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Sound test sfx listings S1 List - 100%, S2 WIP list-90%. S3K List Coming Soon

#16 User is offline Espyo 

Posted 17 June 2012 - 07:31 AM

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Hmm, this info should be posted somewhere on the wiki, definitely.

View PostT.Q., on 13 June 2012 - 05:13 PM, said:

A2 & B8 probably the same? Maybe they were alternative mixes for different conditions inside/outside?

No, they're definitely different. B8 is a bit lower pitched.

#17 User is offline Andrew75 

Posted 17 June 2012 - 07:51 AM

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I'd like to see the list completed!

#18 User is offline Andrew75 

Posted 23 June 2012 - 03:11 PM

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Would AB for Sonic 1 be the Green Hill Zone waterfall sound?
Thats the only one that I can can think of thats missing from the list.

#19 User is offline Ravenfreak 

Posted 23 June 2012 - 03:13 PM

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Isn't the sound effect for the waterfalls a special item or not listed at all in the sound test? Or am I thinking of something else? :v: I haven't hacked Sonic 1 in a while. :\

#20 User is offline Andrew75 

Posted 23 June 2012 - 03:21 PM

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Actually, I really need that sound effect in a loopable wav file.

#21 User is offline Espyo 

Posted 24 June 2012 - 06:54 PM

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View PostAndrew75, on 23 June 2012 - 03:11 PM, said:

Would AB for Sonic 1 be the Green Hill Zone waterfall sound?

Tried playing the sound several times in a row (read: mashed A, B and C), and it didn't sound much like the waterfalls. I tried different rhythms and everything.

#22 User is offline flamewing 

Posted 24 June 2012 - 07:45 PM

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View PostAndrew75, on 23 June 2012 - 03:11 PM, said:

Would AB for Sonic 1 be the Green Hill Zone waterfall sound?

The GHZ waterfall SFX in Sonic 1 is SFX $D0, which is not playable in sound test.

#23 User is offline KingofHarts 

Posted 04 September 2012 - 09:42 AM

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I have updated the list with the aforementioned Waterfall sfx. Will also look into where exactly the SEGA sound is, as well as speed ups and fade outs. BTW any reason why these two are left out of the Sonic 1 Sound Test? If anyone knows?

#24 User is offline ICEknight 

Posted 04 September 2012 - 10:21 AM

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My guess is that the waterfall sound would keep playing forever and was deemed too annoying.

#25 User is offline flamewing 

Posted 04 September 2012 - 12:02 PM

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The waterfall sound is the only one of a sequence of 'environmental' SFX; basically, it overrides music on its tracks, and can be overridden by SFX; when the SFX ends, it resumes, and when it ends, music resumes. It only keeps looping because waterfalls and water slides keep playing it over and over every half a second or so while they are leaded. In theory, these special SFX span $D0 to $DF, but only $D0 has any data. It is possible that it wasn't in the sound test due o an oversight, or they may have decided to stop before it, who knows.

Regarding Sega sound and stuff: in Sonic 1:
$E0: Fade-out
$E1: Sega sound
$E2: Speed-up
$E3: Slow down
$E4: Stop sfx and music

In Sonic 2:
$F8: Stop SFX
$F9: Fade-out
$FA: Sega sound
$FB: Speed-up
$FC: Slow down
$FD: Stop music
$FE: Pause
$FF: Unpause
This post has been edited by flamewing: 04 September 2012 - 12:04 PM

#26 User is offline KingofHarts 

Posted 06 September 2012 - 01:16 AM

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View PostT.Q., on 13 June 2012 - 05:13 PM, said:

A2 - Sounds like the spikes that pop out in Marble Zone
A5 - Sounds like moving a stone block...like in Sandopolis in Sonic 3.
B8 - Sounds like more spike pop-ups.

A2 & B8 probably the same? Maybe they were alternative mixes for different conditions inside/outside?



I've searched through, and found these sounds to not have been used ANYWHERE. It is very possible that they were those sounds at one point, and were replaced by the currently used ones. Unless anyone can find otherwise, I've marked them as unused.

ICEKnight's mention of the sfx_Teleport was correct, and upon 2 seconds of looking, I found this for myself as well. I swear I am not simply guessing with these. It was an oversight.

With that, the Sonic 1 SFX list SHOULD be complete.

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