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* buffers: refresh 15 and revert to base decomp * behavior script * color helper functions * extended bounds * egeo_layout * fixed model ids * camera conf improved * message panel ucode small * graph node * level script * mathutil updates * mathutil updates (allow unused funcs) * behaviors a - beta_fish * Add librtc and fix some data declarations * Move GRUCODE define to proper location in makefile * Refresh 15 * extra * Make ROM name smaller and change messages printed on build a bit * Fix console (lol) * Update UNF to latest master * Make ucode load from .o's (and also fix Super3D) * Fix crash with rumble + custom mario model * graph node and mathutil * removed behaviors * Ldtob documentation * _Putfld labeling * area * behavior actions * camera * debug updates * bubbles * envfx snow * farcall helpers * game init * geo misc * hud * only check if VC on render init * ingame menu * revert goddard to base decomp * insn disasm * interaction documentation * level geo * level update defines * macro special objects formatting changes * main.h documentation * map parser documentation & formatting * airborne documentation * mario actions automatic documentation * mario actions cutscene documentation * mario actions moving documentation and options * mario actions object documentation and options * mario stationary documentation * mario submerged documentation * mario misc documentation * mario step: ledge grab fixes and documentation * mario documentation * memory.h documentation * moving textures * object behaviors * object collision * fix flamethrower bug * object helpers * object list processor documentation * paintings * platform displacement * print / printf * puppycam absf * puppyprint updates and formatting changes * rendering graph node performance optimizations * rumble opt and doc * hqvm back to ultrasm64 * save file documentation and unlock defines * s2d engine * reset various files to ultrasm64 * file select * intro geo documentation * screen transition documentation * segment2.h * shadow overhaul * skybox refactor * sound init: clean up define usage + documentation * spawn object optimizations and documentation * spawn sound cleanup * sram to ultrasm64 * star select cleanup * title screen cleanup * dialogs / text * rename stomp smoke * stomp smoke -> small water splash * updated README * compilation flags * optimized file positions + support function/data sections * surface collision performance improvements * surface load optimizations * camera conf documentation * Allow easier command for opening puppyprint debug * Rearranged framebuffers & fixed puppyprint console printing * Fix shadow scaling and shifting * Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit. * Fixed build with BETTER_HANGING off * Clean up OBJECTS_REJ ifdefs * Fix duplicate comment & graph render layers/flags bitmask * Fixed build with BETTER_HANGING off * Fix Fast64 importing by reverting sSegmentTable change * Readded missing functions that caused build errors with Mario head enabled * Fixed clang compilation issues * Add INTER mode for geo_update_layer_transparency * Fix build warnings * bugfix: miscalculation in obj_turn_toward_object * Some puppytech fixes * Further Puppycamera fixes * Fix BUGFIX_DIALOG_TIME_STOP Fixes #136 * Fix sliding platform bparams * Add LEGACY_SHADOW_IDS define for Fast64 compatibility * Apply suggested changes * Better find_in_bounds_yaw_wdw_bob_thi ifdef * Fix build warnings for unused functions * Fixed stale reference bug from obj_mark_for_deletion change * Fixed incorrect digit for 100s #145 * Change groundpound-fix define and functionality to just disable bonking * Fixed puppyroll #134 * Adjust height value for terrain angle to kick in * fixed hi score flashing * Remove menudata backup (#131) Not considered important enough to keep * Fix fread() build warning * Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init * Fix approach_s16 return value * Use boolean defines for oCapDoScaleVertically * Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled. * Move flames to LAYER_TRANSPARENT_INTER * Resolved some compiler warnings and added FALL_THROUGH define (#168) * Address some more compiler warnings with different define toggles * Remove unnecessary fallthrough attribute * fixed geo_process_billboard floating point exception * Allow water to face any direction * Initialize focOffset so that BBH doesn't crash * Removed superfluous RDP commands when switching microcodes which would override scissor * Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage * Fix rumble build * Fixed UNLOCK_FPS strobing * Update src/game/object_helpers.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Update src/game/object_helpers.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Fix LEGACY_SHADOW_IDS id conflict * Use the vanilla default value for rotating fire bars if bparam2 is 0 * START_LEVEL safeguard * Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE * Fix rumble build * Fixed spline poll code using the wrong values for keyframes * Update readme with better credits Better credits for individual contributors * add arthur * added falco and moose * add fazana * le funny typo * added S2DEX engine to credits * silhouette + axo + ratio * remove specific callouts + add auto col distance * Update data/behavior_data.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Update data/behavior_data.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Update data/behavior_data.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Revert formatting changes to match vanilla decomp * Re-implement Y buffer for find_ceil * Re-implement POWER_STARS_HEAL for normal Power Stars * Start level comment & exit course comment/collapse * utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT * Fix "MAX_REFERENCED_WALLS" typo * Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213) * Revert stop_and_set_height_to_floor to vanilla Fixes #208 * Fixed sAudioEnabled so that it disables audio CPU processing as well * Fixed puppyprint debug RDP us calculations * Renamed sAudioEnabled to gAudioEnabled * Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE * Moved extended bounds and world scale configuration to a new config_world.h file * Default all objects to non-rej (#227) Fixes #221 (Default all objects to non-rej) * Fix #221 * Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211) * Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled * Change vtl decrement in visual_surface_display from 6 to 3 Fixes #207 * Make area in SL igloo wider to prevent a softlock (#233) Fixes #210 * Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232) Fixes #201 * Make UNLOCK_ALL apply to more things * Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init * Change chain chomp load/unload distances depending on number of segments (#237) Fixes #192 * added WATER_PLUNGE_UPWARP define * Add reonucam patch (#239) * added reonucam patch Fixes #218 * Fix how shadows handle water/transparency/height (#228) * Fix how shadows handle water/transparency/height * Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check Fixes #179 * added reonucam credit * delete unnecesary patches * Apply suggested changes * murdered more patches * UNLOCK_ALL unlocks the cap boxes * UNLOCK_ALL unlocks cap boxes (slightly more epic edition) * revert ceil buffer * Renamed HD_INTRO_TEXTURES define, separated intro floombas * prevent double definition of floombas * actually prevent floomba redefinition * Develop/refactor default defines (#242) * Changed default config options * Added build dir to includePaths for pngs * disable NO_SLEEP by default * Disable puppyprint by default Sorry fazana 😔 * fix typos * add comment about BETTER_REVERB console perf * disable blue coin switch retry by default * Update config_audio.h Co-authored-by: Reonu <danileon95@gmail.com> Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com> * revert air step line to vanilla to fix bitfs scaling platform issue (#247) Fixes #200 * Fix stuttering on thin slopes (#248) * Fix stuttering on thin slopes * Revert vec3f_find_ceil calls to vanilla * Rename vec3f_find_ceil to find_mario_ceil * Update src/engine/surface_collision.h Fixes #249 * Swap static and dynamic surface checks back to vanilla order (#253) * Swap static and dynamic surface checks back to vanilla order * re-enable DISABLE_ALL config Fixes #251 #252 * Fixed save and quitting while in widescreen (#257) * Fixed save and quitting while in widescreen * use define for the level * all my homies hate ifdefs * skip wall offsets < 0 (#255) Fixes #255 * #264: Document non-stop stars' issues (#267) * #264: Document non-stop stars' issues * Update include/config/config_game.h * nonstop vanilla comment * derive margin_radius from radius after capping at 200 (#266) Fixes #259 * Config cleanup/refactor (#269) * Moved puppyprint define to graphics / rearranged some debug defines for ease of access * Moved compatibility safeguards to config_safeguards.h * spacing and comment formatting * #272 Move GFX_POOL_SIZE to config_graphics.h * disable EASIER_DIALOG_TRIGGER by default * prevent redefining warnings * small ifdef typo * changed ifndef to undefs Fixes #262 Fixes #272 * Improved movement config documentation related to turning around (#271) Fixes #270 * rename CUSTOM_DEBUG, add comments (#275) * Update README.md (#277) * v2.0.0 Co-authored-by: CrashOveride95 <crashoveride953@gmail.com> Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com> Co-authored-by: n64 <n64> Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com> Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com> Co-authored-by: aglab2 <aglab3@gmail.com> Co-authored-by: gheskett <gheskett@gmail.com> Co-authored-by: Reonu <danileon95@gmail.com> Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com> Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
599 lines
68 KiB
C
599 lines
68 KiB
C
#ifndef SOUNDS_H
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#define SOUNDS_H
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// Sound Magic Definition:
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// First Byte (Upper Nibble): Sound Bank (not the same as audio bank!)
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// First Byte (Lower Nibble): Bitflags for audio playback?
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// Second Byte: Sound ID
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// Third Byte: Priority
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// Fourth Byte (Upper Nibble): More bitflags
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// Fourth Byte (Lower Nibble): Sound Status (this is set to SOUND_STATUS_PLAYING when passed to the audio driver.)
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#define SOUND_ARG_LOAD(bank, soundID, priority, flags) (\
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((u32) (bank) << 28) | \
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((u32) (soundID) << 16) | \
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((u32) (priority) << 8) | \
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(flags) | \
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SOUND_STATUS_WAITING)
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#define SOUNDARGS_MASK_BANK 0xF0000000
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#define SOUNDARGS_MASK_SOUNDID 0x00FF0000
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#define SOUNDARGS_MASK_PRIORITY 0x0000FF00
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#define SOUNDARGS_MASK_STATUS 0x0000000F
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#define SOUNDARGS_SHIFT_BANK 28
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#define SOUNDARGS_SHIFT_SOUNDID 16
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#define SOUNDARGS_SHIFT_PRIORITY 8
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/* Sound banks */
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enum SoundBank {
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SOUND_BANK_ACTION,
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SOUND_BANK_MOVING,
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SOUND_BANK_VOICE,
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SOUND_BANK_GENERAL,
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SOUND_BANK_ENV,
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SOUND_BANK_OBJ,
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SOUND_BANK_AIR,
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SOUND_BANK_MENU,
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SOUND_BANK_GENERAL2,
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SOUND_BANK_OBJ2,
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SOUND_BANK_COUNT
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};
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#define SOUND_BANKS_ALL_BITS 0xffff
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#define SOUND_BANKS_ALL ((1 << SOUND_BANK_COUNT) - 1)
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#define SOUND_BANKS_FOREGROUND (\
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(1 << SOUND_BANK_ACTION) |\
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(1 << SOUND_BANK_VOICE) |\
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(1 << SOUND_BANK_MENU))
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#define SOUND_BANKS_BACKGROUND (SOUND_BANKS_ALL & ~SOUND_BANKS_FOREGROUND)
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#define SOUND_BANKS_DISABLED_DURING_INTRO_CUTSCENE (\
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(1 << SOUND_BANK_ENV) |\
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(1 << SOUND_BANK_OBJ) |\
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(1 << SOUND_BANK_GENERAL2) |\
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(1 << SOUND_BANK_OBJ2))
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#define SOUND_BANKS_DISABLED_AFTER_CREDITS (\
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(1 << SOUND_BANK_ACTION) |\
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(1 << SOUND_BANK_MOVING) |\
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(1 << SOUND_BANK_VOICE) |\
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(1 << SOUND_BANK_GENERAL))
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/* Audio playback bitflags. */
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#define SOUND_NO_VOLUME_LOSS 0x1000000 // No volume loss with distance
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#define SOUND_VIBRATO 0x2000000 // Randomly alter frequency each audio frame
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#define SOUND_NO_PRIORITY_LOSS 0x4000000 // Do not prioritize closer sounds
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#define SOUND_CONSTANT_FREQUENCY 0x8000000 // Frequency is not affected by distance or speed. If
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// not set, frequency will increase with distance.
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// For sounds in SOUND_BANK_MOVING, frequency will
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// further increase with speed, and volume will
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// decrease at slow speeds.
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/* Audio lower bitflags. */
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#define SOUND_LOWER_BACKGROUND_MUSIC 0x10 // Lower volume of background music while playing
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#define SOUND_NO_ECHO 0x20 // Disable level reverb. Not in JP
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#define SOUND_DISCRETE 0x80 // Every call to play_sound restarts the sound. If not
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// set, the sound is continuous and play_sound should be
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// called at least every other frame to keep it playing
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/* Audio Status */
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#define SOUND_STATUS_STOPPED 0
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#define SOUND_STATUS_WAITING 1
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#define SOUND_STATUS_PLAYING 2
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/**
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* Terrain types. mario_get_terrain_sound_addend computes a
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* sound terrain type between 0 and 7, depending on the terrain type of the
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* level and the floor type that Mario is standing on. That value is then added
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* to the sound ID for the TERRAIN_* sounds.
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*/
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#define SOUND_TERRAIN_DEFAULT 0 // e.g. air
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#define SOUND_TERRAIN_GRASS 1
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#define SOUND_TERRAIN_WATER 2
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#define SOUND_TERRAIN_STONE 3
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#define SOUND_TERRAIN_SPOOKY 4 // squeaky floor
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#define SOUND_TERRAIN_SNOW 5
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#define SOUND_TERRAIN_ICE 6
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#define SOUND_TERRAIN_SAND 7
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// silence
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#define NO_SOUND 0
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/**
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* The table below defines all sounds that exist in the game, and which flags
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* they are used with. If a sound is used with multiple sets of flags (e.g.
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* different priorities), they are gives distinguishing suffixes.
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* A _2 suffix means the sound is the same despite a different sound ID.
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*/
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/* Terrain sounds */
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// Terrain-dependent moving sounds; a value 0-7 is added to the sound ID before
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// playing. See higher up for the different terrain types.
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#define SOUND_ACTION_TERRAIN_JUMP /* 0x04008080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TERRAIN_LANDING /* 0x04088080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x08, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TERRAIN_STEP /* 0x06108080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x10, 0x80, SOUND_VIBRATO | SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TERRAIN_BODY_HIT_GROUND /* 0x04188080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TERRAIN_STEP_TIPTOE /* 0x06208080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x20, 0x80, SOUND_VIBRATO | SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TERRAIN_STUCK_IN_GROUND /* 0x04488080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x48, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TERRAIN_HEAVY_LANDING /* 0x04608080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x60, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_JUMP /* 0x04289080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x28, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_LANDING /* 0x04299080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x29, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_STEP /* 0x042A9080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2A, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_HEAVY_LANDING /* 0x042B9080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2B, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_CLAP_HANDS_COLD /* 0x062C0080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2C, 0x00, SOUND_VIBRATO | SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_HANGING_STEP /* 0x042DA080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2D, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_QUICKSAND_STEP /* 0x042E0080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_STEP_TIPTOE /* 0x042F9080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x2F, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_WATER_PLUNGE /* 0x0430C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x30, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_SWIM_SURFACE /* 0x04316080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x31, 0x60, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_WATER_JUMP /* 0x04328080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x32, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_SWIM /* 0x04338080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x33, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_FLUTTER_KICK /* 0x04348080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_THROW /* 0x04358080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x35, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_KEY_SWISH /* 0x04368080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_SPIN /* 0x04378080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_TWIRL /* 0x04388080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x38, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // same sound as spin
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#define SOUND_ACTION_CLIMB_UP_TREE /* 0x043A8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3A, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_CLIMB_DOWN_TREE /* 0x003B0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3B, 0x00, 0) // unverified, unused
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#define SOUND_ACTION_UNK3C /* 0x003C0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3C, 0x00, 0) // unverified, unused
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#define SOUND_ACTION_TAKE_OFF_CAP /* 0x043D8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_PUT_ON_CAP /* 0x043E8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_PAT_BACK /* 0x043F8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x3F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_BRUSH_HAIR /* 0x04408080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x40, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_CLIMB_UP_POLE /* 0x04418080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x41, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_METAL_BONK /* 0x04428080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x42, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_UNSTUCK_FROM_GROUND /* 0x04438080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x43, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_HIT /* 0x0444C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x44, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_HIT_2 /* 0x0444B080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x44, 0xB0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_HIT_3 /* 0x0444A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x44, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_BONK /* 0x0445A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x45, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_SHRINK_INTO_BBH /* 0x0446A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x46, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_SWIM_FAST /* 0x0447A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x47, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_JUMP_WATER /* 0x04509080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x50, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_LAND_WATER /* 0x04519080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x51, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_METAL_STEP_WATER /* 0x04529080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x52, 0x90, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_UNK53 /* 0x00530000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x53, 0x00, 0) // unverified, unused
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#define SOUND_ACTION_UNK54 /* 0x00540000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x54, 0x00, 0) // unverified, unused
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#define SOUND_ACTION_UNK55 /* 0x00550000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x55, 0x00, 0) // unverified, unused
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#define SOUND_ACTION_FLYING_FAST /* 0x04568080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x56, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // "swoop"?, unverified
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#define SOUND_ACTION_TELEPORT /* 0x0457C080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x57, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_SNUFFIT_BULLET_HIT_METAL /* 0x0458A080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x58, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_BOUNCE_OFF_OBJECT /* 0x0459B080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x59, 0xB0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_SIDE_FLIP_UNK /* 0x045A8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5A, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_READ_SIGN /* 0x045BFF80 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5B, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_ACTION_KEY_UNKNOWN45C /* 0x045C8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_UNK5D /* 0x005D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5D, 0x00, 0) // unverified, unused
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#define SOUND_ACTION_INTRO_UNK45E /* 0x045E8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_ACTION_INTRO_UNK45F /* 0x045F8080 */ SOUND_ARG_LOAD(SOUND_BANK_ACTION, 0x5F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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/* Moving Sound Effects */
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// Terrain-dependent moving sounds; a value 0-7 is added to the sound ID before
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// playing. See higher up for the different terrain types.
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#define SOUND_MOVING_TERRAIN_SLIDE /* 0x14000000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x00, 0x00, SOUND_NO_PRIORITY_LOSS)
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#define SOUND_MOVING_TERRAIN_RIDING_SHELL /* 0x14200000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x20, 0x00, SOUND_NO_PRIORITY_LOSS)
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#define SOUND_MOVING_LAVA_BURN /* 0x14100000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x10, 0x00, SOUND_NO_PRIORITY_LOSS) // ?
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#define SOUND_MOVING_SLIDE_DOWN_POLE /* 0x14110000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x11, 0x00, SOUND_NO_PRIORITY_LOSS) // ?
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#define SOUND_MOVING_SLIDE_DOWN_TREE /* 0x14128000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x12, 0x80, SOUND_NO_PRIORITY_LOSS)
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#define SOUND_MOVING_QUICKSAND_DEATH /* 0x14140000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x14, 0x00, SOUND_NO_PRIORITY_LOSS)
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#define SOUND_MOVING_SHOCKED /* 0x14160000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x16, 0x00, SOUND_NO_PRIORITY_LOSS)
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#define SOUND_MOVING_FLYING /* 0x14170000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x17, 0x00, SOUND_NO_PRIORITY_LOSS)
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#define SOUND_MOVING_ALMOST_DROWNING /* 0x1C180000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x18, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_CONSTANT_FREQUENCY)
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#define SOUND_MOVING_AIM_CANNON /* 0x1D192000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x19, 0x20, SOUND_NO_VOLUME_LOSS | SOUND_NO_PRIORITY_LOSS | SOUND_CONSTANT_FREQUENCY)
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#define SOUND_MOVING_UNK1A /* 0x101A0000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x1A, 0x00, 0) // ?, unused
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#define SOUND_MOVING_RIDING_SHELL_LAVA /* 0x14280000 */ SOUND_ARG_LOAD(SOUND_BANK_MOVING, 0x28, 0x00, SOUND_NO_PRIORITY_LOSS)
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/* Mario Sound Effects */
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// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
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#define SOUND_MARIO_YAH_WAH_HOO /* 0x24008080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_HOOHOO /* 0x24038080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x03, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_YAHOO /* 0x24048080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x04, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_UH /* 0x24058080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x05, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_HRMM /* 0x24068080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x06, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_WAH2 /* 0x24078080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x07, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_WHOA /* 0x24088080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x08, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_EEUH /* 0x24098080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x09, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_ATTACKED /* 0x240AFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_OOOF /* 0x240B8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_OOOF2 /* 0x240BD080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0B, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_HERE_WE_GO /* 0x240C8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_YAWNING /* 0x240D8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_SNORING1 /* 0x240E8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_SNORING2 /* 0x240F8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x0F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_WAAAOOOW /* 0x2410C080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_HAHA /* 0x24118080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_HAHA_WATER /* 0x2411F080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_UH_LEDGE_CLIMB_FAST /* 0x2413D080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_UH_LONG_JUMP_LAND /* 0x24138080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_ON_FIRE /* 0x2414A080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_DYING /* 0x2415FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_MARIO_PANTING_COLD /* 0x24168080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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// A random number 0-2 is added to the sound ID before playing
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#define SOUND_MARIO_PANTING /* 0x24188080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_COUGHING1 /* 0x241B8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x1B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_COUGHING2 /* 0x241C8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x1C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_COUGHING3 /* 0x241D8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x1D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_PUNCH_YAH /* 0x241E8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_PUNCH_HOO /* 0x241F8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_MAMA_MIA /* 0x24208080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_OKEY_DOKEY /* 0x20210000 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x21, 0x00, 0) // unused
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#define SOUND_MARIO_GROUND_POUND_WAH /* 0x24228080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_DROWNING /* 0x2423F080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_PUNCH_WAH /* 0x24248080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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/* Mario Sound Effects (US/EU only) */
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#define SOUND_PEACH_DEAR_MARIO /* 0x2428FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x28, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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// A random number 0-4 is added to the sound ID before playing, producing one of
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// Yahoo! (60% chance), Waha! (20%), or Yippee! (20%).
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#define SOUND_MARIO_YAHOO_WAHA_YIPPEE /* 0x242B8080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x2B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_DOH /* 0x24308080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x30, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_GAME_OVER /* 0x2431FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x31, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_HELLO /* 0x2432FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x32, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_PRESS_START_TO_PLAY /* 0x2433FFA0 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x33, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_NO_ECHO | SOUND_DISCRETE)
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#define SOUND_MARIO_TWIRL_BOUNCE /* 0x24348080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_SNORING3 /* 0x2435FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x35, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_SO_LONGA_BOWSER /* 0x24368080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_MARIO_IMA_TIRED /* 0x24378080 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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/* Princess Peach Sound Effects (US/EU only) */
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#define SOUND_PEACH_MARIO /* 0x2438FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_POWER_OF_THE_STARS /* 0x2439FF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x39, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_THANKS_TO_YOU /* 0x243AFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x3A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_THANK_YOU_MARIO /* 0x243BFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x3B, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_SOMETHING_SPECIAL /* 0x243CFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x3C, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_BAKE_A_CAKE /* 0x243DFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x3D, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_FOR_MARIO /* 0x243EFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x3E, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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#define SOUND_PEACH_MARIO2 /* 0x243FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_VOICE, 0x3F, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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/* General Sound Effects */
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#define SOUND_GENERAL_ACTIVATE_CAP_SWITCH /* 0x30008080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x00, 0x80, SOUND_DISCRETE)
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#define SOUND_GENERAL_FLAME_OUT /* 0x30038080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x03, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_OPEN_WOOD_DOOR /* 0x3004C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x04, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CLOSE_WOOD_DOOR /* 0x3005C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x05, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_OPEN_IRON_DOOR /* 0x3006C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x06, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CLOSE_IRON_DOOR /* 0x3007C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x07, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BUBBLES /* 0x30080000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x08, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_MOVING_WATER /* 0x30090080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x09, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_WING_FLAP /* 0x300A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0A, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_QUIET_BUBBLE /* 0x300B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0B, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_VOLCANO_EXPLOSION /* 0x300C8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0C, 0x80, SOUND_DISCRETE)
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#define SOUND_GENERAL_QUIET_BUBBLE2 /* 0x300D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0D, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CASTLE_TRAP_OPEN /* 0x300E8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0E, 0x80, SOUND_DISCRETE)
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#define SOUND_GENERAL_WALL_EXPLOSION /* 0x300F0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x0F, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL_COIN /* 0x38118080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x11, 0x80, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_COIN_WATER /* 0x38128080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x12, 0x80, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_SHORT_STAR /* 0x30160090 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x16, 0x00, SOUND_LOWER_BACKGROUND_MUSIC | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BIG_CLOCK /* 0x30170080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x17, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_LOUD_POUND /* 0x30180000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x18, 0x00, 0) // _TERRAIN?, unverified, unused
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#define SOUND_GENERAL_LOUD_POUND2 /* 0x30190000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x19, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHORT_POUND1 /* 0x301A0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1A, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHORT_POUND2 /* 0x301B0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1B, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHORT_POUND3 /* 0x301C0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1C, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHORT_POUND4 /* 0x301D0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1D, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHORT_POUND5 /* 0x301E0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1E, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHORT_POUND6 /* 0x301F0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x1F, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_OPEN_CHEST /* 0x31208080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x20, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_GENERAL_OPEN_CHEST_WATER /* 0x31228080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x22, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BOX_LANDING_UNUSED /* 0x30240080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x24, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_SMALL_BOX_LANDING /* 0x32240080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x24, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_UNKNOWN1 /* 0x30250080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x25, 0x00, SOUND_DISCRETE) // unverified, unused
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#define SOUND_GENERAL_ROLLING_LOG /* 0x32250080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x25, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CLAM_SHELL_OPEN /* 0x30264080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x26, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CLAM_SHELL_CLOSE /* 0x30274080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x27, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_PAINTING_EJECT /* 0x39280080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x28, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
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#define SOUND_GENERAL_LEVEL_SELECT_CHANGE /* 0x302B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2B, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL_PLATFORM /* 0x302D8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2D, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_DONUT_PLATFORM_EXPLOSION /* 0x302E2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2E, 0x20, SOUND_DISCRETE)
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#define SOUND_GENERAL_BOWSER_BOMB_EXPLOSION /* 0x312F0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x2F, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#if defined(VERSION_JP)
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#define SOUND_GENERAL_COIN_SPURT /* 0x30300080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x00, SOUND_DISCRETE) // unverified
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#elif defined(VERSION_US)
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#define SOUND_GENERAL_COIN_SPURT /* 0x38300080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x00, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
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#else
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#define SOUND_GENERAL_COIN_SPURT /* 0x38302080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x30, 0x20, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
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#endif
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#define SOUND_GENERAL_EXPLOSION6 /* 0x30310000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x31, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_UNK32 /* 0x30320000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x32, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_DRAWBRIDGE_LOWER /* 0x30344080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x34, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_DRAWBRIDGE_RAISE /* 0x30354080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x35, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_COIN_DROP /* 0x30364080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x36, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BOWSER_KEY_LAND /* 0x38378080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x37, 0x80, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_PENDULUM_SWING /* 0x30380080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x38, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL_CHAIN_CHOMP1 /* 0x30390080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x39, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CHAIN_CHOMP2 /* 0x303A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3A, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_DOOR_TURN_KEY /* 0x303B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3B, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL_MOVING_IN_SAND /* 0x303C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3C, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_ELEVATOR_WOBBLE_LOWPRIO /* 0x303D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3D, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_KICKABLE_BOARD_FALL /* 0x303D8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3D, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_MOVING_PLATFORM_SWITCH /* 0x303E0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3E, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL_CAGE_OPEN /* 0x303FA080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x3F, 0xA0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_QUIET_POUND1_LOWPRIO /* 0x30400080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x40, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_QUIET_POUND1 /* 0x30404080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x40, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BREAK_BOX /* 0x3041C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x41, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_DOOR_INSERT_KEY /* 0x30420080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x42, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL_VOLCANO_TRAP_FALL /* 0x30430080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x43, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BIG_POUND /* 0x30440080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x44, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_VOLCANO_TRAP_RISE /* 0x30450080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x45, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_TOX_BOX_MOVE /* 0x30468080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x46, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CANNON_UP /* 0x30478080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x47, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_GRINDEL_ROLL /* 0x30480080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x48, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_EXPLOSION7 /* 0x30490000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x49, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_SHAKE_COFFIN /* 0x304A0000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x4A, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_RACE_GUN_SHOT /* 0x314D4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x4D, 0x40, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_STAR_DOOR_OPEN /* 0x304EC080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x4E, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_STAR_DOOR_CLOSE /* 0x304FC080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x4F, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_POUND_ROCK /* 0x30560080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x56, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_STAR_APPEARS /* 0x3057FF90 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x57, 0xFF, SOUND_LOWER_BACKGROUND_MUSIC | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_COLLECT_1UP /* 0x3058FF80 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x58, 0xFF, SOUND_DISCRETE)
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#define SOUND_GENERAL_BUTTON_PRESS_LOWPRIO /* 0x305A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5A, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BUTTON_PRESS /* 0x305A4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5A, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BUTTON_PRESS_2_LOWPRIO /* 0x315A0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5A, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BUTTON_PRESS_2 /* 0x315A4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5A, 0x40, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_ELEVATOR_MOVE /* 0x305B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5B, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_ELEVATOR_MOVE_2 /* 0x315B0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5B, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_SWISH_AIR_UNUSED /* 0x305C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5C, 0x00, SOUND_DISCRETE) // unverified, unused
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#define SOUND_GENERAL_HAUNTED_CHAIR_SWISH_AIR /* 0x315C0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5C, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_HAUNTED_CHAIR_SPIN /* 0x305D0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5D, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BOO_CAGE_SOFT_LANDING /* 0x305E0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5E, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_HAUNTED_CHAIR_FALL /* 0x305F0080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x5F, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BOWSER_PLATFORM_UNUSED /* 0x30628080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x62, 0x80, SOUND_DISCRETE) // unverified, unused
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#define SOUND_GENERAL_BOWSER_PLATFORM_FALL /* 0x31628080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x62, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_HEART_SPIN /* 0x3064C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x64, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_POUND_WOOD_POST /* 0x3065C080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x65, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_WATER_LEVEL_TRIG /* 0x30668080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x66, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_SWITCH_DOOR_OPEN /* 0x3067A080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x67, 0xA0, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_RED_COIN /* 0x30689080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x68, 0x90, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BIRDS_FLY_AWAY /* 0x30690080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x69, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_ELEVATOR_LAND /* 0x306B8080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6B, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CRAZY_BOX_BOING_SLOW /* 0x306C4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6C, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_MONEYBAG_BOING_LOWPRIO /* 0x306D2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6D, 0x20, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_CRAZY_BOX_BOING_FAST /* 0x306D4080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6D, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_YOSHI_WALK /* 0x306E2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6E, 0x20, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_ENEMY_ALERT1 /* 0x306F3080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x6F, 0x30, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_YOSHI_TALK /* 0x30703080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x70, 0x30, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_SPLATTERING /* 0x30713080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x71, 0x30, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BOING3_UNUSED /* 0x30720000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x72, 0x00, 0) // unverified, unused
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#define SOUND_GENERAL_GRAND_STAR /* 0x30730080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x73, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_GRAND_STAR_JUMP /* 0x30740080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x74, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_BOAT_ROCK /* 0x30750080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x75, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_GENERAL_VANISH_SFX /* 0x30762080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL, 0x76, 0x20, SOUND_DISCRETE) // unverified
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/* Environment Sound Effects */
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#define SOUND_ENV_WATERFALL1 /* 0x40000000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x00, 0x00, 0) // unverified
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#define SOUND_ENV_WATERFALL2 /* 0x40010000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x01, 0x00, 0) // unverified
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#define SOUND_ENV_ELEVATOR1 /* 0x40020000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x02, 0x00, 0) // unverified
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#define SOUND_ENV_DRONING1 /* 0x41030000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x03, 0x00, SOUND_NO_VOLUME_LOSS) // unverified
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#define SOUND_ENV_DRONING2 /* 0x40040000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x04, 0x00, 0) // unverified
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#define SOUND_ENV_WIND1 /* 0x40050000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x05, 0x00, 0) // unverified
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#define SOUND_ENV_MOVING_SAND_SNOW /* 0x40060000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x06, 0x00, 0) // unverified, unused
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#define SOUND_ENV_UNK07 /* 0x40070000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x07, 0x00, 0) // unverified, unused
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#define SOUND_ENV_ELEVATOR2 /* 0x40080000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x08, 0x00, 0) // unverified
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#define SOUND_ENV_WATER /* 0x40090000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x09, 0x00, 0) // unverified
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#define SOUND_ENV_BOWLING_BALL_ROLL /* 0x400A0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0A, 0x00, 0) // unverified
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#define SOUND_ENV_BOAT_ROCKING1 /* 0x400B0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0B, 0x00, 0) // unverified
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#define SOUND_ENV_ELEVATOR3 /* 0x400C0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0C, 0x00, 0) // unverified
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#define SOUND_ENV_ELEVATOR4 /* 0x400D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0D, 0x00, 0) // unverified
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#define SOUND_ENV_HAUNTED_BOOKSHELF_RECEDE /* 0x410D0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0D, 0x00, SOUND_NO_VOLUME_LOSS) // unverified
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#define SOUND_ENV_MOVINGSAND /* 0x400E0000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0E, 0x00, 0) // unverified
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#define SOUND_ENV_MERRY_GO_ROUND_CREAKING /* 0x400F4000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x0F, 0x40, 0) // unverified
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#define SOUND_ENV_WIND2 /* 0x40108000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x10, 0x80, 0) // unverified
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#define SOUND_ENV_UNK12 /* 0x40120000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x12, 0x00, 0) // unverified, unused
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#define SOUND_ENV_SLIDING /* 0x40130000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x13, 0x00, 0) // unverified
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#define SOUND_ENV_STAR /* 0x40140010 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x14, 0x00, SOUND_LOWER_BACKGROUND_MUSIC) // unverified
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#define SOUND_ENV_MOVING_BIG_PLATFORM /* 0x41150000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x15, 0x00, SOUND_NO_VOLUME_LOSS) // unverified
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#define SOUND_ENV_WATER_DRAIN /* 0x41160000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x16, 0x00, SOUND_NO_VOLUME_LOSS) // unverified
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#define SOUND_ENV_METAL_BOX_PUSH /* 0x40178000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x17, 0x80, 0) // unverified
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#define SOUND_ENV_SINK_QUICKSAND /* 0x40188000 */ SOUND_ARG_LOAD(SOUND_BANK_ENV, 0x18, 0x80, 0) // unverified
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/* Object Sound Effects */
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#define SOUND_OBJ_SUSHI_SHARK_WATER_SOUND /* 0x50008080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x00, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_MRI_SHOOT /* 0x50010080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x01, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BABY_PENGUIN_WALK /* 0x50020080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x02, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BOWSER_WALK /* 0x50030080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x03, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BOWSER_TAIL_PICKUP /* 0x50050080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x05, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BOWSER_DEFEATED /* 0x50060080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x06, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BOWSER_SPINNING /* 0x50070080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x07, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BOWSER_INHALING /* 0x50080080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x08, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BIG_PENGUIN_WALK /* 0x50098080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x09, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_BOO_BOUNCE_TOP /* 0x500A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0A, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BOO_LAUGH_SHORT /* 0x500B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0B, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_THWOMP /* 0x500CA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0C, 0xA0, SOUND_DISCRETE)
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#define SOUND_OBJ_CANNON_RISE /* 0x500DF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0D, 0xF0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_CANNON_TURN /* 0x500EF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0E, 0xF0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_CANNON_BARREL_PITCH /* 0x500FF080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x0F, 0xF0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_JUMP_WALK_WATER /* 0x50120000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x12, 0x00, 0) // unverified, unused
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#define SOUND_OBJ_BOMP_SLIDE /* 0x50130080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x13, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_MRI_DEATH /* 0x50140080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x14, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_POUNDING1 /* 0x50155080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x15, 0x50, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_KING_BOBOMB_POUNDING1_HIGHPRIO /* 0x50158080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x15, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_WHOMP /* 0x50166080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x16, 0x60, SOUND_DISCRETE)
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#define SOUND_OBJ_KING_BOBOMB /* 0x50168080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x16, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_BULLY_METAL /* 0x50178080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x17, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_BULLY_EXPLODE_UNUSED /* 0x5018A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x18, 0xA0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_BULLY_EXPLODE_LAVA /* 0x5118A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x18, 0xA0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_POUNDING_CANNON /* 0x501A5080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1A, 0x50, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_BULLY_WALK_SMALL /* 0x501B3080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1B, 0x30, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_GRAB_MARIO /* 0x501D8080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1D, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_RELEASE_MARIO /* 0x501EA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1E, 0xA0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_BABY_PENGUIN_DIVE /* 0x501F4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x1F, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_GOOMBA_WALK /* 0x50200080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x20, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_UKIKI_CHATTER_LONG /* 0x50210080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x21, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_MONTY_MOLE_ATTACK /* 0x50220080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x22, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_EVIL_LAKITU_THROW /* 0x50222080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x22, 0x20, SOUND_DISCRETE)
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#define SOUND_OBJ_UNK23 /* 0x50230000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x23, 0x00, 0) // unverified, unused
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#define SOUND_OBJ_DYING_ENEMY1 /* 0x50244080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x24, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_WATER_BOMB_CANNON /* 0x50254080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x25, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_DYING_ENEMY2 /* 0x50260000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x26, 0x00, 0) // unverified, unused
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#define SOUND_OBJ_BOBOMB_WALK /* 0x50270080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x27, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_SOMETHING_LANDING /* 0x50288080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x28, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_DIVING_IN_WATER /* 0x5029A080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x29, 0xA0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_SNOW_SAND1 /* 0x502A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2A, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_SNOW_SAND2 /* 0x502B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2B, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_DEFAULT_DEATH /* 0x502C8080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2C, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_BIG_PENGUIN_YELL /* 0x502D0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2D, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_WATER_BOMB_BOUNCING /* 0x502E8080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2E, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_GOOMBA_ALERT /* 0x502F0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2F, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_WIGGLER_JUMP /* 0x502F6080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x2F, 0x60, SOUND_DISCRETE)
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#define SOUND_OBJ_STOMPED /* 0x50308080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x30, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_SWOOP_FLAP /* 0x50310080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x31, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_DIVING_INTO_WATER /* 0x50324080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x32, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_PIRANHA_PLANT_SHRINK /* 0x50334080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x33, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_KOOPA_THE_QUICK_WALK /* 0x50342080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x34, 0x20, SOUND_DISCRETE)
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#define SOUND_OBJ_KOOPA_WALK /* 0x50350080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x35, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_BULLY_WALK_LARGE /* 0x50366080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x36, 0x60, SOUND_DISCRETE)
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#define SOUND_OBJ_DORRIE /* 0x50376080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x37, 0x60, SOUND_DISCRETE)
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#define SOUND_OBJ_BOWSER_LAUGH /* 0x50388080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x38, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_UKIKI_CHATTER_SHORT /* 0x50390080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x39, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_UKIKI_CHATTER_IDLE /* 0x503A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3A, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_UKIKI_STEP_DEFAULT /* 0x503B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3B, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_UKIKI_STEP_LEAVES /* 0x503C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3C, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_KOOPA_TALK /* 0x503DA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3D, 0xA0, SOUND_DISCRETE)
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#define SOUND_OBJ_KOOPA_DAMAGE /* 0x503EA080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3E, 0xA0, SOUND_DISCRETE)
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#define SOUND_OBJ_KLEPTO_TURN /* 0x503F4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x3F, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_KLEPTO_ATTACKED /* 0x50406080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x40, 0x60, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_KING_BOBOMB_TALK /* 0x50410080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x41, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_KING_BOBOMB_JUMP /* 0x50468080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x46, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_KING_WHOMP_DEATH /* 0x5147C080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x47, 0xC0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_OBJ_BOO_LAUGH_LONG /* 0x50480080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x48, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_EEL_UNUSED /* 0x504A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4A, 0x00, SOUND_DISCRETE) // unverified, unused
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#define SOUND_OBJ_EEL_EXIT_CAVE /* 0x524A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4A, 0x00, SOUND_VIBRATO | SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_EYEROK_SHOW_EYE /* 0x524B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4B, 0x00, SOUND_VIBRATO | SOUND_DISCRETE)
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#define SOUND_OBJ_MR_BLIZZARD_ALERT /* 0x504C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4C, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_SNUFIT_SHOOT /* 0x504D0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4D, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_SKEETER_WALK /* 0x504E0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4E, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_WALKING_WATER /* 0x504F0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x4F, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_BIRD_CHIRP3 /* 0x50514000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x51, 0x40, 0)
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#define SOUND_OBJ_PIRANHA_PLANT_APPEAR /* 0x50542080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x54, 0x20, SOUND_DISCRETE)
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#define SOUND_OBJ_FLAME_BLOWN /* 0x50558080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x55, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ_MAD_PIANO_CHOMPING /* 0x52564080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x56, 0x40, SOUND_VIBRATO | SOUND_DISCRETE)
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#define SOUND_OBJ_BOBOMB_BUDDY_TALK /* 0x50584080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x58, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_SPINY_LAND /* 0x50591080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x59, 0x10, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_WIGGLER_HIGH_PITCH /* 0x505C4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5C, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_HEAVEHO_TOSSED /* 0x505D4080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5D, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_WIGGLER_DEATH /* 0x505E0000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5E, 0x00, 0) // unverified, unused
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#define SOUND_OBJ_BOWSER_INTRO_LAUGH /* 0x505F8090 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x5F, 0x80, SOUND_LOWER_BACKGROUND_MUSIC | SOUND_DISCRETE)
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#define SOUND_OBJ_ENEMY_DEATH_HIGH /* 0x5060B080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x60, 0xB0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_ENEMY_DEATH_LOW /* 0x5061B080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x61, 0xB0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_SWOOP_DEATH /* 0x5062B080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x62, 0xB0, SOUND_DISCRETE)
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#define SOUND_OBJ_KOOPA_FLYGUY_DEATH /* 0x5063B080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x63, 0xB0, SOUND_DISCRETE)
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#define SOUND_OBJ_POKEY_DEATH /* 0x5063C080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x63, 0xC0, SOUND_DISCRETE)
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#define SOUND_OBJ_SNOWMAN_BOUNCE /* 0x5064C080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x64, 0xC0, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_SNOWMAN_EXPLODE /* 0x5065D080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x65, 0xD0, SOUND_DISCRETE)
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#define SOUND_OBJ_POUNDING_LOUD /* 0x50684080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x68, 0x40, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_MIPS_RABBIT /* 0x506A0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x6A, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_MIPS_RABBIT_WATER /* 0x506C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x6C, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_OBJ_EYEROK_EXPLODE /* 0x506D0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x6D, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_CHUCKYA_DEATH /* 0x516E0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x6E, 0x00, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_OBJ_WIGGLER_TALK /* 0x506F0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x6F, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ_WIGGLER_ATTACKED /* 0x50706080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x70, 0x60, SOUND_DISCRETE)
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#define SOUND_OBJ_WIGGLER_LOW_PITCH /* 0x50712080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x71, 0x20, SOUND_DISCRETE)
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#define SOUND_OBJ_SNUFIT_SKEETER_DEATH /* 0x5072C080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x72, 0xC0, SOUND_DISCRETE)
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#define SOUND_OBJ_BUBBA_CHOMP /* 0x50734080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x73, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ_ENEMY_DEFEAT_SHRINK /* 0x50744080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ, 0x74, 0x40, SOUND_DISCRETE)
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#define SOUND_AIR_BOWSER_SPIT_FIRE /* 0x60000000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x00, 0x00, 0)
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#define SOUND_AIR_UNK01 /* 0x60010000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x01, 0x00, 0) // ?, unused
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#define SOUND_AIR_LAKITU_FLY /* 0x60028000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x02, 0x80, 0)
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#define SOUND_AIR_LAKITU_FLY_HIGHPRIO /* 0x6002FF00 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x02, 0xFF, 0)
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#define SOUND_AIR_AMP_BUZZ /* 0x60034000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x03, 0x40, 0)
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#define SOUND_AIR_BLOW_FIRE /* 0x60048000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x04, 0x80, 0)
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#define SOUND_AIR_BLOW_WIND /* 0x60044000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x04, 0x40, 0)
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#define SOUND_AIR_ROUGH_SLIDE /* 0x60050000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x05, 0x00, 0)
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#define SOUND_AIR_HEAVEHO_MOVE /* 0x60064000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x06, 0x40, 0)
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#define SOUND_AIR_UNK07 /* 0x60070000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x07, 0x00, 0) // ?, unused
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#define SOUND_AIR_BOBOMB_LIT_FUSE /* 0x60086000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x08, 0x60, 0)
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#define SOUND_AIR_HOWLING_WIND /* 0x60098000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x09, 0x80, 0)
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#define SOUND_AIR_CHUCKYA_MOVE /* 0x600A4000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x0A, 0x40, 0)
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#define SOUND_AIR_PEACH_TWINKLE /* 0x600B4000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x0B, 0x40, 0)
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#define SOUND_AIR_CASTLE_OUTDOORS_AMBIENT /* 0x60104000 */ SOUND_ARG_LOAD(SOUND_BANK_AIR, 0x10, 0x40, 0)
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/* Menu Sound Effects */
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#define SOUND_MENU_CHANGE_SELECT /* 0x7000F880 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x00, 0xF8, SOUND_DISCRETE)
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#define SOUND_MENU_REVERSE_PAUSE /* 0x70010000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x01, 0x00, 0) // unverified, unused
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#define SOUND_MENU_PAUSE_UNUSED /* 0x7002F080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x02, 0xF0, SOUND_DISCRETE) // unused
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#define SOUND_MENU_PAUSE_OPEN /* 0x7002FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x02, 0xFF, SOUND_DISCRETE)
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#define SOUND_MENU_PAUSE_CLOSE /* 0x7003FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x03, 0xFF, SOUND_DISCRETE)
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#define SOUND_MENU_MESSAGE_APPEAR /* 0x70040080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x04, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_MESSAGE_DISAPPEAR /* 0x70050080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x05, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_CAMERA_ZOOM_IN /* 0x70060080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x06, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_CAMERA_ZOOM_OUT /* 0x70070080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x07, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_PINCH_MARIO_FACE /* 0x70080080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x08, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_LET_GO_MARIO_FACE /* 0x70090080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x09, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_HAND_APPEAR /* 0x700A0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0A, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_HAND_DISAPPEAR /* 0x700B0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0B, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_UNK0C_FLAG_UNKNOWN1 /* 0x700C0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0C, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_MENU_POWER_METER /* 0x700D0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0D, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_MENU_CAMERA_BUZZ /* 0x700E0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0E, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_CAMERA_TURN /* 0x700F0080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x0F, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_UNK10 /* 0x70100000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x10, 0x00, 0) // unverified, unused
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#define SOUND_MENU_CLICK_FILE_SELECT /* 0x70110080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x11, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_MESSAGE_NEXT_PAGE /* 0x70130080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x13, 0x00, SOUND_DISCRETE) // unverified
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#define SOUND_MENU_COIN_ITS_A_ME_MARIO /* 0x70140080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x14, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_YOSHI_GAIN_LIVES /* 0x70150080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x15, 0x00, SOUND_DISCRETE)
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#define SOUND_MENU_ENTER_PIPE /* 0x7016A080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x16, 0xA0, SOUND_DISCRETE)
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#define SOUND_MENU_EXIT_PIPE /* 0x7017A080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x17, 0xA0, SOUND_DISCRETE)
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#define SOUND_MENU_BOWSER_LAUGH /* 0x70188080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x18, 0x80, SOUND_DISCRETE)
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#define SOUND_MENU_ENTER_HOLE /* 0x71198080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x19, 0x80, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_MENU_CLICK_CHANGE_VIEW /* 0x701A8080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1A, 0x80, SOUND_DISCRETE) // unverified
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#define SOUND_MENU_CAMERA_UNUSED1 /* 0x701B0000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1B, 0x00, 0) // unverified, unused
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#define SOUND_MENU_CAMERA_UNUSED2 /* 0x701C0000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1C, 0x00, 0) // unverified, unused
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#define SOUND_MENU_MARIO_CASTLE_WARP /* 0x701DB080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1D, 0xB0, SOUND_DISCRETE) // unverified
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#define SOUND_MENU_STAR_SOUND /* 0x701EFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1E, 0xFF, SOUND_DISCRETE)
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#define SOUND_MENU_THANK_YOU_PLAYING_MY_GAME /* 0x701FFF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x1F, 0xFF, SOUND_DISCRETE)
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#define SOUND_MENU_READ_A_SIGN /* 0x70200000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x20, 0x00, 0) // unverified, unused
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#define SOUND_MENU_EXIT_A_SIGN /* 0x70210000 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x21, 0x00, 0) // unverified, unused
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#define SOUND_MENU_HIGH_SCORE /* 0x70222080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x22, 0x20, SOUND_DISCRETE) // unverified
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#define SOUND_MENU_STAR_SOUND_OKEY_DOKEY /* 0x7023FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x23, 0xFF, SOUND_DISCRETE)
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#define SOUND_MENU_STAR_SOUND_LETS_A_GO /* 0x7024FF80 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x24, 0xFF, SOUND_DISCRETE)
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// US/EU only; an index between 0-7 or 0-4 is added to the sound ID before
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// playing, producing the same sound with different pitch.
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#define SOUND_MENU_COLLECT_RED_COIN /* 0x78289080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x28, 0x90, SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
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#define SOUND_MENU_COLLECT_SECRET /* 0x70302080 */ SOUND_ARG_LOAD(SOUND_BANK_MENU, 0x30, 0x20, SOUND_DISCRETE)
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// Channel 8 loads sounds from the same place as channel 3, making it possible
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// to play two channel 3 sounds at once (since just one sound from each channel
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// can play at a given time).
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#define SOUND_GENERAL2_BOBOMB_EXPLOSION /* 0x802E2080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x2E, 0x20, SOUND_DISCRETE)
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#define SOUND_GENERAL2_PURPLE_SWITCH /* 0x803EC080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x3E, 0xC0, SOUND_DISCRETE)
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#define SOUND_GENERAL2_ROTATING_BLOCK_CLICK /* 0x80400080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x40, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL2_SPINDEL_ROLL /* 0x80482080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x48, 0x20, SOUND_DISCRETE)
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#define SOUND_GENERAL2_PYRAMID_TOP_SPIN /* 0x814BE080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x4B, 0xE0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_GENERAL2_PYRAMID_TOP_EXPLOSION /* 0x814CF080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x4C, 0xF0, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_GENERAL2_BIRD_CHIRP2 /* 0x80504000 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x50, 0x40, 0)
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#define SOUND_GENERAL2_SWITCH_TICK_FAST /* 0x8054F010 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x54, 0xF0, SOUND_LOWER_BACKGROUND_MUSIC)
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#define SOUND_GENERAL2_SWITCH_TICK_SLOW /* 0x8055F010 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x55, 0xF0, SOUND_LOWER_BACKGROUND_MUSIC)
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#define SOUND_GENERAL2_STAR_APPEARS /* 0x8057FF90 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x57, 0xFF, SOUND_LOWER_BACKGROUND_MUSIC | SOUND_DISCRETE)
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#define SOUND_GENERAL2_ROTATING_BLOCK_ALERT /* 0x80590080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x59, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL2_BOWSER_EXPLODE /* 0x80600080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x60, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL2_BOWSER_KEY /* 0x80610080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x61, 0x00, SOUND_DISCRETE)
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#define SOUND_GENERAL2_1UP_APPEAR /* 0x8063D080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x63, 0xD0, SOUND_DISCRETE)
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#define SOUND_GENERAL2_RIGHT_ANSWER /* 0x806AA080 */ SOUND_ARG_LOAD(SOUND_BANK_GENERAL2, 0x6A, 0xA0, SOUND_DISCRETE)
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// Channel 9 loads sounds from the same place as channel 5.
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#define SOUND_OBJ2_BOWSER_ROAR /* 0x90040080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x04, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ2_PIRANHA_PLANT_BITE /* 0x90105080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x10, 0x50, SOUND_DISCRETE)
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#define SOUND_OBJ2_PIRANHA_PLANT_DYING /* 0x90116080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x11, 0x60, SOUND_DISCRETE)
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#define SOUND_OBJ2_BOWSER_PUZZLE_PIECE_MOVE /* 0x90192080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x19, 0x20, SOUND_DISCRETE)
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#define SOUND_OBJ2_SMALL_BULLY_ATTACKED /* 0x901C0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x1C, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ2_KING_BOBOMB_DAMAGE /* 0x91424080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x42, 0x40, SOUND_NO_VOLUME_LOSS | SOUND_DISCRETE)
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#define SOUND_OBJ2_SCUTTLEBUG_WALK /* 0x90434080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x43, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ2_SCUTTLEBUG_ALERT /* 0x90444080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x44, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ2_BABY_PENGUIN_YELL /* 0x90450080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x45, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ2_SWOOP_WAKE_UP /* 0x90490080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x49, 0x00, SOUND_DISCRETE)
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#define SOUND_OBJ2_BIRD_CHIRP1 /* 0x90524000 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x52, 0x40, 0)
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#define SOUND_OBJ2_LARGE_BULLY_ATTACKED /* 0x90570080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x57, 0x00, SOUND_DISCRETE)
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#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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#define SOUND_OBJ2_WHOMP_SOUND_SHORT /* 0x935AC080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x5A, 0xC0, SOUND_NO_VOLUME_LOSS | SOUND_VIBRATO | SOUND_DISCRETE)
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#define SOUND_OBJ2_EYEROK_SOUND_LONG /* 0x925B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x5B, 0x00, SOUND_VIBRATO | SOUND_DISCRETE)
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#define SOUND_OBJ2_BOWSER_TELEPORT /* 0x90668080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x66, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ2_MONTY_MOLE_APPEAR /* 0x90678080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x67, 0x80, SOUND_DISCRETE)
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#define SOUND_OBJ2_BOSS_DIALOG_GRUNT /* 0x90694080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x69, 0x40, SOUND_DISCRETE)
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#define SOUND_OBJ2_MRI_SPINNING /* 0x906B0080 */ SOUND_ARG_LOAD(SOUND_BANK_OBJ2, 0x6B, 0x00, SOUND_DISCRETE)
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#endif // SOUNDS_H
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