the cutting room mirror

Audio Differences

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This is a sub-page of Proto:Rise of the Triad (1994)/Shareware 1.0.

Redone Sounds#

Given the rush to get the game out the door for Christmas '94, it's no surprise that some of the sound effects are a little rough. These are the ones that were redone in later versions.

style="text-align: left;" | C_NOWAY

v1.0 Shareware

v1.1 Onward

[growled] "No."

The sound played when a player tries to push a non-interactive wall. A placeholder clip for Taradino Cassatt (one of the playable characters)?

style="text-align: left;" | P_BURNED

v1.0 Shareware

v1.1 Onward

The sound of a player being burned by a fire wall. It was compressed by about half a second in later versions.

style="text-align: left;" | P_AMP40

v1.0 Shareware

v1.1 Onward

The rat-tat of the player's Maschinenpistole 40 sub-machine gun. This one was actually slowed down by about 20% in later versions, helping it match the gun's animation better.

style="text-align: left;" | P_MISFLY

v1.0 Shareware

v1.1 Onward

The sound of a missile in flight. This was simply cut in half since it's more or less just a brown noise loop.

style="text-align: left;" | C_EXPFLO

v1.0 Shareware

v1.1 Onward

An environmental explosion sound effect. This was made louder and pitch-shifted down.

style="text-align: left;" | G_KEY

v1.0 Shareware

v1.1 Onward

The blessed sound of unlocking potential! The holy/cursed part was shortened and the entire sound was bit-crushed to 11,025 hz, somehow lowering the overall quality.

style="text-align: left;" | LG_1BOO

v1.0 Shareware

v1.1 Onward

"Surpriiise!!"

The alarming sound of a Low Guard, well, surprising the player! The original was pretty surprising, to be sure, and was later toned down to a calmer call of "Drop it!"

style="text-align: left;" | ST_OUCH

v1.0 Shareware

v1.1 Onward

A Strike Force member in pain. The biggest difference here is that the later version was bit-crushed from 43,738 hz to 11,025 hz, resulting on a much lower quality sound.

style="text-align: left;" | ST_DIE

v1.0 Shareware

v1.1 Onward

A Strike Force member dying. This was changed from a death rattle cough and collapse to a simple elongated groan.

style="text-align: left;" | BL_STEAL

v1.0 Shareware

v1.1 Onward

"Gi–"

The VOC file seems to have been corrupted in the WAD, resulting in Lightning Guards that just say "gi–" instead of "Gimme that." This was, of course, fixed in later versions.

style="text-align: left;" | D_DRHIT

v1.0 Shareware

v1.1 Onward

A fast opening sound for mechanical doors. This was sped up about 15% and its pitch raised due to a bit-rate change.

style="text-align: left;" | A_SQUISH

v1.0 Shareware

v1.1 Onward

Ludicrous gibs! This visceral sound was clipped at the start and end since it would probably be drowned out by gunfire or music anyway.

RemoteRidicule™ Taunts#

Most of these were also compressed to save space and the like.

style="text-align: left;" | R_GOTCHA

v1.0 Shareware

v1.1 Onward

"Gotcha."

A simple sound of smug triumph. The second syllable was compressed by just under a tenth of a second. Memory was scarce back in them olden 386/486 days!

style="text-align: left;" | R_HAHAHA

v1.0 Shareware

v1.1 Onward

"Hhhuu huu huu, haaa haaa haaaaa" *inhale*

An amused laugh that turns into a mocking one! Sadly, only the "mocking" part was kept in later versions.

style="text-align: left;" | R_LADADA

v1.0 Shareware

v1.1 Onward

"Lllaaaaa-da-daaah..."

The sound of a man who's at the top of the score list. This was shortened by about 43% in later versions.

style="text-align: left;" | R_WHEREU

v1.0 Shareware

v1.1 Onward

[sing-song] "Where aaare yooou?"

A somewhat creepy call of curiosity. This was also squeezed down by 43-ish percent.

style="text-align: left;" | R_OVRHER

v1.0 Shareware

v1.1 Onward

[mockingly] "Overrr heee-eeere."

A creepy call deserves a ridiculous response. Guess how much this one was shrunk by!

style="text-align: left;" | R_GESWUT

v1.0 Shareware

v1.1 Onward

[sing-song] "Guess what I haaave."

Another creepy, much more menacing call. Surprisingly, this was shrunk by 38 percent rather than 43.

style="text-align: left;" | R_GO4IT

v1.0 Shareware

v1.1 Onward

[lowly] "Go for it."

This could either be used as a cocky bluff or maybe a team-based word of encouragement. Whatever the case, it was squished by 38% in later versions.

style="text-align: left;" | R_WAITER

v1.0 Shareware

v1.1 Onward

[annoyed, mockingly] "Waiterrr."

If this RR™ line is any indication, there was a lot of "waiting" (later to be known as "camping") in Comm-Bat™ Games. And guess what? The later one is 43% smaller. What are the odds?

There are also two more RemoteRidicule™ sounds in the RTS file: R_BHINYA ("Behind ya!") and R_YGOTME (*sigh* "Ya got me.") They went unchanged in later versions of the game, so there's nothing to compare!

Unique Sounds#

There are a couple of sound effects unique to v1.0 of the game only.

P_WALK1

P_WALK2

Originally, footstep sounds would play when the player moved. This became awkward when sprinting as about eight footsteps sounds would play within one second.

The first sound is for walking, the second is for sprinting.

style="text-align: left;" | C_NOITEM
[deeply] "No."

An even deeper version of the C_NOWAY sound. It played when a player attempted to open a locked door without the proper key. This small feature was not kept in later versions.

style="text-align: left;" | C_GASRLS
*click* "Release... the gas!"

This sound plays whenever the player activates a gas trap. Curiously, this specific sound is mentioned in the final version's manual, but the sound, itself, never made it out of v1.0.

Music Engine#

v1.0 Sound Blaster

v1.0 AdLib

For some reason, if the user's sound card supports stereo OPL3 sound, then the music will play in stereo when selecting Sound Blaster as the music engine in Sound Setup. Later versions would default to monaural.

v1.0 Sound Blaster

v1.1 to v1.2 FM

Additionally, the FM sound engine was either upgraded or downgraded in later versions, depending on one's preference. Of note, the v1.0 FM sound engine doesn't seem to acknowledge volume adjustments very well, leading to an overall harsher sound.