the cutting room mirror

Unused Audio

This is a sub-page of Sonic Generations (PlayStation 3, Xbox 360, Windows).

Sub-Pages#

Unused Music#

The game features a few unused jingles and a prototype Green Hill Zone HUB song.

EMBB044_vs_Silver_Pt2_wav.aax#

An unused part of Silver's rival boss theme that doesn't play in-game. In the original soundtrack, it just plays later on in the track at around 2:28 - but they separated this from it and labelled it Pt2. The original purpose of this track being separate is unknown.

EMBB072_Invincible2_wav.aax#

This song plays when Modern Sonic gets an invincibility box...but there aren't any in any Modern acts. It still works if you hack Modern Sonic into a Classic stage, however. This did eventually get used in the 3DS version.

EMBB075_1up_wav.aax#

This song was unused in Sonic Adventure, used in Sonic Adventure 2 and returns to being unused in Sonic Generations! The actual 1-Up jingle in the game is stored as a short sound file instead.

EMBB081_Time_Break_wav.aax#

This song is supposed to play whenever the Time Break skill is used, but it doesn't. Despite it not being used, it has been included on the Blue Blur: Sonic Generations Original Soundtrack album release as "Skill: Time Break". It is a remix of Cyber Track from Sonic Advance 3.

PAMxx_Dummy_A_wav.aax through PAMxx_Dummy_M_wav.aax#

An unused White World HUB theme, which sounds like the Green Hill Zone HUB theme but played with the instruments from White World's HUB theme.

Unused Sound Effects#

This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically:

  • There's more
  • Combine both Intro and Loop sound effects into one clip

Enemies#

Grabber#

While this clip is used for the Spiny, this file is found in the audio files for the Grabber.

Audio Clip

Filename

5002_005_shoot_aif

Spiny#

Audio Clip

Filename

Description

5091_002_seek_aif
5092_002_seek_aif

Just like many of the other enemies, such as the Egg Pawns and Egg Fighters, the Spiny badniks would also check their surroundings.


5091_003_turn_aif
5092_003_turn_aif

Though the badnik does turn to face the player and attack, it does not get used and "001_move" is what takes it's place.


5091_004_charge_aif
5092_004_charge_aif

This badnik does not charge up it's attack, hence why it goes unused.

GUN Hunter#

A high pitched charge attack can be found in the sound files for the GUN Hunters. The filename for it is "charge2", with an ID number "5121_007" or "5122_007".

Clip

File Type

Intro

Loop

Crisis City Enemies#

This file can be found in the "ENM_CMN" ("ENEMY_COMMON"), with the abbreviation of the level being Crisis City ("csc"). The filename itself seems as if would've played when taking damage at something from that stage.

Audio Clip

Filename

5001_007_csc_damage2_aif
5002_007_csc_damage2_aif

Stages#

Audio Clip

Stage

Filename

Description

Chemical Plant (Act 1)

4021_002_switch_aif

As the filename suggests, this would've been used on the unused switch object when interacted with. It sounds very similar to the switches from previous games, like Sonic Heroes or Shadow the Hedgehog