The handbook explains why the sound changed
The volume and bass keys were not on the keyboard diagram, and nothing told a returning player why the game suddenly sounds different. Adds a short section on what came back out of the original soundbanks - pitch, the missing layers, distance, reverb, doppler - written for someone who wants to know why their collisions have weight now, not for someone reading the source. It closes on the knobs, because "it is too much" is a fair reaction and the answer should be next to the explanation. PgUp, PgDn, Home and End now light up on the keyboard diagram in their own colour, with a legend entry, rather than sitting there as dead keys. And volume.cfg and bass.cfg join the list of files in the folder that belong to the player. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
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@@ -273,6 +273,11 @@
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border-color: #6d5a1c;
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background: linear-gradient(180deg, #251d08, #171205);
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}
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.key[data-role="audio"] {
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color: #7fd4ff;
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border-color: #23566d;
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background: linear-gradient(180deg, #0a1f2a, #061219);
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}
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.key[data-role="abort"] {
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color: #fff;
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border-color: #8a2f2a;
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@@ -317,6 +322,7 @@
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.lg-flight { color: var(--phosphor); border-color: currentColor; background: #10281a; }
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.lg-mfd { color: #ff9a8c; border-color: currentColor; background: #2a100e; }
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.lg-col { color: var(--amber-lit); border-color: currentColor; background: #251d08; }
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.lg-audio { color: #7fd4ff; border-color: currentColor; background: #0a1f2a; }
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.lg-off { color: #4e6a5c; border-color: #1d2b24; background: #101a16; }
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/* ---------- pad ---------- */
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@@ -866,6 +872,7 @@
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<span><i class="lg-flight"></i> flight & stick</span>
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<span><i class="lg-mfd"></i> MFD button banks</span>
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<span><i class="lg-col"></i> secondary / screen columns</span>
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<span><i class="lg-audio"></i> volume & bass</span>
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<span><i class="lg-off"></i> unbound</span>
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</div>
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</div>
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@@ -1313,10 +1320,92 @@
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</div>
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</section>
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<section>
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<h2>Why the sound changed</h2>
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<p class="sub">
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Red Planet's sound effects were never files. They lived as samples inside
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two Creative AWE32 cards, uploaded from a pair of soundbanks and played
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back like an instrument — each sound a chord of up to four layers, every
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layer with its own pitch, its own level and its own filter. The port that
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brought the game to the desktop had those banks but not the cards, so the
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layers were flattened into plain wav files, and a good deal was lost in
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the flattening.
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</p>
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<p class="sub">
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The original banks have been read again, and the sounds rebuilt from
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them.
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</p>
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<div class="tbl-scroll">
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<table>
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<caption>What came back</caption>
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<tbody>
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<tr>
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<th>Pitch</th>
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<td>
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Every sound had been shipped at one flat rate with the banks'
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tuning discarded, so most of them played at the wrong speed — the
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worst by nine semitones. The deep layers suffered most, which is
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why the game now has weight it did not have: a collision thud
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that lasted a twentieth of a second is two thirds of a second at
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the pitch it was written at.
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</td>
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</tr>
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<tr>
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<th>Layers</th>
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<td>
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Ninety-three sounds were missing pieces — a hundred and
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seventy-six layers in all, most of them the low rumble that sits
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under collisions and explosions.
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</td>
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</tr>
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<tr>
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<th>Distance</th>
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<td>
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Sounds carry across the arena on the curve the designers wrote
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rather than fading to nothing in a straight line, and they get
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duller as they get further away, as they did in the pod.
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</td>
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</tr>
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<tr>
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<th>Space</th>
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<td>
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Anything outside the craft has the arena's reverb on it; the
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cockpit stays dry. That contrast is how the pod told you which
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side of the hull a sound was on.
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</td>
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</tr>
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<tr>
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<th>Movement</th>
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<td>
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Passing craft change pitch as they pass. The port had this
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backwards — approaching sounds dropped in pitch instead of
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rising.
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</td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="callout">
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<p>
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<strong>If it is too much, that is what the knobs are for.</strong>
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The cabinets ran the game at full level and did their shaping in
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hardware — an amplifier and a three-way crossover behind the seat, out
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of the player's reach. Your desk has neither, so
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<b>PgUp</b> and <b>PgDn</b> stand in for the amplifier and
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<b>Home</b> and <b>End</b> for the crossover's low band. Both move
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while you play, and both stay where you leave them. The bass control
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works on the deep layers only, so turning it down takes the weight out
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of the collisions without dulling anything else.
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</p>
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</div>
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</section>
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<section>
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<h2>Files beside the exe</h2>
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<p class="sub">
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Four files in the game folder are yours. <b>None of them ship.</b> The
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Six files in the game folder are yours. <b>None of them ship.</b> The
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game writes each one the first time it needs it and then never touches
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it again, so a new build dropped over this folder keeps everything you
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have set — and deleting any of them simply starts that part over with
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@@ -1357,6 +1446,22 @@
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flag. Only written when <code>RP412MFDLAYOUT=save</code>.
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</td>
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</tr>
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<tr>
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<th class="mono">volume.cfg</th>
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<td>
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Where you left the master volume, written every time you press
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<b>PgUp</b> or <b>PgDn</b>. Overrides
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<code>RP412AUDIOVOLUME</code> once it exists; delete it to go
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back to that.
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</td>
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</tr>
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<tr>
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<th class="mono">bass.cfg</th>
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<td>
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The same for the bass trim, on <b>Home</b> and <b>End</b>,
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overriding <code>RP412AUDIOBASS</code>.
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</td>
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</tr>
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</tbody>
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</table>
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</div>
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@@ -1412,7 +1517,7 @@
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// Key rows, straight from the default bindings profile.
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// [cap, sub-label, role, address, description, widthClass]
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var F = "flight", M = "mfd", C = "column", X = null;
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var F = "flight", M = "mfd", C = "column", A = "audio", X = null;
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var SP = "spacer";
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@@ -1481,8 +1586,8 @@
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];
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var navRows = [
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[["Ins", "", X], ["Home", "", X], ["PgUp", "", X]],
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[["Del", "", X], ["End", "", X], ["PgDn", "", X]],
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[["Ins", "", X], ["Home", "BASS +", A, "", "More bass — steps the low band up towards the mix as authored"], ["PgUp", "VOL +", A, "", "Master volume up, in steps of 0.05"]],
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[["Del", "", X], ["End", "BASS −", A, "", "Less bass — trims the deep layers, mid and top untouched"], ["PgDn", "VOL −", A, "", "Master volume down"]],
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"grow",
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[["↑", "HAT", F, "0x42", "Hat up — look"]],
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[["←", "HAT", F, "0x44", "Hat left"], ["↓", "HAT", F, "0x41", "Hat back"], ["→", "HAT", F, "0x43", "Hat right"]]
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