the cutting room mirror

Audio

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This is a sub-page of Proto:Grapple Dog/Steam Next Fest Demo.

To do:
Compare & sort fmod sound effects.

It's all here; early audio, placeholders, deleted files, even duplicates!

Embedded Audio#

Sound effects that don't make use of fmod are embedded into the game's data.win as mono audio files. A lot of these sound effects are from this trailer. Whilst the majority of these sound effects go unused, a handful are either in one of the fmod banks or actually play in this build.

Only amb_wind and sfx_UI_menu_back don't have any valid audio files. Both files are just 140 bytes with zero's in them.

Unused Music & Sound Effects#

Audio Group

Sound Name

Audio File

Description

audiogroup_ambience

explosion_distance

Likely used when Nul explodes The Great Inventor's statue, a cutscene which doesn't exist in this build. This file has metadata with a date from 2011-05-28.

rain_loop_cabin

Likely meant to play during the storybook cutscene. This file has metadata with a date from 2014-04-08.

rain_loop_outside

Meant to play during the exploration cutscene. This file has metadata with a date from 2014-04-08.

thunder

Meant to play during the exploration cutscene.

audiogroup_bgm

bgm_test_magnibox1
bgm_test_magnibox2
bgm_test_magnibox3

Various tracks from Magnibox probably used as placeholders in levels.

audiogroup_default

sfx_ambience_sea1

Alternate sea ambience to play during the storm cutscene.

sfx_itemget

Likely plays when Pablo obtained one of the Cosmic Gadgets or gems from a bonus stage. This file has metadata with a date from 2014-04-08.

sfx_robot_break

Likely played when a boss got destroyed.

sfx_tutorial_bike

Unknown where this was supposed to go, though the filename suggests that you would've been riding a bike for a scrapped opening cutscene. This file has metadata with a date from 2016-06-06.

sfx_UI_menu_down
sfx_UI_menu_left
sfx_UI_menu_select
sfx_UI_menu_up

Various menu related sound effects. Only 3 of these sound effects are used in this build.

audiogroup_sfx

footstep_concrete_000
footstep_concrete_001
footstep_concrete_002
footstep_concrete_003
footstep_concrete_004

Footstep sound effect for walking on ground.

footstep_grass_000
footstep_grass_001
footstep_grass_002
footstep_grass_003
footstep_grass_004

Footstep sound effects for walking over grass.

footstep_metal_heavy_000
footstep_metal_heavy_001
footstep_metal_heavy_002
footstep_metal_heavy_003
footstep_metal_heavy_004

Footstep sound effects for walking on metal or other heavy materials.

footstep_snow_000
footstep_snow_001
footstep_snow_002
footstep_snow_003
footstep_snow_004

Footstep sound effects for walking through snow or on ice.

footstep_wood_000
footstep_wood_001
footstep_wood_002
footstep_wood_003
footstep_wood_004

Footstep sound effects for walking over wooden crates.

impactGlass_medium_000
impactGlass_medium_001
impactGlass_medium_002
impactGlass_medium_003
impactGlass_medium_004

Plays when collecting a gem.

sfx_balloon_pop

Plays when touching or grappling onto a balloon.

sfx_break

Unknown where this would've been used.

sfx_cannon

Probably played when getting shot out of a cannon.

sfx_cannon1
sfx_cannon2
sfx_cannon3

Alternate cannon sound effects probably meant for enemies or objects shooting fireballs.

sfx_checkpoint

Plays when touching a checkpoint flag.

sfx_collect_fruit1
sfx_collect_fruit2
sfx_collect_fruit3
sfx_collect_fruit4
sfx_collect_fruit5
sfx_collect_fruit6

Plays in order when collecting fruit.

sfx_collect_gem

An additional sound effect that plays when collecting a gem.

sfx_collect_heart

Plays when picking up a dog bone to restore health. This file has metadata with a date from 2011-09-16.

sfx_enemy_metal_clang1
sfx_enemy_metal_clang2

Plays when killing an enemy.

sfx_impact1
sfx_impact2
sfx_impact3
sfx_impact4

Unknown?

sfx_oneway

Alternate sound effect that plays when walking through a one way gate, though it's not used in the trailer. This file has metadata with a date from 2007-02-08.

sfx_plr_bark_slam

Plays when Pablo prepares a groundpound.

sfx_plr_bark1
sfx_plr_bark2
sfx_plr_bark3
sfx_plr_bark4
sfx_plr_bark5

Additional sound effects that play when Pablo jumps or retrieves his grapple.

sfx_plr_die2

Plays before Pablo falls offscreen after losing all health.

sfx_plr_hurt

Plays when Pablo takes damage. This file has metadata with a date from 2008-07-28.

sfx_plr_jump1
sfx_plr_jump2
sfx_plr_jump3

Plays when Pablo (wall)jumps.

sfx_rock_crumble1
sfx_rock_crumble2
sfx_rock_crumble3
sfx_rock_crumble4

Plays when a crumbling rock breaks.

sfx_rock_hit

Plays when Pablo touches a crumbling rock.

sfx_run

Plays when Pablo builds up enough speed to start running.

sfx_spike_emerge1
sfx_spike_emerge2
sfx_spike_emerge3

Plays when spikes appear out of spike blocks. The files have metadata with a date from 2013-02-25 and was taken from a video recording at 24fps.

sfx_UI1

Placeholder UI sound effect that's byte-by-byte identical to sfxTalk1.

sfx_whoosh1
sfx_whoosh2
sfx_whoosh3
sfx_whoosh4

Plays when walking through a one way gate.

sfxTalk1

Plays when someone talks during dialog.

Duplicate Sound Effects#

There's duplicate sound effects that match those from fmod banks in this build, the only difference being that they're in stereo.

Embedded

Matches with fmod bank...

bgm_temp_bonus

bgm_bitterbean

bgm_temp_tutorial

bgm_tutorial

bgm_W1_proceed

bgm_proceed

bgm_W2_getintoit

bgm_getintoit

bgm_W3_caution

bgm_caution

bgm_W4_vanivania

bgm_vanivania

sfx_ambience_sea2

amb

sfx_tutorial_falling

sfx

sfx_cratebreak1

sfx

sfx_cratebreak2

sfx

sfx_cratebreak3

sfx

sfx_plr_die

sfx_game

Used Sound Effects#

Only a handful of embedded sound effects are used in this demo, but would end up getting replaced and deleted from the final game anyway.

  • sfx_UI_menu_blip
  • sfx_UI_menu_blip2
  • sfx_UI_menu_right
  • sfx_bell_first
  • sfx_bell1
  • sfx_bell2
  • sfx_bounce
  • sfx_fireball1
  • sfx_fireball2
  • sfx_fireball3
  • sfx_enemy_explode1
  • sfx_enemy_explode2

Music#

This demo misses music from The Great Workshop, Trials of Valour and a few cutscenes, and while a lot of the music isn't used in demo mode, it still has plenty of slight differences.

Track

SNF Build

Final

Description

Proceed

The volume and amount of reverb were increased and a few samples were replaced.

Get Into It

A few samples were replaced. This track's soundbank also doesn't have separate files for its intro and loop (and has a proper ending), though the track loops perfectly in-game.

Superblast!

All of the samples in this build got replaced.

when did it get so cold

Some samples at the beginning of the loop got removed entirely and replaced with a repeat of pattern 3 and 4. There's also a brief pause present at 0:08 that doesn't exist in the final version.

Bitterbean

The bass instrument was replaced and some extra reverb was added. In the demo, the soundbank also doesn't have this track separated as an intro with a loop, so it's one track. Even though bonus stages are playable in this build, this track never plays.

One of the Magnibox tracks subtitled Tutorial still exists in this build as an fmod bank. It still has a file entry in the final game, though it's empty.