Sound names

This commit is contained in:
Arceveti
2021-10-07 14:11:52 -07:00
parent 05ca5f6c95
commit 574ffcef06
43 changed files with 208 additions and 202 deletions

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@@ -1638,7 +1638,7 @@ index 0000000..97cba2a
+ f32 sp1C;
+ UNUSED struct Object *sp18 = o->oPlatformUnkF8;
+ if (o->oTimer == 0 || o->oTimer == 22)
+ cur_obj_play_sound_2(SOUND_GENERAL_BOWSER_PLATFORM_2);
+ cur_obj_play_sound_2(SOUND_GENERAL_BOWSER_PLATFORM_FALL);
+ if (o->oTimer < 22) {
+ set_environmental_camera_shake(SHAKE_ENV_FALLING_BITS_PLAT);
+ o->oVelY = 8.0f;

View File

@@ -22,20 +22,22 @@
#define SOUNDARGS_SHIFT_BANK 28
#define SOUNDARGS_SHIFT_SOUNDID 16
#define SOUNDARGS_SHIFT_PRIORITY 8
#define SOUNDARGS_SHIFT_PRIORITY 8
/* Sound banks */
#define SOUND_BANK_ACTION 0
#define SOUND_BANK_MOVING 1
#define SOUND_BANK_VOICE 2
#define SOUND_BANK_GENERAL 3
#define SOUND_BANK_ENV 4
#define SOUND_BANK_OBJ 5
#define SOUND_BANK_AIR 6
#define SOUND_BANK_MENU 7
#define SOUND_BANK_GENERAL2 8
#define SOUND_BANK_OBJ2 9
#define SOUND_BANK_COUNT 10
enum SoundBank {
SOUND_BANK_ACTION,
SOUND_BANK_MOVING,
SOUND_BANK_VOICE,
SOUND_BANK_GENERAL,
SOUND_BANK_ENV,
SOUND_BANK_OBJ,
SOUND_BANK_AIR,
SOUND_BANK_MENU,
SOUND_BANK_GENERAL2,
SOUND_BANK_OBJ2,
SOUND_BANK_COUNT
};
#define SOUND_BANKS_ALL_BITS 0xffff
#define SOUND_BANKS_ALL ((1 << SOUND_BANK_COUNT) - 1)
@@ -56,26 +58,28 @@
(1 << SOUND_BANK_GENERAL))
/* Audio playback bitflags. */
#define SOUND_NO_VOLUME_LOSS 0x1000000 // No volume loss with distance
#define SOUND_VIBRATO 0x2000000 // Randomly alter frequency each audio frame
#define SOUND_NO_PRIORITY_LOSS 0x4000000 // Do not prioritize closer sounds
#define SOUND_CONSTANT_FREQUENCY 0x8000000 // Frequency is not affected by distance or speed. If
// not set, frequency will increase with distance.
// For sounds in SOUND_BANK_MOVING, frequency will
// further increase with speed, and volume will
// decrease at slow speeds.
#define SOUND_NO_VOLUME_LOSS (1 << 24) // 0x1000000 // No volume loss with distance
#define SOUND_VIBRATO (1 << 25) // 0x2000000 // Randomly alter frequency each audio frame
#define SOUND_NO_PRIORITY_LOSS (1 << 26) // 0x4000000 // Do not prioritize closer sounds
#define SOUND_CONSTANT_FREQUENCY (1 << 27) // 0x8000000 // Frequency is not affected by distance or speed. If
// not set, frequency will increase with distance.
// For sounds in SOUND_BANK_MOVING, frequency will
// further increase with speed, and volume will
// decrease at slow speeds.
/* Audio lower bitflags. */
#define SOUND_LOWER_BACKGROUND_MUSIC 0x10 // Lower volume of background music while playing
#define SOUND_NO_ECHO 0x20 // Disable level reverb. Not in JP
#define SOUND_DISCRETE 0x80 // Every call to play_sound restarts the sound. If not
// set, the sound is continuous and play_sound should be
// called at least every other frame to keep it playing
#define SOUND_LOWER_BACKGROUND_MUSIC (1 << 4) // 0x10 // Lower volume of background music while playing
#define SOUND_NO_ECHO (1 << 5) // 0x20 // Disable level reverb. Not in JP
#define SOUND_DISCRETE (1 << 7) // 0x80 // Every call to play_sound restarts the sound. If not
// set, the sound is continuous and play_sound should be
// called at least every other frame to keep it playing
/* Audio Status */
#define SOUND_STATUS_STOPPED 0
#define SOUND_STATUS_WAITING 1
#define SOUND_STATUS_PLAYING 2
enum AudioStatus {
SOUND_STATUS_STOPPED,
SOUND_STATUS_WAITING,
SOUND_STATUS_PLAYING
};
/**
* Terrain types. mario_get_terrain_sound_addend computes a
@@ -83,14 +87,16 @@
* level and the floor type that Mario is standing on. That value is then added
* to the sound ID for the TERRAIN_* sounds.
*/
#define SOUND_TERRAIN_DEFAULT 0 // e.g. air
#define SOUND_TERRAIN_GRASS 1
#define SOUND_TERRAIN_WATER 2
#define SOUND_TERRAIN_STONE 3
#define SOUND_TERRAIN_SPOOKY 4 // squeaky floor
#define SOUND_TERRAIN_SNOW 5
#define SOUND_TERRAIN_ICE 6
#define SOUND_TERRAIN_SAND 7
enum SoundTerrain {
SOUND_TERRAIN_DEFAULT, // e.g. air
SOUND_TERRAIN_GRASS,
SOUND_TERRAIN_WATER,
SOUND_TERRAIN_STONE,
SOUND_TERRAIN_SPOOKY, // squeaky floor
SOUND_TERRAIN_SNOW,
SOUND_TERRAIN_ICE,
SOUND_TERRAIN_SAND
};
// silence
#define NO_SOUND 0
@@ -121,11 +127,11 @@
#define SOUND_ACTION_HANGING_STEP /* 0x042DA080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2D, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_QUICKSAND_STEP /* 0x042E0080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_METAL_STEP_TIPTOE /* 0x042F9080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2F, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_UNKNOWN430 /* 0x0430C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x30, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_UNKNOWN431 /* 0x04316080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x31, 0x60, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_UNKNOWN432 /* 0x04328080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x32, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_WATER_PLUNGE /* 0x0430C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x30, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_SWIM_SURFACE /* 0x04316080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x31, 0x60, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_WATER_JUMP /* 0x04328080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x32, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_SWIM /* 0x04338080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x33, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_UNKNOWN434 /* 0x04348080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_FLUTTER_KICK /* 0x04348080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_THROW /* 0x04358080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x35, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_KEY_SWISH /* 0x04368080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_SPIN /* 0x04378080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
@@ -133,8 +139,8 @@
#define SOUND_ACTION_CLIMB_UP_TREE /* 0x043A8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3A, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_CLIMB_DOWN_TREE /* 0x003B0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3B, 0x00, 0) // unverified, unused
#define SOUND_ACTION_UNK3C /* 0x003C0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3C, 0x00, 0) // unverified, unused
#define SOUND_ACTION_UNKNOWN43D /* 0x043D8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_UNKNOWN43E /* 0x043E8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_TAKE_OFF_CAP /* 0x043D8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_PUT_ON_CAP /* 0x043E8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_PAT_BACK /* 0x043F8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_BRUSH_HAIR /* 0x04408080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x40, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_CLIMB_UP_POLE /* 0x04418080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x41, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
@@ -154,11 +160,11 @@
#define SOUND_ACTION_UNK55 /* 0x00550000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x55, 0x00, 0) // unverified, unused
#define SOUND_ACTION_FLYING_FAST /* 0x04568080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x56, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // "swoop"?, unverified
#define SOUND_ACTION_TELEPORT /* 0x0457C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x57, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_UNKNOWN458 /* 0x0458A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x58, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_SNUFFIT_BULLET_HIT_METAL /* 0x0458A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x58, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_BOUNCE_OFF_OBJECT /* 0x0459B080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x59, 0xB0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_SIDE_FLIP_UNK /* 0x045A8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5A, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_READ_SIGN /* 0x045BFF80 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5B, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_ACTION_UNKNOWN45C /* 0x045C8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_KEY_UNKNOWN45C /* 0x045C8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_UNK5D /* 0x005D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5D, 0x00, 0) // unverified, unused
#define SOUND_ACTION_INTRO_UNK45E /* 0x045E8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_ACTION_INTRO_UNK45F /* 0x045F8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
@@ -200,9 +206,9 @@
#define SOUND_MARIO_SNORING2 /* 0x240F8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_MARIO_WAAAOOOW /* 0x2410C080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_HAHA /* 0x24118080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_HAHA_2 /* 0x2411F080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_UH2 /* 0x2413D080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_UH2_2 /* 0x24138080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_HAHA_WATER /* 0x2411F080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_UH_LEDGE_CLIMB_FAST /* 0x2413D080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_UH_LONG_JUMP_LAND /* 0x24138080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_ON_FIRE /* 0x2414A080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_DYING /* 0x2415FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_MARIO_PANTING_COLD /* 0x24168080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
@@ -256,7 +262,7 @@
#define SOUND_GENERAL_CLOSE_IRON_DOOR /* 0x3007C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x07, 0xC0, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BUBBLES /* 0x30080000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x08, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_MOVING_WATER /* 0x30090080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x09, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SWISH_WATER /* 0x300A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0A, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_WING_FLAP /* 0x300A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0A, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_QUIET_BUBBLE /* 0x300B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0B, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_VOLCANO_EXPLOSION /* 0x300C8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0C, 0x80, SOUND_DISCRETE)
#define SOUND_GENERAL_QUIET_BUBBLE2 /* 0x300D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0D, 0x00, SOUND_DISCRETE) // unverified
@@ -275,48 +281,48 @@
#define SOUND_GENERAL_SHORT_POUND5 /* 0x301E0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1E, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_SHORT_POUND6 /* 0x301F0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1F, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_OPEN_CHEST /* 0x31208080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x20, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
#define SOUND_GENERAL_CLAM_SHELL1 /* 0x31228080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x22, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOX_LANDING /* 0x30240080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x24, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOX_LANDING_2 /* 0x32240080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x24, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN1 /* 0x30250080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x25, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN1_2 /* 0x32250080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x25, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CLAM_SHELL2 /* 0x30264080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x26, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CLAM_SHELL3 /* 0x30274080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x27, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_OPEN_CHEST_WATER /* 0x31228080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x22, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOX_LANDING_UNUSED /* 0x30240080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x24, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SMALL_BOX_LANDING /* 0x32240080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x24, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN1 /* 0x30250080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x25, 0x00, SOUND_DISCRETE) // unverified, unused
#define SOUND_GENERAL_ROLLING_LOG /* 0x32250080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x25, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CLAM_SHELL_OPEN /* 0x30264080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x26, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CLAM_SHELL_CLOSE /* 0x30274080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x27, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_PAINTING_EJECT /* 0x39280080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x28, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
#define SOUND_GENERAL_LEVEL_SELECT_CHANGE /* 0x302B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2B, 0x00, SOUND_DISCRETE)
#define SOUND_GENERAL_PLATFORM /* 0x302D8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2D, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_DONUT_PLATFORM_EXPLOSION /* 0x302E2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2E, 0x20, SOUND_DISCRETE)
#define SOUND_GENERAL_BOWSER_BOMB_EXPLOSION /* 0x312F0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2F, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
#define SOUND_GENERAL_COIN_SPURT /* 0x30300080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_COIN_SPURT_2 /* 0x38300080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x00, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_COIN_SPURT_EU /* 0x38302080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x20, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_COIN_SPURT_JP /* 0x30300080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_COIN_SPURT_US /* 0x38300080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x00, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_COIN_SPURT_EU_SH /* 0x38302080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x20, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_EXPLOSION6 /* 0x30310000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x31, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_UNK32 /* 0x30320000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x32, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_BOAT_TILT1 /* 0x30344080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x34, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOAT_TILT2 /* 0x30354080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x35, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_DRAWBRIDGE_LOWER /* 0x30344080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x34, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_DRAWBRIDGE_RAISE /* 0x30354080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x35, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_COIN_DROP /* 0x30364080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x36, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN3_LOWPRIO /* 0x30370080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN3 /* 0x30378080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN3_2 /* 0x38378080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x80, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOWSER_KEY_LAND_LOWPRIO /* 0x30370080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOWSER_KEY_LAND /* 0x30378080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOWSER_KEY_LAND_2 /* 0x38378080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x80, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_PENDULUM_SWING /* 0x30380080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x38, 0x00, SOUND_DISCRETE)
#define SOUND_GENERAL_CHAIN_CHOMP1 /* 0x30390080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x39, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CHAIN_CHOMP2 /* 0x303A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3A, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_DOOR_TURN_KEY /* 0x303B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3B, 0x00, SOUND_DISCRETE)
#define SOUND_GENERAL_MOVING_IN_SAND /* 0x303C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3C, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN4_LOWPRIO /* 0x303D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3D, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNKNOWN4 /* 0x303D8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3D, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_ELEVATOR_WOBBLE_LOWPRIO /* 0x303D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3D, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_KICKABLE_BOARD_FALL /* 0x303D8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3D, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_MOVING_PLATFORM_SWITCH /* 0x303E0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3E, 0x00, SOUND_DISCRETE)
#define SOUND_GENERAL_CAGE_OPEN /* 0x303FA080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3F, 0xA0, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_QUIET_POUND1_LOWPRIO /* 0x30400080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x40, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_QUIET_POUND1 /* 0x30404080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x40, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BREAK_BOX /* 0x3041C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x41, 0xC0, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_DOOR_INSERT_KEY /* 0x30420080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x42, 0x00, SOUND_DISCRETE)
#define SOUND_GENERAL_QUIET_POUND2 /* 0x30430080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x43, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_VOLCANO_TRAP_FALL /* 0x30430080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x43, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BIG_POUND /* 0x30440080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x44, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNK45 /* 0x30450080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x45, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNK46_LOWPRIO /* 0x30460080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x46, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_UNK46 /* 0x30468080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x46, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_VOLCANO_TRAP_RISE /* 0x30450080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x45, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_TOX_BOX_MOVE_LOWPRIO /* 0x30460080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x46, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_TOX_BOX_MOVE /* 0x30468080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x46, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CANNON_UP /* 0x30478080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x47, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_GRINDEL_ROLL /* 0x30480080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x48, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_EXPLOSION7 /* 0x30490000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x49, 0x00, 0) // unverified, unused
@@ -333,28 +339,28 @@
#define SOUND_GENERAL_BUTTON_PRESS_2 /* 0x315A4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5A, 0x40, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_ELEVATOR_MOVE /* 0x305B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5B, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_ELEVATOR_MOVE_2 /* 0x315B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5B, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SWISH_AIR /* 0x305C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5C, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SWISH_AIR_2 /* 0x315C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5C, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_HAUNTED_CHAIR /* 0x305D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5D, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SOFT_LANDING /* 0x305E0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5E, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_HAUNTED_CHAIR_MOVE /* 0x305F0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5F, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOWSER_PLATFORM /* 0x30628080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x62, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOWSER_PLATFORM_2 /* 0x31628080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x62, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SWISH_AIR_UNUSED /* 0x305C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5C, 0x00, SOUND_DISCRETE) // unverified, unused
#define SOUND_GENERAL_HAUNTED_CHAIR_SWISH_AIR /* 0x315C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5C, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_HAUNTED_CHAIR_SPIN /* 0x305D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5D, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOO_CAGE_SOFT_LANDING /* 0x305E0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5E, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_HAUNTED_CHAIR_FALL /* 0x305F0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5F, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOWSER_PLATFORM_UNUSED /* 0x30628080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x62, 0x80, SOUND_DISCRETE) // unverified, unused
#define SOUND_GENERAL_BOWSER_PLATFORM_FALL /* 0x31628080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x62, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_HEART_SPIN /* 0x3064C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x64, 0xC0, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_POUND_WOOD_POST /* 0x3065C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x65, 0xC0, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_WATER_LEVEL_TRIG /* 0x30668080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x66, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SWITCH_DOOR_OPEN /* 0x3067A080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x67, 0xA0, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_RED_COIN /* 0x30689080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x68, 0x90, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BIRDS_FLY_AWAY /* 0x30690080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x69, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_METAL_POUND /* 0x306B8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6B, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOING1 /* 0x306C4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6C, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOING2_LOWPRIO /* 0x306D2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6D, 0x20, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOING2 /* 0x306D4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6D, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_ELEVATOR_LAND /* 0x306B8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6B, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CRAZY_BOX_BOING_SLOW /* 0x306C4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6C, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_MONEYBAG_BOING_LOWPRIO /* 0x306D2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6D, 0x20, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_CRAZY_BOX_BOING_FAST /* 0x306D4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6D, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_YOSHI_WALK /* 0x306E2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6E, 0x20, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_ENEMY_ALERT1 /* 0x306F3080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6F, 0x30, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_YOSHI_TALK /* 0x30703080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x70, 0x30, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_SPLATTERING /* 0x30713080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x71, 0x30, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOING3 /* 0x30720000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x72, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_BOING3_UNUSED /* 0x30720000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x72, 0x00, 0) // unverified, unused
#define SOUND_GENERAL_GRAND_STAR /* 0x30730080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x73, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_GRAND_STAR_JUMP /* 0x30740080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x74, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_GENERAL_BOAT_ROCK /* 0x30750080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x75, 0x00, SOUND_DISCRETE) // unverified
@@ -371,11 +377,11 @@
#define SOUND_ENV_UNK07 /* 0x40070000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x07, 0x00, 0) // unverified, unused
#define SOUND_ENV_ELEVATOR2 /* 0x40080000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x08, 0x00, 0) // unverified
#define SOUND_ENV_WATER /* 0x40090000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x09, 0x00, 0) // unverified
#define SOUND_ENV_UNKNOWN2 /* 0x400A0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0A, 0x00, 0) // unverified
#define SOUND_ENV_BOWLING_BALL_ROLL /* 0x400A0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0A, 0x00, 0) // unverified
#define SOUND_ENV_BOAT_ROCKING1 /* 0x400B0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0B, 0x00, 0) // unverified
#define SOUND_ENV_ELEVATOR3 /* 0x400C0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0C, 0x00, 0) // unverified
#define SOUND_ENV_ELEVATOR4 /* 0x400D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0D, 0x00, 0) // unverified
#define SOUND_ENV_ELEVATOR4_2 /* 0x410D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0D, 0x00, SOUND_NO_VOLUME_LOSS) // unverified
#define SOUND_ENV_HAUNTED_BOOKSHELF_RECEDE /* 0x410D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0D, 0x00, SOUND_NO_VOLUME_LOSS) // unverified
#define SOUND_ENV_MOVINGSAND /* 0x400E0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0E, 0x00, 0) // unverified
#define SOUND_ENV_MERRY_GO_ROUND_CREAKING /* 0x400F4000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0F, 0x40, 0) // unverified
#define SOUND_ENV_WIND2 /* 0x40108000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x10, 0x80, 0) // unverified
@@ -400,23 +406,23 @@
#define SOUND_OBJ_BOO_BOUNCE_TOP /* 0x500A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0A, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_BOO_LAUGH_SHORT /* 0x500B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0B, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_THWOMP /* 0x500CA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0C, 0xA0, SOUND_DISCRETE)
#define SOUND_OBJ_CANNON1 /* 0x500DF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0D, 0xF0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_CANNON2 /* 0x500EF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0E, 0xF0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_CANNON3 /* 0x500FF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0F, 0xF0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_CANNON_RISE /* 0x500DF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0D, 0xF0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_CANNON_TURN /* 0x500EF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0E, 0xF0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_CANNON_BARREL_PITCH /* 0x500FF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0F, 0xF0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_JUMP_WALK_WATER /* 0x50120000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x12, 0x00, 0) // unverified, unused
#define SOUND_OBJ_UNKNOWN2 /* 0x50130080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x13, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BOMP_SLIDE /* 0x50130080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x13, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_MRI_DEATH /* 0x50140080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x14, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_POUNDING1 /* 0x50155080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x15, 0x50, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_POUNDING1_HIGHPRIO /* 0x50158080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x15, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_KING_BOBOMB_POUNDING1_HIGHPRIO /* 0x50158080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x15, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_WHOMP_LOWPRIO /* 0x50166080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x16, 0x60, SOUND_DISCRETE)
#define SOUND_OBJ_KING_BOBOMB /* 0x50168080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x16, 0x80, SOUND_DISCRETE)
#define SOUND_OBJ_BULLY_METAL /* 0x50178080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x17, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BULLY_EXPLODE /* 0x5018A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x18, 0xA0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BULLY_EXPLODE_2 /* 0x5118A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x18, 0xA0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BULLY_EXPLODE_UNUSED /* 0x5018A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x18, 0xA0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BULLY_EXPLODE_LAVA /* 0x5118A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x18, 0xA0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
#define SOUND_OBJ_POUNDING_CANNON /* 0x501A5080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1A, 0x50, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BULLY_WALK /* 0x501B3080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1B, 0x30, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BULLY_WALK_SMALL /* 0x501B3080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1B, 0x30, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_GRAB_MARIO /* 0x501D8080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1D, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_UNKNOWN4 /* 0x501EA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1E, 0xA0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_RELEASE_MARIO /* 0x501EA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1E, 0xA0, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_BABY_PENGUIN_DIVE /* 0x501F4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1F, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ_GOOMBA_WALK /* 0x50200080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x20, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_UKIKI_CHATTER_LONG /* 0x50210080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x21, 0x00, SOUND_DISCRETE)
@@ -424,7 +430,7 @@
#define SOUND_OBJ_EVIL_LAKITU_THROW /* 0x50222080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x22, 0x20, SOUND_DISCRETE)
#define SOUND_OBJ_UNK23 /* 0x50230000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x23, 0x00, 0) // unverified, unused
#define SOUND_OBJ_DYING_ENEMY1 /* 0x50244080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x24, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ_CANNON4 /* 0x50254080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x25, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_WATER_BOMB_CANNON /* 0x50254080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x25, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_DYING_ENEMY2 /* 0x50260000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x26, 0x00, 0) // unverified, unused
#define SOUND_OBJ_BOBOMB_WALK /* 0x50270080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x27, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_SOMETHING_LANDING /* 0x50288080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x28, 0x80, SOUND_DISCRETE) // unverified
@@ -437,12 +443,12 @@
#define SOUND_OBJ_GOOMBA_ALERT /* 0x502F0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2F, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_WIGGLER_JUMP /* 0x502F6080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2F, 0x60, SOUND_DISCRETE)
#define SOUND_OBJ_STOMPED /* 0x50308080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x30, 0x80, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_UNKNOWN6 /* 0x50310080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x31, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_SWOOP_FLAP /* 0x50310080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x31, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_DIVING_INTO_WATER /* 0x50324080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x32, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_PIRANHA_PLANT_SHRINK /* 0x50334080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x33, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ_KOOPA_THE_QUICK_WALK /* 0x50342080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x34, 0x20, SOUND_DISCRETE)
#define SOUND_OBJ_KOOPA_WALK /* 0x50350080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x35, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_BULLY_WALKING /* 0x50366080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x36, 0x60, SOUND_DISCRETE)
#define SOUND_OBJ_BULLY_WALK_LARGE /* 0x50366080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x36, 0x60, SOUND_DISCRETE)
#define SOUND_OBJ_DORRIE /* 0x50376080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x37, 0x60, SOUND_DISCRETE)
#define SOUND_OBJ_BOWSER_LAUGH /* 0x50388080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x38, 0x80, SOUND_DISCRETE)
#define SOUND_OBJ_UKIKI_CHATTER_SHORT /* 0x50390080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x39, 0x00, SOUND_DISCRETE)
@@ -451,14 +457,14 @@
#define SOUND_OBJ_UKIKI_STEP_LEAVES /* 0x503C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3C, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_KOOPA_TALK /* 0x503DA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3D, 0xA0, SOUND_DISCRETE)
#define SOUND_OBJ_KOOPA_DAMAGE /* 0x503EA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3E, 0xA0, SOUND_DISCRETE)
#define SOUND_OBJ_KLEPTO1 /* 0x503F4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3F, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_KLEPTO2 /* 0x50406080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x40, 0x60, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_KLEPTO_TURN /* 0x503F4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3F, 0x40, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_KLEPTO_ATTACKED /* 0x50406080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x40, 0x60, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_KING_BOBOMB_TALK /* 0x50410080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x41, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_KING_BOBOMB_JUMP /* 0x50468080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x46, 0x80, SOUND_DISCRETE)
#define SOUND_OBJ_KING_WHOMP_DEATH /* 0x5147C080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x47, 0xC0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
#define SOUND_OBJ_BOO_LAUGH_LONG /* 0x50480080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x48, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_EEL /* 0x504A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4A, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_EEL_2 /* 0x524A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4A, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
#define SOUND_OBJ_EEL_UNUSED /* 0x504A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4A, 0x00, SOUND_DISCRETE) // unverified, unused
#define SOUND_OBJ_EEL_EXIT_CAVE /* 0x524A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4A, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
#define SOUND_OBJ_EYEROK_SHOW_EYE /* 0x524B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4B, 0x00, SOUND_VIBRATO | SOUND_DISCRETE)
#define SOUND_OBJ_MR_BLIZZARD_ALERT /* 0x504C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4C, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ_SNUFIT_SHOOT /* 0x504D0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4D, 0x00, SOUND_DISCRETE)
@@ -469,7 +475,7 @@
#define SOUND_OBJ_FLAME_BLOWN /* 0x50558080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x55, 0x80, SOUND_DISCRETE)
#define SOUND_OBJ_MAD_PIANO_CHOMPING /* 0x52564080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x56, 0x40, SOUND_VIBRATO | SOUND_DISCRETE)
#define SOUND_OBJ_BOBOMB_BUDDY_TALK /* 0x50584080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x58, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ_SPINY_UNK59 /* 0x50591080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x59, 0x10, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_SPINY_LAND /* 0x50591080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x59, 0x10, SOUND_DISCRETE) // unverified
#define SOUND_OBJ_WIGGLER_HIGH_PITCH /* 0x505C4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5C, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ_HEAVEHO_TOSSED /* 0x505D4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5D, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ_WIGGLER_DEATH /* 0x505E0000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5E, 0x00, 0) // unverified, unused
@@ -512,9 +518,9 @@
/* Menu Sound Effects */
#define SOUND_MENU_CHANGE_SELECT /* 0x7000F880 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x00, 0xF8, SOUND_DISCRETE)
#define SOUND_MENU_REVERSE_PAUSE /* 0x70010000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x01, 0x00, 0) // unverified, unused
#define SOUND_MENU_PAUSE /* 0x7002F080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x02, 0xF0, SOUND_DISCRETE)
#define SOUND_MENU_PAUSE_HIGHPRIO /* 0x7002FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x02, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_PAUSE_2 /* 0x7003FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x03, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_PAUSE_UNUSED /* 0x7002F080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x02, 0xF0, SOUND_DISCRETE) // unused
#define SOUND_MENU_PAUSE_OPEN /* 0x7002FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x02, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_PAUSE_CLOSE /* 0x7003FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x03, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_MESSAGE_APPEAR /* 0x70040080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x04, 0x00, SOUND_DISCRETE)
#define SOUND_MENU_MESSAGE_DISAPPEAR /* 0x70050080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x05, 0x00, SOUND_DISCRETE)
#define SOUND_MENU_CAMERA_ZOOM_IN /* 0x70060080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x06, 0x00, SOUND_DISCRETE)
@@ -523,7 +529,7 @@
#define SOUND_MENU_LET_GO_MARIO_FACE /* 0x70090080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x09, 0x00, SOUND_DISCRETE)
#define SOUND_MENU_HAND_APPEAR /* 0x700A0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0A, 0x00, SOUND_DISCRETE)
#define SOUND_MENU_HAND_DISAPPEAR /* 0x700B0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0B, 0x00, SOUND_DISCRETE)
#define SOUND_MENU_UNK0C /* 0x700C0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0C, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_MENU_UNK0C_FLAG_UNKNOWN1 /* 0x700C0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0C, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_MENU_POWER_METER /* 0x700D0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0D, 0x00, SOUND_DISCRETE) // unverified
#define SOUND_MENU_CAMERA_BUZZ /* 0x700E0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0E, 0x00, SOUND_DISCRETE)
#define SOUND_MENU_CAMERA_TURN /* 0x700F0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0F, 0x00, SOUND_DISCRETE)
@@ -544,7 +550,7 @@
#define SOUND_MENU_THANK_YOU_PLAYING_MY_GAME /* 0x701FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1F, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_READ_A_SIGN /* 0x70200000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x20, 0x00, 0) // unverified, unused
#define SOUND_MENU_EXIT_A_SIGN /* 0x70210000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x21, 0x00, 0) // unverified, unused
#define SOUND_MENU_MARIO_CASTLE_WARP2 /* 0x70222080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x22, 0x20, SOUND_DISCRETE) // unverified
#define SOUND_MENU_HIGH_SCORE /* 0x70222080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x22, 0x20, SOUND_DISCRETE) // unverified
#define SOUND_MENU_STAR_SOUND_OKEY_DOKEY /* 0x7023FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x23, 0xFF, SOUND_DISCRETE)
#define SOUND_MENU_STAR_SOUND_LETS_A_GO /* 0x7024FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x24, 0xFF, SOUND_DISCRETE)
@@ -577,12 +583,12 @@
#define SOUND_OBJ2_PIRANHA_PLANT_BITE /* 0x90105080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x10, 0x50, SOUND_DISCRETE)
#define SOUND_OBJ2_PIRANHA_PLANT_DYING /* 0x90116080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x11, 0x60, SOUND_DISCRETE)
#define SOUND_OBJ2_BOWSER_PUZZLE_PIECE_MOVE /* 0x90192080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x19, 0x20, SOUND_DISCRETE)
#define SOUND_OBJ2_BULLY_ATTACKED /* 0x901C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x1C, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ2_SMALL_BULLY_ATTACKED /* 0x901C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x1C, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ2_KING_BOBOMB_DAMAGE /* 0x91424080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x42, 0x40, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
#define SOUND_OBJ2_SCUTTLEBUG_WALK /* 0x90434080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x43, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ2_SCUTTLEBUG_ALERT /* 0x90444080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x44, 0x40, SOUND_DISCRETE)
#define SOUND_OBJ2_BABY_PENGUIN_YELL /* 0x90450080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x45, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ2_SWOOP /* 0x90490080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x49, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ2_SWOOP_WAKE_UP /* 0x90490080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x49, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ2_BIRD_CHIRP1 /* 0x90524000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x52, 0x40, 0)
#define SOUND_OBJ2_LARGE_BULLY_ATTACKED /* 0x90570080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x57, 0x00, SOUND_DISCRETE)
#define SOUND_OBJ2_EYEROK_SOUND_SHORT /* 0x935A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x5A, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_VIBRATO | SOUND_DISCRETE)

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@@ -28,7 +28,7 @@ void bhv_haunted_bookshelf_loop(void) {
case HAUNTED_BOOKSHELF_ACT_RECEDE:
// Move the bookshelf and play the sound
o->oPosX += 5.0f;
cur_obj_play_sound_1(SOUND_ENV_ELEVATOR4_2);
cur_obj_play_sound_1(SOUND_ENV_HAUNTED_BOOKSHELF_RECEDE);
// Delete the object after 102 frames
if (o->oTimer > 101) {

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@@ -53,7 +53,7 @@ void bhv_beta_chest_lid_loop(void) {
if (o->oTimer == 0) {
// Spawn the bubble 80 units in the -Y direction and 120 units in the +Z direction.
spawn_object_relative(0, 0, -80, 120, o, MODEL_BUBBLE, bhvWaterAirBubble);
play_sound(SOUND_GENERAL_CLAM_SHELL1, o->header.gfx.cameraToObject);
play_sound(SOUND_GENERAL_OPEN_CHEST_WATER, o->header.gfx.cameraToObject);
}
// Rotate the lid 0x400 (1024) angle units per frame backwards.

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@@ -24,7 +24,7 @@ void bhv_small_bomp_loop(void) {
if (o->oTimer == 15) {
o->oAction = BOMP_ACT_EXTEND;
o->oForwardVel = 40.0f;
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN2);
cur_obj_play_sound_2(SOUND_OBJ_BOMP_SLIDE);
}
break;
@@ -38,7 +38,7 @@ void bhv_small_bomp_loop(void) {
o->oAction = BOMP_ACT_RETRACT;
o->oForwardVel = 10.0f;
o->oMoveAngleYaw -= 0x8000;
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN2);
cur_obj_play_sound_2(SOUND_OBJ_BOMP_SLIDE);
}
break;
@@ -80,7 +80,7 @@ void bhv_large_bomp_loop(void) {
if (o->oTimer == 15) {
o->oAction = BOMP_ACT_EXTEND;
o->oForwardVel = 10.0f;
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN2);
cur_obj_play_sound_2(SOUND_OBJ_BOMP_SLIDE);
}
break;
@@ -94,7 +94,7 @@ void bhv_large_bomp_loop(void) {
o->oAction = BOMP_ACT_RETRACT;
o->oForwardVel = 10.0f;
o->oMoveAngleYaw -= 0x8000;
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN2);
cur_obj_play_sound_2(SOUND_OBJ_BOMP_SLIDE);
}
break;

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@@ -882,7 +882,7 @@ void bhv_boo_staircase(void) {
break;
case 2:
if (o->oTimer == 0) {
cur_obj_play_sound_2(SOUND_GENERAL_UNKNOWN4_LOWPRIO);
cur_obj_play_sound_2(SOUND_GENERAL_ELEVATOR_WOBBLE_LOWPRIO);
}
if (jiggle_bbh_stair(o->oTimer)) {

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@@ -63,7 +63,7 @@ void bhv_boo_cage_loop(void) {
// When the cage lands/bounces, play a landing/bouncing sound.
if (o->oMoveFlags & OBJ_MOVE_LANDED) {
cur_obj_play_sound_2(SOUND_GENERAL_SOFT_LANDING);
cur_obj_play_sound_2(SOUND_GENERAL_BOO_CAGE_SOFT_LANDING);
}
// Once the cage stops bouncing and settles on the ground,

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@@ -34,7 +34,7 @@ void bhv_big_boulder_loop(void) {
case 1:
boulder_act_1();
adjust_rolling_face_pitch(1.5f);
cur_obj_play_sound_1(SOUND_ENV_UNKNOWN2);
cur_obj_play_sound_1(SOUND_ENV_BOWLING_BALL_ROLL);
break;
}

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@@ -228,7 +228,7 @@ void bhv_bob_pit_bowling_ball_loop(void) {
}
bowling_ball_set_hitbox();
set_camera_shake_from_point(SHAKE_POS_BOWLING_BALL, o->oPosX, o->oPosY, o->oPosZ);
cur_obj_play_sound_1(SOUND_ENV_UNKNOWN2);
cur_obj_play_sound_1(SOUND_ENV_BOWLING_BALL_ROLL);
set_object_visibility(o, 3000);
}
@@ -247,7 +247,7 @@ void bhv_free_bowling_ball_roll_loop(void) {
if (o->oForwardVel > 10.0f) {
set_camera_shake_from_point(SHAKE_POS_BOWLING_BALL, o->oPosX, o->oPosY, o->oPosZ);
cur_obj_play_sound_1(SOUND_ENV_UNKNOWN2);
cur_obj_play_sound_1(SOUND_ENV_BOWLING_BALL_ROLL);
}
/* Always false, commented out to suppress compiler warnings */

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@@ -51,7 +51,7 @@ void falling_bowser_plat_act_fall(void) {
f32 val;
UNUSED struct Object *bowser = o->oBitsPlatformBowser;
if (o->oTimer == 0 || o->oTimer == 22) {
cur_obj_play_sound_2(SOUND_GENERAL_BOWSER_PLATFORM_2);
cur_obj_play_sound_2(SOUND_GENERAL_BOWSER_PLATFORM_FALL);
}
if (o->oTimer < 22) {
set_environmental_camera_shake(SHAKE_ENV_FALLING_BITS_PLAT);

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@@ -30,9 +30,9 @@ void bhv_bowser_key_loop(void) {
o->oAction++;
else if (o->oMoveFlags & OBJ_MOVE_LANDED)
#ifndef VERSION_JP
cur_obj_play_sound_2(SOUND_GENERAL_UNKNOWN3_2);
cur_obj_play_sound_2(SOUND_GENERAL_BOWSER_KEY_LAND_2);
#else
cur_obj_play_sound_2(SOUND_GENERAL_UNKNOWN3_LOWPRIO);
cur_obj_play_sound_2(SOUND_GENERAL_BOWSER_KEY_LAND_LOWPRIO);
#endif
} else {
obj_set_hitbox(o, &sBowserKeyHitbox);

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@@ -32,7 +32,7 @@ void small_breakable_box_act_move(void) {
s16 collisionFlags = object_step();
obj_attack_collided_from_other_object(o);
if (collisionFlags == OBJ_COL_FLAG_GROUNDED) {
cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2);
cur_obj_play_sound_2(SOUND_GENERAL_SMALL_BOX_LANDING);
}
if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) && (o->oForwardVel > 20.0f)) {
cur_obj_play_sound_2(SOUND_ENV_SLIDING);

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@@ -48,11 +48,11 @@ void bhv_big_bully_init(void) {
void bully_check_mario_collision(void) {
if (o->oAction != OBJ_ACT_LAVA_DEATH && o->oAction != OBJ_ACT_DEATH_PLANE_DEATH && o->oInteractStatus & INT_STATUS_INTERACTED) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL)
cur_obj_play_sound_2(SOUND_OBJ2_BULLY_ATTACKED);
else
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL) {
cur_obj_play_sound_2(SOUND_OBJ2_SMALL_BULLY_ATTACKED);
} else {
cur_obj_play_sound_2(SOUND_OBJ2_LARGE_BULLY_ATTACKED);
}
o->oInteractStatus &= ~INT_STATUS_INTERACTED;
o->oAction = BULLY_ACT_KNOCKBACK;
o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; /* bit 3 */
@@ -138,9 +138,9 @@ void bully_play_stomping_sound(void) {
case BULLY_ACT_PATROL:
if (animFrame == 0 || animFrame == 12) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL)
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK);
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK_SMALL);
else
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALKING);
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK_LARGE);
}
break;
@@ -148,9 +148,9 @@ void bully_play_stomping_sound(void) {
case BULLY_ACT_BACK_UP:
if (animFrame == 0 || animFrame == 5) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL)
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK);
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK_SMALL);
else
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALKING);
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK_LARGE);
}
break;
}
@@ -172,11 +172,11 @@ void bully_step(void) {
void bully_spawn_coin(void) {
struct Object *coin = spawn_object(o, MODEL_YELLOW_COIN, bhvMovingYellowCoin);
#ifdef VERSION_JP // TODO: maybe move this ifdef logic to the header?
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT);
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_JP);
#elif defined(VERSION_EU) || defined(VERSION_SH)
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_EU);
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_EU_SH);
#else
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_2);
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_US);
#endif
coin->oForwardVel = 10.0f;
coin->oVelY = 100.0f;

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@@ -36,7 +36,7 @@ void opened_cannon_act_0(void) {
void opened_cannon_act_4(void) {
if (o->oTimer == 0)
cur_obj_play_sound_2(SOUND_OBJ_CANNON1);
cur_obj_play_sound_2(SOUND_OBJ_CANNON_RISE);
o->oPosY += 5.0f;
o->oPosX += (f32)((o->oTimer / 2 & 1) - 0.5) * 2;
o->oPosZ += (f32)((o->oTimer / 2 & 1) - 0.5) * 2;
@@ -49,7 +49,7 @@ void opened_cannon_act_4(void) {
void opened_cannon_act_6(void) {
if (o->oTimer == 0)
cur_obj_play_sound_2(SOUND_OBJ_CANNON2);
cur_obj_play_sound_2(SOUND_OBJ_CANNON_TURN);
if (o->oTimer < 4) {
o->oPosX += (f32)((o->oTimer / 2 & 1) - 0.5) * 4.0f;
o->oPosZ += (f32)((o->oTimer / 2 & 1) - 0.5) * 4.0f;
@@ -69,7 +69,7 @@ void opened_cannon_act_6(void) {
void opened_cannon_act_5(void) {
if (o->oTimer == 0)
cur_obj_play_sound_2(SOUND_OBJ_CANNON3);
cur_obj_play_sound_2(SOUND_OBJ_CANNON_BARREL_PITCH);
if (o->oTimer >= 4) {
if (o->oTimer < 20) {
o->oCannonAngle += 0x400;

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@@ -111,7 +111,7 @@ void chuckya_act_1(void) {
} else {
cur_obj_init_animation_with_sound(3);
if (cur_obj_check_anim_frame(18)) {
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN4);
cur_obj_play_sound_2(SOUND_OBJ_RELEASE_MARIO);
o->oCommonAnchorAction = 2;
o->oAction = 3;
o->oInteractStatus &= ~(INT_STATUS_GRABBED_MARIO);

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@@ -14,14 +14,14 @@ struct ObjectHitbox sClamShellHitbox = {
void clam_act_0(void) {
if (cur_obj_init_anim_check_frame(0, 25)) {
cur_obj_play_sound_2(SOUND_GENERAL_CLAM_SHELL3);
cur_obj_play_sound_2(SOUND_GENERAL_CLAM_SHELL_CLOSE);
spawn_mist_from_global();
cur_obj_become_tangible();
o->oClamShakeTimer = 10;
o->oTimer = 0;
} else if (o->oTimer > 150 && o->oDistanceToMario < 500.0f) {
cur_obj_play_sound_2(SOUND_GENERAL_CLAM_SHELL2);
cur_obj_play_sound_2(SOUND_GENERAL_CLAM_SHELL_OPEN);
o->oAction = 1;
} else if (o->oClamShakeTimer != 0) {
o->oClamShakeTimer -= 1;

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@@ -89,11 +89,11 @@ void bhv_coin_loop(void) {
}
if (o->oTimer == 0)
#if defined(VERSION_US)
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_2);
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_US);
#elif defined(VERSION_EU) || defined(VERSION_SH)
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_EU);
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_EU_SH);
#else
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT);
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_JP);
#endif
if (o->oVelY < 0) {
cur_obj_become_tangible();

View File

@@ -32,7 +32,7 @@ void bhv_lll_drawbridge_loop(void) {
if (o->oTimer >= 51 && (o->oTimer % 8) == 0) {
o->oAction = LLL_DRAWBRIDGE_ACT_LOWER;
cur_obj_play_sound_2(SOUND_GENERAL_BOAT_TILT1);
cur_obj_play_sound_2(SOUND_GENERAL_DRAWBRIDGE_LOWER);
}
}
@@ -41,7 +41,7 @@ void bhv_lll_drawbridge_loop(void) {
if (o->oTimer >= 51 && (o->oTimer % 8) == 0) {
o->oAction = LLL_DRAWBRIDGE_ACT_RAISE;
cur_obj_play_sound_2(SOUND_GENERAL_BOAT_TILT2);
cur_obj_play_sound_2(SOUND_GENERAL_DRAWBRIDGE_RAISE);
}
}
}

View File

@@ -74,7 +74,7 @@ void elevator_act_4(void) {
o->oVelY = 0;
if (o->oTimer == 0) {
cur_obj_shake_screen(SHAKE_POS_SMALL);
cur_obj_play_sound_2(SOUND_GENERAL_METAL_POUND);
cur_obj_play_sound_2(SOUND_GENERAL_ELEVATOR_LAND);
}
if (!mario_is_in_air_action() && !cur_obj_is_mario_on_platform())
o->oAction = 1;
@@ -85,7 +85,7 @@ void elevator_act_3(void) // nearly identical to action 2
o->oVelY = 0;
if (o->oTimer == 0) {
cur_obj_shake_screen(SHAKE_POS_SMALL);
cur_obj_play_sound_2(SOUND_GENERAL_METAL_POUND);
cur_obj_play_sound_2(SOUND_GENERAL_ELEVATOR_LAND);
}
if (!mario_is_in_air_action() && !cur_obj_is_mario_on_platform())
o->oAction = 0;

View File

@@ -67,7 +67,7 @@ void haunted_chair_act_0(void) {
f32 offset;
if (o->oFaceAnglePitch < 0) {
cur_obj_play_sound_2(SOUND_GENERAL_HAUNTED_CHAIR_MOVE);
cur_obj_play_sound_2(SOUND_GENERAL_HAUNTED_CHAIR_FALL);
offset = 4.0f;
} else {
offset = -4.0f;
@@ -108,13 +108,13 @@ void haunted_chair_act_1(void) {
} else {
if (o->oHauntedChairSpinTimer != 0) {
if (--o->oHauntedChairSpinTimer == 0) {
cur_obj_play_sound_2(SOUND_GENERAL_HAUNTED_CHAIR);
cur_obj_play_sound_2(SOUND_GENERAL_HAUNTED_CHAIR_SPIN);
o->oMoveAnglePitch = obj_turn_pitch_toward_mario(120.0f, 0);
o->oMoveAngleYaw = o->oAngleToMario;
obj_compute_vel_from_move_pitch(50.0f);
} else if (o->oHauntedChairSpinTimer > 20) {
if (gGlobalTimer % 4 == 0) {
cur_obj_play_sound_2(SOUND_GENERAL_SWISH_AIR_2);
cur_obj_play_sound_2(SOUND_GENERAL_HAUNTED_CHAIR_SWISH_AIR);
}
o->oFaceAngleYaw += 0x2710;
}

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