BOUNCEPAD
Added to correct banks and updated timelines on EL4.

By: sarahs 21/Jul/11 16:24:13

Removed a rogue audio event node calling "EVT_MFX_ZONE_NEW" from all Trigger schemes as this was causing a music bug and interfering with audio gameflow.

By: sarahs 21/Jul/11 16:23:22

Fanfare added for moneyshaker.

By: sarahs 21/Jul/11 11:21:30

New sounds for MoneyShaker powerup. Drill, taps and humming. He's a happy fellow.

By: jeremyc 20/Jul/11 21:07:42

Missing Jafar Snake sfx added

By: steved 20/Jul/11 21:02:18

CS_PIR_L02_NEST
CS_LKG_L02_BONEDOG
CS_LKG_L03_FODDER_BLUES
CS_MON_L02_YELLOWSNOW
CS_ALI_L03_ARTATTACK
CS_ALI_L02_CHECKMATE

Sfx done. Sync issues still need to be addressed. With IanD atm.

By: sarahs 20/Jul/11 18:53:36

All powerup SFX added to MIX_SFX_POW.

By: sarahs 20/Jul/11 17:42:30

Created new soundbank and groups for MoneyShaker powerup.
Added to resource in game so it loads in using the autoslot system.

By: jimc 20/Jul/11 17:37:49

Added ice hits for ice levels - destructables etc

By: alexanderw 20/Jul/11 16:50:30

Level End event stops the area start events.

By: alexanderw 20/Jul/11 16:50:13

All area start events are single instance only.

Release notes for Publish on 20/Jul/11 16:05:43 Published by steved (Data Version: 41, Publish Version: 211, Output Version: 232353)

By: steved 20/Jul/11 16:04:54

Some test cutscene streams for IanD

By: sarahs 20/Jul/11 15:56:32

Fixed up the Button Timer fanfare:

New tick loop 30 frames long, tidied up.
New ding (microwave style) instead of previous ringing sfx on timer end.
Created GVR_TIMER_PERCENT and CON_TIMER_PERCENT to increase pitch after timer reaches 50%, scaled upwards until the time runs out.

By: jimc 20/Jul/11 12:20:08

created new scream canister release and land sounds for Mon 1-2

Release notes for Publish on 19/Jul/11 21:13:32 Published by alexanderw (Data Version: 41, Publish Version: 210, Output Version: 231696)

By: sarahs 19/Jul/11 21:11:06

Created groups for all 54 challenges and added to relevant banks.

By: sarahs 19/Jul/11 21:01:44

Created soundbanks for all 54 Challenges.

By: steved 19/Jul/11 18:42:32

LionKing L3 intro CS sound added.

By: alexanderw 19/Jul/11 17:39:29

Gameflow change so that Area 1, 2 and 3 descrimination is done through the Area Start events.

Area Start events are now called when gameplay starts, not when the Area loads.

By: sarahs 19/Jul/11 16:43:43

Tidied up the following powerups:

BouncyBall
DizzyControls
FatGuy
LightningStrike
MoneyMagnet
Snowman
Tornado

Removed unused wavs for the above powerups from the project and deleted unused sounds and groups.

By: sarahs 19/Jul/11 16:24:33

More variations created for Ice Cube freeze sounds.

By: sarahs 19/Jul/11 16:05:53

More variations created for Ice Cube break sounds.

By: sarahs 19/Jul/11 15:45:28

New snowman laser sounds.

By: steved 19/Jul/11 12:31:23

Added Italian, Dutch, Czech, Polish and Portuguese VO.

By: jimc 19/Jul/11 11:51:02

Added Falling Bomb Lands and Falls
Added Electricity FX for Mon1-3
Populated Mon 1 -2 with Arrow Button and Laser sounds

By: sarahs 19/Jul/11 11:47:11

New snowman powerup fanfare.

By: sarahs 19/Jul/11 11:32:32

Removed a load of unused stuff from Pirates 1-3 to free up memory.

Release notes for Publish on 19/Jul/11 10:00:39 Published by jimc (Data Version: 41, Publish Version: 209, Output Version: 229549)

By: jimc 18/Jul/11 17:41:38

Created two simple sounds for use with Snap To Rigid Body Events in MonstersInc when implemented

SFX_OBJ_MONSTERS_GEN_CANNISTER_CONNECT
SFX_OBJ_MONSTERS_GEN_DOOR_CONNECT


By: sarahs 18/Jul/11 16:58:21

Added Tornado Fanfare

By: sarahs 18/Jul/11 15:12:56

Added Dizzy Fanfare.
Dizzy walk animation footsteps added.

By: alexanderw 18/Jul/11 14:57:04

Removed references in Events to the "generic stinger" which was never used.

By: sarahs 18/Jul/11 14:41:09

Added Stunned_Muffled VOX to Dizzy powerup animations.

By: alexanderw 18/Jul/11 14:38:23

Updated EVT_ON_GAMEPLAY_START to only play the intro stinger if there wasn't a cutscene. It uses the global gamevar GVR_CUTSCENE_WAS_ACTIVE, which should have been set to TRUE in the preceeding cutscene.

By: alexanderw 18/Jul/11 14:21:29

Added Curse monkey run and jump sounds.

By: alexanderw 18/Jul/11 12:41:38

Fixed the level intro VO delay having become broken by the level start music stinger.

By: sarahs 18/Jul/11 12:37:13

Created new Stunned_Muffled SFX for player VO.

By: sarahs 18/Jul/11 12:37:02

Removed all reference to "In A Cup" in BnL announcements.

By: sarahs 18/Jul/11 12:03:15

Added BouncyBall Fanfare SFX.

By: sarahs 18/Jul/11 11:19:43

New FatGuy slam sound.

By: alexanderw 18/Jul/11 10:57:42

MFX_DU_GEN_SUITUP_HERE_WE_GO now plays at the start of all levels and is triggered fromthe GAMEPLAY_START event.

Release notes for Publish on 15/Jul/11 18:55:26 Published by alexanderw (Data Version: 41, Publish Version: 208, Output Version: 228494)

By: alexanderw 15/Jul/11 18:54:47

This will fix missing powerup collect sounds, shoudl another build be set off.

By: alexanderw 15/Jul/11 18:00:18

Implimented Single and Multiplayer soundbanks. This saves a tiny bit of memory from the Generic bank. And allows for slightly nicer sounds in single player mode.

By: jimc 15/Jul/11 17:52:15

Suit Up Loading Stems added
Fixed mix group issues with transition mfx sounds (now in music_level_transition grp)

Release notes for Publish on 15/Jul/11 17:36:18 Published by alexanderw (Data Version: 41, Publish Version: 207, Output Version: 228293)

By: steved 15/Jul/11 16:41:19

CS_ALI_L01_BubbleTrouble done.
CS_LKG_L01_Hakunamata done.

By: alexanderw 15/Jul/11 16:17:47

For the end of level gameflow, VO and Music, I've added:

End of A3 (end of a level):
EVT_Cube_Reveal
EVT_Cube_Smash

End of A1 & 2:
EVT_EXIT_DOOR_CLOSE
EVT_EXIT_DOOR_OPEN

By: sarahs 15/Jul/11 16:14:04

New FatGuy fanfare.

By: sarahs 15/Jul/11 15:10:21

Tidied up Lightning Strike powerup.

New lightning strike fanfare added.

By: jimc 15/Jul/11 14:34:54

Added Intro CS triggers
MFX & SFX
Just awaiting content wavs now

By: sarahs 15/Jul/11 13:53:31

Fix for Money Magnet powerup playing Medusa attack sound.
Added fanfares for Money Magnet powerup.

By: steved 15/Jul/11 10:55:32

EFGS Norweigen Russion and Swedish Languages Added

Release notes for Publish on 15/Jul/11 10:51:26 Published by jimc (Data Version: 41, Publish Version: 206, Output Version: 227794)

By: jimc 15/Jul/11 10:50:37

New' Suit Up' music edits added to game

By: jeremyc 14/Jul/11 20:31:18

Added missing power up fx

By: alexanderw 14/Jul/11 17:23:19

Added generic fanfare hashcodes to GENERIC bank.

By: alexanderw 14/Jul/11 16:20:24

All Boot SFX & NSV Added.

By: sarahs 14/Jul/11 15:36:02

Created SFX_VOX_HEX_LAUGH for individual use in levels as requested by Tom Smith.

By: sarahs 14/Jul/11 15:00:42

New spawn sound for BAD powerups.

By: alexanderw 14/Jul/11 13:57:36

EVT_ON_LEVEL_END:

Print "Starting EVT_ON_LEVEL_END"

StopSFX Tags.TAG_STATE_MFX_AMBIENT

// 1) STOP ALL POSSIBLE MUSIC STATES
StopSFX SoundOrTag = Tags.TAG_STATE_MFX_MINIGAME
StopSFX SoundOrTag = Sounds.MFX_STG_CHALLENGE_INTRO

// 2) FADE MUSIC OUT
StopGroup MixGroup = MixerGroups.MIX_MUSIC Time = 1500

By: alexanderw 14/Jul/11 12:25:30

EVT_MFX_ZONE_START_MINIGAME_ACTIVE, FAIL, etc now start their music in TAG_STATE_MFX_MINIGAME.

EVT_ON_LEVEL_END now stops the tag TAG_STATE_MFX_MINIGAME.

This shoudl fix bug 5512.

Release notes for Publish on 14/Jul/11 12:02:48 Published by alexanderw (Data Version: 41, Publish Version: 205, Output Version: 226953)

By: jeremyc 14/Jul/11 11:27:06

Missing Beehead music box and medusa powerup sfx

By: alexanderw 14/Jul/11 10:44:31

"WaitTime timeToWait" now autocalculated in EVT_ON_GAMEPLAY_START.

By: sarahs 13/Jul/11 15:23:39

Added ice crack SFX to Monsters. Fixes bug #3794.

By: alexanderw 12/Jul/11 17:42:43

Level intro VO timing tweak.

By: alexanderw 12/Jul/11 16:56:29

Tweaked intro gameflow events so the level music only plays on the fade up on a level and there is no music playing over cutscenes.

By: jeremyc 12/Jul/11 16:01:18

Scarabs grouped

By: jeremyc 12/Jul/11 15:00:48

Physics Rock

By: alexanderw 12/Jul/11 12:31:15

Boss music Intro events now work.

Release notes for Publish on 11/Jul/11 18:14:34 Published by alexanderw (Data Version: 41, Publish Version: 204, Output Version: 225322)

By: alexanderw 11/Jul/11 18:13:46

Tweak to Mini-Boss music/event system. Probably doesn't work yet. Need to test in build.

By: jeremyc 11/Jul/11 17:01:22

Aladdin Ruby sfx

By: jimc 11/Jul/11 15:31:43

Added correct Organ sounds to Lionking 2-2

By: sarahs 08/Jul/11 18:05:13

New seed insert sounds - first pass.

By: jeremyc 08/Jul/11 14:49:13

Aladdin 'onsand' physics

By: sarahs 08/Jul/11 14:16:27

New ambience for Wall-E 2-1.

By: sarahs 07/Jul/11 17:46:55

New ambience for Pirates 3-3.
New ambience for Walle 2-2.

Release notes for Publish on 07/Jul/11 17:32:07 Published by alexanderw (Data Version: 41, Publish Version: 203, Output Version: 224655)

By: alexanderw 07/Jul/11 17:31:25

Potential fix for Mark G's Wii crash bug.

No changes to Next-Gen data.

Release notes for Publish on 07/Jul/11 16:42:12 Published by steved (Data Version: 41, Publish Version: 202, Output Version: 224604)

By: jeremyc 07/Jul/11 15:57:25

Aladdin Columnwind

By: jeremyc 07/Jul/11 14:57:00

New Aladdin Sandtransforms sfx

Release notes for Publish on 07/Jul/11 12:43:39 Published by alexanderw (Data Version: 41, Publish Version: 201, Output Version: 224584)

By: alexanderw 07/Jul/11 12:37:40

Removed global culling group for each voice profile as now some SFX need more than 1 instance active at once.

(Note, should try to use context culling after today's build).

By: alexanderw 07/Jul/11 11:47:32

All NSV_PLR now +10 Master Volume (Except Select_Samples)

By: alexanderw 07/Jul/11 11:17:41

Mirth, 1 instance, StopOldest (used to be Reject new, like most NSV)

By: alexanderw 07/Jul/11 11:07:18

Stole 400K off the next gen AREA soundbank slot and added 100K each to the four VO slots.

By: alexanderw 07/Jul/11 11:06:21

Reinstated the special chicken sounds for the Player "Misch_02" Emote anim.

By: alexanderw 07/Jul/11 10:48:31

Sing, 1 instance, StopOldest (used to be Reject new, like most NSV)

By: alexanderw 07/Jul/11 10:39:04

Flagged Push_LP as Unstoppable = False too (oops).

By: jeremyc 07/Jul/11 10:36:34

New scarab sfx

By: alexanderw 07/Jul/11 10:32:49

All NSV_PLR sounds except Struggle_Lp and Select_Sample are now flagged "Unstoppable = True".

By: alexanderw 07/Jul/11 09:55:42

Stole 800K off the next gen GENERIC soundbank slot and added 200K each to the four VO slots.

By: alexanderw 06/Jul/11 20:56:05

Added Select Samples for the current set of Voice Profiles.

By: alexanderw 06/Jul/11 20:55:28

Added 7 new Voice Profiles to the virtual sounds list (they still need to be added to the soundbanks).

By: alexanderw 06/Jul/11 20:55:12

Added Three new nsv types: Slippery, Spun, Sing.

By: steved 05/Jul/11 18:40:29

Updated Pirates Reggae and Dripdrop Hiphop track mixes,

By: alexanderw 04/Jul/11 17:36:09

HEX/VIC IG (in-game) VO now has Master Volume of 70.

By: jimc 04/Jul/11 14:27:41

Added new music track - Monsters - Iffy Fingers

By: steved 04/Jul/11 10:48:57

Couple of tweaks to Hub multi mix. Added Midi file for beat info.

By: steved 01/Jul/11 18:30:48

Updated front end music multi so is no longer placehoder mix.

Release notes for Publish on 01/Jul/11 14:22:37 Published by steved (Data Version: 41, Publish Version: 200, Output Version: 223388)

By: sarahs 01/Jul/11 12:24:41

New Sea Wash emitter for Pirates L01_A03.

By: sarahs 01/Jul/11 11:32:43

New cleaner and more appropriate ambiences for Pirates Level 1 all areas.

By: steved 01/Jul/11 10:56:13

Front end music fixed. Requires game code change (GVR_HUB_MENU_NAME)

By: sarahs 30/Jun/11 16:21:09

Added Alice Hat fire SFX to all Alice levels to fix bugs 3993, 3996, 3812 and 3799.

By: jimc 30/Jun/11 16:19:13

Added bew music track - MonstersInc - The ScareFloor Skank
Re-jigged MonstersInc music triggering a bit

By: sarahs 30/Jun/11 14:23:50

New ambiences for Pirates L02_A01, L02_A02 and L02_A03.

By: alexanderw 29/Jun/11 14:40:08

All spawner vo complete.

Release notes for Publish on 27/Jun/11 19:13:46 Published by alexanderw (Data Version: 41, Publish Version: 199, Output Version: 222774)

By: alexanderw 27/Jun/11 17:11:17

All next-gen player NSV now have equivalents on the Wii (though most often with no variation). This should mean there are no gaps in Wii NSV.

Release notes for Publish on 27/Jun/11 16:43:29 Published by alexanderw (Data Version: 41, Publish Version: 198, Output Version: 222420)

By: alexanderw 27/Jun/11 16:37:49

Wii memory map re-jig:

Area sounbank loses memory to Generic Soundbank and Voice Profile.

Small remaining chunk left free to fix Project Details overflow bug.

By: alexanderw 27/Jun/11 16:12:02

JUMP removed from all VPs. Replaced with HUP.

Release notes for Publish on 27/Jun/11 14:35:50 Published by alexanderw (Data Version: 41, Publish Version: 197, Output Version: 222232)

By: alexanderw 27/Jun/11 14:35:06

Wii 8 channel multi-track fromtend music. It should now play music on the frontend...

Release notes for Publish on 24/Jun/11 15:59:36 Published by alexanderw (Data Version: 41, Publish Version: 196, Output Version: 192756)

By: alexanderw 24/Jun/11 15:40:43

Updated objective text popup sound to fit with the new slamming animation.

By: alexanderw 24/Jun/11 15:40:20

Added an even to play Level intro VO when NOT on Podium and Frontend and select against the presence of a trapped player.

By: alexanderw 24/Jun/11 15:39:30

Fiddling with VO profile events.

By: jeremyc 24/Jun/11 12:20:24

Changed portal exit sfx

Release notes for Publish on 23/Jun/11 21:46:43 Published by sarahs (Data Version: 41, Publish Version: 195, Output Version: 186193)

By: sarahs 23/Jun/11 21:37:06

Added NME Generic construction sounds to all levels.
Added NPC sounds to Pirates levels
Added Cannon sounds to all Pirates levels.
Added Historic Barricade sounds to all Pirates levels.
Added missing breakable SFX to Pirates levels.
Added Pirates turret SFX to Pirates levels.

By: sarahs 23/Jun/11 21:25:32

Added Slingshot Zapped SFX to Monsters 2-3.
Added Slingshot snowball SFX to Monsters 2-3.
Added Slingshot Turretbase SFX to Monsters 2-3.

By: sarahs 23/Jun/11 21:14:41

Removed old shield contact sounds.

By: alexanderw 23/Jun/11 21:09:07

Sorted out the grouping and triggerin of most of the in game VO.

Added VIC and HEX 1st pass processing.

Split in game Speech into stereo channels ready for a proper reverb announcer post-process effect.

Updated MiniGame events with new VO.

By: sarahs 23/Jun/11 20:53:15

Added snowball explode SFX to Monsters L02 banks.

Added Turret SFX to all Monsters Level banks.

Added Spiketrap SFX to all Monsters Level banks.

Added GiantFan SFX to all Monsters L02 banks.

By: sarahs 23/Jun/11 19:56:08

Added Lantern SFX to Monsters L02.

By: sarahs 23/Jun/11 19:26:24

Added ice break SFX to Monsters 2.

By: sarahs 23/Jun/11 16:14:41

Re-triggered door wall move sounds for intro of Monsters 3-3 boss.

By: jeremyc 23/Jun/11 15:49:29

Jez cutscenes first pass added

By: sarahs 23/Jun/11 15:25:32

Added SFX_SET_PIRATES_GEN_BOSS_SHIP_SINK to Pirates 1-3 and 2-3.

By: sarahs 23/Jun/11 15:01:05

Added Buzzsaw SFX to Monsters 3-3.

Added lots of new boss sounds to Monsters 3-3:
- Alarm sound effect (for when a faulty door becomes active and sets off the warning lights)
Attack sound effects:
- Falling swords/stalagmites
- Laser Beam Attack
- Snowball projectiles
- Cannonball projectiles
- Laser Ray Attack
- Lava Projectiles I've put a hazard sound in for the splats but these need nice new sounds so will have to wait until after Alpha
- Sound effect for when a door gets destroyed by the buzzsaw
- Sound when moving bracket left and right

Removed old door wall move sounds on 3-3 as no longer works with the new functionality of the boss.

Added duck vehicle SFX to Pirates 3-2.

By: sarahs 23/Jun/11 15:00:10

Added glass piping burst SFX to Monsters 3-3.

By: alexanderw 23/Jun/11 13:44:35

Speech soundbank now loads at game boot.

By: sarahs 22/Jun/11 19:44:15

Added missing breakable SFX to Monsters Level 2.

By: sarahs 22/Jun/11 19:31:59

Added 1st pass of Giant Fans for Monsters Level 2. Need more work.

By: alexanderw 22/Jun/11 19:06:41

Reinstated default voice for player one to get round improper game flow during development.

By: jimc 22/Jun/11 17:55:59

Remixed MFX_DU_LIONKING_TO_BE_KING_REG

By: sarahs 22/Jun/11 17:06:01

Added SFX for LionKing_L03_A01_LavaPlatformSinking

By: sarahs 22/Jun/11 16:36:25

Added placeholder rock destruct SFX to bullseye rockfaces on LionKing 3-1.

By: sarahs 22/Jun/11 16:32:36

Added motor SFX and cannon fire SFX to duck driveable.

Added LavaGeyser SFX to LionKing 3-1.

New Lava bubbles, steamhiss, lavajets SFX hashcodes created for the Lion King and triggered up with new more suitable parameters.

By: sarahs 22/Jun/11 11:43:51

Added bomb SFX to Lion King 2-2.

Release notes for Publish on 21/Jun/11 21:20:28 Published by sarahs (Data Version: 41, Publish Version: 194, Output Version: 168328)

By: sarahs 21/Jun/11 21:15:46

Added bleepy bits to SecurityBot-RedEye on Wall-E 3-2 when you shove a plant under it.

By: sarahs 21/Jun/11 20:52:40

Added Bridge SFX to Wall-E 3-2.

By: sarahs 21/Jun/11 18:25:52

Added SFX for lifts on Wall-E 2-3.

By: jeremyc 21/Jun/11 18:14:43

Bandersnatch first pass

By: jeremyc 21/Jun/11 18:12:35

New IP pickup fx

By: sarahs 21/Jun/11 17:19:38

Wall-E 2-3:

Added SFX for Furnace Doors.
Added SFX for trashcompactor spawn doors when released.
Added placeholder SFX for trashcompactor as he spawns.

By: sarahs 21/Jun/11 15:18:22

Wall-E 2-3:

Added Lever SFX
Added Cannon Fire SFX
Tweaks to crusher SFX volumes.
Moved crusher SFX to ducker group 07 as they were being ducked by enemy combat.
Added SFX for screen counter when largedoor (death door) lever is pulled.
Added SFX for largedoor (death door) when opened.
Added SFX for powerblock insert.
Added SFX for Furnace flames.
Removed old and redundant crusher sounds from furnace region.

By: jimc 21/Jun/11 14:45:00

Added Alt starts for B&L_Joy & Suited&Booted

By: jimc 21/Jun/11 14:27:28

Added new music track _BuyNLarge_Joy

By: sarahs 20/Jun/11 21:07:19

Added placeholder ambience to the Lion King areas 3-1, 3-2 and 3-3.

Triggered up PowerBlock insert sfx on Wall-E 2-2.

By: alexanderw 20/Jun/11 18:04:37

Updated intro cutscene lines to new shorter versions.

By: sarahs 20/Jun/11 15:45:38

Added SFX for teacup battle at the end of Alice L01_A03.

Added SFX for plate stack on Alice L01_A03.

By: sarahs 20/Jun/11 14:32:12

Added placeholder SFX for opening presents on Alice L01.

By: jimc 20/Jun/11 13:52:05

Added new Wall_E music for 2_02
"Suited and Booted"

By: jeremyc 20/Jun/11 12:45:41

WallE 1-3 End of level minigame

By: sarahs 20/Jun/11 12:20:39

Added SFX for heating up Tea Pots on Alice 1-3.

Release notes for Publish on 17/Jun/11 18:36:41 Published by alexanderw (Data Version: 41, Publish Version: 193, Output Version: 126992)

By: alexanderw 17/Jun/11 16:58:10

Added NSV_PLR_NEUTRAL01_SELECT_SAMPLES and NSV_PLR_BOYDEMO_SELECT_SAMPLES for testing the frontend player voice select.

Release notes for Publish on 17/Jun/11 15:29:24 Published by alexanderw (Data Version: 41, Publish Version: 192, Output Version: 125887)

By: alexanderw 17/Jun/11 15:22:32

Scripted up the EVT_VOICE_CHANGE event.

By: alexanderw 17/Jun/11 15:22:12

Removed default voice profile loading from EVT_ON_GAME_LOAD

By: alexanderw 17/Jun/11 15:07:03

Voice Profile slots are not longer auto-slots

By: alexanderw 17/Jun/11 15:01:09

Wii heap 1 memory now 7mb.

By: kevs 17/Jun/11 11:54:28

Xan - Wii 16 reduced to 12

By: jeremyc 16/Jun/11 18:54:59

Walle Sound verificatifying

By: sarahs 16/Jun/11 16:53:25

Alice 1-3 added Candle flame SFX and party streamer SFX.

By: jeremyc 16/Jun/11 16:19:14

Aladdin watertower and fountain

By: sarahs 16/Jun/11 15:49:26

LionKing 2-3 added SFX for Waterbombs, Growing Plants and Extruding Platforms.

By: sarahs 16/Jun/11 15:43:46

Lion King 2-2 added SFX for Waterbombs, growing plants, extruding platforms.

By: sarahs 16/Jun/11 15:23:08

LionKing 2-1 Extruding Platform SFX

Release notes for Publish on 16/Jun/11 12:45:05 Published by jeremyc (Data Version: 41, Publish Version: 191, Output Version: 124035)

By: jeremyc 16/Jun/11 12:15:48

Walle Powerblock sfx

By: sarahs 16/Jun/11 11:32:36

LionKing 2-1 Geyser SFX, leaf grow SFX and Falling Platform SFX.

Release notes for Publish on 16/Jun/11 10:08:23 Published by kevs (Data Version: 41, Publish Version: 190, Output Version: 123904)

By: kevs 16/Jun/11 10:07:39

New v41 audio data for engine 129.

By: jeremyc 15/Jun/11 16:57:21

Aladdin Firebreather

By: jeremyc 15/Jun/11 15:58:49

Aladdin Acrobat

By: sarahs 15/Jun/11 13:57:09

Added ratings sensitive sounds for CS_ALI_L02_CHECKMATE, CS_LKG_L01_HAKUNAMATATA and CS_MON_L01_BRUTEBALLET.

By: jeremyc 15/Jun/11 12:32:06

Assorted Aladdin level triggered sfx

By: jimc 15/Jun/11 11:52:16

switched LionKing MFX L03_A03 to Be Prepared - removed Trance track - generally switched Lionking music around a bit.

By: alexanderw 14/Jun/11 21:00:18

Added rating sesitive sounds for SFX_CUT_ALA_L02_GONELAMPING, SFX_CUT_ALA_L03_FIVEPINBOWLING, SFX_CUT_ALI_L03_ARTATTACK

By: jeremyc 13/Jun/11 12:18:03

Exit portal sfx added to generic soundbank (It's a stream)

By: alexanderw 10/Jun/11 11:24:23

Re-flagged the Generic Bank as COMMON, removed the VOX groups.

By: alexanderw 10/Jun/11 11:23:37

Added all VOX groups to SB_SPEECH.

By: alexanderw 10/Jun/11 11:22:18

Created a new SPEECH soundbank slot.

By: jeremyc 09/Jun/11 16:05:37

Level exit portal sfx controllers to music - level music now fades as the player approaches the exit portal.

Release notes for Publish on 09/Jun/11 15:38:37 Published by jeremyc (Data Version: 40, Publish Version: 189, Output Version: 123072)

By: jeremyc 09/Jun/11 15:37:48

First cutscene dialolgue added

By: jeremyc 07/Jun/11 18:12:45

Jabbewocky sounds added

By: sarahs 02/Jun/11 15:18:18

New ambs for Lion King Level 2.

By: jeremyc 01/Jun/11 17:03:26

Doorwasher startstop sfx

By: jeremyc 01/Jun/11 14:29:42

New medusa sfx

Release notes for Publish on 27/May/11 18:33:16 Published by sarahs (Data Version: 40, Publish Version: 188, Output Version: 122321)

By: sarahs 27/May/11 18:32:28

Button Timer volume increased.

Release notes for Publish on 27/May/11 16:40:03 Published by sarahs (Data Version: 40, Publish Version: 187, Output Version: 122264)

By: alexanderw 27/May/11 16:31:50

Doubled the radii on all bosses. As they're used in special areans now, it down's hurt that their sounds can be heard from further away.

By: sarahs 27/May/11 16:25:11

Added sheep to Alice 1-2 bank

By: sarahs 27/May/11 15:43:02

IP Collectable HUD sounds added

By: alexanderw 27/May/11 15:30:55

All boss NSV now in Ducker 13

By: sarahs 27/May/11 15:08:23

Cleaner Tick Loop.

By: alexanderw 27/May/11 14:36:08

Added Roto exert and Laugh sounds.

Release notes for Publish on 27/May/11 12:41:26 Published by steved (Data Version: 40, Publish Version: 186, Output Version: 122098)

By: sarahs 27/May/11 12:25:20

Fanfares for Timed button done.

By: steved 27/May/11 12:15:41

Fanfares for Weight Button done.

By: jeremyc 27/May/11 11:01:11

Monsters Pipingglass sfx

By: alexanderw 27/May/11 09:15:34

Increased Priority and volume on Roto's ball attack.

Release notes for Publish on 26/May/11 21:08:51 Published by alexanderw (Data Version: 40, Publish Version: 185, Output Version: 121824)

By: alexanderw 26/May/11 21:08:05

1st pass roto spin effects.

By: alexanderw 26/May/11 16:52:23

Added Roto intro, ball smash and short and long yoyo sounds.

Release notes for Publish on 26/May/11 16:34:46 Published by steved (Data Version: 40, Publish Version: 184, Output Version: 121381)

By: steved 26/May/11 16:16:38

Podium ambience conforms to key of music. Rolled off LF too. Added sounds for Banking points, Podium Icon sounds added and end of podium grade timelines have been triggered. Alice music changed for e3. But I have since emailed Iain to see if they would accept the music you hear on 3.1 which is an upbeat weller / beatles number.

By: jeremyc 26/May/11 13:49:17

Automusket setup

By: jeremyc 26/May/11 12:23:15

Medusa SFX

By: alexanderw 26/May/11 10:58:31

Fixed a bug where the pause menu had no SFX.

Release notes for Publish on 25/May/11 21:02:52 Published by alexanderw (Data Version: 40, Publish Version: 183, Output Version: 120902)

By: alexanderw 25/May/11 20:49:39

Added podium text and popup SFX.

By: jeremyc 25/May/11 18:04:34

Alice Flower regrow sfx

By: jeremyc 25/May/11 15:23:41

Alice hat slide physics sfx

By: sarahs 25/May/11 14:25:19

Added Pirates bomb sounds to Monsters as bombs have changed.

Release notes for Publish on 25/May/11 10:37:13 Published by jeremyc (Data Version: 40, Publish Version: 182, Output Version: 120603)

By: jeremyc 25/May/11 10:26:54

Monsters washer pitch down/up evts

Release notes for Publish on 25/May/11 09:13:13 Published by markt (Data Version: 40, Publish Version: 181, Output Version: 120544)

By: alexanderw 24/May/11 20:57:36

Added a future turret hit sound.

By: alexanderw 24/May/11 18:44:18

Fix for Roto loop bug.

By: alexanderw 24/May/11 18:44:07

Podium tweaks in audio data to reinstate the old podium stinger and fireworks.

By: jeremyc 24/May/11 14:36:17

Security panel sfx tweaked significantly.

By: alexanderw 24/May/11 14:14:04

Added Podium soundbanks.

By: alexanderw 24/May/11 10:56:46

Added seperate culling groups for each NME type. Please use these for new NSV (and create new groups for each new NME type).

By: alexanderw 23/May/11 17:56:47

Added ROTO soundbank and test spin attack sound.

By: sarahs 23/May/11 15:07:07

Ship Docking arrive and depart SFX added to Wall-E L02_A01.

By: alexanderw 20/May/11 18:50:46

Snow footsteps now triggered in virtual sounds.

Release notes for Publish on 20/May/11 18:44:56 Published by alexanderw (Data Version: 40, Publish Version: 180, Output Version: 119997)

By: alexanderw 20/May/11 18:33:49

Created a soundbank for the powerup gun.

By: alexanderw 20/May/11 18:33:38

Added placholder PowerUp and Curse godray spawning effects.

By: alexanderw 20/May/11 18:33:05

Added Snow wavs, still need to set up th virtual sounds

By: sarahs 20/May/11 13:53:53

Added BuynLargeFunk music to Wall-E L02_A01 and put the Highways Dubstep track on Wall-E L02_A03.

Release notes for Publish on 20/May/11 10:00:56 Published by sarahs (Data Version: 40, Publish Version: 179, Output Version: 119791)

By: sarahs 19/May/11 17:59:46

Re-triggered GEN_LEVER sound so it matches new animation timings.

By: sarahs 19/May/11 17:53:51

New laser sounds for lasers on Wall-E L02_A02.
OBJ_WALLE_L02_A02_ELEVATOR_SHOOTER.

By: sarahs 19/May/11 17:32:07

Created hashcodes for WALLE_GEN_STATIONARY_BOUNCEPAD and triggered up in game.

By: sarahs 19/May/11 14:43:08

Sounds re-triggered for Trash Compactor bot on Wall-E L02. Renamed wavs and hashcodes and tweaks to volume, radii etc.

Sounds re-triggered for airlock doors on Wall-E L02.

By: alexanderw 19/May/11 14:21:53

Added a small sound for the loading tip screen spinner.

By: alexanderw 19/May/11 12:26:42

Added MINI_BOSS soundbank slot.

By: alexanderw 19/May/11 12:19:32

Added Monsters L03 Cutscene SFX an the corresponding Mix and Duc groups.

By: sarahs 19/May/11 11:59:21

Triggered up OBJ_GEN_DESTRUCT_EXP on all Wall-E breakables.

By: sarahs 18/May/11 18:02:08

Triggered up VIR_OBJ_GRABBABLE_CRANK and gamevar on all spinner nodes in all area schemes.
Added grabbable crank SFX to correct banks so now placeholder sounds should work on all spinning cranks in all areas.
WAVs for each IP to be updated as and when necessary but hashcodes and triggering are in place so no triggering should be required it should just work ;)

By: alexanderw 18/May/11 14:47:59

Moved POW groups from the Generic bank.

By: alexanderw 18/May/11 14:42:57

Set all powerup soundbanks to use the GRP_POW auto-slot.

By: alexanderw 18/May/11 14:40:36

Removed hack from EVT_ON_GAME_LOAD to load Bombhead, Chicken, Lightning ans Superpunch on boot.

By: alexanderw 18/May/11 14:39:37

Level soundbanks now output on the Wii again.

By: alexanderw 18/May/11 12:27:23

Added the 3 meg back ont he Wii in preperation of new SB tests.

By: sarahs 17/May/11 16:10:52

Created the following Virtual Sounds:

VIR_OBJ_BARRELCANNON_FIRE
VIR_OBJ_GRABBABLE_CRANK
VIR_OBJ_LEVER_PULL
VIR_OBJ_LEVER_RETURN
VIR_OBJ_LEVER_CEILING_PULL
VIR_OBJ_LEVER_CEILING_RETURN
VIR_OBJ_PRESSURE_SWITCH_PRESS
VIR_OBJ_PRESSURE_SWITCH_RELEASE

Set up with IP specific hashcodes using the Level ID as a reference for which sound to play.
Working through the generic timelines in EL4 to replace them with these virtual sounds.

By: sarahs 17/May/11 14:23:29

Pirates L02 and L03 level spreadsheet set up so soundbanks load in properly and music zones created with temporary music applied to each area.
Soundbanks for Pirates cleaned up and missing SFX added.

Release notes for Publish on 16/May/11 13:57:43 Published by alexanderw (Data Version: 39, Publish Version: 178, Output Version: 118370)

By: alexanderw 16/May/11 13:57:02

Should be 3meg less now.

Release notes for Publish on 16/May/11 12:11:04 Published by alexanderw (Data Version: 39, Publish Version: 177, Output Version: 118366)

By: alexanderw 16/May/11 12:10:23

No Level sounds on the Wii. Emergency Pre-Alpha submission fix.

By: sarahs 13/May/11 16:12:56

Full soundbank sweep of all 9 Monsters areas.
All missing SFX added to banks for all 9 areas.
Old stuff removed from all 9 banks to clear some memory.
Tweaks to radius of certain sounds and lots of tweaks to volumes for basic balancing throughout Monsters.

By: sarahs 13/May/11 15:02:03

Full soundbank sweep of all 9 Lion King areas.
All missing SFX added to banks for all 9 areas.
Old stuff removed from all 9 banks to clear some memory.
Tweaks to radius of certain sounds and lots of tweaks to volumes for basic balancing throughout Lion King.

By: sarahs 13/May/11 12:01:52

Full soundbank sweep of all 9 Alice areas.
All missing SFX added to banks for all 9 areas.
Old stuff removed from all 9 banks to clear some memory.
Tweaks to radius of certain sounds and lots of tweaks to volumes for basic balancing throughout Alice.

By: sarahs 12/May/11 17:28:12

Full soundbank sweep of all 9 Aladdin areas.
All missing SFX added to banks for all 9 areas.
Old stuff removed from all 9 banks to clear some memory.
Tweaks to radius of certain sounds and lots of tweaks to volumes for basic balancing throughout Aladdin.

By: sarahs 12/May/11 17:16:49

Fixed a bug with challenge mode intro music playing over background music. Moved challenge mode intro music into MFX_BACKGROUND culling and MFX_CHALLENGE ducker group.

By: alexanderw 12/May/11 15:09:56

Re-sized the NME NSV. Most are now standardised 6-25. This should stop the fodder Idles from being audibel in lots of locations.

By: sarahs 12/May/11 11:58:29

Tweaks to the balance of ambience and music on Monsters L02_A01.

By: alexanderw 12/May/11 11:01:43

Added GVR_PLR_RANDOMISER which will allow sets of sounds to be randomly assgned to a player. This means that repetative, patterened, sounds will be randomly distributed per instance of the game.

Range whole numbers only; 1, 2, 3, 4.

By: alexanderw 12/May/11 10:58:17

Music can be ducked for 10 by priority groups 14-17.

By: alexanderw 12/May/11 10:47:20

Reduced how much fanfares duck music from 30 to 10.

Release notes for Publish on 11/May/11 21:27:00 Published by sarahs (Data Version: 39, Publish Version: 176, Output Version: 117567)

By: sarahs 11/May/11 21:15:29

Added SFX for Monster when he gets an ice cream cone on Monsters L02_A01 and L02_A03.

By: jeremyc 11/May/11 20:29:11

Waterbombs

By: jeremyc 11/May/11 19:39:50

Lion King Burning bush sfx

By: sarahs 11/May/11 17:51:44

Added generic explosion SFX to all Lion King breakables for now but these need nice planty breakable sounds generating.

By: sarahs 11/May/11 15:42:36

Triggered up grabbable crank rotators on the Lion King L01_A02 and L01_A03.

Added Waterfall emitter to Monsters L02_A01.

By: sarahs 11/May/11 14:32:24

Updated Lion King L01 soundbanks.

By: sarahs 11/May/11 14:10:44

Removed Bomb sparks and enders from BOMB_PIRATES_PILE group for now.

By: sarahs 11/May/11 12:38:52

Monsters L02_A01 Updates:

Removed unused SFX from soundbank
Added SFX for pressure switches
Added SFX for Monsters doors open/close
Added SFX for maiden point
Added NME construction SFX
Added bomb SFX
Added SFX for grabbable crank rotator

By: jeremyc 11/May/11 12:25:47

Aladdin Rope Trick

By: sarahs 11/May/11 12:03:48

Monsters L02_A03 Updates:

Added SFX for pressure switches
Added SFX for scream canister receiptcle
Added maiden rescue point SFX
Added SFX for grabbable crank rotator
Removed unused SFX from soundbank

By: alexanderw 11/May/11 11:37:08

Fixed "THROW" vo for all characters (note, gameside code fix required to get animals working).

Release notes for Publish on 11/May/11 08:58:01 Published by jimc (Data Version: 39, Publish Version: 175, Output Version: 117213)

By: sarahs 10/May/11 20:56:37

New Controller and Gamevar for generic Rotator type triggered up on Spinner Nodes.
GVR_ROTATOR_GRABBABLE_CRANK
CON_ROTATOR_GRABBABLE_CRANK

Float is set between 0 and 1 with a generic SFX (GRABBABLE_CRANK) set up for Monsters for now. Need to set up a virtual sound with IP specific SFX.
Speak to me if you're doing Spinner Node SFX as it may be covered by the above.

By: sarahs 10/May/11 20:54:00

Added temporary SFX for the following on Monsters L02_A02. Can't do proper sounds until VFX are complete.

- Ice stalagmite breakables, large and small.
- Ice cube drop block destructs

Monsters L02_A02:
- Added bomb SFX to soundbank.
- Added maiden point SFX to soundbank.
- Added Brute SFX to soundbank.
- Added turret SFX to soundbank.
- New SFX for Exit Door

By: jeremyc 10/May/11 20:48:52

Walle Magnet sfx

By: sarahs 10/May/11 19:27:01

Added SFX for Bridge and rotator on Monsters L02_A02.

By: jimc 10/May/11 16:09:13

New Music - Bone Organ Mashup
New Organ sounds - in stereo this time

By: jeremyc 10/May/11 15:09:22

WallE platform SFX

By: jimc 10/May/11 12:53:53

more Bone Organ shennanigans - fixed pitch +/-

Release notes for Publish on 10/May/11 12:21:03 Published by alexanderw (Data Version: 39, Publish Version: 174, Output Version: 116640)

By: jimc 10/May/11 12:19:57

Anothe riteration of the Bone Organ. This is going to take some time.

By: alexanderw 10/May/11 12:18:39

Added EVT_MOVIE_END and EVT_MOVIE_START. Very basic functionality for now. They pause and resume the main four MASTER mix groups (they don't affect MASTER_PAUSE).

Release notes for Publish on 09/May/11 19:05:43 Published by jimc (Data Version: 39, Publish Version: 173, Output Version: 116587)

By: jimc 09/May/11 19:04:31

Max count for Culling group MFX_BONE_ORGAN changed to 5
to allow for Polyphony

Release notes for Publish on 09/May/11 18:00:09 Published by jimc (Data Version: 39, Publish Version: 172, Output Version: 116504)

By: sarahs 09/May/11 17:57:29

More NSV for the bulldog added.

By: jeremyc 09/May/11 17:52:51

Sword Eater SFX

By: alexanderw 09/May/11 17:27:36

Added Powerup and Curse VO.

By: jimc 09/May/11 17:12:48

Replaced placeholder Bone Organ sounds with looped ones and set up release elements for keyboard style play
Created new MFX_ BONE_ORGAN culling group
Changed culling group and cycle type

By: jeremyc 09/May/11 12:20:05

Crazy snake charmer tune experiment.

By: alexanderw 09/May/11 12:07:17

Added mix group controllers that are driven from the frontend menu.

By: alexanderw 09/May/11 11:54:30

Added a "CON_PHYSICS" controller group.

By: jimc 09/May/11 11:30:27

Added new music track:

MFX_DU_ALICE_FAIRGROUND_FREAKBEAT

By: alexanderw 09/May/11 09:14:54

Removed the hack to make the Alice level ambience fade in.

Release notes for Publish on 06/May/11 17:17:16 Published by jimc (Data Version: 39, Publish Version: 171, Output Version: 115888)

By: jimc 06/May/11 17:14:17

Bone Organ Ducker Group Fix

Release notes for Publish on 06/May/11 17:06:22 Published by alexanderw (Data Version: 39, Publish Version: 170, Output Version: 115887)

By: alexanderw 06/May/11 16:45:36

Added new PLR voice virtual sounds. The old GEN hashcodes now serve all character types and switch on the CHAR_TYPE gamevar. If they are set to Character_Player, then they will jump to the PLR virtual sound for further Voice_Profile selection.

Basically, it's a 2D Virtual sound selection.

By: alexanderw 06/May/11 16:43:30

Added Power/Curse announcement test sounds.

Release notes for Publish on 06/May/11 12:15:50 Published by jimc (Data Version: 39, Publish Version: 169, Output Version: 115757)

By: sarahs 06/May/11 12:14:20

Added first half of NSV for the Bulldog Enemy.

By: jimc 06/May/11 12:11:27

Added some new musical sounds for the LionKing Bone Organ - Placeholders only ATM

By: steved 06/May/11 10:41:58

Added new Alice Track. Weller.

By: jeremyc 05/May/11 18:12:02

New Walle laser turret sfx
New walle vacuum block sfx

By: sarahs 04/May/11 17:04:59

Fixed an issue with the Sand Fall loop in Aladdin cutting in and out due to being in a low ducking priority group. Put it in the 00_AMB group now.

By: alexanderw 03/May/11 19:49:29

Added spawn sounds which I don't think are too annoying..?

By: sarahs 03/May/11 17:32:28

Added new TRANCE track to the Lion King courtesy of Jim.

By: sarahs 03/May/11 12:28:00

Added Floor Hatch opening SFX for Monsters L03_A01 scream canister hatch.

By: jeremyc 03/May/11 11:54:38

New Sugar Cube spoon throw sfx

Release notes for Publish on 21/Apr/11 20:37:12 Published by alexanderw (Data Version: 39, Publish Version: 168, Output Version: 114902)

By: alexanderw 21/Apr/11 20:32:35

Alice amb slow fade in using level start event.

By: alexanderw 21/Apr/11 20:05:28

Potantial fix for brute sounds not working: delte them and re-create them..? Should ask Mark about this one...

Release notes for Publish on 21/Apr/11 19:35:17 Published by jeremyc (Data Version: 39, Publish Version: 167, Output Version: 114713)

By: jeremyc 21/Apr/11 19:34:29

Trap plant and sugar cube sfx

By: sarahs 21/Apr/11 18:51:49

Added flipping door platform and bridge door platform SFX on Monsters 3-1. Needs a further pass.

By: alexanderw 21/Apr/11 18:26:10

Added powerup cube smash sound

By: alexanderw 21/Apr/11 18:25:59

Added Objective text on and off sounds

By: sarahs 21/Apr/11 18:25:48

Added placeholder attract SFX to challenge minigame arcade unit.

By: sarahs 21/Apr/11 17:57:07

1st pass Teacup Smash sounds added to Alice L01_A02.

By: sarahs 21/Apr/11 16:28:03

Updated Hat launch SFX with something more appropriate.

By: jeremyc 21/Apr/11 16:27:36

Spoon and rotator sfx

Release notes for Publish on 21/Apr/11 16:05:46 Published by jeremyc (Data Version: 39, Publish Version: 166, Output Version: 114338)

By: jeremyc 21/Apr/11 16:04:59

Alice web sfx

By: alexanderw 21/Apr/11 16:01:04

Decreased the radii and rolloff for the maiden rescue point sound.

By: sarahs 21/Apr/11 15:27:57

Created SFX_OBJ_GEN_BARRELCANNON_FIRE - this will presumably use asset switching (need to speak to Design) but for now is used for the Alice Hat on Alice 1-2 so has a suitable launch sound contained within.

Triggered up for the HattersHat for Alice.

By: sarahs 21/Apr/11 15:26:54

Added Magic SFX to timelines for breakable bridge and staircase in Alice 1-2. This works once the timeline has been activated but doesn't work initially when the level starts. Need to find a better solution but short on time so have left this as it is for now.

By: jeremyc 21/Apr/11 14:52:13

Monsters security panel sfx

By: alexanderw 21/Apr/11 14:41:30

Muted SFX_NME_BURN_FLARE_TINY for the time being. I don't like the sound when there's lost of enemies in combat.

By: alexanderw 21/Apr/11 14:36:47

Fix for maiden post spawn sound at the start of alice.

Release notes for Publish on 21/Apr/11 12:33:21 Published by jeremyc (Data Version: 39, Publish Version: 165, Output Version: 114209)

By: alexanderw 21/Apr/11 12:29:20

Removed the 'Pause' group from within the Master_SFX group..? That looked like a bug waiting to happen.

By: sarahs 21/Apr/11 12:27:39

Created new water stream loop, shorter and mono so can be used in memory on levels where memory is tight or there's a lot of water and too many streams going at once.

By: sarahs 21/Apr/11 12:26:47

Added river water emitters to Alice 1-2.

By: alexanderw 21/Apr/11 12:07:51

Added volume controller for footsteps again.

By: jeremyc 21/Apr/11 11:53:18

Turret stuff added to Monsters

By: jeremyc 21/Apr/11 10:38:34

Alice stopwatch sfx

Release notes for Publish on 21/Apr/11 09:29:28 Published by jeremyc (Data Version: 39, Publish Version: 164, Output Version: 113999)

By: jeremyc 21/Apr/11 09:28:44

Pre-Milestone Publish

By: sarahs 20/Apr/11 20:13:02

New ambience for Alice L01_A02.. more creepy/night. Moved fly buzzing in ambience to the rears.

By: jeremyc 20/Apr/11 16:57:22

Alice building and deconstructing with time sfx

Release notes for Publish on 20/Apr/11 16:07:00 Published by alexanderw (Data Version: 39, Publish Version: 163, Output Version: 113865)

By: sarahs 20/Apr/11 15:51:47

Tweaks to steam burst SFX on Monsters, lower count, lower volume and put in correct ducker group.

By: sarahs 20/Apr/11 15:51:08

Added EMT_ALICE_TIMEOBJECTS_WAIT to AMB 00 ducker group to avoid it being harshly ducked.

Added SCROLLINGDOORS monsters SFX to AMB 00 ducker as it was being harshly ducked and is essentially part of the ambience.

By: sarahs 20/Apr/11 15:48:45

Removed jetpack sounds temporarily until we have code support as they sound totally broken.

By: alexanderw 20/Apr/11 15:24:53

Sorted out a temp fix for Powerup loading while we wait for the Auto-Slot bugs to get fixed.

By: alexanderw 20/Apr/11 15:16:55

Removed the generic wood swt sound from the generic bank - not much would be using it now.

By: alexanderw 20/Apr/11 15:16:13

Removed two of the costume cube spinner varient sounds.

By: sarahs 20/Apr/11 14:52:31

Moved door Portal Loop emitter into Ambient group 00 to avoid ducking problems during combat.

Moved NME flying wing flap sounds to ducker group priority 04 (same as footsteps).

By: sarahs 20/Apr/11 14:10:45

Fixed key glisten loop - now loops properly.

Release notes for Publish on 20/Apr/11 12:30:16 Published by steved (Data Version: 39, Publish Version: 162, Output Version: 113567)

By: steved 20/Apr/11 12:29:33

Alice 1-2 Music Lowered in Vol.
Alice 1-2 Music Added Tempo Map for anim syncs
Removed Ducker from Music Duck GRP.

By: alexanderw 20/Apr/11 11:25:32

Re-added the sneaker type footsteps but without the squeaks.

By: alexanderw 20/Apr/11 10:19:32

Removed Gotchya again, for the press release build.

By: alexanderw 19/Apr/11 20:41:30

Temprarliy removed it from the LR footsteps so I can hear the sounds in EL4

By: alexanderw 19/Apr/11 20:40:32

Removed volume Controller from the scuff sounds as it was causing them to play mute.

By: alexanderw 19/Apr/11 20:40:04

Added footstep scuff and replaced the old footstep L and R sound.

(I actually think the old sound had an overall better feel but we need something more stony and these new ones work well as placeholder - we should do some recordings when we can)

By: sarahs 19/Apr/11 18:06:43

Added attack sounds for Bulldog Enemy.

By: alexanderw 19/Apr/11 11:03:58

Enemy NSV added to the SFX mix group as they are more akin to sound effects.

By: alexanderw 19/Apr/11 11:03:26

Reorganised the mix groups to seperate out player vocals and dialog.

By: jeremyc 19/Apr/11 10:44:01

Flying fodder wing flap sounds.

By: jeremyc 18/Apr/11 16:00:50

Flying ball groups added to all soundbanks. That took a while.

By: jeremyc 18/Apr/11 15:08:00

Flying ball groups created

By: jeremyc 18/Apr/11 11:32:00

Ball jump sounds added

By: sarahs 15/Apr/11 17:46:04

Added 1st pass Tree Fall sounds to Lion King levels.

By: sarahs 15/Apr/11 17:16:14

1st pass Lever SFX added to the Lion King.

By: sarahs 15/Apr/11 16:57:54

Added 1st pass SFX for boulders breaking in the Lion King.

By: sarahs 15/Apr/11 16:40:02

Ambient Ducker input has changed from ADD to MAX so should now never be lower than -50 in volume.

By: jeremyc 15/Apr/11 14:47:24

Flying ball fodder generic footsteps created, with virtual sounds.

By: sarahs 15/Apr/11 12:50:12

Added 1st pass SFX for plants growing on the Lion King Level 1.

By: alexanderw 13/Apr/11 14:55:29

Mines are being removed from game so I'm removing them from the SBs.

By: jeremyc 13/Apr/11 14:36:29

Created Alice Bats ambience

By: sarahs 12/Apr/11 17:58:52

Added Alice L01_A03 ambience.

By: sarahs 12/Apr/11 17:58:31

Updated soundbanks for the following levels:

Alice L01_A01
Alice L01_A02
Alice L02_A01
Alice L02_A02
Alice L02_A03
LionKing L02_A01
LionKing L02_A02
LionKing L02_A03

By: alexanderw 12/Apr/11 14:35:35

Added A_GOTCHYA back into the generic back so I can debug combat tomorrow.

By: jeremyc 12/Apr/11 11:52:19

Monsters steam burst sfx added, just in 3-1 for now. Add to other levels when it's seen.

By: jeremyc 11/Apr/11 16:15:23

Alice flower cut sfx

Release notes for Publish on 11/Apr/11 14:07:32 Published by sarahs (Data Version: 39, Publish Version: 161, Output Version: 112546)

By: sarahs 08/Apr/11 14:01:53

Added ambience for Alice L01_A02.

Triggered up new music for Lion King L02_A01 and L02_A03 courtesy of Jim.

By: jeremyc 08/Apr/11 13:55:53

Monsters Portal Loop sfx added. Is quite large.

By: jeremyc 07/Apr/11 12:27:35

Challenge sfx significantly reduced in volume.

By: jeremyc 06/Apr/11 11:55:24

New scarab sfx

By: sarahs 05/Apr/11 17:38:30

Added new ambience for Alice L01_A01.

By: sarahs 01/Apr/11 14:38:29

Added a few missing generic sounds to the soundbanks. These include treasure chests and breakables.

Release notes for Publish on 01/Apr/11 12:27:09 Published by steved (Data Version: 39, Publish Version: 160, Output Version: 112075)

By: steved 01/Apr/11 12:22:40

Tweaks to the front end tune. Removed High pulsing synth pad.

By: jeremyc 01/Apr/11 12:10:54

Initial vehicle gamevars adding.

By: sarahs 01/Apr/11 11:55:33

Added 1st pass costume purchase sound SFX_HUB_PURCHASE_COSTUME.

By: sarahs 01/Apr/11 11:22:41

Added organ note SFX to Aladdin L02_A01 and L02_A03 so piano keys will now provide feedback.

By: steved 01/Apr/11 11:17:37

Removed Hi Hats and Bass line when on IP select in Hub.

By: jimc 01/Apr/11 11:03:37

Fiddled with Front End Music Controllers to fix clashing in IP select

Release notes for Publish on 31/Mar/11 18:38:58 Published by guyc (Data Version: 39, Publish Version: 159, Output Version: 111955)

By: guyc 31/Mar/11 18:38:21

HUB SFX update

By: steved 31/Mar/11 17:42:51

Front end Interactive music Demo. Requires, GVR_HUB_MENU_NAME variable to be set according to this table, as agreed with Martin Hall.

0 ItemSet_Start,
1 ItemSet_IP,
2 ItemSet_Level,
3 ItemSet_Options,
4 ItemSet_Player,
5 ItemSet_Shop,
6 ItemSet_PlayList,

Release notes for Publish on 31/Mar/11 15:19:35 Published by guyc (Data Version: 39, Publish Version: 158, Output Version: 111650)

By: guyc 31/Mar/11 15:18:55

New gamevar:
HUB_MENU_NAME

By: jimc 31/Mar/11 11:40:29

New Sample Free Version of Monsters 'If'

By: alexanderw 30/Mar/11 20:03:24

Removed Debug Quack sound from the Generic soundbanks. Note, this shows two bugs:

One plays on direct contact with slam attack.

One plays when lightning powerup is active.

Both need to be debugged.

By: alexanderw 30/Mar/11 20:02:28

Created placholder SFX hashcodes for all levels of hit sounds.

By: alexanderw 30/Mar/11 20:02:03

Updated HUB music controllers.

Release notes for Publish on 30/Mar/11 16:46:55 Published by alexanderw (Data Version: 39, Publish Version: 157, Output Version: 111435)

By: alexanderw 30/Mar/11 16:46:14

Hub 0.2

Release notes for Publish on 30/Mar/11 12:27:06 Published by alexanderw (Data Version: 39, Publish Version: 156, Output Version: 111283)

By: alexanderw 30/Mar/11 12:07:42

Created an "NPC_CUBES" group for the emotion cubes. Added a smash sound (placeholder).

By: alexanderw 30/Mar/11 12:05:51

Added bomb pile to ALA 2.2

Added Maiden Rescue Point to ALA 2.2

Added Brute to ALA 2.2

By: alexanderw 30/Mar/11 12:04:48

Changed the type of GVR_HUB_MENU_POSITION from hashcode to Float (it hadn't been used yet and need to hold an enum value).

By: alexanderw 30/Mar/11 11:48:32

Added the costume cube group to the Generic bank as it appears to be needed on all levels.

By: alexanderw 30/Mar/11 11:42:54

Added challenge sequence sounds to the generic bank as a temporary fix for getting the sounds in all levels (probably too wasteful to keep them all in the GEN bank though).

Release notes for Publish on 29/Mar/11 20:56:20 Published by alexanderw (Data Version: 39, Publish Version: 155, Output Version: 111166)

By: alexanderw 29/Mar/11 20:55:38

Added combat slam attack sound (very placeholder for Lvl2 - uses a dead space sound!)

By: alexanderw 29/Mar/11 20:19:33

Dissabled frontend title music because it was big and long and annoying.

Release notes for Publish on 29/Mar/11 16:57:25 Published by alexanderw (Data Version: 39, Publish Version: 154, Output Version: 110994)

By: alexanderw 29/Mar/11 16:56:47

Hub Publish v0.1

By: alexanderw 29/Mar/11 16:29:35

Created MFX_DU_HUB_IDENT_WALLE, etc sounds for all boxed IPs.

By: sarahs 29/Mar/11 16:28:12

New HUB_PRESS_START SFX.

By: alexanderw 29/Mar/11 16:27:29

Added an Idents culling group for the frontend.

By: alexanderw 29/Mar/11 15:14:46

Added multi-track frontend music and controller.

By: alexanderw 29/Mar/11 14:43:08

Frontend BGM and Intro stinger now working (Culling group fix).

By: alexanderw 29/Mar/11 14:42:48

Added NPC Animals to the frontend bank.

By: alexanderw 29/Mar/11 14:16:40

Created CUL_MFX_STINGERS to correctly assign stingers to and stop them from culling BGM.

By: alexanderw 29/Mar/11 14:00:41

Removed audio script code to cater for 'Variations' from the level loading spreadsheets and events.

By: alexanderw 29/Mar/11 12:25:29

Removed old AMB music and Wave Stingers

Release notes for Publish on 29/Mar/11 11:54:52 Published by alexanderw (Data Version: 39, Publish Version: 153, Output Version: 110612)

By: alexanderw 29/Mar/11 11:54:02

Publish for binaries/code update.

NOTE: combat sound will be mute, I'm in the middle of a tidy-up.

By: alexanderw 28/Mar/11 17:33:45

As agreed with DU programmers, I've deleted the Weapon soundbank slots and moved the free memory onto heap 1. I've also moved the Area Gen soundbank over so now all audio memory is on heap 1. PS3 may need testing. All other platforms should be fine.

By: alexanderw 28/Mar/11 16:15:20

Dissabled the Weapon loading spreadsheet because there is no longer nay need for weapon loading!

By: alexanderw 28/Mar/11 15:49:17

Removed Weapon soundbank slots. All four levels of weapon sounds will now reside in the player soundbanks.

By: alexanderw 28/Mar/11 15:48:27

Deleted the remaining (now) enemy only weapon soundbanks.

By: alexanderw 28/Mar/11 15:15:20

REmoved GRP_GEN_CHAR_FREEZE from the Generic bank and added it to the snowman powerup group. It should also be added to the appropriate level banks.

By: alexanderw 28/Mar/11 15:13:51

Renamed GRP_HUD_ALERTS > GRP_HUD_ALERTS_OLD and removed it from the generic bank - this was design placeholder.

By: alexanderw 28/Mar/11 15:12:44

Removed GRP_NPC_COW from the generic bank, should be triggered in level banks.

By: alexanderw 28/Mar/11 14:35:16

Added a 'gotchya' sound - a duck quack, to help debug combat.

By: jimc 28/Mar/11 14:34:23

Added MUSIC\HUB\MFX_DU_HUB_AMBIENCE_MULTI.WAV

Multi version of front end musical ambience - just so it's in the system - may not use until after next MS.

Track assignments in Sound comments.

By: alexanderw 25/Mar/11 15:14:48

Deleted the powerup weapon hashcodes & groups. They were just dupes of the WallE laser...

By: jimc 25/Mar/11 11:17:43

Added placeholder IP music ident for Aladdin - multi 4 track
1&2 Full Bandwidth
3&4 Band LTD version

By: alexanderw 24/Mar/11 18:17:18

Renamed the "Player_Abilities" folder to "Player". All player combat foley (swooshes and hits) will reside in this folder.

By: alexanderw 24/Mar/11 15:35:37

Deleted old weapon system virtual sounds, such as "VIR_WPN_CLASS_GENERAL_TYPE_A1_WHIP"

By: alexanderw 24/Mar/11 11:41:09

Added "DEP_" to the start of all groups that contain depreciated sounds. Removed all those groups from the generic soundbanks.

Release notes for Publish on 22/Mar/11 15:15:45 Published by markt (Data Version: 39, Publish Version: 152, Output Version: 102234)

By: markt 22/Mar/11 15:15:01

Installed dependencies for XTFileIndexer to build filelists again.

Release notes for Publish on 22/Mar/11 14:14:53 Published by alexanderw (Data Version: 39, Publish Version: 151, Output Version: 102234)

By: alexanderw 22/Mar/11 14:14:14

Done some things I might have forgotten about and didn't want publishing but... ah, well.

By: sarahs 22/Mar/11 11:30:31

Toned down the wind on ambiences for Monsters L02_A02 and L02_A03.

Lowered the levels of wavs peaking out at 0.0 dB a little so no wav in the project should now peak above -0.3 dB.

By: sarahs 21/Mar/11 17:12:08

Added MFX_DU_LIONKING_HAKUNA_REGGAE and triggered up on LionKing L01_A03 courtesy of Jim :)

By: sarahs 21/Mar/11 14:21:24

Added MFX_DU_WALLE_BUYNLARGE_FUNK and triggered up in Wall-E level 1 area 2, courtesy of Jim :)

By: sarahs 18/Mar/11 18:25:49

Added ambience for Monsters L02_A03_SnowSledRide.

By: sarahs 18/Mar/11 18:18:34

Added MFX_DU_WALLE_HIPHOP_DARK and set up music zones for Wall-E level 1.
Music now works in Area 1, courtesy of Jim :)

By: alexanderw 18/Mar/11 18:02:43

Prototype bomb firecracker sound... :/

By: sarahs 18/Mar/11 16:04:50

Added ambience for Monsters L02_A02_SnowMansCave.

By: alexanderw 18/Mar/11 14:34:21

Updated the hashcodes in the Level_Properties speadsheed so that the PIR_L01 matches the new hashcode on the levels.

By: alexanderw 18/Mar/11 14:30:24

Reduced the radius of the Key glisten loop.

Release notes for Publish on 17/Mar/11 15:24:27 Published by alexanderw (Data Version: 38, Publish Version: 150, Output Version: 101651)

By: alexanderw 17/Mar/11 15:23:48

Updated camera gamevars.

Release notes for Publish on 17/Mar/11 15:16:40 Published by alexanderw (Data Version: 38, Publish Version: 149, Output Version: 101620)

By: alexanderw 17/Mar/11 15:15:11

1st pass camera transition sound tweaking & added a new GVR for camera velocity.

By: sarahs 16/Mar/11 17:55:13

New ambience for LionKing L01_A03_LowerPrideRock.

Release notes for Publish on 16/Mar/11 16:34:56 Published by alexanderw (Data Version: 38, Publish Version: 148, Output Version: 101462)

By: alexanderw 16/Mar/11 16:34:16

Sarah updated the placeholder camer transition loop wav.

By: alexanderw 16/Mar/11 16:32:25

Added a camera transition sound, gamevar, controller, etc.

By: sarahs 14/Mar/11 18:21:42

New ambience for Lion King L01_A02_MonkeyTree

By: jeremyc 14/Mar/11 16:55:39

New Alice A03 L02 ambience

Release notes for Publish on 14/Mar/11 14:53:26 Published by markt (Data Version: 38, Publish Version: 147, Output Version: 101417)

By: markt 14/Mar/11 14:52:48

Cleared filelists to make sure they are built and added a soundbank to File_USA.

Release notes for Publish on 14/Mar/11 14:16:37 Published by markt (Data Version: 38, Publish Version: 146, Output Version: 101416)

By: markt 14/Mar/11 14:15:54

Using new filelist encryption key.

By: sarahs 10/Mar/11 17:37:00

Balanced ambiences and repaired missing fourth channel from Wall-E ambience.

By: alexanderw 10/Mar/11 15:54:06

Removed Snownam from generic bank as the powerup loading is now functonal in game.

By: sarahs 09/Mar/11 18:11:49

Added ambience for LionKing L01_A01_SavannahSunrise.

By: sarahs 08/Mar/11 18:44:59

Updated ambiences for Alice L03_A03 castle top.

By: jeremyc 08/Mar/11 16:14:18

Aladdin Level 2 ambience added - all versions - 4chan, pl2 etc.

By: sarahs 08/Mar/11 15:57:44

Updated ambiences for Alice L03_A01.

By: guyc 08/Mar/11 11:30:11

Reworked Alice and Pirates Challenge mode

By: sarahs 07/Mar/11 13:54:33

Updated ambiences for Wall-E L01.

Release notes for Publish on 07/Mar/11 10:35:04 Published by sarahs (Data Version: 38, Publish Version: 145, Output Version: 100386)

By: guyc 04/Mar/11 15:36:55

Triggered Alice Challenge mode music.

Added hurry up tracks for Wall-E, Alice and Lion King.

Release notes for Publish on 04/Mar/11 14:30:25 Published by sarahs (Data Version: 38, Publish Version: 144, Output Version: 100195)

By: sarahs 04/Mar/11 13:45:06

Added placeholder looping wavs to SFX_POW_SNOWMAN_LASER_LOOP and SFX_GEN_CHAR_FREEZE_LOOP.

By: guyc 04/Mar/11 12:45:02

Challenge music now ducks ambience. Added random start points for Aladdin

By: guyc 02/Mar/11 17:53:30

Added Challenge mode music for Wall-E, Alice and Lion King.
Lion King track includes random start points, but has the same intro each time.

By: sarahs 24/Feb/11 17:20:14

Added GRP_OBJ_GEN_KEY to generic soundbank and removed from level banks as it literally needs to be in every single level bank.
If we run out of space in SB_GENERIC then it will have to go in the individual banks, but will try it this way for now.

Added missing SFX to Alice L03, Wall-E L01 and LionKing L01.

By: guyc 24/Feb/11 16:52:02

Added surround elements to Challenge music. Also set it to not use the centre speaker.

By: alexanderw 24/Feb/11 16:00:05

Created soundbanks for all the currently used powerups (there are still a few groups not in soundbanks like 'Enemies into gold').

By: alexanderw 24/Feb/11 11:11:52

Upped the POW slots to 400 next gen and 200 Wii.

By: alexanderw 23/Feb/11 17:56:51

Grouped the voice profile and POW slots.

By: alexanderw 23/Feb/11 17:56:35

Added the four POW slots to the memory map, each of 200k (100 on Wii). Skimmed 800k (400 on Wii) from the Generic Bank. This is a saving of nearly 2mb on next gen.

By: alexanderw 23/Feb/11 16:18:27

Removed Powerups from the generic bank in preperation for Poweup Soundbanks.

By: sarahs 22/Feb/11 15:59:33

Added 1st pass ambiences and emitters to Walle L01_A02 and L01_A03.

By: sarahs 21/Feb/11 17:53:28

Added 1st pass ambience and emitters to Walle L01_A01.

By: sarahs 21/Feb/11 13:48:09

Added 1st pass scream canister scream SFX to Monsters.

Release notes for Publish on 18/Feb/11 17:06:56 Published by guyc (Data Version: 38, Publish Version: 143, Output Version: 98722)

By: guyc 18/Feb/11 17:06:15

Added potion sfx

By: jeremyc 18/Feb/11 16:40:51

Dummy guids for hud good or bad pickups created to be populated by Guy.

By: guyc 18/Feb/11 14:20:02

Boosted minigame music and created a new ducker group for it. Currently, this group is not ducked by anything, so should be more obvious.

Release notes for Publish on 18/Feb/11 11:47:08 Published by alexanderw (Data Version: 38, Publish Version: 142, Output Version: 98561)

By: alexanderw 18/Feb/11 11:46:26

1st pass challenge sfx.

By: jeremyc 18/Feb/11 11:25:08

Firstpass jafar sword sounds for jafar boss battle Aladdin 3-3.

By: alexanderw 18/Feb/11 11:05:29

Added 1st pass challenge VO.

Release notes for Publish on 18/Feb/11 08:51:17 Published by alexanderw (Data Version: 38, Publish Version: 141, Output Version: 98219)

By: alexanderw 18/Feb/11 08:50:39

Added sword maze sounds. Replaced ScarabTile sound.

By: jeremyc 17/Feb/11 20:33:37

Assorted placeholder Jafar Snake SFX.

By: sarahs 17/Feb/11 18:55:49

Added costume cube HUD sfx to Monsters and Aladdin soundbanks.

By: sarahs 17/Feb/11 18:51:55

Added SFX for L03_A03_DoorWallMaster.

By: sarahs 17/Feb/11 17:54:11

 Added 3rd Monsters inc Music track and triggered up. Courtesy of Jim!

By: sarahs 17/Feb/11 17:19:01

Added generic door SFX to Monsters L03.

By: sarahs 17/Feb/11 17:18:43

Added Scream Canister SFX to Monsters L03_A03.

By: sarahs 17/Feb/11 17:18:10

Added the following SFX for Monsters:

L03_A01_SideDoors
L03_A02_DoorSpecial_AutoOpen
L03_A02_DoorSpecial_Timed
L03_A03_DoorGreenOnRails
L03_A03_DoorSpecial_Bomb
L03_A03_DoorSpecial_Fairy
L03_A03_ScrollingDoors
L03_A03_DoorsAutomoving
L03_A03_DoorSpecial_Curse

By: sarahs 17/Feb/11 14:28:47

Added SFX for Rotating4Group doors on Monsters L03_A01.

Added SFX for the Buzzsaw on Monsters L03_A02.

By: alexanderw 17/Feb/11 11:40:49

Removed Pirates Bomb 'Peep' fuse sound as it needs a 2nd pass before being reintroduced to the game.

By: sarahs 17/Feb/11 11:32:44

Added SFX for Monsters_L03_A01_SpinningBatchDoors.

 Added two new Lion King MUSIC tracks to Lion King L01 courtesy of Jim.

By: sarahs 16/Feb/11 18:30:11

Added SFX for Monsters_L03_A01_Doorwasher.

Release notes for Publish on 16/Feb/11 17:21:31 Published by alexanderw (Data Version: 38, Publish Version: 140, Output Version: 96832)

By: alexanderw 16/Feb/11 17:20:31

Added Ala L03 A01 doors and fire.

By: sarahs 16/Feb/11 16:50:20

Added lots more missing SFX hashcodes to Monsters L03.

By: jeremyc 16/Feb/11 15:36:59

Lava stuff

By: sarahs 16/Feb/11 14:27:16

Added Monsters music courtesy of Jim. Set up Music Zones on L01 and L03.

By: jeremyc 15/Feb/11 20:29:55

Stone wheel

By: alexanderw 15/Feb/11 20:10:52

Added cannon, mine and maiden rescue points to Aladdine L03 A01.

By: alexanderw 15/Feb/11 19:39:52

Added 1st pass scarab tile sounds.

By: alexanderw 15/Feb/11 18:21:02

Removed debug sounds from donkey timelines.

By: alexanderw 15/Feb/11 17:58:39

Tweaks and bug fixed to the challenge music (I still have the podium music bug to fix at this point).

By: sarahs 15/Feb/11 17:50:30

Added SFX for spinningblades on Monsters L03_A03.

Added more breakable SFX to Monsters.

Added flipping door SFX to Monsters L03_A01.

Tweaks to SFX radii on Monsters L03_A01.

Added missing hashcodes to soundbanks for Monsters L03_A01.

By: alexanderw 15/Feb/11 15:33:34

Added support for Intro, Hurry, Fail and Success music for challange mode.

By: jeremyc 15/Feb/11 14:55:40

Aladdin flamespinners and magic platforms

By: alexanderw 15/Feb/11 13:52:05

Added basic support for challenge/minigame music.

By: sarahs 15/Feb/11 11:36:13

Added MFX_DU_MONSTERS_CHALLENGE_MODE01 music for Monsters challenge mode.

Release notes for Publish on 14/Feb/11 18:35:08 Published by sarahs (Data Version: 38, Publish Version: 139, Output Version: 94285)

By: sarahs 14/Feb/11 18:34:10

Added Keycard insert SFX to Monsters L03_A03.

Added BarrierGate open SFX to Monsters L03_A03.

Added Industrial Buzzer SFX when gates open on Monsters L03_A03.

Added breakable bench SFX to Monsters L03_A03.

By: sarahs 14/Feb/11 16:55:18

Added gen_destruct SFX to all Monsters breakables.

Added lockerset breakable SFX to Monsters.

Added Fluorescent light emitters to Monsters L03_A03.

Added missing SFX including SuperPunch Fanfare and Pressure Switch to Monsters L03_A03.

By: jeremyc 14/Feb/11 14:27:43

Wooden stall smash

By: jeremyc 14/Feb/11 11:41:58

Sandspike SFX

By: alexanderw 14/Feb/11 10:53:15

Removed SFX_HUD_PICKUP_SPECIAL_GEN and SFX_HUD_PICKUP_SPECIAL_LAST as they have now been replaced with the crown fanfare.

By: alexanderw 14/Feb/11 10:51:37

Added 1st pass crown fanfare.

By: alexanderw 14/Feb/11 10:51:25

Did another pass of the teeth sounds... :/

Release notes for Publish on 11/Feb/11 12:05:05 Published by sarahs (Data Version: 37, Publish Version: 138, Output Version: 93211)

By: sarahs 11/Feb/11 12:04:11

Added ambience and reverb to Aladdin_L03_A02_InsideThePalace.

By: jeremyc 10/Feb/11 17:34:06

Stone-Metal breakables sfx

By: jeremyc 10/Feb/11 15:00:23

Fabric Destructable added

Release notes for Publish on 09/Feb/11 18:08:13 Published by sarahs (Data Version: 37, Publish Version: 137, Output Version: 93082)

By: sarahs 09/Feb/11 16:35:00

Added ambience, waterfall emitter and reverb for Aladdin L03_A01_PalaceGardens.

By: sarahs 08/Feb/11 18:05:36

Added AMB_ALADDIN_L03_A03_JafarsPalace.

Added EFX_REV_ALADDIN_L03_A03_Jafars Palace.

By: alexanderw 08/Feb/11 18:01:35

Updated the Alice stone column to the correct length for the speeded up anim.

By: jeremyc 07/Feb/11 15:08:14

Scarab insert half sfx

Release notes for Publish on 04/Feb/11 17:59:20 Published by alexanderw (Data Version: 37, Publish Version: 136, Output Version: 92858)

By: alexanderw 04/Feb/11 17:34:16

Changed podium Amb to be ducked by music stingers (changed the ducker group on the two Mab sounds to MFX duckers from SAFE).

Release notes for Publish on 04/Feb/11 17:21:58 Published by sarahs (Data Version: 37, Publish Version: 135, Output Version: 92682)

By: sarahs 04/Feb/11 17:21:17

Added generic breakable POTS sounds for use on Aladdin. Small and Medium variants.

By: alexanderw 04/Feb/11 17:20:40

Added fanfare sound for bomb, chicken, lightning and boxing glove.

By: jeremyc 03/Feb/11 12:25:53

New Jafar radial blast

By: alexanderw 02/Feb/11 14:31:13

Lowered the sample rate of some of the POW sound to get them to fit into memory.

By: sarahs 02/Feb/11 12:37:47

Added 1st pass scrolling door sounds to Monsters L03_A01.

By: alexanderw 02/Feb/11 11:24:15

Added a wrap value to the music box note sequence.

By: alexanderw 02/Feb/11 11:23:58

Added 1st pass music box wavs.

By: alexanderw 02/Feb/11 11:21:51

Controllers are now sorted into groups.

By: jeremyc 31/Jan/11 17:16:23

New Scarab sfx - fly and trapped

Release notes for Publish on 28/Jan/11 15:48:37 Published by kevs (Data Version: 37, Publish Version: 134, Output Version: 91017)

By: kevs 28/Jan/11 15:47:59

v37 audio data.

Release notes for Publish on 27/Jan/11 17:15:14 Published by alexanderw (Data Version: 36, Publish Version: 133, Output Version: 90840)

By: alexanderw 27/Jan/11 17:14:29

Fixed music box test sounds for Mark.

Release notes for Publish on 27/Jan/11 16:47:11 Published by sarahs (Data Version: 36, Publish Version: 132, Output Version: 90790)

By: sarahs 27/Jan/11 16:43:57

Tweaks to Monsters ambs.

Release notes for Publish on 27/Jan/11 16:25:03 Published by alexanderw (Data Version: 36, Publish Version: 131, Output Version: 90773)

By: sarahs 27/Jan/11 15:55:02

Added 1st pass ambiences for Monsters L01 and L03.

By: jeremyc 25/Jan/11 14:20:24

New bomb and mine sfx

By: alexanderw 24/Jan/11 11:22:02

Added GVRs and Controllers to SFX_GEN_CHAR_FREEZING_LOOP and SFX_POW_SNOWMAN_FREEZE.

Release notes for Publish on 18/Jan/11 17:25:48 Published by kevs (Data Version: 36, Publish Version: 130, Output Version: 90397)

By: alexanderw 14/Jan/11 12:03:02

Added the controller "CON_WPN_MINE_PITCH" to all mine and bomb peep sounds. This is driven by GVR_WPN_MINE_PITCH_RND which sits on each mine of bomb context.

By: sarahs 13/Jan/11 15:53:46

Added Xan's slap batch to all my non-player diagetic non-loop wavs.

By: jeremyc 12/Jan/11 15:32:25

Key glisten loop created

Release notes for Publish on 06/Jan/11 17:45:50 Published by steved (Data Version: 35, Publish Version: 129, Output Version: 89396)

By: steved 06/Jan/11 17:45:14

Reverb changed from DUAL to SINGLE to save 200k on Heap0
3 tiny sound banks moved from Heap0 to 1, saving a further 150k on Heap0.

Release notes for Publish on 05/Jan/11 15:07:43 Published by alexanderw (Data Version: 35, Publish Version: 128, Output Version: 89395)

By: alexanderw 05/Jan/11 15:07:07

Publish to release A_SFX_TEST_2FRAME_TONE and A_SFX_TEST_2FRAME_TONE2 for the anim tests.

By: alexanderw 20/Dec/10 11:16:01

Hurc Torch wav deleted as the file could not be found. (Sarah, did you move this..? - not a big deal)

By: alexanderw 20/Dec/10 11:03:11

Full output to see if this fixes the reverb issue.

By: alexanderw 17/Dec/10 11:22:02

Ammeneded to correct stream allocation on all platforms (instead of project default).

Release notes for Publish on 16/Dec/10 18:50:45 Published by sarahs (Data Version: 35, Publish Version: 127, Output Version: 89347)

By: sarahs 16/Dec/10 17:44:06

Updated remaining hashcode names across all IPs and re-pointed the timelines in EL4 so now IPs all use a common naming convention on level SFX.

By: sarahs 10/Dec/10 17:33:44

Removed a lot of old hashcodes and wavs that were unused and related to IPs that have now been canned.
Wavs remain in the master directory outside of the Eurosound project and can be found in the relevant _UNUSED directory.

By: sarahs 10/Dec/10 17:29:22

WALLE - All sfx hashcodes, groups and wavs updated to match a shared naming convention using new level/area titles.
Updated folder structure in the master directory for all WALLE content and moved wavs as appropriate.
Re-pointed ALL hashcodes in Euroland4 and the Scheme Editor for WALLE following these updates.

Pirates next....

By: sarahs 08/Dec/10 15:02:05

General tidy up of level soundbanks and groups.

Removed unused groups from banks to free up memory. Also deleted old and unused groups.

Created OBJ_GEN groups for each area to make it easier to manage memory on a per area basis. Moved individual SFX into correct groups and put groups in correct soundbanks.

Created specific emitter groups for each area and as above, moved area specific emitters into these groups and put into correct banks.

Release notes for Publish on 08/Dec/10 12:12:01 Published by markt (Data Version: 35, Publish Version: 126, Output Version: 86181)

By: markt 08/Dec/10 12:11:21

Fix for empty USA filelist, made SB_GENERIC language specific.

Release notes for Publish on 07/Dec/10 17:17:43 Published by sarahs (Data Version: 35, Publish Version: 125, Output Version: 85852)

By: sarahs 07/Dec/10 17:17:04

New publish to fix the last corrupt publish..

Release notes for Publish on 06/Dec/10 12:24:47 Published by markt (Data Version: 35, Publish Version: 124, Output Version: 85242)

By: alexanderw 06/Dec/10 12:11:56

Added the orgn and breakables sounds to Aladdin L2 A2 for Tom S,

Release notes for Publish on 03/Dec/10 19:33:57 Published by sarahs (Data Version: 35, Publish Version: 123, Output Version: 85231)

By: sarahs 03/Dec/10 18:38:22

1st pass pillar fall SFX added to Aladdin L01_A03 Cave Escape.

By: sarahs 03/Dec/10 18:04:14

Added 1st pass cow bell SFX.. may get annoying so subject to change.

By: sarahs 03/Dec/10 17:10:23

1st pass NPC_COW sounds created and triggered (thanks Jez).
Added GRP_NPC_COW to SB_GENERIC temporarily for this milestone.

By: sarahs 03/Dec/10 15:57:44

Added NME Fodder, NME Ball and NME Fly to all Aladdin, Alice and Monsters levels.

Added NPC Pig, NPC Donkey and NPC Sheep to all Aladdin, Alice and Monsters levels.

Added 1st pass ambiences and reverbs to Monsters L03 areas 1,2 and 3.

Set up Music Zones and Level Properties for Aladdin L01, L02 and L03.

By: sarahs 03/Dec/10 12:36:25

Added 1st pass music triggering for Aladdin L01 and L03.

Note to Sound Designers: L01_A03 the Cave Escape level; intro music is triggered up using the default music zone. Lava Wall chase music (Prodigy Track) is currently triggered using a sound node in this timeline: X:\DisneyUniverse\Assets\Effects\Aladdin_L02\Timelines\Fire\FIR_LavaWallOfDeath_SE.elx
This is due to the lamp collect triggering not being implemented. Once it is implemented this Music triggering will need updating.

Note to Sound Designers: L03_A02_Inside_The_Palace.
Tried to hang music off triggering in the Trig scheme but unfortunately the triggering is broken. For now I've put some bodgey music triggering in the DestructiblePillar timeline here:
X:\DisneyUniverse\Assets\InteractiveObjects\ALA_Aladdin\ALA_TriggerObjects\ALA_L03_TriggerObjects\IO_A01_DestructiblePillar\Timelines\IO_ALA_L03_A01_DestructiblePillar_Pillar.elx

The Punked Music track is not triggered yet as I can't find anywhere to trigger it that works. Needs much more work on the music triggering.

By: alexanderw 30/Nov/10 17:29:36

Removed NSV from Idle Anims.

By: alexanderw 30/Nov/10 17:29:27

Added first pass Teeth & Hamburger sounds.

By: sarahs 30/Nov/10 14:34:37

Updated Aladdin_1_3_Cave_Escape ambience and added Lava Wall 1st pass SFX.

Release notes for Publish on 30/Nov/10 13:54:22 Published by markt (Data Version: 35, Publish Version: 122, Output Version: 84246)

By: markt 30/Nov/10 13:53:42

Another attempt at publishing to Eurosafe, using the same version as Rio now as that publishes fine.

By: alexanderw 30/Nov/10 12:08:14

Added a POW mixgroup. I added any sound that is not made by the player (chicken and teather streatch are still in the player group, collect sounds are in the pow group).

Release notes for Publish on 30/Nov/10 11:08:37 Published by markt (Data Version: 35, Publish Version: 121, Output Version: 84150)

By: markt 30/Nov/10 11:07:55

Rolled back to previous version of EuroSafe as still didn't publish files.

Release notes for Publish on 30/Nov/10 11:03:40 Published by markt (Data Version: 35, Publish Version: 120, Output Version: 84150)

By: markt 30/Nov/10 11:03:03

Last publish didn't make it into EuroSafe for some reason, trying again incase server was full.

By: alexanderw 30/Nov/10 10:55:03

Fixed the brute surface dependent stuff.

By: alexanderw 30/Nov/10 10:49:55

Added placeholder sounds to the lionking bank for tom.

Release notes for Publish on 30/Nov/10 09:55:35 Published by alexanderw (Data Version: 35, Publish Version: 119, Output Version: 84125)

By: alexanderw 30/Nov/10 09:54:03

Added setup in ASS_LEVEL_PROPERTIES for the Lion King levels.

By: sarahs 29/Nov/10 18:52:37

Updated ambs on Aladdin and Alice so they just use generic blobs of sound for the milestone. Waiting for a code fix for tracking within shapes.

By: sarahs 29/Nov/10 17:28:19

1st pass SFX for heartspikes on Alice L03_A01 added. Waiting for designer (KelvinM) support as timeline needs adjusting.

By: alexanderw 29/Nov/10 16:57:58

Added Jump Scuff footstep sound.

By: alexanderw 29/Nov/10 16:57:40

Lowered Aladdin AMB volumes slightly. They were +10 higher than Alice.

By: alexanderw 29/Nov/10 16:24:42

Volume scaled footsteps added.

By: alexanderw 29/Nov/10 16:23:51

Volume rolloff for small looped sounds is now -0.8. This affects the Alice card sparkles and the fuse loops.

By: alexanderw 29/Nov/10 12:19:31

Cut back the ammount of NSV for regular actions (basic combat, jumping).

By: sarahs 26/Nov/10 14:07:36

Added sounds for the suit socket props on Alice.

By: alexanderw 26/Nov/10 10:37:39

Extended the radii on the tornado sound to make them audible is enemies are using them.

By: alexanderw 25/Nov/10 16:12:44

2nd pass Pig Fart Sounds.

By: sarahs 24/Nov/10 18:11:19

Updated Tornado Powerup sound. 2nd pass. Waiting for code for gamevars.

Release notes for Publish on 18/Nov/10 17:12:42 Published by sarahs (Data Version: 35, Publish Version: 118, Output Version: 82857)

By: sarahs 18/Nov/10 17:11:48

Updates to naming convention for ambs on Wall-E and Pirates.

By: alexanderw 18/Nov/10 12:28:21

Added 1st pass Pig VO.

By: alexanderw 18/Nov/10 09:25:52

Volume on Donkey walk and Pig run are triggered but muted until we get blended anims.

Release notes for Publish on 15/Nov/10 17:37:47 Published by alexanderw (Data Version: 35, Publish Version: 117, Output Version: 82621)

By: alexanderw 15/Nov/10 17:37:02

Designers can now attach a soundbank to their scheme without having music playing. There is a special Level ID set up for this:

MW_DesignersTestSounds.

Set your Level ID to that hashcode and keep the Area set to "Area_0".

This will load "SB_IP_TEST_DESIGNERS_AREA" and "SB_IP_TEST_DESIGNERS_GEN" for your whiteroom.

You can now request sounds to be made available via those soundbanks; all we have to do is add them, publish and then they will appear in your whiteroom.

Release notes for Publish on 15/Nov/10 17:06:58 Published by alexanderw (Data Version: 35, Publish Version: 116, Output Version: 82498)

By: alexanderw 15/Nov/10 17:05:26

Added all the placeholder Area soundbanks for Pirates, WallE, Alice, Monsters and Aladdin.

By: alexanderw 15/Nov/10 17:04:43

Updated ASS_LEVEL_PROPERTIES and EVT_AREA_LOAD for level loading.

By: alexanderw 15/Nov/10 17:04:03

New SB loading system accounts for placeholder variation system and uses the new composite (3 column) keys for searching the Level, Area, Variation.

By: alexanderw 10/Nov/10 17:00:03

The Hero voice has now been relegated to Player 4.

By: alexanderw 10/Nov/10 16:53:15

The girl's voice is now set to Player 2.

By: sarahs 10/Nov/10 16:44:12

New SFX for maze gates on Alice Maze level, and new wavs for floor button sfx for Alice too.

Release notes for Publish on 10/Nov/10 11:45:47 Published by alexanderw (Data Version: 35, Publish Version: 115, Output Version: 81096)

By: alexanderw 10/Nov/10 11:45:08

v35 data.

By: alexanderw 10/Nov/10 11:44:59

Squeezed Hero and Pirate VP soundbanks for v35 data.

By: sarahs 09/Nov/10 14:31:25

Added ALICE_TALLHEARTGATE sfx.

By: alexanderw 08/Nov/10 15:41:40

Added (or renamed) 3 Character (CHR) gamevars that record Voice Profile, Character_Type and Costume.

Release notes for Publish on 04/Nov/10 11:21:36 Published by markt (Data Version: 34, Publish Version: 114, Output Version: 80606)

By: markt 04/Nov/10 11:20:56

v34 data.

Release notes for Publish on 02/Nov/10 14:36:28 Published by sarahs (Data Version: 33, Publish Version: 113, Output Version: 80605)

By: sarahs 01/Nov/10 17:37:00

1st pass ambience for Alice_3_2_Castle_Exterior.

By: sarahs 01/Nov/10 17:17:57

New ambience for Alice Castle Gardens 3-1.

By: sarahs 29/Oct/10 17:54:27

1st pass ambience added to Aladdin 1-3 - Escape the Caves

By: sarahs 29/Oct/10 11:42:09

1st pass reverbs for Aladdin Caves.
Aladdin 1-2 Explore the Caves - 1st pass ambience added.

By: sarahs 28/Oct/10 16:01:16

New Alice catapult fire sfx

By: alexanderw 27/Oct/10 17:14:50

Changed "BV1" (the boy voice - player 1) to "BoyDemo" to match the naming convention of the other demo voice profiles.

By: sarahs 26/Oct/10 18:17:32

Added Alice_1_3_Castle_Top ambience - 4CH and PLII wavs. Triggered in scheme.

Release notes for Publish on 25/Oct/10 17:34:14 Published by alexanderw (Data Version: 33, Publish Version: 112, Output Version: 80317)

By: alexanderw 25/Oct/10 17:30:22

'Hero' voice is now set on Player 2 while 'Pirate' has moved to Player 3. This is because I've not had time to do all the Emote sounds for the Pirate voice type.

By: alexanderw 25/Oct/10 17:19:49

Added Monkey sounds.

By: alexanderw 25/Oct/10 17:19:42

Fixed a bug where the Tornado sound would ony play the loop 1/3 times.

Release notes for Publish on 25/Oct/10 16:10:31 Published by markt (Data Version: 33, Publish Version: 111, Output Version: 80104)

By: alexanderw 25/Oct/10 16:00:43

Added girl voice.

By: alexanderw 25/Oct/10 12:29:15

Added half of the Pirate voice.

By: alexanderw 22/Oct/10 18:49:56

Removed defaults from virtual NSV to stop the Girl sounding like the Boy where there is no Girl version (i.e. the Girl will play mute).

By: alexanderw 22/Oct/10 18:19:15

Added "Hero" demo voice.

By: alexanderw 20/Oct/10 18:12:06

Made new versions of each foley sound specific to Idles, so as to give them different volumes and let their volume be a product of the idle camera distance.

Note, until we are fed the Idle camera distance I've set the idle camera to defualt to 'on' so that the idle sounds do still play.

By: sarahs 20/Oct/10 17:52:57

SFX_POW_TORNADO_WIND_LOOP - sfx for tornado powerup added. Needs code.

By: alexanderw 19/Oct/10 16:01:17

Corrected for brute walk cycle anim change (sounded like he had a limp).

By: alexanderw 19/Oct/10 15:53:00

Populated brute charge attack with placeholder sounds.

By: alexanderw 19/Oct/10 12:24:21

VO & WPN memory re-jig for Wii. Attempt to get those features in.

By: sarahs 19/Oct/10 11:29:24

Added wooden shield hit by sword block sounds.
SFX_FOL_PLR_BLOCK_GEN

By: alexanderw 19/Oct/10 10:45:33

Added shield blocking sounds

By: alexanderw 18/Oct/10 15:58:05

Added cheers and bood to the monsters map for Kelvin to play with.

By: alexanderw 18/Oct/10 15:57:44

Added wallE area specific soundbanks.

Release notes for Publish on 08/Oct/10 17:23:03 Published by steved (Data Version: 33, Publish Version: 110, Output Version: 69972)

No release notes for this Publish

Release notes for Publish on 07/Oct/10 18:21:33 Published by alexanderw (Data Version: 33, Publish Version: 109, Output Version: 69698)

By: alexanderw 07/Oct/10 18:20:53

Updates to Level loading system to further account for areas.

Release notes for Publish on 06/Oct/10 18:01:08 Published by alexanderw (Data Version: 33, Publish Version: 108, Output Version: 66108)

By: alexanderw 06/Oct/10 18:00:25

Erm... This publish will probably break the sound in most levels.

By: alexanderw 06/Oct/10 16:08:28

Another pass of the music zone ans soundbank loading system. This decouples the two, which was a hack, and brings them closer to the final implimentation. However, there are still some things that need to be done game-side to ensure the AREA soundbanks load correctly.

By: alexanderw 05/Oct/10 13:55:28

Slot IP renamed to "IP_AREA_VARIATION"

By: alexanderw 04/Oct/10 17:08:11

Wrote a new Event (EVT_WPN_LOAD) to load weapon soundbanks through the context system. Players are to be identified by their player number stored in "GVR_PLR_AM_NUMBER".

By: alexanderw 04/Oct/10 17:06:52

Removed old, player-specific, gamevars used in the weapon loading system.

By: alexanderw 04/Oct/10 15:33:26

Removed Memeory Slot "WPN05" - There will now no longer be any round robin loading for weapons.

Release notes for Publish on 30/Sep/10 14:30:04 Published by alexanderw (Data Version: 33, Publish Version: 107, Output Version: 50710)

By: alexanderw 30/Sep/10 14:29:20

Placeholder "Hup" sound in sad emote that is switched on player context/voice profile.

Release notes for Publish on 27/Sep/10 18:01:58 Published by alexanderw (Data Version: 33, Publish Version: 106, Output Version: 50600)

By: alexanderw 27/Sep/10 18:01:22

v33 audo data to match engine 118.

By: alexanderw 23/Sep/10 16:42:11

Added brute punch A sound.

By: sarahs 17/Sep/10 18:05:08

Re-synced bridges on Pirates levels and split destroyfall bridge SFX into two parts to trigger more accurately.

Release notes for Publish on 13/Sep/10 16:12:16 Published by alexanderw (Data Version: 32, Publish Version: 105, Output Version: 50461)

By: alexanderw 13/Sep/10 12:24:00

Placeholder catapult fire sound.

By: alexanderw 13/Sep/10 11:15:18

Alice placeholder switch sounds.

Release notes for Publish on 13/Sep/10 10:49:50 Published by alexanderw (Data Version: 32, Publish Version: 104, Output Version: 50380)

No release notes for this Publish

Release notes for Publish on 13/Sep/10 10:40:38 Published by alexanderw (Data Version: 32, Publish Version: 103, Output Version: 50380)

By: alexanderw 13/Sep/10 10:39:51

Added soundbanks and level load gumph for the Alice levels.

By: alexanderw 13/Sep/10 10:39:20

Swapped out brute charge sound.

Release notes for Publish on 10/Sep/10 18:11:42 Published by alexanderw (Data Version: 32, Publish Version: 102, Output Version: 50284)

By: alexanderw 10/Sep/10 18:07:54

Added Pig fart sound.

By: alexanderw 10/Sep/10 18:07:42

Added all Brute NSV

By: alexanderw 06/Sep/10 18:09:11

Most of the brute's foley is now set up for surface-specific sounds. At the moment they select against LevelID and not a surface type hashcode section. The defaut sound set is metal (prevelant on the WallE levels).

By: alexanderw 03/Sep/10 17:05:50

All non-collaborative idles and emotes not have 1st pass foley.

By: alexanderw 02/Sep/10 13:56:34

Added some generic foley sounds to pepper player animations with, make the player feel a bit more of a connection with the char.

Release notes for Publish on 01/Sep/10 10:23:01 Published by alexanderw (Data Version: 32, Publish Version: 101, Output Version: 49208)

By: alexanderw 01/Sep/10 10:22:24

Wii streams now on Heap 1.

By: alexanderw 26/Aug/10 15:23:41

Updated shield contact sound

Release notes for Publish on 20/Aug/10 11:49:31 Published by alexanderw (Data Version: 32, Publish Version: 100, Output Version: 48948)

By: alexanderw 20/Aug/10 11:48:54

v32

Release notes for Publish on 10/Aug/10 16:57:12 Published by alexanderw (Data Version: 30, Publish Version: 99, Output Version: 48947)

By: alexanderw 10/Aug/10 16:56:37

Guitar DAM sounds +5 volume.

By: alexanderw 10/Aug/10 14:52:38

Beefed up ariels hits.

By: alexanderw 10/Aug/10 10:12:51

Breakables in audio_test soundbank.

Release notes for Publish on 09/Aug/10 17:03:15 Published by alexanderw (Data Version: 30, Publish Version: 98, Output Version: 48795)

By: alexanderw 09/Aug/10 16:22:07

Added new fish high damage sounds which should be more audible in game.

By: alexanderw 09/Aug/10 15:18:15

Pirates breakables are all +5 vol.

By: alexanderw 09/Aug/10 15:18:02

Pirates wood breakables all have impact sweetners.

By: alexanderw 09/Aug/10 12:26:36

EVE sounds now -5.

By: alexanderw 09/Aug/10 12:25:16

Player combats hits now in their own seperate ducker group.

Release notes for Publish on 02/Aug/10 18:28:33 Published by alexanderw (Data Version: 30, Publish Version: 97, Output Version: 48623)

By: alexanderw 02/Aug/10 18:27:51

Fix for Ariel Lv1 weapon sounds not working. Someone changed the weapon hashcode and didn;t tell me >:(

Release notes for Publish on 02/Aug/10 16:25:11 Published by alexanderw (Data Version: 30, Publish Version: 96, Output Version: 48587)

By: alexanderw 02/Aug/10 16:24:16

Weapon consistency phase 1...

By: alexanderw 02/Aug/10 12:35:23

Added wduality & gravity flip sounds.

Release notes for Publish on 02/Aug/10 11:07:19 Published by alexanderw (Data Version: 30, Publish Version: 95, Output Version: 47835)

By: alexanderw 02/Aug/10 11:01:24

Hacked fixes for podium and HUB bugs. One to remember is that the crowd cheer sound is now nested in he podium music and SFX_PODIUM_CROWD_CHEER has a trigger chance of 0.

This needs reverting when some investigation into game code reveals the real problems.

By: alexanderw 02/Aug/10 09:24:55

Decreased frequency of Brute singing in bath.

By: alexanderw 02/Aug/10 09:22:17

WallE Spawn stinger now plays music with 100% chance and the Rogue Robots vo with a 20% chance only.

By: alexanderw 02/Aug/10 09:18:37

Added costume cube sounds to WallE.

By: alexanderw 02/Aug/10 09:17:39

Downgraded the ship crash sequence at the start of pirates to Priorty 7 (one below combat).

Release notes for Publish on 31/Jul/10 15:51:14 Published by alexanderw (Data Version: 30, Publish Version: 94, Output Version: 47697)

By: alexanderw 31/Jul/10 15:38:31

Added WallE specific charge sounds.

By: alexanderw 31/Jul/10 12:08:58

Added brute bath noises (I won't call it singing).

By: alexanderw 30/Jul/10 18:20:24

Tided up (HACKED!!!) podium sounds so it's passable for now. :)

By: alexanderw 30/Jul/10 17:33:57

House explosion sounds in room 3

By: alexanderw 30/Jul/10 17:32:25

Pirates Room 3 intro

Release notes for Publish on 30/Jul/10 16:47:24 Published by jimc (Data Version: 30, Publish Version: 93, Output Version: 47180)

By: jimc 30/Jul/10 16:46:04

Added Podium Counter SFX - WIP at the moment

By: alexanderw 30/Jul/10 15:27:40

IP & size specific enemy spawn sounds.

By: alexanderw 30/Jul/10 12:29:32

Added a rate GVR for the podium counter.

By: alexanderw 30/Jul/10 12:28:18

Updated guitar slam.

Release notes for Publish on 30/Jul/10 10:36:50 Published by alexanderw (Data Version: 30, Publish Version: 92, Output Version: 46689)

By: alexanderw 30/Jul/10 10:36:10

Fire sounds now a bit more quiet.

By: jimc 30/Jul/10 10:28:01

Added new PlayerCount sounds
SFX_HUD_UI_PODIUM_COUNT_PLAYER1~4

Release notes for Publish on 29/Jul/10 21:02:25 Published by alexanderw (Data Version: 30, Publish Version: 91, Output Version: 46515)

By: alexanderw 29/Jul/10 20:59:47

Reinstated "SFX_HUD_ALERT_COUNTDOWN_10SECS" for Pontus to play with.

By: alexanderw 29/Jul/10 19:38:20

Added some of the 1st pass UI sounds.

By: alexanderw 29/Jul/10 18:00:37

Somehow managed to squeeze flying and ball fodder into pirates room 3.

By: alexanderw 29/Jul/10 14:35:57

Added pirates room 1 intro sequence.

By: alexanderw 29/Jul/10 12:30:32

Fixed pirates room 3 flame loops.

By: alexanderw 29/Jul/10 12:04:42

Reinstated flying fodder projectile attack sounds.

By: alexanderw 29/Jul/10 12:04:17

Triggered chest countdown sounds.

By: alexanderw 29/Jul/10 11:33:43

Added seagull sounds.

By: alexanderw 29/Jul/10 11:23:25

Increased the volume of the netting burn sounds.

By: alexanderw 29/Jul/10 11:23:14

Added Chest Reward Good Sound

By: alexanderw 29/Jul/10 11:23:04

Added OldTrident Sounds.

Release notes for Publish on 27/Jul/10 21:05:58 Published by alexanderw (Data Version: 30, Publish Version: 90, Output Version: 45598)

By: alexanderw 27/Jul/10 21:05:16

Added finish02 combo.

By: alexanderw 27/Jul/10 17:01:26

Misc props added.

Release notes for Publish on 26/Jul/10 19:25:25 Published by alexanderw (Data Version: 30, Publish Version: 89, Output Version: 45160)

By: alexanderw 26/Jul/10 19:12:16

Added uppercut swoosh.

By: alexanderw 26/Jul/10 19:12:08

Added generic slow combo swooshes.

By: alexanderw 26/Jul/10 12:30:40

Added "SFX_OBJ_CHEST_TREASURE_REWARD_5" to "SFX_OBJ_CHEST_TREASURE_REWARD_1" to be triggered on the treasure chest countdowns.

By: alexanderw 26/Jul/10 10:30:09

Crusher sound quieter.

By: alexanderw 26/Jul/10 10:29:59

Blade traps smaller radii & quieter.

By: alexanderw 26/Jul/10 09:12:52

Enemiy guns radii larger.

By: alexanderw 26/Jul/10 09:12:36

Bomb pile fuses quieter

Release notes for Publish on 23/Jul/10 19:02:00 Published by alexanderw (Data Version: 30, Publish Version: 88, Output Version: 44794)

By: alexanderw 23/Jul/10 18:14:51

Added the base set of Hammer fast combo sounds.

By: alexanderw 23/Jul/10 18:14:29

Fixed the pirate ship stinger.

Release notes for Publish on 22/Jul/10 18:20:42 Published by alexanderw (Data Version: 30, Publish Version: 87, Output Version: 44683)

By: alexanderw 22/Jul/10 18:19:46

Volume and radii tweakes to make some olf POW sounds more audible.

By: alexanderw 22/Jul/10 16:13:48

Generic destructable sound louder.

By: alexanderw 22/Jul/10 16:11:19

Implimented Taser hashcodes.

By: alexanderw 22/Jul/10 16:11:06

Fix for bouncy ball.

By: alexanderw 22/Jul/10 16:10:55

Tweakes to music volumes.

By: alexanderw 22/Jul/10 09:10:38

Trimmed down stingers and added a fixed ducker offset of 3300ms so that music can resume promptly,

Release notes for Publish on 21/Jul/10 15:18:11 Published by alexanderw (Data Version: 30, Publish Version: 86, Output Version: 43816)

By: alexanderw 21/Jul/10 15:17:34

SFX_EMT_PIRATES_Z3_FIRES needs triggering when the buildings in pirates room 3 get set alight.

By: alexanderw 21/Jul/10 14:54:40

Reverted Ambs back to proper behaviour (Fade With Distance = True) now that's Kev's patched the code.

Release notes for Publish on 21/Jul/10 14:09:04 Published by alexanderw (Data Version: 30, Publish Version: 85, Output Version: 43789)

By: alexanderw 21/Jul/10 14:08:18

Added fuse and beep sounds to all the bombs.

By: alexanderw 21/Jul/10 11:25:59

TEMP fix for Pirates Amb bug: Turned off the fade with distance flag. This probably won't work with Wall-E as all the rooms exist in the same map.

By: alexanderw 21/Jul/10 09:41:36

Fix for z3 amb bug. I'm an idiot.

Release notes for Publish on 20/Jul/10 19:26:31 Published by alexanderw (Data Version: 30, Publish Version: 84, Output Version: 43542)

By: alexanderw 20/Jul/10 19:20:01

Replaced the 2nd sword swoosh.

By: alexanderw 20/Jul/10 18:40:52

Added placeholder sounds to the Hammer Anims to get the guitars partially working.

By: alexanderw 20/Jul/10 18:40:22

All weapons either have 1st pass or at least placeholder (duplicates) sound. The exception being the Taser.

Release notes for Publish on 20/Jul/10 15:44:41 Published by alexanderw (Data Version: 30, Publish Version: 83, Output Version: 43234)

By: alexanderw 20/Jul/10 15:29:45

Half way through generating weapon hashcodes for the 4_4 upgradeable weapons.

Most other weapons should now have functioning placeholder SFX. Can't guarentee they all do.

By: alexanderw 20/Jul/10 15:26:50

The event "EVT_MFX_ZONE_START_STG_NME_WAVE" should act to play a stinger for a wave of enemies entering the screen. At the moment all music zones play the same selection of classical stingers. This will likely sound pretty bad - just sayin'!

By: alexanderw 20/Jul/10 15:17:55

Added "MFX_STG_PIRATES_ORCH_ACTION_MAELSTROM_START" for trigging when the ship passes at the start of the rescue game.

Release notes for Publish on 20/Jul/10 11:42:03 Published by alexanderw (Data Version: 30, Publish Version: 82, Output Version: 42459)

By: alexanderw 20/Jul/10 11:41:26

Purge to get rid of old DAM hashcodes.

By: alexanderw 20/Jul/10 09:37:23

Added events for mix group pauseing during pause menu.

By: alexanderw 19/Jul/10 17:26:26

Added pirates zone 3 gate close sound.

Release notes for Publish on 19/Jul/10 16:38:06 Published by alexanderw (Data Version: 30, Publish Version: 81, Output Version: 41842)

By: alexanderw 19/Jul/10 16:37:17

Added poduim music zone (I noticed it in the middle of being changed ad is broken).

By: alexanderw 19/Jul/10 16:04:20

Added post-ship battle music.

By: alexanderw 19/Jul/10 15:41:14

Sorted out mine timings.

Release notes for Publish on 19/Jul/10 12:01:45 Published by alexanderw (Data Version: 30, Publish Version: 80, Output Version: 41716)

By: alexanderw 19/Jul/10 11:54:10

Tweakes to duckers to keep a bit of the amb around.

By: alexanderw 19/Jul/10 11:53:52

Blade Trap sounds (unless I already said that..?). Anyway, the "Timed" version of the trap sounds about right and I think the proximity version should be ok too.

By: alexanderw 19/Jul/10 09:23:16

Added pirate ship hatch opening sounds and cannon firing sounds.

By: alexanderw 16/Jul/10 17:24:56

Removed screams from battle amb.

Also removed some crickets for Pontus while I was at it ;)

By: alexanderw 16/Jul/10 15:47:36

All radii now 50% bigger. Should help fix the "middle range" problem.

Release notes for Publish on 16/Jul/10 12:14:06 Published by alexanderw (Data Version: 30, Publish Version: 79, Output Version: 41273)

By: alexanderw 16/Jul/10 12:13:28

Publish to enable me and Dave to rule some stuff out (I hope)

By: alexanderw 16/Jul/10 12:12:29

Tieded up the fist to be used as an example of a properly set up weapon.

By: alexanderw 16/Jul/10 12:12:04

Added default loading of the weapon banks.

Release notes for Publish on 15/Jul/10 17:17:48 Published by alexanderw (Data Version: 30, Publish Version: 78, Output Version: 40744)

By: alexanderw 15/Jul/10 17:13:58

Created new weapon soundbanks.

By: alexanderw 15/Jul/10 14:54:36

Increased the radius on all non-player nsv (doubled)

By: alexanderw 15/Jul/10 14:54:02

Increased the radius on the bombhead explosion.

By: alexanderw 15/Jul/10 14:53:47

Implimented events and game vars needed for weapon soundbank loading.

By: alexanderw 13/Jul/10 17:09:14

1st pass Donkey sounds

By: alexanderw 12/Jul/10 12:12:20

Re-triggered the cannonball explosion.

Release notes for Publish on 12/Jul/10 11:41:17 Published by alexanderw (Data Version: 30, Publish Version: 77, Output Version: 39033)

By: alexanderw 12/Jul/10 11:40:32

Updated SFX_HUD_ALERT_CIV_RESCUE_BAD and SFX_HUD_ALERT_CIV_RESCUE_GOOD with basketball pallet of sounds to replace the old airhorns.

Release notes for Publish on 12/Jul/10 09:40:05 Published by alexanderw (Data Version: 30, Publish Version: 76, Output Version: 39001)

By: alexanderw 12/Jul/10 09:39:26

Publish now that Richard has patched the code. I'm also purging all the ols weapon sound hashcodes that will make populating weapon stuff much easier.

By: alexanderw 09/Jul/10 16:27:51

Tweakes to sword swooshes to make them (artifically) sound louder.

By: alexanderw 09/Jul/10 16:25:02

Enabled panning for multiple listener mode (game now no longer in mono with more than one player.

Note, this will sound broken without kev's patch to correctly turn off panning listeners on the players.

By: alexanderw 09/Jul/10 15:10:23

Improved soundbank loading and fixed the Wall-E levels.

Release notes for Publish on 08/Jul/10 16:46:34 Published by alexanderw (Data Version: 30, Publish Version: 75, Output Version: 36851)

By: alexanderw 08/Jul/10 16:45:58

1st (of what will probably be 2 more) pass of pre-mix with the new listeners.

By: alexanderw 08/Jul/10 12:10:37

Added physics drag and impact test sounds.

Release notes for Publish on 07/Jul/10 10:41:24 Published by alexanderw (Data Version: 30, Publish Version: 74, Output Version: 35420)

By: alexanderw 07/Jul/10 10:40:47

Guitar and Fish sound added.

Release notes for Publish on 06/Jul/10 18:58:41 Published by alexanderw (Data Version: 30, Publish Version: 73, Output Version: 35215)

By: alexanderw 06/Jul/10 18:58:06

Updated lots of weapon stuff.

Release notes for Publish on 02/Jul/10 10:18:32 Published by alexanderw (Data Version: 30, Publish Version: 72, Output Version: 33858)

By: alexanderw 02/Jul/10 10:17:59

v30 output data.

Release notes for Publish on 30/Jun/10 15:36:28 Published by alexanderw (Data Version: 27, Publish Version: 71, Output Version: 33855)

No release notes for this Publish

Release notes for Publish on 30/Jun/10 14:59:57 Published by alexanderw (Data Version: 27, Publish Version: 70, Output Version: 33854)

By: alexanderw 30/Jun/10 14:59:22

Added demo NME "Charge" sound for swarming over walls.

Release notes for Publish on 30/Jun/10 12:39:58 Published by alexanderw (Data Version: 27, Publish Version: 69, Output Version: 33846)

By: alexanderw 30/Jun/10 12:39:19

Soundbanks now load based on music zone (Ie room), not LEVEL_ID.

Release notes for Publish on 30/Jun/10 11:29:17 Published by alexanderw (Data Version: 27, Publish Version: 68, Output Version: 33845)

By: alexanderw 30/Jun/10 11:06:25

Sword swoosh sounds louder.

By: alexanderw 30/Jun/10 10:56:29

Replaced the Rescue siren with a rescue klaxon.

By: alexanderw 30/Jun/10 10:38:09

Readded SFX_OBJ_CHEST_TREASURE_REWARD_BAD and updated SFX_OBJ_CHEST_TREASURE_REWARD_GOOD

Release notes for Publish on 25/Jun/10 14:13:56 Published by alexanderw (Data Version: 27, Publish Version: 67, Output Version: 33172)

By: alexanderw 25/Jun/10 14:13:20

Updated treasure sound

By: steved 25/Jun/10 13:57:19

Mashup music update to Reggae and HipHop tracks. No vocals. No jazz breaks. More IP tunes.

Release notes for Publish on 25/Jun/10 12:05:53 Published by alexanderw (Data Version: 27, Publish Version: 66, Output Version: 33162)

By: alexanderw 25/Jun/10 12:05:17

Costume collection shounds.

Release notes for Publish on 22/Jun/10 14:30:01 Published by alexanderw (Data Version: 27, Publish Version: 65, Output Version: 32943)

By: alexanderw 21/Jun/10 15:34:58

Added SFX_HUD_ALERT_CIV_RESCUE_BAD and SFX_HUD_ALERT_CIV_RESCUE_GOOD that can be triggerd for civilian rescues.

Release notes for Publish on 17/Jun/10 21:15:25 Published by alexanderw (Data Version: 27, Publish Version: 64, Output Version: 32507)

By: alexanderw 17/Jun/10 21:14:34

Upped the culling on all weapon hit sounds.

By: alexanderw 17/Jun/10 21:05:09

Added 1st pass gun weapon types.

Release notes for Publish on 17/Jun/10 18:20:22 Published by alexanderw (Data Version: 27, Publish Version: 63, Output Version: 32297)

No release notes for this Publish

Release notes for Publish on 17/Jun/10 16:08:05 Published by alexanderw (Data Version: 27, Publish Version: 62, Output Version: 32182)

No release notes for this Publish

Release notes for Publish on 16/Jun/10 18:07:43 Published by alexanderw (Data Version: 27, Publish Version: 61, Output Version: 31945)

By: alexanderw 16/Jun/10 18:06:59

Pirates breakables and enemy build vo.

Release notes for Publish on 11/Jun/10 17:04:26 Published by alexanderw (Data Version: 27, Publish Version: 60, Output Version: 31625)

By: alexanderw 11/Jun/10 17:03:48

This publish will make all powerups audible anywhere. Weapon sound will have stopped working alltogether. I will fix that on Monday.

By: alexanderw 11/Jun/10 17:01:56

Created all placeholder hashcodes needed for the current set of weapons.

By: alexanderw 11/Jun/10 14:31:10

Created a new "Weapons" folder in the Master folder and moved the existing weapon sounds to there from the powerups folder.

By: alexanderw 10/Jun/10 16:45:36

Poweups are noe in the generic bank.

By: alexanderw 10/Jun/10 15:13:16

Finished the maiden rescue point!!

By: alexanderw 09/Jun/10 17:19:37

Added maiden portal noises

By: alexanderw 02/Jun/10 17:04:21

Added Room-specific IP soundbanks. These will need triggering (Probably by combining the Zone and Level Spreadsheets).

By: alexanderw 01/Jun/10 16:48:32

Removed the "Don't Use Centre Speaker" flag from over half the sounds in the project. I think this was a copy-paste bug..?

Release notes for Publish on 01/Jun/10 12:29:13 Published by alexanderw (Data Version: 27, Publish Version: 59, Output Version: 29464)

By: alexanderw 01/Jun/10 12:28:27

Music table populated with alt classical tracks.

Release notes for Publish on 26/May/10 08:57:37 Published by alexanderw (Data Version: 27, Publish Version: 58, Output Version: 29340)

No release notes for this Publish

Release notes for Publish on 25/May/10 17:17:19 Published by markt (Data Version: 27, Publish Version: 57, Output Version: 29340)

By: alexanderw 25/May/10 16:50:14

Osc Bug fixed.

By: alexanderw 25/May/10 11:32:12

Added the GVR and Event needed to swap the regular music for the classical music.

By: alexanderw 25/May/10 11:31:43

Fixed a bug with some of the music not playing.

By: alexanderw 11/May/10 17:17:48

Added crate smash sounds.

By: sarahs 10/May/10 16:16:04

Added flame SFX for fireblock on Pirates levels.

By: sarahs 07/May/10 17:01:38

Maiden NSV added to the project - need to look into ways of triggering this until the Maiden node comes through the pipeline.

By: alexanderw 29/Apr/10 17:04:50

Disabled the sting event.

By: alexanderw 29/Apr/10 17:03:54

Removed death and sting columns from ASS_MUSIC_ZONE_GENERIC because they were boring to set up and only placeholder untill I know what the composer wants.

By: alexanderw 28/Apr/10 16:01:35

Big tidy-up and re-work of the music triggering events (anything with "MFX_ZONE" in the name.

We now have a dynamically triggered music zone system (yay!)

Release notes for Publish on 26/Apr/10 17:16:47 Published by alexanderw (Data Version: 26, Publish Version: 56, Output Version: 27653)

By: alexanderw 26/Apr/10 17:16:00

Added steam burs sounds.

By: alexanderw 26/Apr/10 16:28:30

SFX_OBJ_PIRATES_ORGAN_NOTE01 - 09 added for the smaller notes on the pirate organ.

By: alexanderw 26/Apr/10 16:27:55

SFX_OBJ_PIRATES_ORGAN_CHORD01, 02, etc added for the big notes on the bottom rung of the keyboard.

Release notes for Publish on 26/Apr/10 12:36:12 Published by markt (Data Version: 26, Publish Version: 55, Output Version: 27487)

By: markt 26/Apr/10 12:35:37

BigFiles published without caching for now as these files can't be used on disc builds :(

Release notes for Publish on 23/Apr/10 14:01:13 Published by alexanderw (Data Version: 26, Publish Version: 54, Output Version: 27454)

By: sarahs 23/Apr/10 12:27:27

1st pass cannon construct SFX added - needs triggering

By: sarahs 23/Apr/10 12:27:11

1st pass ships wheel turning SFX

By: sarahs 22/Apr/10 18:09:32

Added powerup SFX and Fodder NME SFX to the Pirates soundbank.

By: sarahs 22/Apr/10 16:03:45

New ambience for Pirates Ship Battle level - 4CH surround for Next Gen, PLII for Wii.

By: alexanderw 22/Apr/10 15:53:16

Added 1st pass pirates physics sounds.

By: alexanderw 22/Apr/10 15:53:01

Added Wall-E repair ward bridge sounds.

By: sarahs 21/Apr/10 15:08:32

New ambience for Pirates Town level - 4CH for next gen, PLII for Wii.

By: sarahs 20/Apr/10 16:47:51

Temporary fix for annoying jet hover SFX stutter - removed velocity controller from the sound.

By: sarahs 20/Apr/10 16:36:27

Fixed missing sound bugs in Wall-E.
This covers a total of ten sound effects now working; all those prefixed with SFX_ACT_

By: sarahs 20/Apr/10 15:55:06

Added Pirates level ID and soundbank to ASS_LEVEL_PROPERTIES

New ambience for the Pirates Fort level - mixed 4CH surround for Next Gen, PLII for Wii.

By: alexanderw 15/Apr/10 16:47:28

After doing Wii memory tests I've left 700k on heap 0 as this didn't seem to crash. It acts as proof of concept, that we can put some audio memory on Heap 0.

Release notes for Publish on 12/Apr/10 10:55:46 Published by alexanderw (Data Version: 26, Publish Version: 53, Output Version: 26770)

By: alexanderw 12/Apr/10 10:53:51

Wall-E 1sr playable soundbank now fits on the Wii.

Release notes for Publish on 09/Apr/10 11:05:26 Published by alexanderw (Data Version: 26, Publish Version: 52, Output Version: 25526)

By: alexanderw 09/Apr/10 11:03:05

Output enabled for the Wii. The Wall-E soundbank is more or less empty though so it will as if a lot of sounds are missing on the first playable level. This is only temporary.

By: alexanderw 07/Apr/10 09:25:34

Highest Wii resample rate is now at 32K

Release notes for Publish on 06/Apr/10 16:43:40 Published by kevs (Data Version: 26, Publish Version: 51, Output Version: 25015)

By: kevs 06/Apr/10 16:43:06

v26 data

Release notes for Publish on 06/Apr/10 14:51:12 Published by markt (Data Version: 25, Publish Version: 50, Output Version: 24930)

By: markt 06/Apr/10 14:50:33

Publish with new Filelist format.

By: alexanderw 06/Apr/10 11:14:49

Implimented VO profile soundbank,

By: alexanderw 01/Apr/10 12:01:23

Standardised the naming convention for collectable sounds... Hopefully won't break code.

Release notes for Publish on 31/Mar/10 16:57:23 Published by alexanderw (Data Version: 25, Publish Version: 49, Output Version: 23979)

By: alexanderw 31/Mar/10 16:55:52

Started adding Wii-specific sample pools (and I mean 'started' - output is turned off at the moment).

By: alexanderw 26/Mar/10 17:06:44

Updated ducking table with a first pass values based on using the new ducking system.

By: sarahs 23/Mar/10 15:21:53

Normalised all wavs excluding music and ring menu HUD sounds to -1db. This is in aid of the new ducker group arrangement.

By: alexanderw 23/Mar/10 14:39:18

Added all sounds to one of 16 priority based ducker groups. Number 16 is for unique sounds and explosion based powerups.

By: alexanderw 23/Mar/10 14:38:26

Added a ducker offset of -80ms to ensure the soundtrack is responsive when ducking.

By: sarahs 23/Mar/10 12:22:20

New Hercules amb and emitters added to try against the art tests.

By: sarahs 23/Mar/10 12:21:56

New footfalls added - much softer to sound more like sneakers/trainers.

By: alexanderw 22/Mar/10 12:17:45

Removed some sounds from the soundbanks that are triggerd in code but I don't think we need anymore. I've placed them in the group "GRP_XAN_NO_LONGER_DESIRED_BUT_IN_CODE" which is not output. I'll get them removed from code late, when I'm absolutly sure we don't still need the SFX, but with a different wav.

By: alexanderw 22/Mar/10 12:06:33

Added "EVT_PLR_NUMBERS_CHANGE" which will enable us to alter the mix of the game based on the number of players playing. This will help us balance the prevelance of the plr sounds against the number of players.

By: alexanderw 19/Mar/10 14:41:21

Radical overhaul of how duckers are used in the project. This will make everything sound horrible for now...

By: sarahs 19/Mar/10 10:41:56

Fixed sheep release sounds for the sheep pipes in the trash room - audio definitions had vanished from the conditions for some reason so they weren't making any sounds.

Release notes for Publish on 19/Mar/10 10:26:58 Published by sarahs (Data Version: 25, Publish Version: 48, Output Version: 21173)

By: sarahs 18/Mar/10 17:53:07

Added 1st pass SFX for the fairy.

By: sarahs 18/Mar/10 17:52:58

Added little bleeps to the headbanger robot in the Repair Ward.

By: sarahs 17/Mar/10 17:20:29

Added the occasional robot giggle to the highways room path bots.

By: sarahs 17/Mar/10 12:06:10

Added SFX for the steward bot as it moves in the highways room on Wall-E.

By: sarahs 17/Mar/10 11:54:41

Altered triggering for Laser Zap SFX (triggered when the player walks into the laser beams in the laser corridor). Changes to coincide with programming fix. These zap sounds now work; yay!

By: sarahs 17/Mar/10 09:42:25

Added SFX for when the player switches the tracks (using the steward bots) in the highways room on Wall-E.

By: sarahs 16/Mar/10 15:31:32

Added SFX for enemy spawn floor hatches in the Trash Room on Wall-E.

Release notes for Publish on 16/Mar/10 10:45:34 Published by steved (Data Version: 25, Publish Version: 47, Output Version: 20267)

By: steved 16/Mar/10 10:44:53

Removed GOLD Leader Sfx for purpose of 1st Playable.

By: steved 16/Mar/10 10:27:36

Calvin80s track volume 85 (was 70). Remember Play pos flag removed.

By: sarahs 15/Mar/10 18:38:59

1st pass elevator movement start/stop sfx added to the Lido Deck.

Release notes for Publish on 15/Mar/10 18:15:00 Published by alexanderw (Data Version: 25, Publish Version: 46, Output Version: 20098)

By: alexanderw 15/Mar/10 18:14:18

Added a unique shot sound for the powerup lasers.

By: steved 15/Mar/10 18:10:35

94ms silence added to start of Trash Room music.

By: sarahs 15/Mar/10 17:17:10

Updated powercore insert sfx on the Lido Deck

By: sarahs 15/Mar/10 16:59:25

Added breakable gen explosion SFX to umbrella.

Release notes for Publish on 15/Mar/10 16:35:40 Published by sarahs (Data Version: 25, Publish Version: 45, Output Version: 19855)

By: sarahs 15/Mar/10 16:27:09

Added door SFX to the exit door on the bouncepads level (Lido Deck).

By: steved 15/Mar/10 16:26:23

Trash Compactor anim and SFx now sync with music.

By: alexanderw 15/Mar/10 15:43:45

Increased allowed frequency of hit sounds.

By: sarahs 15/Mar/10 15:24:37

Added glass break SFX for set piece in Repair Ward.

By: sarahs 15/Mar/10 15:24:17

Added door open/close SFX for laser lift doors in the laser corridor.

By: sarahs 15/Mar/10 15:23:54

Added console beeps to captain's console in the bouncepads room (Lido Deck).

By: alexanderw 15/Mar/10 15:08:23

Added warning noise for laser gun shots that can apply powerups ot player.

By: alexanderw 15/Mar/10 15:08:00

Re-jigged bombhead Vo

By: alexanderw 15/Mar/10 15:07:47

2nd pass drop attack sounds.

By: sarahs 15/Mar/10 10:46:24

Shortened podium cheer SFX a little and made fade out smoother.

Release notes for Publish on 13/Mar/10 17:26:00 Published by alexanderw (Data Version: 25, Publish Version: 44, Output Version: 19039)

By: alexanderw 13/Mar/10 17:25:21

Added brute intro sounds and a few other brute bits.

By: alexanderw 13/Mar/10 14:42:23

Removed Skull change direction sound as the way the skull is used in the dizzy corridor makes this no longer appropriate.

By: alexanderw 13/Mar/10 10:52:22

Removed Attack_Exert sounds so as to thin out the ammount of player VO.

By: alexanderw 12/Mar/10 17:08:12

Added the first couple of brute sounds. Not triggered properly yet, but you may hear them occasionally.

By: alexanderw 12/Mar/10 17:07:29

Added obstructed trash stomper sound.

By: sarahs 12/Mar/10 16:24:35

Added jetpack sounds to Fly enemy.
Added VO for sting/slam attack to Fly enemy.
Added takehit and death VO to Fly enemy.
Added projectile fire SFX to Fly enemy.
Added VO for projectile attack to Fly enemy.

Added SFX for bridge movement in the laser corridor.

Release notes for Publish on 12/Mar/10 15:23:58 Published by alexanderw (Data Version: 25, Publish Version: 43, Output Version: 18483)

By: alexanderw 12/Mar/10 15:18:43

Added TronLaser sounds.

By: sarahs 12/Mar/10 12:12:38

Re-synced player footsteps with new anims.

Release notes for Publish on 12/Mar/10 09:31:01 Published by sarahs (Data Version: 25, Publish Version: 42, Output Version: 17920)

By: alexanderw 11/Mar/10 15:13:27

Added new versions of the laser corridor sounds

By: alexanderw 11/Mar/10 15:13:13

added processed versions of the ball enemy VO sounds.

By: sarahs 11/Mar/10 15:05:53

Added SFX for power core insert on the Lido Deck.

By: alexanderw 10/Mar/10 18:00:33

Added corridoor laser sounds. The Warning light sound cannot be timed correctly because the wait rnd event is placed too close to the light's colour change.

By: alexanderw 10/Mar/10 15:46:09

added "EVT_ENTER_DEBUG_MENU" to which different commnands can be added to get round problems arising from jumping out of game flow.

Currently only stops the ambient music tag.

By: sarahs 10/Mar/10 15:40:03

Tweaks to Cubiverse SFX.

By: sarahs 10/Mar/10 15:14:35

Added tray hit SFX to crazy tray robot in the repair ward.

By: alexanderw 10/Mar/10 15:12:38

Removed Sheep Idle sounds.

Release notes for Publish on 10/Mar/10 14:47:10 Published by alexanderw (Data Version: 25, Publish Version: 41, Output Version: 16769)

By: alexanderw 10/Mar/10 14:44:42

The tag TAG_STATE_MFX_AMBIENT now contains the Wall-E Trash music but only AFTER the event; EVT_MFX_START_NEW_AMB has been called.

By: sarahs 10/Mar/10 14:44:32

Added airlock door SFX to the laser corridor exit

By: sarahs 10/Mar/10 13:59:33

Removed BnL jingles from Lido Deck PA.
Reduced frequency of Lido Deck PA.

By: alexanderw 10/Mar/10 11:30:55

Updated the Player hit sounds as it was decided the old ones were more appropriate for the enemies.

By: alexanderw 10/Mar/10 11:30:29

Updated NME throw sounds to make them sound a lot less like the player.

By: sarahs 10/Mar/10 11:22:13

Added robot giggles to tray robot in Repair Ward

By: sarahs 10/Mar/10 10:50:07

Added "caution, rogue robots" emitter to Laser Corridors.

Release notes for Publish on 10/Mar/10 09:25:15 Published by alexanderw (Data Version: 25, Publish Version: 40, Output Version: 16152)

By: alexanderw 10/Mar/10 09:24:33

NSV_NME_FOD_MEDM_GRABBED_SPIN added.

By: alexanderw 10/Mar/10 09:22:17

NSV_PLR_BOY_MEDM_GRABBED_SPIN added

By: alexanderw 10/Mar/10 09:21:55

NSV_NPC_SHP_MEDM_GRABBED_SPIN - is the lifted soujnd into a spin.

The same naming goes for the player and enemy grabbed sounds.

By: alexanderw 10/Mar/10 09:21:17

NSV_NPC_SHP_MEDM_GRABBED - is regular overhead lifted.

Release notes for Publish on 09/Mar/10 18:20:16 Published by sarahs (Data Version: 25, Publish Version: 39, Output Version: 16080)

By: sarahs 09/Mar/10 16:24:50

Added generic explosion breakables SFX

By: sarahs 09/Mar/10 15:13:53

Added SFX_HUD_ALERT_GOLD_LEADER for when leader changes - courtesy of Jim.

By: sarahs 09/Mar/10 10:43:28

Cubiverse added to level properties spreadsheet to call SB_FRONTEND.

By: alexanderw 09/Mar/10 10:13:52

Increased the radii of all non-environmental, non-enemy based sounds to account for the extreme distances players can be seperated by.

By: alexanderw 09/Mar/10 10:13:05

Enabled skull spawn sound

By: sarahs 08/Mar/10 17:53:53

Added placeholder music and 1st pass SFX to Cubiverse (ring menu).

By: sarahs 08/Mar/10 14:16:00

Tweaks to highway room amb - removed some of the more suggestive sounds so it's more neutral.

Release notes for Publish on 08/Mar/10 13:55:03 Published by sarahs (Data Version: 25, Publish Version: 38, Output Version: 15229)

By: steved 08/Mar/10 13:26:19

Highways music updated - removed the "something sounds like its happened" bit.

By: sarahs 08/Mar/10 11:26:24

Added SFX for trash compactor robots open/close and crush animations in Wall-E trash room.

By: sarahs 08/Mar/10 11:25:32

Adjustments to resample rates and wav lengths to free up lots more memory on the Wii.

By: sarahs 08/Mar/10 11:24:19

Added GVR_PLR_SPIN_VELOCITY and CON_PLR_SPIN_VELOCITY for controlling player spin velocity to pitch offset of spin sounds.

By: steved 08/Mar/10 09:30:48

MFX_DU_WALLE_FRONTEND_AMB now uses Calvin Harris 80s track at Disney request.

By: steved 05/Mar/10 16:22:58

Shorter Waltz section in Lido Room music.

By: sarahs 05/Mar/10 12:29:42

Added trash compactor sounds to MFX_DU_WALLE_5_TRASH_ROOM music track.
Now a 4 channel wav.

By: sarahs 05/Mar/10 09:41:35

Added reverbs to all zones on Wall-E level.

By: sarahs 04/Mar/10 17:03:43

Added reverb to Lido Deck (bouncepads room) on Wall-E.

By: sarahs 04/Mar/10 17:03:16

Added SFX for fat person bounce pads on Wall-E.

By: sarahs 03/Mar/10 17:20:23

SFX_WALLE_LASER_ZAP created - waiting for code. This will play whenever the player collides with red lasers.

By: sarahs 03/Mar/10 16:34:20

Added lever pull SFX to the levers in zone 1 on Wall-E.

By: sarahs 03/Mar/10 15:20:13

Reduced volume of dizzy collect sound.

By: sarahs 02/Mar/10 18:10:44

Added sliding door open SFX to zone 1 on wall-e when levers are pulled.

By: sarahs 02/Mar/10 15:33:00

New sound for when players are released from spins.
More variety added for spin_impact sounds.

By: sarahs 02/Mar/10 13:40:44

Added placeholder spin SFX for when player spins other characters.
Added a sound for when they player throws objects.
New environment impact sounds for players released from spins.

By: sarahs 01/Mar/10 14:18:39

Un-bodged the ambience radii in the audio schemes for Wall-E 1st playable. Added attack and release times to the ambient SFX. These sounds now adhere to conditions within schemes.

Release notes for Publish on 26/Feb/10 15:14:34 Published by alexanderw (Data Version: 25, Publish Version: 37, Output Version: 12388)

By: alexanderw 26/Feb/10 15:14:00

Ducker group fix

Sheep sounds added. They don't play with any consistency in game though as a lot of the sheep's behaviour isn't mirrored in specific anims.

Release notes for Publish on 24/Feb/10 17:05:43 Published by alexanderw (Data Version: 25, Publish Version: 36, Output Version: 12209)

By: alexanderw 24/Feb/10 16:00:05

2nd pass coin sounds.

By: jimc 24/Feb/10 09:40:12

Added Ambient Frontend Music
MFX_DU_WALLE_FRONTEND_AMB

Still requires code triggering

By: sarahs 23/Feb/10 18:49:26

Added 1st pass sounds for sheep tubes in trash room on wall-e.

Release notes for Publish on 23/Feb/10 17:10:46 Published by sarahs (Data Version: 25, Publish Version: 35, Output Version: 11861)

By: sarahs 23/Feb/10 17:10:06

Fix for bombhead crash - old music hashcode was causing the problem.

By: sarahs 23/Feb/10 16:51:26

Triggered up AMB_WALLE_REPAIR_WARD and AMB_WALLE_TRASH_ROOM - just need to populate with new wavs.

By: sarahs 23/Feb/10 16:31:48

New highway room ambience for Wall-E level, added and triggered.

Release notes for Publish on 23/Feb/10 16:26:56 Published by markt (Data Version: 25, Publish Version: 34, Output Version: 11766)

By: markt 23/Feb/10 16:26:19

Encrypted big files for new Engine.

By: sarahs 23/Feb/10 11:46:52

New PA speech on the Lido Deck with chimes and jingles. Need to set up some music ducking on these but currently waiting for event and/or ducker code support.

By: alexanderw 22/Feb/10 17:04:29

Added 1st pass health sounds & GVR, controllers etc. Aiming for a "health chain" collect kind of feel.

By: sarahs 22/Feb/10 16:37:18

New Lido Deck (bouncepads room) ambience.

By: sarahs 22/Feb/10 16:37:08

Dizzy sounds added for other characters including sheep when they are stunned.

Release notes for Publish on 22/Feb/10 09:23:02 Published by steved (Data Version: 25, Publish Version: 33, Output Version: 10676)

By: sarahs 19/Feb/10 15:43:33

1st pass Ball enemy bite attack foley SFX.

By: sarahs 19/Feb/10 15:42:59

Fixed a couple of issues with ambiences playing all over on Wall-E.. will have to bodge the radius of the sounds until they obey condition constraints.

By: sarahs 19/Feb/10 11:22:11

Triggered random PA speech on Wall-E Lido Deck (bounce pads) level.

By: sarahs 18/Feb/10 16:55:49

Added powerups and enemies to level specific Wall-E soundbank. Removed these from the Generic soundbank.

By: steved 18/Feb/10 12:30:39

Wall-E music added.

By: sarahs 18/Feb/10 12:29:23

Added 1st pass sword drop SFX.

By: sarahs 18/Feb/10 11:01:03

New sword collection SFX.

By: sarahs 16/Feb/10 15:49:59

Added SFX when lever is pulled to deploy steward bots on Wall-E level.
SFX_OBJ_WALLE_Z1_BOTS_DEPLOY

Release notes for Publish on 16/Feb/10 14:43:32 Published by sarahs (Data Version: 25, Publish Version: 32, Output Version: 9521)

By: sarahs 16/Feb/10 14:42:54

New Wall-E corridor ambience

By: alexanderw 16/Feb/10 14:08:19

Lessened the persistant ring from the new physics driven coin spawn sound.

Release notes for Publish on 15/Feb/10 16:35:46 Published by sarahs (Data Version: 25, Publish Version: 31, Output Version: 9447)

By: sarahs 15/Feb/10 16:35:05

Added enemy death sound - (Xan)

By: sarahs 15/Feb/10 15:06:32

New sword whip and hit sounds added - more variation and now whip sounds are broken down into 3 seperate SFX to create a pitch step on each swing.
Toned down the jump build SFX for the sword.
Tweaks to sword timings.

By: sarahs 15/Feb/10 14:12:21

Added 1st pass hover sfx for the flying enemies

By: steved 15/Feb/10 10:21:06

MFX_WALL_E_5_TRASH_ROOM for BPM sync test. Note hit a snag with importing the Beat infor at the moment, due to the complex tempo strucutre and time signatures at the start. Main section of music is at 120bpm. Perhpas you can work with that theoretical value until we get the beat infor read correctly..

By: sarahs 12/Feb/10 15:57:56

Triggered pirates external ambience in pirates map - there is a specific ambience for the internal areas of the ship but no way to change the ambs yet so external is set for all areas for now.

By: sarahs 12/Feb/10 15:57:05

Triggered podium cheer SFX in game.

By: sarahs 12/Feb/10 14:20:56

Added podium cheer SFX to project

By: sarahs 11/Feb/10 16:36:21

Added more sword impact SFX.

Release notes for Publish on 11/Feb/10 16:20:39 Published by alexanderw (Data Version: 25, Publish Version: 30, Output Version: 8549)

By: alexanderw 11/Feb/10 16:20:04

Temporary changes to coin pickup sound for code test.

By: alexanderw 11/Feb/10 16:04:04

Added PHY_COIN_BOUNCE_ONE and PHY_COIN_BOUNCE_TWO

By: sarahs 10/Feb/10 11:50:27

More ambs added for the Pirates level - internal ambience and two new external ambiences.

Release notes for Publish on 05/Feb/10 15:59:38 Published by jimc (Data Version: 25, Publish Version: 29, Output Version: 7904)

By: jimc 05/Feb/10 15:58:59

Removed Bomb Head Music from Project for time being

By: sarahs 05/Feb/10 12:31:13

Wall-E:
Created two new sets of PA speech for the ambience on the Axiom.
SFX_EMT_WALLE_SHIP_HUMANDECK_PA_RND
SFX_EMT_WALLE_SHIP_ROBODECK_PA_RND

By: sarahs 05/Feb/10 11:20:48

Added two new lines of PA speech to the Wall-E planet surface level.

Release notes for Publish on 04/Feb/10 10:20:43 Published by kevs (Data Version: 25, Publish Version: 28, Output Version: 7760)

By: kevs 04/Feb/10 10:20:05

v25 data.

Release notes for Publish on 03/Feb/10 15:22:39 Published by alexanderw (Data Version: 22, Publish Version: 27, Output Version: 7627)

By: alexanderw 03/Feb/10 15:22:04

15%-100 vol for tether sound

Release notes for Publish on 03/Feb/10 13:34:55 Published by jeremyc (Data Version: 22, Publish Version: 26, Output Version: 7596)

By: jeremyc 03/Feb/10 13:34:21

Tether volume controller issue fixed. [Kirk Voice] "Xaaaannn!"

Release notes for Publish on 02/Feb/10 16:41:47 Published by alexanderw (Data Version: 22, Publish Version: 25, Output Version: 7570)

By: alexanderw 02/Feb/10 16:41:07

Added the Tether_Change_Rate variable as a local var to the stretch sound, oops.

By: alexanderw 02/Feb/10 16:40:30

Lowered the volume of the tether stretch sound to 0 when not moving for easier debugging.

Release notes for Publish on 02/Feb/10 14:27:32 Published by jeremyc (Data Version: 22, Publish Version: 24, Output Version: 7094)

By: jeremyc 02/Feb/10 14:23:38

Tether sfx and controller/gamevar changes

By: sarahs 02/Feb/10 11:40:07

Tweaks to the FatGuy:
Split the NSV grunt sounds into grunt and land sounds so the NSV is now properly timed to the jump and land.
Delayed the initial laugh sound by 500ms so it doesn't clash with the expand SFX.

Release notes for Publish on 02/Feb/10 10:26:57 Published by alexanderw (Data Version: 22, Publish Version: 23, Output Version: 6752)

By: alexanderw 02/Feb/10 10:26:20

Magnet controller fix.

By: jeremyc 02/Feb/10 10:13:09

Sword sfx added

Release notes for Publish on 02/Feb/10 09:08:16 Published by alexanderw (Data Version: 22, Publish Version: 22, Output Version: 6598)

By: alexanderw 02/Feb/10 09:07:33

Added some generic spark sounds to the shield contact sound for testing when coding. Will be replaced with something more appropriate at a later date.

Release notes for Publish on 01/Feb/10 16:15:11 Published by alexanderw (Data Version: 22, Publish Version: 21, Output Version: 6557)

No release notes for this Publish

Release notes for Publish on 29/Jan/10 14:04:29 Published by alexanderw (Data Version: 22, Publish Version: 20, Output Version: 6272)

No release notes for this Publish

Release notes for Publish on 29/Jan/10 12:28:02 Published by alexanderw (Data Version: 22, Publish Version: 19, Output Version: 5998)

By: sarahs 29/Jan/10 12:24:17

Added first part of the magnet powerup collect sound.

By: alexanderw 29/Jan/10 12:05:20

Added controllers and game vars for the tether and magnet behaviour.

By: alexanderw 29/Jan/10 12:01:53

Added empty SFX hashcodes for a bunch of new powerup behaviours.

By: alexanderw 29/Jan/10 12:01:10

Added an event that bascially force quits the bomb head sequence (music and sounds get stopped).

By: alexanderw 29/Jan/10 12:00:16

Renamed existing VO to match with chosen naming convention.

By: sarahs 27/Jan/10 18:16:14

Created 8 new test tone SFX for testing events system locally.
Added to GRP_TEST_TONES.

Release notes for Publish on 27/Jan/10 12:27:23 Published by alexanderw (Data Version: 22, Publish Version: 18, Output Version: 5630)

By: sarahs 25/Jan/10 17:30:30

New SFX for bouncyball (forcejump) impacts SFX_POW_BOUNCYBALL_BOUNCE - to be triggered in code

Release notes for Publish on 25/Jan/10 13:50:23 Published by alexanderw (Data Version: 22, Publish Version: 17, Output Version: 5360)

By: alexanderw 25/Jan/10 11:08:21

Thought of the new name for the stuff players do that aren't powerups. Player_Interractions folder renamed to Player_Abilities. Covers foley type founds and non-diagetic, non-HUD stuff like respawning.

By: alexanderw 25/Jan/10 11:06:21

Added PLR_Spawn sounds

Release notes for Publish on 22/Jan/10 10:36:18 Published by alexanderw (Data Version: 22, Publish Version: 16, Output Version: 5051)

By: alexanderw 22/Jan/10 10:35:38

Added coin spawning sounds.

By: alexanderw 22/Jan/10 10:35:26

Oops, forgot to re-balance the PC memory map too. it's now been corrected so the 12meg is on the Generic bank.

By: sarahs 21/Jan/10 17:09:20

Added footstep SFX to all player movement anims

Release notes for Publish on 20/Jan/10 18:21:20 Published by sarahs (Data Version: 22, Publish Version: 15, Output Version: 4841)

By: sarahs 20/Jan/10 15:48:58

Superjump springboard SFX improved.

By: sarahs 20/Jan/10 14:57:36

New Dizzy powerup collection SFX - needs triggering in code

By: sarahs 20/Jan/10 14:03:50

Fixed lightning strike SFX - it had been removed from the anim - re-triggered now.
Added superjump bounce SFX to springboard anim.

Release notes for Publish on 20/Jan/10 11:25:20 Published by jimc (Data Version: 22, Publish Version: 14, Output Version: 4779)

By: jimc 20/Jan/10 11:19:34

Reverted all music codecs to ADPCM

Release notes for Publish on 20/Jan/10 11:00:42 Published by markt (Data Version: 22, Publish Version: 13, Output Version: 4777)

No release notes for this Publish

Release notes for Publish on 19/Jan/10 18:33:16 Published by sarahs (Data Version: 22, Publish Version: 12, Output Version: 4777)

By: sarahs 19/Jan/10 18:31:56

Added player spin swooshes 'SFX_PLR_SPINNING_LOOP', still to trigger in anims.
Added controller to increase pitch with velocity when player is spinning another player 'CON_PLR_SPIN_VELOCITY'

By: alexanderw 19/Jan/10 11:52:42

Proper coin pickup sound.

By: alexanderw 18/Jan/10 12:30:17

Added and pupulated "SFX_FOL_PLR_WHIPS_GEN". Still to do, trigger in anims and test sound.

By: alexanderw 18/Jan/10 10:50:37

Populated "SFX_FOL_PLR_ATTACK_GEN" with some wavs. Not sure about the wav content yet as I've yet to test them in game.

Release notes for Publish on 15/Jan/10 14:29:16 Published by alexanderw (Data Version: 22, Publish Version: 11, Output Version: 3767)

By: alexanderw 15/Jan/10 14:24:47

Added Punch and Kick sounds,

Release notes for Publish on 14/Jan/10 17:47:15 Published by alexanderw (Data Version: 22, Publish Version: 10, Output Version: 3712)

By: alexanderw 14/Jan/10 14:48:52

Added Jez' SuperPunch sounds. Will need to trigger them up once the Animations have been sorted.

By: alexanderw 13/Jan/10 18:00:13

Created a new PIRATES i.p. soundbank.

By: alexanderw 13/Jan/10 17:58:21

Reversed the weightings of the memory map. The bigger proportion of memory now favours the generic bank, rather than the IP as currently, most of the content focuses on the players, not the levels.

By: alexanderw 13/Jan/10 17:55:08

Added barrel popping/bursting sound.

By: alexanderw 13/Jan/10 17:54:50

Added crate opening/closing sounds.

By: alexanderw 13/Jan/10 17:54:29

Created a few Wii sample pools.

Note to anyone using the 10 second timer: It currently plays mute on the Wii.

By: alexanderw 13/Jan/10 17:53:40

Swapped all resample rates over to a "by type" naming system to make things easier for maintaining thw Wii.

From now on, when importing sounds assign typed resample rates.

(You may need to add a new type at this stage as more things go into the project).

See Xan for any questions.

Release notes for Publish on 08/Jan/10 18:25:22 Published by alexanderw (Data Version: 22, Publish Version: 9, Output Version: 2941)

By: alexanderw 08/Jan/10 18:22:34

Added SFX_HUD_PICKUP_ASTERISK.

By: sarahs 08/Jan/10 16:18:42

Added FatGuy expand SFX
Added FatGuy placeholder vocals
Tweaks to FatGuy foots and triggered up in game

Collection SFX for the SuperJump powerup

By: alexanderw 08/Jan/10 15:08:58

Added SFX_HUD_ALERT_COUNTDOWN_10SECS - used for a 10 second countdown for all sorts of timers.

Note, do not use this for Bombhead as this will have it's own piece of music.

Release notes for Publish on 07/Jan/10 18:33:58 Published by sarahs (Data Version: 22, Publish Version: 8, Output Version: 2702)

By: sarahs 07/Jan/10 18:33:02

Powerups:

Added FatGuy foots and land SFX to project, not in game yet
Added SuperJump launch SFX to project, not in game yet
Added Lightning Strike SFX


By: alexanderw 07/Jan/10 15:52:37

SFX_HUD_ALERT_KLAXON_HONK can be triggerd at 1 second intervals for warnings lasting longer that 3 seconds. However, the sound has no fade out so counts longer than 1 second will sound odd.

SFX_HUD_ALERT_KLAXON_END can be used as the final honk in a chain of SFX_HUD_ALERT_KLAXON_HONK's

By: alexanderw 07/Jan/10 15:49:39

Added "SFX_HUD_ALERT_KLAXON_3SECONDS" - which is a 3 second timer Designers can use to ward the player about an impending event of some description.

By: alexanderw 07/Jan/10 15:22:55

Added fuse sounds to Bombhead

Release notes for Publish on 06/Jan/10 18:10:14 Published by alexanderw (Data Version: 22, Publish Version: 7, Output Version: 2524)

By: alexanderw 06/Jan/10 18:08:37

Added some slightly cringe-worthy vocals to beef up the beginning of the anim (should be noted VOC and SFX are not quite synched yet, seems to be a 2-3 frame delay in the scheme editor...)

By: alexanderw 06/Jan/10 18:07:37

Added 1st pass SFX to the bombhead powerup

Release notes for Publish on 05/Jan/10 11:38:00 Published by markt (Data Version: 22, Publish Version: 6, Output Version: 2041)

By: markt 05/Jan/10 11:37:26

v22 output required for new engine.

Release notes for Publish on 05/Jan/10 10:03:50 Published by markt (Data Version: 20, Publish Version: 5, Output Version: 2040)

By: markt 05/Jan/10 10:03:18

Updated to new EngineXT Uids format.

By: jimc 18/Dec/09 15:59:38

Pitched and EQ'd Tron Amb Test to better fit music

Release notes for Publish on 17/Dec/09 17:04:05 Published by sarahs (Data Version: 20, Publish Version: 4, Output Version: 2025)

By: sarahs 17/Dec/09 16:54:42

New placeholder stone foots - slightly less intrusive

By: sarahs 17/Dec/09 16:17:52

Added PA announcements on Wall-E - toned down the amb so it's less eerie and depressing.

Removed wolves from Sleeping Beauty amb, less creepy now. Added owls.

By: alexanderw 14/Dec/09 10:52:18

Added musical scale SFX for the designers to play with:

SFX_MIN_SCALE_DEMO_01_C3
SFX_MIN_SCALE_DEMO_02_C3_SHARP
SFX_MIN_SCALE_DEMO_03_D3
SFX_MIN_SCALE_DEMO_02_D3_SHARP
etc.

By: sarahs 11/Dec/09 15:25:07

Added amb for Wall-E.

All ambs triggered up in the maps now

By: sarahs 10/Dec/09 17:55:03

Added ambs for Sleeping Beauty and Hercules

Release notes for Publish on 07/Dec/09 10:32:30 Published by markt (Data Version: 20, Publish Version: 3, Output Version: 742)

By: markt 07/Dec/09 10:31:55

Cleaned up publish data to force correct root folder.

Release notes for Publish on 07/Dec/09 10:30:24 Published by markt (Data Version: 20, Publish Version: 2, Output Version: 742)

No release notes for this Publish

Release notes for Publish on 07/Dec/09 10:08:48 Published by markt (Data Version: 20, Publish Version: 1, Output Version: 742)

By: alexanderw 07/Dec/09 09:54:50

Created SB_IP_HERCULES

By: alexanderw 04/Dec/09 17:48:06

Added mix group and ducker groups for the Foley/Foots/Player sounds.

Also added the GRP for player foots.

By: alexanderw 04/Dec/09 17:47:07

Added demo footstep sounds. Kinda stone surface sound, pitched up a bit. Quite boring, but unobtrusive and functional.

By: jimc 22/Oct/09 12:14:11

Set up initial Soundbanks, Mixergroups & Memory banks
Added placeholder music for tempo map tracking test

By: sarahs 22/Oct/09 11:27:11

Added test music and speech to the project.
Created EVT_DISNEY_TEST - this loads the generic soundbank and fires off the test music and speech.

Created mixer groups for HUD and MENU.
Created SFX groups for HUD and MENU.

Added placeholder menu sounds to the project.