Comments
Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| Jul 4, 2026 7:03 PM * | SuperSonic13 | Asset: Miles "Tails" Prower | 00000000: TL_Act001 0000000a: TL_Act016 0000000b: TL_Act017 0000000c: TL_Act018 0000000d: TL_Act019 0000000e: TL_Act020 0000000f: TL_Act022 0000001d: TL_Menu014 0000001e: TL_Menu015 0000001f: TL_Menu016 00000002: TL_Act002 0000002a: TL_Menu011 0000002b: TL_Menu012 0000002c: TL_Menu013 0000002d: TL_MenuEX003 00000004: TL_Act005 00000005: TL_Act006 00000006: TL_Act008 00000007: TL_Act009 00000008: TL_Act010 00000010: TL_Act023 00000011: TL_Act031 00000012: TL_Act033 00000013: TL_Act034 00000014: TL_Act035 00000015: TL_Act036 00000016: TL_Act037 00000017: TL_Act038 00000018: TL_Act039 00000019: TL_Act024 00000020: TL_Menu017 00000021: TL_Menu018 00000022: TL_Menu001 00000023: TL_Menu003 00000024: TL_Menu004 00000025: TL_Menu005 00000026: TL_Menu007 00000027: TL_Menu008 00000028: TL_Menu009 00000029: TL_Menu010 |
| Jul 4, 2026 6:25 PM | yoshinxdxdxd | Asset: Flowery | HERE I COME SAN FRANDISCO |
| Jul 4, 2026 3:59 PM | SuperSonic13 | Asset: Character Voices | SRN_Eact_SP.csb_00015: Trick Bad ("Tche!") SRN_Eact_SP.csb_00016: Trick Good ("Nice!") SRN_Eact_SP.csb_00017: Attacking Opponent ("Huah!") SRN_Eact_SP.csb_00018: Taking Damage ("Dang it!") SRN_Eact_SP.csb_00019: Start ("I'll show you what fast is REALLY like!") SRN_Eact_SP.csb_00020: Win ("Nobody can keep up with me!") SRN_Eact_SP.csb_00021: Lose ("Hm. You're not bad!") SRN_Eact_SP.csb_00022: Dead SRN_Eact_SP.csb_00023: Special Item 1 ("Here we go!") |
| Jul 4, 2026 3:48 PM | SuperSonic13 | Asset: Character Voices | SRN_Eact_SN.csb_00000: Trick Jump ("Yeah!") SRN_Eact_SN.csb_00001: Trick Bad ("Tche!") SRN_Eact_SN.csb_00002: Trick Good ("Kyawoo!") SRN_Eact_SN.csb_00003: Attacking Opponent ("Hyah!") SRN_Eact_SN.csb_00004: Taking Damage SRN_Eact_SN.csb_00005: Start ("All right! Bring it on!") SRN_Eact_SN.csb_00006: Win ("Sweet!") SRN_Eact_SN.csb_00007: Lose ("Gotta try harder!") SRN_Eact_SN.csb_00008: Pass Rival ("See ya!") SRN_Eact_SN.csb_00009: Item Use SRN_Eact_SN.csb_00010: Item Hit ("Yea-hea!") SRN_Eact_SN.csb_00011: Jump SRN_Eact_SN.csb_00012: Land on 2nd Rail SRN_Eact_SN.csb_00013: Land on 3rd Rail SRN_Eact_SN.csb_00014: Land on 4th Rail ("Yes!") SRN_Eact_SN.csb_00017: Switch ("Switch!") SRN_Eact_SN.csb_00019: Dead ("Whoooa!") SRN_Eact_SN.csb_00020: Kick Dash Chargeup ("Ready…!") SRN_Eact_SN.csb_00021: Kick Dash Use ("Go!") SRN_Eact_SN.csb_00022: Special Item 1 ("Here we go!") SRN_Eact_SN.csb_00023: Special Item 2 ("Let's go!") |
| Jul 4, 2026 1:21 PM | Skyla Doragono | Game: Dust: An Elysian Tail | prompt_suggestion You are welcome to rip them yourself! ...or are you trying to make a request? 😒 |
| Jul 4, 2026 11:44 AM | SuperSonic13 | Asset: Sonic the Hedgehog | 8, 9, and 24 are taken from the cutscenes of Sonic Colors (DS). |
| Jul 4, 2026 7:28 AM | DigitalDiamal | Asset: Mack (English) | E_mkmg17.wav has no audio, I assume this is a audio test file for Mack's voice clips that's obviously unused of course. |
| Jul 4, 2026 6:30 AM | DogToon64 | Game: ANTONBLAST | *Sigh...* I have no idea when I'll get around to updatin' my submissions here... |
| Jul 4, 2026 4:21 AM | Whimz | Game: Dust: An Elysian Tail | How is it two years later and the voice lines are still not available yet? |
| Jul 4, 2026 4:03 AM | Bionic554 | Asset: Playable Character Sounds | prompt_suggestion Oh it just doesnt sound like the anime |
| Jul 4, 2026 3:57 AM | Bionic554 | Asset: Playable Character Sounds | I'm barely even halfway through the page. I just want to find the black flash sound. |
| Jul 4, 2026 3:50 AM | Bionic554 | Asset: Flowery | australian flowery: crikery |
| Jul 4, 2026 1:11 AM | TranscendedGuy | Asset: Monsters' Voices | I wasn't sure what is the best to name it since there are three voices for monsters available. |
| Jul 4, 2026 1:09 AM | TranscendedGuy | Asset: Shaggy Rogers | This is another voice that I ripped from the game. |
| Jul 3, 2026 8:13 PM | JohnBackflip | Asset: Sound Effects | A lot of the Sound Effects are in the wrong pitch |
| Jul 3, 2026 6:59 PM | mistercool24 | Asset: Flowery | They're eating my flesh!![]() |
| Jul 3, 2026 4:13 PM | Blixer Yoshi | Asset: DJ Miya | This is DJ Miya on Smash FM! |
| Jul 3, 2026 3:09 PM | Reedic | Game: Deltarune | prompt_suggestion Thx :) |
| Jul 3, 2026 1:47 PM | NPRios | Asset: Menu Sounds | prompt_suggestion Also the game load like “biiii~” and that would be awesome |
| Jul 3, 2026 11:33 AM | sparxthedog | Asset: Talking Flower (English) | Trying to find "So JiGgLy!" Lol |
| Jul 3, 2026 7:59 AM | Pufferfeash | Asset: Sound Effects (Chapter 5) | prompt_suggestion i literally tripple checked to see if i wasnt crazy and i know that some kind of sound plays |
| Jul 3, 2026 7:37 AM | Random Talking Bush | Asset: Flowery | prompt_suggestion It's fixed now, there was also a Japanese voice clip in the English section too ("snd_flowery_voiceclip_yoroshiku"). |
| Jul 3, 2026 6:42 AM | CheddarVG | Asset: Knuckles the Echidna | prompt_suggestion I believe the reason this happens is because the game is using the timing of the Japanese lines. The GameCube version has the line fully intact, it only does this in the Xbox and PS2 versions. |
| Jul 3, 2026 5:40 AM | par_trapzoid | Asset: Flowery | just to let you know, i think the English jarona's were accidentally put in the Japanese section. maybe because they both have the "_ja" part. |
| Jul 3, 2026 3:23 AM | SuperDupTNT | Game: Super Mario Maker 2 | I'm genuinely surprised to how much is missing |
| Jul 2, 2026 11:32 PM | Charles29 | Asset: Sound Effects (Chapter 5) | prompt_suggestion Isn't it just the regular hit sound thats used in every case |
| Jul 2, 2026 11:06 PM | Pufferfeash | Asset: Sound Effects (Chapter 5) | Are these all of them or will there be more cus if im not mistaken the sound when you get hit by flowery isnt here? or maybe im just not finding it? |
| Jul 2, 2026 9:48 PM | lavbubl | Asset: Annie | Submitted a revision (which may or may not be accepted) but since I've been told dialogue clips aren't allowed, there is unfortunately a discrepancy where Anton has them and Annie does not. |
| Jul 2, 2026 9:26 PM * | 1inf | Game: Oculus Home | All of the game's sound effect assets have been submitted here. The entire soundbank and BGM tracks have been preserved on archive.org's audio archive. |
| Jul 2, 2026 8:58 PM | DerpBox | Asset: General Sounds | xtra1 sounds like the bell from the windows 98 welcome music and now I can't unhear it |
| Jul 2, 2026 7:13 PM | mschaoticchaos | Asset: Flowery | Jaroma! |
| Jul 2, 2026 7:11 PM | mildannerofc | Asset: Scooby-Doo | Finally someone reviving the Sega Genesis section for sounds! ^^ Genesis does what Nintendon't...? |
| Jul 2, 2026 7:08 PM | mildannerofc | Asset: General Sound Effects | The '08.wav' has a variant where it slows down the engine, but... I forgot to add it, because the sound test of the game just cutted it off. So I used SimpleGEMS 2.5 by MDTravis to address it, maybe a revision that adds it but '08_1.wav' that actually is the variant of the octave sound? |
| Jul 2, 2026 7:02 PM | mschaoticchaos | Asset: Sound Effects (Chapter 5) | VELTAROON!! |
| Jul 2, 2026 6:53 PM * | yoshinxdxdxd | Asset: Sound Effects (Chapter 5) | deltarooooon (Also shouldn't Flowery's voice clips go in other asset like Queen and Jackenstein?) |
| Jul 2, 2026 5:28 PM | Vladbox2025 | Game: My Singing Monsters | prompt_suggestion Okay then, that's explain why. |
| Jul 2, 2026 4:44 PM | Sperbus | Asset: Sound Effects | Sounds nothin like Shrek |
| Jul 2, 2026 4:03 PM | Skyla Doragono | Asset: Sound Effects (Chapter 5) | prompt_suggestion You would be correct; these were removed during the approval process. |
| Jul 2, 2026 3:20 PM | Gemmyisgood2026 | Game: Donkey Kong Jungle Beat | prompt_suggestion Agreed bc some are very hard to find |
| Jul 2, 2026 3:02 PM | Bitowsky | Asset: Flow Worms | Before anyone asks about "missing sounds of the worms"... Those sounds, by themselves, don't seem to exist in the game files. That's why my estimated guess is that the game is using 2 other sound effects for this minigame. "hup.ogg" (which is reused from "Steady Bears") is for the non-player worm and "haa.ogg" (which origin I have no clue of) is from the player worm. By pitching up those two sounds by around 85%-90%, they seem to match an actual in-game sound. In the zip, I've included those sounds unmodified, so that you can pitch it for yourself to hear this (also, because I'm pretty sure Sounds Resource wouldn't accept modified files anyways) Once again, I do NOT GUARANTEE that this is the actual case - only my speculations. If anyone is able to overthrow my theory, please feel free to do so. :) |
