I have a great suggestion how we can make PlatinumQuest much better than MBP was, with just one small change.
My idea:
Change the spawn and finish sounds so they match the background music that plays in every level.
Since the music that plays in the level is determined by the 'music' dynamic field in the MissionInfo script object, it should be theoretically possible to make the game choose the right sound depending on the value of 'music'.
If you don't understand quite what I mean, I got this idea from a game called Shenzhen I/O. Watch these two videos in quick succession:
See how the 'verification complete' sound matches the music that plays in the background? If the same thing was done to the spawn and finish sounds, it could improve the sound experience a lot, especially for people who have never played Marble Blast.
I wanted to include a zip file that had all the variants of 'spawn.wav' and 'fireworks.wav' that I had prepared, but unfortunately the file size was right above the limit
So instead I'll describe the variants of 'spawn.wav' and 'fireworks.wav' below.
For any explanations of my choices see below.
Spawn Sound Variants: (octave: whichever is closest to base)
Base: E - G - B - D' - E'
Reanimation: E - G - B - D' - E'
Racing Forever: F - Ab - C' - Eb' - F'
Good To Jump To: D - F - A - C' - D'
Chilled: F# - A - C#' - E - F#'
Finish Sound Variants: (octave: all with pitch LOWERED, except for Chilled)
Base: G - D' - G'
Reanimation: B - F# - B'
Racing Forever: C - G - C'
Good To Jump To: D - A - D'
Chilled: A - E' - A'
For musicians among the devs (especially Buzzmusic):
I took into consideration that the default spawn sound E-G-B-D'-E' was designed for a background track with tonality E, and the default finish sound G-D'-G' for a background track with tonality C. Also, while 'spawn' is flexible in both higher and lower pitches, 'fireworks' seems to sound horrible in a pitch much higher than the original, so all modifications are lowered pitch (except Chilled, which is only one full tone above base pitch).
Therefore, Reanimation and Racing Forever simply have the pitch adjusted.
Good To Jump To has the finish sound's pitch adjusted to D-A-D', as expected, but the spawn sound is D-F-A-C'-D'. This is because setting it to G-Bb-D'-F'-G' would imply a minor tonality, but Good To Jump To switches to major halfway through. So if the player respawned at that time, it would cause ear rape, which obviously we want to avoid.
Finally, Chilled was the biggest challenge. For the spawn sound, I decided to go with F#-A-C#'-E-F#', with F sharp minor. For the finish sound, after much consideration, I chose A-E'-A', because I found this to be the best combination that complements both D major and F sharp minor simultaneously. Tell me if you have better suggestions for this one.
If the PQ soundtrack has more tracks, it would be my pleasure to create spawn and finish sound variants for the rest as well!