the cutting room mirror

Unused Sounds

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This is a sub-page of Team Fortress 2.

Unused Sound Effects#

Scout#

Bonk! Atomic Punch#

It seems that after the Scout were to drink Bonk, he would've had a sound accompany the invincible effect. The sound also lasts as long as the original duration of Bonk used to last for (6 seconds).

Filename

Audio

scout_dodge.wav

On top of this, there are related sounds to Scout crushing and throwing the can of Bonk. The can crushing sound was retroactively reused for Scout's variant of the [https://wiki.teamfortress.com/wiki/Cheers! Cheers!] taunt.

Filename

Audio

pl_scout_dodge_can_crush.wav

pl_scout_dodge_can_pitch.wav

Wrap Assassin#

Similar to the Sandman, it appears that the Wrap Assassin was going to have a sound when you hit a moonshot with it as well.

Filename

Audio

ball_buster_break_01_crowd.wav

ball_buster_break_02_crowd.wav

Jumping Sounds#

It also appears that Scout had other jumping sounds planned to be used for him.

Filename

Audio

pl_scout_jump1.wav

pl_scout_jump2.wav

pl_scout_jump3.wav

pl_scout_jump4.wav

Fan o' War#

Hidden in the folder for Half-Zatoichi's sounds, there lay three files related to marking someone for death, presumably meant for the Fan o' War which was added in the same update.

Filename

Audio

tf_marked_for_death_impact_01.wav

tf_marked_for_death_impact_02.wav

tf_marked_for_death_impact_03.wav

Soldier#

Air Strike#

The Air Strike has a unique unused sound for when a critical rocket is fired. Currently, it uses the Stock Rocket Launcher's critical fire sound.

Filename

Audio

airstrike_fire_crit.wav

Cow Mangler 5000#

There are many unused sounds for the Cow Mangler 5000, the bulk of them being alternate explosion sounds.

Filename

Audio

cow_mangler_explosion_charge_01.wav

cow_mangler_explosion_charge_02.wav

cow_mangler_explosion_charge_03.wav

cow_mangler_explosion_charge_04.wav

cow_mangler_explosion_charge_05.wav

cow_mangler_explosion_normal_04.wav

cow_mangler_explosion_normal_05.wav

cow_mangler_explosion_normal_06.wav

cow_mangler_idle.wav

cow_mangler_over_charge_shot.wav

Righteous Bison#

Similarly to the Cow Mangler 5000, the Righteous Bison also has an unused idle sound. It also has another unused sound for firing.

Filename

Audio

bison_idle.wav

bison_main_shot.wav

Pyro#

Rainblower#

An unused rainblower sound hints that there originally was a different sound for when you were ignited on fire while in Pyroland.

Filename

Audio

rainblower_hit.wav

Flare Gun#

There exists an unusually long sound for when a flare impacts a Sentry. It might have been planned to cut off with the building dying, but this still doesn't explain why it's so long.

Filename

Audio

flaregun_impact_sentry.wav

Demoman#

Iron Bomber#

Similar to the Air Strike's missing sound, the Iron Bomber has unused explode sounds that were included on its inclusion in TF2. Despite this, the Iron Bomber is set to use the Air Strike's explosion sounds instead.

Filename

Audio

tacky_grenadier_explode1.wav

tacky_grenadier_explode2.wav

tacky_grenadier_explode3.wav

Grenade Launcher Drum Stop#

Demoman was intended to have a sound play for when the Grenade Launcher's drum would stop spinning. Despite being in the game since launch, it has never been implemented, with it never being called by the animation.

Filename

Audio

grenade_launcher_drum_stop.wav

Loch-n-Load Dud#

The Loch-n-Load was intended to have a unique sound for when the pill shattered on a surface. By default, it uses the grenade impact sounds.

Filename

Audio

loch_n_load_dud.wav

Sword Draw Sound#

Demoman also has an unused sound for when he draws one of his many swords. Instead of using this, he uses the Machete drawing sound, being the same sound that weapons like the Sniper's Kukri use.

Filename

Audio

draw_sword.wav

Heavy#

Killing Gloves of Boxing#

The Killing Gloves of Boxing have many unused sounds. Such as a unique definition of gaining crits, being a shorter version of the weapon_crit_charged_on sound used by the Kritzkrieg.

Filename

Audio

boxing_gloves_crit_enabled.wav

The K.G.B. also has 3 unused sounds for when it swings while crit boosted. By default, it uses the Fist's crit sound.

Filename

Audio

boxing_gloves_hit_crit1.wav

boxing_gloves_hit_crit2.wav

boxing_gloves_hit_crit3.wav

Engineer#

Recon#

Added with the Engineer update, this is likely a remnant of a scrapped Engineer building. According to the April 21st, 2020 codebase leak, this sound was also supposed to play in Mann vs Machine mode when Spy reveals cloaked Robot Spies.

Filename

Audio

recon_ping.wav

Rescue Ranger Charge and Teleport Sounds#

The Rescue Ranger has two categories of unused sounds. The first one relating to a charge of some kind.

Filename

Audio

rescue_ranger_charge_01.wav

rescue_ranger_charge_02.wav

The second category being related to teleporting buildings. The first set is for when you the buildings teleport to you, which uses stock teleporter sounds by default.

Filename

Audio

rescue_ranger_teleport_receive_01.wav

rescue_ranger_teleport_receive_02.wav

The second set hints at a scrapped feature, being able to place buildings from far away. This feature obviously had unused sounds that accompany it.

Filename

Audio

rescue_ranger_teleport_send_01.wav

rescue_ranger_teleport_send_02.wav

Widowmaker Cocking Sounds#

The Widowmaker has unused sounds related to it cocking. Since the Widowmaker does not have a pump, it went unused.

Filename

Audio

widow_maker_pump_action_back.wav

widow_maker_pump_action_forward.wav

Wrangler#

The Wrangler has an unused sound for when either it's laser or bullet's could pass through someone.

Filename

Audio

sentry_shaft_laser_pass.wav

Sniper#

Machina Reload#

The Machina has unused reload sounds for both First Person. By default, it uses the stock Sniper Rifles variants, like other rifles. However, It cannot be changed in a similar way to other unused sounds like the Iron Bomber and Air Strike. The thirdperson reload actually works as intended, meaning that these sounds are partially used, just not in their intended way.

Filename

Audio

sniper_railgun_bolt_back.wav

sniper_railgun_bolt_forward.wav

Spy#

Sharp Dresser Backstab Sound#

The Spy has an unused sound for when the Sharp Dress backstabs someone. Like other issues similar, this is just never called in the animation.

Filename

Audio

spy_assassin_knife_bckstb.wav

Spy-Cicle Deploy Sound#

Similar to the Demoman, the Spy has a sound that's supposed to play for when he deploys the Spy-Cicle. Because of how animations are set up, this would enable it for most knives, excluding stock, the Sharp Dresser, and all-class melee weapons.

Filename

Audio

icicle_deploy.wav

Mann Vs. Machine#

Expiring Money#

The credits that can be picked up in this gamemode have a rather goofy corresponding sound for disappearing, yet it is not played in-game.

Filename

Audio

mvm_money_vanish.wav

"Mothership Loop"#

Not much can be deduced from this eerie hum other than the name of the file itself. This was used on the first day of MvM. This sound was later used on koth_probed for when the UFO approaches the control point.

Filename

Audio

mvm_mothership_loop.wav

Engineer-bot's Teleporter Activated#

An unused sound is present in the game's files related to an Engineer-bot's teleporter being activated. But this is never used in-game.

Filename

Audio

mvm_tele_activate.wav

Unused MVM Siren#

There is an unused siren in the game's files that resemble an air raid siren. This could've been planned to be used with the mothership loop to indicate an air raid approaching.

Filename

Audio

mvm_siren.wav

Unused Tank Siren#

There is an unused tank siren/ping that could've played. It was potentially unused by being too harsh of a sound.

Filename

Audio

mvm_tank_ping.wav

MVM Fall Damage Sounds#

There are unused sounds for when, presumably a robot, takes fall damage in MVM.

Filename

Audio

mvm_fallpain01.wav

mvm_fallpain02.wav

MVM Giant Robot Footstep Sounds#

It appears that all giant robots in MVM would have had unique footsteps depending on the class. Despite all playing the same footstep sounds, that being giant_common, their separate functionalities all remain, simply all just calling the giant common footsteps.

Filename

Audio

giant_demoman_step_01.wav

giant_demoman_step_02.wav

giant_demoman_step_03.wav

giant_demoman_step_04.wav

giant_heavy_step_01.wav

giant_heavy_step_02.wav

giant_heavy_step_03.wav

giant_heavy_step_04.wav

giant_pyro_step_01.wav

giant_pyro_step_02.wav

giant_pyro_step_03.wav

giant_pyro_step_04.wav

giant_scout_step_01.wav

giant_scout_step_02.wav

giant_scout_step_03.wav

giant_scout_step_04.wav

giant_soldier_step_01.wav

giant_soldier_step_02.wav

giant_soldier_step_03.wav

giant_soldier_step_04.wav

Coaching - Student Death#

A mournful trumpet sound clip for when the student you are coaching dies. Unused for some reason.

Filename

Audio

coach_student_died.wav

Noise Makers#

The noises that the unused noisemakers Spooky and Prayer Bowl were going to make are left in the game files, however, the sound for Yell isn't. At least one of the "prayer bowl" sounds are used on koth_suijin if a player hits one of the gongs in their spawn room.

Filename

Audio

spooky01.wav

spooky02.wav

spooky03.wav

zen_prayer_bowl_01.wav

zen_prayer_bowl_02.wav

zen_prayer_bowl_03.wav

HUD/UI sounds#

Buff On/Off Sounds#

Originally, there were sounds that were intended to play for when you leave and enter a Soldier with their buff active.

Filename

Audio

buffed_on.wav

buffed_off.wav

Retired Trading Sounds#

These were sounds that were cut when TF2's way of trading moved to Steam instead of being handled in-game. Since then, they've remain unused.

Filename

Audio

trade_changed.wav

trade_ready.wav

strade_failure.wav

trade_success.wav

Unused Killstreak Sounds#

In the files, there lie multiple unused killstreak sounds for weapons. Weirdly enough, they have a tiering system attached to them, as well as sounds attached to getting a kill while in the tier, and dying after reaching a certain tier. Due to this tier-based system of sounds, some have speculated that this could have been tied to the Vaccinator in someway.

Tier 1:

Filename

Audio

ks_tier_01.wav

ks_tier_01_death.wav

ks_tier_01_kill.wav

Tier 2: Weirdly enough, Tier 2 has no death sound and 2 kill sounds left in the files.

Filename

Audio

ks_tier_02.wav

ks_tier_02_kill_01.wav

ks_tier_02_kill_02.wav

Tier 3:

Filename

Audio

ks_tier_03.wav

ks_tier_03_death.wav

ks_tier_03_kill_01.wav

Tier 4:

Filename

Audio

ks_tier_04.wav

ks_tier_04_death.wav

ks_tier_04_kill_01.wav

Unused Map-Specific Sounds#

rd_asteroid#

rd_asteroid has a few unused sounds from when it was being developed. One of these being an alarm, potentially for when the enemy steals your teams reactor core.

Filename

Audio

rd_2base_alarm.wav

cp_degrootkeep#

cp_degrootkeep has an unused music cue for when the castle gate leading to C is closed.

Filename

Audio

medieval_doorclose.wav

Unused Mannpower Powerups#

Uber Powerup#

There is remnants of the scrapped "Uber" powerup that could've been used in Mannpower, even seen in the early beta of it. Alongside it's model, it has two sounds related to it. While the first one remains completely unused, the second one was repurposed to be used for the "Revenge" powerup.

Filename

Audio

mannpower_invulnerable.wav

powerup_pickup_uber.wav

Crit Powerup#

Similar to the above, the Crit powerup was briefly seen in the Mannpower beta before having it's effects evolve into the Revenge powerup. There still remains one sound that would've played when picking it up.

Filename

Audio

powerup_pickup_crits.wav

Unused Music#

Lo and behold, there is unused music in the game as well.

Notes

Audio

A rendition--perhaps the original version--of Intruder Alert in MIDI format. This file was added in the May 9, 2011 patch. It is located inside a folder named "midi". This inclusion of this file is very odd, as neither the Source Engine, nor Team Fortress 2, support the playback of MIDI files.

The actual MIDI file can be found here.

A 1-minute loop of elevator music that presumably would play in Mann vs. Machine when players were at an Upgrade Station.

While unused on official MvM maps, it was later repurposed 11 years later on Perks, a Scream Fortress 2023 community-created Halloween Arena map.

Now playing whenever players are nearby a Perk pedestal in-between rounds of that map.

A 30-second loop of some bonus round music for... something. Possibly Robot Destruction, a beta game mode.

Unused Jungle Inferno Contracker Sounds#

Sounds#

There exist miscellaneous beeps and boops for the Contracker, presumably for doing certain actions of just sitting around on the player. Some of these may have been later reused in some of Mercenary Park's soundscapes.

Filename

Audio

cyoa_pda_beep2.wav

cyoa_pda_beep3.wav

cyoa_pda_beep4.wav

cyoa_pda_beep5.wav

cyoa_pda_beep6.wav

cyoa_pda_beep7.wav

cyoa_pda_beep8.wav

Music#

Added in the October 2017 "Jungle Inferno" update were music tracks specifically set to be heard while in the Contracker menu while you selected the contract you wanted to work on, or just to check progress on a given contract. These Music tracks are taken from the soundtrack, then had some of their instruments stripped and removed to be more mellow while browsing the Contracker. The prefix "cyoa" stands for "Choose Your Own Adventure", which clearly points to these playing while looking at contracts. There are also "TV" variants of all the songs, which have been further edited with a low-pass filter, as if they came from a Television.

Filename

Audio

Cyoa_musicdrunkenpipebomb.wav

Cyoa_musicdrunkenpipebomb_tv.wav

Cyoa_musicfasterthanaspeedingbullet.wav

Cyoa_musicfasterthanaspeedingbullet_tv.wav

Cyoa_musicintruderalert.wav

Cyoa_musicintruderalert_tv.wav

Cyoa_musicmedic.wav

Cyoa_musicmedic_tv.wav

Cyoa_musicmoregun.wav

Cyoa_musicmoregun_tv.wav

Cyoa_musicmoregun2.wav

Cyoa_musicmoregun2_tv.wav

Cyoa_musicplayingwithdanger.wav

Cyoa_musicplayingwithdanger_tv.wav

Cyoa_musicrightbehindyou.wav

Cyoa_musicrightbehindyou_tv.wav

Cyoa_musicteamfortress2.wav

Cyoa_musicteamfortress2_tv.wav