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A Hat in Time (Windows, Mac OS X)/Unused Audio

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This is a sub-page of A Hat in Time (Windows, Mac OS X).

Sound Effects

Audio Notes
The weird and very unpleasant beep noise from obtaining the Fox Mask in the Alpha and Beta builds. Not used anymore due to the Fox Mask being obtained by stitching yarn instead.
Two cough sounds meant to be used by the Toilet of Doom when it's barfing up goo bubbles. It's simply not programmed to play these assigned sounds during the boss fight.
The sound effect used for when the Conductor clicked his remote at the start of Train Rush in the Beta. This sound is actually used in the Conductor's animation for clicking his remote, which he did in the Beta. The sequence for it is still in the final game, but disabled.
The unique sounds used in the deleted Chair-bound walk animation. These sounds have long since been removed from the final game.
Sounds effects used by the scrapped Cowboy Time Stop Hat flair meant for DLC 2. The last sound is used when starting to use the ability.
The sound effect that would play when falling into a bottomless pit in the Beta. Although this sound effect is still assigned in Hat Kid's class file, falling into a pit in the final game simply respawns you at your last checkpoint, dealing a single point of damage.
The sound effect that is meant to be used when performing a stylish move. Hat Kid is still programmed to be able to perform stylish moves in the final game, but the coding to allow it is manually blocked. A variant of this sound is used when obtaining a Metro Food Combo.
An updated version of the 'badge get' sound from the Beta builds. This is present in the final game's file but unused because it's in a soundcue, but disconnected.

Music

Spaceship Hub Intro Variants

Audio Notes
A variation of the tune that plays every time the player enters Hat Kid's Spaceship. As there is never an instance where the intro plays from within the pillow fort, this variation is unused.
An intro variation for being on the DJ Grooves side of the Act Select menu for Chapter 2. Even if the player immediately interacts with the telescope upon spawning in the hub, it cannot be heard in its entirety.
An intro variation for being on the Conductor side of the Act Select menu for Chapter 2. Even if the player immediately interacts with the telescope upon spawning in the hub, it cannot be heard in its entirety.
An intro variation for being on the Act Select menu for any chapter except Chapter 7. Even if the player immediately interacts with a telescope upon spawning in the hub, it cannot be heard in its entirety.
An intro variation for being on the Act Select menu for Chapter 7. Even if the player immediately interacts with the telescope upon spawning in the hub, it cannot be heard in its entirety.
An intro variation for talking to Mafia Boss. This can be partially heard if the player is fast enough and has intro cinematics disabled, but cannot be heard in its entirety.
An intro variation for being on the mod selection menu in the Mail Room. Again, it cannot be heard in its entirety.
An intro variation for being in decoration mode. Same as above.
An intro variation for being in the Gallery. The player never spawns in the Gallery, thus this version cannot be heard normally.
An intro variation for being on the level select for Death Wish. It can be partially heard if the player acts fast enough when spawning in the hub. Additionally, if the player pauses on the first frame available to pause on upon loading into the hub, there won't be any music playing; at this point, if the player opens the Death Wish map, the music will begin and this theme can be heard in its entirety.
The player only spawns next to the TV in the Hub if they return from a Creator's DLC level. Even so, the player has to smack the TV to switch the TV back to 'Corgi mode' to switch the music back. Thus, the full version of this track cannot be heard normally.

Despite the above, it is technically possible to hear most of the above variations, as long as the player has purchased DLC 2 and has acquired the Peace and Tranquility Badge. If you activate splitscreen Coop mode, and both players are using the Peace and Tranquility Badge, if one player stops, it will restart the theme for the other player who's still doing it, and if the one who stopped forcefully stops the other one by hitting them, the music will sometimes do a hard reset, making the intro theme play.

Other

Audio Notes
An alternate version of the music that plays on the final floor of Deep Sea Rift. This variation is internally called 'Ocean_TimeRift_TimePieceFloor_A', whereas the used version is called 'Ocean_TimeRift_TimePieceFloor_B'.
The default level intro tune, the same as found in the game's Beta builds, is also present in the final game, still unused.
The Express Owl Band that joins your spaceship during the game is known to play some of the music tracks created and intended for the cut chapter "Sand 'n Sails", however, there are variations of each track that they never play, despite being present in the final game's files.

This is an alternate version of Heatgusts, intended to play when jumping off of a yardang ramp while driving the Sandmobile.

Another alternate version of Heatgusts, intended to play while talking to someone outside of a village.
Cave Rave, the music intended for "Pumping Pumpkin Factory", is played by the Express Owl Band, but they only play the full version, leaving these 'layer' versions unused.
The theme for Cave Rave Layer 2.
The theme for Cave Rave Layer 3.
A track that used to be used in the Vanessa's Curse Creator's DLC. This track would play during the last 30 seconds of a match or, after a few updates when it released, when only one player was left alive. Currently, a new looping version of the track plays in both instances, leaving this variation now unused.

Voicelines

Audio Transcript Notes
Hat Kid: Whoa! [echoes] Hat Kid's voiced line for falling into a bottomless pit in the Betas, meant to accompany the above related sound effect for it.
Subcon Noose: I'm always here for you, sir. A voice line for the nooses in Subcon Forest that appears to be addressing Timmy. As Timmy was scrapped and replaced with Bow Kid, this line goes unused. The coding for the noose literally doesn't even allow for it to play, as if it tries to, it'll change it to a different line.
Snatcher: Aww, but we've come all the way here to see you.

Vanessa: Fine, then. I'll make you dance once you become my puppets! [giggles]

Two unused lines meant for an intro conversation when a match starts in the Vanessa's Curse Creator DLC. According to disconnected message nodes in a Conversation Tree, this was intended to follow after the line spoken by Vanessa where she says I have no time for games. Leave my domain.
Snatcher: Oh God. Alright, well... you touched it. Um... An unused line for an alternate, scrapped sequence in the tutorial where the player could've touched the cursed doll on their own instead of having Snatcher teleport them onto it. In the final version, the conversation with Snatcher leading up to him teleporting you onto the doll does not allow the player to move at all, and even if you could move, touching the doll does nothing.