Action Jack's sound effect thread


#121

Dirt… pirouettes?

STATUS: Implemented in-game.


Dirt-Jump1.wav (23.8 KB)

Dirt-Jump2.wav (21.1 KB)

Dirt-Jump3.wav (21.6 KB)

Dirt-Jump4.wav (26.1 KB)

Dirt-Jump5.wav (25.6 KB)

Dirt-Jump6.wav (28.3 KB)

Dirt-Jump7.wav (25.3 KB)

Dirt-Jump8.wav (17.3 KB)

Dirt-Jump9.wav (31.3 KB)


#122

Here’s a hodgepodge of miscellaneous dirt slides.

STATUS: Implemented in-game.


Dirt-Slide1.wav (21.8 KB)

Dirt-Slide2.wav (37.6 KB)

Dirt-Slide3.wav (42.8 KB)

Dirt-Slide4.wav (21.6 KB)


#123

With all these moving bits of machinery, I thought some extended ratchet sounds might help with some sort of cog-based machine.


Ratchet-Heavy-Loop-Slow.wav (939.4 KB)


#124

And a faster one.

This one was hard to do. The accompanied sound immediately followed a collision with my kneecap.

Don’t never say I didn’t sacrifice nothin’ for y’all.


Ratchet-Heavy-Loop.wav (237.4 KB)

Ratchet-Hits-Floor.wav (58.6 KB)


#125

And have some roomtones, while you’re at it.


RoomtoneFurnace.ogg (146.2 KB)

RoomtoneFurnaceLouder.ogg (310.1 KB)

RoomtoneFurnaceSofter.ogg (209.6 KB)

Furnace-Spin-Down.wav (166.8 KB)


#126

Right then, since we’re a little sketchy on some of the dirt footsteps, I’m going to give you the sounds at the end of the batch in case we change our minds on some of the early ones.

These were meant to be jumps, but some could fill in as runs.


Dirt-Footstep-Backup1.wav (20.4 KB)

Dirt-Footstep-Backup2.wav (13.1 KB)

Dirt-Footstep-Backup3.wav (18.1 KB)

Dirt-Footstep-Backup4.wav (15.9 KB)

Dirt-Footstep-Backup5.wav (15.9 KB)

Dirt-Footstep-Backup6.wav (18.4 KB)

Dirt-Footstep-Backup7.wav (19.9 KB)

Dirt-Footstep-Backup8.wav (20.4 KB)

Dirt-Footstep-Backup9.wav (18.9 KB)

Dirt-Footstep-Backup10.wav (18.9 KB)


#127

And a few more. I think 12’s a particularly good jump.


Dirt-Footstep-Backup11.wav (17.1 KB)

Dirt-Footstep-Backup12.wav (23.4 KB)

Dirt-Footstep-Backup13.wav (16.6 KB)

Dirt-Footstep-Backup14.wav (18.9 KB)

Dirt-Footstep-Backup15.wav (22.1 KB)


#128

Just a ticking loop for whenever Frogatto passes by a clock.

STATUS: Still deliberating.


ClockTickLoop.ogg (90.6 KB)


#129

Got a launching sound, potentially an alternative for use by the machines that spawn Milgram Pods.

STATUS: Implemented in-game for Milgram BLOCK spawners.


Hollow-Metal-Launch1.wav (47.9 KB)

Hollow-Metal-Launch2.wav (43.8 KB)


#130

Now that the Hoppers thump clumsily on the ground after jumping, they should really have a sound to match. Here are a few different possibilities.

Also, now that they’re significantly more pathetic, they might benefit from a struggling sound while they’re on their backs. These are the same sound, but “long” has some space at the end in case that helps with looping.

STATUS: Thumps implemented, but not struggles.


Hopper-Clumsy-Thump2.wav (25.1 KB)

Hopper-Clumsy-Thump3.wav (59.4 KB)

Hopper-Clumsy-Thump4.wav (30.1 KB)

Hopper-Struggle-Long.wav (33.9 KB)

Hopper-Struggle.wav (23.1 KB)


#131

Another stab at a unique sound for Robot Kitty being damaged.


Robot-Kitty-Damaged-Again.wav (99.6 KB)


#132

Yet another attempt for Robot Kitty being damaged.


Robot-Kitty-Damaged-Take3.wav (35.6 KB)


#133

In AD 2012, slides were beginning.


Metal-Slide1.wav (31.1 KB)

Metal-Slide2.wav (30.1 KB)

Metal-Slide3.wav (34.6 KB)

Metal-Slide4.wav (37.6 KB)

Metal-Slide5.wav (38.6 KB)

Metal-Slide6.wav (37.6 KB)

Metal-Slide7.wav (30.1 KB)

Metal-Slide8.wav (30.6 KB)


#134

More metal slides, this time without a footstep preceding them.


Metal-Slide-Squeaky1.wav (36.6 KB)

Metal-Slide-Squeaky2.wav (40.1 KB)

Metal-Slide-Squeaky3.wav (36.0 KB)

Metal-Slide-Squeaky4.wav (40.1 KB)

Metal-Slide-Squeaky5.wav (35.9 KB)

Metal-Slide-Squeaky6.wav (33.6 KB)

Metal-Slide-Squeaky7.wav (26.3 KB)

Metal-Slide-Squeaky8.wav (30.6 KB)

Metal-Slide-Squeaky9.wav (28.1 KB)


#135

Trying to get a heavy whoosh for the swinging platforms/spike balls that the player can actually hear.

STATUS: Not implemented, but no memory of whether they were liked.


Heavy-Whoosh6.wav (55.1 KB)


#136

Some foliage slides. Varying lengths here, I’ve got more if we decide to only use one type.

STATUS: Implemented in-game.


Foliage-Slide1.wav (39.6 KB)

Foliage-Slide2.wav (38.1 KB)

Foliage-Slide3.wav (48.6 KB)

Foliage-Slide4.wav (32.6 KB)

Foliage-Slide5.wav (48.6 KB)

Foliage-Slide6.wav (39.6 KB)

Foliage-Slide7.wav (42.6 KB)

Foliage-Slide8.wav (35.1 KB)

Foliage-Slide9.wav (25.1 KB)

Foliage-Slide10.wav (55.8 KB)


#137

Here’s one I haven’t seen before. The save outhouse door doesn’t close. And I can’t use it again until I leave the room and come back.



#138

When I went into the cave to Crevice Village for the first time, it played “Victory” and dropped the key before I killed the guy. I reloaded my save, and it did it again. If I leave the cave out either side without killing the kitties, they disappear and don’t come back. If I didn’t use the key, it drops again with the “Victory” message.



#139

This should be the save file with the aforementioned glitch.


save.cfg copy (49.5 KB)


#140

Background noise of dripping for the caves.

Making this was needless complicated, so I want to be sure it works before I do more like it.

STATUS: Liked, but not presently implemented.


Cave-Drip1.wav (215.6 KB)