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Unused Audio

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This is a sub-page of Proto:Mario Kart DS/Europe Multiplayer Kiosk Demo.

Unused Music#

Course Intro#

Kiosk Demo

Final

Actually unused entirely in both builds. This is used in the final for the course overview for Figure-8 Circuit, Waluigi Pinball, Mario Circuit, and GCN Luigi Circuit, but in the USA demo, those courses just use the standard course overview (which is shown below).

Like the rest of the music in the kiosk demo, it's made using different instrument samples. It also has a much shorter intro, and is overall faster.

Course Intro 2#

Kiosk Demo

Final

While this would get used in the USA demo, there is no intro sequence in this build, so it also goes completely unused here. Yet again, instruments are slightly different.

Scrapped Music#

SEQ_CIRCUIT2#

When a track doesn't have a song set to play, this song will load as a failsafe. It does not exist in the final version, as it was replaced with the new title theme, which is of course used for the title screen in the final game.

This music is used by GBA Bowser Castle 2, Tick-Tock Clock, Desert Hills, Rainbow Road, DK Pass, Bowser Castle, GBA Sky Garden, and every battle course as they all lacked music tracks at this point in development.

Its name implies that it was supposed to be a second circuit theme, possibly to be used for Mario Circuit, as that is the second circuit, with Figure-8 Circuit being the first.

Unused Sounds#

Earlier Menu Sounds#

SET_DECIDE_L

Kiosk Demo

Final

SET_DECIDE_M

Kiosk Demo

Final

These sounds are of much lower quality and have less velocity applied to them, both of which don't get used in these builds. The latter sounds very similar to the one that is used, which is more or less identical to the final.

Driver Change?#

A very strange sound with an interesting filename, called SET_DRIVER_CHANGE. Said filename implies that it was used when drivers are being changed. Switching drivers is once again a mechanic from Double Dash!!. However, no specific sound effect plays in that game when swapping drivers. Why it's in its sequel's filesystem is unknown.

Cannon#

Waluigi Pinball and Airship Fortress have cannon sounds at this point (SET_TAIHOU_PINBALL and SET_TAIHOU_AIRSHIP), though they never play and use the same sound. However, there is also an additional cannon sound for Rainbow Road (SET_TAIHOU_RAINBOW). It's slightly shorter than Waluigi Pinball's and Airship Fortress's, and has a slight difference at the end. This is a leftover from Double Dash!! as with a plenty of other unused sounds.

Waluigi Pinball/Airship Fortress Rainbow Road

Double Dash!! Leftovers#

To do:
There are some unused sequence data that aren't assigned to any file, most of which are also Double Dash!! leftovers

A bunch of sound effects and their sequence data from Mario Kart: Double Dash!! were imported into the game early in development, as such a lot of unused leftovers from that game stay in the data.

Horns#

To do:
Extract the rest of the sounds.

Watch on YouTubeThere are horns, which are, again, leftovers from Mario Kart: Double Dash!!. There are horns for every kart from the said game, each being named by the character they belong to.
Waluigi Racer (Waluigi) Bullet Blaster (Bowser Jr.) Toad Kart (Toad) The internal name is SET_HORN_XXXXX where XXXXX is the Character name.

Heart Item
/root/Sounds/sound_data.sdat => SeqArc/GLOBAL_SE_COMMON

In the directory above, you can find two sounds used by the Heart item from Mario Kart: Double Dash!!, SEL_HEART and SET_HEART_ITEM_GET. They never play in-game in the prototype, so they're obviously unused. Likely added with a lot of the other Double Dash sounds, and assets for reference, but without any real use in mind.

Unused Data#

Stream Player#

The sound_data.sdat file contains a stream player under the name 0, with the channel settings set to Stereo, and channel numbers as 4 for Left and 5 for Right. However the game doesn't have any STRM files, marking this unused. It's possible that streamed music was planned at some point.

No stream players exist in the final's SDAT file, through.