mirror of
https://github.com/coop-deluxe/sm64coopdx.git
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c818b7930a
Have yet to pitch correct them. Huge thanks to theclashingfritz and anzz1
564 lines
44 KiB
C
564 lines
44 KiB
C
#ifndef AUDIO_DEFINES_H
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#define AUDIO_DEFINES_H
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// Sound Magic Definition:
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// First Byte (Upper Nibble): Sound Bank (not the same as audio bank!)
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// First Byte (Lower Nibble): Bitflags for audio playback?
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// Second Byte: Sound ID
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// Third Byte: Priority
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// Fourth Byte (Upper Nibble): More bitflags
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// Fourth Byte (Lower Nibble): Sound Status (this is set to SOUND_STATUS_PLAYING when passed to the audio driver.)
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#define SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2) (((u32) (bank) << 28) | \
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((u32) (playFlags) << 24) | ((u32) (soundID) << 16) | ((u32) (priority) << 8) | \
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((u32) (flags2) << 4) | SOUND_STATUS_STARTING)
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#include "luigi_audio_defines.h"
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#include "wario_audio_defines.h"
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#define SOUNDARGS_MASK_BANK 0xF0000000
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#define SOUNDARGS_MASK_SOUNDID 0x00FF0000
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#define SOUNDARGS_MASK_PRIORITY 0x0000FF00
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#define SOUNDARGS_MASK_STATUS 0x0000000F
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#define SOUNDARGS_SHIFT_BANK 28
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#define SOUNDARGS_SHIFT_SOUNDID 16
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#define SOUNDARGS_SHIFT_PRIORITY 8
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/* Audio Status */
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#define SOUND_STATUS_STOPPED 0
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#define SOUND_STATUS_STARTING 1
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#define SOUND_STATUS_PLAYING 2
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/* Audio lower bitflags. TODO: Figure out what these mean and use them below. */
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#define SOUND_LO_BITFLAG_UNK1 0x10 // fade in?
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#define SOUND_NO_ECHO 0x20 // not in JP
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#define SOUND_LO_BITFLAG_UNK8 0x80 // restart playing on each play_sound call?
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/* Audio playback bitflags. */
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#define SOUND_NO_VOLUME_LOSS 0x1000000 // No volume loss with distance
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#define SOUND_VIBRATO 0x2000000 // Randomly alter frequency each audio frame
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#define SOUND_NO_PRIORITY_LOSS 0x4000000 // Do not prioritize closer sounds
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#define SOUND_NO_FREQUENCY_LOSS 0x8000000 // Frequency scale does not change with distance
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// silence
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#define NO_SOUND 0
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/**
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* The table below defines all sounds that exist in the game, and which flags
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* they are used with. If a sound is used with multiple sets of flags (e.g.
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* different priorities), they are gives distinguishing suffixes.
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* A _2 suffix means the sound is the same despite a different sound ID.
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* Some sounds are unused by the game, and given as hexadecimal literals rather
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* than SOUND_ARG_LOAD calls.
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*/
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/* Terrain sounds */
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/**
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* Terrain-dependent action sounds. mario_get_terrain_sound_addend computes a
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* sound terrain type between 0 and 7, depending on the terrain type of the
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* level and the floor type that Mario is standing on. That value is then added
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* to the sound ID for the TERRAIN_* sounds.
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*/
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#define SOUND_TERRAIN_DEFAULT 0 // e.g. air
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#define SOUND_TERRAIN_GRASS 1
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#define SOUND_TERRAIN_WATER 2
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#define SOUND_TERRAIN_STONE 3
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#define SOUND_TERRAIN_SPOOKY 4 // squeaky floor
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#define SOUND_TERRAIN_SNOW 5
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#define SOUND_TERRAIN_ICE 6
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#define SOUND_TERRAIN_SAND 7
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#define SOUND_ACTION_TERRAIN_JUMP SOUND_ARG_LOAD(0, 4, 0x00, 0x80, 8)
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#define SOUND_ACTION_TERRAIN_LANDING SOUND_ARG_LOAD(0, 4, 0x08, 0x80, 8)
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#define SOUND_ACTION_TERRAIN_STEP SOUND_ARG_LOAD(0, 6, 0x10, 0x80, 8)
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#define SOUND_ACTION_TERRAIN_BODY_HIT_GROUND SOUND_ARG_LOAD(0, 4, 0x18, 0x80, 8)
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#define SOUND_ACTION_TERRAIN_STEP_TIPTOE SOUND_ARG_LOAD(0, 6, 0x20, 0x80, 8)
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#define SOUND_ACTION_TERRAIN_STUCK_IN_GROUND SOUND_ARG_LOAD(0, 4, 0x48, 0x80, 8)
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#define SOUND_ACTION_TERRAIN_HEAVY_LANDING SOUND_ARG_LOAD(0, 4, 0x60, 0x80, 8)
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#define SOUND_ACTION_METAL_JUMP SOUND_ARG_LOAD(0, 4, 0x28, 0x90, 8)
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#define SOUND_ACTION_METAL_LANDING SOUND_ARG_LOAD(0, 4, 0x29, 0x90, 8)
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#define SOUND_ACTION_METAL_STEP SOUND_ARG_LOAD(0, 4, 0x2A, 0x90, 8)
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#define SOUND_ACTION_METAL_HEAVY_LANDING SOUND_ARG_LOAD(0, 4, 0x2B, 0x90, 8)
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#define SOUND_ACTION_CLAP_HANDS_COLD SOUND_ARG_LOAD(0, 6, 0x2C, 0x00, 8)
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#define SOUND_ACTION_HANGING_STEP SOUND_ARG_LOAD(0, 4, 0x2D, 0xA0, 8)
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#define SOUND_ACTION_QUICKSAND_STEP SOUND_ARG_LOAD(0, 4, 0x2E, 0x00, 8)
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#define SOUND_ACTION_METAL_STEP_TIPTOE SOUND_ARG_LOAD(0, 4, 0x2F, 0x90, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN430 SOUND_ARG_LOAD(0, 4, 0x30, 0xC0, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN431 SOUND_ARG_LOAD(0, 4, 0x31, 0x60, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN432 SOUND_ARG_LOAD(0, 4, 0x32, 0x80, 8)
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#define SOUND_ACTION_SWIM SOUND_ARG_LOAD(0, 4, 0x33, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN434 SOUND_ARG_LOAD(0, 4, 0x34, 0x80, 8)
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#define SOUND_ACTION_THROW SOUND_ARG_LOAD(0, 4, 0x35, 0x80, 8)
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#define SOUND_ACTION_KEY_SWISH SOUND_ARG_LOAD(0, 4, 0x36, 0x80, 8)
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#define SOUND_ACTION_SPIN SOUND_ARG_LOAD(0, 4, 0x37, 0x80, 8)
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#define SOUND_ACTION_TWIRL SOUND_ARG_LOAD(0, 4, 0x38, 0x80, 8) // same sound as spin
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/* not verified */ #define SOUND_ACTION_CLIMB_UP_TREE SOUND_ARG_LOAD(0, 4, 0x3A, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_CLIMB_DOWN_TREE 0x003B
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/* not verified */ #define SOUND_ACTION_UNK3C 0x003C
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/* not verified */ #define SOUND_ACTION_UNKNOWN43D SOUND_ARG_LOAD(0, 4, 0x3D, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN43E SOUND_ARG_LOAD(0, 4, 0x3E, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_PAT_BACK SOUND_ARG_LOAD(0, 4, 0x3F, 0x80, 8)
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#define SOUND_ACTION_BRUSH_HAIR SOUND_ARG_LOAD(0, 4, 0x40, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_CLIMB_UP_POLE SOUND_ARG_LOAD(0, 4, 0x41, 0x80, 8)
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#define SOUND_ACTION_METAL_BONK SOUND_ARG_LOAD(0, 4, 0x42, 0x80, 8)
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#define SOUND_ACTION_UNSTUCK_FROM_GROUND SOUND_ARG_LOAD(0, 4, 0x43, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_HIT SOUND_ARG_LOAD(0, 4, 0x44, 0xC0, 8)
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/* not verified */ #define SOUND_ACTION_HIT_2 SOUND_ARG_LOAD(0, 4, 0x44, 0xB0, 8)
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/* not verified */ #define SOUND_ACTION_HIT_3 SOUND_ARG_LOAD(0, 4, 0x44, 0xA0, 8)
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#define SOUND_ACTION_BONK SOUND_ARG_LOAD(0, 4, 0x45, 0xA0, 8)
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#define SOUND_ACTION_SHRINK_INTO_BBH SOUND_ARG_LOAD(0, 4, 0x46, 0xA0, 8)
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#define SOUND_ACTION_SWIM_FAST SOUND_ARG_LOAD(0, 4, 0x47, 0xA0, 8)
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#define SOUND_ACTION_METAL_JUMP_WATER SOUND_ARG_LOAD(0, 4, 0x50, 0x90, 8)
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#define SOUND_ACTION_METAL_LAND_WATER SOUND_ARG_LOAD(0, 4, 0x51, 0x90, 8)
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#define SOUND_ACTION_METAL_STEP_WATER SOUND_ARG_LOAD(0, 4, 0x52, 0x90, 8)
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/* not verified */ #define SOUND_ACTION_UNK53 0x0053
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/* not verified */ #define SOUND_ACTION_UNK54 0x0054
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/* not verified */ #define SOUND_ACTION_UNK55 0x0055
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/* not verified */ #define SOUND_ACTION_FLYING_FAST SOUND_ARG_LOAD(0, 4, 0x56, 0x80, 8) // "swoop"?
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#define SOUND_ACTION_TELEPORT SOUND_ARG_LOAD(0, 4, 0x57, 0xC0, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN458 SOUND_ARG_LOAD(0, 4, 0x58, 0xA0, 8)
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/* not verified */ #define SOUND_ACTION_BOUNCE_OFF_OBJECT SOUND_ARG_LOAD(0, 4, 0x59, 0xB0, 8)
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/* not verified */ #define SOUND_ACTION_SIDE_FLIP_UNK SOUND_ARG_LOAD(0, 4, 0x5A, 0x80, 8)
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#define SOUND_ACTION_READ_SIGN SOUND_ARG_LOAD(0, 4, 0x5B, 0xFF, 8)
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/* not verified */ #define SOUND_ACTION_UNKNOWN45C SOUND_ARG_LOAD(0, 4, 0x5C, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_UNK5D 0x005D
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/* not verified */ #define SOUND_ACTION_INTRO_UNK45E SOUND_ARG_LOAD(0, 4, 0x5E, 0x80, 8)
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/* not verified */ #define SOUND_ACTION_INTRO_UNK45F SOUND_ARG_LOAD(0, 4, 0x5F, 0x80, 8)
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/* Moving Sound Effects */
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// Terrain-dependent moving sounds; a value 0-7 is added to the sound ID before
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// playing. See higher up for the different terrain types.
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#define SOUND_MOVING_TERRAIN_SLIDE SOUND_ARG_LOAD(1, 4, 0x00, 0x00, 0)
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#define SOUND_MOVING_TERRAIN_RIDING_SHELL SOUND_ARG_LOAD(1, 4, 0x20, 0x00, 0)
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#define SOUND_MOVING_LAVA_BURN SOUND_ARG_LOAD(1, 4, 0x10, 0x00, 0) // ?
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#define SOUND_MOVING_SLIDE_DOWN_POLE SOUND_ARG_LOAD(1, 4, 0x11, 0x00, 0) // ?
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#define SOUND_MOVING_SLIDE_DOWN_TREE SOUND_ARG_LOAD(1, 4, 0x12, 0x80, 0)
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#define SOUND_MOVING_QUICKSAND_DEATH SOUND_ARG_LOAD(1, 4, 0x14, 0x00, 0)
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#define SOUND_MOVING_SHOCKED SOUND_ARG_LOAD(1, 4, 0x16, 0x00, 0)
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#define SOUND_MOVING_FLYING SOUND_ARG_LOAD(1, 4, 0x17, 0x00, 0)
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#define SOUND_MOVING_ALMOST_DROWNING SOUND_ARG_LOAD(1, 0xC, 0x18, 0x00, 0)
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#define SOUND_MOVING_AIM_CANNON SOUND_ARG_LOAD(1, 0xD, 0x19, 0x20, 0)
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#define SOUND_MOVING_UNK1A 0x101A // ?
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#define SOUND_MOVING_RIDING_SHELL_LAVA SOUND_ARG_LOAD(1, 4, 0x28, 0x00, 0)
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/* Mario Sound Effects */
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// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
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#define SOUND_MARIO_YAH_WAH_HOO SOUND_ARG_LOAD(2, 4, 0x00, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_HOOHOO SOUND_ARG_LOAD(2, 4, 0x03, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_YAHOO SOUND_ARG_LOAD(2, 4, 0x04, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_UH SOUND_ARG_LOAD(2, 4, 0x05, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_HRMM SOUND_ARG_LOAD(2, 4, 0x06, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_WAH2 SOUND_ARG_LOAD(2, 4, 0x07, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_WHOA SOUND_ARG_LOAD(2, 4, 0x08, 0xC0, 8)
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/* not verified */ #define SOUND_MARIO_EEUH SOUND_ARG_LOAD(2, 4, 0x09, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_ATTACKED SOUND_ARG_LOAD(2, 4, 0x0A, 0xFF, 8)
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/* not verified */ #define SOUND_MARIO_OOOF SOUND_ARG_LOAD(2, 4, 0x0B, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_OOOF2 SOUND_ARG_LOAD(2, 4, 0x0B, 0xD0, 8)
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#define SOUND_MARIO_HERE_WE_GO SOUND_ARG_LOAD(2, 4, 0x0C, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_YAWNING SOUND_ARG_LOAD(2, 4, 0x0D, 0x80, 8)
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#define SOUND_MARIO_SNORING1 SOUND_ARG_LOAD(2, 4, 0x0E, 0x00, 8)
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#define SOUND_MARIO_SNORING2 SOUND_ARG_LOAD(2, 4, 0x0F, 0x00, 8)
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/* not verified */ #define SOUND_MARIO_WAAAOOOW SOUND_ARG_LOAD(2, 4, 0x10, 0xC0, 8)
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/* not verified */ #define SOUND_MARIO_HAHA SOUND_ARG_LOAD(2, 4, 0x11, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_HAHA_2 SOUND_ARG_LOAD(2, 4, 0x11, 0xF0, 8)
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/* not verified */ #define SOUND_MARIO_UH2 SOUND_ARG_LOAD(2, 4, 0x13, 0xD0, 8)
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/* not verified */ #define SOUND_MARIO_UH2_2 SOUND_ARG_LOAD(2, 4, 0x13, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_ON_FIRE SOUND_ARG_LOAD(2, 4, 0x14, 0xA0, 8)
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/* not verified */ #define SOUND_MARIO_DYING SOUND_ARG_LOAD(2, 4, 0x15, 0xFF, 8)
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#define SOUND_MARIO_PANTING_COLD SOUND_ARG_LOAD(2, 4, 0x16, 0x80, 8)
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// A random number 0-2 is added to the sound ID before playing
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#define SOUND_MARIO_PANTING SOUND_ARG_LOAD(2, 4, 0x18, 0x80, 8)
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#define SOUND_MARIO_COUGHING1 SOUND_ARG_LOAD(2, 4, 0x1B, 0x80, 8)
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#define SOUND_MARIO_COUGHING2 SOUND_ARG_LOAD(2, 4, 0x1C, 0x80, 8)
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#define SOUND_MARIO_COUGHING3 SOUND_ARG_LOAD(2, 4, 0x1D, 0x80, 8)
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#define SOUND_MARIO_PUNCH_YAH SOUND_ARG_LOAD(2, 4, 0x1E, 0x80, 8)
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#define SOUND_MARIO_PUNCH_HOO SOUND_ARG_LOAD(2, 4, 0x1F, 0x80, 8)
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#define SOUND_MARIO_MAMA_MIA SOUND_ARG_LOAD(2, 4, 0x20, 0x80, 8)
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#define SOUND_MARIO_OKEY_DOKEY 0x2021
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#define SOUND_MARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(2, 4, 0x22, 0x80, 8)
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#define SOUND_MARIO_DROWNING SOUND_ARG_LOAD(2, 4, 0x23, 0xF0, 8)
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#define SOUND_MARIO_PUNCH_WAH SOUND_ARG_LOAD(2, 4, 0x24, 0x80, 8)
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/* Mario Sound Effects (US/EU only) */
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#define SOUND_PEACH_DEAR_MARIO SOUND_ARG_LOAD(2, 4, 0x28, 0xFF, 8)
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// A random number 0-4 is added to the sound ID before playing, producing one of
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// Yahoo! (60% chance), Waha! (20%), or Yippee! (20%).
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#define SOUND_MARIO_YAHOO_WAHA_YIPPEE SOUND_ARG_LOAD(2, 4, 0x2B, 0x80, 8)
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#define SOUND_MARIO_DOH SOUND_ARG_LOAD(2, 4, 0x30, 0x80, 8)
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#define SOUND_MARIO_GAME_OVER SOUND_ARG_LOAD(2, 4, 0x31, 0xFF, 8)
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#define SOUND_MARIO_HELLO SOUND_ARG_LOAD(2, 4, 0x32, 0xFF, 8)
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#define SOUND_MARIO_PRESS_START_TO_PLAY SOUND_ARG_LOAD(2, 4, 0x33, 0xFF, 0xA)
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#define SOUND_MARIO_TWIRL_BOUNCE SOUND_ARG_LOAD(2, 4, 0x34, 0x80, 8)
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#define SOUND_MARIO_SNORING3 SOUND_ARG_LOAD(2, 4, 0x35, 0x00, 8)
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#define SOUND_MARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(2, 4, 0x36, 0x80, 8)
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#define SOUND_MARIO_IMA_TIRED SOUND_ARG_LOAD(2, 4, 0x37, 0x80, 8)
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/* Princess Peach Sound Effects (US/EU only) */
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#define SOUND_PEACH_MARIO SOUND_ARG_LOAD(2, 4, 0x38, 0xFF, 8)
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#define SOUND_PEACH_POWER_OF_THE_STARS SOUND_ARG_LOAD(2, 4, 0x39, 0xFF, 8)
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#define SOUND_PEACH_THANKS_TO_YOU SOUND_ARG_LOAD(2, 4, 0x3A, 0xFF, 8)
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#define SOUND_PEACH_THANK_YOU_MARIO SOUND_ARG_LOAD(2, 4, 0x3B, 0xFF, 8)
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#define SOUND_PEACH_SOMETHING_SPECIAL SOUND_ARG_LOAD(2, 4, 0x3C, 0xFF, 8)
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#define SOUND_PEACH_BAKE_A_CAKE SOUND_ARG_LOAD(2, 4, 0x3D, 0xFF, 8)
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#define SOUND_PEACH_FOR_MARIO SOUND_ARG_LOAD(2, 4, 0x3E, 0xFF, 8)
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#define SOUND_PEACH_MARIO2 SOUND_ARG_LOAD(2, 4, 0x3F, 0xFF, 8)
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/* General Sound Effects */
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#define SOUND_GENERAL_ACTIVATE_CAP_SWITCH SOUND_ARG_LOAD(3, 0, 0x00, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_FLAME_OUT SOUND_ARG_LOAD(3, 0, 0x03, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_OPEN_WOOD_DOOR SOUND_ARG_LOAD(3, 0, 0x04, 0xC0, 8)
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/* not verified */ #define SOUND_GENERAL_CLOSE_WOOD_DOOR SOUND_ARG_LOAD(3, 0, 0x05, 0xC0, 8)
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/* not verified */ #define SOUND_GENERAL_OPEN_IRON_DOOR SOUND_ARG_LOAD(3, 0, 0x06, 0xC0, 8)
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/* not verified */ #define SOUND_GENERAL_CLOSE_IRON_DOOR SOUND_ARG_LOAD(3, 0, 0x07, 0xC0, 8)
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/* not verified */ #define SOUND_GENERAL_BUBBLES 0x3008
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/* not verified */ #define SOUND_GENERAL_MOVING_WATER SOUND_ARG_LOAD(3, 0, 0x09, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_SWISH_WATER SOUND_ARG_LOAD(3, 0, 0x0A, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_QUIET_BUBBLE SOUND_ARG_LOAD(3, 0, 0x0B, 0x00, 8)
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#define SOUND_GENERAL_VOLCANO_EXPLOSION SOUND_ARG_LOAD(3, 0, 0x0C, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_QUIET_BUBBLE2 SOUND_ARG_LOAD(3, 0, 0x0D, 0x00, 8)
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#define SOUND_GENERAL_CASTLE_TRAP_OPEN SOUND_ARG_LOAD(3, 0, 0x0E, 0x80, 8)
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#define SOUND_GENERAL_WALL_EXPLOSION SOUND_ARG_LOAD(3, 0, 0x0F, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_COIN SOUND_ARG_LOAD(3, 8, 0x11, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_COIN_WATER SOUND_ARG_LOAD(3, 8, 0x12, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_SHORT_STAR SOUND_ARG_LOAD(3, 0, 0x16, 0x00, 9)
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/* not verified */ #define SOUND_GENERAL_BIG_CLOCK SOUND_ARG_LOAD(3, 0, 0x17, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_LOUD_POUND 0x3018 // _TERRAIN?
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/* not verified */ #define SOUND_GENERAL_LOUD_POUND2 0x3019
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/* not verified */ #define SOUND_GENERAL_SHORT_POUND1 0x301A
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/* not verified */ #define SOUND_GENERAL_SHORT_POUND2 0x301B
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/* not verified */ #define SOUND_GENERAL_SHORT_POUND3 0x301C
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/* not verified */ #define SOUND_GENERAL_SHORT_POUND4 0x301D
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/* not verified */ #define SOUND_GENERAL_SHORT_POUND5 0x301E
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/* not verified */ #define SOUND_GENERAL_SHORT_POUND6 0x301F
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#define SOUND_GENERAL_OPEN_CHEST SOUND_ARG_LOAD(3, 1, 0x20, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_CLAM_SHELL1 SOUND_ARG_LOAD(3, 1, 0x22, 0x80, 8)
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/* not verified */ #define SOUND_GENERAL_BOX_LANDING SOUND_ARG_LOAD(3, 0, 0x24, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_BOX_LANDING_2 SOUND_ARG_LOAD(3, 2, 0x24, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_UNKNOWN1 SOUND_ARG_LOAD(3, 0, 0x25, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_UNKNOWN1_2 SOUND_ARG_LOAD(3, 2, 0x25, 0x00, 8)
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/* not verified */ #define SOUND_GENERAL_CLAM_SHELL2 SOUND_ARG_LOAD(3, 0, 0x26, 0x40, 8)
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|
/* not verified */ #define SOUND_GENERAL_CLAM_SHELL3 SOUND_ARG_LOAD(3, 0, 0x27, 0x40, 8)
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|
#ifdef VERSION_JP
|
|
#define SOUND_GENERAL_PAINTING_EJECT SOUND_ARG_LOAD(3, 8, 0x28, 0x00, 8)
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|
#else
|
|
#define SOUND_GENERAL_PAINTING_EJECT SOUND_ARG_LOAD(3, 9, 0x28, 0x00, 8)
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|
#endif
|
|
#define SOUND_GENERAL_LEVEL_SELECT_CHANGE SOUND_ARG_LOAD(3, 0, 0x2B, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_PLATFORM SOUND_ARG_LOAD(3, 0, 0x2D, 0x80, 8)
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|
#define SOUND_GENERAL_DONUT_PLATFORM_EXPLOSION SOUND_ARG_LOAD(3, 0, 0x2E, 0x20, 8)
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|
#define SOUND_GENERAL_BOWSER_BOMB_EXPLOSION SOUND_ARG_LOAD(3, 1, 0x2F, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_COIN_SPURT SOUND_ARG_LOAD(3, 0, 0x30, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_COIN_SPURT_2 SOUND_ARG_LOAD(3, 8, 0x30, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_COIN_SPURT_EU SOUND_ARG_LOAD(3, 8, 0x30, 0x20, 8)
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|
|
|
/* not verified */ #define SOUND_GENERAL_EXPLOSION6 0x3031
|
|
/* not verified */ #define SOUND_GENERAL_UNK32 0x3032
|
|
/* not verified */ #define SOUND_GENERAL_BOAT_TILT1 SOUND_ARG_LOAD(3, 0, 0x34, 0x40, 8)
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|
/* not verified */ #define SOUND_GENERAL_BOAT_TILT2 SOUND_ARG_LOAD(3, 0, 0x35, 0x40, 8)
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|
/* not verified */ #define SOUND_GENERAL_COIN_DROP SOUND_ARG_LOAD(3, 0, 0x36, 0x40, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNKNOWN3_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x37, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNKNOWN3 SOUND_ARG_LOAD(3, 0, 0x37, 0x80, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNKNOWN3_2 SOUND_ARG_LOAD(3, 8, 0x37, 0x80, 8)
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|
#define SOUND_GENERAL_PENDULUM_SWING SOUND_ARG_LOAD(3, 0, 0x38, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_CHAIN_CHOMP1 SOUND_ARG_LOAD(3, 0, 0x39, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_CHAIN_CHOMP2 SOUND_ARG_LOAD(3, 0, 0x3A, 0x00, 8)
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|
#define SOUND_GENERAL_DOOR_TURN_KEY SOUND_ARG_LOAD(3, 0, 0x3B, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_MOVING_IN_SAND SOUND_ARG_LOAD(3, 0, 0x3C, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNKNOWN4_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x3D, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNKNOWN4 SOUND_ARG_LOAD(3, 0, 0x3D, 0x80, 8)
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|
#define SOUND_GENERAL_MOVING_PLATFORM_SWITCH SOUND_ARG_LOAD(3, 0, 0x3E, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_CAGE_OPEN SOUND_ARG_LOAD(3, 0, 0x3F, 0xA0, 8)
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|
/* not verified */ #define SOUND_GENERAL_QUIET_POUND1_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x40, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_QUIET_POUND1 SOUND_ARG_LOAD(3, 0, 0x40, 0x40, 8)
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|
/* not verified */ #define SOUND_GENERAL_BREAK_BOX SOUND_ARG_LOAD(3, 0, 0x41, 0xC0, 8)
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|
#define SOUND_GENERAL_DOOR_INSERT_KEY SOUND_ARG_LOAD(3, 0, 0x42, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_QUIET_POUND2 SOUND_ARG_LOAD(3, 0, 0x43, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_BIG_POUND SOUND_ARG_LOAD(3, 0, 0x44, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNK45 SOUND_ARG_LOAD(3, 0, 0x45, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNK46_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x46, 0x00, 8)
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|
/* not verified */ #define SOUND_GENERAL_UNK46 SOUND_ARG_LOAD(3, 0, 0x46, 0x80, 8)
|
|
/* not verified */ #define SOUND_GENERAL_CANNON_UP SOUND_ARG_LOAD(3, 0, 0x47, 0x80, 8)
|
|
/* not verified */ #define SOUND_GENERAL_GRINDEL_ROLL SOUND_ARG_LOAD(3, 0, 0x48, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_EXPLOSION7 0x3049
|
|
/* not verified */ #define SOUND_GENERAL_SHAKE_COFFIN 0x304A
|
|
/* not verified */ #define SOUND_GENERAL_RACE_GUN_SHOT SOUND_ARG_LOAD(3, 1, 0x4D, 0x40, 8)
|
|
/* not verified */ #define SOUND_GENERAL_STAR_DOOR_OPEN SOUND_ARG_LOAD(3, 0, 0x4E, 0xC0, 8)
|
|
/* not verified */ #define SOUND_GENERAL_STAR_DOOR_CLOSE SOUND_ARG_LOAD(3, 0, 0x4F, 0xC0, 8)
|
|
/* not verified */ #define SOUND_GENERAL_POUND_ROCK SOUND_ARG_LOAD(3, 0, 0x56, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_STAR_APPEARS SOUND_ARG_LOAD(3, 0, 0x57, 0xFF, 9)
|
|
#define SOUND_GENERAL_COLLECT_1UP SOUND_ARG_LOAD(3, 0, 0x58, 0xFF, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BUTTON_PRESS_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x5A, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BUTTON_PRESS SOUND_ARG_LOAD(3, 0, 0x5A, 0x40, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BUTTON_PRESS_2_LOWPRIO SOUND_ARG_LOAD(3, 1, 0x5A, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BUTTON_PRESS_2 SOUND_ARG_LOAD(3, 1, 0x5A, 0x40, 8)
|
|
/* not verified */ #define SOUND_GENERAL_ELEVATOR_MOVE SOUND_ARG_LOAD(3, 0, 0x5B, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_ELEVATOR_MOVE_2 SOUND_ARG_LOAD(3, 1, 0x5B, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_SWISH_AIR SOUND_ARG_LOAD(3, 0, 0x5C, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_SWISH_AIR_2 SOUND_ARG_LOAD(3, 1, 0x5C, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_HAUNTED_CHAIR SOUND_ARG_LOAD(3, 0, 0x5D, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_SOFT_LANDING SOUND_ARG_LOAD(3, 0, 0x5E, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_HAUNTED_CHAIR_MOVE SOUND_ARG_LOAD(3, 0, 0x5F, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOWSER_PLATFORM SOUND_ARG_LOAD(3, 0, 0x62, 0x80, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOWSER_PLATFORM_2 SOUND_ARG_LOAD(3, 1, 0x62, 0x80, 8)
|
|
/* not verified */ #define SOUND_GENERAL_HEART_SPIN SOUND_ARG_LOAD(3, 0, 0x64, 0xC0, 8)
|
|
/* not verified */ #define SOUND_GENERAL_POUND_WOOD_POST SOUND_ARG_LOAD(3, 0, 0x65, 0xC0, 8)
|
|
/* not verified */ #define SOUND_GENERAL_WATER_LEVEL_TRIG SOUND_ARG_LOAD(3, 0, 0x66, 0x80, 8)
|
|
/* not verified */ #define SOUND_GENERAL_SWITCH_DOOR_OPEN SOUND_ARG_LOAD(3, 0, 0x67, 0xA0, 8)
|
|
/* not verified */ #define SOUND_GENERAL_RED_COIN SOUND_ARG_LOAD(3, 0, 0x68, 0x90, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BIRDS_FLY_AWAY SOUND_ARG_LOAD(3, 0, 0x69, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_METAL_POUND SOUND_ARG_LOAD(3, 0, 0x6B, 0x80, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOING1 SOUND_ARG_LOAD(3, 0, 0x6C, 0x40, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOING2_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x6D, 0x20, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOING2 SOUND_ARG_LOAD(3, 0, 0x6D, 0x40, 8)
|
|
/* not verified */ #define SOUND_GENERAL_YOSHI_WALK SOUND_ARG_LOAD(3, 0, 0x6E, 0x20, 8)
|
|
/* not verified */ #define SOUND_GENERAL_ENEMY_ALERT1 SOUND_ARG_LOAD(3, 0, 0x6F, 0x30, 8)
|
|
/* not verified */ #define SOUND_GENERAL_YOSHI_TALK SOUND_ARG_LOAD(3, 0, 0x70, 0x30, 8)
|
|
/* not verified */ #define SOUND_GENERAL_SPLATTERING SOUND_ARG_LOAD(3, 0, 0x71, 0x30, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOING3 0x3072
|
|
/* not verified */ #define SOUND_GENERAL_GRAND_STAR SOUND_ARG_LOAD(3, 0, 0x73, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_GRAND_STAR_JUMP SOUND_ARG_LOAD(3, 0, 0x74, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_BOAT_ROCK SOUND_ARG_LOAD(3, 0, 0x75, 0x00, 8)
|
|
/* not verified */ #define SOUND_GENERAL_VANISH_SFX SOUND_ARG_LOAD(3, 0, 0x76, 0x20, 8)
|
|
|
|
/* Environment Sound Effects */
|
|
/* not verified */ #define SOUND_ENV_WATERFALL1 SOUND_ARG_LOAD(4, 0, 0x00, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_WATERFALL2 SOUND_ARG_LOAD(4, 0, 0x01, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_ELEVATOR1 SOUND_ARG_LOAD(4, 0, 0x02, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_DRONING1 SOUND_ARG_LOAD(4, 1, 0x03, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_DRONING2 SOUND_ARG_LOAD(4, 0, 0x04, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_WIND1 SOUND_ARG_LOAD(4, 0, 0x05, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_MOVING_SAND_SNOW 0x4006
|
|
/* not verified */ #define SOUND_ENV_UNK07 0x4007
|
|
/* not verified */ #define SOUND_ENV_ELEVATOR2 SOUND_ARG_LOAD(4, 0, 0x08, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_WATER SOUND_ARG_LOAD(4, 0, 0x09, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_UNKNOWN2 SOUND_ARG_LOAD(4, 0, 0x0A, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_BOAT_ROCKING1 SOUND_ARG_LOAD(4, 0, 0x0B, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_ELEVATOR3 SOUND_ARG_LOAD(4, 0, 0x0C, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_ELEVATOR4 SOUND_ARG_LOAD(4, 0, 0x0D, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_ELEVATOR4_2 SOUND_ARG_LOAD(4, 1, 0x0D, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_MOVINGSAND SOUND_ARG_LOAD(4, 0, 0x0E, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_MERRY_GO_ROUND_CREAKING SOUND_ARG_LOAD(4, 0, 0x0F, 0x40, 0)
|
|
/* not verified */ #define SOUND_ENV_WIND2 SOUND_ARG_LOAD(4, 0, 0x10, 0x80, 0)
|
|
/* not verified */ #define SOUND_ENV_UNK12 0x4012
|
|
/* not verified */ #define SOUND_ENV_SLIDING SOUND_ARG_LOAD(4, 0, 0x13, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_STAR SOUND_ARG_LOAD(4, 0, 0x14, 0x00, 1)
|
|
/* not verified */ #define SOUND_ENV_UNKNOWN4 SOUND_ARG_LOAD(4, 1, 0x15, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_WATER_DRAIN SOUND_ARG_LOAD(4, 1, 0x16, 0x00, 0)
|
|
/* not verified */ #define SOUND_ENV_METAL_BOX_PUSH SOUND_ARG_LOAD(4, 0, 0x17, 0x80, 0)
|
|
/* not verified */ #define SOUND_ENV_SINK_QUICKSAND SOUND_ARG_LOAD(4, 0, 0x18, 0x80, 0)
|
|
|
|
/* Object Sound Effects */
|
|
#define SOUND_OBJ_SUSHI_SHARK_WATER_SOUND SOUND_ARG_LOAD(5, 0, 0x00, 0x80, 8)
|
|
#define SOUND_OBJ_MRI_SHOOT SOUND_ARG_LOAD(5, 0, 0x01, 0x00, 8)
|
|
#define SOUND_OBJ_BABY_PENGUIN_WALK SOUND_ARG_LOAD(5, 0, 0x02, 0x00, 8)
|
|
#define SOUND_OBJ_BOWSER_WALK SOUND_ARG_LOAD(5, 0, 0x03, 0x00, 8)
|
|
#define SOUND_OBJ_BOWSER_TAIL_PICKUP SOUND_ARG_LOAD(5, 0, 0x05, 0x00, 8)
|
|
#define SOUND_OBJ_BOWSER_DEFEATED SOUND_ARG_LOAD(5, 0, 0x06, 0x00, 8)
|
|
#define SOUND_OBJ_BOWSER_SPINNING SOUND_ARG_LOAD(5, 0, 0x07, 0x00, 8)
|
|
#define SOUND_OBJ_BOWSER_INHALING SOUND_ARG_LOAD(5, 0, 0x08, 0x00, 8)
|
|
#define SOUND_OBJ_BIG_PENGUIN_WALK SOUND_ARG_LOAD(5, 0, 0x09, 0x80, 8)
|
|
#define SOUND_OBJ_BOO_BOUNCE_TOP SOUND_ARG_LOAD(5, 0, 0x0A, 0x00, 8)
|
|
#define SOUND_OBJ_BOO_LAUGH_SHORT SOUND_ARG_LOAD(5, 0, 0x0B, 0x00, 8)
|
|
#define SOUND_OBJ_THWOMP SOUND_ARG_LOAD(5, 0, 0x0C, 0xA0, 8)
|
|
/* not verified */ #define SOUND_OBJ_CANNON1 SOUND_ARG_LOAD(5, 0, 0x0D, 0xF0, 8)
|
|
/* not verified */ #define SOUND_OBJ_CANNON2 SOUND_ARG_LOAD(5, 0, 0x0E, 0xF0, 8)
|
|
/* not verified */ #define SOUND_OBJ_CANNON3 SOUND_ARG_LOAD(5, 0, 0x0F, 0xF0, 8)
|
|
/* not verified */ #define SOUND_OBJ_JUMP_WALK_WATER 0x5012
|
|
/* not verified */ #define SOUND_OBJ_UNKNOWN2 SOUND_ARG_LOAD(5, 0, 0x13, 0x00, 8)
|
|
#define SOUND_OBJ_MRI_DEATH SOUND_ARG_LOAD(5, 0, 0x14, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_POUNDING1 SOUND_ARG_LOAD(5, 0, 0x15, 0x50, 8)
|
|
/* not verified */ #define SOUND_OBJ_POUNDING1_HIGHPRIO SOUND_ARG_LOAD(5, 0, 0x15, 0x80, 8)
|
|
#define SOUND_OBJ_WHOMP_LOWPRIO SOUND_ARG_LOAD(5, 0, 0x16, 0x60, 8)
|
|
#define SOUND_OBJ_KING_BOBOMB SOUND_ARG_LOAD(5, 0, 0x16, 0x80, 8)
|
|
/* not verified */ #define SOUND_OBJ_BULLY_METAL SOUND_ARG_LOAD(5, 0, 0x17, 0x80, 8)
|
|
/* not verified */ #define SOUND_OBJ_BULLY_EXPLODE SOUND_ARG_LOAD(5, 0, 0x18, 0xA0, 8)
|
|
/* not verified */ #define SOUND_OBJ_BULLY_EXPLODE_2 SOUND_ARG_LOAD(5, 1, 0x18, 0xA0, 8)
|
|
/* not verified */ #define SOUND_OBJ_POUNDING_CANNON SOUND_ARG_LOAD(5, 0, 0x1A, 0x50, 8)
|
|
/* not verified */ #define SOUND_OBJ_BULLY_WALK SOUND_ARG_LOAD(5, 0, 0x1B, 0x30, 8)
|
|
/* not verified */ #define SOUND_OBJ_UNKNOWN3 SOUND_ARG_LOAD(5, 0, 0x1D, 0x80, 8)
|
|
/* not verified */ #define SOUND_OBJ_UNKNOWN4 SOUND_ARG_LOAD(5, 0, 0x1E, 0xA0, 8)
|
|
#define SOUND_OBJ_BABY_PENGUIN_DIVE SOUND_ARG_LOAD(5, 0, 0x1F, 0x40, 8)
|
|
#define SOUND_OBJ_GOOMBA_WALK SOUND_ARG_LOAD(5, 0, 0x20, 0x00, 8)
|
|
#define SOUND_OBJ_UKIKI_CHATTER_LONG SOUND_ARG_LOAD(5, 0, 0x21, 0x00, 8)
|
|
#define SOUND_OBJ_MONTY_MOLE_ATTACK SOUND_ARG_LOAD(5, 0, 0x22, 0x00, 8)
|
|
#define SOUND_OBJ_EVIL_LAKITU_THROW SOUND_ARG_LOAD(5, 0, 0x22, 0x20, 8)
|
|
/* not verified */ #define SOUND_OBJ_UNK23 0x5023
|
|
#define SOUND_OBJ_DYING_ENEMY1 SOUND_ARG_LOAD(5, 0, 0x24, 0x40, 8)
|
|
/* not verified */ #define SOUND_OBJ_CANNON4 SOUND_ARG_LOAD(5, 0, 0x25, 0x40, 8)
|
|
/* not verified */ #define SOUND_OBJ_DYING_ENEMY2 0x5026
|
|
#define SOUND_OBJ_BOBOMB_WALK SOUND_ARG_LOAD(5, 0, 0x27, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_SOMETHING_LANDING SOUND_ARG_LOAD(5, 0, 0x28, 0x80, 8)
|
|
/* not verified */ #define SOUND_OBJ_DIVING_IN_WATER SOUND_ARG_LOAD(5, 0, 0x29, 0xA0, 8)
|
|
/* not verified */ #define SOUND_OBJ_SNOW_SAND1 SOUND_ARG_LOAD(5, 0, 0x2A, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_SNOW_SAND2 SOUND_ARG_LOAD(5, 0, 0x2B, 0x00, 8)
|
|
#define SOUND_OBJ_DEFAULT_DEATH SOUND_ARG_LOAD(5, 0, 0x2C, 0x80, 8)
|
|
#define SOUND_OBJ_BIG_PENGUIN_YELL SOUND_ARG_LOAD(5, 0, 0x2D, 0x00, 8)
|
|
#define SOUND_OBJ_WATER_BOMB_BOUNCING SOUND_ARG_LOAD(5, 0, 0x2E, 0x80, 8)
|
|
#define SOUND_OBJ_GOOMBA_ALERT SOUND_ARG_LOAD(5, 0, 0x2F, 0x00, 8)
|
|
#define SOUND_OBJ_WIGGLER_JUMP SOUND_ARG_LOAD(5, 0, 0x2F, 0x60, 8)
|
|
/* not verified */ #define SOUND_OBJ_STOMPED SOUND_ARG_LOAD(5, 0, 0x30, 0x80, 8)
|
|
/* not verified */ #define SOUND_OBJ_UNKNOWN6 SOUND_ARG_LOAD(5, 0, 0x31, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_DIVING_INTO_WATER SOUND_ARG_LOAD(5, 0, 0x32, 0x40, 8)
|
|
#define SOUND_OBJ_PIRANHA_PLANT_SHRINK SOUND_ARG_LOAD(5, 0, 0x33, 0x40, 8)
|
|
#define SOUND_OBJ_KOOPA_THE_QUICK_WALK SOUND_ARG_LOAD(5, 0, 0x34, 0x20, 8)
|
|
#define SOUND_OBJ_KOOPA_WALK SOUND_ARG_LOAD(5, 0, 0x35, 0x00, 8)
|
|
#define SOUND_OBJ_BULLY_WALKING SOUND_ARG_LOAD(5, 0, 0x36, 0x60, 8)
|
|
#define SOUND_OBJ_DORRIE SOUND_ARG_LOAD(5, 0, 0x37, 0x60, 8)
|
|
#define SOUND_OBJ_BOWSER_LAUGH SOUND_ARG_LOAD(5, 0, 0x38, 0x80, 8)
|
|
#define SOUND_OBJ_UKIKI_CHATTER_SHORT SOUND_ARG_LOAD(5, 0, 0x39, 0x00, 8)
|
|
#define SOUND_OBJ_UKIKI_CHATTER_IDLE SOUND_ARG_LOAD(5, 0, 0x3A, 0x00, 8)
|
|
#define SOUND_OBJ_UKIKI_STEP_DEFAULT SOUND_ARG_LOAD(5, 0, 0x3B, 0x00, 8)
|
|
#define SOUND_OBJ_UKIKI_STEP_LEAVES SOUND_ARG_LOAD(5, 0, 0x3C, 0x00, 8)
|
|
#define SOUND_OBJ_KOOPA_TALK SOUND_ARG_LOAD(5, 0, 0x3D, 0xA0, 8)
|
|
#define SOUND_OBJ_KOOPA_DAMAGE SOUND_ARG_LOAD(5, 0, 0x3E, 0xA0, 8)
|
|
/* not verified */ #define SOUND_OBJ_KLEPTO1 SOUND_ARG_LOAD(5, 0, 0x3F, 0x40, 8)
|
|
/* not verified */ #define SOUND_OBJ_KLEPTO2 SOUND_ARG_LOAD(5, 0, 0x40, 0x60, 8)
|
|
#define SOUND_OBJ_KING_BOBOMB_TALK SOUND_ARG_LOAD(5, 0, 0x41, 0x00, 8)
|
|
#define SOUND_OBJ_KING_BOBOMB_JUMP SOUND_ARG_LOAD(5, 0, 0x46, 0x80, 8)
|
|
#define SOUND_OBJ_KING_WHOMP_DEATH SOUND_ARG_LOAD(5, 1, 0x47, 0xC0, 8)
|
|
#define SOUND_OBJ_BOO_LAUGH_LONG SOUND_ARG_LOAD(5, 0, 0x48, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_EEL SOUND_ARG_LOAD(5, 0, 0x4A, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_EEL_2 SOUND_ARG_LOAD(5, 2, 0x4A, 0x00, 8)
|
|
#define SOUND_OBJ_EYEROK_SHOW_EYE SOUND_ARG_LOAD(5, 2, 0x4B, 0x00, 8)
|
|
#define SOUND_OBJ_MR_BLIZZARD_ALERT SOUND_ARG_LOAD(5, 0, 0x4C, 0x00, 8)
|
|
#define SOUND_OBJ_SNUFIT_SHOOT SOUND_ARG_LOAD(5, 0, 0x4D, 0x00, 8)
|
|
#define SOUND_OBJ_SKEETER_WALK SOUND_ARG_LOAD(5, 0, 0x4E, 0x00, 8)
|
|
/* not verified */ #define SOUND_OBJ_WALKING_WATER SOUND_ARG_LOAD(5, 0, 0x4F, 0x00, 8)
|
|
#define SOUND_OBJ_BIRD_CHIRP3 SOUND_ARG_LOAD(5, 0, 0x51, 0x40, 0)
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#define SOUND_OBJ_PIRANHA_PLANT_APPEAR SOUND_ARG_LOAD(5, 0, 0x54, 0x20, 8)
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#define SOUND_OBJ_FLAME_BLOWN SOUND_ARG_LOAD(5, 0, 0x55, 0x80, 8)
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#define SOUND_OBJ_MAD_PIANO_CHOMPING SOUND_ARG_LOAD(5, 2, 0x56, 0x40, 8)
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#define SOUND_OBJ_BOBOMB_BUDDY_TALK SOUND_ARG_LOAD(5, 0, 0x58, 0x40, 8)
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/* not verified */ #define SOUND_OBJ_SPINY_UNK59 SOUND_ARG_LOAD(5, 0, 0x59, 0x10, 8)
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#define SOUND_OBJ_WIGGLER_HIGH_PITCH SOUND_ARG_LOAD(5, 0, 0x5C, 0x40, 8)
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#define SOUND_OBJ_HEAVEHO_TOSSED SOUND_ARG_LOAD(5, 0, 0x5D, 0x40, 8)
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/* not verified */ #define SOUND_OBJ_WIGGLER_DEATH 0x505E
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#define SOUND_OBJ_BOWSER_INTRO_LAUGH SOUND_ARG_LOAD(5, 0, 0x5F, 0x80, 9)
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/* not verified */ #define SOUND_OBJ_ENEMY_DEATH_HIGH SOUND_ARG_LOAD(5, 0, 0x60, 0xB0, 8)
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/* not verified */ #define SOUND_OBJ_ENEMY_DEATH_LOW SOUND_ARG_LOAD(5, 0, 0x61, 0xB0, 8)
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#define SOUND_OBJ_SWOOP_DEATH SOUND_ARG_LOAD(5, 0, 0x62, 0xB0, 8)
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#define SOUND_OBJ_KOOPA_FLYGUY_DEATH SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)
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#define SOUND_OBJ_POKEY_DEATH SOUND_ARG_LOAD(5, 0, 0x63, 0xC0, 8)
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/* not verified */ #define SOUND_OBJ_SNOWMAN_BOUNCE SOUND_ARG_LOAD(5, 0, 0x64, 0xC0, 8)
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#define SOUND_OBJ_SNOWMAN_EXPLODE SOUND_ARG_LOAD(5, 0, 0x65, 0xD0, 8)
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/* not verified */ #define SOUND_OBJ_POUNDING_LOUD SOUND_ARG_LOAD(5, 0, 0x68, 0x40, 8)
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/* not verified */ #define SOUND_OBJ_MIPS_RABBIT SOUND_ARG_LOAD(5, 0, 0x6A, 0x00, 8)
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/* not verified */ #define SOUND_OBJ_MIPS_RABBIT_WATER SOUND_ARG_LOAD(5, 0, 0x6C, 0x00, 8)
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#define SOUND_OBJ_EYEROK_EXPLODE SOUND_ARG_LOAD(5, 0, 0x6D, 0x00, 8)
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#define SOUND_OBJ_CHUCKYA_DEATH SOUND_ARG_LOAD(5, 1, 0x6E, 0x00, 8)
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#define SOUND_OBJ_WIGGLER_TALK SOUND_ARG_LOAD(5, 0, 0x6F, 0x00, 8)
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#define SOUND_OBJ_WIGGLER_ATTACKED SOUND_ARG_LOAD(5, 0, 0x70, 0x60, 8)
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#define SOUND_OBJ_WIGGLER_LOW_PITCH SOUND_ARG_LOAD(5, 0, 0x71, 0x20, 8)
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#define SOUND_OBJ_SNUFIT_SKEETER_DEATH SOUND_ARG_LOAD(5, 0, 0x72, 0xC0, 8)
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#define SOUND_OBJ_BUBBA_CHOMP SOUND_ARG_LOAD(5, 0, 0x73, 0x40, 8)
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#define SOUND_OBJ_ENEMY_DEFEAT_SHRINK SOUND_ARG_LOAD(5, 0, 0x74, 0x40, 8)
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#define SOUND_AIR_BOWSER_SPIT_FIRE SOUND_ARG_LOAD(6, 0, 0x00, 0x00, 0)
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#define SOUND_AIR_UNK01 0x6001 // ?
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#define SOUND_AIR_LAKITU_FLY SOUND_ARG_LOAD(6, 0, 0x02, 0x80, 0)
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#define SOUND_AIR_LAKITU_FLY_HIGHPRIO SOUND_ARG_LOAD(6, 0, 0x02, 0xFF, 0)
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#define SOUND_AIR_AMP_BUZZ SOUND_ARG_LOAD(6, 0, 0x03, 0x40, 0)
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#define SOUND_AIR_BLOW_FIRE SOUND_ARG_LOAD(6, 0, 0x04, 0x80, 0)
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#define SOUND_AIR_BLOW_WIND SOUND_ARG_LOAD(6, 0, 0x04, 0x40, 0)
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#define SOUND_AIR_ROUGH_SLIDE SOUND_ARG_LOAD(6, 0, 0x05, 0x00, 0)
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#define SOUND_AIR_HEAVEHO_MOVE SOUND_ARG_LOAD(6, 0, 0x06, 0x40, 0)
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#define SOUND_AIR_UNK07 0x6007 // ?
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#define SOUND_AIR_BOBOMB_LIT_FUSE SOUND_ARG_LOAD(6, 0, 0x08, 0x60, 0)
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#define SOUND_AIR_HOWLING_WIND SOUND_ARG_LOAD(6, 0, 0x09, 0x80, 0)
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#define SOUND_AIR_CHUCKYA_MOVE SOUND_ARG_LOAD(6, 0, 0x0A, 0x40, 0)
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#define SOUND_AIR_PEACH_TWINKLE SOUND_ARG_LOAD(6, 0, 0x0B, 0x40, 0)
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#define SOUND_AIR_CASTLE_OUTDOORS_AMBIENT SOUND_ARG_LOAD(6, 0, 0x10, 0x40, 0)
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/* Menu Sound Effects */
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#define SOUND_MENU_CHANGE_SELECT SOUND_ARG_LOAD(7, 0, 0x00, 0xF8, 8)
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/* not verified */ #define SOUND_MENU_REVERSE_PAUSE 0x7001
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#define SOUND_MENU_PAUSE SOUND_ARG_LOAD(7, 0, 0x02, 0xF0, 8)
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#define SOUND_MENU_PAUSE_HIGHPRIO SOUND_ARG_LOAD(7, 0, 0x02, 0xFF, 8)
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#define SOUND_MENU_PAUSE_2 SOUND_ARG_LOAD(7, 0, 0x03, 0xFF, 8)
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#define SOUND_MENU_MESSAGE_APPEAR SOUND_ARG_LOAD(7, 0, 0x04, 0x00, 8)
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#define SOUND_MENU_MESSAGE_DISAPPEAR SOUND_ARG_LOAD(7, 0, 0x05, 0x00, 8)
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#define SOUND_MENU_CAMERA_ZOOM_IN SOUND_ARG_LOAD(7, 0, 0x06, 0x00, 8)
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#define SOUND_MENU_CAMERA_ZOOM_OUT SOUND_ARG_LOAD(7, 0, 0x07, 0x00, 8)
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#define SOUND_MENU_PINCH_MARIO_FACE SOUND_ARG_LOAD(7, 0, 0x08, 0x00, 8)
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#define SOUND_MENU_LET_GO_MARIO_FACE SOUND_ARG_LOAD(7, 0, 0x09, 0x00, 8)
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#define SOUND_MENU_HAND_APPEAR SOUND_ARG_LOAD(7, 0, 0x0A, 0x00, 8)
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#define SOUND_MENU_HAND_DISAPPEAR SOUND_ARG_LOAD(7, 0, 0x0B, 0x00, 8)
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/* not verified */ #define SOUND_MENU_UNK0C SOUND_ARG_LOAD(7, 0, 0x0C, 0x00, 8)
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/* not verified */ #define SOUND_MENU_POWER_METER SOUND_ARG_LOAD(7, 0, 0x0D, 0x00, 8)
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#define SOUND_MENU_CAMERA_BUZZ SOUND_ARG_LOAD(7, 0, 0x0E, 0x00, 8)
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#define SOUND_MENU_CAMERA_TURN SOUND_ARG_LOAD(7, 0, 0x0F, 0x00, 8)
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/* not verified */ #define SOUND_MENU_UNK10 0x7010
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#define SOUND_MENU_CLICK_FILE_SELECT SOUND_ARG_LOAD(7, 0, 0x11, 0x00, 8)
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/* not verified */ #define SOUND_MENU_MESSAGE_NEXT_PAGE SOUND_ARG_LOAD(7, 0, 0x13, 0x00, 8)
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#define SOUND_MENU_COIN_ITS_A_ME_MARIO SOUND_ARG_LOAD(7, 0, 0x14, 0x00, 8)
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#define SOUND_MENU_YOSHI_GAIN_LIVES SOUND_ARG_LOAD(7, 0, 0x15, 0x00, 8)
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#define SOUND_MENU_ENTER_PIPE SOUND_ARG_LOAD(7, 0, 0x16, 0xA0, 8)
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#define SOUND_MENU_EXIT_PIPE SOUND_ARG_LOAD(7, 0, 0x17, 0xA0, 8)
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#define SOUND_MENU_BOWSER_LAUGH SOUND_ARG_LOAD(7, 0, 0x18, 0x80, 8)
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#define SOUND_MENU_ENTER_HOLE SOUND_ARG_LOAD(7, 1, 0x19, 0x80, 8)
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/* not verified */ #define SOUND_MENU_CLICK_CHANGE_VIEW SOUND_ARG_LOAD(7, 0, 0x1A, 0x80, 8)
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/* not verified */ #define SOUND_MENU_CAMERA_UNUSED1 0x701B
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/* not verified */ #define SOUND_MENU_CAMERA_UNUSED2 0x701C
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/* not verified */ #define SOUND_MENU_MARIO_CASTLE_WARP SOUND_ARG_LOAD(7, 0, 0x1D, 0xB0, 8)
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#define SOUND_MENU_STAR_SOUND SOUND_ARG_LOAD(7, 0, 0x1E, 0xFF, 8)
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#define SOUND_MENU_THANK_YOU_PLAYING_MY_GAME SOUND_ARG_LOAD(7, 0, 0x1F, 0xFF, 8)
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/* not verified */ #define SOUND_MENU_READ_A_SIGN 0x7020
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/* not verified */ #define SOUND_MENU_EXIT_A_SIGN 0x7021
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/* not verified */ #define SOUND_MENU_MARIO_CASTLE_WARP2 SOUND_ARG_LOAD(7, 0, 0x22, 0x20, 8)
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#define SOUND_MENU_STAR_SOUND_OKEY_DOKEY SOUND_ARG_LOAD(7, 0, 0x23, 0xFF, 8)
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#define SOUND_MENU_STAR_SOUND_LETS_A_GO SOUND_ARG_LOAD(7, 0, 0x24, 0xFF, 8)
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// US/EU only; an index between 0-7 or 0-4 is added to the sound ID before
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// playing, producing the same sound with different pitch.
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#define SOUND_MENU_COLLECT_RED_COIN SOUND_ARG_LOAD(7, 8, 0x28, 0x90, 8)
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#define SOUND_MENU_COLLECT_SECRET SOUND_ARG_LOAD(7, 0, 0x30, 0x20, 8)
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// Channel 8 loads sounds from the same place as channel 3, making it possible
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// to play two channel 3 sounds at once (since just one sound from each channel
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// can play at a given time).
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#define SOUND_GENERAL2_BOBOMB_EXPLOSION SOUND_ARG_LOAD(8, 0, 0x2E, 0x20, 8)
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#define SOUND_GENERAL2_PURPLE_SWITCH SOUND_ARG_LOAD(8, 0, 0x3E, 0xC0, 8)
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#define SOUND_GENERAL2_ROTATING_BLOCK_CLICK SOUND_ARG_LOAD(8, 0, 0x40, 0x00, 8)
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#define SOUND_GENERAL2_SPINDEL_ROLL SOUND_ARG_LOAD(8, 0, 0x48, 0x20, 8)
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#define SOUND_GENERAL2_PYRAMID_TOP_SPIN SOUND_ARG_LOAD(8, 1, 0x4B, 0xE0, 8)
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#define SOUND_GENERAL2_PYRAMID_TOP_EXPLOSION SOUND_ARG_LOAD(8, 1, 0x4C, 0xF0, 8)
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#define SOUND_GENERAL2_BIRD_CHIRP2 SOUND_ARG_LOAD(8, 0, 0x50, 0x40, 0)
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#define SOUND_GENERAL2_SWITCH_TICK_FAST SOUND_ARG_LOAD(8, 0, 0x54, 0xF0, 1)
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#define SOUND_GENERAL2_SWITCH_TICK_SLOW SOUND_ARG_LOAD(8, 0, 0x55, 0xF0, 1)
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#define SOUND_GENERAL2_STAR_APPEARS SOUND_ARG_LOAD(8, 0, 0x57, 0xFF, 9)
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#define SOUND_GENERAL2_ROTATING_BLOCK_ALERT SOUND_ARG_LOAD(8, 0, 0x59, 0x00, 8)
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#define SOUND_GENERAL2_BOWSER_EXPLODE SOUND_ARG_LOAD(8, 0, 0x60, 0x00, 8)
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#define SOUND_GENERAL2_BOWSER_KEY SOUND_ARG_LOAD(8, 0, 0x61, 0x00, 8)
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#define SOUND_GENERAL2_1UP_APPEAR SOUND_ARG_LOAD(8, 0, 0x63, 0xD0, 8)
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#define SOUND_GENERAL2_RIGHT_ANSWER SOUND_ARG_LOAD(8, 0, 0x6A, 0xA0, 8)
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// Channel 9 loads sounds from the same place as channel 5.
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#define SOUND_OBJ2_BOWSER_ROAR SOUND_ARG_LOAD(9, 0, 0x04, 0x00, 8)
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#define SOUND_OBJ2_PIRANHA_PLANT_BITE SOUND_ARG_LOAD(9, 0, 0x10, 0x50, 8)
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#define SOUND_OBJ2_PIRANHA_PLANT_DYING SOUND_ARG_LOAD(9, 0, 0x11, 0x60, 8)
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#define SOUND_OBJ2_BOWSER_PUZZLE_PIECE_MOVE SOUND_ARG_LOAD(9, 0, 0x19, 0x20, 8)
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#define SOUND_OBJ2_BULLY_ATTACKED SOUND_ARG_LOAD(9, 0, 0x1C, 0x00, 8)
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#define SOUND_OBJ2_KING_BOBOMB_DAMAGE SOUND_ARG_LOAD(9, 1, 0x42, 0x40, 8)
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#define SOUND_OBJ2_SCUTTLEBUG_WALK SOUND_ARG_LOAD(9, 0, 0x43, 0x40, 8)
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#define SOUND_OBJ2_SCUTTLEBUG_ALERT SOUND_ARG_LOAD(9, 0, 0x44, 0x40, 8)
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#define SOUND_OBJ2_BABY_PENGUIN_YELL SOUND_ARG_LOAD(9, 0, 0x45, 0x00, 8)
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#define SOUND_OBJ2_SWOOP SOUND_ARG_LOAD(9, 0, 0x49, 0x00, 8)
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#define SOUND_OBJ2_BIRD_CHIRP1 SOUND_ARG_LOAD(9, 0, 0x52, 0x40, 0)
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#define SOUND_OBJ2_LARGE_BULLY_ATTACKED SOUND_ARG_LOAD(9, 0, 0x57, 0x00, 8)
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#define SOUND_OBJ2_EYEROK_SOUND_SHORT SOUND_ARG_LOAD(9, 3, 0x5A, 0x00, 8)
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#define SOUND_OBJ2_WHOMP_SOUND_SHORT SOUND_ARG_LOAD(9, 3, 0x5A, 0xC0, 8)
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#define SOUND_OBJ2_EYEROK_SOUND_LONG SOUND_ARG_LOAD(9, 2, 0x5B, 0x00, 8)
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#define SOUND_OBJ2_BOWSER_TELEPORT SOUND_ARG_LOAD(9, 0, 0x66, 0x80, 8)
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#define SOUND_OBJ2_MONTY_MOLE_APPEAR SOUND_ARG_LOAD(9, 0, 0x67, 0x80, 8)
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#define SOUND_OBJ2_BOSS_DIALOG_GRUNT SOUND_ARG_LOAD(9, 0, 0x69, 0x40, 8)
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#define SOUND_OBJ2_MRI_SPINNING SOUND_ARG_LOAD(9, 0, 0x6B, 0x00, 8)
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#endif // AUDIO_DEFINES_H
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