Introduce Sfx Tables (#1296)

* sfx tables

* return audio sound params

* Add docs for tables

* REF -> BASE

* Fix description

* Small fix

* Reorder phrase

* Return sfx.h

* Better docs

* Roman PR Suggestions
This commit is contained in:
engineer124
2022-07-11 13:45:22 -04:00
committed by GitHub
parent 8607c54e75
commit c27e292929
10 changed files with 1463 additions and 2630 deletions

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/**
* Sfx Environment Bank
*
* DEFINE_SFX should be used for all sfx define in the environment bank from sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the environment bank in sequence 0
*/
/* 0x2800 */ DEFINE_SFX(NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x2801 */ DEFINE_SFX(NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0)
/* 0x2802 */ DEFINE_SFX(NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0)
/* 0x2803 */ DEFINE_SFX(NA_SE_EV_HORSE_WALK, 0x30, 0, 1, 0)
/* 0x2804 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN, 0x30, 0, 1, 0)
/* 0x2805 */ DEFINE_SFX(NA_SE_EV_HORSE_NEIGH, 0x40, 0, 1, 0)
/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, SFX_FLAG_10)
/* 0x2807 */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG, 0x38, 2, 0, 0)
/* 0x2808 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0)
/* 0x2809 */ DEFINE_SFX(NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0)
/* 0x280A */ DEFINE_SFX(NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0)
/* 0x280B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0)
/* 0x280C */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0)
/* 0x280D */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0)
/* 0x280E */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0)
/* 0x280F */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0)
/* 0x2810 */ DEFINE_SFX(NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0)
/* 0x2811 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0)
/* 0x2812 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0)
/* 0x2813 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_M, 0x30, 0, 0, 0)
/* 0x2814 */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 0, 0, 0)
/* 0x2815 */ DEFINE_SFX(NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0)
/* 0x2816 */ DEFINE_SFX(NA_SE_EV_HORSE_GROAN, 0x30, 0, 0, 0)
/* 0x2817 */ DEFINE_SFX(NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0)
/* 0x2818 */ DEFINE_SFX(NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0)
/* 0x2819 */ DEFINE_SFX(NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0)
/* 0x281A */ DEFINE_SFX(NA_SE_EV_HORSE_SLIP, 0x38, 0, 0, 0)
/* 0x281B */ DEFINE_SFX(NA_SE_EV_FAIRY_DASH, 0x28, 0, 0, 0)
/* 0x281C */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0)
/* 0x281D */ DEFINE_SFX(NA_SE_EV_STONE_BOUND, 0x70, 3, 0, 0)
/* 0x281E */ DEFINE_SFX(NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 0, 0)
/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0)
/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0)
/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, SFX_FLAG_13 | SFX_FLAG_3)
/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0)
/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0)
/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, SFX_FLAG_11)
/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, SFX_FLAG_15 | SFX_FLAG_11)
/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, SFX_FLAG_15)
/* 0x2827 */ DEFINE_SFX(NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0)
/* 0x2828 */ DEFINE_SFX(NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0)
/* 0x2829 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0)
/* 0x282A */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0)
/* 0x282B */ DEFINE_SFX(NA_SE_EV_HORSE_LAND2, 0x30, 0, 0, 0)
/* 0x282C */ DEFINE_SFX(NA_SE_EV_HORSE_SANDDUST, 0x30, 0, 0, SFX_FLAG_10)
/* 0x282D */ DEFINE_SFX(NA_SE_EV_DUMMY45, 0x30, 0, 0, 0)
/* 0x282E */ DEFINE_SFX(NA_SE_EV_LIGHTNING, 0x30, 0, 0, 0)
/* 0x282F */ DEFINE_SFX(NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0)
/* 0x2830 */ DEFINE_SFX(NA_SE_EV_WATERDROP, 0x60, 2, 1, 0)
/* 0x2831 */ DEFINE_SFX(NA_SE_EV_TORCH, 0x10, 0, 0, 0)
/* 0x2832 */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0)
/* 0x2833 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0)
/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, SFX_FLAG_4)
/* 0x2835 */ DEFINE_SFX(NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0)
/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x30, 0, 0, 0)
/* 0x2837 */ DEFINE_SFX(NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0)
/* 0x2838 */ DEFINE_SFX(NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0)
/* 0x2839 */ DEFINE_SFX(NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0)
/* 0x283A */ DEFINE_SFX(NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0)
/* 0x283B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0)
/* 0x283C */ DEFINE_SFX(NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0)
/* 0x283D */ DEFINE_SFX(NA_SE_EV_GANON_HORSE_NEIGH, 0x30, 0, 0, SFX_FLAG_10)
/* 0x283E */ DEFINE_SFX(NA_SE_EV_GANON_HORSE_GROAN, 0x30, 0, 0, SFX_FLAG_10)
/* 0x283F */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S, 0x70, 3, 0, SFX_FLAG_4)
/* 0x2840 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L, 0x60, 0, 0, SFX_FLAG_15)
/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, SFX_FLAG_15)
/* 0x2842 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_WALK, 0x30, 0, 0, 0)
/* 0x2843 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_RUN, 0x30, 0, 0, 0)
/* 0x2844 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_NEIGH, 0x30, 0, 0, 0)
/* 0x2845 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_GROAN, 0x30, 0, 0, 0)
/* 0x2846 */ DEFINE_SFX(NA_SE_EV_WHITE_OUT, 0x30, 3, 0, SFX_FLAG_13)
/* 0x2847 */ DEFINE_SFX(NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0)
/* 0x2848 */ DEFINE_SFX(NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0)
/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_4)
/* 0x284A */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0)
/* 0x284B */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_BOUND, 0x30, 0, 0, 0)
/* 0x284C */ DEFINE_SFX(NA_SE_EV_ROLLCUTTER_MOTOR, 0x30, 0, 0, 0)
/* 0x284D */ DEFINE_SFX(NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0)
/* 0x284E */ DEFINE_SFX(NA_SE_EV_PLANT_BROKEN, 0x30, 1, 0, 0)
/* 0x284F */ DEFINE_SFX(NA_SE_EV_SHIP_BELL, 0x30, 0, 0, 0)
/* 0x2850 */ DEFINE_SFX(NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0)
/* 0x2851 */ DEFINE_SFX(NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0)
/* 0x2852 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN, 0x30, 2, 3, 0)
/* 0x2853 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0)
/* 0x2854 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0)
/* 0x2855 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0)
/* 0x2856 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_BOUND, 0x60, 1, 0, 0)
/* 0x2857 */ DEFINE_SFX(NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0)
/* 0x2858 */ DEFINE_SFX(NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0)
/* 0x2859 */ DEFINE_SFX(NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0)
/* 0x285A */ DEFINE_SFX(NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0)
/* 0x285B */ DEFINE_SFX(NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0)
/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0)
/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, SFX_FLAG_13 | SFX_FLAG_12 | SFX_FLAG_11)
/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0)
/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0)
/* 0x2860 */ DEFINE_SFX(NA_SE_EV_LADDER_DOUND, 0x30, 3, 0, 0)
/* 0x2861 */ DEFINE_SFX(NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0)
/* 0x2862 */ DEFINE_SFX(NA_SE_EV_WEB_BROKEN, 0x30, 0, 0, 0)
/* 0x2863 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0)
/* 0x2864 */ DEFINE_SFX(NA_SE_EV_BUYODOOR_OPEN, 0x30, 0, 0, 0)
/* 0x2865 */ DEFINE_SFX(NA_SE_EV_BUYODOOR_CLOSE, 0x30, 0, 0, 0)
/* 0x2866 */ DEFINE_SFX(NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0)
/* 0x2867 */ DEFINE_SFX(NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0)
/* 0x2868 */ DEFINE_SFX(NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0)
/* 0x2869 */ DEFINE_SFX(NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0)
/* 0x286A */ DEFINE_SFX(NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0)
/* 0x286B */ DEFINE_SFX(NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0)
/* 0x286C */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 0, 0, 0)
/* 0x286D */ DEFINE_SFX(NA_SE_EV_JABJAB_BREATHE, 0x30, 3, 0, SFX_FLAG_11)
/* 0x286E */ DEFINE_SFX(NA_SE_EV_SPIRIT_STONE, 0x30, 0, 0, 0)
/* 0x286F */ DEFINE_SFX(NA_SE_EV_TRIFORCE_FLASH, 0x30, 3, 0, 0)
/* 0x2870 */ DEFINE_SFX(NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0)
/* 0x2871 */ DEFINE_SFX(NA_SE_EV_NAVY_FLY, 0x30, 0, 0, 0)
/* 0x2872 */ DEFINE_SFX(NA_SE_EV_NAVY_CRASH, 0x30, 0, 0, 0)
/* 0x2873 */ DEFINE_SFX(NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0)
/* 0x2874 */ DEFINE_SFX(NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0)
/* 0x2875 */ DEFINE_SFX(NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0)
/* 0x2876 */ DEFINE_SFX(NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0)
/* 0x2877 */ DEFINE_SFX(NA_SE_EV_TREE_SWING, 0x30, 0, 0, 0)
/* 0x2878 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN_LEVEL, 0x30, 0, 0, 0)
/* 0x2879 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE2, 0x30, 2, 0, 0)
/* 0x287A */ DEFINE_SFX(NA_SE_EV_ELEVATOR_STOP, 0x30, 2, 0, 0)
/* 0x287B */ DEFINE_SFX(NA_SE_EV_TRE_BOX_APPEAR, 0x30, 2, 0, 0)
/* 0x287C */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0)
/* 0x287D */ DEFINE_SFX(NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0)
/* 0x287E */ DEFINE_SFX(NA_SE_EV_HEALING, 0x30, 0, 0, 0)
/* 0x287F */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0)
/* 0x2880 */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0)
/* 0x2881 */ DEFINE_SFX(NA_SE_EV_RED_EYE, 0x30, 0, 0, 0)
/* 0x2882 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0)
/* 0x2883 */ DEFINE_SFX(NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0)
/* 0x2884 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0)
/* 0x2885 */ DEFINE_SFX(NA_SE_EV_WINDMILL_LEVEL, 0x60, 0, 0, SFX_FLAG_9)
/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, SFX_FLAG_11)
/* 0x2887 */ DEFINE_SFX(NA_SE_EV_POT_BROKEN, 0x30, 0, 0, 0)
/* 0x2888 */ DEFINE_SFX(NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0)
/* 0x2889 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER, 0x30, 0, 0, 0)
/* 0x288A */ DEFINE_SFX(NA_SE_EV_JUMP_OUT_WATER, 0x30, 0, 0, 0)
/* 0x288B */ DEFINE_SFX(NA_SE_EV_GOD_FLYING, 0x30, 3, 0, 0)
/* 0x288C */ DEFINE_SFX(NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0)
/* 0x288D */ DEFINE_SFX(NA_SE_EV_AURORA, 0x30, 0, 0, 0)
/* 0x288E */ DEFINE_SFX(NA_SE_EV_DEKU_DEATH, 0x30, 0, 0, 0)
/* 0x288F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0)
/* 0x2890 */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0)
/* 0x2891 */ DEFINE_SFX(NA_SE_EV_BUYOSHUTTER_OPEN, 0x30, 0, 0, SFX_FLAG_13)
/* 0x2892 */ DEFINE_SFX(NA_SE_EV_BUYOSHUTTER_CLOSE, 0x30, 0, 0, SFX_FLAG_13)
/* 0x2893 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0)
/* 0x2894 */ DEFINE_SFX(NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0)
/* 0x2895 */ DEFINE_SFX(NA_SE_EV_MEDAL_APPEAR_S, 0x30, 0, 0, 0)
/* 0x2896 */ DEFINE_SFX(NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0)
/* 0x2897 */ DEFINE_SFX(NA_SE_EV_MEDAL_APPEAR_L, 0x30, 0, 0, 0)
/* 0x2898 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0)
/* 0x2899 */ DEFINE_SFX(NA_SE_EV_SHUT_BY_CRYSTAL, 0x30, 0, 0, 0)
/* 0x289A */ DEFINE_SFX(NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0)
/* 0x289B */ DEFINE_SFX(NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0)
/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, SFX_FLAG_11)
/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, SFX_FLAG_11)
/* 0x289E */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_STOP_A, 0x30, 2, 0, 0)
/* 0x289F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_STOP_U, 0x30, 3, 0, 0)
/* 0x28A0 */ DEFINE_SFX(NA_SE_EV_OBJECT_FALL, 0x30, 0, 0, 0)
/* 0x28A1 */ DEFINE_SFX(NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0)
/* 0x28A2 */ DEFINE_SFX(NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0)
/* 0x28A3 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0)
/* 0x28A4 */ DEFINE_SFX(NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0)
/* 0x28A5 */ DEFINE_SFX(NA_SE_EV_NABALL_VANISH, 0x30, 0, 0, 0)
/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_SARIA_MELODY, 0x30, 0, 0, SFX_FLAG_15)
/* 0x28A7 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0)
/* 0x28A8 */ DEFINE_SFX(NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0)
/* 0x28A9 */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0)
/* 0x28AA */ DEFINE_SFX(NA_SE_EV_WOODBOX_BREAK, 0x30, 2, 0, 0)
/* 0x28AB */ DEFINE_SFX(NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0)
/* 0x28AC */ DEFINE_SFX(NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0)
/* 0x28AD */ DEFINE_SFX(NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0)
/* 0x28AE */ DEFINE_SFX(NA_SE_EV_DOG_CRY_EVENING, 0x30, 0, 0, 0)
/* 0x28AF */ DEFINE_SFX(NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0)
/* 0x28B0 */ DEFINE_SFX(NA_SE_EV_NALE_MAGIC, 0x30, 0, 0, 0)
/* 0x28B1 */ DEFINE_SFX(NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0)
/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0)
/* 0x28B3 */ DEFINE_SFX(NA_SE_EV_BURNING, 0x60, 3, 0, 0)
/* 0x28B4 */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 2, 0)
/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_GORON_WATER_DROP, 0x30, 0, 0, SFX_FLAG_13)
/* 0x28B6 */ DEFINE_SFX(NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0)
/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_DARUMA_VANISH, 0x30, 1, 0, 0)
/* 0x28B8 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0)
/* 0x28B9 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0)
/* 0x28BA */ DEFINE_SFX(NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0)
/* 0x28BB */ DEFINE_SFX(NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0)
/* 0x28BC */ DEFINE_SFX(NA_SE_EV_RAINBOW_SHOWER, 0x30, 0, 0, 0)
/* 0x28BD */ DEFINE_SFX(NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0)
/* 0x28BE */ DEFINE_SFX(NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0)
/* 0x28BF */ DEFINE_SFX(NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0)
/* 0x28C0 */ DEFINE_SFX(NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0)
/* 0x28C1 */ DEFINE_SFX(NA_SE_EV_TRIFORCE_MARK, 0x30, 0, 0, 0)
/* 0x28C2 */ DEFINE_SFX(NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0)
/* 0x28C3 */ DEFINE_SFX(NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0)
/* 0x28C4 */ DEFINE_SFX(NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0)
/* 0x28C5 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0)
/* 0x28C6 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0)
/* 0x28C7 */ DEFINE_SFX(NA_SE_EV_GANON_MANTLE, 0x30, 0, 0, 0)
/* 0x28C8 */ DEFINE_SFX(NA_SE_EV_DIG_UP, 0x30, 0, 0, 0)
/* 0x28C9 */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0)
/* 0x28CA */ DEFINE_SFX(NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0)
/* 0x28CB */ DEFINE_SFX(NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0)
/* 0x28CC */ DEFINE_SFX(NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0)
/* 0x28CD */ DEFINE_SFX(NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0)
/* 0x28CE */ DEFINE_SFX(NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0)
/* 0x28CF */ DEFINE_SFX(NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0)
/* 0x28D0 */ DEFINE_SFX(NA_SE_EV_FACE_EXPLOSION, 0x30, 0, 0, 0)
/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_FACE_CRUMBLE_SLOW, 0x30, 3, 2, SFX_FLAG_14)
/* 0x28D2 */ DEFINE_SFX(NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0)
/* 0x28D3 */ DEFINE_SFX(NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0)
/* 0x28D4 */ DEFINE_SFX(NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0)
/* 0x28D5 */ DEFINE_SFX(NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0)
/* 0x28D6 */ DEFINE_SFX(NA_SE_EV_KENJA_ENVIROMENT_0, 0x30, 0, 0, 0)
/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_KENJA_ENVIROMENT_1, 0x30, 0, 0, 0)
/* 0x28D8 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_BARK, 0x80, 0, 0, 0)
/* 0x28D9 */ DEFINE_SFX(NA_SE_EV_ZELDA_POWER, 0x60, 0, 0, 0)
/* 0x28DA */ DEFINE_SFX(NA_SE_EV_RAIN, 0x90, 0, 0, 0)
/* 0x28DB */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0)
/* 0x28DC */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0)
/* 0x28DD */ DEFINE_SFX(NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0)
/* 0x28DE */ DEFINE_SFX(NA_SE_EV_TOWER_PARTS_BROKEN, 0x60, 3, 3, 0)
/* 0x28DF */ DEFINE_SFX(NA_SE_EV_COW_CRY, 0x30, 0, 0, 0)
/* 0x28E0 */ DEFINE_SFX(NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0)
/* 0x28E1 */ DEFINE_SFX(NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0)
/* 0x28E2 */ DEFINE_SFX(NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0)
/* 0x28E3 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0)
/* 0x28E4 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0)
/* 0x28E5 */ DEFINE_SFX(NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0)
/* 0x28E6 */ DEFINE_SFX(NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0)
/* 0x28E7 */ DEFINE_SFX(NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0)
/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, SFX_FLAG_11)
/* 0x28E9 */ DEFINE_SFX(NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0)
/* 0x28EA */ DEFINE_SFX(NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0)
/* 0x28EB */ DEFINE_SFX(NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0)
/* 0x28EC */ DEFINE_SFX(NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0)
/* 0x28ED */ DEFINE_SFX(NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0)
/* 0x28EE */ DEFINE_SFX(NA_SE_EV_TOWER_BARRIER, 0x30, 3, 0, 0)
/* 0x28EF */ DEFINE_SFX(NA_SE_EV_CHIBI_WALK, 0x20, 0, 0, 0)
/* 0x28F0 */ DEFINE_SFX(NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0)
/* 0x28F1 */ DEFINE_SFX(NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 0, 0)
/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_ERUPTION_CLOUD, 0x30, 0, 0, 0)
/* 0x28F3 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT_LV, 0x30, 0, 0, 0)
/* 0x28F4 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0)
/* 0x28F5 */ DEFINE_SFX(NA_SE_EV_OCARINA_BMELO_0, 0x30, 0, 0, 0)
/* 0x28F6 */ DEFINE_SFX(NA_SE_EV_OCARINA_BMELO_1, 0x30, 0, 0, 0)
/* 0x28F7 */ DEFINE_SFX(NA_SE_EV_EXPLOSION_FOR_RENZOKU, 0x30, 0, 0, 0)

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/**
* Sfx Item Bank
*
* DEFINE_SFX should be used for all sfx define in the item bank from sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the item bank in sequence 0
*/
/* 0x1800 */ DEFINE_SFX(NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, SFX_FLAG_15)
/* 0x1801 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0)
/* 0x1802 */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0)
/* 0x1803 */ DEFINE_SFX(NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0)
/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x30, 0, 1, SFX_FLAG_10)
/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, SFX_FLAG_10)
/* 0x1806 */ DEFINE_SFX(NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0)
/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, SFX_FLAG_10)
/* 0x1808 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0)
/* 0x1809 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0)
/* 0x180A */ DEFINE_SFX(NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0)
/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x30, 0, 0, SFX_FLAG_10)
/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, SFX_FLAG_10)
/* 0x180D */ DEFINE_SFX(NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0)
/* 0x180E */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0)
/* 0x180F */ DEFINE_SFX(NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0)
/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, SFX_FLAG_10)
/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0)
/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0)
/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0)
/* 0x1814 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_CRE, 0x30, 0, 0, 0)
/* 0x1815 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0)
/* 0x1816 */ DEFINE_SFX(NA_SE_IT_DUMMY, 0x30, 0, 0, 0)
/* 0x1817 */ DEFINE_SFX(NA_SE_IT_DUMMY2, 0x30, 0, 0, 0)
/* 0x1818 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0)
/* 0x1819 */ DEFINE_SFX(NA_SE_IT_DUMMY3, 0x30, 0, 0, 0)
/* 0x181A */ DEFINE_SFX(NA_SE_IT_WALL_HIT_HARD, 0x40, 0, 0, 0)
/* 0x181B */ DEFINE_SFX(NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0)
/* 0x181C */ DEFINE_SFX(NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0)
/* 0x181D */ DEFINE_SFX(NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0)
/* 0x181E */ DEFINE_SFX(NA_SE_IT_LASH, 0x30, 0, 2, 0)
/* 0x181F */ DEFINE_SFX(NA_SE_IT_SHIELD_POSTURE, 0x30, 0, 1, 0)
/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, SFX_FLAG_10)
/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, SFX_FLAG_10)
/* 0x1822 */ DEFINE_SFX(NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0)
/* 0x1823 */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0)
/* 0x1824 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0)
/* 0x1825 */ DEFINE_SFX(NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0)
/* 0x1826 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0)
/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, SFX_FLAG_10)
/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, SFX_FLAG_10)
/* 0x1829 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0)
/* 0x182A */ DEFINE_SFX(NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0)
/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, SFX_FLAG_10)
/* 0x182C */ DEFINE_SFX(NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0)
/* 0x182D */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0)
/* 0x182E */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0)
/* 0x182F */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0)
/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, SFX_FLAG_10)
/* 0x1831 */ DEFINE_SFX(NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0)
/* 0x1832 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0)
/* 0x1833 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0)
/* 0x1834 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0)
/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, SFX_FLAG_10)
/* 0x1836 */ DEFINE_SFX(NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0)
/* 0x1837 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0)
/* 0x1838 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0)
/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0)
/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, SFX_FLAG_15)
/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, SFX_FLAG_15)
/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, SFX_FLAG_15)
/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, SFX_FLAG_14)
/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, SFX_FLAG_14)
/* 0x183F */ DEFINE_SFX(NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0)
/* 0x1840 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0)
/* 0x1841 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0)
/* 0x1842 */ DEFINE_SFX(NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0)
/* 0x1843 */ DEFINE_SFX(NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0)
/* 0x1844 */ DEFINE_SFX(NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0)
/* 0x1845 */ DEFINE_SFX(NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0)
/* 0x1846 */ DEFINE_SFX(NA_SE_IT_DUMMY4, 0x30, 0, 0, 0)
/* 0x1847 */ DEFINE_SFX(NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0)
/* 0x1848 */ DEFINE_SFX(NA_SE_IT_FLAME, 0x30, 0, 0, 0)
/* 0x1849 */ DEFINE_SFX(NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0)
/* 0x184A */ DEFINE_SFX(NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0)
/* 0x184B */ DEFINE_SFX(NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0)
/* 0x184C */ DEFINE_SFX(NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0)
/* 0x184D */ DEFINE_SFX(NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0)
/* 0x184E */ DEFINE_SFX(NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0)
/* 0x184F */ DEFINE_SFX(NA_SE_IT_DUMMY5, 0x30, 0, 0, 0)

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/**
* Sfx Ocarina Bank
*
* DEFINE_SFX should be used for all sfx define in the ocarina bank from sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the ocarina bank in sequence 0
*/
/* 0x5800 */ DEFINE_SFX(NA_SE_OC_OCARINA, 0x30, 0, 0, 0)
/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, SFX_FLAG_5)
/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x5803 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0)
/* 0x5804 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0)
/* 0x5805 */ DEFINE_SFX(NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0)
/* 0x5806 */ DEFINE_SFX(NA_SE_OC_REVENGE, 0x30, 0, 0, 0)
/* 0x5807 */ DEFINE_SFX(NA_SE_OC_HINT_MOVIE, 0x30, 0, 0, 0)

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/**
* Sfx Player Bank
*
* DEFINE_SFX should be used for all sfx define in the player bank from sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the player bank in sequence 0
*/
/* 0x800 */ DEFINE_SFX(NA_SE_PL_WALK_GROUND, 0x20, 0, 2, SFX_FLAG_10)
/* 0x801 */ DEFINE_SFX(NA_SE_PL_WALK_SAND, 0x20, 0, 2, SFX_FLAG_10)
/* 0x802 */ DEFINE_SFX(NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, SFX_FLAG_10)
/* 0x803 */ DEFINE_SFX(NA_SE_PL_WALK_DIRT, 0x20, 0, 2, SFX_FLAG_10)
/* 0x804 */ DEFINE_SFX(NA_SE_PL_WALK_WATER0, 0x20, 0, 1, SFX_FLAG_10)
/* 0x805 */ DEFINE_SFX(NA_SE_PL_WALK_WATER1, 0x20, 0, 1, SFX_FLAG_10)
/* 0x806 */ DEFINE_SFX(NA_SE_PL_WALK_WATER2, 0x20, 0, 1, SFX_FLAG_10)
/* 0x807 */ DEFINE_SFX(NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, SFX_FLAG_10)
/* 0x808 */ DEFINE_SFX(NA_SE_PL_WALK_GRASS, 0x20, 0, 2, SFX_FLAG_10)
/* 0x809 */ DEFINE_SFX(NA_SE_PL_WALK_IRON, 0x20, 0, 1, SFX_FLAG_10)
/* 0x80A */ DEFINE_SFX(NA_SE_PL_WALK_LADDER, 0x20, 0, 2, SFX_FLAG_10)
/* 0x80B */ DEFINE_SFX(NA_SE_PL_WALK_GLASS, 0x20, 0, 0, SFX_FLAG_10)
/* 0x80C */ DEFINE_SFX(NA_SE_PL_WALK_WALL, 0x20, 0, 0, SFX_FLAG_10)
/* 0x80D */ DEFINE_SFX(NA_SE_PL_WALK_HEAVYBOOTS, 0x20, 0, 0, SFX_FLAG_10)
/* 0x80E */ DEFINE_SFX(NA_SE_PL_DUMMY_14, 0x20, 0, 0, SFX_FLAG_10)
/* 0x80F */ DEFINE_SFX(NA_SE_PL_WALK_ICE, 0x20, 0, 0, SFX_FLAG_10)
/* 0x810 */ DEFINE_SFX(NA_SE_PL_JUMP, 0x30, 0, 0, SFX_FLAG_10)
/* 0x811 */ DEFINE_SFX(NA_SE_PL_JUMP_SAND, 0x30, 0, 0, SFX_FLAG_10)
/* 0x812 */ DEFINE_SFX(NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, SFX_FLAG_10)
/* 0x813 */ DEFINE_SFX(NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, SFX_FLAG_10)
/* 0x814 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, SFX_FLAG_10)
/* 0x815 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, SFX_FLAG_10)
/* 0x816 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, SFX_FLAG_10)
/* 0x817 */ DEFINE_SFX(NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, SFX_FLAG_10)
/* 0x818 */ DEFINE_SFX(NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, SFX_FLAG_10)
/* 0x819 */ DEFINE_SFX(NA_SE_PL_JUMP_IRON, 0x30, 0, 0, SFX_FLAG_10)
/* 0x81A */ DEFINE_SFX(NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, SFX_FLAG_10)
/* 0x81B */ DEFINE_SFX(NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, SFX_FLAG_10)
/* 0x81C */ DEFINE_SFX(NA_SE_PL_DUMMY28, 0x30, 0, 0, SFX_FLAG_10)
/* 0x81D */ DEFINE_SFX(NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, SFX_FLAG_10)
/* 0x81E */ DEFINE_SFX(NA_SE_PL_DUMMY30, 0x30, 0, 0, SFX_FLAG_10)
/* 0x81F */ DEFINE_SFX(NA_SE_PL_JUMP_ICE, 0x30, 0, 0, SFX_FLAG_10)
/* 0x820 */ DEFINE_SFX(NA_SE_PL_LAND, 0x40, 0, 1, SFX_FLAG_10)
/* 0x821 */ DEFINE_SFX(NA_SE_PL_LAND_SAND, 0x40, 0, 1, SFX_FLAG_10)
/* 0x822 */ DEFINE_SFX(NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, SFX_FLAG_10)
/* 0x823 */ DEFINE_SFX(NA_SE_PL_LAND_DIRT, 0x40, 0, 1, SFX_FLAG_10)
/* 0x824 */ DEFINE_SFX(NA_SE_PL_LAND_WATER0, 0x40, 0, 1, SFX_FLAG_10)
/* 0x825 */ DEFINE_SFX(NA_SE_PL_LAND_WATER1, 0x40, 0, 1, SFX_FLAG_10)
/* 0x826 */ DEFINE_SFX(NA_SE_PL_LAND_WATER2, 0x40, 0, 1, SFX_FLAG_10)
/* 0x827 */ DEFINE_SFX(NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, SFX_FLAG_10)
/* 0x828 */ DEFINE_SFX(NA_SE_PL_LAND_GRASS, 0x40, 0, 1, SFX_FLAG_10)
/* 0x829 */ DEFINE_SFX(NA_SE_PL_LAND_IRON, 0x40, 0, 1, SFX_FLAG_10)
/* 0x82A */ DEFINE_SFX(NA_SE_PL_LAND_LADDER, 0x40, 0, 1, SFX_FLAG_10)
/* 0x82B */ DEFINE_SFX(NA_SE_PL_LAND_GLASS, 0x40, 0, 1, SFX_FLAG_10)
/* 0x82C */ DEFINE_SFX(NA_SE_PL_DUMMY_44, 0x40, 0, 1, SFX_FLAG_10)
/* 0x82D */ DEFINE_SFX(NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, SFX_FLAG_10)
/* 0x82E */ DEFINE_SFX(NA_SE_PL_DUMMY_46, 0x40, 0, 1, SFX_FLAG_10)
/* 0x82F */ DEFINE_SFX(NA_SE_PL_LAND_ICE, 0x40, 0, 1, SFX_FLAG_10)
/* 0x830 */ DEFINE_SFX(NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0)
/* 0x831 */ DEFINE_SFX(NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0)
/* 0x832 */ DEFINE_SFX(NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0)
/* 0x833 */ DEFINE_SFX(NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0)
/* 0x834 */ DEFINE_SFX(NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, SFX_FLAG_10)
/* 0x835 */ DEFINE_SFX(NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, SFX_FLAG_10)
/* 0x836 */ DEFINE_SFX(NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, SFX_FLAG_10)
/* 0x837 */ DEFINE_SFX(NA_SE_PL_DUMMY_55, 0x30, 0, 1, 0)
/* 0x838 */ DEFINE_SFX(NA_SE_PL_DUMMY_56, 0x30, 0, 1, 0)
/* 0x839 */ DEFINE_SFX(NA_SE_PL_SWIM, 0x30, 0, 2, 0)
/* 0x83A */ DEFINE_SFX(NA_SE_PL_THROW, 0x30, 0, 0, SFX_FLAG_10)
/* 0x83B */ DEFINE_SFX(NA_SE_PL_BODY_BOUND, 0x30, 0, 0, SFX_FLAG_10)
/* 0x83C */ DEFINE_SFX(NA_SE_PL_ROLL, 0x40, 0, 0, SFX_FLAG_10)
/* 0x83D */ DEFINE_SFX(NA_SE_PL_SKIP, 0x30, 0, 0, SFX_FLAG_10)
/* 0x83E */ DEFINE_SFX(NA_SE_PL_BODY_HIT, 0x30, 2, 0, SFX_FLAG_10)
/* 0x83F */ DEFINE_SFX(NA_SE_PL_DAMAGE, 0x30, 0, 0, SFX_FLAG_10)
/* 0x840 */ DEFINE_SFX(NA_SE_PL_SLIP, 0x30, 0, 1, 0)
/* 0x841 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0)
/* 0x842 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0)
/* 0x843 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0)
/* 0x844 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0)
/* 0x845 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0)
/* 0x846 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0)
/* 0x847 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0)
/* 0x848 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0)
/* 0x849 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0)
/* 0x84A */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0)
/* 0x84B */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0)
/* 0x84C */ DEFINE_SFX(NA_SE_PL_DUMMY76, 0x30, 0, 0, 0)
/* 0x84D */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0)
/* 0x84E */ DEFINE_SFX(NA_SE_PL_DUMMY78, 0x30, 0, 0, 0)
/* 0x84F */ DEFINE_SFX(NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0)
/* 0x850 */ DEFINE_SFX(NA_SE_PL_BOUND, 0x80, 0, 0, 0)
/* 0x851 */ DEFINE_SFX(NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0)
/* 0x852 */ DEFINE_SFX(NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0)
/* 0x853 */ DEFINE_SFX(NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0)
/* 0x854 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0)
/* 0x855 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0)
/* 0x856 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0)
/* 0x857 */ DEFINE_SFX(NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0)
/* 0x858 */ DEFINE_SFX(NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0)
/* 0x859 */ DEFINE_SFX(NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0)
/* 0x85A */ DEFINE_SFX(NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0)
/* 0x85B */ DEFINE_SFX(NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0)
/* 0x85C */ DEFINE_SFX(NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0)
/* 0x85D */ DEFINE_SFX(NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0)
/* 0x85E */ DEFINE_SFX(NA_SE_PL_DUMMY_94, 0x80, 0, 0, 0)
/* 0x85F */ DEFINE_SFX(NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0)
/* 0x860 */ DEFINE_SFX(NA_SE_PL_DUMMY_96, 0x30, 0, 0, 0)
/* 0x861 */ DEFINE_SFX(NA_SE_PL_DUMMY_97, 0x30, 0, 0, 0)
/* 0x862 */ DEFINE_SFX(NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0)
/* 0x863 */ DEFINE_SFX(NA_SE_PL_FACE_UP, 0x30, 0, 0, 0)
/* 0x864 */ DEFINE_SFX(NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0)
/* 0x865 */ DEFINE_SFX(NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0)
/* 0x866 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, SFX_FLAG_10)
/* 0x867 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, SFX_FLAG_10)
/* 0x868 */ DEFINE_SFX(NA_SE_PL_SPARK, 0x30, 0, 0, 0)
/* 0x869 */ DEFINE_SFX(NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0)
/* 0x86A */ DEFINE_SFX(NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0)
/* 0x86B */ DEFINE_SFX(NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0)
/* 0x86C */ DEFINE_SFX(NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0)
/* 0x86D */ DEFINE_SFX(NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0)
/* 0x86E */ DEFINE_SFX(NA_SE_PL_FREEZE, 0x30, 0, 0, 0)
/* 0x86F */ DEFINE_SFX(NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0)
/* 0x870 */ DEFINE_SFX(NA_SE_PL_KNOCK, 0x30, 0, 0, 0)
/* 0x871 */ DEFINE_SFX(NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0)
/* 0x872 */ DEFINE_SFX(NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0)
/* 0x873 */ DEFINE_SFX(NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0)
/* 0x874 */ DEFINE_SFX(NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0)
/* 0x875 */ DEFINE_SFX(NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0)
/* 0x876 */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0)
/* 0x877 */ DEFINE_SFX(NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0)
/* 0x878 */ DEFINE_SFX(NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0)
/* 0x879 */ DEFINE_SFX(NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0)
/* 0x87A */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0)
/* 0x87B */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, SFX_FLAG_13)
/* 0x87C */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, SFX_FLAG_11 | SFX_FLAG_10)
/* 0x87D */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, SFX_FLAG_10)
/* 0x87E */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, SFX_FLAG_10)
/* 0x87F */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, SFX_FLAG_10)
/* 0x880 */ DEFINE_SFX(NA_SE_PL_DUMMY_128, 0x20, 0, 2, 0)
/* 0x881 */ DEFINE_SFX(NA_SE_PL_DUMMY_129, 0x20, 0, 2, 0)
/* 0x882 */ DEFINE_SFX(NA_SE_PL_DUMMY_130, 0x20, 0, 2, 0)
/* 0x883 */ DEFINE_SFX(NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0)
/* 0x884 */ DEFINE_SFX(NA_SE_PL_DUMMY_132, 0x20, 0, 1, 0)
/* 0x885 */ DEFINE_SFX(NA_SE_PL_DUMMY_133, 0x20, 0, 1, 0)
/* 0x886 */ DEFINE_SFX(NA_SE_PL_DUMMY_134, 0x20, 0, 1, 0)
/* 0x887 */ DEFINE_SFX(NA_SE_PL_DUMMY_135, 0x20, 0, 1, 0)
/* 0x888 */ DEFINE_SFX(NA_SE_PL_DUMMY_136, 0x20, 0, 2, 0)
/* 0x889 */ DEFINE_SFX(NA_SE_PL_DUMMY_137, 0x20, 0, 2, 0)
/* 0x88A */ DEFINE_SFX(NA_SE_PL_DUMMY_138, 0x20, 0, 2, 0)
/* 0x88B */ DEFINE_SFX(NA_SE_PL_DUMMY_139, 0x20, 0, 0, 0)
/* 0x88C */ DEFINE_SFX(NA_SE_PL_DUMMY_140, 0x20, 0, 0, 0)
/* 0x88D */ DEFINE_SFX(NA_SE_PL_DUMMY_141, 0x20, 0, 0, 0)
/* 0x88E */ DEFINE_SFX(NA_SE_PL_DUMMY_142, 0x20, 0, 0, 0)
/* 0x88F */ DEFINE_SFX(NA_SE_PL_DUMMY_143, 0x20, 0, 0, 0)
/* 0x890 */ DEFINE_SFX(NA_SE_PL_DUMMY_144, 0x30, 0, 0, 0)
/* 0x891 */ DEFINE_SFX(NA_SE_PL_DUMMY_145, 0x30, 0, 0, 0)
/* 0x892 */ DEFINE_SFX(NA_SE_PL_DUMMY_146, 0x30, 0, 0, 0)
/* 0x893 */ DEFINE_SFX(NA_SE_PL_DUMMY_147, 0x30, 0, 0, 0)
/* 0x894 */ DEFINE_SFX(NA_SE_PL_DUMMY_148, 0x30, 0, 0, 0)
/* 0x895 */ DEFINE_SFX(NA_SE_PL_DUMMY_149, 0x30, 0, 0, 0)
/* 0x896 */ DEFINE_SFX(NA_SE_PL_DUMMY_150, 0x30, 0, 0, 0)
/* 0x897 */ DEFINE_SFX(NA_SE_PL_DUMMY_151, 0x30, 0, 0, 0)
/* 0x898 */ DEFINE_SFX(NA_SE_PL_DUMMY_152, 0x30, 0, 0, 0)
/* 0x899 */ DEFINE_SFX(NA_SE_PL_DUMMY_153, 0x30, 0, 0, 0)
/* 0x89A */ DEFINE_SFX(NA_SE_PL_DUMMY_154, 0x30, 0, 0, 0)
/* 0x89B */ DEFINE_SFX(NA_SE_PL_DUMMY_155, 0x30, 0, 0, 0)
/* 0x89C */ DEFINE_SFX(NA_SE_PL_DUMMY_156, 0x30, 0, 0, 0)
/* 0x89D */ DEFINE_SFX(NA_SE_PL_DUMMY_157, 0x30, 0, 0, 0)
/* 0x89E */ DEFINE_SFX(NA_SE_PL_DUMMY_158, 0x30, 0, 0, 0)
/* 0x89F */ DEFINE_SFX(NA_SE_PL_DUMMY_159, 0x30, 0, 0, 0)
/* 0x8A0 */ DEFINE_SFX(NA_SE_PL_DUMMY_160, 0x40, 0, 0, 0)
/* 0x8A1 */ DEFINE_SFX(NA_SE_PL_DUMMY_161, 0x40, 0, 0, 0)
/* 0x8A2 */ DEFINE_SFX(NA_SE_PL_DUMMY_162, 0x40, 0, 0, 0)
/* 0x8A3 */ DEFINE_SFX(NA_SE_PL_DUMMY_163, 0x40, 0, 0, 0)
/* 0x8A4 */ DEFINE_SFX(NA_SE_PL_DUMMY_164, 0x40, 0, 0, 0)
/* 0x8A5 */ DEFINE_SFX(NA_SE_PL_DUMMY_165, 0x40, 0, 0, 0)
/* 0x8A6 */ DEFINE_SFX(NA_SE_PL_DUMMY_166, 0x40, 0, 0, 0)
/* 0x8A7 */ DEFINE_SFX(NA_SE_PL_DUMMY_167, 0x40, 0, 0, 0)
/* 0x8A8 */ DEFINE_SFX(NA_SE_PL_DUMMY_168, 0x40, 0, 0, 0)
/* 0x8A9 */ DEFINE_SFX(NA_SE_PL_DUMMY_169, 0x40, 0, 0, 0)
/* 0x8AA */ DEFINE_SFX(NA_SE_PL_DUMMY_170, 0x40, 0, 0, 0)
/* 0x8AB */ DEFINE_SFX(NA_SE_PL_DUMMY_171, 0x40, 0, 0, 0)
/* 0x8AC */ DEFINE_SFX(NA_SE_PL_DUMMY_172, 0x40, 0, 0, 0)
/* 0x8AD */ DEFINE_SFX(NA_SE_PL_DUMMY_173, 0x40, 0, 0, 0)
/* 0x8AE */ DEFINE_SFX(NA_SE_PL_DUMMY_174, 0x40, 0, 0, 0)
/* 0x8AF */ DEFINE_SFX(NA_SE_PL_DUMMY_175, 0x40, 0, 0, 0)
/* 0x8B0 */ DEFINE_SFX(NA_SE_PL_CRAWL, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B1 */ DEFINE_SFX(NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B2 */ DEFINE_SFX(NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B3 */ DEFINE_SFX(NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B4 */ DEFINE_SFX(NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B5 */ DEFINE_SFX(NA_SE_PL_DUMMY_181, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B6 */ DEFINE_SFX(NA_SE_PL_DUMMY_182, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B7 */ DEFINE_SFX(NA_SE_PL_DUMMY_183, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B8 */ DEFINE_SFX(NA_SE_PL_DUMMY_184, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8B9 */ DEFINE_SFX(NA_SE_PL_DUMMY_185, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8BA */ DEFINE_SFX(NA_SE_PL_DUMMY_186, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8BB */ DEFINE_SFX(NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8BC */ DEFINE_SFX(NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8BD */ DEFINE_SFX(NA_SE_PL_DUMMY_189, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8BE */ DEFINE_SFX(NA_SE_PL_DUMMY_190, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8BF */ DEFINE_SFX(NA_SE_PL_DUMMY_191, 0x30, 0, 1, SFX_FLAG_10)
/* 0x8C0 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, SFX_FLAG_11 | SFX_FLAG_10)
/* 0x8C1 */ DEFINE_SFX(NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0)
/* 0x8C2 */ DEFINE_SFX(NA_SE_PL_DUMMY_192, 0x30, 0, 0, 0)
/* 0x8C3 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0)
/* 0x8C4 */ DEFINE_SFX(NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0)
/* 0x8C5 */ DEFINE_SFX(NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0)
/* 0x8C6 */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0)
/* 0x8C7 */ DEFINE_SFX(NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0)
/* 0x8C8 */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0)
/* 0x8C9 */ DEFINE_SFX(NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0)
/* 0x8CA */ DEFINE_SFX(NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0)
/* 0x8CB */ DEFINE_SFX(NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, SFX_FLAG_11)
/* 0x8CC */ DEFINE_SFX(NA_SE_PL_DUMMY_204, 0x30, 0, 0, 0)
/* 0x8CD */ DEFINE_SFX(NA_SE_PL_DUMMY_205, 0x30, 0, 0, 0)
/* 0x8CE */ DEFINE_SFX(NA_SE_PL_DUMMY_206, 0x30, 0, 0, 0)
/* 0x8CF */ DEFINE_SFX(NA_SE_PL_DUMMY_207, 0x30, 0, 0, 0)
/* 0x8D0 */ DEFINE_SFX(NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0)
/* 0x8D1 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0)
/* 0x8D2 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0)
/* 0x8D3 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0)
/* 0x8D4 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0)
/* 0x8D5 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0)
/* 0x8D6 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0)
/* 0x8D7 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0)
/* 0x8D8 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0)
/* 0x8D9 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0)
/* 0x8DA */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0)
/* 0x8DB */ DEFINE_SFX(NA_SE_PL_SLIP_WOOD_LEVEL, 0x30, 0, 0, 0)
/* 0x8DC */ DEFINE_SFX(NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0)
/* 0x8DD */ DEFINE_SFX(NA_SE_PL_DUMMY_221, 0x30, 0, 0, 0)
/* 0x8DE */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0)
/* 0x8DF */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0)

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/**
* Sfx System Bank
*
* DEFINE_SFX should be used for all sfx define in the system bank from sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the system bank in sequence 0
*/
/* 0x4800 */ DEFINE_SFX(NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0)
/* 0x4801 */ DEFINE_SFX(NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0)
/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, SFX_FLAG_5)
/* 0x4803 */ DEFINE_SFX(NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0)
/* 0x4804 */ DEFINE_SFX(NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0)
/* 0x4805 */ DEFINE_SFX(NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0)
/* 0x4806 */ DEFINE_SFX(NA_SE_SY_ERROR, 0x50, 0, 0, 0)
/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, SFX_FLAG_5)
/* 0x4808 */ DEFINE_SFX(NA_SE_SY_DECIDE, 0x30, 0, 0, 0)
/* 0x4809 */ DEFINE_SFX(NA_SE_SY_CURSOR, 0x30, 0, 0, 0)
/* 0x480A */ DEFINE_SFX(NA_SE_SY_CANCEL, 0x30, 0, 0, 0)
/* 0x480B */ DEFINE_SFX(NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0)
/* 0x480C */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0)
/* 0x480D */ DEFINE_SFX(NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0)
/* 0x480E */ DEFINE_SFX(NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0)
/* 0x480F */ DEFINE_SFX(NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0)
/* 0x4810 */ DEFINE_SFX(NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0)
/* 0x4811 */ DEFINE_SFX(NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0)
/* 0x4812 */ DEFINE_SFX(NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0)
/* 0x4813 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0)
/* 0x4814 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0)
/* 0x4815 */ DEFINE_SFX(NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0)
/* 0x4816 */ DEFINE_SFX(NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0)
/* 0x4817 */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0)
/* 0x4818 */ DEFINE_SFX(NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0)
/* 0x4819 */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0)
/* 0x481A */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0)
/* 0x481B */ DEFINE_SFX(NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0)
/* 0x481C */ DEFINE_SFX(NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0)
/* 0x481D */ DEFINE_SFX(NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0)
/* 0x481E */ DEFINE_SFX(NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0)
/* 0x481F */ DEFINE_SFX(NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0)
/* 0x4820 */ DEFINE_SFX(NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0)
/* 0x4821 */ DEFINE_SFX(NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0)
/* 0x4822 */ DEFINE_SFX(NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0)
/* 0x4823 */ DEFINE_SFX(NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0)
/* 0x4824 */ DEFINE_SFX(NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0)
/* 0x4825 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0)
/* 0x4826 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0)
/* 0x4827 */ DEFINE_SFX(NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0)
/* 0x4828 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0)
/* 0x4829 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0)
/* 0x482A */ DEFINE_SFX(NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0)
/* 0x482B */ DEFINE_SFX(NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0)
/* 0x482C */ DEFINE_SFX(NA_SE_SY_FOUND, 0x60, 0, 0, 0)
/* 0x482D */ DEFINE_SFX(NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0)
/* 0x482E */ DEFINE_SFX(NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0)
/* 0x482F */ DEFINE_SFX(NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0)
/* 0x4830 */ DEFINE_SFX(NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0)
/* 0x4831 */ DEFINE_SFX(NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0)
/* 0x4832 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_L, 0x30, 0, 0, 0)
/* 0x4833 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0)
/* 0x4834 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0)
/* 0x4835 */ DEFINE_SFX(NA_SE_SY_START_SHOT, 0x30, 0, 0, 0)
/* 0x4836 */ DEFINE_SFX(NA_SE_SY_METRONOME, 0x30, 0, 0, 0)
/* 0x4837 */ DEFINE_SFX(NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0)
/* 0x4838 */ DEFINE_SFX(NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0)
/* 0x4839 */ DEFINE_SFX(NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0)
/* 0x483A */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0)
/* 0x483B */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0)
/* 0x483C */ DEFINE_SFX(NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0)
/* 0x483D */ DEFINE_SFX(NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0)
/* 0x483E */ DEFINE_SFX(NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0)
/* 0x483F */ DEFINE_SFX(NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0)
/* 0x4840 */ DEFINE_SFX(NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0)
/* 0x4841 */ DEFINE_SFX(NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0)
/* 0x4842 */ DEFINE_SFX(NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0)
/* 0x4843 */ DEFINE_SFX(NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0)
/* 0x4844 */ DEFINE_SFX(NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0)
/* 0x4845 */ DEFINE_SFX(NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0)
/* 0x4846 */ DEFINE_SFX(NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0)
/* 0x4847 */ DEFINE_SFX(NA_SE_SY_DUMMY_71, 0x30, 0, 0, 0)

View File

@@ -0,0 +1,140 @@
/**
* Sfx Voice Bank
*
* DEFINE_SFX should be used for all sfx define in the voice bank from sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 2-bit number ranging from 0-3)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the voice bank in sequence 0
*/
/* 0x6800 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6801 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6802 */ DEFINE_SFX(NA_SE_VO_LI_LASH, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6803 */ DEFINE_SFX(NA_SE_VO_LI_HANG, 0x20, 2, 0, SFX_FLAG_10)
/* 0x6804 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6805 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6806 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6807 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6808 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6809 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, SFX_FLAG_10)
/* 0x680A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, SFX_FLAG_10)
/* 0x680B */ DEFINE_SFX(NA_SE_VO_LI_DOWN, 0x30, 2, 0, SFX_FLAG_10)
/* 0x680C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, SFX_FLAG_10)
/* 0x680D */ DEFINE_SFX(NA_SE_VO_LI_HELD, 0x50, 2, 0, SFX_FLAG_10)
/* 0x680E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, SFX_FLAG_10)
/* 0x680F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6810 */ DEFINE_SFX(NA_SE_VO_LI_DRINK, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6811 */ DEFINE_SFX(NA_SE_VO_LI_RELAX, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6812 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6813 */ DEFINE_SFX(NA_SE_VO_LI_GROAN, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6814 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6815 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6816 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6817 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6818 */ DEFINE_SFX(NA_SE_VO_LI_PUSH, 0x30, 2, 2, SFX_FLAG_10)
/* 0x6819 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, SFX_FLAG_10)
/* 0x681A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, SFX_FLAG_10)
/* 0x681B */ DEFINE_SFX(NA_SE_VO_LI_NULL_0x1b, 0x30, 2, 0, SFX_FLAG_10)
/* 0x681C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, SFX_FLAG_10)
/* 0x681D */ DEFINE_SFX(NA_SE_VO_BL_DOWN, 0x80, 2, 0, SFX_FLAG_10)
/* 0x681E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, SFX_FLAG_10)
/* 0x681F */ DEFINE_SFX(NA_SE_VO_LI_ELECTRIC_SHOCK_LV, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6820 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6821 */ DEFINE_SFX(NA_SE_VO_LI_ROLLING_CUT_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6822 */ DEFINE_SFX(NA_SE_VO_LI_LASH_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6823 */ DEFINE_SFX(NA_SE_VO_LI_HANG_KID, 0x20, 2, 0, SFX_FLAG_10)
/* 0x6824 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6825 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6826 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6827 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6828 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6829 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST_KID, 0x30, 2, 1, SFX_FLAG_10)
/* 0x682A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK_KID, 0x30, 2, 1, SFX_FLAG_10)
/* 0x682B */ DEFINE_SFX(NA_SE_VO_LI_DOWN_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x682C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x682D */ DEFINE_SFX(NA_SE_VO_LI_HELD_KID, 0x50, 2, 0, SFX_FLAG_10)
/* 0x682E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x682F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6830 */ DEFINE_SFX(NA_SE_VO_LI_DRINK_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6831 */ DEFINE_SFX(NA_SE_VO_LI_RELAX_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6832 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6833 */ DEFINE_SFX(NA_SE_VO_LI_GROAN_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6834 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6835 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6836 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6837 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6838 */ DEFINE_SFX(NA_SE_VO_LI_PUSH_KID, 0x30, 1, 2, SFX_FLAG_10)
/* 0x6839 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x683A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x683B */ DEFINE_SFX(NA_SE_VO_LI_NULL_0x1b_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x683C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x683D */ DEFINE_SFX(NA_SE_VO_BL_DOWN_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x683E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x683F */ DEFINE_SFX(NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID, 0x30, 2, 0, SFX_FLAG_10)
/* 0x6840 */ DEFINE_SFX(NA_SE_VO_NAVY_ENEMY, 0x60, 0, 0, SFX_FLAG_5)
/* 0x6841 */ DEFINE_SFX(NA_SE_VO_NAVY_HELLO, 0x30, 0, 0, SFX_FLAG_5)
/* 0x6842 */ DEFINE_SFX(NA_SE_VO_NAVY_HEAR, 0x30, 0, 0, SFX_FLAG_5)
/* 0x6843 */ DEFINE_SFX(NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0)
/* 0x6844 */ DEFINE_SFX(NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0)
/* 0x6845 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x45, 0x30, 0, 0, 0)
/* 0x6846 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x46, 0x30, 0, 0, 0)
/* 0x6847 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x47, 0x30, 0, 0, 0)
/* 0x6848 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x48, 0x30, 0, 0, 0)
/* 0x6849 */ DEFINE_SFX(NA_SE_VO_DUMMY_0x49, 0x30, 0, 0, 0)
/* 0x684A */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4a, 0x30, 0, 0, 0)
/* 0x684B */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4b, 0x30, 0, 0, 0)
/* 0x684C */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4c, 0x30, 0, 0, 0)
/* 0x684D */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4d, 0x30, 0, 0, 0)
/* 0x684E */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4e, 0x30, 0, 0, 0)
/* 0x684F */ DEFINE_SFX(NA_SE_VO_DUMMY_0x4f, 0x30, 0, 0, 0)
/* 0x6850 */ DEFINE_SFX(NA_SE_VO_TA_SLEEP, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6851 */ DEFINE_SFX(NA_SE_VO_TA_SURPRISE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6852 */ DEFINE_SFX(NA_SE_VO_TA_CRY_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6853 */ DEFINE_SFX(NA_SE_VO_TA_CRY_1, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6854 */ DEFINE_SFX(NA_SE_VO_IN_CRY_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6855 */ DEFINE_SFX(NA_SE_VO_IN_LOST, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6856 */ DEFINE_SFX(NA_SE_VO_IN_LASH_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6857 */ DEFINE_SFX(NA_SE_VO_IN_LASH_1, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6858 */ DEFINE_SFX(NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6859 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x685A */ DEFINE_SFX(NA_SE_VO_NB_AGONY, 0x30, 1, 1, SFX_FLAG_15)
/* 0x685B */ DEFINE_SFX(NA_SE_VO_NB_CRY_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x685C */ DEFINE_SFX(NA_SE_VO_NB_NOTICE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x685D */ DEFINE_SFX(NA_SE_VO_NA_HELLO_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x685E */ DEFINE_SFX(NA_SE_VO_NA_HELLO_1, 0x30, 1, 1, SFX_FLAG_15)
/* 0x685F */ DEFINE_SFX(NA_SE_VO_NA_HELLO_2, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6860 */ DEFINE_SFX(NA_SE_VO_RT_CRASH, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6861 */ DEFINE_SFX(NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6862 */ DEFINE_SFX(NA_SE_VO_RT_FALL, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6863 */ DEFINE_SFX(NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6864 */ DEFINE_SFX(NA_SE_VO_RT_LIFT, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6865 */ DEFINE_SFX(NA_SE_VO_RT_THROW, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6866 */ DEFINE_SFX(NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6867 */ DEFINE_SFX(NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6868 */ DEFINE_SFX(NA_SE_VO_ST_ATTACK, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6869 */ DEFINE_SFX(NA_SE_VO_Z0_HURRY, 0x30, 1, 1, SFX_FLAG_15)
/* 0x686A */ DEFINE_SFX(NA_SE_VO_Z0_MEET, 0x30, 1, 1, SFX_FLAG_15)
/* 0x686B */ DEFINE_SFX(NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, SFX_FLAG_15)
/* 0x686C */ DEFINE_SFX(NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x686D */ DEFINE_SFX(NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x686E */ DEFINE_SFX(NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x686F */ DEFINE_SFX(NA_SE_VO_Z0_THROW, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6870 */ DEFINE_SFX(NA_SE_VO_SK_CRY_0, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6871 */ DEFINE_SFX(NA_SE_VO_SK_CRY_1, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6872 */ DEFINE_SFX(NA_SE_VO_SK_CRASH, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6873 */ DEFINE_SFX(NA_SE_VO_SK_LAUGH, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6874 */ DEFINE_SFX(NA_SE_VO_SK_SHOUT, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6875 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, SFX_FLAG_15)
/* 0x6876 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, SFX_FLAG_15)
/* 0x6877 */ DEFINE_SFX(NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, SFX_FLAG_15)
/* 0x6878 */ DEFINE_SFX(NA_SE_VO_Z1_SURPRISE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x6879 */ DEFINE_SFX(NA_SE_VO_Z1_PAIN, 0x30, 1, 1, SFX_FLAG_15)
/* 0x687A */ DEFINE_SFX(NA_SE_VO_KZ_MOVE, 0x30, 1, 1, SFX_FLAG_15)
/* 0x687B */ DEFINE_SFX(NA_SE_VO_NB_LAUGH, 0x30, 1, 1, SFX_FLAG_15)
/* 0x687C */ DEFINE_SFX(NA_SE_VO_IN_LAUGH, 0x30, 1, 1, SFX_FLAG_15)
/* 0x687D */ DEFINE_SFX(NA_SE_VO_DUMMY_0x7d, 0x30, 1, 1, SFX_FLAG_15)
/* 0x687E */ DEFINE_SFX(NA_SE_VO_DUMMY_0x7e, 0x30, 1, 1, SFX_FLAG_15)
/* 0x687F */ DEFINE_SFX(NA_SE_VO_DUMMY_0x7f, 0x30, 1, 1, SFX_FLAG_15)

View File

@@ -997,97 +997,4 @@ typedef struct {
/* 0x260 */ u8 unk_260;
} unk_D_8016E750; // size = 0x264
typedef enum {
/* 0 */ BANK_PLAYER,
/* 1 */ BANK_ITEM,
/* 2 */ BANK_ENV,
/* 3 */ BANK_ENEMY,
/* 4 */ BANK_SYSTEM,
/* 5 */ BANK_OCARINA,
/* 6 */ BANK_VOICE
} SoundBankTypes;
typedef enum {
/* 0 */ SFX_STATE_EMPTY,
/* 1 */ SFX_STATE_QUEUED,
/* 2 */ SFX_STATE_READY,
/* 3 */ SFX_STATE_PLAYING_REFRESH,
/* 4 */ SFX_STATE_PLAYING_1,
/* 5 */ SFX_STATE_PLAYING_2
} SfxState;
typedef struct {
/* 0x00 */ f32* posX;
/* 0x04 */ f32* posY;
/* 0x08 */ f32* posZ;
/* 0x0C */ u8 token;
/* 0x10 */ f32* freqScale;
/* 0x14 */ f32* vol;
/* 0x18 */ s8* reverbAdd;
/* 0x1C */ f32 dist;
/* 0x20 */ u32 priority; // lower is more prioritized
/* 0x24 */ u8 sfxImportance;
/* 0x26 */ u16 sfxParams;
/* 0x28 */ u16 sfxId;
/* 0x2A */ u8 state; // uses SfxState enum
/* 0x2B */ u8 freshness;
/* 0x2C */ u8 prev;
/* 0x2D */ u8 next;
/* 0x2E */ u8 channelIdx;
/* 0x2F */ u8 unk_2F;
} SoundBankEntry; // size = 0x30
/*
* SFX IDs
*
* index 0000000111111111 observed in audio code
* & 200 0000001000000000 single bit
* & 400 0000010000000000 single bit
* & 800 0000100000000000 single bit, what we currently call SFX_FLAG
* & 600 0000011000000000 2 bits
* & A00 0000101000000000 2 bits
* & C00 0000110000000000 2 bits, observed in audio code
* & E00 0000111000000000 all 3 bits
* bank 1111000000000000 observed in audio code
*/
#define SFX_BANK_SHIFT(sfxId) (((sfxId) >> 12) & 0xFF)
#define SFX_BANK_MASK(sfxId) ((sfxId) & 0xF000)
#define SFX_INDEX(sfxId) ((sfxId) & 0x01FF)
#define SFX_BANK(sfxId) SFX_BANK_SHIFT(SFX_BANK_MASK(sfxId))
typedef struct {
u32 priority; // lower is more prioritized
u8 entryIndex;
} ActiveSound;
// SoundParams bit-packing
#define SFX_PARAM_01_SHIFT 0
#define SFX_PARAM_01_MASK (3 << SFX_PARAM_01_SHIFT)
#define SFX_FLAG_2 (1 << 2)
#define SFX_FLAG_3 (1 << 3)
#define SFX_FLAG_4 (1 << 4)
#define SFX_FLAG_5 (1 << 5)
#define SFX_PARAM_67_SHIFT 6
#define SFX_PARAM_67_MASK (3 << SFX_PARAM_67_SHIFT)
#define SFX_FLAG_9 (1 << 9)
#define SFX_FLAG_10_SHIFT 10
#define SFX_FLAG_10 (1 << SFX_FLAG_10_SHIFT)
#define SFX_FLAG_11 (1 << 11)
#define SFX_FLAG_12 (1 << 12)
#define SFX_FLAG_13 (1 << 13)
#define SFX_FLAG_14 (1 << 14)
#define SFX_FLAG_15 (1 << 15)
typedef struct {
u8 importance;
u16 params;
} SoundParams;
#endif

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