the cutting room mirror

Unused Audio

This is a sub-page of LittleBigPlanet (PlayStation 3).

Unused Music#

A couple of unused music tracks can be found in the files.

Audio

Usage

An unused theme for the Pod, found alongside the other Pod themes in gamedata/audio/i_pod.fsb. It would later be used as the base for LittleBigPlanet 2's Pod theme.

Patch notes indicate that the interactive "My Advice 2" song was going to be added as DLC. This preview track, located in gamedata/audio/i_my_advice_2_prev.fsb, would have played when highlighting it in the Popit.

Unused Ambient Loops#

A handful of unused ambient loops can be found in gamedata/audio/musicbank.fsb.

Audio

Usage

Event Path (in .fev)

The daytime ambience for the removed English Seaside theme.

main/music/ambiences/amb_english_seaside

The nighttime ambience for the removed English Seaside theme.

main/music/ambiences/amb_english_seaside

The daytime ambience for the removed American Mid-West Train theme.

main/music/ambiences/amb_american_midwest

The nighttime ambience for the removed American Mid-West Train theme.

main/music/ambiences/amb_american_midwest

The ambience for the removed Japanese Akihabara District theme.

main/music/ambiences/amb_japanese_window

The ambience for the removed Russian Theatre theme.

main/music/ambiences/amb_russian_theatre

A looping wind sound. Unlike the others, it isn't prefixed with "amb_" as it's not a level ambience loop, but an ambient effect. Curiously, it still got the camera submersion parameter along with the low pass filter for being underwater despite being unused.

main/music/ambient_fx/wind

Unused Sound Effects#

A number of unused sound effects can be found in gamedata/audio/sfxbank_compressed.fsb and gamedata/audio/patch_01_sfx.fsb.

Audio

Usage

.fsb Path

Event Path (in .fev)



Sounds that would play when you would "icenate" a material.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/ambient_fx/ice/trigger


Sounds that would loop when standing near the ice hazard.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/ambient_fx/ice/group main/sfx/ambient_fx/ice/individual

Sounds that would play when a player comes in contact with the ice hazard.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/ice_chatter


Sounds that would play when a player becomes frozen in a block of ice. These would go on to be used in LittleBigPlanet 3's SpongeBob SquarePants DLC.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/ice_freeze

Some sounds labelled "shake_try", which likely would've played while trying to break free from an ice block.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/ice_shake_try

Some strange sounds labelled "shake_tinkle", likely related to the "shake_try" sounds.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/ice_shake_tinkle


Sounds that would play when breaking free from an ice block.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/ice_break_free


Sound effects for "unicenating" a material. These would also go on to be given out in LittleBigPlanet 3's SpongeBob SquarePants DLC.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/ambient_fx/ice/stop

Sounds that would play when a player comes in contact with electricity, just before the explosion.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/electricity_zap

Sound effects that, based on their filenames, would have played when Sackboy's eyes popped off during the unused animation: death_electric_outof.anim.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/lethal/electricity_eye_pop

A version of the high score sound falling and breaking, most likely used when the player loses points and drops below someone else's high score.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/resource/down_level

Sounds for the lights on race gates flickering.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/race/race_flicker_on main/sfx/gameplay/race/race_flicker_off

A sound that would play when revealing a medal according to the event name. It was later used in LittleBigPlanet Karting for that game's scoreboards.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/gameplay/scoreboard/reveal_medal

Sound effects for spending resources, likely intended for the scrapped resource-based creation system. The event's volume for some reason is turned down completely.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/resource_effect_spend

Sound effects for being refunded resources, likely intended for the scrapped resource-based creation system. The event's volume for some reason is turned down completely.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/resource_effect_restore

A sound effect that would play upon selecting the Angle & Zoom tweak on the Camera Zone and Photo Booth tools.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/camerazone_angle_enter

A sound effect that would play upon backing out of the Angle & Zoom tweak on the Camera Zone and Photo Booth tools.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/camerazone_angle_exit

A looping sound effect that would play while undoing and redoing. The events that are actually used are oneshot events. This would later be used in LittleBigPlanet Karting when undoing a track path.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/undo_BACKUP main/sfx/poppet/redo_BACKUP

A sound effect that would play when initialising an undo.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/undo_BACKUP main/sfx/poppet/redo_BACKUP

A sound effect that would play once the game finished undoing or redoing and it calls a keyoff on the event.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/undo_BACKUP main/sfx/redo_BACKUP

A sound effect intended for a removed feature where QR codes could be scanned with a PlayStation Eye Camera to access community levels. This sound effect would have played upon a QR code being identified. This feature was added into LittleBigPlanet 2 during development before it was scrapped for the final release, and it utilized this sound effect.

gamedata/audio/patch_01_sfx.fsb

main/sfx/gameplay/qr_code/identified

A sound for a train whistle. Although it IS used in the level "The Mines" for when a minecart is spawned, it is not provided in any of the sound objects in the game.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/spots/mechanical/train_whistle

Sound effects related to the Hessian Sackboy Fragrances DLC, possibly intended to play after selecting one of the two fragrance items in the Popit.

gamedata/audio/patch_01_sfx.fsb

main/sfx/character/accessories/smelly_stuff/select

Sound that would loop when resizing an object.

gamedata/audio/sfxbank_compressed.fsb

main/sfx/poppet/resizeobject

Unused FEV for PC#

The FEV (FMOD Event) file that the game uses is gamedata/audio/ps3_main.fev, although there exists an identical copy of it at gamedata/audio/pc_main.fev. There is no such file present in LittleBigPlanet 2.