Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
Macros
audio_defines.h File Reference

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Macros

#define SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2)
 
#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
 
#define SOUND_STATUS_STOPPED   0
 
#define SOUND_STATUS_STARTING   1
 
#define SOUND_STATUS_PLAYING   2
 
#define SOUND_LO_BITFLAG_UNK1   0x10
 
#define SOUND_NO_ECHO   0x20
 
#define SOUND_LO_BITFLAG_UNK8   0x80
 
#define SOUND_PL_BITFLAG_UNK1   0x1000000
 
#define SOUND_PL_BITFLAG_UNK2   0x2000000
 
#define SOUND_PL_BITFLAG_UNK4   0x4000000
 
#define SOUND_PL_BITFLAG_UNK8   0x8000000
 
#define NO_SOUND   0
 
#define SOUND_TERRAIN_1   SOUND_ARG_LOAD(0, 4, 0x00, 0x80, 8)
 The table below defines all sounds that exist in the game, and which flags they are used with. More...
 
#define SOUND_TERRAIN_2   SOUND_ARG_LOAD(0, 4, 0x08, 0x80, 8)
 
#define SOUND_TERRAIN_3   SOUND_ARG_LOAD(0, 6, 0x10, 0x80, 8)
 
#define SOUND_TERRAIN_4   SOUND_ARG_LOAD(0, 4, 0x18, 0x80, 8)
 
#define SOUND_TERRAIN_5   SOUND_ARG_LOAD(0, 6, 0x20, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN428   SOUND_ARG_LOAD(0, 4, 0x28, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN429   SOUND_ARG_LOAD(0, 4, 0x29, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN42A   SOUND_ARG_LOAD(0, 4, 0x2A, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN42B   SOUND_ARG_LOAD(0, 4, 0x2B, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN62C   SOUND_ARG_LOAD(0, 6, 0x2C, 0x00, 8)
 
#define SOUND_ACTION_UNKNOWN42D   SOUND_ARG_LOAD(0, 4, 0x2D, 0xA0, 8)
 
#define SOUND_ACTION_UNKNOWN42E   SOUND_ARG_LOAD(0, 4, 0x2E, 0x00, 8)
 
#define SOUND_ACTION_UNKNOWN42F   SOUND_ARG_LOAD(0, 4, 0x2F, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN430   SOUND_ARG_LOAD(0, 4, 0x30, 0xC0, 8)
 
#define SOUND_ACTION_UNKNOWN431   SOUND_ARG_LOAD(0, 4, 0x31, 0x60, 8)
 
#define SOUND_ACTION_UNKNOWN432   SOUND_ARG_LOAD(0, 4, 0x32, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN433   SOUND_ARG_LOAD(0, 4, 0x33, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN434   SOUND_ARG_LOAD(0, 4, 0x34, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN435   SOUND_ARG_LOAD(0, 4, 0x35, 0x80, 8)
 
#define SOUND_ACTION_SWISH1   SOUND_ARG_LOAD(0, 4, 0x36, 0x80, 8)
 
#define SOUND_ACTION_SWISH2   SOUND_ARG_LOAD(0, 4, 0x37, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN438   SOUND_ARG_LOAD(0, 4, 0x38, 0x80, 8)
 
#define SOUND_ACTION_CLIMBUPTREE   SOUND_ARG_LOAD(0, 4, 0x3A, 0x80, 8)
 
#define SOUND_ACTION_CLIMBDOWNTREE   0x043B
 
#define SOUND_ACTION_UNKNOWN43C   0x043C
 
#define SOUND_ACTION_UNKNOWN43D   SOUND_ARG_LOAD(0, 4, 0x3D, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN43E   SOUND_ARG_LOAD(0, 4, 0x3E, 0x80, 8)
 
#define SOUND_ACTION_PATBACK   SOUND_ARG_LOAD(0, 4, 0x3F, 0x80, 8)
 
#define SOUND_ACTION_BRUSHHAIR   SOUND_ARG_LOAD(0, 4, 0x40, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN441   SOUND_ARG_LOAD(0, 4, 0x41, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN442   SOUND_ARG_LOAD(0, 4, 0x42, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN443   SOUND_ARG_LOAD(0, 4, 0x43, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN444   SOUND_ARG_LOAD(0, 4, 0x44, 0xC0, 8)
 
#define SOUND_ACTION_UNKNOWN444_2   SOUND_ARG_LOAD(0, 4, 0x44, 0xB0, 8)
 
#define SOUND_ACTION_UNKNOWN444_3   SOUND_ARG_LOAD(0, 4, 0x44, 0xA0, 8)
 
#define SOUND_ACTION_UNKNOWN445   SOUND_ARG_LOAD(0, 4, 0x45, 0xA0, 8)
 
#define SOUND_ACTION_UNKNOWN446   SOUND_ARG_LOAD(0, 4, 0x46, 0xA0, 8)
 
#define SOUND_ACTION_UNKNOWN447   SOUND_ARG_LOAD(0, 4, 0x47, 0xA0, 8)
 
#define SOUND_TERRAIN_6   SOUND_ARG_LOAD(0, 4, 0x48, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN450   SOUND_ARG_LOAD(0, 4, 0x50, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN451   SOUND_ARG_LOAD(0, 4, 0x51, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN452   SOUND_ARG_LOAD(0, 4, 0x52, 0x90, 8)
 
#define SOUND_ACTION_UNKNOWN456   SOUND_ARG_LOAD(0, 4, 0x56, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN457   SOUND_ARG_LOAD(0, 4, 0x57, 0xC0, 8)
 
#define SOUND_ACTION_UNKNOWN458   SOUND_ARG_LOAD(0, 4, 0x58, 0xA0, 8)
 
#define SOUND_ACTION_UNKNOWN459   SOUND_ARG_LOAD(0, 4, 0x59, 0xB0, 8)
 
#define SOUND_ACTION_UNKNOWN45A   SOUND_ARG_LOAD(0, 4, 0x5A, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN45B   SOUND_ARG_LOAD(0, 4, 0x5B, 0xFF, 8)
 
#define SOUND_ACTION_UNKNOWN45C   SOUND_ARG_LOAD(0, 4, 0x5C, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN45E   SOUND_ARG_LOAD(0, 4, 0x5E, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN45F   SOUND_ARG_LOAD(0, 4, 0x5F, 0x80, 8)
 
#define SOUND_ACTION_UNKNOWN460   SOUND_ARG_LOAD(0, 4, 0x60, 0x80, 8)
 
#define SOUND_MOVING_SLIDING1   0x1000
 
#define SOUND_UNKNOWN_UNK1400   SOUND_ARG_LOAD(1, 4, 0x00, 0x00, 0)
 
#define SOUND_MOVING_SLIDING2   0x1001
 
#define SOUND_UNKNOWN_UNK1401   SOUND_ARG_LOAD(1, 4, 0x01, 0x00, 0)
 
#define SOUND_MOVING_SLIDINGWATER1   0x1002
 
#define SOUND_UNKNOWN_UNK1402   SOUND_ARG_LOAD(1, 4, 0x02, 0x00, 0)
 
#define SOUND_MOVING_SLIDING3   0x1003
 
#define SOUND_UNKNOWN_UNK1403   SOUND_ARG_LOAD(1, 4, 0x03, 0x00, 0)
 
#define SOUND_MOVING_SLIDINGGHOST   0x1004
 
#define SOUND_UNKNOWN_UNK1404   SOUND_ARG_LOAD(1, 4, 0x04, 0x00, 0)
 
#define SOUND_MOVING_SLIDINGGRASS   0x1005
 
#define SOUND_UNKNOWN_UNK1405   SOUND_ARG_LOAD(1, 4, 0x05, 0x00, 0)
 
#define SOUND_MOVING_SLIDINGSNOW   0x1006
 
#define SOUND_UNKNOWN_UNK1406   SOUND_ARG_LOAD(1, 4, 0x06, 0x00, 0)
 
#define SOUND_MOVING_SLIDINGSAND   0x1007
 
#define SOUND_MOVING_SLIDING4   0x1008
 
#define SOUND_MOVING_SLIDING5   0x1009
 
#define SOUND_MOVING_SLIDINGWATER2   0x100A
 
#define SOUND_MOVING_SLIDING6   0x100B
 
#define SOUND_UNKNOWN_UNK1410   SOUND_ARG_LOAD(1, 4, 0x10, 0x00, 0)
 
#define SOUND_UNKNOWN_UNK1411   SOUND_ARG_LOAD(1, 4, 0x11, 0x00, 0)
 
#define SOUND_UNKNOWN_UNK1412   SOUND_ARG_LOAD(1, 4, 0x12, 0x80, 0)
 
#define SOUND_UNKNOWN_UNK1414   SOUND_ARG_LOAD(1, 4, 0x14, 0x00, 0)
 
#define SOUND_UNKNOWN_UNK1416   SOUND_ARG_LOAD(1, 4, 0x16, 0x00, 0)
 
#define SOUND_UNKNOWN_UNK1417   SOUND_ARG_LOAD(1, 4, 0x17, 0x00, 0)
 
#define SOUND_UNKNOWN_UNK1C18   SOUND_ARG_LOAD(1, 0xC, 0x18, 0x00, 0)
 
#define SOUND_MOVING_UNKNOWN19   SOUND_ARG_LOAD(1, 0xD, 0x19, 0x20, 0)
 
#define SOUND_MOVING_ONFIRE   0x1020
 
#define SOUND_UNKNOWN_UNK1420   SOUND_ARG_LOAD(1, 4, 0x20, 0x00, 0)
 
#define SOUND_MOVING_UNKNOWN   0x1021
 
#define SOUND_UNKNOWN_UNK1428   SOUND_ARG_LOAD(1, 4, 0x28, 0x00, 0)
 
#define SOUND_MARIO_YAH   SOUND_ARG_LOAD(2, 4, 0x00, 0x80, 8)
 
#define SOUND_MARIO_WAH1   0x2401
 
#define SOUND_MARIO_WOOH   0x2402
 
#define SOUND_MARIO_HOOHOO   SOUND_ARG_LOAD(2, 4, 0x03, 0x80, 8)
 
#define SOUND_MARIO_YAHOO   SOUND_ARG_LOAD(2, 4, 0x04, 0x80, 8)
 
#define SOUND_MARIO_UH   SOUND_ARG_LOAD(2, 4, 0x05, 0x80, 8)
 
#define SOUND_MARIO_HRMM   SOUND_ARG_LOAD(2, 4, 0x06, 0x80, 8)
 
#define SOUND_MARIO_WAH2   SOUND_ARG_LOAD(2, 4, 0x07, 0x80, 8)
 
#define SOUND_MARIO_WHOA   SOUND_ARG_LOAD(2, 4, 0x08, 0xC0, 8)
 
#define SOUND_MARIO_EEUH   SOUND_ARG_LOAD(2, 4, 0x09, 0x80, 8)
 
#define SOUND_MARIO_ATTACKED   SOUND_ARG_LOAD(2, 4, 0x0A, 0xFF, 8)
 
#define SOUND_MARIO_OOOF   SOUND_ARG_LOAD(2, 4, 0x0B, 0x80, 8)
 
#define SOUND_MARIO_OOOF2   SOUND_ARG_LOAD(2, 4, 0x0B, 0xD0, 8)
 
#define SOUND_MARIO_HEREWEGO   SOUND_ARG_LOAD(2, 4, 0x0C, 0x80, 8)
 
#define SOUND_MARIO_YAWNING   SOUND_ARG_LOAD(2, 4, 0x0D, 0x80, 8)
 
#define SOUND_MARIO_SNORING1   SOUND_ARG_LOAD(2, 4, 0x0E, 0x80, 8)
 
#define SOUND_MARIO_SNORING2   SOUND_ARG_LOAD(2, 4, 0x0F, 0x80, 8)
 
#define SOUND_MARIO_WAAAOOOW   SOUND_ARG_LOAD(2, 4, 0x10, 0xC0, 8)
 
#define SOUND_MARIO_HAHA   SOUND_ARG_LOAD(2, 4, 0x11, 0x80, 8)
 
#define SOUND_MARIO_HAHA_2   SOUND_ARG_LOAD(2, 4, 0x11, 0xF0, 8)
 
#define SOUND_MARIO_HOO   0x2412
 
#define SOUND_MARIO_UH2   SOUND_ARG_LOAD(2, 4, 0x13, 0xD0, 8)
 
#define SOUND_MARIO_UH2_2   SOUND_ARG_LOAD(2, 4, 0x13, 0x80, 8)
 
#define SOUND_MARIO_ONFIRE   SOUND_ARG_LOAD(2, 4, 0x14, 0xA0, 8)
 
#define SOUND_MARIO_DYING   SOUND_ARG_LOAD(2, 4, 0x15, 0xFF, 8)
 
#define SOUND_MARIO_HOO2   SOUND_ARG_LOAD(2, 4, 0x16, 0x80, 8)
 
#define SOUND_MARIO_COUGHING   0x2417
 
#define SOUND_MARIO_HOO3   SOUND_ARG_LOAD(2, 4, 0x18, 0x80, 8)
 
#define SOUND_MARIO_HOO4   0x2419
 
#define SOUND_MARIO_HOO5   0x241A
 
#define SOUND_MARIO_COUGHING2   SOUND_ARG_LOAD(2, 4, 0x1B, 0x80, 8)
 
#define SOUND_MARIO_COUGHING3   SOUND_ARG_LOAD(2, 4, 0x1C, 0x80, 8)
 
#define SOUND_MARIO_COUGHING4   SOUND_ARG_LOAD(2, 4, 0x1D, 0x80, 8)
 
#define SOUND_MARIO_YAH2   SOUND_ARG_LOAD(2, 4, 0x1E, 0x80, 8)
 
#define SOUND_MARIO_HOO6   SOUND_ARG_LOAD(2, 4, 0x1F, 0x80, 8)
 
#define SOUND_MARIO_MAMAMIA   SOUND_ARG_LOAD(2, 4, 0x20, 0x80, 8)
 
#define SOUND_MARIO_OKEYDOKEY   0x2421
 
#define SOUND_MARIO_WAH3   SOUND_ARG_LOAD(2, 4, 0x22, 0x80, 8)
 
#define SOUND_MARIO_DROWNING   SOUND_ARG_LOAD(2, 4, 0x23, 0xF0, 8)
 
#define SOUND_MARIO_WAH4   SOUND_ARG_LOAD(2, 4, 0x24, 0x80, 8)
 
#define SOUND_MARIO_UH3   0x2425
 
#define SOUND_MARIO_HEAVYLIFT   0x2426
 
#define SOUND_MARIO_WAH5   0x2427
 
#define SOUND_PEACH_DEARMARIO   SOUND_ARG_LOAD(2, 4, 0x28, 0xFF, 8)
 
#define SOUND_MARIO_WOOH2   0x2429
 
#define SOUND_MARIO_WOOH3   0x242A
 
#define SOUND_MARIO_YAHOO2   SOUND_ARG_LOAD(2, 4, 0x2B, 0x80, 8)
 
#define SOUND_MARIO_YAHOO3   SOUND_ARG_LOAD(2, 4, 0x2C, 0x80, 8)
 
#define SOUND_MARIO_YAHOO4   SOUND_ARG_LOAD(2, 4, 0x2D, 0x80, 8)
 
#define SOUND_MARIO_WAHA   SOUND_ARG_LOAD(2, 4, 0x2E, 0x80, 8)
 
#define SOUND_MARIO_YIPEE   SOUND_ARG_LOAD(2, 4, 0x2F, 0x80, 8)
 
#define SOUND_MARIO_DOH   SOUND_ARG_LOAD(2, 4, 0x30, 0x80, 8)
 
#define SOUND_MARIO_GAMEOVER   SOUND_ARG_LOAD(2, 4, 0x31, 0xFF, 8)
 
#define SOUND_MARIO_HELLO   SOUND_ARG_LOAD(2, 4, 0x32, 0xFF, 8)
 
#define SOUND_MARIO_PRESSSTARTTOPLAY   SOUND_ARG_LOAD(2, 4, 0x33, 0xFF, 0xA)
 
#define SOUND_MARIO_BOING   SOUND_ARG_LOAD(2, 4, 0x34, 0x80, 8)
 
#define SOUND_MARIO_SNORING3   SOUND_ARG_LOAD(2, 4, 0x35, 0xFF, 8)
 
#define SOUND_MARIO_SOLONGABOWSER   SOUND_ARG_LOAD(2, 4, 0x36, 0x80, 8)
 
#define SOUND_MARIO_IMATIRED   SOUND_ARG_LOAD(2, 4, 0x37, 0x80, 8)
 
#define SOUND_PEACH_MARIO   SOUND_ARG_LOAD(2, 4, 0x38, 0xFF, 8)
 
#define SOUND_PEACH_POWEROFTHESTARS   SOUND_ARG_LOAD(2, 4, 0x39, 0xFF, 8)
 
#define SOUND_PEACH_THANKSTOYOU   SOUND_ARG_LOAD(2, 4, 0x3A, 0xFF, 8)
 
#define SOUND_PEACH_THANKYOUMARIO   SOUND_ARG_LOAD(2, 4, 0x3B, 0xFF, 8)
 
#define SOUND_PEACH_SOMETHINGSPECIAL   SOUND_ARG_LOAD(2, 4, 0x3C, 0xFF, 8)
 
#define SOUND_PEACH_BAKEACAKE   SOUND_ARG_LOAD(2, 4, 0x3D, 0xFF, 8)
 
#define SOUND_PEACH_FORMARIO   SOUND_ARG_LOAD(2, 4, 0x3E, 0xFF, 8)
 
#define SOUND_PEACH_MARIO2   SOUND_ARG_LOAD(2, 4, 0x3F, 0xFF, 8)
 
#define SOUND_GENERAL_EXPLOSION   SOUND_ARG_LOAD(3, 0, 0x00, 0x80, 8)
 
#define SOUND_GENERAL_MARIOHOLE1   0x3001
 
#define SOUND_GENERAL_MARIOHOLE2   0x3002
 
#define SOUND_GENERAL_FLAMEOUT   SOUND_ARG_LOAD(3, 0, 0x03, 0x80, 8)
 
#define SOUND_GENERAL_OPENWOODDOOR   SOUND_ARG_LOAD(3, 0, 0x04, 0xC0, 8)
 
#define SOUND_GENERAL_CLOSEWOODDOOR   SOUND_ARG_LOAD(3, 0, 0x05, 0xC0, 8)
 
#define SOUND_GENERAL_OPENIRONDOOR   SOUND_ARG_LOAD(3, 0, 0x06, 0xC0, 8)
 
#define SOUND_GENERAL_CLOSEIRONDOOR   SOUND_ARG_LOAD(3, 0, 0x07, 0xC0, 8)
 
#define SOUND_GENERAL_BUBBLES1   0x3008
 
#define SOUND_GENERAL_MOVINGWATER   SOUND_ARG_LOAD(3, 0, 0x09, 0x00, 8)
 
#define SOUND_GENERAL_SWISHWATER   SOUND_ARG_LOAD(3, 0, 0x0A, 0x00, 8)
 
#define SOUND_GENERAL_QUIETBUBBLE   SOUND_ARG_LOAD(3, 0, 0x0B, 0x00, 8)
 
#define SOUND_GENERAL_EXPLOSION2   SOUND_ARG_LOAD(3, 0, 0x0C, 0x80, 8)
 
#define SOUND_GENERAL_QUIETBUBBLE2   SOUND_ARG_LOAD(3, 0, 0x0D, 0x00, 8)
 
#define SOUND_GENERAL_UNUSED   SOUND_ARG_LOAD(3, 0, 0x0E, 0x80, 8)
 
#define SOUND_GENERAL_EXPLOSION3   SOUND_ARG_LOAD(3, 0, 0x0F, 0x00, 8)
 
#define SOUND_GENERAL_COIN1   0x3010
 
#define SOUND_GENERAL_COIN2   SOUND_ARG_LOAD(3, 8, 0x11, 0x80, 8)
 
#define SOUND_GENERAL_COINWATER1   SOUND_ARG_LOAD(3, 8, 0x12, 0x80, 8)
 
#define SOUND_GENERAL_COINWATER2   0x3013
 
#define SOUND_GENERAL_COINWATER3   0x3014
 
#define SOUND_GENERAL_COINWATER4   0x3015
 
#define SOUND_GENERAL_SHORTSTAR   SOUND_ARG_LOAD(3, 0, 0x16, 0x00, 9)
 
#define SOUND_GENERAL_BIGCLOCK   SOUND_ARG_LOAD(3, 0, 0x17, 0x00, 8)
 
#define SOUND_GENERAL_LOUDPOUND   0x3018
 
#define SOUND_GENERAL_SHORTPOUND1   0x3019
 
#define SOUND_GENERAL_SHORTPOUND2   0x301A
 
#define SOUND_GENERAL_SHORTPOUND3   0x301B
 
#define SOUND_GENERAL_SHORTPOUND4   0x301C
 
#define SOUND_GENERAL_SHORTPOUND5   0x301D
 
#define SOUND_GENERAL_SHORTPOUND6   0x301E
 
#define SOUND_GENERAL_SHORTPOUND7   0x301F
 
#define SOUND_GENERAL_OPENCHEST1   SOUND_ARG_LOAD(3, 1, 0x20, 0x80, 8)
 
#define SOUND_GENERAL_OPENCHEST2   0x3021
 
#define SOUND_GENERAL_CLAMSHELL1   SOUND_ARG_LOAD(3, 1, 0x22, 0x80, 8)
 
#define SOUND_GENERAL_CLAMSHELL2   0x3023
 
#define SOUND_GENERAL_BOXLANDING   SOUND_ARG_LOAD(3, 0, 0x24, 0x00, 8)
 
#define SOUND_GENERAL_BOXLANDING_2   SOUND_ARG_LOAD(3, 2, 0x24, 0x00, 8)
 
#define SOUND_GENERAL_UNKNOWN1   SOUND_ARG_LOAD(3, 0, 0x25, 0x00, 8)
 
#define SOUND_GENERAL_UNKNOWN1_2   SOUND_ARG_LOAD(3, 2, 0x25, 0x00, 8)
 
#define SOUND_GENERAL_CLAMSHELL3   SOUND_ARG_LOAD(3, 0, 0x26, 0x40, 8)
 
#define SOUND_GENERAL_CLAMSHELL4   SOUND_ARG_LOAD(3, 0, 0x27, 0x40, 8)
 
#define SOUND_GENERAL_EXITPAINTING1   0x3028
 
#define SOUND_GENERAL_PAINTING_EJECT   SOUND_ARG_LOAD(3, 9, 0x28, 0x00, 8)
 
#define SOUND_GENERAL_EXITPAINTING2   0x3029
 
#define SOUND_GENERAL_EXITPAINTING3   0x302A
 
#define SOUND_GENERAL_EXITPAINTING4   SOUND_ARG_LOAD(3, 0, 0x2B, 0x00, 8)
 
#define SOUND_GENERAL_GETSTAR   0x302C
 
#define SOUND_GENERAL_PLATFORM   SOUND_ARG_LOAD(3, 0, 0x2D, 0x80, 8)
 
#define SOUND_GENERAL_EXPLOSION4   SOUND_ARG_LOAD(3, 0, 0x2E, 0x20, 8)
 
#define SOUND_GENERAL_EXPLOSION5   SOUND_ARG_LOAD(3, 1, 0x2F, 0x00, 8)
 
#define SOUND_GENERAL_COINSPURT   SOUND_ARG_LOAD(3, 0, 0x30, 0x00, 8)
 
#define SOUND_GENERAL_COINSPURT_2   SOUND_ARG_LOAD(3, 8, 0x30, 0x00, 8)
 
#define SOUND_GENERAL_EXPLOSION6   0x3031
 
#define SOUND_GENERAL_UNKNOWN2   0x3032
 
#define SOUND_GENERAL_GETCOIN   0x3033
 
#define SOUND_GENERAL_BOATTILT1   SOUND_ARG_LOAD(3, 0, 0x34, 0x40, 8)
 
#define SOUND_GENERAL_BOATTILT2   SOUND_ARG_LOAD(3, 0, 0x35, 0x40, 8)
 
#define SOUND_GENERAL_COINDROP   SOUND_ARG_LOAD(3, 0, 0x36, 0x40, 8)
 
#define SOUND_GENERAL_UNKNOWN3_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x37, 0x00, 8)
 
#define SOUND_GENERAL_UNKNOWN3   SOUND_ARG_LOAD(3, 0, 0x37, 0x80, 8)
 
#define SOUND_GENERAL_UNKNOWN3_2   SOUND_ARG_LOAD(3, 8, 0x37, 0x80, 8)
 
#define SOUND_GENERAL_SWITCH1   SOUND_ARG_LOAD(3, 0, 0x38, 0x00, 8)
 
#define SOUND_GENERAL_CHAINCHOMP1   SOUND_ARG_LOAD(3, 0, 0x39, 0x00, 8)
 
#define SOUND_GENERAL_CHAINCHOMP2   SOUND_ARG_LOAD(3, 0, 0x3A, 0x00, 8)
 
#define SOUND_GENERAL_SWITCH2   SOUND_ARG_LOAD(3, 0, 0x3B, 0x00, 8)
 
#define SOUND_GENERAL_MOVINGINSAND   SOUND_ARG_LOAD(3, 0, 0x3C, 0x00, 8)
 
#define SOUND_GENERAL_UNKNOWN4_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x3D, 0x00, 8)
 
#define SOUND_GENERAL_UNKNOWN4   SOUND_ARG_LOAD(3, 0, 0x3D, 0x80, 8)
 
#define SOUND_GENERAL_SWITCH3   SOUND_ARG_LOAD(3, 0, 0x3E, 0x00, 8)
 
#define SOUND_GENERAL_CAGEOPEN   SOUND_ARG_LOAD(3, 0, 0x3F, 0xA0, 8)
 
#define SOUND_GENERAL_QUIETPOUND1_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x40, 0x00, 8)
 
#define SOUND_GENERAL_QUIETPOUND1   SOUND_ARG_LOAD(3, 0, 0x40, 0x40, 8)
 
#define SOUND_GENERAL_BREAKBOX   SOUND_ARG_LOAD(3, 0, 0x41, 0xC0, 8)
 
#define SOUND_GENERAL_SWITCH4   SOUND_ARG_LOAD(3, 0, 0x42, 0x00, 8)
 
#define SOUND_GENERAL_QUIETPOUND2   SOUND_ARG_LOAD(3, 0, 0x43, 0x00, 8)
 
#define SOUND_GENERAL_BIGPOUND   SOUND_ARG_LOAD(3, 0, 0x44, 0x00, 8)
 
#define SOUND_GENERAL_UNK45   SOUND_ARG_LOAD(3, 0, 0x45, 0x00, 8)
 
#define SOUND_GENERAL_UNK46_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x46, 0x00, 8)
 
#define SOUND_GENERAL_UNK46   SOUND_ARG_LOAD(3, 0, 0x46, 0x80, 8)
 
#define SOUND_GENERAL_CANNONUP   SOUND_ARG_LOAD(3, 0, 0x47, 0x80, 8)
 
#define SOUND_GENERAL_GRINDELROLL   SOUND_ARG_LOAD(3, 0, 0x48, 0x00, 8)
 
#define SOUND_GENERAL_EXPLOSION7   0x3049
 
#define SOUND_GENERAL_SHAKECOFFIN   0x304A
 
#define SOUND_GENERAL_PYRAMIDTOP   0x304B
 
#define SOUND_GENERAL_EXPLOSION8   0x304C
 
#define SOUND_GENERAL_RACEGUNSHOT   SOUND_ARG_LOAD(3, 1, 0x4D, 0x40, 8)
 
#define SOUND_GENERAL_STARDOOROPEN   SOUND_ARG_LOAD(3, 0, 0x4E, 0xC0, 8)
 
#define SOUND_GENERAL_STARDOORCLOSE   SOUND_ARG_LOAD(3, 0, 0x4F, 0xC0, 8)
 
#define SOUND_GENERAL_BIRDCHIRP1   0x3050
 
#define SOUND_GENERAL_BIRDCHIRP2   0x3051
 
#define SOUND_GENERAL_BIRDCHIRP3   0x3052
 
#define SOUND_GENERAL_BIRDCHIRP4   0x3053
 
#define SOUND_GENERAL_SWITCH5   0x3054
 
#define SOUND_GENERAL_SWITCH6   0x3055
 
#define SOUND_GENERAL_POUNDROCK   SOUND_ARG_LOAD(3, 0, 0x56, 0x00, 8)
 
#define SOUND_GENERAL_STARAPPEARS   SOUND_ARG_LOAD(3, 0, 0x57, 0xFF, 9)
 
#define SOUND_GENERAL_1UP   SOUND_ARG_LOAD(3, 0, 0x58, 0xFF, 8)
 
#define SOUND_GENERAL_ELEVATORHMC   0x3059
 
#define SOUND_GENERAL_BUTTONPRESS_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x5A, 0x00, 8)
 
#define SOUND_GENERAL_BUTTONPRESS   SOUND_ARG_LOAD(3, 0, 0x5A, 0x40, 8)
 
#define SOUND_GENERAL_BUTTONPRESS_2_LOWPRIO   SOUND_ARG_LOAD(3, 1, 0x5A, 0x00, 8)
 
#define SOUND_GENERAL_BUTTONPRESS_2   SOUND_ARG_LOAD(3, 1, 0x5A, 0x40, 8)
 
#define SOUND_GENERAL_ELEVATORMOVE   SOUND_ARG_LOAD(3, 0, 0x5B, 0x00, 8)
 
#define SOUND_GENERAL_ELEVATORMOVE_2   SOUND_ARG_LOAD(3, 1, 0x5B, 0x00, 8)
 
#define SOUND_GENERAL_SWISHAIR   SOUND_ARG_LOAD(3, 0, 0x5C, 0x00, 8)
 
#define SOUND_GENERAL_SWISHAIR_2   SOUND_ARG_LOAD(3, 1, 0x5C, 0x00, 8)
 
#define SOUND_GENERAL_HAUNTEDCHAIR   SOUND_ARG_LOAD(3, 0, 0x5D, 0x00, 8)
 
#define SOUND_GENERAL_SOFTLANDING   SOUND_ARG_LOAD(3, 0, 0x5E, 0x00, 8)
 
#define SOUND_GENERAL_MOVINGBOOMAYBE   SOUND_ARG_LOAD(3, 0, 0x5F, 0x00, 8)
 
#define SOUND_GENERAL_BOWSEREXPLODE   0x3060
 
#define SOUND_GENERAL_BOWSERKEY   0x3061
 
#define SOUND_GENERAL_BOWSERPLATFORM   SOUND_ARG_LOAD(3, 0, 0x62, 0x80, 8)
 
#define SOUND_GENERAL_BOWSERPLATFORM_2   SOUND_ARG_LOAD(3, 1, 0x62, 0x80, 8)
 
#define SOUND_GENERAL_1UP2   0x3063
 
#define SOUND_GENERAL_HEARTSPIN   SOUND_ARG_LOAD(3, 0, 0x64, 0xC0, 8)
 
#define SOUND_GENERAL_POUNDWOODPOST   SOUND_ARG_LOAD(3, 0, 0x65, 0xC0, 8)
 
#define SOUND_GENERAL_WATERLEVELTRIG   SOUND_ARG_LOAD(3, 0, 0x66, 0x80, 8)
 
#define SOUND_GENERAL_SWITCHDOOROPEN   SOUND_ARG_LOAD(3, 0, 0x67, 0xA0, 8)
 
#define SOUND_GENERAL_REDCOIN   SOUND_ARG_LOAD(3, 0, 0x68, 0x90, 8)
 
#define SOUND_GENERAL_BIRDSFLYAWAY   SOUND_ARG_LOAD(3, 0, 0x69, 0x00, 8)
 
#define SOUND_GENERAL_RIGHTANSWER   0x306A
 
#define SOUND_GENERAL_METALPOUND   SOUND_ARG_LOAD(3, 0, 0x6B, 0x80, 8)
 
#define SOUND_GENERAL_BOING1   SOUND_ARG_LOAD(3, 0, 0x6C, 0x40, 8)
 
#define SOUND_GENERAL_BOING2_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x6D, 0x20, 8)
 
#define SOUND_GENERAL_BOING2   SOUND_ARG_LOAD(3, 0, 0x6D, 0x40, 8)
 
#define SOUND_GENERAL_YOSHIWALK   SOUND_ARG_LOAD(3, 0, 0x6E, 0x20, 8)
 
#define SOUND_GENERAL_ENEMYALERT1   SOUND_ARG_LOAD(3, 0, 0x6F, 0x30, 8)
 
#define SOUND_GENERAL_YOSHI   SOUND_ARG_LOAD(3, 0, 0x70, 0x30, 8)
 
#define SOUND_GENERAL_SPLATTERING   SOUND_ARG_LOAD(3, 0, 0x71, 0x30, 8)
 
#define SOUND_GENERAL_BOING3   0x3072
 
#define SOUND_GENERAL_GRANDSTAR   SOUND_ARG_LOAD(3, 0, 0x73, 0x00, 8)
 
#define SOUND_GENERAL_GRANDSTARJUMP   SOUND_ARG_LOAD(3, 0, 0x74, 0x00, 8)
 
#define SOUND_GENERAL_BOATROCK   SOUND_ARG_LOAD(3, 0, 0x75, 0x00, 8)
 
#define SOUND_GENERAL_VANISHSFX   SOUND_ARG_LOAD(3, 0, 0x76, 0x20, 8)
 
#define SOUND_GENERAL_MARIOHOLE3   0x3077
 
#define SOUND_GENERAL_REDCOIN2   0x3078
 
#define SOUND_GENERAL_BIRDSFLYAWAY2   0x3079
 
#define SOUND_GENERAL_RIGHTANSWER2   0x307A
 
#define SOUND_GENERAL_METALPOUND2   0x307B
 
#define SOUND_GENERAL_BOING4   0x307C
 
#define SOUND_GENERAL_BOING5   0x307D
 
#define SOUND_GENERAL_UNKNOWN5   0x307E
 
#define SOUND_GENERAL_ENEMYALERT2   0x307F
 
#define SOUND_ENVIRONMENT_WATERFALL1   SOUND_ARG_LOAD(4, 0, 0x00, 0x00, 0)
 
#define SOUND_ENVIRONMENT_WATERFALL2   SOUND_ARG_LOAD(4, 0, 0x01, 0x00, 0)
 
#define SOUND_ENVIRONMENT_ELEVATOR1   SOUND_ARG_LOAD(4, 0, 0x02, 0x00, 0)
 
#define SOUND_ENVIRONMENT_DRONING1   SOUND_ARG_LOAD(4, 1, 0x03, 0x00, 0)
 
#define SOUND_ENVIRONMENT_DRONING2   SOUND_ARG_LOAD(4, 0, 0x04, 0x00, 0)
 
#define SOUND_ENVIRONMENT_WIND1   SOUND_ARG_LOAD(4, 0, 0x05, 0x00, 0)
 
#define SOUND_ENVIRONMENT_MOVINGSANDSNOW   0x4006
 
#define SOUND_ENVIRONMENT_UNKNOWN1   0x4007
 
#define SOUND_ENVIRONMENT_ELEVATOR2   SOUND_ARG_LOAD(4, 0, 0x08, 0x00, 0)
 
#define SOUND_ENVIRONMENT_WATER   SOUND_ARG_LOAD(4, 0, 0x09, 0x00, 0)
 
#define SOUND_ENVIRONMENT_UNKNOWN2   SOUND_ARG_LOAD(4, 0, 0x0A, 0x00, 0)
 
#define SOUND_ENVIRONMENT_BOATROCKING1   SOUND_ARG_LOAD(4, 0, 0x0B, 0x00, 0)
 
#define SOUND_ENVIRONMENT_ELEVATOR3   SOUND_ARG_LOAD(4, 0, 0x0C, 0x00, 0)
 
#define SOUND_ENVIRONMENT_ELEVATOR4   SOUND_ARG_LOAD(4, 0, 0x0D, 0x00, 0)
 
#define SOUND_ENVIRONMENT_ELEVATOR4_2   SOUND_ARG_LOAD(4, 1, 0x0D, 0x00, 0)
 
#define SOUND_ENVIRONMENT_MOVINGSAND   SOUND_ARG_LOAD(4, 0, 0x0E, 0x00, 0)
 
#define SOUND_ENVIRONMENT_MERRYGOROUNDCREAKING   SOUND_ARG_LOAD(4, 0, 0x0F, 0x40, 0)
 
#define SOUND_ENVIRONMENT_WIND2   SOUND_ARG_LOAD(4, 0, 0x10, 0x80, 0)
 
#define SOUND_ENVIRONMENT_MOVINGSANDSNOW2   0x4011
 
#define SOUND_ENVIRONMENT_UNKNOWN3   0x4012
 
#define SOUND_ENVIRONMENT_SLIDING   SOUND_ARG_LOAD(4, 0, 0x13, 0x00, 0)
 
#define SOUND_ENVIRONMENT_STAR   SOUND_ARG_LOAD(4, 0, 0x14, 0x00, 1)
 
#define SOUND_ENVIRONMENT_UNKNOWN4   SOUND_ARG_LOAD(4, 1, 0x15, 0x00, 0)
 
#define SOUND_ENVIRONMENT_WATERDRAIN   SOUND_ARG_LOAD(4, 1, 0x16, 0x00, 0)
 
#define SOUND_ENVIRONMENT_METALBOXPUSH   SOUND_ARG_LOAD(4, 0, 0x17, 0x80, 0)
 
#define SOUND_ENVIRONMENT_SINKQUICKSAND   SOUND_ARG_LOAD(4, 0, 0x18, 0x80, 0)
 
#define SOUND_ENVIRONMENT_PEACHSPARKLE   0x4019
 
#define SOUND_ENVIRONMENT_ELEVATOR5   0x401A
 
#define SOUND_ENVIRONMENT_FIRE   0x401B
 
#define SOUND_OBJECT_WATERSOUND   SOUND_ARG_LOAD(5, 0, 0x00, 0x80, 8)
 
#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)
 
#define SOUND_OBJECT_BOWSERWALK   SOUND_ARG_LOAD(5, 0, 0x03, 0x00, 8)
 
#define SOUND_OBJECT_BOWSERROAR   0x5004
 
#define SOUND_OBJECT_BOWSERTAILPICKUP   SOUND_ARG_LOAD(5, 0, 0x05, 0x00, 8)
 
#define SOUND_OBJECT_BOWSERDEFEATED   SOUND_ARG_LOAD(5, 0, 0x06, 0x00, 8)
 
#define SOUND_OBJECT_BOWSERSPINNING   SOUND_ARG_LOAD(5, 0, 0x07, 0x00, 8)
 
#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)
 
#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)
 
#define SOUND_OBJECT_THWOMP   SOUND_ARG_LOAD(5, 0, 0x0C, 0xA0, 8)
 
#define SOUND_OBJECT_CANNON1   SOUND_ARG_LOAD(5, 0, 0x0D, 0xF0, 8)
 
#define SOUND_OBJECT_CANNON2   SOUND_ARG_LOAD(5, 0, 0x0E, 0xF0, 8)
 
#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
 
#define SOUND_OBJECT_JUMPWALKWATER   0x5012
 
#define SOUND_OBJECT_UNKNOWN2   SOUND_ARG_LOAD(5, 0, 0x13, 0x00, 8)
 
#define SOUND_OBJECT_MRIDEATH   SOUND_ARG_LOAD(5, 0, 0x14, 0x00, 8)
 
#define SOUND_OBJECT_POUNDING1   SOUND_ARG_LOAD(5, 0, 0x15, 0x50, 8)
 
#define SOUND_OBJECT_POUNDING1_HIGHPRIO   SOUND_ARG_LOAD(5, 0, 0x15, 0x80, 8)
 
#define SOUND_OBJECT_BULLYTHWOMP_LOWPRIO   SOUND_ARG_LOAD(5, 0, 0x16, 0x60, 8)
 
#define SOUND_OBJECT_BULLYTHWOMP   SOUND_ARG_LOAD(5, 0, 0x16, 0x80, 8)
 
#define SOUND_OBJECT_BULLYMETAL   SOUND_ARG_LOAD(5, 0, 0x17, 0x80, 8)
 
#define SOUND_OBJECT_BULLYEXPLODE   SOUND_ARG_LOAD(5, 0, 0x18, 0xA0, 8)
 
#define SOUND_OBJECT_BULLYEXPLODE_2   SOUND_ARG_LOAD(5, 1, 0x18, 0xA0, 8)
 
#define SOUND_CH5_BOWSER_PUZZLE_PIECE_MOVE   0x5019
 
#define SOUND_OBJECT_POUNDINGCANNON   SOUND_ARG_LOAD(5, 0, 0x1A, 0x50, 8)
 
#define SOUND_OBJECT_BULLYWALK   SOUND_ARG_LOAD(5, 0, 0x1B, 0x30, 8)
 
#define SOUND_OBJECT_BULLYATTACKED   0x501C
 
#define SOUND_OBJECT_UNKNOWN3   SOUND_ARG_LOAD(5, 0, 0x1D, 0x80, 8)
 
#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)
 
#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)
 
#define SOUND_OBJECT_MONTYMOLEATTACK   SOUND_ARG_LOAD(5, 0, 0x22, 0x00, 8)
 
#define SOUND_OBJECT_EVILLAKITUTHROW   SOUND_ARG_LOAD(5, 0, 0x22, 0x20, 8)
 
#define SOUND_OBJECT_UNKNOWN5   0x5023
 
#define SOUND_OBJECT_DYINGENEMY1   SOUND_ARG_LOAD(5, 0, 0x24, 0x40, 8)
 
#define SOUND_OBJECT_CANNON4   SOUND_ARG_LOAD(5, 0, 0x25, 0x40, 8)
 
#define SOUND_OBJECT_DYINGENEMY2   0x5026
 
#define SOUND_OBJECT_BOBOMBWALK   SOUND_ARG_LOAD(5, 0, 0x27, 0x00, 8)
 
#define SOUND_OBJECT_SOMETHINGLANDING   SOUND_ARG_LOAD(5, 0, 0x28, 0x80, 8)
 
#define SOUND_OBJECT_DIVINGINWATER   SOUND_ARG_LOAD(5, 0, 0x29, 0xA0, 8)
 
#define SOUND_OBJECT_SNOWSAND1   SOUND_ARG_LOAD(5, 0, 0x2A, 0x00, 8)
 
#define SOUND_OBJECT_SNOWSAND2   SOUND_ARG_LOAD(5, 0, 0x2B, 0x00, 8)
 
#define SOUND_OBJECT_FLAMEVANISHING   0x502C
 
#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)
 
#define SOUND_OBJECT_WATERBOMBBOUNCING   SOUND_ARG_LOAD(5, 0, 0x2E, 0x80, 8)
 
#define SOUND_OBJECT_GOOMBAALERT   SOUND_ARG_LOAD(5, 0, 0x2F, 0x00, 8)
 
#define SOUND_WIGGLER_JUMP   SOUND_ARG_LOAD(5, 0, 0x2F, 0x60, 8)
 
#define SOUND_OBJECT_STOMPED   SOUND_ARG_LOAD(5, 0, 0x30, 0x80, 8)
 
#define SOUND_OBJECT_UNKNOWN6   SOUND_ARG_LOAD(5, 0, 0x31, 0x00, 8)
 
#define SOUND_OBJECT_DIVINGINTOWATER   SOUND_ARG_LOAD(5, 0, 0x32, 0x40, 8)
 
#define SOUND_OBJECT_PIRANHAPLANTSHRINK   SOUND_ARG_LOAD(5, 0, 0x33, 0x40, 8)
 
#define SOUND_OBJECT_YOSHIWALK   0x5034
 
#define SOUND_OBJECT_UNK50342081   SOUND_ARG_LOAD(5, 0, 0x34, 0x20, 8)
 
#define SOUND_OBJECT_UNKNOWNWALKING   0x5035
 
#define SOUND_OBJECT_UNK50350081   SOUND_ARG_LOAD(5, 0, 0x35, 0x00, 8)
 
#define SOUND_OBJECT_BULLYWALKING   SOUND_ARG_LOAD(5, 0, 0x36, 0x60, 8)
 
#define SOUND_OBJECT_DORRIE   SOUND_ARG_LOAD(5, 0, 0x37, 0x60, 8)
 
#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)
 
#define SOUND_OBJECT_KOOPA   SOUND_ARG_LOAD(5, 0, 0x3D, 0xA0, 8)
 
#define SOUND_OBJECT_KOOPADAMAGE   SOUND_ARG_LOAD(5, 0, 0x3E, 0xA0, 8)
 
#define SOUND_OBJECT_KLEPTO1   SOUND_ARG_LOAD(5, 0, 0x3F, 0x40, 8)
 
#define SOUND_OBJECT_KLEPTO2   SOUND_ARG_LOAD(5, 0, 0x40, 0x60, 8)
 
#define SOUND_OBJECT_KINGBOBOMB   SOUND_ARG_LOAD(5, 0, 0x41, 0x00, 8)
 
#define SOUND_OBJECT_KINGBOBOMBDAMAGE   0x5042
 
#define SOUND_OBJECT_SCUTTLEBUGWALK   0x5043
 
#define SOUND_OBJECT_SCUTTLEBUGALERT   0x5044
 
#define SOUND_CH5_BABY_PENGUIN_YELL   0x5045
 
#define SOUND_OBJECT_KINGBOBOMBJUMP   SOUND_ARG_LOAD(5, 0, 0x46, 0x80, 8)
 
#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)
 
#define SOUND_OBJECT_BAT   0x5049
 
#define SOUND_OBJECT_EEL   SOUND_ARG_LOAD(5, 0, 0x4A, 0x00, 8)
 
#define SOUND_OBJECT_EEL_2   SOUND_ARG_LOAD(5, 2, 0x4A, 0x00, 8)
 
#define SOUND_OBJECT_BRIDGEEXPLODE   SOUND_ARG_LOAD(5, 2, 0x4B, 0x00, 8)
 
#define SOUND_OBJECT_ENEMYALERT   SOUND_ARG_LOAD(5, 0, 0x4C, 0x00, 8)
 
#define SOUND_OBJECT_SNUFITSHOOT   SOUND_ARG_LOAD(5, 0, 0x4D, 0x00, 8)
 
#define SOUND_OBJECT_SKEETERWALK   SOUND_ARG_LOAD(5, 0, 0x4E, 0x00, 8)
 
#define SOUND_OBJECT_WALKINGWATER   SOUND_ARG_LOAD(5, 0, 0x4F, 0x00, 8)
 
#define SOUND_OBJECT_BIRDS1   0x5050
 
#define SOUND_OBJECT_BIRDS2   SOUND_ARG_LOAD(5, 0, 0x51, 0x40, 0)
 
#define SOUND_OBJECT_BIRDS3   0x5052
 
#define SOUND_OBJECT_BIRDS4   0x5053
 
#define SOUND_OBJECT_PIRANHAPLANTAPPEAR   SOUND_ARG_LOAD(5, 0, 0x54, 0x20, 8)
 
#define SOUND_OBJECT_FLAMEBLOWN   SOUND_ARG_LOAD(5, 0, 0x55, 0x80, 8)
 
#define SOUND_OBJECT_MADPIANOCHOMPING   SOUND_ARG_LOAD(5, 2, 0x56, 0x40, 8)
 
#define SOUND_OBJECT_BULLYOTHERENEMY   0x5057
 
#define SOUND_OBJECT_BOBOMBBUDDY   SOUND_ARG_LOAD(5, 0, 0x58, 0x40, 8)
 
#define SOUND_OBJECT_SPINYUNK59   SOUND_ARG_LOAD(5, 0, 0x59, 0x10, 8)
 
#define SOUND_OBJECT_THWOMPSOUNDSHORT   0x505A
 
#define SOUND_OBJECT_THWOMPSOUNDLONG   0x505B
 
#define SOUND_WIGGLER_HIGH_PITCH   SOUND_ARG_LOAD(5, 0, 0x5C, 0x40, 8)
 
#define SOUND_OBJECT_HEAVEHOTOSSED   SOUND_ARG_LOAD(5, 0, 0x5D, 0x40, 8)
 
#define SOUND_OBJECT_WIGGLERDEATH   0x505E
 
#define SOUND_OBJECT_BOWSERINTROLAUGH   SOUND_ARG_LOAD(5, 0, 0x5F, 0x80, 9)
 
#define SOUND_OBJECT_ENEMYDEATHHIGH   SOUND_ARG_LOAD(5, 0, 0x60, 0xB0, 8)
 
#define SOUND_OBJECT_ENEMYDEATHLOW   SOUND_ARG_LOAD(5, 0, 0x61, 0xB0, 8)
 
#define SOUND_OBJECT_BATDEATH   SOUND_ARG_LOAD(5, 0, 0x62, 0xB0, 8)
 
#define SOUND_OBJECT_KOOPADEATH   SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)
 
#define SOUND_OBJECT_FLYGUYDEATH   SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)
 
#define SOUND_OBJECT_POKEYDEATH   SOUND_ARG_LOAD(5, 0, 0x63, 0xC0, 8)
 
#define SOUND_OBJECT_WATERBOMBBOUNCING2   SOUND_ARG_LOAD(5, 0, 0x64, 0xC0, 8)
 
#define SOUND_OBJECT_EXPLODE   SOUND_ARG_LOAD(5, 0, 0x65, 0xD0, 8)
 
#define SOUND_OBJECT_TELEPORT   0x5066
 
#define SOUND_OBJECT_UNKNOWN9   0x5067
 
#define SOUND_OBJECT_POUNDINGLOUD   SOUND_ARG_LOAD(5, 0, 0x68, 0x40, 8)
 
#define SOUND_CH5_BOSS_DIALOG_GRUNT   0x5069
 
#define SOUND_OBJECT_MIPSRABBIT   SOUND_ARG_LOAD(5, 0, 0x6A, 0x00, 8)
 
#define SOUND_OBJECT_MRISPINNING   0x506B
 
#define SOUND_OBJECT_MIPSRABBITWATER   SOUND_ARG_LOAD(5, 0, 0x6C, 0x00, 8)
 
#define SOUND_OBJECT_EYEROKEXPLODE   SOUND_ARG_LOAD(5, 0, 0x6D, 0x00, 8)
 
#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)
 
#define SOUND_OBJECT_SNUFITDEATH   SOUND_ARG_LOAD(5, 0, 0x72, 0xC0, 8)
 
#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)
 
#define SOUND_OBJECT_BOWSERTAILPICKUP2   0x5075
 
#define SOUND_OBJECT_BOWSERDEFEATED2   0x5076
 
#define SOUND_OBJECT_BOWSERSWINGTAIL   0x5077
 
#define SOUND_OBJECT_KLEPTO3   0x5078
 
#define SOUND_OBJECT_KINGBOBOMB2   0x5079
 
#define SOUND_OBJECT_PENGUINWALKING3   0x507A
 
#define SOUND_OBJECT_POUNDING2   0x507B
 
#define SOUND_OBJECT_BOWSERROAR2   0x507C
 
#define SOUND_OBJECT_BOWSERTAILPICKUP3   0x507D
 
#define SOUND_OBJECT_BOWSERDEFEATED3   0x507E
 
#define SOUND_OBJECT_BOWSERSWINGTAIL2   0x507F
 
#define SOUND_CH6_BOWSERSPITFIRE   SOUND_ARG_LOAD(6, 0, 0x00, 0x00, 0)
 
#define SOUND_CH6_LAKITUFLY   SOUND_ARG_LOAD(6, 0, 0x02, 0x80, 0)
 
#define SOUND_CH6_LAKITUFLY_HIGHPRIO   SOUND_ARG_LOAD(6, 0, 0x02, 0xFF, 0)
 
#define SOUND_CH6_AMPBUZZ   SOUND_ARG_LOAD(6, 0, 0x03, 0x40, 0)
 
#define SOUND_CH6_BLOWWINDORFIRE   SOUND_ARG_LOAD(6, 0, 0x04, 0x80, 0)
 
#define SOUND_CH6_BLOWWINDORFIRE_LOWPRIO   SOUND_ARG_LOAD(6, 0, 0x04, 0x40, 0)
 
#define SOUND_CH6_ROUGHSLIDE   SOUND_ARG_LOAD(6, 0, 0x05, 0x00, 0)
 
#define SOUND_CH6_HEAVEHOMOVE   SOUND_ARG_LOAD(6, 0, 0x06, 0x40, 0)
 
#define SOUND_CH6_BOBOMBLITFUSE   SOUND_ARG_LOAD(6, 0, 0x08, 0x60, 0)
 
#define SOUND_CH6_HOWLINGWIND   SOUND_ARG_LOAD(6, 0, 0x09, 0x80, 0)
 
#define SOUND_CH6_CHUCKYAMOVE   SOUND_ARG_LOAD(6, 0, 0x0A, 0x40, 0)
 
#define SOUND_CH6_PEACHTWINKLE   SOUND_ARG_LOAD(6, 0, 0x0B, 0x40, 0)
 
#define SOUND_CH6_CASTLEOUTDOORSAMBIENT   SOUND_ARG_LOAD(6, 0, 0x10, 0x40, 0)
 
#define SOUND_MENU_CHANGESELECT   SOUND_ARG_LOAD(7, 0, 0x00, 0xF8, 8)
 
#define SOUND_MENU_REVERSEPAUSE   0x7001
 
#define SOUND_MENU_PAUSE1   SOUND_ARG_LOAD(7, 0, 0x02, 0xF0, 8)
 
#define SOUND_MENU_PAUSE1_HIGHPRIO   SOUND_ARG_LOAD(7, 0, 0x02, 0xFF, 8)
 
#define SOUND_MENU_PAUSE2   SOUND_ARG_LOAD(7, 0, 0x03, 0xFF, 8)
 
#define SOUND_MENU_MESSAGEAPPEAR   SOUND_ARG_LOAD(7, 0, 0x04, 0x00, 8)
 
#define SOUND_MENU_MESSAGEDISAPPEAR   SOUND_ARG_LOAD(7, 0, 0x05, 0x00, 8)
 
#define SOUND_MENU_CAMERAZOOMIN   SOUND_ARG_LOAD(7, 0, 0x06, 0x00, 8)
 
#define SOUND_MENU_CAMERAZOOMOUT   SOUND_ARG_LOAD(7, 0, 0x07, 0x00, 8)
 
#define SOUND_MENU_PINCHMARIOFACE   SOUND_ARG_LOAD(7, 0, 0x08, 0x00, 8)
 
#define SOUND_MENU_LETGOMARIOFACE   SOUND_ARG_LOAD(7, 0, 0x09, 0x00, 8)
 
#define SOUND_MENU_HANDAPPEAR   SOUND_ARG_LOAD(7, 0, 0x0A, 0x00, 8)
 
#define SOUND_MENU_HANDDISAPPEAR   SOUND_ARG_LOAD(7, 0, 0x0B, 0x00, 8)
 
#define SOUND_MENU_UNKNOWN1   SOUND_ARG_LOAD(7, 0, 0x0C, 0x00, 8)
 
#define SOUND_MENU_POWERMETER   SOUND_ARG_LOAD(7, 0, 0x0D, 0x00, 8)
 
#define SOUND_MENU_CAMERABUZZ   SOUND_ARG_LOAD(7, 0, 0x0E, 0x00, 8)
 
#define SOUND_MENU_CAMERATURN   SOUND_ARG_LOAD(7, 0, 0x0F, 0x00, 8)
 
#define SOUND_MENU_UNKNOWN2   0x7010
 
#define SOUND_MENU_CLICKFILESELECT   SOUND_ARG_LOAD(7, 0, 0x11, 0x00, 8)
 
#define SOUND_MENU_READSIGN   0x7012
 
#define SOUND_MENU_MESSAGENEXTPAGE   SOUND_ARG_LOAD(7, 0, 0x13, 0x00, 8)
 
#define SOUND_MENU_COINITSAMEMARIO   SOUND_ARG_LOAD(7, 0, 0x14, 0x00, 8)
 
#define SOUND_MENU_YOSHIGAINLIVES   SOUND_ARG_LOAD(7, 0, 0x15, 0x00, 8)
 
#define SOUND_MENU_ENTERPIPE   SOUND_ARG_LOAD(7, 0, 0x16, 0xA0, 8)
 
#define SOUND_MENU_EXITPIPE   SOUND_ARG_LOAD(7, 0, 0x17, 0xA0, 8)
 
#define SOUND_MENU_BOWSERLAUGH   SOUND_ARG_LOAD(7, 0, 0x18, 0x80, 8)
 
#define SOUND_MENU_MARIOHOLE   SOUND_ARG_LOAD(7, 1, 0x19, 0x80, 8)
 
#define SOUND_MENU_CLICKCHANGEVIEW   SOUND_ARG_LOAD(7, 0, 0x1A, 0x80, 8)
 
#define SOUND_MENU_CAMERAUNUSED1   0x701B
 
#define SOUND_MENU_CAMERAUNUSED2   0x701C
 
#define SOUND_MENU_MARIOCASTLEWARP   SOUND_ARG_LOAD(7, 0, 0x1D, 0xB0, 8)
 
#define SOUND_MENU_STARSOUND   SOUND_ARG_LOAD(7, 0, 0x1E, 0xFF, 8)
 
#define SOUND_MENU_THANKYOUPLAYINGMYGAME   SOUND_ARG_LOAD(7, 0, 0x1F, 0xFF, 8)
 
#define SOUND_MENU_READASIGN   0x7020
 
#define SOUND_MENU_EXITASIGN   0x7021
 
#define SOUND_MENU_MARIOCASTLEWARP2   SOUND_ARG_LOAD(7, 0, 0x22, 0x20, 8)
 
#define SOUND_MENU_STARSOUNDOKEYDOKEY   SOUND_ARG_LOAD(7, 0, 0x23, 0xFF, 8)
 
#define SOUND_MENU_STARSOUNDLETSAGO   SOUND_ARG_LOAD(7, 0, 0x24, 0xFF, 8)
 
#define SOUND_MENU_COLLECTREDCOIN   SOUND_ARG_LOAD(7, 8, 0x28, 0x90, 8)
 
#define SOUND_MENU_COLLECTSECRET   SOUND_ARG_LOAD(7, 0, 0x30, 0x20, 8)
 
#define SOUND_CH8_UNK2E   SOUND_ARG_LOAD(8, 0, 0x2E, 0x20, 8)
 
#define SOUND_CH8_UNK3E   SOUND_ARG_LOAD(8, 0, 0x3E, 0xC0, 8)
 
#define SOUND_CH8_UNK40   SOUND_ARG_LOAD(8, 0, 0x40, 0x00, 8)
 
#define SOUND_CH8_UNK48   SOUND_ARG_LOAD(8, 0, 0x48, 0x20, 8)
 
#define SOUND_CH8_UNK4B   SOUND_ARG_LOAD(8, 1, 0x4B, 0xE0, 8)
 
#define SOUND_CH8_UNK4C   SOUND_ARG_LOAD(8, 1, 0x4C, 0xF0, 8)
 
#define SOUND_CH8_UNK50   SOUND_ARG_LOAD(8, 0, 0x50, 0x40, 0)
 
#define SOUND_CH8_SWITCH5   SOUND_ARG_LOAD(8, 0, 0x54, 0xF0, 1)
 
#define SOUND_CH8_SWITCH6   SOUND_ARG_LOAD(8, 0, 0x55, 0xF0, 1)
 
#define SOUND_CH8_UNK57   SOUND_ARG_LOAD(8, 0, 0x57, 0xFF, 9)
 
#define SOUND_CH8_UNK59   SOUND_ARG_LOAD(8, 0, 0x59, 0x00, 8)
 
#define SOUND_CH8_UNK60   SOUND_ARG_LOAD(8, 0, 0x60, 0x00, 8)
 
#define SOUND_CH8_UNK61   SOUND_ARG_LOAD(8, 0, 0x61, 0x00, 8)
 
#define SOUND_CH8_UNK63   SOUND_ARG_LOAD(8, 0, 0x63, 0xD0, 8)
 
#define SOUND_CH8_RIGHTANSWER   SOUND_ARG_LOAD(8, 0, 0x6A, 0xA0, 8)
 
#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)
 
#define SOUND_CH9_UNK1C   SOUND_ARG_LOAD(9, 0, 0x1C, 0x00, 8)
 
#define SOUND_CH9_UNK42   SOUND_ARG_LOAD(9, 1, 0x42, 0x40, 8)
 
#define SOUND_CH9_UNK43   SOUND_ARG_LOAD(9, 0, 0x43, 0x40, 8)
 
#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)
 
#define SOUND_CH9_UNK49   SOUND_ARG_LOAD(9, 0, 0x49, 0x00, 8)
 
#define SOUND_CH9_UNK52   SOUND_ARG_LOAD(9, 0, 0x52, 0x40, 0)
 
#define SOUND_CH9_UNK57   SOUND_ARG_LOAD(9, 0, 0x57, 0x00, 8)
 
#define SOUND_CH9_UNK5A_LOWPRIO   SOUND_ARG_LOAD(9, 3, 0x5A, 0x00, 8)
 
#define SOUND_CH9_UNK5A   SOUND_ARG_LOAD(9, 3, 0x5A, 0xC0, 8)
 
#define SOUND_CH9_UNK5B   SOUND_ARG_LOAD(9, 2, 0x5B, 0x00, 8)
 
#define SOUND_CH9_UNK66   SOUND_ARG_LOAD(9, 0, 0x66, 0x80, 8)
 
#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)
 
#define SOUND_CH9_UNK6B   SOUND_ARG_LOAD(9, 0, 0x6B, 0x00, 8)
 

Macro Definition Documentation

◆ NO_SOUND

#define NO_SOUND   0

◆ SOUND_ACTION_BRUSHHAIR

#define SOUND_ACTION_BRUSHHAIR   SOUND_ARG_LOAD(0, 4, 0x40, 0x80, 8)

◆ SOUND_ACTION_CLIMBDOWNTREE

#define SOUND_ACTION_CLIMBDOWNTREE   0x043B

◆ SOUND_ACTION_CLIMBUPTREE

#define SOUND_ACTION_CLIMBUPTREE   SOUND_ARG_LOAD(0, 4, 0x3A, 0x80, 8)

◆ SOUND_ACTION_PATBACK

#define SOUND_ACTION_PATBACK   SOUND_ARG_LOAD(0, 4, 0x3F, 0x80, 8)

◆ SOUND_ACTION_SWISH1

#define SOUND_ACTION_SWISH1   SOUND_ARG_LOAD(0, 4, 0x36, 0x80, 8)

◆ SOUND_ACTION_SWISH2

#define SOUND_ACTION_SWISH2   SOUND_ARG_LOAD(0, 4, 0x37, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN428

#define SOUND_ACTION_UNKNOWN428   SOUND_ARG_LOAD(0, 4, 0x28, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN429

#define SOUND_ACTION_UNKNOWN429   SOUND_ARG_LOAD(0, 4, 0x29, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN42A

#define SOUND_ACTION_UNKNOWN42A   SOUND_ARG_LOAD(0, 4, 0x2A, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN42B

#define SOUND_ACTION_UNKNOWN42B   SOUND_ARG_LOAD(0, 4, 0x2B, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN42D

#define SOUND_ACTION_UNKNOWN42D   SOUND_ARG_LOAD(0, 4, 0x2D, 0xA0, 8)

◆ SOUND_ACTION_UNKNOWN42E

#define SOUND_ACTION_UNKNOWN42E   SOUND_ARG_LOAD(0, 4, 0x2E, 0x00, 8)

◆ SOUND_ACTION_UNKNOWN42F

#define SOUND_ACTION_UNKNOWN42F   SOUND_ARG_LOAD(0, 4, 0x2F, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN430

#define SOUND_ACTION_UNKNOWN430   SOUND_ARG_LOAD(0, 4, 0x30, 0xC0, 8)

◆ SOUND_ACTION_UNKNOWN431

#define SOUND_ACTION_UNKNOWN431   SOUND_ARG_LOAD(0, 4, 0x31, 0x60, 8)

◆ SOUND_ACTION_UNKNOWN432

#define SOUND_ACTION_UNKNOWN432   SOUND_ARG_LOAD(0, 4, 0x32, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN433

#define SOUND_ACTION_UNKNOWN433   SOUND_ARG_LOAD(0, 4, 0x33, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN434

#define SOUND_ACTION_UNKNOWN434   SOUND_ARG_LOAD(0, 4, 0x34, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN435

#define SOUND_ACTION_UNKNOWN435   SOUND_ARG_LOAD(0, 4, 0x35, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN438

#define SOUND_ACTION_UNKNOWN438   SOUND_ARG_LOAD(0, 4, 0x38, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN43C

#define SOUND_ACTION_UNKNOWN43C   0x043C

◆ SOUND_ACTION_UNKNOWN43D

#define SOUND_ACTION_UNKNOWN43D   SOUND_ARG_LOAD(0, 4, 0x3D, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN43E

#define SOUND_ACTION_UNKNOWN43E   SOUND_ARG_LOAD(0, 4, 0x3E, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN441

#define SOUND_ACTION_UNKNOWN441   SOUND_ARG_LOAD(0, 4, 0x41, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN442

#define SOUND_ACTION_UNKNOWN442   SOUND_ARG_LOAD(0, 4, 0x42, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN443

#define SOUND_ACTION_UNKNOWN443   SOUND_ARG_LOAD(0, 4, 0x43, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN444

#define SOUND_ACTION_UNKNOWN444   SOUND_ARG_LOAD(0, 4, 0x44, 0xC0, 8)

◆ SOUND_ACTION_UNKNOWN444_2

#define SOUND_ACTION_UNKNOWN444_2   SOUND_ARG_LOAD(0, 4, 0x44, 0xB0, 8)

◆ SOUND_ACTION_UNKNOWN444_3

#define SOUND_ACTION_UNKNOWN444_3   SOUND_ARG_LOAD(0, 4, 0x44, 0xA0, 8)

◆ SOUND_ACTION_UNKNOWN445

#define SOUND_ACTION_UNKNOWN445   SOUND_ARG_LOAD(0, 4, 0x45, 0xA0, 8)

◆ SOUND_ACTION_UNKNOWN446

#define SOUND_ACTION_UNKNOWN446   SOUND_ARG_LOAD(0, 4, 0x46, 0xA0, 8)

◆ SOUND_ACTION_UNKNOWN447

#define SOUND_ACTION_UNKNOWN447   SOUND_ARG_LOAD(0, 4, 0x47, 0xA0, 8)

◆ SOUND_ACTION_UNKNOWN450

#define SOUND_ACTION_UNKNOWN450   SOUND_ARG_LOAD(0, 4, 0x50, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN451

#define SOUND_ACTION_UNKNOWN451   SOUND_ARG_LOAD(0, 4, 0x51, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN452

#define SOUND_ACTION_UNKNOWN452   SOUND_ARG_LOAD(0, 4, 0x52, 0x90, 8)

◆ SOUND_ACTION_UNKNOWN456

#define SOUND_ACTION_UNKNOWN456   SOUND_ARG_LOAD(0, 4, 0x56, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN457

#define SOUND_ACTION_UNKNOWN457   SOUND_ARG_LOAD(0, 4, 0x57, 0xC0, 8)

◆ SOUND_ACTION_UNKNOWN458

#define SOUND_ACTION_UNKNOWN458   SOUND_ARG_LOAD(0, 4, 0x58, 0xA0, 8)

◆ SOUND_ACTION_UNKNOWN459

#define SOUND_ACTION_UNKNOWN459   SOUND_ARG_LOAD(0, 4, 0x59, 0xB0, 8)

◆ SOUND_ACTION_UNKNOWN45A

#define SOUND_ACTION_UNKNOWN45A   SOUND_ARG_LOAD(0, 4, 0x5A, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN45B

#define SOUND_ACTION_UNKNOWN45B   SOUND_ARG_LOAD(0, 4, 0x5B, 0xFF, 8)

◆ SOUND_ACTION_UNKNOWN45C

#define SOUND_ACTION_UNKNOWN45C   SOUND_ARG_LOAD(0, 4, 0x5C, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN45E

#define SOUND_ACTION_UNKNOWN45E   SOUND_ARG_LOAD(0, 4, 0x5E, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN45F

#define SOUND_ACTION_UNKNOWN45F   SOUND_ARG_LOAD(0, 4, 0x5F, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN460

#define SOUND_ACTION_UNKNOWN460   SOUND_ARG_LOAD(0, 4, 0x60, 0x80, 8)

◆ SOUND_ACTION_UNKNOWN62C

#define SOUND_ACTION_UNKNOWN62C   SOUND_ARG_LOAD(0, 6, 0x2C, 0x00, 8)

◆ SOUND_ARG_LOAD

#define SOUND_ARG_LOAD (   bank,
  playFlags,
  soundID,
  priority,
  flags2 
)
Value:
(((u32) (bank) << 28) | \
((u32) (playFlags) << 24) | ((u32) (soundID) << 16) | ((u32) (priority) << 8) | \
((u32) (flags2) << 4) | SOUND_STATUS_STARTING)
#define SOUND_STATUS_STARTING
Definition: audio_defines.h:26
unsigned int u32
Definition: ultratypes.h:16

◆ SOUND_BABY_PENGUIN_DIVE

#define SOUND_BABY_PENGUIN_DIVE   SOUND_ARG_LOAD(5, 0, 0x1F, 0x40, 8)

◆ SOUND_BABY_PENGUIN_WALK

#define SOUND_BABY_PENGUIN_WALK   SOUND_ARG_LOAD(5, 0, 0x02, 0x00, 8)

◆ SOUND_BABY_PENGUIN_YELL

#define SOUND_BABY_PENGUIN_YELL   SOUND_ARG_LOAD(9, 0, 0x45, 0x00, 8)

◆ SOUND_BIG_PENGUIN_WALK

#define SOUND_BIG_PENGUIN_WALK   SOUND_ARG_LOAD(5, 0, 0x09, 0x80, 8)

◆ SOUND_BIG_PENGUIN_YELL

#define SOUND_BIG_PENGUIN_YELL   SOUND_ARG_LOAD(5, 0, 0x2D, 0x00, 8)

◆ SOUND_BOO_LAUGH_LONG

#define SOUND_BOO_LAUGH_LONG   SOUND_ARG_LOAD(5, 0, 0x48, 0x00, 8)

◆ SOUND_BOO_LAUGH_SHORT

#define SOUND_BOO_LAUGH_SHORT   SOUND_ARG_LOAD(5, 0, 0x0B, 0x00, 8)

◆ SOUND_BOSS_DIALOG_GRUNT

#define SOUND_BOSS_DIALOG_GRUNT   SOUND_ARG_LOAD(9, 0, 0x69, 0x40, 8)

◆ SOUND_BOWSER_PUZZLE_PIECE_MOVE

#define SOUND_BOWSER_PUZZLE_PIECE_MOVE   SOUND_ARG_LOAD(9, 0, 0x19, 0x20, 8)

◆ SOUND_CH5_BABY_PENGUIN_YELL

#define SOUND_CH5_BABY_PENGUIN_YELL   0x5045

◆ SOUND_CH5_BOSS_DIALOG_GRUNT

#define SOUND_CH5_BOSS_DIALOG_GRUNT   0x5069

◆ SOUND_CH5_BOWSER_PUZZLE_PIECE_MOVE

#define SOUND_CH5_BOWSER_PUZZLE_PIECE_MOVE   0x5019

◆ SOUND_CH5_PIRANHA_PLANT_BITE

#define SOUND_CH5_PIRANHA_PLANT_BITE   0x5010

◆ SOUND_CH5_PIRANHA_PLANT_DYING

#define SOUND_CH5_PIRANHA_PLANT_DYING   0x5011

◆ SOUND_CH6_AMPBUZZ

#define SOUND_CH6_AMPBUZZ   SOUND_ARG_LOAD(6, 0, 0x03, 0x40, 0)

◆ SOUND_CH6_BLOWWINDORFIRE

#define SOUND_CH6_BLOWWINDORFIRE   SOUND_ARG_LOAD(6, 0, 0x04, 0x80, 0)

◆ SOUND_CH6_BLOWWINDORFIRE_LOWPRIO

#define SOUND_CH6_BLOWWINDORFIRE_LOWPRIO   SOUND_ARG_LOAD(6, 0, 0x04, 0x40, 0)

◆ SOUND_CH6_BOBOMBLITFUSE

#define SOUND_CH6_BOBOMBLITFUSE   SOUND_ARG_LOAD(6, 0, 0x08, 0x60, 0)

◆ SOUND_CH6_BOWSERSPITFIRE

#define SOUND_CH6_BOWSERSPITFIRE   SOUND_ARG_LOAD(6, 0, 0x00, 0x00, 0)

◆ SOUND_CH6_CASTLEOUTDOORSAMBIENT

#define SOUND_CH6_CASTLEOUTDOORSAMBIENT   SOUND_ARG_LOAD(6, 0, 0x10, 0x40, 0)

◆ SOUND_CH6_CHUCKYAMOVE

#define SOUND_CH6_CHUCKYAMOVE   SOUND_ARG_LOAD(6, 0, 0x0A, 0x40, 0)

◆ SOUND_CH6_HEAVEHOMOVE

#define SOUND_CH6_HEAVEHOMOVE   SOUND_ARG_LOAD(6, 0, 0x06, 0x40, 0)

◆ SOUND_CH6_HOWLINGWIND

#define SOUND_CH6_HOWLINGWIND   SOUND_ARG_LOAD(6, 0, 0x09, 0x80, 0)

◆ SOUND_CH6_LAKITUFLY

#define SOUND_CH6_LAKITUFLY   SOUND_ARG_LOAD(6, 0, 0x02, 0x80, 0)

◆ SOUND_CH6_LAKITUFLY_HIGHPRIO

#define SOUND_CH6_LAKITUFLY_HIGHPRIO   SOUND_ARG_LOAD(6, 0, 0x02, 0xFF, 0)

◆ SOUND_CH6_PEACHTWINKLE

#define SOUND_CH6_PEACHTWINKLE   SOUND_ARG_LOAD(6, 0, 0x0B, 0x40, 0)

◆ SOUND_CH6_ROUGHSLIDE

#define SOUND_CH6_ROUGHSLIDE   SOUND_ARG_LOAD(6, 0, 0x05, 0x00, 0)

◆ SOUND_CH8_RIGHTANSWER

#define SOUND_CH8_RIGHTANSWER   SOUND_ARG_LOAD(8, 0, 0x6A, 0xA0, 8)

◆ SOUND_CH8_SWITCH5

#define SOUND_CH8_SWITCH5   SOUND_ARG_LOAD(8, 0, 0x54, 0xF0, 1)

◆ SOUND_CH8_SWITCH6

#define SOUND_CH8_SWITCH6   SOUND_ARG_LOAD(8, 0, 0x55, 0xF0, 1)

◆ SOUND_CH8_UNK2E

#define SOUND_CH8_UNK2E   SOUND_ARG_LOAD(8, 0, 0x2E, 0x20, 8)

◆ SOUND_CH8_UNK3E

#define SOUND_CH8_UNK3E   SOUND_ARG_LOAD(8, 0, 0x3E, 0xC0, 8)

◆ SOUND_CH8_UNK40

#define SOUND_CH8_UNK40   SOUND_ARG_LOAD(8, 0, 0x40, 0x00, 8)

◆ SOUND_CH8_UNK48

#define SOUND_CH8_UNK48   SOUND_ARG_LOAD(8, 0, 0x48, 0x20, 8)

◆ SOUND_CH8_UNK4B

#define SOUND_CH8_UNK4B   SOUND_ARG_LOAD(8, 1, 0x4B, 0xE0, 8)

◆ SOUND_CH8_UNK4C

#define SOUND_CH8_UNK4C   SOUND_ARG_LOAD(8, 1, 0x4C, 0xF0, 8)

◆ SOUND_CH8_UNK50

#define SOUND_CH8_UNK50   SOUND_ARG_LOAD(8, 0, 0x50, 0x40, 0)

◆ SOUND_CH8_UNK57

#define SOUND_CH8_UNK57   SOUND_ARG_LOAD(8, 0, 0x57, 0xFF, 9)

◆ SOUND_CH8_UNK59

#define SOUND_CH8_UNK59   SOUND_ARG_LOAD(8, 0, 0x59, 0x00, 8)

◆ SOUND_CH8_UNK60

#define SOUND_CH8_UNK60   SOUND_ARG_LOAD(8, 0, 0x60, 0x00, 8)

◆ SOUND_CH8_UNK61

#define SOUND_CH8_UNK61   SOUND_ARG_LOAD(8, 0, 0x61, 0x00, 8)

◆ SOUND_CH8_UNK63

#define SOUND_CH8_UNK63   SOUND_ARG_LOAD(8, 0, 0x63, 0xD0, 8)

◆ SOUND_CH9_UNK04

#define SOUND_CH9_UNK04   SOUND_ARG_LOAD(9, 0, 0x04, 0x00, 8)

◆ SOUND_CH9_UNK1C

#define SOUND_CH9_UNK1C   SOUND_ARG_LOAD(9, 0, 0x1C, 0x00, 8)

◆ SOUND_CH9_UNK42

#define SOUND_CH9_UNK42   SOUND_ARG_LOAD(9, 1, 0x42, 0x40, 8)

◆ SOUND_CH9_UNK43

#define SOUND_CH9_UNK43   SOUND_ARG_LOAD(9, 0, 0x43, 0x40, 8)

◆ SOUND_CH9_UNK44

#define SOUND_CH9_UNK44   SOUND_ARG_LOAD(9, 0, 0x44, 0x40, 8)

◆ SOUND_CH9_UNK49

#define SOUND_CH9_UNK49   SOUND_ARG_LOAD(9, 0, 0x49, 0x00, 8)

◆ SOUND_CH9_UNK52

#define SOUND_CH9_UNK52   SOUND_ARG_LOAD(9, 0, 0x52, 0x40, 0)

◆ SOUND_CH9_UNK57

#define SOUND_CH9_UNK57   SOUND_ARG_LOAD(9, 0, 0x57, 0x00, 8)

◆ SOUND_CH9_UNK5A

#define SOUND_CH9_UNK5A   SOUND_ARG_LOAD(9, 3, 0x5A, 0xC0, 8)

◆ SOUND_CH9_UNK5A_LOWPRIO

#define SOUND_CH9_UNK5A_LOWPRIO   SOUND_ARG_LOAD(9, 3, 0x5A, 0x00, 8)

◆ SOUND_CH9_UNK5B

#define SOUND_CH9_UNK5B   SOUND_ARG_LOAD(9, 2, 0x5B, 0x00, 8)

◆ SOUND_CH9_UNK66

#define SOUND_CH9_UNK66   SOUND_ARG_LOAD(9, 0, 0x66, 0x80, 8)

◆ SOUND_CH9_UNK67

#define SOUND_CH9_UNK67   SOUND_ARG_LOAD(9, 0, 0x67, 0x80, 8)

◆ SOUND_CH9_UNK6B

#define SOUND_CH9_UNK6B   SOUND_ARG_LOAD(9, 0, 0x6B, 0x00, 8)

◆ SOUND_EMEMY_DEFEAT_SHRINK

#define SOUND_EMEMY_DEFEAT_SHRINK   SOUND_ARG_LOAD(5, 0, 0x74, 0x40, 8)

◆ SOUND_ENVIRONMENT_BOATROCKING1

#define SOUND_ENVIRONMENT_BOATROCKING1   SOUND_ARG_LOAD(4, 0, 0x0B, 0x00, 0)

◆ SOUND_ENVIRONMENT_DRONING1

#define SOUND_ENVIRONMENT_DRONING1   SOUND_ARG_LOAD(4, 1, 0x03, 0x00, 0)

◆ SOUND_ENVIRONMENT_DRONING2

#define SOUND_ENVIRONMENT_DRONING2   SOUND_ARG_LOAD(4, 0, 0x04, 0x00, 0)

◆ SOUND_ENVIRONMENT_ELEVATOR1

#define SOUND_ENVIRONMENT_ELEVATOR1   SOUND_ARG_LOAD(4, 0, 0x02, 0x00, 0)

◆ SOUND_ENVIRONMENT_ELEVATOR2

#define SOUND_ENVIRONMENT_ELEVATOR2   SOUND_ARG_LOAD(4, 0, 0x08, 0x00, 0)

◆ SOUND_ENVIRONMENT_ELEVATOR3

#define SOUND_ENVIRONMENT_ELEVATOR3   SOUND_ARG_LOAD(4, 0, 0x0C, 0x00, 0)

◆ SOUND_ENVIRONMENT_ELEVATOR4

#define SOUND_ENVIRONMENT_ELEVATOR4   SOUND_ARG_LOAD(4, 0, 0x0D, 0x00, 0)

◆ SOUND_ENVIRONMENT_ELEVATOR4_2

#define SOUND_ENVIRONMENT_ELEVATOR4_2   SOUND_ARG_LOAD(4, 1, 0x0D, 0x00, 0)

◆ SOUND_ENVIRONMENT_ELEVATOR5

#define SOUND_ENVIRONMENT_ELEVATOR5   0x401A

◆ SOUND_ENVIRONMENT_FIRE

#define SOUND_ENVIRONMENT_FIRE   0x401B

◆ SOUND_ENVIRONMENT_MERRYGOROUNDCREAKING

#define SOUND_ENVIRONMENT_MERRYGOROUNDCREAKING   SOUND_ARG_LOAD(4, 0, 0x0F, 0x40, 0)

◆ SOUND_ENVIRONMENT_METALBOXPUSH

#define SOUND_ENVIRONMENT_METALBOXPUSH   SOUND_ARG_LOAD(4, 0, 0x17, 0x80, 0)

◆ SOUND_ENVIRONMENT_MOVINGSAND

#define SOUND_ENVIRONMENT_MOVINGSAND   SOUND_ARG_LOAD(4, 0, 0x0E, 0x00, 0)

◆ SOUND_ENVIRONMENT_MOVINGSANDSNOW

#define SOUND_ENVIRONMENT_MOVINGSANDSNOW   0x4006

◆ SOUND_ENVIRONMENT_MOVINGSANDSNOW2

#define SOUND_ENVIRONMENT_MOVINGSANDSNOW2   0x4011

◆ SOUND_ENVIRONMENT_PEACHSPARKLE

#define SOUND_ENVIRONMENT_PEACHSPARKLE   0x4019

◆ SOUND_ENVIRONMENT_SINKQUICKSAND

#define SOUND_ENVIRONMENT_SINKQUICKSAND   SOUND_ARG_LOAD(4, 0, 0x18, 0x80, 0)

◆ SOUND_ENVIRONMENT_SLIDING

#define SOUND_ENVIRONMENT_SLIDING   SOUND_ARG_LOAD(4, 0, 0x13, 0x00, 0)

◆ SOUND_ENVIRONMENT_STAR

#define SOUND_ENVIRONMENT_STAR   SOUND_ARG_LOAD(4, 0, 0x14, 0x00, 1)

◆ SOUND_ENVIRONMENT_UNKNOWN1

#define SOUND_ENVIRONMENT_UNKNOWN1   0x4007

◆ SOUND_ENVIRONMENT_UNKNOWN2

#define SOUND_ENVIRONMENT_UNKNOWN2   SOUND_ARG_LOAD(4, 0, 0x0A, 0x00, 0)

◆ SOUND_ENVIRONMENT_UNKNOWN3

#define SOUND_ENVIRONMENT_UNKNOWN3   0x4012

◆ SOUND_ENVIRONMENT_UNKNOWN4

#define SOUND_ENVIRONMENT_UNKNOWN4   SOUND_ARG_LOAD(4, 1, 0x15, 0x00, 0)

◆ SOUND_ENVIRONMENT_WATER

#define SOUND_ENVIRONMENT_WATER   SOUND_ARG_LOAD(4, 0, 0x09, 0x00, 0)

◆ SOUND_ENVIRONMENT_WATERDRAIN

#define SOUND_ENVIRONMENT_WATERDRAIN   SOUND_ARG_LOAD(4, 1, 0x16, 0x00, 0)

◆ SOUND_ENVIRONMENT_WATERFALL1

#define SOUND_ENVIRONMENT_WATERFALL1   SOUND_ARG_LOAD(4, 0, 0x00, 0x00, 0)

◆ SOUND_ENVIRONMENT_WATERFALL2

#define SOUND_ENVIRONMENT_WATERFALL2   SOUND_ARG_LOAD(4, 0, 0x01, 0x00, 0)

◆ SOUND_ENVIRONMENT_WIND1

#define SOUND_ENVIRONMENT_WIND1   SOUND_ARG_LOAD(4, 0, 0x05, 0x00, 0)

◆ SOUND_ENVIRONMENT_WIND2

#define SOUND_ENVIRONMENT_WIND2   SOUND_ARG_LOAD(4, 0, 0x10, 0x80, 0)

◆ SOUND_GENERAL_1UP

#define SOUND_GENERAL_1UP   SOUND_ARG_LOAD(3, 0, 0x58, 0xFF, 8)

◆ SOUND_GENERAL_1UP2

#define SOUND_GENERAL_1UP2   0x3063

◆ SOUND_GENERAL_BIGCLOCK

#define SOUND_GENERAL_BIGCLOCK   SOUND_ARG_LOAD(3, 0, 0x17, 0x00, 8)

◆ SOUND_GENERAL_BIGPOUND

#define SOUND_GENERAL_BIGPOUND   SOUND_ARG_LOAD(3, 0, 0x44, 0x00, 8)

◆ SOUND_GENERAL_BIRDCHIRP1

#define SOUND_GENERAL_BIRDCHIRP1   0x3050

◆ SOUND_GENERAL_BIRDCHIRP2

#define SOUND_GENERAL_BIRDCHIRP2   0x3051

◆ SOUND_GENERAL_BIRDCHIRP3

#define SOUND_GENERAL_BIRDCHIRP3   0x3052

◆ SOUND_GENERAL_BIRDCHIRP4

#define SOUND_GENERAL_BIRDCHIRP4   0x3053

◆ SOUND_GENERAL_BIRDSFLYAWAY

#define SOUND_GENERAL_BIRDSFLYAWAY   SOUND_ARG_LOAD(3, 0, 0x69, 0x00, 8)

◆ SOUND_GENERAL_BIRDSFLYAWAY2

#define SOUND_GENERAL_BIRDSFLYAWAY2   0x3079

◆ SOUND_GENERAL_BOATROCK

#define SOUND_GENERAL_BOATROCK   SOUND_ARG_LOAD(3, 0, 0x75, 0x00, 8)

◆ SOUND_GENERAL_BOATTILT1

#define SOUND_GENERAL_BOATTILT1   SOUND_ARG_LOAD(3, 0, 0x34, 0x40, 8)

◆ SOUND_GENERAL_BOATTILT2

#define SOUND_GENERAL_BOATTILT2   SOUND_ARG_LOAD(3, 0, 0x35, 0x40, 8)

◆ SOUND_GENERAL_BOING1

#define SOUND_GENERAL_BOING1   SOUND_ARG_LOAD(3, 0, 0x6C, 0x40, 8)

◆ SOUND_GENERAL_BOING2

#define SOUND_GENERAL_BOING2   SOUND_ARG_LOAD(3, 0, 0x6D, 0x40, 8)

◆ SOUND_GENERAL_BOING2_LOWPRIO

#define SOUND_GENERAL_BOING2_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x6D, 0x20, 8)

◆ SOUND_GENERAL_BOING3

#define SOUND_GENERAL_BOING3   0x3072

◆ SOUND_GENERAL_BOING4

#define SOUND_GENERAL_BOING4   0x307C

◆ SOUND_GENERAL_BOING5

#define SOUND_GENERAL_BOING5   0x307D

◆ SOUND_GENERAL_BOWSEREXPLODE

#define SOUND_GENERAL_BOWSEREXPLODE   0x3060

◆ SOUND_GENERAL_BOWSERKEY

#define SOUND_GENERAL_BOWSERKEY   0x3061

◆ SOUND_GENERAL_BOWSERPLATFORM

#define SOUND_GENERAL_BOWSERPLATFORM   SOUND_ARG_LOAD(3, 0, 0x62, 0x80, 8)

◆ SOUND_GENERAL_BOWSERPLATFORM_2

#define SOUND_GENERAL_BOWSERPLATFORM_2   SOUND_ARG_LOAD(3, 1, 0x62, 0x80, 8)

◆ SOUND_GENERAL_BOXLANDING

#define SOUND_GENERAL_BOXLANDING   SOUND_ARG_LOAD(3, 0, 0x24, 0x00, 8)

◆ SOUND_GENERAL_BOXLANDING_2

#define SOUND_GENERAL_BOXLANDING_2   SOUND_ARG_LOAD(3, 2, 0x24, 0x00, 8)

◆ SOUND_GENERAL_BREAKBOX

#define SOUND_GENERAL_BREAKBOX   SOUND_ARG_LOAD(3, 0, 0x41, 0xC0, 8)

◆ SOUND_GENERAL_BUBBLES1

#define SOUND_GENERAL_BUBBLES1   0x3008

◆ SOUND_GENERAL_BUTTONPRESS

#define SOUND_GENERAL_BUTTONPRESS   SOUND_ARG_LOAD(3, 0, 0x5A, 0x40, 8)

◆ SOUND_GENERAL_BUTTONPRESS_2

#define SOUND_GENERAL_BUTTONPRESS_2   SOUND_ARG_LOAD(3, 1, 0x5A, 0x40, 8)

◆ SOUND_GENERAL_BUTTONPRESS_2_LOWPRIO

#define SOUND_GENERAL_BUTTONPRESS_2_LOWPRIO   SOUND_ARG_LOAD(3, 1, 0x5A, 0x00, 8)

◆ SOUND_GENERAL_BUTTONPRESS_LOWPRIO

#define SOUND_GENERAL_BUTTONPRESS_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x5A, 0x00, 8)

◆ SOUND_GENERAL_CAGEOPEN

#define SOUND_GENERAL_CAGEOPEN   SOUND_ARG_LOAD(3, 0, 0x3F, 0xA0, 8)

◆ SOUND_GENERAL_CANNONUP

#define SOUND_GENERAL_CANNONUP   SOUND_ARG_LOAD(3, 0, 0x47, 0x80, 8)

◆ SOUND_GENERAL_CHAINCHOMP1

#define SOUND_GENERAL_CHAINCHOMP1   SOUND_ARG_LOAD(3, 0, 0x39, 0x00, 8)

◆ SOUND_GENERAL_CHAINCHOMP2

#define SOUND_GENERAL_CHAINCHOMP2   SOUND_ARG_LOAD(3, 0, 0x3A, 0x00, 8)

◆ SOUND_GENERAL_CLAMSHELL1

#define SOUND_GENERAL_CLAMSHELL1   SOUND_ARG_LOAD(3, 1, 0x22, 0x80, 8)

◆ SOUND_GENERAL_CLAMSHELL2

#define SOUND_GENERAL_CLAMSHELL2   0x3023

◆ SOUND_GENERAL_CLAMSHELL3

#define SOUND_GENERAL_CLAMSHELL3   SOUND_ARG_LOAD(3, 0, 0x26, 0x40, 8)

◆ SOUND_GENERAL_CLAMSHELL4

#define SOUND_GENERAL_CLAMSHELL4   SOUND_ARG_LOAD(3, 0, 0x27, 0x40, 8)

◆ SOUND_GENERAL_CLOSEIRONDOOR

#define SOUND_GENERAL_CLOSEIRONDOOR   SOUND_ARG_LOAD(3, 0, 0x07, 0xC0, 8)

◆ SOUND_GENERAL_CLOSEWOODDOOR

#define SOUND_GENERAL_CLOSEWOODDOOR   SOUND_ARG_LOAD(3, 0, 0x05, 0xC0, 8)

◆ SOUND_GENERAL_COIN1

#define SOUND_GENERAL_COIN1   0x3010

◆ SOUND_GENERAL_COIN2

#define SOUND_GENERAL_COIN2   SOUND_ARG_LOAD(3, 8, 0x11, 0x80, 8)

◆ SOUND_GENERAL_COINDROP

#define SOUND_GENERAL_COINDROP   SOUND_ARG_LOAD(3, 0, 0x36, 0x40, 8)

◆ SOUND_GENERAL_COINSPURT

#define SOUND_GENERAL_COINSPURT   SOUND_ARG_LOAD(3, 0, 0x30, 0x00, 8)

◆ SOUND_GENERAL_COINSPURT_2

#define SOUND_GENERAL_COINSPURT_2   SOUND_ARG_LOAD(3, 8, 0x30, 0x00, 8)

◆ SOUND_GENERAL_COINWATER1

#define SOUND_GENERAL_COINWATER1   SOUND_ARG_LOAD(3, 8, 0x12, 0x80, 8)

◆ SOUND_GENERAL_COINWATER2

#define SOUND_GENERAL_COINWATER2   0x3013

◆ SOUND_GENERAL_COINWATER3

#define SOUND_GENERAL_COINWATER3   0x3014

◆ SOUND_GENERAL_COINWATER4

#define SOUND_GENERAL_COINWATER4   0x3015

◆ SOUND_GENERAL_ELEVATORHMC

#define SOUND_GENERAL_ELEVATORHMC   0x3059

◆ SOUND_GENERAL_ELEVATORMOVE

#define SOUND_GENERAL_ELEVATORMOVE   SOUND_ARG_LOAD(3, 0, 0x5B, 0x00, 8)

◆ SOUND_GENERAL_ELEVATORMOVE_2

#define SOUND_GENERAL_ELEVATORMOVE_2   SOUND_ARG_LOAD(3, 1, 0x5B, 0x00, 8)

◆ SOUND_GENERAL_ENEMYALERT1

#define SOUND_GENERAL_ENEMYALERT1   SOUND_ARG_LOAD(3, 0, 0x6F, 0x30, 8)

◆ SOUND_GENERAL_ENEMYALERT2

#define SOUND_GENERAL_ENEMYALERT2   0x307F

◆ SOUND_GENERAL_EXITPAINTING1

#define SOUND_GENERAL_EXITPAINTING1   0x3028

◆ SOUND_GENERAL_EXITPAINTING2

#define SOUND_GENERAL_EXITPAINTING2   0x3029

◆ SOUND_GENERAL_EXITPAINTING3

#define SOUND_GENERAL_EXITPAINTING3   0x302A

◆ SOUND_GENERAL_EXITPAINTING4

#define SOUND_GENERAL_EXITPAINTING4   SOUND_ARG_LOAD(3, 0, 0x2B, 0x00, 8)

◆ SOUND_GENERAL_EXPLOSION

#define SOUND_GENERAL_EXPLOSION   SOUND_ARG_LOAD(3, 0, 0x00, 0x80, 8)

◆ SOUND_GENERAL_EXPLOSION2

#define SOUND_GENERAL_EXPLOSION2   SOUND_ARG_LOAD(3, 0, 0x0C, 0x80, 8)

◆ SOUND_GENERAL_EXPLOSION3

#define SOUND_GENERAL_EXPLOSION3   SOUND_ARG_LOAD(3, 0, 0x0F, 0x00, 8)

◆ SOUND_GENERAL_EXPLOSION4

#define SOUND_GENERAL_EXPLOSION4   SOUND_ARG_LOAD(3, 0, 0x2E, 0x20, 8)

◆ SOUND_GENERAL_EXPLOSION5

#define SOUND_GENERAL_EXPLOSION5   SOUND_ARG_LOAD(3, 1, 0x2F, 0x00, 8)

◆ SOUND_GENERAL_EXPLOSION6

#define SOUND_GENERAL_EXPLOSION6   0x3031

◆ SOUND_GENERAL_EXPLOSION7

#define SOUND_GENERAL_EXPLOSION7   0x3049

◆ SOUND_GENERAL_EXPLOSION8

#define SOUND_GENERAL_EXPLOSION8   0x304C

◆ SOUND_GENERAL_FLAMEOUT

#define SOUND_GENERAL_FLAMEOUT   SOUND_ARG_LOAD(3, 0, 0x03, 0x80, 8)

◆ SOUND_GENERAL_GETCOIN

#define SOUND_GENERAL_GETCOIN   0x3033

◆ SOUND_GENERAL_GETSTAR

#define SOUND_GENERAL_GETSTAR   0x302C

◆ SOUND_GENERAL_GRANDSTAR

#define SOUND_GENERAL_GRANDSTAR   SOUND_ARG_LOAD(3, 0, 0x73, 0x00, 8)

◆ SOUND_GENERAL_GRANDSTARJUMP

#define SOUND_GENERAL_GRANDSTARJUMP   SOUND_ARG_LOAD(3, 0, 0x74, 0x00, 8)

◆ SOUND_GENERAL_GRINDELROLL

#define SOUND_GENERAL_GRINDELROLL   SOUND_ARG_LOAD(3, 0, 0x48, 0x00, 8)

◆ SOUND_GENERAL_HAUNTEDCHAIR

#define SOUND_GENERAL_HAUNTEDCHAIR   SOUND_ARG_LOAD(3, 0, 0x5D, 0x00, 8)

◆ SOUND_GENERAL_HEARTSPIN

#define SOUND_GENERAL_HEARTSPIN   SOUND_ARG_LOAD(3, 0, 0x64, 0xC0, 8)

◆ SOUND_GENERAL_LOUDPOUND

#define SOUND_GENERAL_LOUDPOUND   0x3018

◆ SOUND_GENERAL_MARIOHOLE1

#define SOUND_GENERAL_MARIOHOLE1   0x3001

◆ SOUND_GENERAL_MARIOHOLE2

#define SOUND_GENERAL_MARIOHOLE2   0x3002

◆ SOUND_GENERAL_MARIOHOLE3

#define SOUND_GENERAL_MARIOHOLE3   0x3077

◆ SOUND_GENERAL_METALPOUND

#define SOUND_GENERAL_METALPOUND   SOUND_ARG_LOAD(3, 0, 0x6B, 0x80, 8)

◆ SOUND_GENERAL_METALPOUND2

#define SOUND_GENERAL_METALPOUND2   0x307B

◆ SOUND_GENERAL_MOVINGBOOMAYBE

#define SOUND_GENERAL_MOVINGBOOMAYBE   SOUND_ARG_LOAD(3, 0, 0x5F, 0x00, 8)

◆ SOUND_GENERAL_MOVINGINSAND

#define SOUND_GENERAL_MOVINGINSAND   SOUND_ARG_LOAD(3, 0, 0x3C, 0x00, 8)

◆ SOUND_GENERAL_MOVINGWATER

#define SOUND_GENERAL_MOVINGWATER   SOUND_ARG_LOAD(3, 0, 0x09, 0x00, 8)

◆ SOUND_GENERAL_OPENCHEST1

#define SOUND_GENERAL_OPENCHEST1   SOUND_ARG_LOAD(3, 1, 0x20, 0x80, 8)

◆ SOUND_GENERAL_OPENCHEST2

#define SOUND_GENERAL_OPENCHEST2   0x3021

◆ SOUND_GENERAL_OPENIRONDOOR

#define SOUND_GENERAL_OPENIRONDOOR   SOUND_ARG_LOAD(3, 0, 0x06, 0xC0, 8)

◆ SOUND_GENERAL_OPENWOODDOOR

#define SOUND_GENERAL_OPENWOODDOOR   SOUND_ARG_LOAD(3, 0, 0x04, 0xC0, 8)

◆ SOUND_GENERAL_PAINTING_EJECT

#define SOUND_GENERAL_PAINTING_EJECT   SOUND_ARG_LOAD(3, 9, 0x28, 0x00, 8)

◆ SOUND_GENERAL_PLATFORM

#define SOUND_GENERAL_PLATFORM   SOUND_ARG_LOAD(3, 0, 0x2D, 0x80, 8)

◆ SOUND_GENERAL_POUNDROCK

#define SOUND_GENERAL_POUNDROCK   SOUND_ARG_LOAD(3, 0, 0x56, 0x00, 8)

◆ SOUND_GENERAL_POUNDWOODPOST

#define SOUND_GENERAL_POUNDWOODPOST   SOUND_ARG_LOAD(3, 0, 0x65, 0xC0, 8)

◆ SOUND_GENERAL_PYRAMIDTOP

#define SOUND_GENERAL_PYRAMIDTOP   0x304B

◆ SOUND_GENERAL_QUIETBUBBLE

#define SOUND_GENERAL_QUIETBUBBLE   SOUND_ARG_LOAD(3, 0, 0x0B, 0x00, 8)

◆ SOUND_GENERAL_QUIETBUBBLE2

#define SOUND_GENERAL_QUIETBUBBLE2   SOUND_ARG_LOAD(3, 0, 0x0D, 0x00, 8)

◆ SOUND_GENERAL_QUIETPOUND1

#define SOUND_GENERAL_QUIETPOUND1   SOUND_ARG_LOAD(3, 0, 0x40, 0x40, 8)

◆ SOUND_GENERAL_QUIETPOUND1_LOWPRIO

#define SOUND_GENERAL_QUIETPOUND1_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x40, 0x00, 8)

◆ SOUND_GENERAL_QUIETPOUND2

#define SOUND_GENERAL_QUIETPOUND2   SOUND_ARG_LOAD(3, 0, 0x43, 0x00, 8)

◆ SOUND_GENERAL_RACEGUNSHOT

#define SOUND_GENERAL_RACEGUNSHOT   SOUND_ARG_LOAD(3, 1, 0x4D, 0x40, 8)

◆ SOUND_GENERAL_REDCOIN

#define SOUND_GENERAL_REDCOIN   SOUND_ARG_LOAD(3, 0, 0x68, 0x90, 8)

◆ SOUND_GENERAL_REDCOIN2

#define SOUND_GENERAL_REDCOIN2   0x3078

◆ SOUND_GENERAL_RIGHTANSWER

#define SOUND_GENERAL_RIGHTANSWER   0x306A

◆ SOUND_GENERAL_RIGHTANSWER2

#define SOUND_GENERAL_RIGHTANSWER2   0x307A

◆ SOUND_GENERAL_SHAKECOFFIN

#define SOUND_GENERAL_SHAKECOFFIN   0x304A

◆ SOUND_GENERAL_SHORTPOUND1

#define SOUND_GENERAL_SHORTPOUND1   0x3019

◆ SOUND_GENERAL_SHORTPOUND2

#define SOUND_GENERAL_SHORTPOUND2   0x301A

◆ SOUND_GENERAL_SHORTPOUND3

#define SOUND_GENERAL_SHORTPOUND3   0x301B

◆ SOUND_GENERAL_SHORTPOUND4

#define SOUND_GENERAL_SHORTPOUND4   0x301C

◆ SOUND_GENERAL_SHORTPOUND5

#define SOUND_GENERAL_SHORTPOUND5   0x301D

◆ SOUND_GENERAL_SHORTPOUND6

#define SOUND_GENERAL_SHORTPOUND6   0x301E

◆ SOUND_GENERAL_SHORTPOUND7

#define SOUND_GENERAL_SHORTPOUND7   0x301F

◆ SOUND_GENERAL_SHORTSTAR

#define SOUND_GENERAL_SHORTSTAR   SOUND_ARG_LOAD(3, 0, 0x16, 0x00, 9)

◆ SOUND_GENERAL_SOFTLANDING

#define SOUND_GENERAL_SOFTLANDING   SOUND_ARG_LOAD(3, 0, 0x5E, 0x00, 8)

◆ SOUND_GENERAL_SPLATTERING

#define SOUND_GENERAL_SPLATTERING   SOUND_ARG_LOAD(3, 0, 0x71, 0x30, 8)

◆ SOUND_GENERAL_STARAPPEARS

#define SOUND_GENERAL_STARAPPEARS   SOUND_ARG_LOAD(3, 0, 0x57, 0xFF, 9)

◆ SOUND_GENERAL_STARDOORCLOSE

#define SOUND_GENERAL_STARDOORCLOSE   SOUND_ARG_LOAD(3, 0, 0x4F, 0xC0, 8)

◆ SOUND_GENERAL_STARDOOROPEN

#define SOUND_GENERAL_STARDOOROPEN   SOUND_ARG_LOAD(3, 0, 0x4E, 0xC0, 8)

◆ SOUND_GENERAL_SWISHAIR

#define SOUND_GENERAL_SWISHAIR   SOUND_ARG_LOAD(3, 0, 0x5C, 0x00, 8)

◆ SOUND_GENERAL_SWISHAIR_2

#define SOUND_GENERAL_SWISHAIR_2   SOUND_ARG_LOAD(3, 1, 0x5C, 0x00, 8)

◆ SOUND_GENERAL_SWISHWATER

#define SOUND_GENERAL_SWISHWATER   SOUND_ARG_LOAD(3, 0, 0x0A, 0x00, 8)

◆ SOUND_GENERAL_SWITCH1

#define SOUND_GENERAL_SWITCH1   SOUND_ARG_LOAD(3, 0, 0x38, 0x00, 8)

◆ SOUND_GENERAL_SWITCH2

#define SOUND_GENERAL_SWITCH2   SOUND_ARG_LOAD(3, 0, 0x3B, 0x00, 8)

◆ SOUND_GENERAL_SWITCH3

#define SOUND_GENERAL_SWITCH3   SOUND_ARG_LOAD(3, 0, 0x3E, 0x00, 8)

◆ SOUND_GENERAL_SWITCH4

#define SOUND_GENERAL_SWITCH4   SOUND_ARG_LOAD(3, 0, 0x42, 0x00, 8)

◆ SOUND_GENERAL_SWITCH5

#define SOUND_GENERAL_SWITCH5   0x3054

◆ SOUND_GENERAL_SWITCH6

#define SOUND_GENERAL_SWITCH6   0x3055

◆ SOUND_GENERAL_SWITCHDOOROPEN

#define SOUND_GENERAL_SWITCHDOOROPEN   SOUND_ARG_LOAD(3, 0, 0x67, 0xA0, 8)

◆ SOUND_GENERAL_UNK45

#define SOUND_GENERAL_UNK45   SOUND_ARG_LOAD(3, 0, 0x45, 0x00, 8)

◆ SOUND_GENERAL_UNK46

#define SOUND_GENERAL_UNK46   SOUND_ARG_LOAD(3, 0, 0x46, 0x80, 8)

◆ SOUND_GENERAL_UNK46_LOWPRIO

#define SOUND_GENERAL_UNK46_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x46, 0x00, 8)

◆ SOUND_GENERAL_UNKNOWN1

#define SOUND_GENERAL_UNKNOWN1   SOUND_ARG_LOAD(3, 0, 0x25, 0x00, 8)

◆ SOUND_GENERAL_UNKNOWN1_2

#define SOUND_GENERAL_UNKNOWN1_2   SOUND_ARG_LOAD(3, 2, 0x25, 0x00, 8)

◆ SOUND_GENERAL_UNKNOWN2

#define SOUND_GENERAL_UNKNOWN2   0x3032

◆ SOUND_GENERAL_UNKNOWN3

#define SOUND_GENERAL_UNKNOWN3   SOUND_ARG_LOAD(3, 0, 0x37, 0x80, 8)

◆ SOUND_GENERAL_UNKNOWN3_2

#define SOUND_GENERAL_UNKNOWN3_2   SOUND_ARG_LOAD(3, 8, 0x37, 0x80, 8)

◆ SOUND_GENERAL_UNKNOWN3_LOWPRIO

#define SOUND_GENERAL_UNKNOWN3_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x37, 0x00, 8)

◆ SOUND_GENERAL_UNKNOWN4

#define SOUND_GENERAL_UNKNOWN4   SOUND_ARG_LOAD(3, 0, 0x3D, 0x80, 8)

◆ SOUND_GENERAL_UNKNOWN4_LOWPRIO

#define SOUND_GENERAL_UNKNOWN4_LOWPRIO   SOUND_ARG_LOAD(3, 0, 0x3D, 0x00, 8)

◆ SOUND_GENERAL_UNKNOWN5

#define SOUND_GENERAL_UNKNOWN5   0x307E

◆ SOUND_GENERAL_UNUSED

#define SOUND_GENERAL_UNUSED   SOUND_ARG_LOAD(3, 0, 0x0E, 0x80, 8)

◆ SOUND_GENERAL_VANISHSFX

#define SOUND_GENERAL_VANISHSFX   SOUND_ARG_LOAD(3, 0, 0x76, 0x20, 8)

◆ SOUND_GENERAL_WATERLEVELTRIG

#define SOUND_GENERAL_WATERLEVELTRIG   SOUND_ARG_LOAD(3, 0, 0x66, 0x80, 8)

◆ SOUND_GENERAL_YOSHI

#define SOUND_GENERAL_YOSHI   SOUND_ARG_LOAD(3, 0, 0x70, 0x30, 8)

◆ SOUND_GENERAL_YOSHIWALK

#define SOUND_GENERAL_YOSHIWALK   SOUND_ARG_LOAD(3, 0, 0x6E, 0x20, 8)

◆ SOUND_LO_BITFLAG_UNK1

#define SOUND_LO_BITFLAG_UNK1   0x10

◆ SOUND_LO_BITFLAG_UNK8

#define SOUND_LO_BITFLAG_UNK8   0x80

◆ SOUND_MARIO_ATTACKED

#define SOUND_MARIO_ATTACKED   SOUND_ARG_LOAD(2, 4, 0x0A, 0xFF, 8)

◆ SOUND_MARIO_BOING

#define SOUND_MARIO_BOING   SOUND_ARG_LOAD(2, 4, 0x34, 0x80, 8)

◆ SOUND_MARIO_COUGHING

#define SOUND_MARIO_COUGHING   0x2417

◆ SOUND_MARIO_COUGHING2

#define SOUND_MARIO_COUGHING2   SOUND_ARG_LOAD(2, 4, 0x1B, 0x80, 8)

◆ SOUND_MARIO_COUGHING3

#define SOUND_MARIO_COUGHING3   SOUND_ARG_LOAD(2, 4, 0x1C, 0x80, 8)

◆ SOUND_MARIO_COUGHING4

#define SOUND_MARIO_COUGHING4   SOUND_ARG_LOAD(2, 4, 0x1D, 0x80, 8)

◆ SOUND_MARIO_DOH

#define SOUND_MARIO_DOH   SOUND_ARG_LOAD(2, 4, 0x30, 0x80, 8)

◆ SOUND_MARIO_DROWNING

#define SOUND_MARIO_DROWNING   SOUND_ARG_LOAD(2, 4, 0x23, 0xF0, 8)

◆ SOUND_MARIO_DYING

#define SOUND_MARIO_DYING   SOUND_ARG_LOAD(2, 4, 0x15, 0xFF, 8)

◆ SOUND_MARIO_EEUH

#define SOUND_MARIO_EEUH   SOUND_ARG_LOAD(2, 4, 0x09, 0x80, 8)

◆ SOUND_MARIO_GAMEOVER

#define SOUND_MARIO_GAMEOVER   SOUND_ARG_LOAD(2, 4, 0x31, 0xFF, 8)

◆ SOUND_MARIO_HAHA

#define SOUND_MARIO_HAHA   SOUND_ARG_LOAD(2, 4, 0x11, 0x80, 8)

◆ SOUND_MARIO_HAHA_2

#define SOUND_MARIO_HAHA_2   SOUND_ARG_LOAD(2, 4, 0x11, 0xF0, 8)

◆ SOUND_MARIO_HEAVYLIFT

#define SOUND_MARIO_HEAVYLIFT   0x2426

◆ SOUND_MARIO_HELLO

#define SOUND_MARIO_HELLO   SOUND_ARG_LOAD(2, 4, 0x32, 0xFF, 8)

◆ SOUND_MARIO_HEREWEGO

#define SOUND_MARIO_HEREWEGO   SOUND_ARG_LOAD(2, 4, 0x0C, 0x80, 8)

◆ SOUND_MARIO_HOO

#define SOUND_MARIO_HOO   0x2412

◆ SOUND_MARIO_HOO2

#define SOUND_MARIO_HOO2   SOUND_ARG_LOAD(2, 4, 0x16, 0x80, 8)

◆ SOUND_MARIO_HOO3

#define SOUND_MARIO_HOO3   SOUND_ARG_LOAD(2, 4, 0x18, 0x80, 8)

◆ SOUND_MARIO_HOO4

#define SOUND_MARIO_HOO4   0x2419

◆ SOUND_MARIO_HOO5

#define SOUND_MARIO_HOO5   0x241A

◆ SOUND_MARIO_HOO6

#define SOUND_MARIO_HOO6   SOUND_ARG_LOAD(2, 4, 0x1F, 0x80, 8)

◆ SOUND_MARIO_HOOHOO

#define SOUND_MARIO_HOOHOO   SOUND_ARG_LOAD(2, 4, 0x03, 0x80, 8)

◆ SOUND_MARIO_HRMM

#define SOUND_MARIO_HRMM   SOUND_ARG_LOAD(2, 4, 0x06, 0x80, 8)

◆ SOUND_MARIO_IMATIRED

#define SOUND_MARIO_IMATIRED   SOUND_ARG_LOAD(2, 4, 0x37, 0x80, 8)

◆ SOUND_MARIO_MAMAMIA

#define SOUND_MARIO_MAMAMIA   SOUND_ARG_LOAD(2, 4, 0x20, 0x80, 8)

◆ SOUND_MARIO_OKEYDOKEY

#define SOUND_MARIO_OKEYDOKEY   0x2421

◆ SOUND_MARIO_ONFIRE

#define SOUND_MARIO_ONFIRE   SOUND_ARG_LOAD(2, 4, 0x14, 0xA0, 8)

◆ SOUND_MARIO_OOOF

#define SOUND_MARIO_OOOF   SOUND_ARG_LOAD(2, 4, 0x0B, 0x80, 8)

◆ SOUND_MARIO_OOOF2

#define SOUND_MARIO_OOOF2   SOUND_ARG_LOAD(2, 4, 0x0B, 0xD0, 8)

◆ SOUND_MARIO_PRESSSTARTTOPLAY

#define SOUND_MARIO_PRESSSTARTTOPLAY   SOUND_ARG_LOAD(2, 4, 0x33, 0xFF, 0xA)

◆ SOUND_MARIO_SNORING1

#define SOUND_MARIO_SNORING1   SOUND_ARG_LOAD(2, 4, 0x0E, 0x80, 8)

◆ SOUND_MARIO_SNORING2

#define SOUND_MARIO_SNORING2   SOUND_ARG_LOAD(2, 4, 0x0F, 0x80, 8)

◆ SOUND_MARIO_SNORING3

#define SOUND_MARIO_SNORING3   SOUND_ARG_LOAD(2, 4, 0x35, 0xFF, 8)

◆ SOUND_MARIO_SOLONGABOWSER

#define SOUND_MARIO_SOLONGABOWSER   SOUND_ARG_LOAD(2, 4, 0x36, 0x80, 8)

◆ SOUND_MARIO_UH

#define SOUND_MARIO_UH   SOUND_ARG_LOAD(2, 4, 0x05, 0x80, 8)

◆ SOUND_MARIO_UH2

#define SOUND_MARIO_UH2   SOUND_ARG_LOAD(2, 4, 0x13, 0xD0, 8)

◆ SOUND_MARIO_UH2_2

#define SOUND_MARIO_UH2_2   SOUND_ARG_LOAD(2, 4, 0x13, 0x80, 8)

◆ SOUND_MARIO_UH3

#define SOUND_MARIO_UH3   0x2425

◆ SOUND_MARIO_WAAAOOOW

#define SOUND_MARIO_WAAAOOOW   SOUND_ARG_LOAD(2, 4, 0x10, 0xC0, 8)

◆ SOUND_MARIO_WAH1

#define SOUND_MARIO_WAH1   0x2401

◆ SOUND_MARIO_WAH2

#define SOUND_MARIO_WAH2   SOUND_ARG_LOAD(2, 4, 0x07, 0x80, 8)

◆ SOUND_MARIO_WAH3

#define SOUND_MARIO_WAH3   SOUND_ARG_LOAD(2, 4, 0x22, 0x80, 8)

◆ SOUND_MARIO_WAH4

#define SOUND_MARIO_WAH4   SOUND_ARG_LOAD(2, 4, 0x24, 0x80, 8)

◆ SOUND_MARIO_WAH5

#define SOUND_MARIO_WAH5   0x2427

◆ SOUND_MARIO_WAHA

#define SOUND_MARIO_WAHA   SOUND_ARG_LOAD(2, 4, 0x2E, 0x80, 8)

◆ SOUND_MARIO_WHOA

#define SOUND_MARIO_WHOA   SOUND_ARG_LOAD(2, 4, 0x08, 0xC0, 8)

◆ SOUND_MARIO_WOOH

#define SOUND_MARIO_WOOH   0x2402

◆ SOUND_MARIO_WOOH2

#define SOUND_MARIO_WOOH2   0x2429

◆ SOUND_MARIO_WOOH3

#define SOUND_MARIO_WOOH3   0x242A

◆ SOUND_MARIO_YAH

#define SOUND_MARIO_YAH   SOUND_ARG_LOAD(2, 4, 0x00, 0x80, 8)

◆ SOUND_MARIO_YAH2

#define SOUND_MARIO_YAH2   SOUND_ARG_LOAD(2, 4, 0x1E, 0x80, 8)

◆ SOUND_MARIO_YAHOO

#define SOUND_MARIO_YAHOO   SOUND_ARG_LOAD(2, 4, 0x04, 0x80, 8)

◆ SOUND_MARIO_YAHOO2

#define SOUND_MARIO_YAHOO2   SOUND_ARG_LOAD(2, 4, 0x2B, 0x80, 8)

◆ SOUND_MARIO_YAHOO3

#define SOUND_MARIO_YAHOO3   SOUND_ARG_LOAD(2, 4, 0x2C, 0x80, 8)

◆ SOUND_MARIO_YAHOO4

#define SOUND_MARIO_YAHOO4   SOUND_ARG_LOAD(2, 4, 0x2D, 0x80, 8)

◆ SOUND_MARIO_YAWNING

#define SOUND_MARIO_YAWNING   SOUND_ARG_LOAD(2, 4, 0x0D, 0x80, 8)

◆ SOUND_MARIO_YIPEE

#define SOUND_MARIO_YIPEE   SOUND_ARG_LOAD(2, 4, 0x2F, 0x80, 8)

◆ SOUND_MENU_BOWSERLAUGH

#define SOUND_MENU_BOWSERLAUGH   SOUND_ARG_LOAD(7, 0, 0x18, 0x80, 8)

◆ SOUND_MENU_CAMERABUZZ

#define SOUND_MENU_CAMERABUZZ   SOUND_ARG_LOAD(7, 0, 0x0E, 0x00, 8)

◆ SOUND_MENU_CAMERATURN

#define SOUND_MENU_CAMERATURN   SOUND_ARG_LOAD(7, 0, 0x0F, 0x00, 8)

◆ SOUND_MENU_CAMERAUNUSED1

#define SOUND_MENU_CAMERAUNUSED1   0x701B

◆ SOUND_MENU_CAMERAUNUSED2

#define SOUND_MENU_CAMERAUNUSED2   0x701C

◆ SOUND_MENU_CAMERAZOOMIN

#define SOUND_MENU_CAMERAZOOMIN   SOUND_ARG_LOAD(7, 0, 0x06, 0x00, 8)

◆ SOUND_MENU_CAMERAZOOMOUT

#define SOUND_MENU_CAMERAZOOMOUT   SOUND_ARG_LOAD(7, 0, 0x07, 0x00, 8)

◆ SOUND_MENU_CHANGESELECT

#define SOUND_MENU_CHANGESELECT   SOUND_ARG_LOAD(7, 0, 0x00, 0xF8, 8)

◆ SOUND_MENU_CLICKCHANGEVIEW

#define SOUND_MENU_CLICKCHANGEVIEW   SOUND_ARG_LOAD(7, 0, 0x1A, 0x80, 8)

◆ SOUND_MENU_CLICKFILESELECT

#define SOUND_MENU_CLICKFILESELECT   SOUND_ARG_LOAD(7, 0, 0x11, 0x00, 8)

◆ SOUND_MENU_COINITSAMEMARIO

#define SOUND_MENU_COINITSAMEMARIO   SOUND_ARG_LOAD(7, 0, 0x14, 0x00, 8)

◆ SOUND_MENU_COLLECTREDCOIN

#define SOUND_MENU_COLLECTREDCOIN   SOUND_ARG_LOAD(7, 8, 0x28, 0x90, 8)

◆ SOUND_MENU_COLLECTSECRET

#define SOUND_MENU_COLLECTSECRET   SOUND_ARG_LOAD(7, 0, 0x30, 0x20, 8)

◆ SOUND_MENU_ENTERPIPE

#define SOUND_MENU_ENTERPIPE   SOUND_ARG_LOAD(7, 0, 0x16, 0xA0, 8)

◆ SOUND_MENU_EXITASIGN

#define SOUND_MENU_EXITASIGN   0x7021

◆ SOUND_MENU_EXITPIPE

#define SOUND_MENU_EXITPIPE   SOUND_ARG_LOAD(7, 0, 0x17, 0xA0, 8)

◆ SOUND_MENU_HANDAPPEAR

#define SOUND_MENU_HANDAPPEAR   SOUND_ARG_LOAD(7, 0, 0x0A, 0x00, 8)

◆ SOUND_MENU_HANDDISAPPEAR

#define SOUND_MENU_HANDDISAPPEAR   SOUND_ARG_LOAD(7, 0, 0x0B, 0x00, 8)

◆ SOUND_MENU_LETGOMARIOFACE

#define SOUND_MENU_LETGOMARIOFACE   SOUND_ARG_LOAD(7, 0, 0x09, 0x00, 8)

◆ SOUND_MENU_MARIOCASTLEWARP

#define SOUND_MENU_MARIOCASTLEWARP   SOUND_ARG_LOAD(7, 0, 0x1D, 0xB0, 8)

◆ SOUND_MENU_MARIOCASTLEWARP2

#define SOUND_MENU_MARIOCASTLEWARP2   SOUND_ARG_LOAD(7, 0, 0x22, 0x20, 8)

◆ SOUND_MENU_MARIOHOLE

#define SOUND_MENU_MARIOHOLE   SOUND_ARG_LOAD(7, 1, 0x19, 0x80, 8)

◆ SOUND_MENU_MESSAGEAPPEAR

#define SOUND_MENU_MESSAGEAPPEAR   SOUND_ARG_LOAD(7, 0, 0x04, 0x00, 8)

◆ SOUND_MENU_MESSAGEDISAPPEAR

#define SOUND_MENU_MESSAGEDISAPPEAR   SOUND_ARG_LOAD(7, 0, 0x05, 0x00, 8)

◆ SOUND_MENU_MESSAGENEXTPAGE

#define SOUND_MENU_MESSAGENEXTPAGE   SOUND_ARG_LOAD(7, 0, 0x13, 0x00, 8)

◆ SOUND_MENU_PAUSE1

#define SOUND_MENU_PAUSE1   SOUND_ARG_LOAD(7, 0, 0x02, 0xF0, 8)

◆ SOUND_MENU_PAUSE1_HIGHPRIO

#define SOUND_MENU_PAUSE1_HIGHPRIO   SOUND_ARG_LOAD(7, 0, 0x02, 0xFF, 8)

◆ SOUND_MENU_PAUSE2

#define SOUND_MENU_PAUSE2   SOUND_ARG_LOAD(7, 0, 0x03, 0xFF, 8)

◆ SOUND_MENU_PINCHMARIOFACE

#define SOUND_MENU_PINCHMARIOFACE   SOUND_ARG_LOAD(7, 0, 0x08, 0x00, 8)

◆ SOUND_MENU_POWERMETER

#define SOUND_MENU_POWERMETER   SOUND_ARG_LOAD(7, 0, 0x0D, 0x00, 8)

◆ SOUND_MENU_READASIGN

#define SOUND_MENU_READASIGN   0x7020

◆ SOUND_MENU_READSIGN

#define SOUND_MENU_READSIGN   0x7012

◆ SOUND_MENU_REVERSEPAUSE

#define SOUND_MENU_REVERSEPAUSE   0x7001

◆ SOUND_MENU_STARSOUND

#define SOUND_MENU_STARSOUND   SOUND_ARG_LOAD(7, 0, 0x1E, 0xFF, 8)

◆ SOUND_MENU_STARSOUNDLETSAGO

#define SOUND_MENU_STARSOUNDLETSAGO   SOUND_ARG_LOAD(7, 0, 0x24, 0xFF, 8)

◆ SOUND_MENU_STARSOUNDOKEYDOKEY

#define SOUND_MENU_STARSOUNDOKEYDOKEY   SOUND_ARG_LOAD(7, 0, 0x23, 0xFF, 8)

◆ SOUND_MENU_THANKYOUPLAYINGMYGAME

#define SOUND_MENU_THANKYOUPLAYINGMYGAME   SOUND_ARG_LOAD(7, 0, 0x1F, 0xFF, 8)

◆ SOUND_MENU_UNKNOWN1

#define SOUND_MENU_UNKNOWN1   SOUND_ARG_LOAD(7, 0, 0x0C, 0x00, 8)

◆ SOUND_MENU_UNKNOWN2

#define SOUND_MENU_UNKNOWN2   0x7010

◆ SOUND_MENU_YOSHIGAINLIVES

#define SOUND_MENU_YOSHIGAINLIVES   SOUND_ARG_LOAD(7, 0, 0x15, 0x00, 8)

◆ SOUND_MOVING_ONFIRE

#define SOUND_MOVING_ONFIRE   0x1020

◆ SOUND_MOVING_SLIDING1

#define SOUND_MOVING_SLIDING1   0x1000

◆ SOUND_MOVING_SLIDING2

#define SOUND_MOVING_SLIDING2   0x1001

◆ SOUND_MOVING_SLIDING3

#define SOUND_MOVING_SLIDING3   0x1003

◆ SOUND_MOVING_SLIDING4

#define SOUND_MOVING_SLIDING4   0x1008

◆ SOUND_MOVING_SLIDING5

#define SOUND_MOVING_SLIDING5   0x1009

◆ SOUND_MOVING_SLIDING6

#define SOUND_MOVING_SLIDING6   0x100B

◆ SOUND_MOVING_SLIDINGGHOST

#define SOUND_MOVING_SLIDINGGHOST   0x1004

◆ SOUND_MOVING_SLIDINGGRASS

#define SOUND_MOVING_SLIDINGGRASS   0x1005

◆ SOUND_MOVING_SLIDINGSAND

#define SOUND_MOVING_SLIDINGSAND   0x1007

◆ SOUND_MOVING_SLIDINGSNOW

#define SOUND_MOVING_SLIDINGSNOW   0x1006

◆ SOUND_MOVING_SLIDINGWATER1

#define SOUND_MOVING_SLIDINGWATER1   0x1002

◆ SOUND_MOVING_SLIDINGWATER2

#define SOUND_MOVING_SLIDINGWATER2   0x100A

◆ SOUND_MOVING_UNKNOWN

#define SOUND_MOVING_UNKNOWN   0x1021

◆ SOUND_MOVING_UNKNOWN19

#define SOUND_MOVING_UNKNOWN19   SOUND_ARG_LOAD(1, 0xD, 0x19, 0x20, 0)

◆ SOUND_NO_ECHO

#define SOUND_NO_ECHO   0x20

◆ SOUND_OBJECT_BAT

#define SOUND_OBJECT_BAT   0x5049

◆ SOUND_OBJECT_BATDEATH

#define SOUND_OBJECT_BATDEATH   SOUND_ARG_LOAD(5, 0, 0x62, 0xB0, 8)

◆ SOUND_OBJECT_BIRDS1

#define SOUND_OBJECT_BIRDS1   0x5050

◆ SOUND_OBJECT_BIRDS2

#define SOUND_OBJECT_BIRDS2   SOUND_ARG_LOAD(5, 0, 0x51, 0x40, 0)

◆ SOUND_OBJECT_BIRDS3

#define SOUND_OBJECT_BIRDS3   0x5052

◆ SOUND_OBJECT_BIRDS4

#define SOUND_OBJECT_BIRDS4   0x5053

◆ SOUND_OBJECT_BOBOMBBUDDY

#define SOUND_OBJECT_BOBOMBBUDDY   SOUND_ARG_LOAD(5, 0, 0x58, 0x40, 8)

◆ SOUND_OBJECT_BOBOMBWALK

#define SOUND_OBJECT_BOBOMBWALK   SOUND_ARG_LOAD(5, 0, 0x27, 0x00, 8)

◆ SOUND_OBJECT_BOOBOUNCETOP

#define SOUND_OBJECT_BOOBOUNCETOP   SOUND_ARG_LOAD(5, 0, 0x0A, 0x00, 8)

◆ SOUND_OBJECT_BOWSERDEFEATED

#define SOUND_OBJECT_BOWSERDEFEATED   SOUND_ARG_LOAD(5, 0, 0x06, 0x00, 8)

◆ SOUND_OBJECT_BOWSERDEFEATED2

#define SOUND_OBJECT_BOWSERDEFEATED2   0x5076

◆ SOUND_OBJECT_BOWSERDEFEATED3

#define SOUND_OBJECT_BOWSERDEFEATED3   0x507E

◆ SOUND_OBJECT_BOWSERINHALING

#define SOUND_OBJECT_BOWSERINHALING   SOUND_ARG_LOAD(5, 0, 0x08, 0x00, 8)

◆ SOUND_OBJECT_BOWSERINTROLAUGH

#define SOUND_OBJECT_BOWSERINTROLAUGH   SOUND_ARG_LOAD(5, 0, 0x5F, 0x80, 9)

◆ SOUND_OBJECT_BOWSERLAUGH

#define SOUND_OBJECT_BOWSERLAUGH   SOUND_ARG_LOAD(5, 0, 0x38, 0x80, 8)

◆ SOUND_OBJECT_BOWSERROAR

#define SOUND_OBJECT_BOWSERROAR   0x5004

◆ SOUND_OBJECT_BOWSERROAR2

#define SOUND_OBJECT_BOWSERROAR2   0x507C

◆ SOUND_OBJECT_BOWSERSPINNING

#define SOUND_OBJECT_BOWSERSPINNING   SOUND_ARG_LOAD(5, 0, 0x07, 0x00, 8)

◆ SOUND_OBJECT_BOWSERSWINGTAIL

#define SOUND_OBJECT_BOWSERSWINGTAIL   0x5077

◆ SOUND_OBJECT_BOWSERSWINGTAIL2

#define SOUND_OBJECT_BOWSERSWINGTAIL2   0x507F

◆ SOUND_OBJECT_BOWSERTAILPICKUP

#define SOUND_OBJECT_BOWSERTAILPICKUP   SOUND_ARG_LOAD(5, 0, 0x05, 0x00, 8)

◆ SOUND_OBJECT_BOWSERTAILPICKUP2

#define SOUND_OBJECT_BOWSERTAILPICKUP2   0x5075

◆ SOUND_OBJECT_BOWSERTAILPICKUP3

#define SOUND_OBJECT_BOWSERTAILPICKUP3   0x507D

◆ SOUND_OBJECT_BOWSERWALK

#define SOUND_OBJECT_BOWSERWALK   SOUND_ARG_LOAD(5, 0, 0x03, 0x00, 8)

◆ SOUND_OBJECT_BRIDGEEXPLODE

#define SOUND_OBJECT_BRIDGEEXPLODE   SOUND_ARG_LOAD(5, 2, 0x4B, 0x00, 8)

◆ SOUND_OBJECT_BULLYATTACKED

#define SOUND_OBJECT_BULLYATTACKED   0x501C

◆ SOUND_OBJECT_BULLYEXPLODE

#define SOUND_OBJECT_BULLYEXPLODE   SOUND_ARG_LOAD(5, 0, 0x18, 0xA0, 8)

◆ SOUND_OBJECT_BULLYEXPLODE_2

#define SOUND_OBJECT_BULLYEXPLODE_2   SOUND_ARG_LOAD(5, 1, 0x18, 0xA0, 8)

◆ SOUND_OBJECT_BULLYMETAL

#define SOUND_OBJECT_BULLYMETAL   SOUND_ARG_LOAD(5, 0, 0x17, 0x80, 8)

◆ SOUND_OBJECT_BULLYOTHERENEMY

#define SOUND_OBJECT_BULLYOTHERENEMY   0x5057

◆ SOUND_OBJECT_BULLYTHWOMP

#define SOUND_OBJECT_BULLYTHWOMP   SOUND_ARG_LOAD(5, 0, 0x16, 0x80, 8)

◆ SOUND_OBJECT_BULLYTHWOMP_LOWPRIO

#define SOUND_OBJECT_BULLYTHWOMP_LOWPRIO   SOUND_ARG_LOAD(5, 0, 0x16, 0x60, 8)

◆ SOUND_OBJECT_BULLYWALK

#define SOUND_OBJECT_BULLYWALK   SOUND_ARG_LOAD(5, 0, 0x1B, 0x30, 8)

◆ SOUND_OBJECT_BULLYWALKING

#define SOUND_OBJECT_BULLYWALKING   SOUND_ARG_LOAD(5, 0, 0x36, 0x60, 8)

◆ SOUND_OBJECT_CANNON1

#define SOUND_OBJECT_CANNON1   SOUND_ARG_LOAD(5, 0, 0x0D, 0xF0, 8)

◆ SOUND_OBJECT_CANNON2

#define SOUND_OBJECT_CANNON2   SOUND_ARG_LOAD(5, 0, 0x0E, 0xF0, 8)

◆ SOUND_OBJECT_CANNON3

#define SOUND_OBJECT_CANNON3   SOUND_ARG_LOAD(5, 0, 0x0F, 0xF0, 8)

◆ SOUND_OBJECT_CANNON4

#define SOUND_OBJECT_CANNON4   SOUND_ARG_LOAD(5, 0, 0x25, 0x40, 8)

◆ SOUND_OBJECT_CHOMPINGSOUND

#define SOUND_OBJECT_CHOMPINGSOUND   SOUND_ARG_LOAD(5, 0, 0x73, 0x40, 8)

◆ SOUND_OBJECT_CHUCKYADEATH

#define SOUND_OBJECT_CHUCKYADEATH   SOUND_ARG_LOAD(5, 1, 0x6E, 0x00, 8)

◆ SOUND_OBJECT_DEFAULTDEATH

#define SOUND_OBJECT_DEFAULTDEATH   SOUND_ARG_LOAD(5, 0, 0x2C, 0x80, 8)

◆ SOUND_OBJECT_DIVINGINTOWATER

#define SOUND_OBJECT_DIVINGINTOWATER   SOUND_ARG_LOAD(5, 0, 0x32, 0x40, 8)

◆ SOUND_OBJECT_DIVINGINWATER

#define SOUND_OBJECT_DIVINGINWATER   SOUND_ARG_LOAD(5, 0, 0x29, 0xA0, 8)

◆ SOUND_OBJECT_DORRIE

#define SOUND_OBJECT_DORRIE   SOUND_ARG_LOAD(5, 0, 0x37, 0x60, 8)

◆ SOUND_OBJECT_DYINGENEMY1

#define SOUND_OBJECT_DYINGENEMY1   SOUND_ARG_LOAD(5, 0, 0x24, 0x40, 8)

◆ SOUND_OBJECT_DYINGENEMY2

#define SOUND_OBJECT_DYINGENEMY2   0x5026

◆ SOUND_OBJECT_EEL

#define SOUND_OBJECT_EEL   SOUND_ARG_LOAD(5, 0, 0x4A, 0x00, 8)

◆ SOUND_OBJECT_EEL_2

#define SOUND_OBJECT_EEL_2   SOUND_ARG_LOAD(5, 2, 0x4A, 0x00, 8)

◆ SOUND_OBJECT_ENEMYALERT

#define SOUND_OBJECT_ENEMYALERT   SOUND_ARG_LOAD(5, 0, 0x4C, 0x00, 8)

◆ SOUND_OBJECT_ENEMYDEATHHIGH

#define SOUND_OBJECT_ENEMYDEATHHIGH   SOUND_ARG_LOAD(5, 0, 0x60, 0xB0, 8)

◆ SOUND_OBJECT_ENEMYDEATHLOW

#define SOUND_OBJECT_ENEMYDEATHLOW   SOUND_ARG_LOAD(5, 0, 0x61, 0xB0, 8)

◆ SOUND_OBJECT_EVILLAKITUTHROW

#define SOUND_OBJECT_EVILLAKITUTHROW   SOUND_ARG_LOAD(5, 0, 0x22, 0x20, 8)

◆ SOUND_OBJECT_EXPLODE

#define SOUND_OBJECT_EXPLODE   SOUND_ARG_LOAD(5, 0, 0x65, 0xD0, 8)

◆ SOUND_OBJECT_EYEROKEXPLODE

#define SOUND_OBJECT_EYEROKEXPLODE   SOUND_ARG_LOAD(5, 0, 0x6D, 0x00, 8)

◆ SOUND_OBJECT_FLAMEBLOWN

#define SOUND_OBJECT_FLAMEBLOWN   SOUND_ARG_LOAD(5, 0, 0x55, 0x80, 8)

◆ SOUND_OBJECT_FLAMEVANISHING

#define SOUND_OBJECT_FLAMEVANISHING   0x502C

◆ SOUND_OBJECT_FLYGUYDEATH

#define SOUND_OBJECT_FLYGUYDEATH   SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)

◆ SOUND_OBJECT_GOOMBAALERT

#define SOUND_OBJECT_GOOMBAALERT   SOUND_ARG_LOAD(5, 0, 0x2F, 0x00, 8)

◆ SOUND_OBJECT_GOOMBAWALK

#define SOUND_OBJECT_GOOMBAWALK   SOUND_ARG_LOAD(5, 0, 0x20, 0x00, 8)

◆ SOUND_OBJECT_HEAVEHOTOSSED

#define SOUND_OBJECT_HEAVEHOTOSSED   SOUND_ARG_LOAD(5, 0, 0x5D, 0x40, 8)

◆ SOUND_OBJECT_JUMPWALKWATER

#define SOUND_OBJECT_JUMPWALKWATER   0x5012

◆ SOUND_OBJECT_KINGBOBOMB

#define SOUND_OBJECT_KINGBOBOMB   SOUND_ARG_LOAD(5, 0, 0x41, 0x00, 8)

◆ SOUND_OBJECT_KINGBOBOMB2

#define SOUND_OBJECT_KINGBOBOMB2   0x5079

◆ SOUND_OBJECT_KINGBOBOMBDAMAGE

#define SOUND_OBJECT_KINGBOBOMBDAMAGE   0x5042

◆ SOUND_OBJECT_KINGBOBOMBJUMP

#define SOUND_OBJECT_KINGBOBOMBJUMP   SOUND_ARG_LOAD(5, 0, 0x46, 0x80, 8)

◆ SOUND_OBJECT_KINGWHOMPDEATH

#define SOUND_OBJECT_KINGWHOMPDEATH   SOUND_ARG_LOAD(5, 1, 0x47, 0xC0, 8)

◆ SOUND_OBJECT_KLEPTO1

#define SOUND_OBJECT_KLEPTO1   SOUND_ARG_LOAD(5, 0, 0x3F, 0x40, 8)

◆ SOUND_OBJECT_KLEPTO2

#define SOUND_OBJECT_KLEPTO2   SOUND_ARG_LOAD(5, 0, 0x40, 0x60, 8)

◆ SOUND_OBJECT_KLEPTO3

#define SOUND_OBJECT_KLEPTO3   0x5078

◆ SOUND_OBJECT_KOOPA

#define SOUND_OBJECT_KOOPA   SOUND_ARG_LOAD(5, 0, 0x3D, 0xA0, 8)

◆ SOUND_OBJECT_KOOPADAMAGE

#define SOUND_OBJECT_KOOPADAMAGE   SOUND_ARG_LOAD(5, 0, 0x3E, 0xA0, 8)

◆ SOUND_OBJECT_KOOPADEATH

#define SOUND_OBJECT_KOOPADEATH   SOUND_ARG_LOAD(5, 0, 0x63, 0xB0, 8)

◆ SOUND_OBJECT_MADPIANOCHOMPING

#define SOUND_OBJECT_MADPIANOCHOMPING   SOUND_ARG_LOAD(5, 2, 0x56, 0x40, 8)

◆ SOUND_OBJECT_MIPSRABBIT

#define SOUND_OBJECT_MIPSRABBIT   SOUND_ARG_LOAD(5, 0, 0x6A, 0x00, 8)

◆ SOUND_OBJECT_MIPSRABBITWATER

#define SOUND_OBJECT_MIPSRABBITWATER   SOUND_ARG_LOAD(5, 0, 0x6C, 0x00, 8)

◆ SOUND_OBJECT_MONTYMOLEATTACK

#define SOUND_OBJECT_MONTYMOLEATTACK   SOUND_ARG_LOAD(5, 0, 0x22, 0x00, 8)

◆ SOUND_OBJECT_MRIDEATH

#define SOUND_OBJECT_MRIDEATH   SOUND_ARG_LOAD(5, 0, 0x14, 0x00, 8)

◆ SOUND_OBJECT_MRISHOOT

#define SOUND_OBJECT_MRISHOOT   SOUND_ARG_LOAD(5, 0, 0x01, 0x00, 8)

◆ SOUND_OBJECT_MRISPINNING

#define SOUND_OBJECT_MRISPINNING   0x506B

◆ SOUND_OBJECT_PENGUINWALKING3

#define SOUND_OBJECT_PENGUINWALKING3   0x507A

◆ SOUND_OBJECT_PIRANHAPLANTAPPEAR

#define SOUND_OBJECT_PIRANHAPLANTAPPEAR   SOUND_ARG_LOAD(5, 0, 0x54, 0x20, 8)

◆ SOUND_OBJECT_PIRANHAPLANTSHRINK

#define SOUND_OBJECT_PIRANHAPLANTSHRINK   SOUND_ARG_LOAD(5, 0, 0x33, 0x40, 8)

◆ SOUND_OBJECT_POKEYDEATH

#define SOUND_OBJECT_POKEYDEATH   SOUND_ARG_LOAD(5, 0, 0x63, 0xC0, 8)

◆ SOUND_OBJECT_POUNDING1

#define SOUND_OBJECT_POUNDING1   SOUND_ARG_LOAD(5, 0, 0x15, 0x50, 8)

◆ SOUND_OBJECT_POUNDING1_HIGHPRIO

#define SOUND_OBJECT_POUNDING1_HIGHPRIO   SOUND_ARG_LOAD(5, 0, 0x15, 0x80, 8)

◆ SOUND_OBJECT_POUNDING2

#define SOUND_OBJECT_POUNDING2   0x507B

◆ SOUND_OBJECT_POUNDINGCANNON

#define SOUND_OBJECT_POUNDINGCANNON   SOUND_ARG_LOAD(5, 0, 0x1A, 0x50, 8)

◆ SOUND_OBJECT_POUNDINGLOUD

#define SOUND_OBJECT_POUNDINGLOUD   SOUND_ARG_LOAD(5, 0, 0x68, 0x40, 8)

◆ SOUND_OBJECT_SCUTTLEBUGALERT

#define SOUND_OBJECT_SCUTTLEBUGALERT   0x5044

◆ SOUND_OBJECT_SCUTTLEBUGWALK

#define SOUND_OBJECT_SCUTTLEBUGWALK   0x5043

◆ SOUND_OBJECT_SKEETERWALK

#define SOUND_OBJECT_SKEETERWALK   SOUND_ARG_LOAD(5, 0, 0x4E, 0x00, 8)

◆ SOUND_OBJECT_SNOWSAND1

#define SOUND_OBJECT_SNOWSAND1   SOUND_ARG_LOAD(5, 0, 0x2A, 0x00, 8)

◆ SOUND_OBJECT_SNOWSAND2

#define SOUND_OBJECT_SNOWSAND2   SOUND_ARG_LOAD(5, 0, 0x2B, 0x00, 8)

◆ SOUND_OBJECT_SNUFITDEATH

#define SOUND_OBJECT_SNUFITDEATH   SOUND_ARG_LOAD(5, 0, 0x72, 0xC0, 8)

◆ SOUND_OBJECT_SNUFITSHOOT

#define SOUND_OBJECT_SNUFITSHOOT   SOUND_ARG_LOAD(5, 0, 0x4D, 0x00, 8)

◆ SOUND_OBJECT_SOMETHINGLANDING

#define SOUND_OBJECT_SOMETHINGLANDING   SOUND_ARG_LOAD(5, 0, 0x28, 0x80, 8)

◆ SOUND_OBJECT_SPINYUNK59

#define SOUND_OBJECT_SPINYUNK59   SOUND_ARG_LOAD(5, 0, 0x59, 0x10, 8)

◆ SOUND_OBJECT_STOMPED

#define SOUND_OBJECT_STOMPED   SOUND_ARG_LOAD(5, 0, 0x30, 0x80, 8)

◆ SOUND_OBJECT_TELEPORT

#define SOUND_OBJECT_TELEPORT   0x5066

◆ SOUND_OBJECT_THWOMP

#define SOUND_OBJECT_THWOMP   SOUND_ARG_LOAD(5, 0, 0x0C, 0xA0, 8)

◆ SOUND_OBJECT_THWOMPSOUNDLONG

#define SOUND_OBJECT_THWOMPSOUNDLONG   0x505B

◆ SOUND_OBJECT_THWOMPSOUNDSHORT

#define SOUND_OBJECT_THWOMPSOUNDSHORT   0x505A

◆ SOUND_OBJECT_UNK50342081

#define SOUND_OBJECT_UNK50342081   SOUND_ARG_LOAD(5, 0, 0x34, 0x20, 8)

◆ SOUND_OBJECT_UNK50350081

#define SOUND_OBJECT_UNK50350081   SOUND_ARG_LOAD(5, 0, 0x35, 0x00, 8)

◆ SOUND_OBJECT_UNKNOWN2

#define SOUND_OBJECT_UNKNOWN2   SOUND_ARG_LOAD(5, 0, 0x13, 0x00, 8)

◆ SOUND_OBJECT_UNKNOWN3

#define SOUND_OBJECT_UNKNOWN3   SOUND_ARG_LOAD(5, 0, 0x1D, 0x80, 8)

◆ SOUND_OBJECT_UNKNOWN4

#define SOUND_OBJECT_UNKNOWN4   SOUND_ARG_LOAD(5, 0, 0x1E, 0xA0, 8)

◆ SOUND_OBJECT_UNKNOWN5

#define SOUND_OBJECT_UNKNOWN5   0x5023

◆ SOUND_OBJECT_UNKNOWN6

#define SOUND_OBJECT_UNKNOWN6   SOUND_ARG_LOAD(5, 0, 0x31, 0x00, 8)

◆ SOUND_OBJECT_UNKNOWN9

#define SOUND_OBJECT_UNKNOWN9   0x5067

◆ SOUND_OBJECT_UNKNOWNWALKING

#define SOUND_OBJECT_UNKNOWNWALKING   0x5035

◆ SOUND_OBJECT_WALKINGWATER

#define SOUND_OBJECT_WALKINGWATER   SOUND_ARG_LOAD(5, 0, 0x4F, 0x00, 8)

◆ SOUND_OBJECT_WATERBOMBBOUNCING

#define SOUND_OBJECT_WATERBOMBBOUNCING   SOUND_ARG_LOAD(5, 0, 0x2E, 0x80, 8)

◆ SOUND_OBJECT_WATERBOMBBOUNCING2

#define SOUND_OBJECT_WATERBOMBBOUNCING2   SOUND_ARG_LOAD(5, 0, 0x64, 0xC0, 8)

◆ SOUND_OBJECT_WATERSOUND

#define SOUND_OBJECT_WATERSOUND   SOUND_ARG_LOAD(5, 0, 0x00, 0x80, 8)

◆ SOUND_OBJECT_WIGGLERDEATH

#define SOUND_OBJECT_WIGGLERDEATH   0x505E

◆ SOUND_OBJECT_YOSHIWALK

#define SOUND_OBJECT_YOSHIWALK   0x5034

◆ SOUND_PEACH_BAKEACAKE

#define SOUND_PEACH_BAKEACAKE   SOUND_ARG_LOAD(2, 4, 0x3D, 0xFF, 8)

◆ SOUND_PEACH_DEARMARIO

#define SOUND_PEACH_DEARMARIO   SOUND_ARG_LOAD(2, 4, 0x28, 0xFF, 8)

◆ SOUND_PEACH_FORMARIO

#define SOUND_PEACH_FORMARIO   SOUND_ARG_LOAD(2, 4, 0x3E, 0xFF, 8)

◆ SOUND_PEACH_MARIO

#define SOUND_PEACH_MARIO   SOUND_ARG_LOAD(2, 4, 0x38, 0xFF, 8)

◆ SOUND_PEACH_MARIO2

#define SOUND_PEACH_MARIO2   SOUND_ARG_LOAD(2, 4, 0x3F, 0xFF, 8)

◆ SOUND_PEACH_POWEROFTHESTARS

#define SOUND_PEACH_POWEROFTHESTARS   SOUND_ARG_LOAD(2, 4, 0x39, 0xFF, 8)

◆ SOUND_PEACH_SOMETHINGSPECIAL

#define SOUND_PEACH_SOMETHINGSPECIAL   SOUND_ARG_LOAD(2, 4, 0x3C, 0xFF, 8)

◆ SOUND_PEACH_THANKSTOYOU

#define SOUND_PEACH_THANKSTOYOU   SOUND_ARG_LOAD(2, 4, 0x3A, 0xFF, 8)

◆ SOUND_PEACH_THANKYOUMARIO

#define SOUND_PEACH_THANKYOUMARIO   SOUND_ARG_LOAD(2, 4, 0x3B, 0xFF, 8)

◆ SOUND_PIRANHA_PLANT_BITE

#define SOUND_PIRANHA_PLANT_BITE   SOUND_ARG_LOAD(9, 0, 0x10, 0x50, 8)

◆ SOUND_PIRANHA_PLANT_DYING

#define SOUND_PIRANHA_PLANT_DYING   SOUND_ARG_LOAD(9, 0, 0x11, 0x60, 8)

◆ SOUND_PL_BITFLAG_UNK1

#define SOUND_PL_BITFLAG_UNK1   0x1000000

◆ SOUND_PL_BITFLAG_UNK2

#define SOUND_PL_BITFLAG_UNK2   0x2000000

◆ SOUND_PL_BITFLAG_UNK4

#define SOUND_PL_BITFLAG_UNK4   0x4000000

◆ SOUND_PL_BITFLAG_UNK8

#define SOUND_PL_BITFLAG_UNK8   0x8000000

◆ SOUND_STATUS_PLAYING

#define SOUND_STATUS_PLAYING   2

◆ SOUND_STATUS_STARTING

#define SOUND_STATUS_STARTING   1

◆ SOUND_STATUS_STOPPED

#define SOUND_STATUS_STOPPED   0

◆ SOUND_TERRAIN_1

#define SOUND_TERRAIN_1   SOUND_ARG_LOAD(0, 4, 0x00, 0x80, 8)

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-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.

◆ SOUND_TERRAIN_2

#define SOUND_TERRAIN_2   SOUND_ARG_LOAD(0, 4, 0x08, 0x80, 8)

◆ SOUND_TERRAIN_3

#define SOUND_TERRAIN_3   SOUND_ARG_LOAD(0, 6, 0x10, 0x80, 8)

◆ SOUND_TERRAIN_4

#define SOUND_TERRAIN_4   SOUND_ARG_LOAD(0, 4, 0x18, 0x80, 8)

◆ SOUND_TERRAIN_5

#define SOUND_TERRAIN_5   SOUND_ARG_LOAD(0, 6, 0x20, 0x80, 8)

◆ SOUND_TERRAIN_6

#define SOUND_TERRAIN_6   SOUND_ARG_LOAD(0, 4, 0x48, 0x80, 8)

◆ SOUND_UKIKI_CHATTER_IDLE

#define SOUND_UKIKI_CHATTER_IDLE   SOUND_ARG_LOAD(5, 0, 0x3A, 0x00, 8)

◆ SOUND_UKIKI_CHATTER_LONG

#define SOUND_UKIKI_CHATTER_LONG   SOUND_ARG_LOAD(5, 0, 0x21, 0x00, 8)

◆ SOUND_UKIKI_CHATTER_SHORT

#define SOUND_UKIKI_CHATTER_SHORT   SOUND_ARG_LOAD(5, 0, 0x39, 0x00, 8)

◆ SOUND_UKIKI_STEP_DEFAULT

#define SOUND_UKIKI_STEP_DEFAULT   SOUND_ARG_LOAD(5, 0, 0x3B, 0x00, 8)

◆ SOUND_UKIKI_STEP_LEAVES

#define SOUND_UKIKI_STEP_LEAVES   SOUND_ARG_LOAD(5, 0, 0x3C, 0x00, 8)

◆ SOUND_UNKNOWN_UNK1400

#define SOUND_UNKNOWN_UNK1400   SOUND_ARG_LOAD(1, 4, 0x00, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1401

#define SOUND_UNKNOWN_UNK1401   SOUND_ARG_LOAD(1, 4, 0x01, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1402

#define SOUND_UNKNOWN_UNK1402   SOUND_ARG_LOAD(1, 4, 0x02, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1403

#define SOUND_UNKNOWN_UNK1403   SOUND_ARG_LOAD(1, 4, 0x03, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1404

#define SOUND_UNKNOWN_UNK1404   SOUND_ARG_LOAD(1, 4, 0x04, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1405

#define SOUND_UNKNOWN_UNK1405   SOUND_ARG_LOAD(1, 4, 0x05, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1406

#define SOUND_UNKNOWN_UNK1406   SOUND_ARG_LOAD(1, 4, 0x06, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1410

#define SOUND_UNKNOWN_UNK1410   SOUND_ARG_LOAD(1, 4, 0x10, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1411

#define SOUND_UNKNOWN_UNK1411   SOUND_ARG_LOAD(1, 4, 0x11, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1412

#define SOUND_UNKNOWN_UNK1412   SOUND_ARG_LOAD(1, 4, 0x12, 0x80, 0)

◆ SOUND_UNKNOWN_UNK1414

#define SOUND_UNKNOWN_UNK1414   SOUND_ARG_LOAD(1, 4, 0x14, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1416

#define SOUND_UNKNOWN_UNK1416   SOUND_ARG_LOAD(1, 4, 0x16, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1417

#define SOUND_UNKNOWN_UNK1417   SOUND_ARG_LOAD(1, 4, 0x17, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1420

#define SOUND_UNKNOWN_UNK1420   SOUND_ARG_LOAD(1, 4, 0x20, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1428

#define SOUND_UNKNOWN_UNK1428   SOUND_ARG_LOAD(1, 4, 0x28, 0x00, 0)

◆ SOUND_UNKNOWN_UNK1C18

#define SOUND_UNKNOWN_UNK1C18   SOUND_ARG_LOAD(1, 0xC, 0x18, 0x00, 0)

◆ SOUND_WIGGLER_ATTACKED

#define SOUND_WIGGLER_ATTACKED   SOUND_ARG_LOAD(5, 0, 0x70, 0x60, 8)

◆ SOUND_WIGGLER_DIALOG

#define SOUND_WIGGLER_DIALOG   SOUND_ARG_LOAD(5, 0, 0x6F, 0x00, 8)

◆ SOUND_WIGGLER_HIGH_PITCH

#define SOUND_WIGGLER_HIGH_PITCH   SOUND_ARG_LOAD(5, 0, 0x5C, 0x40, 8)

◆ SOUND_WIGGLER_JUMP

#define SOUND_WIGGLER_JUMP   SOUND_ARG_LOAD(5, 0, 0x2F, 0x60, 8)

◆ SOUND_WIGGLER_LOW_PITCH

#define SOUND_WIGGLER_LOW_PITCH   SOUND_ARG_LOAD(5, 0, 0x71, 0x20, 8)

◆ SOUNDARGS_MASK_BANK

#define SOUNDARGS_MASK_BANK   0xF0000000

◆ SOUNDARGS_MASK_PRIORITY

#define SOUNDARGS_MASK_PRIORITY   0x0000FF00

◆ SOUNDARGS_MASK_SOUNDID

#define SOUNDARGS_MASK_SOUNDID   0x00FF0000

◆ SOUNDARGS_MASK_STATUS

#define SOUNDARGS_MASK_STATUS   0x0000000F

◆ SOUNDARGS_SHIFT_BANK

#define SOUNDARGS_SHIFT_BANK   28

◆ SOUNDARGS_SHIFT_PRIORITY

#define SOUNDARGS_SHIFT_PRIORITY   8

◆ SOUNDARGS_SHIFT_SOUNDID

#define SOUNDARGS_SHIFT_SOUNDID   16