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The Sims (Windows)/Unused Sounds

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This is a sub-page of The Sims (Windows).

(Source: Chpexo, LUCPIX)

Miscellaneous Unused SFX

Leftover from SimCity 3000

200.WAV 308.WAV (Used)
  • Hidden away within the binary data is 200.WAV: the menacing SimCity 3000 autorun jingle.
  • It was likely used as a placeholder up until the conception of The Sims own autorun melody — 308.WAV, also inspired by its theme song.

Stings

Ghost

30 November 1999 17ː41

  • The "spooky" sounds play right when ghost Sims appear. For some reason, sting_spooky3.wav isn't used in the game at all. This might be because it didn't go well with other two Spooky variations. sting_spooky1.wav can also be heard in the background as well, and it's also heard in sting_spooky2.wav.
  • This sound is not present in the files of console port nor Bustin' Out

Wedding March

30 November 1999 17ː45

wedding_march2.wav is the unused variant of the only wedding march that plays when a Sim accepts someone's proposal.

UI Click

03 December 1999 15ː06

  • It is speculated that UI_NHOOD_CLICK.XA was meant to be used as the player clicks on an occupied house on Neighborhood Menu, starting a game.
  • A similar sound effect plays in the console port, most precisely when an interaction queue item is removed, and when the Genie disappears in Livin' Large (Genie_Disappear.XA).

Terrain Leveling

03 ‎December ‎1999 ‏‎15:06

ui_terrain_level is an unused, drier variant of ui_terrain_level2.

Unused Vox

SoundData.FAR
Date Filename Sample Notes
01 September 1999 10ː32 VOX_BARKK2.XA
Child Sims, unlike outgoing Adult Sims in the mirror or "playing in bed", never bark in-game. Why would they do it, anyway?
01 September 1999 10ː29 VOX_CONVERSE_LOWK2.XA

In the same vein as adult Sims, child Sims also have a set of medium and low-pitched conversation lines. For some reason, the game only calls the high-pitched ones.

VOX_CONVERSE_LOWK4.XA
VOX_CONVERSE_LOWK8.XA
VOX_CONVERSE_MEDK2.XA
VOX_CONVERSE_MEDK6.XA
VOX_CONVERSE_MEDK8.XA
14 October 1999 17ː54 VOX_DOLLHOUSE_PLAYK1.XA
The game has unused sound files purposed for the dollhouse object, featuring oddly high-pitched samples from Simlish lines typically used elsewhere in the game. This could be a humorous nod to The Sims as a house simulator that somewhat mirrors the mechanics of dollhouses, as suggested by the object's translation comments attached to its strings set.
VOX_DOLLHOUSE_PLAYK2.XA
VOX_DOLLHOUSE_PLAYF1.XA
VOX_DOLLHOUSE_PLAYF2.XA
VOX_DOLLHOUSE_PLAYM1.XA
VOX_DOLLHOUSE_PLAYM2.XA
VOX_GARGLEF1.XA
Potentially meant to be used as Sims brush their teeth.
01 September 1999 10ː19 VOX_GARGLEF2.XA
VOX_GARGLEF3.XA
01 September 1999 10ː54 VOX_GARGLEM1.XA
VOX_GARGLEM2.XA
01 September 1999 10ː29 VOX_GHOSTK3.XA
Oddly unfiltered child ghost lines.
13 October 1999 15ː39 VOX_GREET_SHAKEEF2.XA

An alternate Being greeted line. It's most notoriously recycled in The Sims: Bustin' Out (Game Boy Advance) when starting a conversation with some female Sims.

VOX_GREET_SHAKERF1.XA

Alternate female Greet takes. Sims use different, reasonably longer equivalents in game.

VOX_GREET_SHAKERF3.XA
01 September 1999 10ː19 VOX_GROAN_LONG_PAINF1.XA
Purpose unknown, as Sims will experience but light pain throughout their lives.
VOX_GROAN_LONG_PAINF2.XA
01 September 1999 10ː54 VOX_GROAN_LONG_PAINM1.XA
VOX_GROAN_LONG_PAINM2.XA
01 September 1999 10ː19 VOX_GROAN_LONG_PLEASUREF1.XA
  • Sims groaning from pleasure — whatever has evoked it?
  • Not to be confused with SEXY_GROWL, used with Outgoing Sims get into the hot tub.
VOX_GROAN_LONG_PLEASUREF2.XA
VOX_GROAN_LONG_PLEASUREF3.XA
VOX_GROAN_SHORT_PLEASUREF1.XA
VOX_GROAN_SHORT_PLEASUREF2.XA
14 October 1999 17ː54 VOX_GROAN_SHORT_PLEASUREF6.XA
01 September 1999 10ː54 VOX_GROAN_LONG_PLEASUREM1.XA
VOX_GROAN_LONG_PLEASUREM2.XA
11 August 1999 20ː01 VOX_GROAN_SHORT_PLEASUREM1.XA
VOX_GROAN_SHORT_PLEASUREM2.XA
VOX_GROAN_SHORT_PLEASUREM3.XA
VOX_GROAN_SHORT_PLEASUREM4.XA
VOX_GROAN_SHORT_PLEASUREM5.XA
04 November 1999 16ː37 Vox_oopsk1.xa
  • Purpose unknown. Probably for when Sims get in bathtubs.
  • A few of these sounds later went used in the console version, for example VOX_OOPSM1 being used for Male sims, while repairing a object.
01 September 1999 10ː34 VOX_OOPSK2.XA
VOX_OOPSK3.XA
01 September 1999 10ː35 VOX_OOPSK4.XA
04 November 1999 16ː37 Vox_oopsk7.xa
01 September 1999 10ː22 VOX_OOPSF1.XA
25 October 1999 16ː07 Vox_oopsF4.XA
04 November 1999 16ː37 Vox_oopsF7.XA
Vox_oopsF8.XA
Vox_oopsF11.XA
Vox_oopsF12.XA
Vox_oopsF16.XA
VOX_OOPSM1.XA
VOX_oopsM3.XA
VOX_oopsM4.XA
VOX_oopsM9.XA
VOX_oopsM11.XA
25 October 1999 16ː07 VOX_oopsM15.XA
VOX_oopsM17.XA
01 September 1999 10ː35 VOX_OUCH_BIGK1.XA
Child Sims naturally can't be caused major physical pain if we do not take into consideration the Attack social interaction, so the intended use of these sounds is anyone's guess...
VOX_OUCH_BIGK2.XA
VOX_OUCH_BIGK6.XA
14 October 1999 17ː55 VOX_OUCH_SMALLK4.XA
VOX_OUCH_SMALLK5.XA
02 November 1999 14ː44 Vox_phone_chanceinK2.XA

The chancein SFX suffix refers to prank call sound samples. Only the female lines are used.

02 November 1999 14ː44 Vox_phone_chanceinK6.XA
Vox_phone_chanceinM1.XA
Vox_phone_chanceinM2.XA
Vox_phone_chanceinM4.XA
Vox_phone_chanceinM5.XA
01 September 1999 10ː23 VOX_SING_SERENADEF1.XA

While some Sims sing their lungs out when showering in a good mood, they don't do it as romantically as they do in these unused lines. These figure among the longest sounds, mainly for being extended, uncut takes.

VOX_SING_SERENADEF2.XA
VOX_SING_SERENADEF3.XA
01 September 1999 10ː35 VOX_SNEEZE_SINGLEK7.XA
Sims were originally designed to feel sick under by unknown conditions: the short production deadlines made the developers to postpone the concept, repurposing it as an official downloadable content, circa a month post the game's release. They did not really feel as though downloading sickness would be much more interesting than providing something that would in fact cause the diseases to happen, and that's where it blossomed the idea for a guinea pig cage[1].
01 September 1999 10ː23 VOX_SNEEZE_SINGLEF1.XA
VOX_SNEEZE_SINGLEF2.XA
01 September 1999 11ː03 VOX_SNEEZE_SINGLEM1.XA
01 September 1999 10ː23 VOX_SNEEZE_HAYFEVERF1.XA
VOX_SNEEZE_HAYFEVERF2.XA
01 September 1999 11ː03 VOX_SNEEZE_HAYFEVERM1.XA
01 September 1999 10ː35 VOX_THROWUPK1.XA
No, not even after a million soda bottles: Base game Sims can't vomit. A similar feature was eventually purposed for the House Party expansion pack, when Sims drink way too much punch.
VOX_THROWUPK2.XA
01 September 1999 10ː23 VOX_THROWUPF1.XA
01 September 1999 11ː03 VOX_THROWUPM1.XA
01 September 1999 10ː24 VOX_WHISPERF1.XA

Extended take of a female Sim whispering to the phone when talking to the Police service and there's a burglar in the house. It is substantially longer than the interaction it is associated with, then a fair deal of the audio is cut off in the game.

03 December 1999 16ː29 Vox_happy_whistleF2.XA
Alternate whistling sounds, cut for unknown reasons.
Vox_happy_whistleF3.XA
14 October 1999 17ː54 VOX_HAPPY_WHISTLEM1.XA

Special Cases

SoundData.FAR
Date Filename Sample Notes
01 September 1999 10ː12 VOX_JOKERF3.XA
Sees partial use: the course of the joke-telling interaction is relatively shorter than this sound's duration, so its ending is always ultimately faded off.

Unused Object SFX

SoundData.FAR
Date Filename Sample Notes
03 December 1999 15ː05 COFFEE_BUZZ.XA
Likely intended for broken coffee machines, despite how dramatic and rather comical it sounds, making it slightly unfitting in the context of the final product's overall mood.
03 December 1999 15ː00 FRIDGE_CHEAP_END.XA
Purposed for low-end fridges. Only FRIDGE_CHEAP_LOOP is used, however.
FRIDGE_CHEAP_START.XA
FRIDGE_PUT1.XA
Sims can normally grab many items from fridges, but they never put anything back, making these unused.
FRIDGE_PUT2.XA
FRIDGE_PUT4.XA
FRIDGE_PUT5.XA
03 December 1999 15ː05 STEREO_BREAK.XA

Apparently, stereos were meant to break now and then, as most appliances in game. Animations of adult Sims repairing stereos, as well as scripting trees that handle the data of the object's breaking/repairing interactions, still exist in the game.

03 December 1999 14ː59 FOOTSTEP_HARD_NOSHOE1.XA

The footstep sounds that are called in-game depends on the floor tile's settings, not the Sims' body mesh and/or texture. Furthermore, the base game has no default barefoot skins.

FOOTSTEP_HARD_NOSHOE2.XA
FOOTSTEP_HARD_NOSHOE3.XA
FOOTSTEP_HARD_NOSHOE4.XA
FOOTSTEP_HARD_NOSHOE5.XA
FOOTSTEP_MEDIUM_NOSHOE1.XA
FOOTSTEP_MEDIUM_NOSHOE2.XA
FOOTSTEP_MEDIUM_NOSHOE3.XA
FOOTSTEP_MEDIUM_NOSHOE4.XA
FOOTSTEP_MEDIUM_NOSHOE5.XA
FOOTSTEP_SOFT_NOSHOE1.XA
FOOTSTEP_SOFT_NOSHOE2.XA
FOOTSTEP_SOFT_NOSHOE3.XA
FOOTSTEP_SOFT_NOSHOE4.XA
FOOTSTEP_SOFT_NOSHOE5.XA
FOOTSTEP_ROACH1.XA
The implementation of cockroaches was apparently considered since the base game. The concept would be brought back just a few months later, in Livin' Large, the franchise's introduction to expansion packs.
FOOTSTEP_ROACH2.XA
FOOTSTEP_ROACH3.XA
FOOTSTEP_ROACH4.XA
FOOTSTEP_ROACH5.XA

Expansion Packs

Livin' Large

SoundData.FAR
Filename Sample Notes
Crystal_Ball_VoxK1.XA
Unused Children VOX for the crystal ball object, which goes unused due to Children not being able to interact with it.
Crystal_Ball_VoxK2.XA

References