This is a sub-page of Proto:Grapple Dog/Steam Next Fest Demo.
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To do: |
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. |
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rain_loop_cabin |
Likely meant to play during the storybook cutscene. This file has metadata with a date from 2014-04-08. |
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rain_loop_outside |
Meant to play during the exploration cutscene. This file has metadata with a date from 2014-04-08. |
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thunder |
Meant to play during the exploration cutscene. |
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audiogroup_bgm |
bgm_test_magnibox1 |
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Various tracks from Magnibox probably used as placeholders in levels. |
audiogroup_default |
sfx_ambience_sea1 |
Alternate sea ambience to play during the storm cutscene. |
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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. |
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sfx_robot_break |
Likely played when a boss got destroyed. |
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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. |
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sfx_UI_menu_down |
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Various menu related sound effects. Only 3 of these sound effects are used in this build. |
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audiogroup_sfx |
footstep_concrete_000 |
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Footstep sound effect for walking on ground. |
footstep_grass_000 |
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Footstep sound effects for walking over grass. |
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footstep_metal_heavy_000 |
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Footstep sound effects for walking on metal or other heavy materials. |
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footstep_snow_000 |
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Footstep sound effects for walking through snow or on ice. |
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footstep_wood_000 |
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Footstep sound effects for walking over wooden crates. |
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impactGlass_medium_000 |
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Plays when collecting a gem. |
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sfx_balloon_pop |
Plays when touching or grappling onto a balloon. |
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sfx_break |
Unknown where this would've been used. |
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sfx_cannon |
Probably played when getting shot out of a cannon. |
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sfx_cannon1 |
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Alternate cannon sound effects probably meant for enemies or objects shooting fireballs. |
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sfx_checkpoint |
Plays when touching a checkpoint flag. |
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sfx_collect_fruit1 |
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Plays in order when collecting fruit. |
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sfx_collect_gem |
An additional sound effect that plays when collecting a gem. |
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sfx_collect_heart |
Plays when picking up a dog bone to restore health. This file has metadata with a date from 2011-09-16. |
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sfx_enemy_metal_clang1 |
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Plays when killing an enemy. |
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sfx_impact1 |
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Unknown? |
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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. |
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sfx_plr_bark_slam |
Plays when Pablo prepares a groundpound. |
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sfx_plr_bark1 |
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Additional sound effects that play when Pablo jumps or retrieves his grapple. |
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sfx_plr_die2 |
Plays before Pablo falls offscreen after losing all health. |
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sfx_plr_hurt |
Plays when Pablo takes damage. This file has metadata with a date from 2008-07-28. |
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sfx_plr_jump1 |
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Plays when Pablo (wall)jumps. |
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sfx_rock_crumble1 |
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Plays when a crumbling rock breaks. |
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sfx_rock_hit |
Plays when Pablo touches a crumbling rock. |
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sfx_run |
Plays when Pablo builds up enough speed to start running. |
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sfx_spike_emerge1 |
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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. |
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sfx_UI1 |
Placeholder UI sound effect that's byte-by-byte identical to sfxTalk1. |
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sfx_whoosh1 |
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Plays when walking through a one way gate. |
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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... |
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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. |
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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. |
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Superblast! |
All of the samples in this build got replaced. |
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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. |
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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.