Added wario sounds

Have yet to pitch correct them.

Huge thanks to theclashingfritz and anzz1
This commit is contained in:
MysterD 2022-02-14 23:36:53 -08:00
parent 3e7c5cf788
commit c818b7930a
54 changed files with 1143 additions and 61 deletions

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@ -304,6 +304,11 @@ $(shell mkdir -p sound/samples/sfx_custom_luigi sound/samples/sfx_custom_luigi_p
$(shell cp -n sound/samples/sfx_mario/*.aiff sound/samples/sfx_custom_luigi/ )
$(shell cp -n sound/samples/sfx_mario_peach/*.aiff sound/samples/sfx_custom_luigi_peach/ )
# Copy missing wario sounds from mario sound banks
$(shell mkdir -p sound/samples/sfx_custom_wario sound/samples/sfx_custom_wario_peach )
$(shell cp -n sound/samples/sfx_mario/*.aiff sound/samples/sfx_custom_wario/ )
$(shell cp -n sound/samples/sfx_mario_peach/*.aiff sound/samples/sfx_custom_wario_peach/ )
# Make tools if out of date
ifneq ($(WINDOWS_AUTO_BUILDER),1)
DUMMY != make -C tools >&2 || echo FAIL

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@ -13,6 +13,7 @@
((u32) (flags2) << 4) | SOUND_STATUS_STARTING)
#include "luigi_audio_defines.h"
#include "wario_audio_defines.h"
#define SOUNDARGS_MASK_BANK 0xF0000000
#define SOUNDARGS_MASK_SOUNDID 0x00FF0000

665
include/seq_wario.inc Normal file
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@ -0,0 +1,665 @@
.channel11:
chan_largenoteson
chan_setinstr 0
chan_setpanmix 127
chan_setnotepriority 14
chan_setval 0
chan_iowriteval 5
chan_stereoheadseteffects 1
chan_setdyntable .channel11_table
chan_jump .main_loop_wario
.main_loop_wario:
chan_delay1
chan_ioreadval 0
chan_bltz .main_loop_wario
.start_playing_wario:
chan_freelayer 0
chan_freelayer 1
chan_freelayer 2
chan_setval 0
chan_iowriteval 5
chan_ioreadval 4
chan_dyncall
.poll_wario:
chan_delay1
chan_ioreadval 0
chan_bltz .skip_wario
chan_beqz .force_stop_wario
chan_jump .start_playing_wario
.skip_wario:
chan_testlayerfinished 0
chan_beqz .poll_wario
chan_jump .main_loop_wario
.force_stop_wario:
chan_freelayer 0
chan_freelayer 1
chan_freelayer 2
chan_jump .main_loop_wario
.channel11_table:
sound_ref .sound_wario_jump_yah
sound_ref .sound_wario_jump_wah
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_hoohoo
sound_ref .sound_wario_yahoo
sound_ref .sound_wario_uh
sound_ref .sound_wario_hrmm
sound_ref .sound_wario_wah2
sound_ref .sound_wario_whoa
sound_ref .sound_wario_eeuh
sound_ref .sound_wario_attacked
sound_ref .sound_wario_ooof
sound_ref .sound_wario_here_we_go
sound_ref .sound_wario_yawning
sound_ref .sound_wario_snoring1
sound_ref .sound_wario_snoring2
sound_ref .sound_wario_waaaooow
sound_ref .sound_wario_haha
sound_ref .sound_wario_panting1
sound_ref .sound_wario_uh2
sound_ref .sound_wario_on_fire
sound_ref .sound_wario_dying
sound_ref .sound_wario_panting_cold
sound_ref .sound_wario_coughing3
sound_ref .sound_wario_panting1
sound_ref .sound_wario_panting2
sound_ref .sound_wario_panting3
sound_ref .sound_wario_coughing1
sound_ref .sound_wario_coughing2
sound_ref .sound_wario_coughing3
sound_ref .sound_wario_punch_yah
sound_ref .sound_wario_punch_hoo
sound_ref .sound_wario_mama_mia
sound_ref .sound_wario_okey_dokey
sound_ref .sound_wario_ground_pound_wah
sound_ref .sound_wario_drowning
sound_ref .sound_wario_punch_wah
sound_ref .sound_wario_uh
sound_ref .sound_wario_hrmm
sound_ref .sound_wario_wah2
.ifdef VERSION_JP
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
.else
sound_ref .sound_peach_dear_wario
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_jump_hoo
sound_ref .sound_wario_yahoo
sound_ref .sound_wario_yahoo
sound_ref .sound_wario_yahoo
sound_ref .sound_wario_waha
sound_ref .sound_wario_yippee
sound_ref .sound_wario_doh
sound_ref .sound_wario_game_over
sound_ref .sound_wario_hello
sound_ref .sound_wario_press_start_to_play
sound_ref .sound_wario_twirl_bounce
sound_ref .sound_wario_snoring3
sound_ref .sound_wario_so_longa_bowser
sound_ref .sound_wario_ima_tired
.endif
.sound_wario_jump_hoo:
chan_setbank 13
chan_setinstr 0
chan_setlayer 0, .layer_wario_C3C
chan_end
.layer_wario_C3C:
.ifdef VERSION_EU
layer_transpose 2
.endif
layer_portamento 0x82, 41, 127
layer_note1 37, 0x14, 127
layer_end
.sound_wario_jump_wah:
chan_setbank 13
chan_setinstr 1
chan_setlayer 0, .layer_wario_C4C
chan_end
.layer_wario_C4C:
layer_transpose 0
.layer_wario_C4E:
layer_note1 38, 0x34, 127
layer_end
.sound_wario_jump_yah:
chan_setbank 14
chan_setinstr 9
chan_setlayer 0, .layer_wario_C5A
chan_end
.layer_wario_C5A:
layer_transpose 254
.layer_wario_C5C:
layer_portamento 0x82, 39, 200
layer_note1 38, 0x24, 120
layer_end
.sound_wario_hoohoo:
chan_setbank 14
chan_setinstr 1
chan_setlayer 0, .layer_wario_C6C
chan_end
.layer_wario_C6C:
.ifdef VERSION_EU
layer_transpose 1
.endif
layer_portamento 0x82, 44, 200
layer_note1 39, 0x30, 127
layer_end
.sound_wario_yahoo:
chan_setbank 13
chan_setinstr 4
chan_setlayer 0, .layer_wario_C7C
chan_end
.layer_wario_C7C:
layer_transpose 254
layer_somethingon
layer_portamento 0x85, 39, 255
layer_note1 42, 0x1e, 110
layer_note1 39, 0x41, 110
layer_end
.sound_wario_uh:
chan_setbank 13
chan_setinstr 5
chan_setlayer 0, .layer_wario_C92
chan_end
.layer_wario_C92:
layer_transpose 254
layer_portamento 0x81, 41, 255
layer_note1 38, 0x2b, 115
layer_end
.sound_wario_hrmm:
chan_setbank 13
chan_setinstr 6
chan_setlayer 0, .layer_wario_CA4
chan_end
.layer_wario_CA4:
layer_transpose 254
layer_note1 44, 0x1e, 110
layer_end
.sound_wario_wah2:
chan_setbank 13
chan_setinstr 7
chan_setlayer 0, .layer_wario_CB2
chan_end
.layer_wario_CB2:
layer_transpose 253
layer_note1 39, 0x1c, 127
layer_end
.sound_wario_whoa:
chan_setbank 13
chan_setinstr 8
chan_setlayer 0, .layer_wario_CC0
chan_end
.layer_wario_CC0:
layer_transpose 254
layer_note1 40, 0x30, 110
layer_end
.sound_wario_eeuh:
chan_setbank 13
chan_setinstr 9
chan_setlayer 0, .layer_wario_CCE
chan_end
.layer_wario_CCE:
layer_transpose 254
layer_note1 40, 0x44, 105
layer_end
.sound_wario_attacked:
chan_setbank 13
chan_setinstr 10
chan_setlayer 0, .layer_wario_CDC
chan_end
.layer_wario_CDC:
layer_transpose 254
layer_note1 41, 0x30, 120
layer_end
.sound_wario_ooof:
chan_setbank 13
chan_setinstr 11
chan_setlayer 0, .layer_wario_CEA
chan_end
.layer_wario_CEA:
layer_transpose 254
layer_note1 38, 0x30, 127
layer_end
.sound_wario_here_we_go:
chan_setbank 13
chan_setinstr 12
chan_setlayer 0, .layer_wario_CF8
chan_end
.layer_wario_CF8:
layer_portamento 0x81, 38, 200
layer_note1 41, 0x85, 127
layer_end
.sound_wario_yawning:
chan_setbank 13
chan_setinstr 13
chan_setlayer 0, .layer_wario_D09
chan_end
.layer_wario_D09:
layer_transpose 254
layer_note1 39, 0x7f, 105
layer_end
.sound_wario_snoring1:
chan_setbank 13
chan_setinstr 14
chan_setlayer 0, .layer_wario_D17
chan_end
.layer_wario_D17:
layer_transpose 254
layer_note1 39, 0x60, 64
layer_end
.sound_wario_snoring2:
chan_setbank 13
chan_setinstr 15
chan_setlayer 0, .layer_wario_D25
chan_end
.layer_wario_D25:
layer_transpose 254
layer_note1 39, 0x5c, 52
layer_end
.sound_wario_waaaooow:
chan_setbank 14
chan_setinstr 0
chan_setlayer 0, .layer_wario_D33
chan_end
.layer_wario_D33:
layer_transpose 254
layer_note1 39, 0xaa, 127
layer_end
.sound_wario_haha:
chan_setbank 13
chan_setinstr 3
chan_setlayer 0, .layer_wario_D42
chan_end
.layer_wario_D42:
layer_transpose 255
layer_note1 39, 0x4d, 120
layer_end
.sound_wario_uh2:
chan_setbank 14
chan_setinstr 6
chan_setlayer 0, .layer_wario_D50
chan_end
.layer_wario_D50:
layer_transpose 254
layer_note1 43, 0x1e, 105
layer_end
.sound_wario_on_fire:
chan_setbank 14
chan_setinstr 5
chan_setlayer 0, .layer_wario_D5E
chan_end
.layer_wario_D5E:
layer_transpose 254
layer_note1 39, 0xc8, 127
layer_end
.sound_wario_dying:
chan_setbank 14
chan_setinstr 4
chan_setlayer 0, .layer_wario_D6D
chan_end
.layer_wario_D6D:
layer_transpose 254
layer_note1 39, 0x8c, 110
layer_end
.sound_wario_panting_cold:
chan_setbank 14
chan_setinstr 2
chan_setlayer 0, .layer_wario_D7C
chan_end
.layer_wario_D7C:
layer_transpose 254
layer_portamento 0x82, 35, 255
layer_note1 38, 0x30, 127
layer_end
.sound_wario_panting1:
chan_setbank 14
chan_setinstr 2
chan_setlayer 0, .layer_wario_D8E
chan_end
.layer_wario_D8E:
layer_transpose 254
layer_note1 39, 0x3c, 100
layer_end
.sound_wario_panting2:
chan_setbank 14
chan_setinstr 2
chan_setlayer 0, .layer_wario_D9C
chan_end
.layer_wario_D9C:
layer_transpose 254
layer_delay 0x4
layer_note1 38, 0x3c, 100
layer_end
.sound_wario_panting3:
chan_setbank 14
chan_setinstr 2
chan_setlayer 0, .layer_wario_DAC
chan_end
.layer_wario_DAC:
layer_transpose 254
layer_delay 0x8
layer_note1 40, 0x3c, 100
layer_end
.sound_wario_coughing1:
chan_setbank 14
chan_setinstr 7
chan_setlayer 0, .layer_wario_DBC
chan_end
.layer_wario_DBC:
layer_transpose 254
layer_note1 39, 0x10, 115
layer_end
.sound_wario_coughing2:
chan_setbank 14
chan_setinstr 7
chan_setlayer 0, .layer_wario_DCA
chan_end
.layer_wario_DCA:
layer_transpose 254
layer_portamento 0x81, 38, 255
layer_note1 41, 0x18, 115
layer_end
.sound_wario_coughing3:
chan_setbank 14
chan_setinstr 7
chan_setlayer 0, .layer_wario_DDC
chan_end
.layer_wario_DDC:
layer_transpose 254
layer_somethingon
layer_portamento 0x85, 38, 255
layer_note1 41, 0xc, 115
layer_note1 35, 0x12, 115
layer_end
.sound_wario_punch_yah:
chan_setbank 14
chan_setinstr 9
chan_setlayer 0, .layer_wario_DFE
chan_setval 1
chan_call .delay
chan_setbank 0
chan_setinstr 0
chan_setlayer 1, .layer_wario_538
chan_end
.layer_wario_538:
layer_portamento 0x81, 46, 255
layer_note1 31, 0xf, 100
layer_end
.layer_wario_DFE:
layer_transpose 254
layer_jump .layer_wario_C5C
.sound_wario_punch_hoo:
chan_setbank 14
chan_setinstr 10
chan_setlayer 0, .layer_wario_E17
chan_setval 1
chan_call .delay
chan_setbank 0
chan_setinstr 0
chan_setlayer 1, .layer_wario_548
chan_end
.layer_wario_548:
layer_note1 39, 0x12, 100
layer_end
.layer_wario_E17:
layer_transpose 254
layer_portamento 0x81, 42, 255
layer_note1 38, 0x30, 115
layer_end
.sound_wario_mama_mia:
chan_setbank 14
chan_setinstr 11
chan_setlayer 0, .layer_wario_E29
chan_end
.layer_wario_E29:
layer_portamento 0x81, 38, 255
layer_note1 36, 0x8c, 115
layer_end
.sound_wario_okey_dokey:
chan_setbank 14
chan_setinstr 12
chan_setlayer 0, .layer_wario_E3A
chan_end
.layer_wario_E3A:
layer_note1 39, 0x60, 115
layer_end
.sound_wario_ground_pound_wah:
chan_jump .sound_wario_wah2
.sound_wario_drowning:
chan_setbank 14
chan_setinstr 13
chan_setlayer 0, .layer_wario_E49
chan_end
.layer_wario_E49:
layer_note1 38, 0x91, 127
layer_end
.sound_wario_punch_wah:
chan_setbank 13
chan_setinstr 1
chan_setlayer 0, .layer_wario_E62
chan_setval 1
chan_call .delay
chan_setbank 0
chan_setinstr 0
chan_setlayer 1, .layer_wario_536
chan_end
.layer_wario_536:
layer_transpose 1
.layer_wario_E62:
layer_transpose 255
layer_jump .layer_wario_C4E
.ifndef VERSION_JP
.sound_peach_dear_wario:
chan_setbank 14
chan_setinstr 15
chan_setlayer 0, .layer_wario_E6F
chan_end
.layer_wario_E6F:
layer_note1 39, 0x2bc, 127
layer_end
.sound_wario_waha:
chan_setbank 13
chan_setinstr 24
chan_setlayer 0, .layer_wario_E7C
chan_end
.layer_wario_E7C:
layer_note1 39, 0x5a, 127
layer_end
.sound_wario_yippee:
chan_setbank 13
chan_setinstr 25
chan_setlayer 0, .layer_wario_E88
chan_end
.layer_wario_E88:
layer_note1 39, 0x5a, 97
layer_end
.sound_wario_doh:
chan_setbank 13
chan_setinstr 16
chan_setlayer 0, .layer_wario_E94
chan_end
.layer_wario_E94:
layer_note1 41, 0x46, 127
layer_end
.sound_wario_game_over:
chan_setbank 13
chan_setinstr 17
chan_setlayer 0, .layer_wario_EA0
chan_end
.layer_wario_EA0:
layer_note1 39, 0x55, 110
layer_end
.sound_wario_hello:
chan_setbank 13
chan_setinstr 18
chan_setlayer 0, .layer_wario_EAC
chan_end
.layer_wario_EAC:
layer_note1 39, 0x46, 127
layer_end
.sound_wario_press_start_to_play:
chan_setbank 13
chan_setinstr 19
chan_setlayer 0, .layer_wario_EB8
chan_end
.layer_wario_EB8:
layer_note1 39, 0x12c, 127
layer_end
.sound_wario_twirl_bounce:
chan_setbank 13
chan_setinstr 20
chan_setlayer 0, .layer_wario_EC5
chan_end
.layer_wario_EC5:
layer_note1 39, 0x30, 127
layer_end
.sound_wario_snoring3:
chan_setbank 13
chan_setlayer 0, .layer_wario_ECF
chan_end
.layer_wario_ECF:
layer_delay 0x4e
.layer_wario_ED1:
layer_loop 50
layer_call .layer_wario_fn_EE1
layer_loopend
layer_setinstr 21
layer_note1 39, 0x44c, 127
layer_jump .layer_wario_ED1
layer_end
.layer_wario_fn_EE1:
layer_setinstr 21
layer_note1 37, 0x53, 127
layer_setinstr 15
layer_note1 37, 0x4e, 64
layer_end
.sound_wario_so_longa_bowser:
chan_setbank 13
chan_setinstr 22
chan_setlayer 0, .layer_wario_EF7
chan_setlayer 1, .layer_wario_EF7
chan_end
.layer_wario_EF7:
layer_portamento 0x82, 42, 200
layer_note1 39, 0xc8, 110
layer_end
.sound_wario_ima_tired:
chan_setbank 13
chan_setinstr 23
chan_setlayer 0, .layer_wario_F08
chan_end
.layer_wario_F08:
layer_note1 39, 0x96, 110
layer_end
.endif

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@ -0,0 +1,57 @@
#ifndef WARIO_AUDIO_DEFINES_H
#define WARIO_AUDIO_DEFINES_H
/* Mario Sound Effects */
// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
#define SOUND_WARIO_YAH_WAH_HOO SOUND_ARG_LOAD(0x0B, 4, 0x00, 0x80, 8)
#define SOUND_WARIO_HOOHOO SOUND_ARG_LOAD(0x0B, 4, 0x03, 0x80, 8)
#define SOUND_WARIO_YAHOO SOUND_ARG_LOAD(0x0B, 4, 0x04, 0x80, 8)
#define SOUND_WARIO_UH SOUND_ARG_LOAD(0x0B, 4, 0x05, 0x80, 8)
#define SOUND_WARIO_HRMM SOUND_ARG_LOAD(0x0B, 4, 0x06, 0x80, 8)
#define SOUND_WARIO_WAH2 SOUND_ARG_LOAD(0x0B, 4, 0x07, 0x80, 8)
#define SOUND_WARIO_WHOA SOUND_ARG_LOAD(0x0B, 4, 0x08, 0xC0, 8)
#define SOUND_WARIO_EEUH SOUND_ARG_LOAD(0x0B, 4, 0x09, 0x80, 8)
#define SOUND_WARIO_ATTACKED SOUND_ARG_LOAD(0x0B, 4, 0x0A, 0xFF, 8)
#define SOUND_WARIO_OOOF SOUND_ARG_LOAD(0x0B, 4, 0x0B, 0x80, 8)
#define SOUND_WARIO_OOOF2 SOUND_ARG_LOAD(0x0B, 4, 0x0B, 0xD0, 8)
#define SOUND_WARIO_HERE_WE_GO SOUND_ARG_LOAD(0x0B, 4, 0x0C, 0x80, 8)
#define SOUND_WARIO_YAWNING SOUND_ARG_LOAD(0x0B, 4, 0x0D, 0x80, 8)
#define SOUND_WARIO_SNORING1 SOUND_ARG_LOAD(0x0B, 4, 0x0E, 0x00, 8)
#define SOUND_WARIO_SNORING2 SOUND_ARG_LOAD(0x0B, 4, 0x0F, 0x00, 8)
#define SOUND_WARIO_WAAAOOOW SOUND_ARG_LOAD(0x0B, 4, 0x10, 0xC0, 8)
#define SOUND_WARIO_HAHA SOUND_ARG_LOAD(0x0B, 4, 0x11, 0x80, 8)
#define SOUND_WARIO_HAHA_2 SOUND_ARG_LOAD(0x0B, 4, 0x11, 0xF0, 8)
#define SOUND_WARIO_UH2 SOUND_ARG_LOAD(0x0B, 4, 0x13, 0xD0, 8)
#define SOUND_WARIO_UH2_2 SOUND_ARG_LOAD(0x0B, 4, 0x13, 0x80, 8)
#define SOUND_WARIO_ON_FIRE SOUND_ARG_LOAD(0x0B, 4, 0x14, 0xA0, 8)
#define SOUND_WARIO_DYING SOUND_ARG_LOAD(0x0B, 4, 0x15, 0xFF, 8)
#define SOUND_WARIO_PANTING_COLD SOUND_ARG_LOAD(0x0B, 4, 0x16, 0x80, 8)
// A random number 0-2 is added to the sound ID before playing
#define SOUND_WARIO_PANTING SOUND_ARG_LOAD(0x0B, 4, 0x18, 0x80, 8)
#define SOUND_WARIO_COUGHING1 SOUND_ARG_LOAD(0x0B, 4, 0x1B, 0x80, 8)
#define SOUND_WARIO_COUGHING2 SOUND_ARG_LOAD(0x0B, 4, 0x1C, 0x80, 8)
#define SOUND_WARIO_COUGHING3 SOUND_ARG_LOAD(0x0B, 4, 0x1D, 0x80, 8)
#define SOUND_WARIO_PUNCH_YAH SOUND_ARG_LOAD(0x0B, 4, 0x1E, 0x80, 8)
#define SOUND_WARIO_PUNCH_HOO SOUND_ARG_LOAD(0x0B, 4, 0x1F, 0x80, 8)
#define SOUND_WARIO_MAMA_MIA SOUND_ARG_LOAD(0x0B, 4, 0x20, 0x80, 8)
//#define SOUND_WARIO_OKEY_DOKEY 0x2021
#define SOUND_WARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(0x0B, 4, 0x22, 0x80, 8)
#define SOUND_WARIO_DROWNING SOUND_ARG_LOAD(0x0B, 4, 0x23, 0xF0, 8)
#define SOUND_WARIO_PUNCH_WAH SOUND_ARG_LOAD(0x0B, 4, 0x24, 0x80, 8)
// A random number 0-4 is added to the sound ID before playing, producing one of
// Yahoo! (60% chance), Waha! (20%), or Yippee! (20%).
#define SOUND_WARIO_YAHOO_WAHA_YIPPEE SOUND_ARG_LOAD(0x0B, 4, 0x2B, 0x80, 8)
#define SOUND_WARIO_DOH SOUND_ARG_LOAD(0x0B, 4, 0x30, 0x80, 8)
#define SOUND_WARIO_GAME_OVER SOUND_ARG_LOAD(0x0B, 4, 0x31, 0xFF, 8)
#define SOUND_WARIO_HELLO SOUND_ARG_LOAD(0x0B, 4, 0x32, 0xFF, 8)
#define SOUND_WARIO_PRESS_START_TO_PLAY SOUND_ARG_LOAD(0x0B, 4, 0x33, 0xFF, 0xA)
#define SOUND_WARIO_TWIRL_BOUNCE SOUND_ARG_LOAD(0x0B, 4, 0x34, 0x80, 8)
#define SOUND_WARIO_SNORING3 SOUND_ARG_LOAD(0x0B, 4, 0x35, 0x00, 8)
#define SOUND_WARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(0x0B, 4, 0x36, 0x80, 8)
#define SOUND_WARIO_IMA_TIRED SOUND_ARG_LOAD(0x0B, 4, 0x37, 0x80, 8)
#endif // WARIO_AUDIO_DEFINES_H

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@ -1,6 +1,6 @@
{
"comment": "This file lists all sequences together with the sound banks they use. If a sequence uses multiple banks, the first bank will be used by default, and it can switch between them using the chan_setbank command; e.g. chan_setbank 0 will switch to the first bank in the given list.",
"00_sound_player": ["00", "01_terrain", "02_water", "03", "04", "05", "06", "07", "08_mario", "09", "0A_mario_peach", "26_custom_luigi", "27_custom_luigi_peach"],
"00_sound_player": ["00", "01_terrain", "02_water", "03", "04", "05", "06", "07", "08_mario", "09", "0A_mario_peach", "26_custom_luigi", "27_custom_luigi_peach", "28_custom_wario", "29_custom_wario_peach"],
"01_cutscene_collect_star": ["22"],
"02_menu_title_screen": ["11"],
"03_level_grass": ["22"],

View file

@ -7,7 +7,7 @@ seq_setmutebhv 0x60
seq_setmutescale 0
seq_setvol 127
seq_settempo 120
seq_initchannels 0x7ff
seq_initchannels 0xfff
seq_startchannel 0, .channel0
seq_startchannel 1, .channel1
seq_startchannel 2, .channel2
@ -19,11 +19,13 @@ seq_startchannel 7, .channel7
seq_startchannel 8, .channel38
seq_startchannel 9, .channel59
seq_startchannel 10, .channel10
seq_startchannel 11, .channel11
.seq_loop:
seq_delay 20000
seq_jump .seq_loop
.include "seq_luigi.inc"
.include "seq_wario.inc"
.channel0:
chan_largenoteson

View file

@ -0,0 +1,189 @@
{
"date": "1996-02-14",
"sample_bank": "sfx_custom_wario",
"envelopes": {
"envelope0": [
[2, 32700],
[1, 32700],
[32700, 29430],
"hang"
]
},
"instruments": {
"inst0": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "00"
},
"inst1": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "01"
},
"inst2": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "02"
},
"inst3": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "03"
},
"inst4": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "04"
},
"inst5": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "05"
},
"inst6": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "06"
},
"inst7": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "07"
},
"inst8": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "08"
},
"inst9": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "09"
},
"inst10": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0A"
},
"inst11": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0B"
},
"inst12": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0C"
},
"inst13": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0D"
},
"inst14": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0E"
},
"inst15": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0F"
},
"inst16": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "10"
},
"inst17": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "11"
},
"inst18": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "12"
},
"inst19": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "13"
},
"inst20": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "14"
},
"inst21": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "15"
},
"inst22": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "16"
},
"inst23": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "17"
},
"inst24": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "18"
},
"inst25": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "19"
},
"inst26": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "1A"
}
},
"instrument_list": [
"inst0",
"inst1",
"inst2",
"inst3",
"inst4",
"inst5",
"inst6",
"inst7",
"inst8",
"inst9",
"inst10",
"inst11",
"inst12",
"inst13",
"inst14",
"inst15",
"inst16",
"inst17",
"inst18",
"inst19",
"inst20",
"inst21",
"inst22",
"inst23",
"inst24",
"inst25",
"inst26"
]
}

View file

@ -0,0 +1,164 @@
{
"date": "1996-02-14",
"sample_bank": "sfx_custom_wario_peach",
"envelopes": {
"envelope0": [
[2, 32700],
[1, 32700],
[32700, 29430],
"hang"
]
},
"instruments": {
"inst0": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "00"
},
"inst1": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "01"
},
"inst2": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "02"
},
"inst3": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "03"
},
"inst4": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "04"
},
"inst5": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "05"
},
"inst6": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "06"
},
"inst7": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "07"
},
"inst8": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "08"
},
"inst9": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "09"
},
"inst10": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0A"
},
"inst11": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0B"
},
"inst12": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0C"
},
"inst13": {
"release_rate": 208,
"envelope": "envelope0",
"sound": "0D"
},
"inst14": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "0E"
},
"inst15": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "0F"
},
"inst16": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "10"
},
"inst17": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "11"
},
"inst18": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "12"
},
"inst19": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "13"
},
"inst20": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "14"
},
"inst21": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "15"
},
"inst22": {
"ifdef": ["VERSION_US", "VERSION_EU"],
"release_rate": 208,
"envelope": "envelope0",
"sound": "16"
}
},
"instrument_list": [
"inst0",
"inst1",
"inst2",
null,
"inst3",
"inst4",
"inst5",
"inst6",
"inst7",
"inst8",
"inst9",
"inst10",
"inst11",
"inst12",
"inst13",
"inst14",
"inst15",
"inst16",
"inst17",
"inst18",
"inst19",
"inst20",
"inst21",
"inst22"
]
}

View file

@ -377,15 +377,15 @@ s16 *gWaveSamples[4] = { sSawtoothWave, sTriangleWave, sSineWave, sSquareWave };
#ifdef VERSION_EU
u8 euUnknownData_8030194c[4] = { 0x40, 0x20, 0x10, 0x08 };
u16 gHeadsetPanQuantization[0x11] = {
0x40, 0x40, 0x30, 0x30, 0x20, 0x20, 0x10, 0, 0, 0, 0x30,
u16 gHeadsetPanQuantization[0x12] = {
0x40, 0x40, 0x30, 0x30, 0x20, 0x20, 0x10, 0, 0, 0, 0x30, 0x30,
};
s32 euUnknownData_80301950[32] = { //maybe envelope of some kind?
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 500, 0, 0, 0, 500, 0, 0, 0, 500, 0, 0, 0, 500, 0, 0,
};
#else
u16 gHeadsetPanQuantization[11] = { 0x40, 0x30, 0x20, 0x10, 0, 0, 0, 0, 0, 0, 0x20 };
u16 gHeadsetPanQuantization[12] = { 0x40, 0x30, 0x20, 0x10, 0, 0, 0, 0, 0, 0, 0x20, 0x20 };
#endif
// Linearly interpolated between

View file

@ -41,12 +41,12 @@ extern s16 *gWaveSamples[4];
#ifdef VERSION_EU
extern u8 euUnknownData_8030194c[4];
extern u16 gHeadsetPanQuantization[0x11];
extern u16 gHeadsetPanQuantization[0x12];
extern s32 euUnknownData_80301950[32];
extern struct NoteSubEu gZeroNoteSub;
extern struct NoteSubEu gDefaultNoteSub;
#else
extern u16 gHeadsetPanQuantization[11];
extern u16 gHeadsetPanQuantization[12];
#endif
extern f32 gHeadsetPanVolume[128];
extern f32 gStereoPanVolume[128];

View file

@ -153,7 +153,7 @@ u8 audioString118__[] = "";
// N.B. sound banks are different from the audio banks referred to in other
// files. We should really fix our naming to be less ambiguous...
#define MAX_BG_MUSIC_QUEUE_SIZE 6
#define SOUND_BANK_COUNT 11
#define SOUND_BANK_COUNT 12
#define MAX_CHANNELS_PER_SOUND 1
#define SEQUENCE_NONE 0xFF
@ -450,10 +450,10 @@ STATIC_ASSERT(ARRAY_COUNT(sBackgroundMusicDefaultVolume) == SEQ_COUNT,
u8 sPlayer0CurSeqId = SEQUENCE_NONE;
u8 sMusicDynamicDelay = 0;
u8 D_803320A4[SOUND_BANK_COUNT] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // pointers to head of list
u8 D_803320B0[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // pointers to head of list
u8 D_803320BC[SOUND_BANK_COUNT] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // only used for debugging
u8 sMaxChannelsForSoundBank[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
u8 D_803320A4[SOUND_BANK_COUNT] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // pointers to head of list
u8 D_803320B0[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // pointers to head of list
u8 D_803320BC[SOUND_BANK_COUNT] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // only used for debugging
u8 sMaxChannelsForSoundBank[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
// Banks 2 and 7 both grew from 0x30 sounds to 0x40 in size in US.
#ifdef VERSION_JP
@ -462,7 +462,7 @@ u8 sMaxChannelsForSoundBank[SOUND_BANK_COUNT] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
#define BANK27_SIZE 0x40
#endif
u8 sNumSoundsPerBank[SOUND_BANK_COUNT] = {
0x70, 0x30, BANK27_SIZE, 0x80, 0x20, 0x80, 0x20, BANK27_SIZE, 0x80, 0x80, BANK27_SIZE
0x70, 0x30, BANK27_SIZE, 0x80, 0x20, 0x80, 0x20, BANK27_SIZE, 0x80, 0x80, BANK27_SIZE, BANK27_SIZE
};
#undef BANK27_SIZE
@ -814,11 +814,8 @@ void process_sound_request(u32 bits, f32 *pos, f32 freqScale) {
index = gSoundBanks[bankIndex][0].next;
while (index != 0xff && index != 0) {
if (gSoundBanks[bankIndex][index].x == pos) {
if ((gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_PRIORITY)
<= (bits & SOUNDARGS_MASK_PRIORITY)) {
if ((gSoundBanks[bankIndex][index].soundBits & SOUND_LO_BITFLAG_UNK8) != 0
|| (bits & SOUNDARGS_MASK_SOUNDID)
!= (gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_SOUNDID)) {
if ((gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_PRIORITY) <= (bits & SOUNDARGS_MASK_PRIORITY)) {
if ((gSoundBanks[bankIndex][index].soundBits & SOUND_LO_BITFLAG_UNK8) != 0 || (bits & SOUNDARGS_MASK_SOUNDID) != (gSoundBanks[bankIndex][index].soundBits & SOUNDARGS_MASK_SOUNDID)) {
func_8031E0E4(bankIndex, index);
gSoundBanks[bankIndex][index].soundBits = bits;
gSoundBanks[bankIndex][index].soundStatus = bits & SOUNDARGS_MASK_STATUS;
@ -1309,6 +1306,7 @@ void update_game_sound(void) {
case 0:
case 2:
case 10: // custom luigi audio bank 10
case 11: // custom wario audio bank 11
#ifdef VERSION_EU
func_802ad770(0x05020000 | ((channelIndex & 0xff) << 8),
get_sound_reverb(bankIndex, index, channelIndex));

View file

@ -6,6 +6,7 @@
#include "object_constants.h"
#include "audio_defines.h"
#include "luigi_audio_defines.h"
#include "wario_audio_defines.h"
#include "pc/configfile.h"
#include "audio/external.h"
#include "engine/graph_node.h"
@ -297,49 +298,49 @@ struct Character gCharacters[CT_MAX] = {
// anim
.animOffsetEnabled = true,
// sounds
.soundFreqScale = 0.8f,
.soundYahWahHoo = SOUND_MARIO_YAH_WAH_HOO,
.soundHoohoo = SOUND_MARIO_HOOHOO,
.soundYahoo = SOUND_MARIO_YAHOO,
.soundUh = SOUND_MARIO_UH,
.soundHrmm = SOUND_MARIO_HRMM,
.soundWah2 = SOUND_MARIO_WAH2,
.soundWhoa = SOUND_MARIO_WHOA,
.soundEeuh = SOUND_MARIO_EEUH,
.soundAttacked = SOUND_MARIO_ATTACKED,
.soundOoof = SOUND_MARIO_OOOF,
.soundOoof2 = SOUND_MARIO_OOOF2,
.soundHereWeGo = SOUND_MARIO_HERE_WE_GO,
.soundYawning = SOUND_MARIO_YAWNING,
.soundSnoring1 = SOUND_MARIO_SNORING1,
.soundSnoring2 = SOUND_MARIO_SNORING2,
.soundWaaaooow = SOUND_MARIO_WAAAOOOW,
.soundHaha = SOUND_MARIO_HAHA,
.soundHaha_2 = SOUND_MARIO_HAHA_2,
.soundUh2 = SOUND_MARIO_UH2,
.soundUh2_2 = SOUND_MARIO_UH2_2,
.soundOnFire = SOUND_MARIO_ON_FIRE,
.soundDying = SOUND_MARIO_DYING,
.soundPantingCold = SOUND_MARIO_PANTING_COLD,
.soundPanting = SOUND_MARIO_PANTING,
.soundCoughing1 = SOUND_MARIO_COUGHING1,
.soundCoughing2 = SOUND_MARIO_COUGHING2,
.soundCoughing3 = SOUND_MARIO_COUGHING3,
.soundPunchYah = SOUND_MARIO_PUNCH_YAH,
.soundPunchHoo = SOUND_MARIO_PUNCH_HOO,
.soundMamaMia = SOUND_MARIO_MAMA_MIA,
.soundGroundPoundWah = SOUND_MARIO_GROUND_POUND_WAH,
.soundDrowning = SOUND_MARIO_DROWNING,
.soundPunchWah = SOUND_MARIO_PUNCH_WAH,
.soundYahooWahaYippee = SOUND_MARIO_YAHOO_WAHA_YIPPEE,
.soundDoh = SOUND_MARIO_DOH,
.soundGameOver = SOUND_MARIO_GAME_OVER,
.soundHello = SOUND_MARIO_HELLO,
.soundPressStartToPlay = SOUND_MARIO_PRESS_START_TO_PLAY,
.soundTwirlBounce = SOUND_MARIO_TWIRL_BOUNCE,
.soundSnoring3 = SOUND_MARIO_SNORING3,
.soundSoLongaBowser = SOUND_MARIO_SO_LONGA_BOWSER,
.soundImaTired = SOUND_MARIO_IMA_TIRED,
.soundFreqScale = 1.0f,
.soundYahWahHoo = SOUND_WARIO_YAH_WAH_HOO,
.soundHoohoo = SOUND_WARIO_HOOHOO,
.soundYahoo = SOUND_WARIO_YAHOO,
.soundUh = SOUND_WARIO_UH,
.soundHrmm = SOUND_WARIO_HRMM,
.soundWah2 = SOUND_WARIO_WAH2,
.soundWhoa = SOUND_WARIO_WHOA,
.soundEeuh = SOUND_WARIO_EEUH,
.soundAttacked = SOUND_WARIO_ATTACKED,
.soundOoof = SOUND_WARIO_OOOF,
.soundOoof2 = SOUND_WARIO_OOOF2,
.soundHereWeGo = SOUND_WARIO_HERE_WE_GO,
.soundYawning = SOUND_WARIO_YAWNING,
.soundSnoring1 = SOUND_WARIO_SNORING1,
.soundSnoring2 = SOUND_WARIO_SNORING2,
.soundWaaaooow = SOUND_WARIO_WAAAOOOW,
.soundHaha = SOUND_WARIO_HAHA,
.soundHaha_2 = SOUND_WARIO_HAHA_2,
.soundUh2 = SOUND_WARIO_UH2,
.soundUh2_2 = SOUND_WARIO_UH2_2,
.soundOnFire = SOUND_WARIO_ON_FIRE,
.soundDying = SOUND_WARIO_DYING,
.soundPantingCold = SOUND_WARIO_PANTING_COLD,
.soundPanting = SOUND_WARIO_PANTING,
.soundCoughing1 = SOUND_WARIO_COUGHING1,
.soundCoughing2 = SOUND_WARIO_COUGHING2,
.soundCoughing3 = SOUND_WARIO_COUGHING3,
.soundPunchYah = SOUND_WARIO_PUNCH_YAH,
.soundPunchHoo = SOUND_WARIO_PUNCH_HOO,
.soundMamaMia = SOUND_WARIO_MAMA_MIA,
.soundGroundPoundWah = SOUND_WARIO_GROUND_POUND_WAH,
.soundDrowning = SOUND_WARIO_DROWNING,
.soundPunchWah = SOUND_WARIO_PUNCH_WAH,
.soundYahooWahaYippee = SOUND_WARIO_YAHOO_WAHA_YIPPEE,
.soundDoh = SOUND_WARIO_DOH,
.soundGameOver = SOUND_WARIO_GAME_OVER,
.soundHello = SOUND_WARIO_HELLO,
.soundPressStartToPlay = SOUND_WARIO_PRESS_START_TO_PLAY,
.soundTwirlBounce = SOUND_WARIO_TWIRL_BOUNCE,
.soundSnoring3 = SOUND_WARIO_SNORING3,
.soundSoLongaBowser = SOUND_WARIO_SO_LONGA_BOWSER,
.soundImaTired = SOUND_WARIO_IMA_TIRED,
},
};