#ifndef SFX_H #define SFX_H #include "sys.h" extern f32 gDefaultSfxSource[]; extern f32 gDefaultMod; extern s8 gDefaultReverb; void Audio_PlaySfx(u32 sfxId, f32* sfxSource, u8 token, f32* freqMod, f32* volMod, s8* reverbAdd); void Audio_KillSfxByBank(u8 bankId); void Audio_StopSfxByBankAndSource(u8 bankId, f32* sfxSource); void Audio_KillSfxByBankAndSource(u8 bankId, f32* sfxSource); void Audio_KillSfxBySource(f32* sfxSource); void Audio_KillSfxBySourceAndId(f32* sfxSource, u32 sfxId); void Audio_KillSfxByTokenAndId(u8 token, u32 sfxId); void Audio_KillSfxById(u32 sfxId); void Audio_StartPlayerNoise(u8 playerId); void Audio_StopPlayerNoise(u8 playerId); void Audio_InitBombSfx(u8 playerId, u8 type); void Audio_PlayBombFlightSfx(u8 playerId, f32* sfxSource); void Audio_PlayBombExplodeSfx(u8 playerId, f32* sfxSource); void Audio_StopEngineNoise(f32* sfxSource); void Audio_SetSfxSpeedModulation(f32 vel); void Audio_SetTransposeAndPlaySfx(f32* sfxSource, u32 sfxId, u8 semitones); void Audio_SetModulationAndPlaySfx(f32* sfxSource, u32 sfxId, f32 freqMod); void Audio_PlaySfxModulated(f32* sfxSource, u32 sfxId); void Audio_SetSfxMapModulation(u8 fMod); void Audio_SetHeatAlarmParams(u8 shields, u8 heightParam); void Audio_PlayEventSfx(f32* sfxSource, u16 eventSfxId); void Audio_StopEventSfx(f32* sfxSource, u16 eventSfxId); void Audio_SetEnvSfxReverb(s8 reverb); void Audio_PlayPauseSfx(u8 active); void Audio_PlayMapMenuSfx(u8 active); void Audio_KillAllSfx(void); #define AUDIO_PLAY_SFX(sfxId, srcPos, token) (Audio_PlaySfx((sfxId),(srcPos),(token),&gDefaultMod,&gDefaultMod,&gDefaultReverb)) #define SFX_FLAG_18 (1 << 18) // makes distance ignore z position? probably more #define SFX_FLAG_19 (1 << 19) #define SFX_FLAG_20 (1 << 20) // make priority ignore distance #define SFX_FLAG_21 (1 << 21) // make reverb ignore distance #define SFX_FLAG_22 (1 << 22) // make volume ignore distance #define SFX_FLAG_23 (1 << 23) // make noisy #define SFX_FLAG_27 (1 << 27) // allow duplicate requests #define SFX_BANK_SHIFT 28 #define SFX_STATE_SHIFT 24 #define SFX_RANGE_SHIFT 16 #define SFX_IMPORT_SHIFT 8 #define SFX_BANK_MASK (0xF << SFX_BANK_SHIFT) #define SFX_STATE_FLAG (1 << SFX_STATE_SHIFT) #define SFX_RANGE_MASK (3 << SFX_RANGE_SHIFT) #define SFX_IMPORT_MASK (0xFF << SFX_IMPORT_SHIFT) #define SFX_BANK(sfxId) ((((sfxId) & SFX_BANK_MASK) >> SFX_BANK_SHIFT) & 0xFF) #define SFX_BANK_ALT(sfxId) (((sfxId) >> SFX_BANK_SHIFT) & 0xFF) #define SFX_STATE(sfxId) (((sfxId) & SFX_STATE_FLAG) >> SFX_STATE_SHIFT) #define SFX_RANGE(sfxId) ((((sfxId) & SFX_RANGE_MASK) >> SFX_RANGE_SHIFT) & 0xFF) #define SFX_IMPORT(sfxId) ((((sfxId) & SFX_IMPORT_MASK) >> SFX_IMPORT_SHIFT) & 0xFF) #define SFX_INDEX(sfxId) ((sfxId) & 0xFF) #define SFX_PACK(bank, index, range, importance, flags) \ ((((bank)<<SFX_BANK_SHIFT)&SFX_BANK_MASK)|(((range)<<SFX_RANGE_SHIFT)&SFX_RANGE_MASK)|\ (((importance)<<SFX_IMPORT_SHIFT)&SFX_IMPORT_MASK)|((index)&0xFF)|SFX_STATE_FLAG|(flags)) typedef enum SfxBankId { SFX_BANK_PLAYER, SFX_BANK_1, SFX_BANK_2, SFX_BANK_3, SFX_BANK_SYSTEM, } SfxBankId; #define NA_SE_NONE 0x00000000 #define NA_SE_TURRET_SHOT 0x09000000 // Invented name. Appears in unused turret mode. #define NA_SE_ARWING_SHOT 0x09400000 #define NA_SE_SMART_BOMB_SHOT 0x09001001 #define NA_SE_ARWING_BOOST 0x09000002 #define NA_SE_ARWING_DASH 0x09004002 // Boost variant used by Venom 1 intro and boss Titania #define NA_SE_ARWING_BRAKE 0x09000003 #define NA_SE_ARWING_EXPLOSION 0x0903F004 #define NA_SE_SLIPPY_HIT 0x09000004 // From Sector X boss #define NA_SE_ARWING_ENGIN_GRD 0x0100F005 #define NA_SE_TANK_ENGIN 0x0100F006 #define NA_SE_WING_OPEN 0x09000007 #define NA_SE_BOMB_CHARGE 0x01008008 // iniial bomb flight. only plays for 1 frame. Bombs were chargeable? #define NA_SE_BOMB_EXPLODE0 0x0901A009 // unused bomb explosion #define NA_SE_BOMB_EXPLODE1 0x0903A00A // used bomb explosion #define NA_SE_BOMB_EXPLODE2 0x0901A00B // unused bomb explosion #define NA_SE_BACKUP_CLEAR 0x0940A00B // Also used for explosion on Corneria at game start #define NA_SE_ARWING_TWIN_LASER 0x0940800C #define NA_SE_ZERO_SHIELD 0x0900000D // Unreferenced. Sounds like an explosion #define NA_SE_DAMAGE_S 0x0903900E #define NA_SE_DAMAGE_L 0x0903A00F #define NA_SE_ARWING_DOWN 0x0900C010 #define NA_SE_ROLLING_REFLECT 0x09007011 #define NA_SE_ROLLING_AIR 0x09000012 #define NA_SE_WING_OPEN_END 0x09000013 #define NA_SE_LIFT_UP_END 0x09002013 #define NA_SE_TANK_SHOT 0x09000014 // Also used for on-foot shot #define NA_SE_TANK_BOUND 0x09008015 // Same as NA_SE_TANK_WALL_HIT #define NA_SE_TANK_WALL_HIT 0x09008015 // Same as NA_SE_TANK_BOUND #define NA_SE_TANK_GO_UP 0x01008016 #define NA_SE_MAR_ROLLING_AIR 0x09000017 #define NA_SE_STEP_FOX 0x09000018 // Unreferenced #define NA_SE_STEP_FALCO 0x09000019 // Unreferenced #define NA_SE_STEP_PEPPY 0x0900001A // Unreferenced #define NA_SE_STEP_SLIPPY 0x0900001B // Unreferenced #define NA_SE_DEMO_RUNNING 0x0140001C #define NA_SE_LIFT_UP 0x0100001D #define NA_SE_ENGINE_START 0x0100001E #define NA_SE_VOLUME_TEST 0x0100001F #define NA_SE_ARWING_ENGIN_SPC 0x0100F020 #define NA_SE_MAR_SHOT 0x09400021 #define NA_SE_MARINE_ENGINE00 0x0100F022 #define NA_SE_WING_REPAIR 0x09008023 #define NA_SE_TANK_BURNER_HALF 0x01004024 #define NA_SE_MAR_BOMB_SHOT 0x01000025 #define NA_SE_MAR_LAUNCH 0x01038026 #define NA_SE_MAR_TWIN_LASER 0x09400027 // Also used for hyper lasers #define NA_SE_MAR_BOUND 0x09404028 #define NA_SE_LOCK_ON_LASER 0x09007029 // Charge shot fire #define NA_SE_ARWING_WARP_DASH 0x0940802A // During warp zone entrance cutscene #define NA_SE_MAP_ARWING_WARP_DASH 0x0900802A #define NA_SE_ARWING_TWIN_LASER2 0x0940802B #define NA_SE_ARWING_WING_BROKEN 0x0900A02C #define NA_SE_LOCK_SEARCH 0x0900302D // Charge shot charge #define NA_SE_SPREAD_EXPLOSION 0x0903502E // Charge shot/torpedo explode #define NA_SE_TANK_DASH 0x0900402F #define NA_SE_MARINE_BOOST 0x09004030 #define NA_SE_MARINE_BRAKE 0x09004031 #define NA_SE_MAP_ARWING_DASH 0x09000032 #define NA_SE_FALL 0x11000000 #define NA_SE_PASS 0x19000001 #define NA_SE_OB_METAL_BOUND_S 0x19030002 // Unreferenced. #define NA_SE_OB_METAL_BOUND_M 0x19030003 #define NA_SE_EN_METAL_BOUND_M 0x19130003 #define NA_SE_EN_MS_LAND 0x19031003 #define NA_SE_OB_METAL_BOUND_L 0x19030004 #define NA_SE_OB_BLOCK_APPEAR 0x19122005 #define NA_SE_OB_BOUND_M 0x19020006 #define NA_SE_OB_ROCK_BOUND 0x19030006 #define NA_SE_OB_AQ_ROCK_BOUND 0x19400007 #define NA_SE_METALBOMB_REFLECT 0x19020008 #define NA_SE_OB_MA_SWITCH_UP 0x19033008 #define NA_SE_METALBOMB_BOUND 0x19030009 // Unreferenced. #define NA_SE_TANK_SLIDE 0x1100000A #define NA_SE_SPLASH_LEVEL_S 0x1100000B #define NA_SE_SPLASH_LEVEL_L 0x1100000C #define NA_SE_OB_GATE_OPEN 0x1900000D #define NA_SE_OB_SLIDE_OPEN 0x1903000D #define NA_SE_OB_GATE_CLOSE 0x1900000E #define NA_SE_OB_SLIDE_CLOSE 0x1903000E #define NA_SE_OB_EXPLOSION_S 0x1903400F #define NA_SE_GREATFOX_ENGINE 0x11030010 #define NA_SE_EARTHQUAKE 0x11000011 #define NA_SE_MAP_ZOOM_START 0x19003012 #define NA_SE_MAP_ZOOM_END 0x19004013 #define NA_SE_OB_WATER_BOUND_M 0x19000014 #define NA_SE_OB_STEELFRAME 0x19500015 #define NA_SE_EXPLOSION_DEMO2 0x11030016 #define NA_SE_KA_UFO_FALLING 0x11404016 #define NA_SE_IN_SPLASH_S 0x19800017 #define NA_SE_OUT_SPLASH_S 0x19800018 // Unreferenced. #define NA_SE_IN_SPLASH_L 0x19832019 #define NA_SE_OUT_SPLASH_L 0x1983201A #define NA_SE_OB_CRAME_MOTOR 0x1900001B #define NA_SE_OB_BROKEN_BOX 0x1903901C #define NA_SE_OB_MINI_BOMB 0x1903001D #define NA_SE_OB_WT_WHEEL_ROLL 0x1903001E #define NA_SE_OB_WALL_UP 0x1903001F #define NA_SE_ON_SPLASH_S 0x19000020 #define NA_SE_EN_PULL_CHAIN0 0x19003021 #define NA_SE_EN_GATHER_PARTS 0x11033022 #define NA_SE_EN_HEARTBEAT 0x11003023 #define NA_SE_OB_SAND_BOUND_S 0x19000024 #define NA_SE_KA_UFO_ENGINE 0x11037025 #define NA_SE_MAP_ZOOM_OUT 0x19000026 #define NA_SE_EN_BROKEN_SPARK 0x11000027 #define NA_SE_OB_SPARK_BEAM 0x11000028 #define NA_SE_OB_BOMB_ALARM 0x19000029 #define NA_SE_WARP_HOLE 0x1900602A #define NA_SE_OB_WING 0x1900302B #define NA_SE_SUBMARINE_ATM 0x1100802C #define NA_SE_WATER_PRESSURE 0x1900002D #define NA_SE_BUBBLE_UP 0x1900002E #define NA_SE_EN_WT_BROKEN 0x1902102F #define NA_SE_EN_WT_DISAPPEAR_S 0x19003030 #define NA_SE_EN_WT_BOUND_M 0x19402031 #define NA_SE_OB_BOMB_ALARM_LAST 0x19000032 #define NA_SE_EN_WT_DISAPPEAR_L 0x19000033 #define NA_SE_EN_RNG_BEAM_CHARGE 0x11015034 #define NA_SE_EN_RNG_BEAM_SHOT 0x19006035 #define NA_SE_EN_SHIELD_ROLL 0x19030036 #define NA_SE_GREATFOX_SHOT_DEMO 0x19030037 #define NA_SE_WARP_RING_1 0x19404038 #define NA_SE_WARP_RING_2 0x19404139 #define NA_SE_WARP_RING_3 0x1940423A #define NA_SE_WARP_RING_4 0x1940433B #define NA_SE_WARP_RING_5 0x1940443C #define NA_SE_WARP_RING_6 0x1940453D #define NA_SE_WARP_RING_7 0x1940463E #define NA_SE_KA_UFO_HATCH_OPEN 0x1903203F #define NA_SE_KA_UFO_HATCH_CLOSE 0x19032040 #define NA_SE_KA_UFO_CORE_OPEN 0x19032041 #define NA_SE_BO_CORE_APPEAR 0x19034041 #define NA_SE_KA_UFO_HATCH_STOP 0x19034042 #define NA_SE_KA_UFO_LONG_CHARGE 0x11034043 #define NA_SE_KA_UFO_LAST_CHARGE 0x19406044 #define NA_SE_KA_UFO_BEAM 0x1140B045 #define NA_SE_EXPLOSION_DEMO3 0x11038046 #define NA_SE_KA_UFO_BOUND 0x19408047 #define NA_SE_OB_BARRIER_RELEASE 0x19401048 #define NA_SE_EN_SPACE_SNAKE 0x11032049 #define NA_SE_OB_ROCKWALL_UP 0x1913204A #define NA_SE_COLONY_LEVEL 0x1100004B // Unreferenced. #define NA_SE_MAP_MOVE 0x1100004C #define NA_SE_MAP_ROLL 0x1100204C #define NA_SE_MAP_LINE_DRAW 0x1900404D #define NA_SE_SHIP_ENGINE_SPC 0x1100004E // Unreferenced. #define NA_SE_OB_BROKEN_SPARK_L 0x1900404F #define NA_SE_EN_SHIELD_ROLL_LEVEL 0x11002050 #define NA_SE_EN_SHIELD_ROLL_STOP 0x19004051 #define NA_SE_OB_MAGMA_WAVE 0x11002052 #define NA_SE_EN_OUT_PROMINENCE 0x19035053 #define NA_SE_EN_OUT_MAGMA 0x19036053 #define NA_SE_EN_IN_PROMINENCE 0x19035054 #define NA_SE_EN_IN_MAGMA 0x19036054 #define NA_SE_OB_SMOKE 0x11000055 #define NA_SE_OB_ROCK_CRASH 0x19032056 #define NA_SE_OB_ROCK_EYE_OPEN 0x19030057 #define NA_SE_OB_SHIP_FALLDOWN 0x19033058 #define NA_SE_EN_VEBOSS_BROKEN 0x19030059 #define NA_SE_OB_ARM_SWING 0x1903005A #define NA_SE_OB_POLE_MOVE 0x1903205B #define NA_SE_OB_POLE_BOUND 0x1903205C #define NA_SE_OB_HEAVY_SWITCH 0x1940405D #define NA_SE_OB_CONNECT_CUT 0x1940205E #define NA_SE_OB_MA_SWITCH_ON 0x1903205F #define NA_SE_OB_MA_SWITCH_GRN 0x19020060 #define NA_SE_OB_MA_SWITCH_RED 0x19020061 #define NA_SE_OB_POST_UP 0x19001062 #define NA_SE_OB_SIDE_GATE_CLOSE 0x11001063 #define NA_SE_OB_SPEAR_STICK 0x19032064 #define NA_SE_RAILWAY_BOUND 0x19000065 #define NA_SE_EN_MABOSS_HATCH 0x19034066 #define NA_SE_EN_MABOSS_CHARGE0 0x19022067 #define NA_SE_EN_MABOSS_SHOT0 0x19023068 #define NA_SE_EN_MABOSS_PLATECHARGE 0x19022069 #define NA_SE_VO_ANDROSS_PUNCH 0x1940306A #define NA_SE_VO_ANDROSS_SLAP 0x1940306B #define NA_SE_VO_ANDROSS_WHAND 0x1940306C #define NA_SE_VO_ANDROSS_CHOKE 0x1940306D #define NA_SE_VO_ANDROSS_LAUGH 0x1940306E #define NA_SE_VO_ANDROSS_GROAN 0x1940306F #define NA_SE_VO_ANDROSS_DEATH 0x19403070 #define NA_SE_OB_ROUTE_EXPLOSION0 0x11403071 #define NA_SE_OB_ROUTEGATE_OPEN_Q 0x19038072 #define NA_SE_EN_ANDROSS_ROBOT 0x11030073 #define NA_SE_EN_ANDROSS_BRAIN 0x11034074 #define NA_SE_EN_ANDROSS_EYE 0x11032075 #define NA_SE_OB_ROUTE_EXPLOSION1 0x11403076 #define NA_SE_OB_FISH_AWAY 0x19400077 #define NA_SE_OB_AQ_PILLAR_BROKE 0x19021078 #define NA_SE_WARP_OUT 0x11407079 #define NA_SE_ARWING_HATCH 0x1950107A #define NA_SE_OB_POINT_SWITCH 0x1940807B #define NA_SE_VO_ANDROSS_EXCITE 0x1940307C #define NA_SE_OB_PILLAR_ROLL 0x1903407D #define NA_SE_OB_ROUTEGATE_CLOSE_Q 0x1903807E #define NA_SE_OB_ROUTEGATE_OPEN_S 0x1903807F #define NA_SE_OB_ROUTEGATE_CLOSE_S 0x19038080 // events that play this are unused #define NA_SE_OB_LIFT 0x11032081 #define NA_SE_OB_PLATE_ROLL 0x19031082 #define NA_SE_STARFOX_SEAL 0x19031083 #define NA_SE_EXPLOSION_DEMO6 0x11020084 #define NA_SE_EXPLOSION_S 0x29000000 #define NA_SE_BIG_EXPLOSION 0x29000001 // Unreferenced. #define NA_SE_EN_SHOT_0 0x29002002 #define NA_SE_EN_DAMAGE_M 0x29024003 #define NA_SE_OB_DAMAGE_M 0x29034003 #define NA_SE_EN_BREATH 0x31000004 // Unreferenced. #define NA_SE_EN_WOLF_ENGINE 0x31004005 #define NA_SE_EN_WOLF_ENGINE2 0x31004006 #define NA_SE_EN_REFLECT 0x29121007 #define NA_SE_EN_EXPLOSION_S 0x2903A008 #define NA_SE_EN_EXPLOSION_M 0x2903B009 #define NA_SE_EN_EXPLOSION_L 0x2940C00A #define NA_SE_EN_CRASH_DOWN 0x2903700B #define NA_SE_ARWING_ENGINE_FG 0x3100000C #define NA_SE_ARWING_SHOT_F 0x2900000D #define NA_SE_EN_DAMAGE_S 0x2903300E #define NA_SE_EN_DAMAGE_L 0x2900300F #define NA_SE_EN_KNOCK_DOWN 0x2943500F #define NA_SE_EN_S_FIGHTER_ENGINE 0x31000010 // Unreferenced. #define NA_SE_EN_ENGINE_01 0x31000011 #define NA_SE_EN_MISSILE_ENGINE 0x31000012 #define NA_SE_EN_LONG_BEAM 0x31000013 #define NA_SE_EN_ALIEN_FLY 0x31000014 #define NA_SE_EN_SPACE_SHIP 0x31000015 #define NA_SE_EN_TANK_RB_ENGINE 0x31000016 #define NA_SE_EN_TANK_ENGINE 0x31000017 #define NA_SE_A_CARRIER_ENGINE 0x31038018 #define NA_SE_EN_HEAVY_WALK 0x29022019 #define NA_SE_EN_HATCH 0x2940201A #define NA_SE_EN_MISSILE_SHOT 0x2903101B #define NA_SE_EN_BARREL_SHOT 0x2903201B #define NA_SE_EN_THROW 0x2902401C #define NA_SE_EN_MS_PUNCH 0x2903401C #define NA_SE_EN_FALLING_DOWN 0x2900201D #define NA_SE_EN_LASER_BEAM 0x3100001E #define NA_SE_EN_HEAVY_WALK1 0x2902201F #define NA_SE_EN_HEAVY_JUMP 0x29023020 #define NA_SE_EN_HEAVY_BOUND 0x29034021 #define NA_SE_OB_HEAVY_BOUND 0x2903A021 #define NA_SE_EN_COMBINE 0x29433022 #define NA_SE_EN_MOTOR_ROLL 0x29400023 #define NA_SE_EN_MOTOR_STOP 0x29034024 #define NA_SE_EN_UNIT_COMBINE 0x29402024 #define NA_SE_EN_ENERGY_BEAM 0x31000025 #define NA_SE_EN_ZOBOSS_BEAM 0x31034025 #define NA_SE_EN_BOSS_EXPLOSION 0x2902F026 #define NA_SE_EN_STAR_EXPLOSION 0x2940F026 #define NA_SE_EN_PARTS_BROKEN 0x2940C027 #define NA_SE_EN_THROW_S 0x29000028 #define NA_SE_EN_HEAVY_WALK2 0x29406029 #define NA_SE_EN_APPEAR_SAND 0x2900502A #define NA_SE_EN_TIBOSS_AT_CRY 0x2940702B #define NA_SE_EN_TIBOSS_DM_CRY 0x2940802C #define NA_SE_EN_TIBOSS_DW_CRY 0x2940902D #define NA_SE_EXPLOSION_DEMO 0x3140402E #define NA_SE_EXPLOSION_DEMO5 0x3143402E #define NA_SE_EN_BOSS_BEAM0 0x3143102F #define NA_SE_EN_BOSS_CHARGE 0x39435830 #define NA_SE_OB_SAND_BOUND_M 0x29003031 #define NA_SE_EN_BOSS_ATTACK 0x29403031 #define NA_SE_OB_SPEAR_PILLAR 0x29503032 #define NA_SE_EN_WT_EXPLOSION_S 0x29038033 #define NA_SE_EN_WT_EXPLOSION_M 0x29000034 // Unreferenced. #define NA_SE_EN_WT_EXPLOSION_L 0x29000035 // Unreferenced. #define NA_SE_EN_BIRD_DOWN 0x29018036 #define NA_SE_EN_BIRD_DAMAGE 0x29033037 #define NA_SE_EN_SPIDER_MOVE 0x21000038 // Unreferenced. #define NA_SE_EN_SHIP_ENGINE_S 0x31012039 #define NA_SE_EN_SHIP_ENGINE_L 0x3100203A #define NA_SE_EN_S_BALL_SHOT 0x2903203B #define NA_SE_EN_SINK_PARTS 0x2940983C #define NA_SE_EN_M_BALL_SHOT 0x2900403D #define NA_SE_EN_PULL_CHAIN1 0x3100503E #define NA_SE_EN_HEART_OPEN 0x2900803F #define NA_SE_ARWING_ENGINE_FS 0x31000040 #define NA_SE_EN_SNAKE_DAMAGE 0x29034041 #define NA_SE_EN_KANI_DOWN 0x29000042 // Unreferenced. #define NA_SE_EN_KANI_MOTOR 0x31030043 #define NA_SE_EN_DISAPPEAR_SAND 0x29000044 // Unreferenced. #define NA_SE_EN_SANADA_DAMAGE 0x29034045 #define NA_SE_EN_SANADA_DOWN 0x2902A046 #define NA_SE_EN_SANADA_SWIM 0x31000047 #define NA_SE_EN_SANADA_APPEAR 0x29022048 #define NA_SE_EN_SEA_EXPLOSION_S 0x29018049 #define NA_SE_EN_SEA_EXPLOSION_L 0x2900004A // Unreferenced. #define NA_SE_EN_P_BALL_SHOT 0x2903404B #define NA_SE_EN_WT_DAMAGE_S 0x2903604C #define NA_SE_EN_EYEFILM_DAMAGE 0x2940604C #define NA_SE_EN_SHELL_BEAT 0x3140904D #define NA_SE_EN_SHELL_DAMAGE 0x2940804E #define NA_SE_EN_SHELL_DOWN 0x2940A04F #define NA_SE_EN_KAIBASHIRA_DAMAGE 0x29036050 #define NA_SE_EN_EYEFILM_REVIVAL 0x29409051 #define NA_SE_EN_P_GUN_APPEAR 0x29400052 #define NA_SE_EN_P_GUN_DISAPPEAR 0x29000053 // Unreferenced. #define NA_SE_EN_SHELL_CLOSE 0x29408054 #define NA_SE_EN_SHELL_FILLOPEN 0x29408055 #define NA_SE_EN_S_BEAM_CHARGE 0x31016056 #define NA_SE_EN_S_BEAM_SHOT 0x31037057 #define NA_SE_EN_S_BEAM_END 0x29038058 #define NA_SE_GREATFOX_BURNER 0x31024059 #define NA_SE_EN_BURNER_L 0x3102505A #define NA_SE_EN_GRN_BEAM_CHARGE 0x3103605B #define NA_SE_EN_GRN_BEAM_SHOT 0x3102705C #define NA_SE_EN_MEBOSS_SHIELD 0x3102405D #define NA_SE_EN_CATCH 0x2902405E #define NA_SE_EN_PASS 0x2903305F #define NA_SE_EN_MS_EXPLOSION_S 0x2903A060 #define NA_SE_EN_SZMIS_ENGINE 0x31032061 #define NA_SE_EN_PUNCH_ENGINE 0x3103A061 #define NA_SE_EN_BARRIER_REFLECT 0x29001062 #define NA_SE_EN_ANDROSS_EXPLOSION 0x31009063 #define NA_SE_EN_SPARK_DAMAGE_M 0x29033064 #define NA_SE_EN_VEBOSS_DAMAGE 0x31034064 #define NA_SE_EN_ARM_SWING 0x29034065 #define NA_SE_EN_COVER_OPEN 0x31404066 #define NA_SE_EN_COVER_CLOSE 0x31404067 #define NA_SE_EN_COVER_MOVE_STOP 0x39404068 #define NA_SE_EN_ENERGY_BALL 0x31008069 #define NA_SE_EN_UNIT_GATHERING 0x2900306A #define NA_SE_EN_MS_SHOT_S 0x2900306B #define NA_SE_EN_MS_DASH 0x2902306C #define NA_SE_EN_MS_KICK 0x2902306D #define NA_SE_EN_MS_SHOT_L 0x2901306E #define NA_SE_EN_MS_SHIELD_BROKEN 0x2903A06F #define NA_SE_EN_MS_EXPLOSION_L 0x29000070 // Unreferenced. #define NA_SE_OB_SOROCK_APPEAR 0x29000071 #define NA_SE_OB_SOROCK_DISAPPEAR 0x29000072 #define NA_SE_EN_SOBOSS_CRY 0x29432073 #define NA_SE_EN_SOBOSS_DAMAGE 0x29433074 #define NA_SE_EN_SOBOSS_BROKEN 0x29434075 #define NA_SE_EN_SOBOSS_DOWN 0x39439076 #define NA_SE_EN_SOBOSS_SWING 0x29432077 #define NA_SE_EN_SOBOSS_BREATH 0x31033078 #define NA_SE_EN_SOBOSS_ROLL 0x39033079 #define NA_SE_EN_ANGLER_DAMAGE 0x2900007A // Unreferenced. #define NA_SE_EN_ANGLER_DOWN 0x2900007B // Unreferenced. #define NA_SE_BANK2_UNK_7C 0x2100007C // Unreferenced. Sounds like many small explosions #define NA_SE_ROCK_REFLECT 0x2902107D #define NA_SE_OB_MAGMA_BUBBLE 0x3140807E #define NA_SE_BANK2_UNK_7F 0x2900007F // Unreferenced. Sounds like an impact #define NA_SE_OB_VEBOSS_WALK 0x29032080 #define NA_SE_OB_VEBOSS_JUMP 0x29033081 #define NA_SE_OB_VEBOSS_LAND 0x29034082 #define NA_SE_OB_VEBOSS_ATTACK 0x31030083 #define NA_SE_OB_VEBOSS_BOUND 0x29405084 #define NA_SE_EN_FREIGHT_TRAIN 0x31078085 #define NA_SE_EN_MABOSS_REFLECT 0x29022086 #define NA_SE_EN_ANDROSS_BREATH 0x31022087 #define NA_SE_EN_ANDROSS_BITE0 0x29022088 #define NA_SE_EN_ANDROSS_BITE1 0x29022089 #define NA_SE_EN_ANDROSS_VOMIT 0x3140208A #define NA_SE_EN_ANDROSS_SPARK 0x3103108B #define NA_SE_EN_WT_THROW 0x2900308C #define NA_SE_EN_WT_SPARK_CHARGE 0x2900208D #define NA_SE_EN_WT_SPARK_BEAM 0x3100208E #define NA_SE_EN_AQ_ZAKO_DAMAGE 0x2903408F #define NA_SE_EN_AQ_ZAKO_DOWN 0x29038090 #define NA_SE_EN_WARP_IN 0x39408091 #define NA_SE_EN_WARP_OUT 0x39408092 #define NA_SE_EN_A6BOSS_CHARGE 0x39033093 #define NA_SE_EN_A6BOSS_BEAM 0x31405094 #define NA_SE_EN_TRAIN_BREAK 0x31408095 #define NA_SE_EN_ANDROSS_WARP 0x2940B096 #define NA_SE_EN_ANDROSS_CATCH 0x31408097 #define NA_SE_EN_KANI_STOP 0x29030098 #define NA_SE_EN_MABOSS_RAGE 0x29036099 #define NA_SE_EN_DOWN_IMPACT 0x2940D09A #define NA_SE_EN_MARBLE_BEAM 0x3103109B #define NA_SE_PAUSE_ON 0x4900F000 #define NA_SE_PAUSE_OFF 0x4900F001 // Unreferenced. Seems to be identical to NA_SE_PAUSE_ON #define NA_SE_CURSOR 0x49000002 #define NA_SE_DECIDE 0x49000003 #define NA_SE_TWIN_LASER_GET 0x49002004 #define NA_SE_BOMB_GET 0x49002005 // Collect bomb. Seems to be identical to NA_SE_BOMB_GUAGE_UP #define NA_SE_BOMB_GAUGE_UP 0x49002006 // Collect bomb. Seems to be identical to NA_SE_BOMB_GET #define NA_SE_COUNT_UP 0x49004007 #define NA_SE_READY 0x49000008 #define NA_SE_GO 0x49000009 #define NA_SE_ERROR 0x4900100A #define NA_SE_DIR_WARNING 0x4100000B // Unreferenced. #define NA_SE_ITEM_APPEAR 0x4900000C #define NA_SE_SHIELD_RING_M 0x4900200D #define NA_SE_SHIELD_RING 0x4900200E #define NA_SE_CHECKPOINT 0x4900400F #define NA_SE_SHIELD_WARNING0 0x49008010 // Low health hit alarm #define NA_SE_SHIELD_WARNING1 0x49008011 // Critical health hit alarm #define NA_SE_TEAM_SHIELD_UP 0x41007012 #define NA_SE_GOLD_RING 0x49003013 #define NA_SE_DEMO_SIREN 0x49000014 #define NA_SE_SHIELD_UPGRADE 0x49008015 #define NA_SE_GOOD_LUCK 0x49002016 #define NA_SE_MESSAGE_MOVE 0x49000017 // Used for text in training mode #define NA_SE_COMMU_REQUEST 0x49002018 // C> call alert #define NA_SE_MAP_WINDOW_OPEN 0x49000019 // Also reticles on #define NA_SE_MAP_WINDOW_CLOSE 0x4900101A // Also reticles off #define NA_SE_MAR_LOCKON 0x4900001B #define NA_SE_MISSILE_ALARM 0x4900001C #define NA_SE_CANCEL 0x4900101D #define NA_SE_COMPUTER_NOISE 0x4100001E // Used in mission briefing #define NA_SE_MAP_MOVE_STOP 0x4900001F #define NA_SE_ARWING_DECIDE 0x49000020 // Used in main menu #define NA_SE_ARWING_CANCEL 0x49000021 // Used in main menu #define NA_SE_ARWING_CURSOR 0x49000022 // Used in main menu #define NA_SE_OVERHEAT_ALARM 0x4100C023 #define NA_SE_ONE_UP 0x4900C024 #define NA_SE_RING_PASS 0x49008025 // Also used for Corneria mech boss secret 1UP #define NA_SE_SHIELD_BUZZER 0x49001026 #define NA_SE_LOCK_ON 0x49008027 #define NA_SE_BOSS_GAUGE_OPEN 0x4900C028 #define NA_SE_BANK4_UNK_1 0x40000029 // Unreferenced. Sounds like an item collect jingle #define NA_SE_COUNTDOWN 0x4900C02A #define NA_SE_VIEW_SITCHW_ON 0x4000002B // Unreferenced. Related to gFovYMode? #define NA_SE_VIEW_MOVE_IN 0x4900002C #define NA_SE_VIEW_MOVE_OUT 0x4900002D #define NA_SE_SEARCHLIGHT_MISS 0x4900402E #define NA_SE_RING_MISS 0x4900402F #define NA_SE_GET_EMBLEM 0x49008030 #define NA_SE_MISSION_ACCOMPLISHED 0x49008031 #define NA_SE_VO_PEPPER_CONSENT 0x49000032 // This is ONE steep bill, but it's worth it. #define NA_SE_VO_PEPPER_SURPRISE 0x49000033 // WHAT?! #define NA_SE_MISSION_COMPLETE 0x49008034 #define NA_SE_BANL4_UNK_2 0x40000035 // Unreferenced. Hard to make out what it is #define NA_SE_TIME_OVER 0x4900D036 #endif