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Crash sound effect #841

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@mountainflaw mountainflaw commented Oct 23, 2024

I'm tired of WOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAOOOOOOOOOOOOOOOOOOOOOOOOOO everytime my game crashes.

This is meant to just be an okay-ish remake of the Windows XP error sound.

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This is ready for review.

username added 2 commits October 25, 2024 01:02
Comment on lines +6993 to +6997
.envelope_critical_error:
envelope_line 1 32760
envelope_line 128 0
envelope_line 500 500
envelope_goto 4
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This envelope is extremely scuffed. The 500 500 line is taking the sound from 0 and actually adding to it first off (so just remove that line). Secondly, that goto line is very bad news; please use a hang for that instead.

Also this should be moved to the bottom of the file, where envelopes go.

@@ -6986,6 +6986,42 @@ sound_ref .sound_menu_power_meter
sound_ref .sound_menu_camera_buzz
sound_ref .sound_menu_camera_turn

// Crash screen error sfx

sound_ref .sound_menu_critical_error
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This should not have any whitespace above it; I can see this very easily causing problems for people. (Just add that comment to the same sound_ref line.)

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Will do.

Comment on lines +6999 to +7013
.layer_critical_error_0:
layer_note1 3, 0x3f, 115
layer_end

.layer_critical_error_1:
layer_note1 15, 0x3f, 115
layer_end

.layer_critical_error_2:
layer_note1 34, 0x3f, 115
layer_end

.layer_critical_error_3:
layer_note1 39, 0x3f, 115
layer_end
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@gheskett gheskett Oct 25, 2024

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Move these below the channel definition, for consistency with the rest of the file. Also given the jumpscare nature of this sound, I'd lower the velocities on these just a bit (like 103 maybe? Might need to see a video example or something that compares against the old sound in a proper gameplay context).

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It’s not that loud, and is especially less jumpscare than the current sound.

@@ -555,6 +555,7 @@ enum SoundBank {
#define SOUND_MENU_HIGH_SCORE /* 0x70222081 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x22, 0x20, SOUND_DISCRETE) // unverified
#define SOUND_MENU_STAR_SOUND_OKEY_DOKEY /* 0x7023FF81 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x23, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_STAR_SOUND_LETS_A_GO /* 0x7024FF81 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x24, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_CRITICAL_ERROR SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x40, 0xFF, SOUND_DISCRETE)
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Add a comment with the hex for this, to be consistent with the other sounds.

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The hex in general within that file should be removed to be consistent with the repo. Those addresses don’t even line up with anything since they’re from decomp.

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Nevermind I realize it’s just a magic number not an address lmao

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2 participants