User:Addy1124/WIP-SimpsonsHit&Run-MainPage/Unused Audio
This is a sub-page of User:Addy1124/WIP-SimpsonsHit&Run-MainPage.
To do: Directory specification? There's also probably more of non-music unused audio. |
Contents
- 1 Unused Music
- 1.1 bart_chase02_end_sus1
- 1.2 collection01d_drama_pickup_b3
- 1.3 fe_trans01 / fe_trans02 / fe_trans03
- 1.4 of_time_out01 / of_time_out02
- 1.5 gogo_drama_pickup
- 1.6 organ_music
- 1.7 homer_reward01 / homer_reward02
- 1.8 tuba_024 / tuba_044 / tuba_053 / tuba_059 / tuba_061
- 1.9 land_of_choc_end_neg
- 1.10 lounge010
- 1.11 lounge_trans06
- 1.12 nick_end_sus
- 1.13 powerplant_10sec
- 1.14 scarymusic01
- 1.15 stone_cutter_spoof
- 2 Unused Sound Effects
- 2.1 powerbox_smash_02
- 2.2 roadkill_collect_02 / roadkill_collect_03
- 2.3 busted_01
- 2.4 busted_02
- 2.5 busted_halloween
- 2.6 forklift
- 2.7 gag_azte
- 2.8 gag_bbq
- 2.9 gag_car_01
- 2.10 gag_library
- 2.11 gag_tele
- 2.12 ghost_loop
- 2.13 homer_stomp_01 / homer_stomp_02 / homer_stomp_03
- 2.14 larry_looter_01
- 2.15 platform_01 / platform_02
- 2.16 spider_loop
- 2.17 trampoline_04
- 2.18 trapdoor_pp
- 2.19 Halloween Sound Effects
- 2.20 vote_quimby
- 2.21 zombie_01 / zombie_02 / zombie_03
- 2.22 wasp_laser
- 2.23 forklift
- 2.24 payphone_dial_01
- 2.25 payphone_dial_busy_01
- 2.26 platform
- 2.27 trampoline_03
- 3 Unused Vehicle Sounds
- 4 Unused Dialogue
- 5 Unused Ambience
Unused Music
Unused audio located within "music.rcf" (on console) or "music0[0-3].rcf" on Windows.
bart_chase02_end_sus1
An alternative "vehicle exit" cue for the track "bart_chase02". It never gets used, though it is initialised in the music script for Levels 2, 4, and 6 (which all make use of the aforementioned main track).
collection01d_drama_pickup_b3
A "pickup" cue for the track "collection01d_drama". It is initialised in Level 3 and setup to play at the start of "M2_drama_region" (preceeding the drama track itself), however this region is never triggered in the final version of the mission. Disabled mission script functionality regarding Chase Sedan escapes would've triggered this region and played the cue, however.
fe_trans01 / fe_trans02 / fe_trans03
Initialised in Levels 1-7 and setup so that one of them is randomly played on returning to the Main Menu. A race condition prevents this from happening; the current music script is unloaded as the exit-to-Main-Menu occurs.
of_time_out01 / of_time_out02
Initialised in Levels 2-6 and assigned to region "OF_time_out_region" (except in Level 5, where they are completely unassigned). This region is never called.
gogo_drama_pickup
A "pickup" cue for the track "gogo_drama". It is initialised in Level 1 and setup to play at the start of "M2_drama_region" (preceeding the drama track itself), however this region is never triggered in the final version of the mission. Curiously, the final "TALK TO NED" objective does feature a call to "AddStageMusicChange" in the mission script, however under normal mission circumstances, none of the conditions for this function to switch to the drama region are met.
organ_music
To do: Whoever uploaded this way back when, had the wrong filename. |
A slower version of Bach's "Toccata and Fugue". Intended to play in Level 7 in the StoneCutters' Hidden Tunnel, however this area does not exist in Level 7. If bugs/cheats are used to reach where the tunnel would be out-of-bounds, the music plays as Level 7's music script does assign the new track to the correct region, and Level 7 retains many triggers from Levels 1 and 4.
homer_reward01 / homer_reward02
Initialised in Levels 1 and 7, but never assigned to any regions. The naming scheme implies that they are supposed to be "Collector Card acquired" cues, though Levels 1 and 7 instead use other "explore" tuba cues.
tuba_024 / tuba_044 / tuba_053 / tuba_059 / tuba_061
Various unused Level 1 exploration cues. Cue 24 is located in the "marge" directory and not "homer" as the rest are. It is initialised in Level 4, but never assigned to a region. Cue 44 is initialised in Level 1, and assigned to uncalled region "OF_time_out_region". Cue 53 is initialised in Levels 1 and 7, but never assigned to a region. Cue 59 and 61 are initialised in Level 1, but never assigned to a region.
land_of_choc_end_neg
To do: Whoever uploaded this way back when, had the wrong filename. |
A "mission fail" cue for main track "land_of_choc", which is played whilst climbing the Power Plant in Level 7 Mission 4, and in the credits. There's no way to fail the Power Plant climb section itself (though there is unused mission script functionality for this to be the case), so the track goes technically unused.
However, due to a bug in the mission script, the mission's music state is not effectively reset when the mission is. As such, by reaching the Power Plant climb section, restarting the mission through the Pause Menu, and then failing any of the earlier objectives, the cue can be heard.
lounge010
An unused Level 4 exploration cue. It is initialised in Level 4 but never assigned to a region.
lounge_trans06
An unused Level 4 interior entry cue. It is initialised in Level 4 but never assigned a region.
nick_end_sus
An unused "exit vehicle" cue for the main track "nick_main". The only missions to use this track (Level 2 Mission 6 and Level 4 Mission 6) are scripted in such a way that the main track always continues to play when on-foot.
powerplant_10sec
To do: I think a spliced mockup with the mission failure theme would be good. |
Initialised in Levels 1 and 4; assigned to "M4_10Sec_region" in Level 1 and "Bonus_10Sec_region" in Level 4; these regions are never called. The name implies that the track was intended to play when only 10 seconds are remaining on the mission timer in the missions that use this track (Level 1 Mission 4, Level 4 Bonus Mission, Level 4 Wager Race); no other track in the game has a used or unused variant like this.
scarymusic01
Initialised in Level 7 and assigned to "OF_Apu_Oasis_region", used for the Kwik-E-Mart roof in Levels 1, 4, and 7. However, the roof in Level 7 lacks a trigger for the track (or the triggers present use the wrong event ID), so the track doesn't play.
stone_cutter_spoof
An instrumental version of the "We Do" song from The Simpsons episode "Homer The Great" (season 6 episode 12). As evidenced by the PlayStation 2 prototype, it was intended to play in front of the tunnel entrance/by the main StoneCutter building in Levels 1, 4, and 7, however this was changed late in development (possibly because the triggers used were buggy). Whilst the triggers to play the track were removed from Levels 1 and 4 in the final game, they were not removed from Level 7, as the area is out-of-bounds. As such, it can be accessed with bugs/cheats there.
Unused Sound Effects
Unused audio located within "soundfx.rcf".
powerbox_smash_02
A device exploding. This would be used for the destruction of the power couplings in Level 1 Mission 4 ("Blind Big Brother") and was probably cut for lasting too long (the player would be able to get quite far away from the destroyed power coupling with the sound still playing).
roadkill_collect_02 / roadkill_collect_03
Two sounds for the collection of roadkill in Level 2 Mission 5 ("Better than Beef").
busted_01
An unused sound effect that would've played when the player gets busted during Hit & Run. It is unknown why this was cut.
busted_02
Another unused "Busted" sound. This is very similar to busted_01, but it starts sooner.
busted_halloween
A clip of Kang and Kodos laughing as they lock up Homer, who shouts "Ow, my ass!" This was likely supposed to play when the player gets busted during Hit & Run in Level 7.
forklift
The sound of a forklift. This would most likely be used in Level 1 and 4's Power Plant on the scrapped forklift prop.
gag_azte
An alternate sound for the tiki gag in Levels 1 and 4.
gag_bbq
An alternate sound for the barbecue gag in Levels 1 and 4.
gag_car_01
An alternate sound for the Try-N-Save car gag in Level 2.
gag_library
Judging by the filename, this would have played when using the switch in Mr. Burns' mansion from Level 4. Another sound is played instead.
gag_tele
The audio for the Observatory telescope gag in Levels 3 and 6. It never plays as the audio is present in the gag movie instead.
ghost_loop
A ghostly scream and some cackling, obviously meant for somewhere in Level 7.
homer_stomp_01 / homer_stomp_02 / homer_stomp_03
Three sound effects of Homer hitting the ground labelled as "homer_stomp_0X". The first two include short voice samples, the second one uses an alternate take of Homer saying "Whee!" from the trailer of the game.
larry_looter_01
The audio from the Larry the Looter arcade machine gag in Levels 1, 4 and 7. It never plays as the audio is present in the gag movie instead. According to the **Master Content List.xls** in the leak, it's possible that it was supposed to be interacted in the overworld, where textures would change.
platform_01 / platform_02
Two sounds intended for platforms.
spider_loop
Probably made for Level 7, since that level features large spiders in the environment.
trampoline_04
Likely an earlier sound for using an air vent to gain height.
trapdoor_pp
Judging by the name, this was an early version of the sound used when falling into one of the trapdoors in Level 7 at Mr. Burns' office.
Halloween Sound Effects
To do: Each could have an individual section like above/below that explains intended use. Also I believe some of these are used, just obscure - possibly still worth documenting in better detail/layout. |
File Name | Audio |
---|---|
creaky_door_slam | |
ghost_kids_10 | |
ghost_kids_12 | |
halloween_chicken | |
piggy | |
piggy_02 |
Several sounds that are setup to play at various "Halloween triggers" in Level 7. However, said triggers require the camera to be within them, play a given sound by random chance, and use low volume. Some sounds are entirely unused/unreachable.
vote_quimby
A sample of the sound produced by the Vote Quimby Trucks (the theme playing in the background along with a voice saying "Vote Quimby!", before the audio fades away). Where this would be used is unknown.
zombie_01 / zombie_02 / zombie_03
Zombies groaning, with echo/reverb effects added. Likely for the Springfield Nuclear Power Plant in Level 7.
wasp_laser
An alternate sound for a Wasp Camera firing a projectile.
forklift
Unused forklift sounds. This is a duplicate file.
payphone_dial_01
A phone being dialled. This was probably meant to be used for the Phone Booths when summoning a vehicle.
payphone_dial_busy_01
A phone being dialled before another sound plays, signifying that the person cannot be reached. This would be used in conjunction with the above sound, playing when a not unlocked vehicle was selected.
platform
Two *more* platform sounds, in a different directory.
trampoline_03
A trampoline being bounced on. This may have been another early sound for air vents.
Unused Vehicle Sounds
Unused audio located within "carsound.rcf".
ice_cream_truck
An ice cream truck jingle. The unusable Ice Cream Truck plays this whilst the player is driving it, or if the player is nearby whilst it is a traffic vehicle or Bonus Game AI opponent.
beeman_enter_01
Judging by the file name, this was supposed to play while entering El Carro Loco (Bumblebee Man's car).
gti_starter
A engine starting sound for unknown "GTI".
horn-gti
Horn for unknown "GTI".
horn-broken / horn-broken_02
Broken horn sounds. Probably meant for when a car is damaged.
horn-clown
Unused clown horn. Strangely, horn-bulb is used for both the Clown Car and Clown Limo, implying that there was supposed to be a second unique sound.
horn-rocket
Unused horn for the Speed Rocket. In the final game, horn-tiny is used for the Speed Rocket.
klaxxon
A weird blasting sound. Unknown purpose.
amb_siren
Unused ambulance siren sound. Likely intended to be played near the Ambulance traffic vehicles in Level 5. Likely unused since Level 5 (the only level with the Ambulance as a traffic vehicle) already has an ambient vehicle, the Vote Quimby Truck.
fire_horn
Unused Fire Truck horn. It was replaced by a siren.
siren_02
Unused Police Car siren. This can be heard in the E3 trailer.
swoosh1 / swoosh2 / swoosh3
Swoosh sounds. Unknown purpose.
car_jump_02
A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.
Unused Dialogue
Unused audio located within "dialog.rcf" (Windows), "dialog[/f/g/s].rcf" (GameCube/PlayStation 2), or "dialog[/f/g/s]0[0-2].rcf" (Xbox).
Used Function Dialogue Dialogue that is assigned to an unreachable scenario. |
Unused Function Dialogue Dialogue that is assigned to an inexistent scenario. |
Level and Mission Dialogue Dialogue that is assigned to specific Levels/Missions. |
Unused Ambience
Unused audio located within "ambience.rcf".