sm64pc/include/audio_defines.h

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2019-08-25 04:46:40 +00:00
#ifndef _AUDIODEFINES_H
#define _AUDIODEFINES_H
// Sound Magic Definition:
// First Byte (Upper Nibble): Sound Bank (not the same as audio bank!)
// First Byte (Lower Nibble): Bitflags for audio playback?
// Second Byte: Sound ID
// Third Byte: Priority
// Fourth Byte (Upper Nibble): More bitflags
// Fourth Byte (Lower Nibble): Sound Status (this is set to SOUND_STATUS_PLAYING when passed to the audio driver.)
#define SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2) (((u32) (bank) << 28) | \
((u32) (playFlags) << 24) | ((u32) (soundID) << 16) | ((u32) (priority) << 8) | \
((u32) (flags2) << 4) | SOUND_STATUS_STARTING)
#define SOUNDARGS_MASK_BANK 0xF0000000
#define SOUNDARGS_MASK_SOUNDID 0x00FF0000
#define SOUNDARGS_MASK_PRIORITY 0x0000FF00
#define SOUNDARGS_MASK_STATUS 0x0000000F
#define SOUNDARGS_SHIFT_BANK 28
#define SOUNDARGS_SHIFT_SOUNDID 16
#define SOUNDARGS_SHIFT_PRIORITY 8
/* Audio Status */
#define SOUND_STATUS_STOPPED 0
#define SOUND_STATUS_STARTING 1
#define SOUND_STATUS_PLAYING 2
/* Audio lower bitflags. TODO: Figure out what these mean and use them below. */
#define SOUND_LO_BITFLAG_UNK1 0x10 // fade in?
#define SOUND_NO_ECHO 0x20 // not in JP
#define SOUND_LO_BITFLAG_UNK8 0x80 // restart playing on each play_sound call?
/* Audio playback bitflags. TODO: Figure out what these mean and use them below. */
#define SOUND_PL_BITFLAG_UNK1 0x1000000
#define SOUND_PL_BITFLAG_UNK2 0x2000000
#define SOUND_PL_BITFLAG_UNK4 0x4000000
#define SOUND_PL_BITFLAG_UNK8 0x8000000
// silence
#define NO_SOUND 0
/**
* The table below defines all sounds that exist in the game, and which flags
* they are used with. If a sound is used with multiple sets of flags (e.g.
* different priorities), they are gives distinguishing suffixes.
* Some sounds are given as 2-byte values rather than SOUND_ARG_LOAD calls.
* These sounds are not directly referenced by the game; either they are
* unused, or they are computed rather than referred to literally, or they
* are loaded from another bank somehow (e.g. bank 9 and 5 use the same
* sounds, as do 8 and 3).
*/
/* Terrain sounds */
/**
* Terrain-dependent sounds. mario_get_step_noise computes a sound terrain type
* between 0 and 7, depending on the terrain type of the level and the
* floor type that Mario is standing on. That value is then added to the
* sound ID for the six SOUND_TERRAIN_* sounds.
*
* The sound terrain types represent the following:
* 0: default, uses terrain value from level script cmd31
* 1: grass
* 2: water
* 3: stone
* 4: squeaky floor
* 5: squeaky floor again?, slides
* 6: snow
* 7: sand
*
* TODO: figure out what these sounds are.
*/
/* not verified */ #define SOUND_TERRAIN_1 SOUND_ARG_LOAD(0, 4, 0x00, 0x80, 8)
/* not verified */ #define SOUND_TERRAIN_2 SOUND_ARG_LOAD(0, 4, 0x08, 0x80, 8)
/* not verified */ #define SOUND_TERRAIN_3 SOUND_ARG_LOAD(0, 6, 0x10, 0x80, 8)
/* not verified */ #define SOUND_TERRAIN_4 SOUND_ARG_LOAD(0, 4, 0x18, 0x80, 8)
/* not verified */ #define SOUND_TERRAIN_5 SOUND_ARG_LOAD(0, 6, 0x20, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN428 SOUND_ARG_LOAD(0, 4, 0x28, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN429 SOUND_ARG_LOAD(0, 4, 0x29, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN42A SOUND_ARG_LOAD(0, 4, 0x2A, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN42B SOUND_ARG_LOAD(0, 4, 0x2B, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN62C SOUND_ARG_LOAD(0, 6, 0x2C, 0x00, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN42D SOUND_ARG_LOAD(0, 4, 0x2D, 0xA0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN42E SOUND_ARG_LOAD(0, 4, 0x2E, 0x00, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN42F SOUND_ARG_LOAD(0, 4, 0x2F, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN430 SOUND_ARG_LOAD(0, 4, 0x30, 0xC0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN431 SOUND_ARG_LOAD(0, 4, 0x31, 0x60, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN432 SOUND_ARG_LOAD(0, 4, 0x32, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN433 SOUND_ARG_LOAD(0, 4, 0x33, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN434 SOUND_ARG_LOAD(0, 4, 0x34, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN435 SOUND_ARG_LOAD(0, 4, 0x35, 0x80, 8)
/* not verified */ #define SOUND_ACTION_SWISH1 SOUND_ARG_LOAD(0, 4, 0x36, 0x80, 8)
/* not verified */ #define SOUND_ACTION_SWISH2 SOUND_ARG_LOAD(0, 4, 0x37, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN438 SOUND_ARG_LOAD(0, 4, 0x38, 0x80, 8)
// 0x39?
/* not verified */ #define SOUND_ACTION_CLIMBUPTREE SOUND_ARG_LOAD(0, 4, 0x3A, 0x80, 8)
/* not verified */ #define SOUND_ACTION_CLIMBDOWNTREE 0x043B
/* not verified */ #define SOUND_ACTION_UNKNOWN43C 0x043C
/* not verified */ #define SOUND_ACTION_UNKNOWN43D SOUND_ARG_LOAD(0, 4, 0x3D, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN43E SOUND_ARG_LOAD(0, 4, 0x3E, 0x80, 8)
/* not verified */ #define SOUND_ACTION_PATBACK SOUND_ARG_LOAD(0, 4, 0x3F, 0x80, 8)
/* not verified */ #define SOUND_ACTION_BRUSHHAIR SOUND_ARG_LOAD(0, 4, 0x40, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN441 SOUND_ARG_LOAD(0, 4, 0x41, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN442 SOUND_ARG_LOAD(0, 4, 0x42, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN443 SOUND_ARG_LOAD(0, 4, 0x43, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN444 SOUND_ARG_LOAD(0, 4, 0x44, 0xC0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN444_2 SOUND_ARG_LOAD(0, 4, 0x44, 0xB0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN444_3 SOUND_ARG_LOAD(0, 4, 0x44, 0xA0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN445 SOUND_ARG_LOAD(0, 4, 0x45, 0xA0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN446 SOUND_ARG_LOAD(0, 4, 0x46, 0xA0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN447 SOUND_ARG_LOAD(0, 4, 0x47, 0xA0, 8)
/* not verified */ #define SOUND_TERRAIN_6 SOUND_ARG_LOAD(0, 4, 0x48, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN450 SOUND_ARG_LOAD(0, 4, 0x50, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN451 SOUND_ARG_LOAD(0, 4, 0x51, 0x90, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN452 SOUND_ARG_LOAD(0, 4, 0x52, 0x90, 8)
// 0x53, 0x54, 0x55?
/* not verified */ #define SOUND_ACTION_UNKNOWN456 SOUND_ARG_LOAD(0, 4, 0x56, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN457 SOUND_ARG_LOAD(0, 4, 0x57, 0xC0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN458 SOUND_ARG_LOAD(0, 4, 0x58, 0xA0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN459 SOUND_ARG_LOAD(0, 4, 0x59, 0xB0, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN45A SOUND_ARG_LOAD(0, 4, 0x5A, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN45B SOUND_ARG_LOAD(0, 4, 0x5B, 0xFF, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN45C SOUND_ARG_LOAD(0, 4, 0x5C, 0x80, 8)
// 0x5D?
/* not verified */ #define SOUND_ACTION_UNKNOWN45E SOUND_ARG_LOAD(0, 4, 0x5E, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN45F SOUND_ARG_LOAD(0, 4, 0x5F, 0x80, 8)
/* not verified */ #define SOUND_ACTION_UNKNOWN460 SOUND_ARG_LOAD(0, 4, 0x60, 0x80, 8)
/* Moving Sound Effects */
// might be a bad name, consider something else.
/* not verified */ #define SOUND_MOVING_SLIDING1 0x1000
/* not verified */ #define SOUND_UNKNOWN_UNK1400 SOUND_ARG_LOAD(1, 4, 0x00, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDING2 0x1001
/* not verified */ #define SOUND_UNKNOWN_UNK1401 SOUND_ARG_LOAD(1, 4, 0x01, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDINGWATER1 0x1002
/* not verified */ #define SOUND_UNKNOWN_UNK1402 SOUND_ARG_LOAD(1, 4, 0x02, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDING3 0x1003
/* not verified */ #define SOUND_UNKNOWN_UNK1403 SOUND_ARG_LOAD(1, 4, 0x03, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDINGGHOST 0x1004
/* not verified */ #define SOUND_UNKNOWN_UNK1404 SOUND_ARG_LOAD(1, 4, 0x04, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDINGGRASS 0x1005
/* not verified */ #define SOUND_UNKNOWN_UNK1405 SOUND_ARG_LOAD(1, 4, 0x05, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDINGSNOW 0x1006
/* not verified */ #define SOUND_UNKNOWN_UNK1406 SOUND_ARG_LOAD(1, 4, 0x06, 0x00, 0)
/* not verified */ #define SOUND_MOVING_SLIDINGSAND 0x1007
/* not verified */ #define SOUND_MOVING_SLIDING4 0x1008
/* not verified */ #define SOUND_MOVING_SLIDING5 0x1009
/* not verified */ #define SOUND_MOVING_SLIDINGWATER2 0x100A
/* not verified */ #define SOUND_MOVING_SLIDING6 0x100B
/* not verified */ #define SOUND_UNKNOWN_UNK1410 SOUND_ARG_LOAD(1, 4, 0x10, 0x00, 0)
/* not verified */ #define SOUND_UNKNOWN_UNK1411 SOUND_ARG_LOAD(1, 4, 0x11, 0x00, 0)
/* not verified */ #define SOUND_UNKNOWN_UNK1412 SOUND_ARG_LOAD(1, 4, 0x12, 0x80, 0)
/* not verified */ #define SOUND_UNKNOWN_UNK1414 SOUND_ARG_LOAD(1, 4, 0x14, 0x00, 0)
/* not verified */ #define SOUND_UNKNOWN_UNK1416 SOUND_ARG_LOAD(1, 4, 0x16, 0x00, 0)
/* not verified */ #define SOUND_UNKNOWN_UNK1417 SOUND_ARG_LOAD(1, 4, 0x17, 0x00, 0)
/* not verified */ #define SOUND_UNKNOWN_UNK1C18 SOUND_ARG_LOAD(1, 0xC, 0x18, 0x00, 0)
/* not verified */ #define SOUND_MOVING_UNKNOWN19 SOUND_ARG_LOAD(1, 0xD, 0x19, 0x20, 0)
/* not verified */ #define SOUND_MOVING_ONFIRE 0x1020
/* not verified */ #define SOUND_UNKNOWN_UNK1420 SOUND_ARG_LOAD(1, 4, 0x20, 0x00, 0)
/* not verified */ #define SOUND_MOVING_UNKNOWN 0x1021
/* not verified */ #define SOUND_UNKNOWN_UNK1428 SOUND_ARG_LOAD(1, 4, 0x28, 0x00, 0)
/* Mario Sound Effects */
/* not verified */ #define SOUND_MARIO_YAH SOUND_ARG_LOAD(2, 4, 0x00, 0x80, 8)
/* not verified */ #define SOUND_MARIO_WAH1 0x2401
/* not verified */ #define SOUND_MARIO_WOOH 0x2402
/* not verified */ #define SOUND_MARIO_HOOHOO SOUND_ARG_LOAD(2, 4, 0x03, 0x80, 8)
/* not verified */ #define SOUND_MARIO_YAHOO SOUND_ARG_LOAD(2, 4, 0x04, 0x80, 8)
/* not verified */ #define SOUND_MARIO_UH SOUND_ARG_LOAD(2, 4, 0x05, 0x80, 8)
/* not verified */ #define SOUND_MARIO_HRMM SOUND_ARG_LOAD(2, 4, 0x06, 0x80, 8)
/* not verified */ #define SOUND_MARIO_WAH2 SOUND_ARG_LOAD(2, 4, 0x07, 0x80, 8)
/* not verified */ #define SOUND_MARIO_WHOA SOUND_ARG_LOAD(2, 4, 0x08, 0xC0, 8)
/* not verified */ #define SOUND_MARIO_EEUH SOUND_ARG_LOAD(2, 4, 0x09, 0x80, 8)
/* not verified */ #define SOUND_MARIO_ATTACKED SOUND_ARG_LOAD(2, 4, 0x0A, 0xFF, 8)
/* not verified */ #define SOUND_MARIO_OOOF SOUND_ARG_LOAD(2, 4, 0x0B, 0x80, 8)
/* not verified */ #define SOUND_MARIO_OOOF2 SOUND_ARG_LOAD(2, 4, 0x0B, 0xD0, 8)
/* not verified */ #define SOUND_MARIO_HEREWEGO SOUND_ARG_LOAD(2, 4, 0x0C, 0x80, 8)
/* not verified */ #define SOUND_MARIO_YAWNING SOUND_ARG_LOAD(2, 4, 0x0D, 0x80, 8)
/* not verified */ #define SOUND_MARIO_SNORING1 SOUND_ARG_LOAD(2, 4, 0x0E, 0x80, 8)
/* not verified */ #define SOUND_MARIO_SNORING2 SOUND_ARG_LOAD(2, 4, 0x0F, 0x80, 8)
/* not verified */ #define SOUND_MARIO_WAAAOOOW SOUND_ARG_LOAD(2, 4, 0x10, 0xC0, 8)
/* not verified */ #define SOUND_MARIO_HAHA SOUND_ARG_LOAD(2, 4, 0x11, 0x80, 8)
/* not verified */ #define SOUND_MARIO_HAHA_2 SOUND_ARG_LOAD(2, 4, 0x11, 0xF0, 8)
/* not verified */ #define SOUND_MARIO_HOO 0x2412
/* not verified */ #define SOUND_MARIO_UH2 SOUND_ARG_LOAD(2, 4, 0x13, 0xD0, 8)
/* not verified */ #define SOUND_MARIO_UH2_2 SOUND_ARG_LOAD(2, 4, 0x13, 0x80, 8)
/* not verified */ #define SOUND_MARIO_ONFIRE SOUND_ARG_LOAD(2, 4, 0x14, 0xA0, 8)
/* not verified */ #define SOUND_MARIO_DYING SOUND_ARG_LOAD(2, 4, 0x15, 0xFF, 8)
/* not verified */ #define SOUND_MARIO_HOO2 SOUND_ARG_LOAD(2, 4, 0x16, 0x80, 8)
/* not verified */ #define SOUND_MARIO_COUGHING 0x2417
/* not verified */ #define SOUND_MARIO_HOO3 SOUND_ARG_LOAD(2, 4, 0x18, 0x80, 8)
/* not verified */ #define SOUND_MARIO_HOO4 0x2419
/* not verified */ #define SOUND_MARIO_HOO5 0x241A
/* not verified */ #define SOUND_MARIO_COUGHING2 SOUND_ARG_LOAD(2, 4, 0x1B, 0x80, 8)
/* not verified */ #define SOUND_MARIO_COUGHING3 SOUND_ARG_LOAD(2, 4, 0x1C, 0x80, 8)
/* not verified */ #define SOUND_MARIO_COUGHING4 SOUND_ARG_LOAD(2, 4, 0x1D, 0x80, 8)
/* not verified */ #define SOUND_MARIO_YAH2 SOUND_ARG_LOAD(2, 4, 0x1E, 0x80, 8)
/* not verified */ #define SOUND_MARIO_HOO6 SOUND_ARG_LOAD(2, 4, 0x1F, 0x80, 8)
/* not verified */ #define SOUND_MARIO_MAMAMIA SOUND_ARG_LOAD(2, 4, 0x20, 0x80, 8)
/* not verified */ #define SOUND_MARIO_OKEYDOKEY 0x2421
/* not verified */ #define SOUND_MARIO_WAH3 SOUND_ARG_LOAD(2, 4, 0x22, 0x80, 8)
/* not verified */ #define SOUND_MARIO_DROWNING SOUND_ARG_LOAD(2, 4, 0x23, 0xF0, 8)
/* not verified */ #define SOUND_MARIO_WAH4 SOUND_ARG_LOAD(2, 4, 0x24, 0x80, 8)
/* not verified */ #define SOUND_MARIO_UH3 0x2425
/* not verified */ #define SOUND_MARIO_HEAVYLIFT 0x2426
/* not verified */ #define SOUND_MARIO_WAH5 0x2427
/* Mario Sound Effects (Added in US) */
/* not verified */ #define SOUND_PEACH_DEARMARIO SOUND_ARG_LOAD(2, 4, 0x28, 0xFF, 8)
/* not verified */ #define SOUND_MARIO_WOOH2 0x2429
/* not verified */ #define SOUND_MARIO_WOOH3 0x242A
/* not verified */ // the next 5 sounds are in a group of 5 for which the sound is determined by the play_sound call used.
/* not verified */ #define SOUND_MARIO_YAHOO2 SOUND_ARG_LOAD(2, 4, 0x2B, 0x80, 8)
/* not verified */ #define SOUND_MARIO_YAHOO3 SOUND_ARG_LOAD(2, 4, 0x2C, 0x80, 8)
/* not verified */ #define SOUND_MARIO_YAHOO4 SOUND_ARG_LOAD(2, 4, 0x2D, 0x80, 8)
/* not verified */ #define SOUND_MARIO_WAHA SOUND_ARG_LOAD(2, 4, 0x2E, 0x80, 8)
/* not verified */ #define SOUND_MARIO_YIPEE SOUND_ARG_LOAD(2, 4, 0x2F, 0x80, 8)
/* not verified */ #define SOUND_MARIO_DOH SOUND_ARG_LOAD(2, 4, 0x30, 0x80, 8)
/* not verified */ #define SOUND_MARIO_GAMEOVER SOUND_ARG_LOAD(2, 4, 0x31, 0xFF, 8)
/* not verified */ #define SOUND_MARIO_HELLO SOUND_ARG_LOAD(2, 4, 0x32, 0xFF, 8)
/* not verified */ #define SOUND_MARIO_PRESSSTARTTOPLAY SOUND_ARG_LOAD(2, 4, 0x33, 0xFF, 0xA)
/* not verified */ #define SOUND_MARIO_BOING SOUND_ARG_LOAD(2, 4, 0x34, 0x80, 8)
/* not verified */ #define SOUND_MARIO_SNORING3 SOUND_ARG_LOAD(2, 4, 0x35, 0xFF, 8)
/* not verified */ #define SOUND_MARIO_SOLONGABOWSER SOUND_ARG_LOAD(2, 4, 0x36, 0x80, 8)
/* not verified */ #define SOUND_MARIO_IMATIRED SOUND_ARG_LOAD(2, 4, 0x37, 0x80, 8)
/* Princess Peach Sound Effects (US Only) */
/* not verified */ #define SOUND_PEACH_MARIO SOUND_ARG_LOAD(2, 4, 0x38, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_POWEROFTHESTARS SOUND_ARG_LOAD(2, 4, 0x39, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_THANKSTOYOU SOUND_ARG_LOAD(2, 4, 0x3A, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_THANKYOUMARIO SOUND_ARG_LOAD(2, 4, 0x3B, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_SOMETHINGSPECIAL SOUND_ARG_LOAD(2, 4, 0x3C, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_BAKEACAKE SOUND_ARG_LOAD(2, 4, 0x3D, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_FORMARIO SOUND_ARG_LOAD(2, 4, 0x3E, 0xFF, 8)
/* not verified */ #define SOUND_PEACH_MARIO2 SOUND_ARG_LOAD(2, 4, 0x3F, 0xFF, 8)
/* General Sound Effects */
/* not verified */ #define SOUND_GENERAL_EXPLOSION SOUND_ARG_LOAD(3, 0, 0x00, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_MARIOHOLE1 0x3001
/* not verified */ #define SOUND_GENERAL_MARIOHOLE2 0x3002
/* not verified */ #define SOUND_GENERAL_FLAMEOUT SOUND_ARG_LOAD(3, 0, 0x03, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_OPENWOODDOOR SOUND_ARG_LOAD(3, 0, 0x04, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_CLOSEWOODDOOR SOUND_ARG_LOAD(3, 0, 0x05, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_OPENIRONDOOR SOUND_ARG_LOAD(3, 0, 0x06, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_CLOSEIRONDOOR SOUND_ARG_LOAD(3, 0, 0x07, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_BUBBLES1 0x3008
/* not verified */ #define SOUND_GENERAL_MOVINGWATER SOUND_ARG_LOAD(3, 0, 0x09, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_SWISHWATER SOUND_ARG_LOAD(3, 0, 0x0A, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_QUIETBUBBLE SOUND_ARG_LOAD(3, 0, 0x0B, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_EXPLOSION2 SOUND_ARG_LOAD(3, 0, 0x0C, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_QUIETBUBBLE2 SOUND_ARG_LOAD(3, 0, 0x0D, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNUSED SOUND_ARG_LOAD(3, 0, 0x0E, 0x80, 8) // not actually unused?
/* not verified */ #define SOUND_GENERAL_EXPLOSION3 SOUND_ARG_LOAD(3, 0, 0x0F, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_COIN1 0x3010
/* not verified */ #define SOUND_GENERAL_COIN2 SOUND_ARG_LOAD(3, 8, 0x11, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_COINWATER1 SOUND_ARG_LOAD(3, 8, 0x12, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_COINWATER2 0x3013
/* not verified */ #define SOUND_GENERAL_COINWATER3 0x3014
/* not verified */ #define SOUND_GENERAL_COINWATER4 0x3015
/* not verified */ #define SOUND_GENERAL_SHORTSTAR SOUND_ARG_LOAD(3, 0, 0x16, 0x00, 9)
/* not verified */ #define SOUND_GENERAL_BIGCLOCK SOUND_ARG_LOAD(3, 0, 0x17, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_LOUDPOUND 0x3018
/* not verified */ #define SOUND_GENERAL_SHORTPOUND1 0x3019
/* not verified */ #define SOUND_GENERAL_SHORTPOUND2 0x301A
/* not verified */ #define SOUND_GENERAL_SHORTPOUND3 0x301B
/* not verified */ #define SOUND_GENERAL_SHORTPOUND4 0x301C
/* not verified */ #define SOUND_GENERAL_SHORTPOUND5 0x301D
/* not verified */ #define SOUND_GENERAL_SHORTPOUND6 0x301E
/* not verified */ #define SOUND_GENERAL_SHORTPOUND7 0x301F
/* not verified */ #define SOUND_GENERAL_OPENCHEST1 SOUND_ARG_LOAD(3, 1, 0x20, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_OPENCHEST2 0x3021
/* not verified */ #define SOUND_GENERAL_CLAMSHELL1 SOUND_ARG_LOAD(3, 1, 0x22, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_CLAMSHELL2 0x3023
/* not verified */ #define SOUND_GENERAL_BOXLANDING SOUND_ARG_LOAD(3, 0, 0x24, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_BOXLANDING_2 SOUND_ARG_LOAD(3, 2, 0x24, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN1 SOUND_ARG_LOAD(3, 0, 0x25, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN1_2 SOUND_ARG_LOAD(3, 2, 0x25, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_CLAMSHELL3 SOUND_ARG_LOAD(3, 0, 0x26, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_CLAMSHELL4 SOUND_ARG_LOAD(3, 0, 0x27, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_EXITPAINTING1 0x3028
#ifdef VERSION_JP
/* not verified */ #define SOUND_GENERAL_PAINTING_EJECT SOUND_ARG_LOAD(3, 8, 0x28, 0x00, 8)
#else
/* not verified */ #define SOUND_GENERAL_PAINTING_EJECT SOUND_ARG_LOAD(3, 9, 0x28, 0x00, 8)
#endif
/* not verified */ #define SOUND_GENERAL_EXITPAINTING2 0x3029
/* not verified */ #define SOUND_GENERAL_EXITPAINTING3 0x302A
/* not verified */ #define SOUND_GENERAL_EXITPAINTING4 SOUND_ARG_LOAD(3, 0, 0x2B, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_GETSTAR 0x302C
/* not verified */ #define SOUND_GENERAL_PLATFORM SOUND_ARG_LOAD(3, 0, 0x2D, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_EXPLOSION4 SOUND_ARG_LOAD(3, 0, 0x2E, 0x20, 8)
/* not verified */ #define SOUND_GENERAL_EXPLOSION5 SOUND_ARG_LOAD(3, 1, 0x2F, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_COINSPURT SOUND_ARG_LOAD(3, 0, 0x30, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_COINSPURT_2 SOUND_ARG_LOAD(3, 8, 0x30, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_EXPLOSION6 0x3031
/* not verified */ #define SOUND_GENERAL_UNKNOWN2 0x3032
/* not verified */ #define SOUND_GENERAL_GETCOIN 0x3033
/* not verified */ #define SOUND_GENERAL_BOATTILT1 SOUND_ARG_LOAD(3, 0, 0x34, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_BOATTILT2 SOUND_ARG_LOAD(3, 0, 0x35, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_COINDROP SOUND_ARG_LOAD(3, 0, 0x36, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN3_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x37, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN3 SOUND_ARG_LOAD(3, 0, 0x37, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN3_2 SOUND_ARG_LOAD(3, 8, 0x37, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_SWITCH1 SOUND_ARG_LOAD(3, 0, 0x38, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_CHAINCHOMP1 SOUND_ARG_LOAD(3, 0, 0x39, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_CHAINCHOMP2 SOUND_ARG_LOAD(3, 0, 0x3A, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_SWITCH2 SOUND_ARG_LOAD(3, 0, 0x3B, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_MOVINGINSAND SOUND_ARG_LOAD(3, 0, 0x3C, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN4_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x3D, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNKNOWN4 SOUND_ARG_LOAD(3, 0, 0x3D, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_SWITCH3 SOUND_ARG_LOAD(3, 0, 0x3E, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_CAGEOPEN SOUND_ARG_LOAD(3, 0, 0x3F, 0xA0, 8)
/* not verified */ #define SOUND_GENERAL_QUIETPOUND1_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x40, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_QUIETPOUND1 SOUND_ARG_LOAD(3, 0, 0x40, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_BREAKBOX SOUND_ARG_LOAD(3, 0, 0x41, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_SWITCH4 SOUND_ARG_LOAD(3, 0, 0x42, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_QUIETPOUND2 SOUND_ARG_LOAD(3, 0, 0x43, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_BIGPOUND SOUND_ARG_LOAD(3, 0, 0x44, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNK45 SOUND_ARG_LOAD(3, 0, 0x45, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNK46_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x46, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_UNK46 SOUND_ARG_LOAD(3, 0, 0x46, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_CANNONUP SOUND_ARG_LOAD(3, 0, 0x47, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_GRINDELROLL SOUND_ARG_LOAD(3, 0, 0x48, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_EXPLOSION7 0x3049
/* not verified */ #define SOUND_GENERAL_SHAKECOFFIN 0x304A
/* not verified */ #define SOUND_GENERAL_PYRAMIDTOP 0x304B
/* not verified */ #define SOUND_GENERAL_EXPLOSION8 0x304C
/* not verified */ #define SOUND_GENERAL_RACEGUNSHOT SOUND_ARG_LOAD(3, 1, 0x4D, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_STARDOOROPEN SOUND_ARG_LOAD(3, 0, 0x4E, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_STARDOORCLOSE SOUND_ARG_LOAD(3, 0, 0x4F, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_BIRDCHIRP1 0x3050
/* not verified */ #define SOUND_GENERAL_BIRDCHIRP2 0x3051
/* not verified */ #define SOUND_GENERAL_BIRDCHIRP3 0x3052
/* not verified */ #define SOUND_GENERAL_BIRDCHIRP4 0x3053
/* not verified */ #define SOUND_GENERAL_SWITCH5 0x3054
/* not verified */ #define SOUND_GENERAL_SWITCH6 0x3055
/* not verified */ #define SOUND_GENERAL_POUNDROCK SOUND_ARG_LOAD(3, 0, 0x56, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_STARAPPEARS SOUND_ARG_LOAD(3, 0, 0x57, 0xFF, 9)
/* not verified */ #define SOUND_GENERAL_1UP SOUND_ARG_LOAD(3, 0, 0x58, 0xFF, 8)
/* not verified */ #define SOUND_GENERAL_ELEVATORHMC 0x3059
/* not verified */ #define SOUND_GENERAL_BUTTONPRESS_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x5A, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_BUTTONPRESS SOUND_ARG_LOAD(3, 0, 0x5A, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_BUTTONPRESS_2_LOWPRIO SOUND_ARG_LOAD(3, 1, 0x5A, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_BUTTONPRESS_2 SOUND_ARG_LOAD(3, 1, 0x5A, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_ELEVATORMOVE SOUND_ARG_LOAD(3, 0, 0x5B, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_ELEVATORMOVE_2 SOUND_ARG_LOAD(3, 1, 0x5B, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_SWISHAIR SOUND_ARG_LOAD(3, 0, 0x5C, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_SWISHAIR_2 SOUND_ARG_LOAD(3, 1, 0x5C, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_HAUNTEDCHAIR SOUND_ARG_LOAD(3, 0, 0x5D, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_SOFTLANDING SOUND_ARG_LOAD(3, 0, 0x5E, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_MOVINGBOOMAYBE SOUND_ARG_LOAD(3, 0, 0x5F, 0x00, 8) // not certain
/* not verified */ #define SOUND_GENERAL_BOWSEREXPLODE 0x3060
/* not verified */ #define SOUND_GENERAL_BOWSERKEY 0x3061
/* not verified */ #define SOUND_GENERAL_BOWSERPLATFORM SOUND_ARG_LOAD(3, 0, 0x62, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_BOWSERPLATFORM_2 SOUND_ARG_LOAD(3, 1, 0x62, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_1UP2 0x3063
/* not verified */ #define SOUND_GENERAL_HEARTSPIN SOUND_ARG_LOAD(3, 0, 0x64, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_POUNDWOODPOST SOUND_ARG_LOAD(3, 0, 0x65, 0xC0, 8)
/* not verified */ #define SOUND_GENERAL_WATERLEVELTRIG SOUND_ARG_LOAD(3, 0, 0x66, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_SWITCHDOOROPEN SOUND_ARG_LOAD(3, 0, 0x67, 0xA0, 8)
/* not verified */ #define SOUND_GENERAL_REDCOIN SOUND_ARG_LOAD(3, 0, 0x68, 0x90, 8)
/* not verified */ #define SOUND_GENERAL_BIRDSFLYAWAY SOUND_ARG_LOAD(3, 0, 0x69, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_RIGHTANSWER 0x306A
/* not verified */ #define SOUND_GENERAL_METALPOUND SOUND_ARG_LOAD(3, 0, 0x6B, 0x80, 8)
/* not verified */ #define SOUND_GENERAL_BOING1 SOUND_ARG_LOAD(3, 0, 0x6C, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_BOING2_LOWPRIO SOUND_ARG_LOAD(3, 0, 0x6D, 0x20, 8)
/* not verified */ #define SOUND_GENERAL_BOING2 SOUND_ARG_LOAD(3, 0, 0x6D, 0x40, 8)
/* not verified */ #define SOUND_GENERAL_YOSHIWALK SOUND_ARG_LOAD(3, 0, 0x6E, 0x20, 8)
/* not verified */ #define SOUND_GENERAL_ENEMYALERT1 SOUND_ARG_LOAD(3, 0, 0x6F, 0x30, 8)
/* not verified */ #define SOUND_GENERAL_YOSHI SOUND_ARG_LOAD(3, 0, 0x70, 0x30, 8)
/* not verified */ #define SOUND_GENERAL_SPLATTERING SOUND_ARG_LOAD(3, 0, 0x71, 0x30, 8)
/* not verified */ #define SOUND_GENERAL_BOING3 0x3072
/* not verified */ #define SOUND_GENERAL_GRANDSTAR SOUND_ARG_LOAD(3, 0, 0x73, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_GRANDSTARJUMP SOUND_ARG_LOAD(3, 0, 0x74, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_BOATROCK SOUND_ARG_LOAD(3, 0, 0x75, 0x00, 8)
/* not verified */ #define SOUND_GENERAL_VANISHSFX SOUND_ARG_LOAD(3, 0, 0x76, 0x20, 8)
/* not verified */ #define SOUND_GENERAL_MARIOHOLE3 0x3077
/* not verified */ #define SOUND_GENERAL_REDCOIN2 0x3078
/* not verified */ #define SOUND_GENERAL_BIRDSFLYAWAY2 0x3079
/* not verified */ #define SOUND_GENERAL_RIGHTANSWER2 0x307A
/* not verified */ #define SOUND_GENERAL_METALPOUND2 0x307B
/* not verified */ #define SOUND_GENERAL_BOING4 0x307C
/* not verified */ #define SOUND_GENERAL_BOING5 0x307D
/* not verified */ #define SOUND_GENERAL_UNKNOWN5 0x307E // Unused, sounds identical to YOSHIWALK
/* not verified */ #define SOUND_GENERAL_ENEMYALERT2 0x307F
/* Environment Sound Effects */
/* not verified */ #define SOUND_ENVIRONMENT_WATERFALL1 SOUND_ARG_LOAD(4, 0, 0x00, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_WATERFALL2 SOUND_ARG_LOAD(4, 0, 0x01, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_ELEVATOR1 SOUND_ARG_LOAD(4, 0, 0x02, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_DRONING1 SOUND_ARG_LOAD(4, 1, 0x03, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_DRONING2 SOUND_ARG_LOAD(4, 0, 0x04, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_WIND1 SOUND_ARG_LOAD(4, 0, 0x05, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_MOVINGSANDSNOW 0x4006
/* not verified */ #define SOUND_ENVIRONMENT_UNKNOWN1 0x4007
/* not verified */ #define SOUND_ENVIRONMENT_ELEVATOR2 SOUND_ARG_LOAD(4, 0, 0x08, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_WATER SOUND_ARG_LOAD(4, 0, 0x09, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_UNKNOWN2 SOUND_ARG_LOAD(4, 0, 0x0A, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_BOATROCKING1 SOUND_ARG_LOAD(4, 0, 0x0B, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_ELEVATOR3 SOUND_ARG_LOAD(4, 0, 0x0C, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_ELEVATOR4 SOUND_ARG_LOAD(4, 0, 0x0D, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_ELEVATOR4_2 SOUND_ARG_LOAD(4, 1, 0x0D, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_MOVINGSAND SOUND_ARG_LOAD(4, 0, 0x0E, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_MERRYGOROUNDCREAKING SOUND_ARG_LOAD(4, 0, 0x0F, 0x40, 0)
/* not verified */ #define SOUND_ENVIRONMENT_WIND2 SOUND_ARG_LOAD(4, 0, 0x10, 0x80, 0)
/* not verified */ #define SOUND_ENVIRONMENT_MOVINGSANDSNOW2 0x4011
/* not verified */ #define SOUND_ENVIRONMENT_UNKNOWN3 0x4012
/* not verified */ #define SOUND_ENVIRONMENT_SLIDING SOUND_ARG_LOAD(4, 0, 0x13, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_STAR SOUND_ARG_LOAD(4, 0, 0x14, 0x00, 1)
/* not verified */ #define SOUND_ENVIRONMENT_UNKNOWN4 SOUND_ARG_LOAD(4, 1, 0x15, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_WATERDRAIN SOUND_ARG_LOAD(4, 1, 0x16, 0x00, 0)
/* not verified */ #define SOUND_ENVIRONMENT_METALBOXPUSH SOUND_ARG_LOAD(4, 0, 0x17, 0x80, 0)
/* not verified */ #define SOUND_ENVIRONMENT_SINKQUICKSAND SOUND_ARG_LOAD(4, 0, 0x18, 0x80, 0)
/* not verified */ #define SOUND_ENVIRONMENT_PEACHSPARKLE 0x4019
/* not verified */ #define SOUND_ENVIRONMENT_ELEVATOR5 0x401A
/* not verified */ #define SOUND_ENVIRONMENT_FIRE 0x401B
/* Object Sound Effects */
/* not verified */ #define SOUND_OBJECT_WATERSOUND SOUND_ARG_LOAD(5, 0, 0x00, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_MRISHOOT SOUND_ARG_LOAD(5, 0, 0x01, 0x00, 8)
#define SOUND_BABY_PENGUIN_WALK SOUND_ARG_LOAD(5, 0, 0x02, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERWALK SOUND_ARG_LOAD(5, 0, 0x03, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERROAR 0x5004
/* not verified */ #define SOUND_OBJECT_BOWSERTAILPICKUP SOUND_ARG_LOAD(5, 0, 0x05, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERDEFEATED SOUND_ARG_LOAD(5, 0, 0x06, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERSPINNING SOUND_ARG_LOAD(5, 0, 0x07, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERINHALING SOUND_ARG_LOAD(5, 0, 0x08, 0x00, 8)
#define SOUND_BIG_PENGUIN_WALK SOUND_ARG_LOAD(5, 0, 0x09, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_BOOBOUNCETOP SOUND_ARG_LOAD(5, 0, 0x0A, 0x00, 8)
#define SOUND_BOO_LAUGH_SHORT SOUND_ARG_LOAD(5, 0, 0x0B, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_THWOMP SOUND_ARG_LOAD(5, 0, 0x0C, 0xA0, 8)
/* not verified */ #define SOUND_OBJECT_CANNON1 SOUND_ARG_LOAD(5, 0, 0x0D, 0xF0, 8)
/* not verified */ #define SOUND_OBJECT_CANNON2 SOUND_ARG_LOAD(5, 0, 0x0E, 0xF0, 8)
/* not verified */ #define SOUND_OBJECT_CANNON3 SOUND_ARG_LOAD(5, 0, 0x0F, 0xF0, 8)
#define SOUND_CH5_PIRANHA_PLANT_BITE 0x5010
#define SOUND_CH5_PIRANHA_PLANT_DYING 0x5011
/* not verified */ #define SOUND_OBJECT_JUMPWALKWATER 0x5012
/* not verified */ #define SOUND_OBJECT_UNKNOWN2 SOUND_ARG_LOAD(5, 0, 0x13, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_MRIDEATH SOUND_ARG_LOAD(5, 0, 0x14, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_POUNDING1 SOUND_ARG_LOAD(5, 0, 0x15, 0x50, 8)
/* not verified */ #define SOUND_OBJECT_POUNDING1_HIGHPRIO SOUND_ARG_LOAD(5, 0, 0x15, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_BULLYTHWOMP_LOWPRIO SOUND_ARG_LOAD(5, 0, 0x16, 0x60, 8)
/* not verified */ #define SOUND_OBJECT_BULLYTHWOMP SOUND_ARG_LOAD(5, 0, 0x16, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_BULLYMETAL SOUND_ARG_LOAD(5, 0, 0x17, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_BULLYEXPLODE SOUND_ARG_LOAD(5, 0, 0x18, 0xA0, 8)
/* not verified */ #define SOUND_OBJECT_BULLYEXPLODE_2 SOUND_ARG_LOAD(5, 1, 0x18, 0xA0, 8)
#define SOUND_CH5_BOWSER_PUZZLE_PIECE_MOVE 0x5019
/* not verified */ #define SOUND_OBJECT_POUNDINGCANNON SOUND_ARG_LOAD(5, 0, 0x1A, 0x50, 8)
/* not verified */ #define SOUND_OBJECT_BULLYWALK SOUND_ARG_LOAD(5, 0, 0x1B, 0x30, 8)
/* not verified */ #define SOUND_OBJECT_BULLYATTACKED 0x501C
/* not verified */ #define SOUND_OBJECT_UNKNOWN3 SOUND_ARG_LOAD(5, 0, 0x1D, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_UNKNOWN4 SOUND_ARG_LOAD(5, 0, 0x1E, 0xA0, 8)
#define SOUND_BABY_PENGUIN_DIVE SOUND_ARG_LOAD(5, 0, 0x1F, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_GOOMBAWALK SOUND_ARG_LOAD(5, 0, 0x20, 0x00, 8)
#define SOUND_UKIKI_CHATTER_LONG SOUND_ARG_LOAD(5, 0, 0x21, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_MONTYMOLEATTACK SOUND_ARG_LOAD(5, 0, 0x22, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_EVILLAKITUTHROW SOUND_ARG_LOAD(5, 0, 0x22, 0x20, 8)
/* not verified */ #define SOUND_OBJECT_UNKNOWN5 0x5023
/* not verified */ #define SOUND_OBJECT_DYINGENEMY1 SOUND_ARG_LOAD(5, 0, 0x24, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_CANNON4 SOUND_ARG_LOAD(5, 0, 0x25, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_DYINGENEMY2 0x5026
/* not verified */ #define SOUND_OBJECT_BOBOMBWALK SOUND_ARG_LOAD(5, 0, 0x27, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_SOMETHINGLANDING SOUND_ARG_LOAD(5, 0, 0x28, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_DIVINGINWATER SOUND_ARG_LOAD(5, 0, 0x29, 0xA0, 8)
/* not verified */ #define SOUND_OBJECT_SNOWSAND1 SOUND_ARG_LOAD(5, 0, 0x2A, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_SNOWSAND2 SOUND_ARG_LOAD(5, 0, 0x2B, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_FLAMEVANISHING 0x502C
/* not verified */ #define SOUND_OBJECT_DEFAULTDEATH SOUND_ARG_LOAD(5, 0, 0x2C, 0x80, 8)
#define SOUND_BIG_PENGUIN_YELL SOUND_ARG_LOAD(5, 0, 0x2D, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_WATERBOMBBOUNCING SOUND_ARG_LOAD(5, 0, 0x2E, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_GOOMBAALERT SOUND_ARG_LOAD(5, 0, 0x2F, 0x00, 8)
#define SOUND_WIGGLER_JUMP SOUND_ARG_LOAD(5, 0, 0x2F, 0x60, 8)
/* not verified */ #define SOUND_OBJECT_STOMPED SOUND_ARG_LOAD(5, 0, 0x30, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_UNKNOWN6 SOUND_ARG_LOAD(5, 0, 0x31, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_DIVINGINTOWATER SOUND_ARG_LOAD(5, 0, 0x32, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_PIRANHAPLANTSHRINK SOUND_ARG_LOAD(5, 0, 0x33, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_YOSHIWALK 0x5034
/* not verified */ #define SOUND_OBJECT_UNK50342081 SOUND_ARG_LOAD(5, 0, 0x34, 0x20, 8)
/* not verified */ #define SOUND_OBJECT_UNKNOWNWALKING 0x5035
/* not verified */ #define SOUND_OBJECT_UNK50350081 SOUND_ARG_LOAD(5, 0, 0x35, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BULLYWALKING SOUND_ARG_LOAD(5, 0, 0x36, 0x60, 8)
/* not verified */ #define SOUND_OBJECT_DORRIE SOUND_ARG_LOAD(5, 0, 0x37, 0x60, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERLAUGH SOUND_ARG_LOAD(5, 0, 0x38, 0x80, 8)
#define SOUND_UKIKI_CHATTER_SHORT SOUND_ARG_LOAD(5, 0, 0x39, 0x00, 8)
#define SOUND_UKIKI_CHATTER_IDLE SOUND_ARG_LOAD(5, 0, 0x3A, 0x00, 8)
#define SOUND_UKIKI_STEP_DEFAULT SOUND_ARG_LOAD(5, 0, 0x3B, 0x00, 8)
#define SOUND_UKIKI_STEP_LEAVES SOUND_ARG_LOAD(5, 0, 0x3C, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_KOOPA SOUND_ARG_LOAD(5, 0, 0x3D, 0xA0, 8)
/* not verified */ #define SOUND_OBJECT_KOOPADAMAGE SOUND_ARG_LOAD(5, 0, 0x3E, 0xA0, 8)
/* not verified */ #define SOUND_OBJECT_KLEPTO1 SOUND_ARG_LOAD(5, 0, 0x3F, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_KLEPTO2 SOUND_ARG_LOAD(5, 0, 0x40, 0x60, 8)
/* not verified */ #define SOUND_OBJECT_KINGBOBOMB SOUND_ARG_LOAD(5, 0, 0x41, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_KINGBOBOMBDAMAGE 0x5042
/* not verified */ #define SOUND_OBJECT_SCUTTLEBUGWALK 0x5043
/* not verified */ #define SOUND_OBJECT_SCUTTLEBUGALERT 0x5044
#define SOUND_CH5_BABY_PENGUIN_YELL 0x5045
/* not verified */ #define SOUND_OBJECT_KINGBOBOMBJUMP SOUND_ARG_LOAD(5, 0, 0x46, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_KINGWHOMPDEATH SOUND_ARG_LOAD(5, 1, 0x47, 0xC0, 8)
#define SOUND_BOO_LAUGH_LONG SOUND_ARG_LOAD(5, 0, 0x48, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BAT 0x5049
/* not verified */ #define SOUND_OBJECT_EEL SOUND_ARG_LOAD(5, 0, 0x4A, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_EEL_2 SOUND_ARG_LOAD(5, 2, 0x4A, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BRIDGEEXPLODE SOUND_ARG_LOAD(5, 2, 0x4B, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_ENEMYALERT SOUND_ARG_LOAD(5, 0, 0x4C, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_SNUFITSHOOT SOUND_ARG_LOAD(5, 0, 0x4D, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_SKEETERWALK SOUND_ARG_LOAD(5, 0, 0x4E, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_WALKINGWATER SOUND_ARG_LOAD(5, 0, 0x4F, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_BIRDS1 0x5050
/* not verified */ #define SOUND_OBJECT_BIRDS2 SOUND_ARG_LOAD(5, 0, 0x51, 0x40, 0)
/* not verified */ #define SOUND_OBJECT_BIRDS3 0x5052
/* not verified */ #define SOUND_OBJECT_BIRDS4 0x5053
/* not verified */ #define SOUND_OBJECT_PIRANHAPLANTAPPEAR SOUND_ARG_LOAD(5, 0, 0x54, 0x20, 8)
/* not verified */ #define SOUND_OBJECT_FLAMEBLOWN SOUND_ARG_LOAD(5, 0, 0x55, 0x80, 8)
/* not verified */ #define SOUND_OBJECT_MADPIANOCHOMPING SOUND_ARG_LOAD(5, 2, 0x56, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_BULLYOTHERENEMY 0x5057
/* not verified */ #define SOUND_OBJECT_BOBOMBBUDDY SOUND_ARG_LOAD(5, 0, 0x58, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_SPINYUNK59 SOUND_ARG_LOAD(5, 0, 0x59, 0x10, 8)
/* not verified */ #define SOUND_OBJECT_THWOMPSOUNDSHORT 0x505A
/* not verified */ #define SOUND_OBJECT_THWOMPSOUNDLONG 0x505B
#define SOUND_WIGGLER_HIGH_PITCH SOUND_ARG_LOAD(5, 0, 0x5C, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_HEAVEHOTOSSED SOUND_ARG_LOAD(5, 0, 0x5D, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_WIGGLERDEATH 0x505E
/* not verified */ #define SOUND_OBJECT_BOWSERINTROLAUGH SOUND_ARG_LOAD(5, 0, 0x5F, 0x80, 9)
/* not verified */ #define SOUND_OBJECT_ENEMYDEATHHIGH SOUND_ARG_LOAD(5, 0, 0x60, 0xB0, 8)
/* not verified */ #define SOUND_OBJECT_ENEMYDEATHLOW SOUND_ARG_LOAD(5, 0, 0x61, 0xB0, 8)
/* not verified */ #define SOUND_OBJECT_BATDEATH SOUND_ARG_LOAD(5, 0, 0x62, 0xB0, 8)
/* not verified */ #define SOUND_OBJECT_KOOPADEATH SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)
/* not verified */ #define SOUND_OBJECT_FLYGUYDEATH SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)
/* not verified */ #define SOUND_OBJECT_POKEYDEATH SOUND_ARG_LOAD(5, 0, 0x63, 0xC0, 8)
/* not verified */ #define SOUND_OBJECT_WATERBOMBBOUNCING2 SOUND_ARG_LOAD(5, 0, 0x64, 0xC0, 8)
/* not verified */ #define SOUND_OBJECT_EXPLODE SOUND_ARG_LOAD(5, 0, 0x65, 0xD0, 8)
/* not verified */ #define SOUND_OBJECT_TELEPORT 0x5066
/* not verified */ #define SOUND_OBJECT_UNKNOWN9 0x5067
/* not verified */ #define SOUND_OBJECT_POUNDINGLOUD SOUND_ARG_LOAD(5, 0, 0x68, 0x40, 8)
#define SOUND_CH5_BOSS_DIALOG_GRUNT 0x5069
/* not verified */ #define SOUND_OBJECT_MIPSRABBIT SOUND_ARG_LOAD(5, 0, 0x6A, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_MRISPINNING 0x506B
/* not verified */ #define SOUND_OBJECT_MIPSRABBITWATER SOUND_ARG_LOAD(5, 0, 0x6C, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_EYEROKEXPLODE SOUND_ARG_LOAD(5, 0, 0x6D, 0x00, 8)
/* not verified */ #define SOUND_OBJECT_CHUCKYADEATH SOUND_ARG_LOAD(5, 1, 0x6E, 0x00, 8)
#define SOUND_WIGGLER_DIALOG SOUND_ARG_LOAD(5, 0, 0x6F, 0x00, 8)
#define SOUND_WIGGLER_ATTACKED SOUND_ARG_LOAD(5, 0, 0x70, 0x60, 8)
#define SOUND_WIGGLER_LOW_PITCH SOUND_ARG_LOAD(5, 0, 0x71, 0x20, 8)
/* not verified */ #define SOUND_OBJECT_SNUFITDEATH SOUND_ARG_LOAD(5, 0, 0x72, 0xC0, 8)
/* not verified */ #define SOUND_OBJECT_CHOMPINGSOUND SOUND_ARG_LOAD(5, 0, 0x73, 0x40, 8)
#define SOUND_EMEMY_DEFEAT_SHRINK SOUND_ARG_LOAD(5, 0, 0x74, 0x40, 8)
/* not verified */ #define SOUND_OBJECT_BOWSERTAILPICKUP2 0x5075
/* not verified */ #define SOUND_OBJECT_BOWSERDEFEATED2 0x5076
/* not verified */ #define SOUND_OBJECT_BOWSERSWINGTAIL 0x5077
/* not verified */ #define SOUND_OBJECT_KLEPTO3 0x5078
/* not verified */ #define SOUND_OBJECT_KINGBOBOMB2 0x5079
/* not verified */ #define SOUND_OBJECT_PENGUINWALKING3 0x507A
/* not verified */ #define SOUND_OBJECT_POUNDING2 0x507B
/* not verified */ #define SOUND_OBJECT_BOWSERROAR2 0x507C
/* not verified */ #define SOUND_OBJECT_BOWSERTAILPICKUP3 0x507D
/* not verified */ #define SOUND_OBJECT_BOWSERDEFEATED3 0x507E
/* not verified */ #define SOUND_OBJECT_BOWSERSWINGTAIL2 0x507F
// Channel 6 sound effects are not yet explored.
/* not verified */ #define SOUND_CH6_BOWSERSPITFIRE SOUND_ARG_LOAD(6, 0, 0x00, 0x00, 0)
/* not verified */ #define SOUND_CH6_LAKITUFLY SOUND_ARG_LOAD(6, 0, 0x02, 0x80, 0)
/* not verified */ #define SOUND_CH6_LAKITUFLY_HIGHPRIO SOUND_ARG_LOAD(6, 0, 0x02, 0xFF, 0)
/* not verified */ #define SOUND_CH6_AMPBUZZ SOUND_ARG_LOAD(6, 0, 0x03, 0x40, 0)
/* not verified */ #define SOUND_CH6_BLOWWINDORFIRE SOUND_ARG_LOAD(6, 0, 0x04, 0x80, 0)
/* not verified */ #define SOUND_CH6_BLOWWINDORFIRE_LOWPRIO SOUND_ARG_LOAD(6, 0, 0x04, 0x40, 0)
/* not verified */ #define SOUND_CH6_ROUGHSLIDE SOUND_ARG_LOAD(6, 0, 0x05, 0x00, 0)
/* not verified */ #define SOUND_CH6_HEAVEHOMOVE SOUND_ARG_LOAD(6, 0, 0x06, 0x40, 0)
/* not verified */ #define SOUND_CH6_BOBOMBLITFUSE SOUND_ARG_LOAD(6, 0, 0x08, 0x60, 0)
/* not verified */ #define SOUND_CH6_HOWLINGWIND SOUND_ARG_LOAD(6, 0, 0x09, 0x80, 0)
/* not verified */ #define SOUND_CH6_CHUCKYAMOVE SOUND_ARG_LOAD(6, 0, 0x0A, 0x40, 0)
/* not verified */ #define SOUND_CH6_PEACHTWINKLE SOUND_ARG_LOAD(6, 0, 0x0B, 0x40, 0)
/* not verified */ #define SOUND_CH6_CASTLEOUTDOORSAMBIENT SOUND_ARG_LOAD(6, 0, 0x10, 0x40, 0)
/* Menu Sound Effects */
/* not verified */ #define SOUND_MENU_CHANGESELECT SOUND_ARG_LOAD(7, 0, 0x00, 0xF8, 8)
/* not verified */ #define SOUND_MENU_REVERSEPAUSE 0x7001
/* not verified */ #define SOUND_MENU_PAUSE1 SOUND_ARG_LOAD(7, 0, 0x02, 0xF0, 8)
/* not verified */ #define SOUND_MENU_PAUSE1_HIGHPRIO SOUND_ARG_LOAD(7, 0, 0x02, 0xFF, 8)
/* not verified */ #define SOUND_MENU_PAUSE2 SOUND_ARG_LOAD(7, 0, 0x03, 0xFF, 8)
/* not verified */ #define SOUND_MENU_MESSAGEAPPEAR SOUND_ARG_LOAD(7, 0, 0x04, 0x00, 8)
/* not verified */ #define SOUND_MENU_MESSAGEDISAPPEAR SOUND_ARG_LOAD(7, 0, 0x05, 0x00, 8)
/* not verified */ #define SOUND_MENU_CAMERAZOOMIN SOUND_ARG_LOAD(7, 0, 0x06, 0x00, 8)
/* not verified */ #define SOUND_MENU_CAMERAZOOMOUT SOUND_ARG_LOAD(7, 0, 0x07, 0x00, 8)
/* not verified */ #define SOUND_MENU_PINCHMARIOFACE SOUND_ARG_LOAD(7, 0, 0x08, 0x00, 8)
/* not verified */ #define SOUND_MENU_LETGOMARIOFACE SOUND_ARG_LOAD(7, 0, 0x09, 0x00, 8)
/* not verified */ #define SOUND_MENU_HANDAPPEAR SOUND_ARG_LOAD(7, 0, 0x0A, 0x00, 8)
/* not verified */ #define SOUND_MENU_HANDDISAPPEAR SOUND_ARG_LOAD(7, 0, 0x0B, 0x00, 8)
/* not verified */ #define SOUND_MENU_UNKNOWN1 SOUND_ARG_LOAD(7, 0, 0x0C, 0x00, 8)
/* not verified */ #define SOUND_MENU_POWERMETER SOUND_ARG_LOAD(7, 0, 0x0D, 0x00, 8)
/* not verified */ #define SOUND_MENU_CAMERABUZZ SOUND_ARG_LOAD(7, 0, 0x0E, 0x00, 8)
/* not verified */ #define SOUND_MENU_CAMERATURN SOUND_ARG_LOAD(7, 0, 0x0F, 0x00, 8)
/* not verified */ #define SOUND_MENU_UNKNOWN2 0x7010
/* not verified */ #define SOUND_MENU_CLICKFILESELECT SOUND_ARG_LOAD(7, 0, 0x11, 0x00, 8)
/* not verified */ #define SOUND_MENU_READSIGN 0x7012
/* not verified */ #define SOUND_MENU_MESSAGENEXTPAGE SOUND_ARG_LOAD(7, 0, 0x13, 0x00, 8)
/* not verified */ #define SOUND_MENU_COINITSAMEMARIO SOUND_ARG_LOAD(7, 0, 0x14, 0x00, 8)
/* not verified */ #define SOUND_MENU_YOSHIGAINLIVES SOUND_ARG_LOAD(7, 0, 0x15, 0x00, 8)
/* not verified */ #define SOUND_MENU_ENTERPIPE SOUND_ARG_LOAD(7, 0, 0x16, 0xA0, 8)
/* not verified */ #define SOUND_MENU_EXITPIPE SOUND_ARG_LOAD(7, 0, 0x17, 0xA0, 8)
/* not verified */ #define SOUND_MENU_BOWSERLAUGH SOUND_ARG_LOAD(7, 0, 0x18, 0x80, 8)
/* not verified */ #define SOUND_MENU_MARIOHOLE SOUND_ARG_LOAD(7, 1, 0x19, 0x80, 8)
/* not verified */ #define SOUND_MENU_CLICKCHANGEVIEW SOUND_ARG_LOAD(7, 0, 0x1A, 0x80, 8)
/* not verified */ #define SOUND_MENU_CAMERAUNUSED1 0x701B
/* not verified */ #define SOUND_MENU_CAMERAUNUSED2 0x701C
/* not verified */ #define SOUND_MENU_MARIOCASTLEWARP SOUND_ARG_LOAD(7, 0, 0x1D, 0xB0, 8)
/* not verified */ #define SOUND_MENU_STARSOUND SOUND_ARG_LOAD(7, 0, 0x1E, 0xFF, 8)
/* not verified */ #define SOUND_MENU_THANKYOUPLAYINGMYGAME SOUND_ARG_LOAD(7, 0, 0x1F, 0xFF, 8)
/* not verified */ #define SOUND_MENU_READASIGN 0x7020
/* not verified */ #define SOUND_MENU_EXITASIGN 0x7021
/* not verified */ #define SOUND_MENU_MARIOCASTLEWARP2 SOUND_ARG_LOAD(7, 0, 0x22, 0x20, 8)
/* not verified */ #define SOUND_MENU_STARSOUNDOKEYDOKEY SOUND_ARG_LOAD(7, 0, 0x23, 0xFF, 8)
/* not verified */ #define SOUND_MENU_STARSOUNDLETSAGO SOUND_ARG_LOAD(7, 0, 0x24, 0xFF, 8)
/* US only; an index between 0-7 or 0-4 is added to the sound ID before playing */
/* not verified */ #define SOUND_MENU_COLLECTREDCOIN SOUND_ARG_LOAD(7, 8, 0x28, 0x90, 8)
/* not verified */ #define SOUND_MENU_COLLECTSECRET SOUND_ARG_LOAD(7, 0, 0x30, 0x20, 8)
/* Channel 8 Sound Effects */
// Channel 3 loads sounds from the same place as channel 8, so these are all carried over.
// Sounds from the same channel cannot play at the same time, so channel 3 and 5 sounds are also
// loaded into channels 8 and 9 so that they can play over other channel 3/5 sounds.
/* not verified */ #define SOUND_CH8_UNK2E SOUND_ARG_LOAD(8, 0, 0x2E, 0x20, 8)
/* not verified */ #define SOUND_CH8_UNK3E SOUND_ARG_LOAD(8, 0, 0x3E, 0xC0, 8)
/* not verified */ #define SOUND_CH8_UNK40 SOUND_ARG_LOAD(8, 0, 0x40, 0x00, 8)
/* not verified */ #define SOUND_CH8_UNK48 SOUND_ARG_LOAD(8, 0, 0x48, 0x20, 8)
/* not verified */ #define SOUND_CH8_UNK4B SOUND_ARG_LOAD(8, 1, 0x4B, 0xE0, 8)
/* not verified */ #define SOUND_CH8_UNK4C SOUND_ARG_LOAD(8, 1, 0x4C, 0xF0, 8)
/* not verified */ #define SOUND_CH8_UNK50 SOUND_ARG_LOAD(8, 0, 0x50, 0x40, 0)
/* not verified */ #define SOUND_CH8_SWITCH5 SOUND_ARG_LOAD(8, 0, 0x54, 0xF0, 1)
/* not verified */ #define SOUND_CH8_SWITCH6 SOUND_ARG_LOAD(8, 0, 0x55, 0xF0, 1)
/* not verified */ #define SOUND_CH8_UNK57 SOUND_ARG_LOAD(8, 0, 0x57, 0xFF, 9)
/* not verified */ #define SOUND_CH8_UNK59 SOUND_ARG_LOAD(8, 0, 0x59, 0x00, 8)
/* not verified */ #define SOUND_CH8_UNK60 SOUND_ARG_LOAD(8, 0, 0x60, 0x00, 8)
/* not verified */ #define SOUND_CH8_UNK61 SOUND_ARG_LOAD(8, 0, 0x61, 0x00, 8)
/* not verified */ #define SOUND_CH8_UNK63 SOUND_ARG_LOAD(8, 0, 0x63, 0xD0, 8)
/* not verified */ #define SOUND_CH8_RIGHTANSWER SOUND_ARG_LOAD(8, 0, 0x6A, 0xA0, 8)
/* Channel 9 Sound Effects */
// Channel 9 loads sounds from the same place as channel 5. See the channel 8 comment for why this was done.
/* not verified */ #define SOUND_CH9_UNK04 SOUND_ARG_LOAD(9, 0, 0x04, 0x00, 8)
#define SOUND_PIRANHA_PLANT_BITE SOUND_ARG_LOAD(9, 0, 0x10, 0x50, 8)
#define SOUND_PIRANHA_PLANT_DYING SOUND_ARG_LOAD(9, 0, 0x11, 0x60, 8)
#define SOUND_BOWSER_PUZZLE_PIECE_MOVE SOUND_ARG_LOAD(9, 0, 0x19, 0x20, 8)
/* not verified */ #define SOUND_CH9_UNK1C SOUND_ARG_LOAD(9, 0, 0x1C, 0x00, 8)
/* not verified */ #define SOUND_CH9_UNK42 SOUND_ARG_LOAD(9, 1, 0x42, 0x40, 8)
/* not verified */ #define SOUND_CH9_UNK43 SOUND_ARG_LOAD(9, 0, 0x43, 0x40, 8)
/* not verified */ #define SOUND_CH9_UNK44 SOUND_ARG_LOAD(9, 0, 0x44, 0x40, 8)
#define SOUND_BABY_PENGUIN_YELL SOUND_ARG_LOAD(9, 0, 0x45, 0x00, 8)
/* not verified */ #define SOUND_CH9_UNK49 SOUND_ARG_LOAD(9, 0, 0x49, 0x00, 8)
/* not verified */ #define SOUND_CH9_UNK52 SOUND_ARG_LOAD(9, 0, 0x52, 0x40, 0)
/* not verified */ #define SOUND_CH9_UNK57 SOUND_ARG_LOAD(9, 0, 0x57, 0x00, 8)
/* not verified */ #define SOUND_CH9_UNK5A_LOWPRIO SOUND_ARG_LOAD(9, 3, 0x5A, 0x00, 8)
/* not verified */ #define SOUND_CH9_UNK5A SOUND_ARG_LOAD(9, 3, 0x5A, 0xC0, 8)
/* not verified */ #define SOUND_CH9_UNK5B SOUND_ARG_LOAD(9, 2, 0x5B, 0x00, 8)
/* not verified */ #define SOUND_CH9_UNK66 SOUND_ARG_LOAD(9, 0, 0x66, 0x80, 8)
/* not verified */ #define SOUND_CH9_UNK67 SOUND_ARG_LOAD(9, 0, 0x67, 0x80, 8)
#define SOUND_BOSS_DIALOG_GRUNT SOUND_ARG_LOAD(9, 0, 0x69, 0x40, 8)
/* not verified */ #define SOUND_CH9_UNK6B SOUND_ARG_LOAD(9, 0, 0x6B, 0x00, 8)
#endif /* _AUDIODEFINES_H */