sm64coopdx/include/luigi_sounds.h
Isaac0-dev 663e4549d8
extract assets from rom at runtime (#4)
* Proof of concept for loading rom assets at runtime

* Added skybox textures

* Adjusted format

* Load all texture assets from rom

* Adjusted rom asset loading

* Load all Vtx lists from rom

* clean up toad, wario and his cap conflicts

* Load sound samples from rom

* fix toad sounds

* Loaded sequences from rom

* Load collisions from rom

* Object animations are now loaded from the rom

* Load player animations from rom

* Load goddard anims from rom

* whoops

* fix some compile errors

* drag and drop rom checker, everything works now.

* fix errors due to merge conflicts

* fix compile errors on windows, switch to md5

* fix vertex colors during load

Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com>

* Load dialogs from rom

* Loaded course/act names from rom

* Loaded ingame text from rom

* rerun autogen & blacklist smlua_text_utils_init

* fix ttc_seg7_vertex_0700B238 colors

---------

Co-authored-by: MysterD <myster@d>
Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
2024-03-23 16:11:30 -04:00

60 lines
No EOL
6.6 KiB
C

#ifndef LUIGI_SOUNDS_H
#define LUIGI_SOUNDS_H
/* Luigi Sound Effects */
// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
#define SOUND_LUIGI_YAH_WAH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_HOOHOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x03, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_YAHOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x04, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_UH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x05, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_HRMM SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x06, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_WAH2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x07, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_WHOA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x08, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_EEUH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x09, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_ATTACKED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_OOOF SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_OOOF2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0B, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_HERE_WE_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_YAWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_SNORING1 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_SNORING2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0F, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_WAAAOOOW SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_HAHA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_HAHA_2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_UH2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_UH2_2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_ON_FIRE SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_DYING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PANTING_COLD SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
// A random number 0-2 is added to the sound ID before playing
#define SOUND_LUIGI_PANTING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_COUGHING1 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_COUGHING2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_COUGHING3 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unused
#define SOUND_LUIGI_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_DROWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
// 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_LUIGI_YAHOO_WAHA_YIPPEE SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x2B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_DOH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x30, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_GAME_OVER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x31, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_HELLO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x32, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_PRESS_START_TO_PLAY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x33, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_NO_ECHO | SOUND_DISCRETE)
#define SOUND_LUIGI_TWIRL_BOUNCE SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_SNORING3 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x35, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_LUIGI_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#endif // LUIGI_SOUNDS_H