As others have pointed out, it's definitely a culling thing. As for the theory that other objects with the same noise not having the bug because they're "mounted" objects or behave differently, I'm not convinced. The map pieces are coded to play the noise when they spawn while the other objects that have a similar noise do not because they're never needed to be shown in a cutscene doing so. So, the noise wouldn't play on those objects regardless of if they can be despawned at a distance or not. If there are any other objects in the game that also make a noise when they spawn (probably shown in a cutscene) those would be the best ones to test. I'd wager this is entirely an oversight given that these map pieces are all spawned and expected to be collected in the same area. Obviously you'd only encounter this bug specifically going out of your way to progress far enough to cull the rollercoaster, and then turn around and respawn it. If it isn't an oversight, then they probably didn't bother fixing it for the exact same reason.
Thinking about it right now, I actually don't think I needed to include the part of the video showing the spawning behavior of mounted objects. They do make the same sound effect when collected, but obviously none of them make a sound when they spawn in, and they're not a "collectable" like the map fragments, and they don't appear in a cutscene with a sound effect. I think I was trying to show that when a green arrow appears and disappears, it means the object is spawning and despawning. Because, I guess some people could say that maybe the green arrow UI disappears but the fragments are still there, so I was showing that there are objects in the game that don't disappear (the mounted objects), which shows that the fragments are in fact "spawning" and "despawning" in conjunction with the green arrows. In terms of the developers knowing about this, I would probably lean towards them not knowing, since it's such a weird thing to go out of your way to do, but obviously I have no idea. And if they did know they probably wouldn't care enough to address it.
This is fantastic. I think I knew of it but the fact that you just broke down the details and completely lay down all details of the mystery makes it interesting again. Even if we still really don’t know why. You’re definitely the first to make a video!
Another cool find mate! Kinda spooky actually. I like your theory that the sound plays and is amplified by the number of fragments spawning in. 22 years later and we're discovering things...
With a title like 'Secret Audio', I was expecting something a little more creepypasta-y. :P My best guess is that this is a culling thing. When you travel around the level, different sections of it disappear because they're unnecessary, freeing up space for processing power. Then, when you return, they load back in right before you'd be able to notice that they're gone. The map items likely vanish as well, along with all objects and other kinds of mission objectives. Since the map items in particular have a noise when they pop in, the un-culling likely causes the noise to replay, because the map object still exists after you collect the map item (maybe for keeping track of how many you've grabbed for the objective). The game logic says 'play noise when loading map object in', and since you really aren't supposed to go far enough to cull them out and then come back, they didn't really bother making it any more complex. As for why one map piece spawns before the rest when you're coming from the tunnel...maybe that part of the level pops back in in two chunks from that direction, because of how limited your view is from the tunnel? I think I can see that at certain points in the video.
You've explained it much more eloquently than I. I think all of that sounds reasonable. The weirdest part to me was how one spawns in, and then the other nine, only on the tunnel side. I guess that fragment happens to be part of a chunk that loads slightly earlier? The one that spawns by itself also happens to be the one that's closest to the tunnel which strengthens that idea.
@@overdrive_srs Sounds like the most likely explanation! From the bridge, you can see the whole coaster, so it'd make sense to have that all load in instantly, but the tunnel's view is more limited. Maybe if you drive a certain way you'll be able to catch the pop-in to confirm it.
Tools! The game needs to be hacked so we can develope and use tools. We need a tool where you can see what objects are being loaded when you hit those particular trigger points. Then start exploring by spawing in the objects and going into the game's code to see what's up.
just gotta say i really admire your love and dedication for velocity x! glad this game still has eyes laid on it even after so many years
Thank you!
As others have pointed out, it's definitely a culling thing. As for the theory that other objects with the same noise not having the bug because they're "mounted" objects or behave differently, I'm not convinced. The map pieces are coded to play the noise when they spawn while the other objects that have a similar noise do not because they're never needed to be shown in a cutscene doing so. So, the noise wouldn't play on those objects regardless of if they can be despawned at a distance or not. If there are any other objects in the game that also make a noise when they spawn (probably shown in a cutscene) those would be the best ones to test.
I'd wager this is entirely an oversight given that these map pieces are all spawned and expected to be collected in the same area. Obviously you'd only encounter this bug specifically going out of your way to progress far enough to cull the rollercoaster, and then turn around and respawn it. If it isn't an oversight, then they probably didn't bother fixing it for the exact same reason.
Thinking about it right now, I actually don't think I needed to include the part of the video showing the spawning behavior of mounted objects. They do make the same sound effect when collected, but obviously none of them make a sound when they spawn in, and they're not a "collectable" like the map fragments, and they don't appear in a cutscene with a sound effect. I think I was trying to show that when a green arrow appears and disappears, it means the object is spawning and despawning. Because, I guess some people could say that maybe the green arrow UI disappears but the fragments are still there, so I was showing that there are objects in the game that don't disappear (the mounted objects), which shows that the fragments are in fact "spawning" and "despawning" in conjunction with the green arrows. In terms of the developers knowing about this, I would probably lean towards them not knowing, since it's such a weird thing to go out of your way to do, but obviously I have no idea. And if they did know they probably wouldn't care enough to address it.
Velocity X Lore
This is fantastic. I think I knew of it but the fact that you just broke down the details and completely lay down all details of the mystery makes it interesting again. Even if we still really don’t know why. You’re definitely the first to make a video!
Thanks. You actually did make a video showing off this secret first, it was March 2023 so actually not as long ago as I thought
Another cool find mate! Kinda spooky actually. I like your theory that the sound plays and is amplified by the number of fragments spawning in. 22 years later and we're discovering things...
Crazy isn't it? Especially the pre-release version coming out decades later, incredible
Love the obscure VX facts series
With a title like 'Secret Audio', I was expecting something a little more creepypasta-y. :P
My best guess is that this is a culling thing. When you travel around the level, different sections of it disappear because they're unnecessary, freeing up space for processing power. Then, when you return, they load back in right before you'd be able to notice that they're gone. The map items likely vanish as well, along with all objects and other kinds of mission objectives.
Since the map items in particular have a noise when they pop in, the un-culling likely causes the noise to replay, because the map object still exists after you collect the map item (maybe for keeping track of how many you've grabbed for the objective). The game logic says 'play noise when loading map object in', and since you really aren't supposed to go far enough to cull them out and then come back, they didn't really bother making it any more complex.
As for why one map piece spawns before the rest when you're coming from the tunnel...maybe that part of the level pops back in in two chunks from that direction, because of how limited your view is from the tunnel? I think I can see that at certain points in the video.
You've explained it much more eloquently than I. I think all of that sounds reasonable. The weirdest part to me was how one spawns in, and then the other nine, only on the tunnel side. I guess that fragment happens to be part of a chunk that loads slightly earlier? The one that spawns by itself also happens to be the one that's closest to the tunnel which strengthens that idea.
@@overdrive_srs Sounds like the most likely explanation! From the bridge, you can see the whole coaster, so it'd make sense to have that all load in instantly, but the tunnel's view is more limited. Maybe if you drive a certain way you'll be able to catch the pop-in to confirm it.
Maybe the map fragment objects (or at least the sounds) still exists and spawn in but the map fragments arent tangible
Yeah, I think that's true
Tools! The game needs to be hacked so we can develope and use tools. We need a tool where you can see what objects are being loaded when you hit those particular trigger points. Then start exploring by spawing in the objects and going into the game's code to see what's up.