the cutting room mirror

Sound Effects

This is a sub-page of Spider-Man 2 (Windows, Mac OS X)/Unused Sounds & Voice lines.

The game has many sound packs with sounds grouped by some similarities in their application. Most of them were used, but not all. You can hear the unused sounds below.

Ambient.uax#

combat.uax#

Sound

Comments

barrel_fly

These 3 flying barrel sounds could be used for those barrels on the final Ock battle.

barrel_fly2

barrel_fly3

bodyfall1

SuperThugAnimations and Thug01Animations use bodyfall2 and bodyfall3. However, these sounds are used by the unused animations of thug death from demo, when they didn't disappear right after their deaths. It makes all these sounds unused.

bodyfall2

bodyfall2a

bodyfall2b

bodyfall3

bodyfall3b

bodyFall4

bullet_ricochet1

None of these bullet ricochet sounds were used, because there's no real guns and bullets in the game at all.

bullet_ricochet2

bullet_ricochet3

bullet_ricochet4

bullet_ricochet5

bullet_ricochet6

copShield_hit1

None of the cop shield hit sounds were used. It's weird that no one ever tried to hit the shielded cops, but the devs still planned to implement it at some point. It looks like the cop shields weren't even used anywhere outside of the prison level.

copShield_hit2

copShield_hit3

copShield_hit4

kick3

A number of kick sound effects were unused.

kick4

KickB1

KickB2

Mysterio_Action1

These two sound effects for some Mysterio actions weren't used.

Mysterio_Action3

Mysterio_CapeFlap2

There are 6 sound effects for Mysterio's cape, but only 3 of them were used. Not these three. They all still sound very similar, though, so it's not a big loss...

Mysterio_CapeFlap4

Mysterio_CapeFlap6

ock_claw_ringing1

Some unused sound effects for Ock's tentacles.

ock_claw_ringing2

ock_claw_ringing3

pistol_9mm_shoot1

The shoot sound effects were used in the demo for thug guns, but replaced in final version. However, these pistol_9mm_shoot sounds are also used by an unused shooting animation of cops. There's no moments in the game where cops at least tried to be useful, all of their battle animations were unused, just like these sounds.

pistol_9mm_shoot2

pistol_9mm_shoot3

pistol_9mm_shoot4

pistol_45_shoot1

pistol_45_shoot2

pistol_45_shoot3

pistol_45_shoot4

puma_deathBlow

It's unclear if that's a last blow you finish Puma with or he finishes you with, but it's unused.

punch_deathblow2

Other punch deathblow sound effects play when Spidey gets killed. This one isn't used, though.

rhino_chargingfx2

Most likely some old unused charge effect for Rhino.

swishFX2a

There's a lot of different swish sounds effects for a variety of thug attacks and not only, but these 5 weren't used.

swishFX2b

swishFX3_hollow

swishFX4_flange

swishFX5_bright

tear_gas_gun1

Hm, there was never any tear gas guns in the game. Either it was cut early in development, or wasn't made at all. The sounds weren't used by anything else, by the way. Maybe cops could have tear gas guns besides pistols.

tear_gas_gun2

tear_gas1

A couple of unused sound effects for the tear gas thugs used in prison.

tear_gas2

turretLab_projectile

This sound is used by Webhead.u, but it's unclear for what purpose. At least we couldn't hear it anywhere in the game. Judging by the name, it was made for some turret projectiles, but it could be used for something else.

DoorsAudio.uax#

Sound

Comments

mnuPick

This sound is in both DoorsAudio and Empty uax packs, however, it's never used. Most likely some default Unreal Engine UI sound. Empty.uax has only this sound, so it isn't included in the article.

moneyVault_closingNear

Technically, this sound is used. But it's complicated. The big circular metal money vault door closes when Spidey gets into the room with Ock in the bank. However, the sound doesn't play then. To make it play, you need to reload the game after you already got to that room and then go to the intro cutscene trigger outside of the door using ghost mode. That way the door will shortly open and then close again, but with the sound played. Most likely it happens because they did mistakenly set the sound to the door opening and we never see it open in the game.

door_huge_close4

This sound was used in the cutscene where Ock closes the door with the music puzzle in the bank. However, the file from DoorsAudio isn't used by the game, even though it's still in the text of the bank map file. If you close the door using 'causeevent docvaultdoormover' command - a 'door_huge_close1' sound will play, not this one, which is odd. That 'door_huge_close1' is also used by some other doors, by the way.

bank_door_wood_close2

These two files are pretty interesting. The first one is used in both bank and Bronx, when the second only in the bank. You can close bank doors using "causeevent" commands, but never casually - triggers only open these doors, but never close. In Bronx, however, there are at least 3 different closing doors: two in the tutorial on how to beat the thugs and another one in the prison. But they never use this 'bank_door_wood_close2' sound, only 'bank_door_wood_close1'. The sound is still not very loud, so maybe it requires additional research. Technically these files are legitimately unused.

bank_door_wood_close3

bank_door_wood_open2

This open door sound isn't used.

door_huge_close3

It's similar to one of the used huge door close sounds, but unused.

DrawerPlastic_closing1

These two sounds were meant to be used for a drawer plastic mini-challenge, but were left unused.

DrawerPlastic_opening1

lock_open1

Most likely could be used in the bank, but it wasn't.

moneyvault_closed_far

Another weird thing. These two sounds also have duplicates in the same sound pack, but with a typo in their names: 'moenyvault' instead of 'moneyvault'. The pairs of these files really are identical, but none of them were used, even the versions without the typo.

moneyvault_closing_far

Events.uax#

Sound

Comments

air_raid1

'air_raid1' is a stereo version of that siren at the beginning of the Oscorp mission, mono version was used instead. 'air_raid2' has stereo and mono version as well, but none of them were used.

air_raid2

air_raid2_mono

bank_crowd_screaming1

This file is used by Oscorp map, but it can never be heard in the game. The only possible use is the very beginning of the level, where you see people running away.

CB3_explosion_car

This explosion was meant for the first level, but it's unused.

CB3_wall_cracking1

There are several wall cracking sounds for Rhino breaking out of his cell, but this one wasn't used.

CB3_Steam_hiss

Most likely another sound for tear gas, but unused.

deposit_box_smash1

Some unused metal crash sound.

Garage_Door_Start

That Puma's garage used several sounds, but not this one.

Mixer_pour

A couple of unused sounds for a cement mixer, most likely. Could be used on the construction site if there were any cement mixers...

Mixer_pour2

Oscorp_alarm3

A very disturbing Oscorp alarm... It's not hard to see why they left it unused.

pkup_movieTicket

This sound is technically used by Webhead.u, however even if you spawn a movie ticket using "summon" command - no sound will play, which is odd. Maybe they loaded it in the script, but didn't attach to a ticket class. Either way, since the collectible is unused, the same happened with this sound.

pkup_webProjectile

This sound could play when you get that web shooter in Oscorp. Sadly unused.

spin_elecVault

All of the spin sounds are used on the train fight by Ock throwing different things at you. This one is loaded in Webhead.u file, but can't be heard in the game. Or can it?

spin_subway

However, this spin sound wasn't even loaded by anything, so it's 100% unused. What the hell is this? Could Otto throw subway cars? Weird.

teleporter_Activate

Something weird is happening with this file. It's used by Twisted City 1, 2 and final warehouse level, but can you hear it? What's even more interesting is that there's a sound "teleporter_Activate_2ndLayer", looks like they were meant to be played at the same time. However, this second sound is very similar to this sound of stone platforms that appear to give you a road to teleporters on Mysterio levels. Maybe it's just broken and the game plays it differently, it must be that sound exactly. Either way, the teleporter_Activate sound doesn't play with that one... Maybe it's played, but can't be hard, since Spidey is too far away from the teleporters, the same thing already happened with cop cough sounds.

Footsteps.uax#

Almost every type of footsteps in the game has up to 9 different sounds, but for most cases only 3-4 of them were used... Why did they left so many footsteps unused, if they had them? It's absolutely worse for the variety, even though the footsteps sound really similar overall...

Sound

Comments

car4

An unused car footstep. 3 others were used.

Cave4

4 out of 7 cave footsteps are unused.

Cave5

Cave6

Cave7

Concrete6

There are 8 concrete footsteps and different files were used for Peter Parker and Rhino animations, plus for concrete flooring. However, this sound wasn't used at all.

crawl4

Of 8 crawl sounds these 5 were left unused.

crawl5

crawl6

crawl7

crawl8

Dirt4

The same applies here: only 3 of 8 dirt footsteps were used.

Dirt5

Dirt6

Dirt7

Dirt8

Duct4

Two out of five bank vent duct sounds are unused.

Duct5

grass4

5 out of 8 grass footsteps weren't used.

grass5

grass6

grass7

grass8

jump_release

No idea why this sound is in Footsteps.uax, but it wasn't used.

Metal4

5 out of 8 metal footsteps weren't used.

Metal5

Metal6

Metal7

Metal8

Poo4

Um... Poo? Either way, it sounds like some metal surface and once again only 3 files were used, while other 5 weren't.

Poo5

Poo6

Poo7

Poo8

RottenWood4

Two last rotten wood sounds weren't used.

RottenWood5

Rug4

Once again, 5 unused rug footsteps out of 8.

Rug5

Rug6

Rug7

Rug8

sp_concrete01

8th concrete footstep was used for some concrete surface and others by Puma animations. However, these 3 files aren't loaded in any of the game files at all.

sp_concrete06

sp_concrete09

sp_jumpDouble

Some special effect for Spidey's double jump. There's also an unused visual effect for double jump, looks like initially the devs planned to make double jumping more special.

sp_Water01

A couple of unused water footsteps. There's no files between 01 and 06, most likely they were cut at all, but could just be renamed. Actually used water footsteps start with "Wet".

sp_Water06

Stone4

These 5 of 8 stone footsteps weren't used.

Stone5

Stone6

Stone7

Stone8

Wet4

And absolutely the same thing happened to these water footsteps.

Wet5

Wet6

Wet7

Wet8

wood4

Two out of five wood footsteps weren't used.

wood5

HiTechSounds.uax#

Sound

Comments

Bank_SCSIdrive

Some unused Small Computer System Interface noise.

BrendarDevice

Google can't provide any information about what Brendar Device is, but most likely it could be used for some gizmo in Oscorp... But it wasn't.

crane1run

Some unused crane sound.

elec_arc1

A few unused electric sounds.

elec_arc3_short

elec_fry3

elec_spitting2

electronic_beep6

Of all the electronic beeps the game has - this one was left unused.

elevator_ding1

A different elevator ding was used instead of this one.

experimentB3

There's many different sounds for a variety of experiments in Oscorp, but these 8 weren't used anywhere. ExperimentB4 sounds similar to that sound of mini-challenges launching their coins, but it cuts too early.

experimentB4

ExperimentE1

ExperimentF1

ExperimentF2

ExperimentF3

ExperimentG1

ExperimentG3

Hum_pulsing

Some unused hum, presumably for Oscorp experiments.

Oscorp_voice_overload

"Caution", "warning" and "countdown" clips with the same voice were used for freezing room in Oscorp. The "overload" clip was left unused, though.

Impact.uax#

Sound

Comments

breaker_box_impact

Some unused metal sound.

breakObject_generic1

A couple of unused sounds for some generic objects broken.

breakObject_generic2

car_impact1

Of 4 different car impact sounds, this one wasn't used. Others are used on the last train sequence where Ock throws cars at Spidey. Some car impact sounds are used on other maps as well, but for different purposes.

CB3_impact_wall_rhino2

A couple of unused sounds of Rhino wall impact.

CB3_impact_wall_rhino4

girder_impact1

Only girder_impact5 is used on the final level map for a girder on MJ escape path. Other 4 sounds are unused.

girder_impact2

girder_impact3

girder_impact4

impact_bodyfall2

There are 3 impact_bodyfall sounds and 2 of them are used when Spidey falls to his death, while this sound wasn't used.

impact_building1

The first sound is used by some presumably unused Spidey animation, since it can't be heard in the game. There was an animation of Spidey colliding with a wall. Other 3 sounds aren't even linked to any of the game files at all.

impact_building2

impact_building3

impact_building4

impact_lightpole1

Looks like Spidey could also use these sounds on collision with a light poles.

impact_lightpole2

impact_trashcan1

And with trash cans as well... Maybe they planned to use these sounds for some other purpose.

impact_trashcan2

metal_ding1

4 out of 5 metal ding sounds are unused.

metal_ding2

metal_ding3

metal_ding4

metal_large_hollow1

Two out of three metal_large_hollow sounds weren't used.

metal_large_hollow2

tentacle_strike_metal1

tentacle_strike_metal2 was used when Ock disconnects train cars, but other three files are 100% unused.

tentacle_strike_metal3

tentacle_strike_metal4

thownHit_train

An unused sound for some object, thrown by Ock on the train, hitting Spidey. Maybe it was meant to be used for objects, that missed Spidey and landed on the train instead...

thownHit_tree

This sound is loaded in Webhead.u, but can't be heard in the game. It would play if Ock could throw some trees at Spidey on the train. However, it was never a case in the game, so the sound is most likely unused. Maybe it's used for some other purpose.

People.uax#

Sound

Comments

CB3_scream_female1

None of these screams were used, most likely because they are too over exaggerated...

CB3_scream_female2

CB3_scream_female3

CB3_scream_female4

CB3_scream_female5

CB3_scream_female6

CB3_scream_male1

CB3_scream_male2

CB3_scream_maleB3

CB3_scream_maleB4

CB3_scream_maleB5

cough_cop1

The 3rd cop cough isn't used at all, but the first two are linked to that animation of cops coughing in the tear gas tower. But here's the thing: the radius of these coughs is too short to make it possible to hear them in that cutscene. You can play this animation on any cop in the game using debug functions or just increase the radius of the sound and then you'll hear them. But since you can't hear them casually in the game without any modifications - they can legitimately be called unused.

cough_cop2

cough_cop3

feedPigeons

Looks like some pedestrians could feed pigeons, but since it wasn't implemented, the sound was left unused.

mysterio_levitate1

These three sounds could be used for Mysterio levitating, but they weren't.

mysterio_levitate2

mysterio_levitate3

mysterio_vanish1

These two files are linked to a presumably unused animation of Mysterio disappearing after a Guddini-like hand wave, so you can't hear them in the game.

mysterio_vanish2

newspaper_turn1

There are some pedestrians that hold newspapers in their hands, but since the newspaper object in the game is just some flat thing - they could never turn any pages. The sounds weren't used.

newspaper_turn2

Puma_AngryCry2

Puma_AngryCry1 is that cat-like sound you can hear after cementing Puma in Crystal Tower. This second version sounds more like a real puma animal, but it wasn't used.

Snore1

None of these snores were used. Maybe some thugs or pedestrians could sleep, it was never a thing in the game.

Snore2

Snore3

Snore4

VendMach_hit2

An unused vending machine hit sound effect.

RobotAudio.uax#

Sound

Comments

botMalfunction1

A few Mysterio bot malfunction and move sounds were unused.

botMalfunction2

botServo4

UISounds.uax#

Sound

Comments

Fail1

A couple of fail menu sounds, that weren't used.

Fail2

success1_strat

A couple of success menu sounds, none of them were used.

success2_synth1

menu_rollover2

There were two menu rollover sounds and this one wasn't used. It's higher pitched, than the used one.

Vehicle.uax#

Sound

Comments

Bus1_running_1s

Some bus sound, that wasn't used by the game.

CB3_tire_screech4_long

This tire screech could be used for the van chase in Bronx, but other sounds were used instead.

CB3_Vehicle_crash_1s

These 5 car crash sounds are unused, but were meant to be used for Bronx van chase.

CB3_Vehicle_crash_3s

CB3_Vehicle_crashB_close_stereo_4s

CB3_Vehicle_crashD_stereo_2s

CB3_Vehicle_crashE_2cars

engine_stall_long

An unused car engine stall sound.

radiator_hiss1

An unused radiator hiss.

siren1_close

3 unused police car sirens.

siren1_far

siren2_far

Van_DrivingFast

A couple of unused van sounds.

van_pullaway

VOAudio.uax#

Sound

Comments

silence_bank

For some reason, there's a file with 9 seconds of silence in the pack with voice lines. There's a similar file for Oscorp, but that one was used. The filesize is absolutely the same. Judging by the name, it could be used in bank for some purpose, but subtitles.int file shows what was actually this file meant for: silence_bank=Pick up a rock and throw it at a Turret. While it is shooting at the rock get behind it and web up the air intake. After a few more shots the Turret will over heat.

Walla.uax#

Sound

Comments

Music folder

Walla.uax

bank_walla

bank_walla

For some reason, this file is in both Music folder and Walla.uax sound pack, but no game files have links to a sound file with such name. Most likely unused. It wasn't used on the bank level and it can't be heard near the bank in free play. Looks like the file got in the Music folder mistakenly. Version from the Walla.uax is louder.