153 lines
5.6 KiB
C
153 lines
5.6 KiB
C
#ifndef SOUNDS_H
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#define SOUNDS_H
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//! @todo format like sm64 sounds.h
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// The sound cue bit fields can be split up into its basic pieces and put back together.
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// Sound Magic Definition:
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// First Byte (Upper Nibble): Sound Bank (not the same as audio bank!)
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// First Byte (Lower Nibble): Bitflags for audio playback?
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// Third/Second Byte: Priority
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// Third/Second Byte (Upper Nibble): More bitflags
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// Third/Second Byte (Lower Nibble): Sound Status (this is set to SOUND_STATUS_PLAYING when passed to the audio driver.)
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// Fourth Byte: Sound ID
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#define SOUND_ARG_LOAD(sound_bank, byte2, byte3, sound_id) \
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((sound_bank << 24) | (byte2 << 16) | (byte3 << 8) | sound_id)
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/* Intro */
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#define SOUND_INTRO_LOGO SOUND_ARG_LOAD(0x49, 0x01, 0x80, 0x08) // SOUND_ARG_LOAD(0x49, 0x01, 0x80, 0x08)
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// Welcome to Mario Kart. Used in intro and credits.
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#define SOUND_INTRO_WELCOME SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x09)
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#define SOUND_INTRO_ENTER_MENU SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x1A)
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/* Menus */
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#define SOUND_MENU_OK_CLICKED SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x16)
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#define SOUND_MENU_CURSOR_MOVE SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x00)
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#define SOUND_MENU_GO_BACK SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x02)
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// Used elsewhere, seems same as above sound.
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#define SOUND_ACTION_GO_BACK_2 SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x05)
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#define SOUND_ACTION_UNKNOWN_CONFIRMATION SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x06)
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#define SOUND_MENU_SELECT SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x01)
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// Mario Grand Prix
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#define SOUND_MENU_GP SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x0A)
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// Versus
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#define SOUND_MENU_VERSUS SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x0C)
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// Time Trials
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#define SOUND_MENU_TIME_TRIALS SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x0B)
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// Battle
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#define SOUND_MENU_BATTLE SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x0D)
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// Select a level (Select a CC)
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#define SOUND_MENU_SELECT_LEVEL SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x0E)
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// OK?
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#define SOUND_MENU_OK SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x0F)
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// Select your player
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#define SOUND_MENU_SELECT_PLAYER SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x12)
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// Select map
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#define SOUND_MENU_SELECT_MAP SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x13)
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// Plays in option if no controller pak.
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#define SOUND_MENU_FILE_NOT_FOUND SOUND_ARG_LOAD(0x49, 0x00, 0xFF, 0x07)
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// Option
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#define SOUND_MENU_OPTION SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x10)
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// Data
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#define SOUND_MENU_DATA SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x11)
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// On delete course record?
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#define SOUND_MENU_EXPLOSION SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x1D)
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#define SOUND_MENU_STEREO SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x24)
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#define SOUND_MENU_HEADPHONES SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x25)
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#define SOUND_MENU_MONO SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x29)
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/* Staging */
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// Red and orange staging lights that Lakitu holds.
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#define SOUND_ACTION_COUNTDOWN_LIGHT SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x03)
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#define SOUND_ACTION_GREEN_LIGHT SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x04)
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// Activates when light turns green.
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#define SOUND_ACTION_REV_ENGINE SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x18)
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#define SOUND_ACTION_REV_ENGINE_2 SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x19)
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/* Racing */
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// Volume Mode and unknown
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#define SOUND_ACTION_PING SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x1C)
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#define SOUND_ACTION_TYRE_SQUEAL SOUND_ARG_LOAD(0x01, 0x00, 0xF9, 0x08)
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// Falling rock and bomb sound.
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#define SOUND_ACTION_EXPLOSION SOUND_ARG_LOAD(0x19, 0x00, 0x90, 0x05)
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#define SOUND_ACTION_EXPLOSION_2 SOUND_ARG_LOAD(0x19, 0x00, 0xF0, 0x0C)
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/* Items */
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// There's likely more of these but they are in func arguments.
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// Did not rename in-case unrelated.
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#define SOUND_ITEM_STAR SOUND_ARG_LOAD(0x31, 0x02, 0x90, 0x08)
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#define SOUND_ITEM_THUNDERBOLT SOUND_ARG_LOAD(0x51, 0x01, 0xC0, 0x0C)
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/* Score Screen */
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// Coin pickup sound (perfect fourth; B to E)
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#define SOUND_ACTION_COUNT_SCORE SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x17)
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#define SOUND_ACTION_NEXT_COURSE SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x15)
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// Same sound as ENTER_MENU
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#define SOUND_ACTION_CONTINUE_UNKNOWN SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x1B)
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/* Ceremony */
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// Congratulation
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#define SOUND_CEREMONY_CONGRATULATION SOUND_ARG_LOAD(0x49, 0x00, 0x90, 0x14)
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#define SOUND_CEREMONY_BALLOON_POP SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x1E)
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#define SOUND_CEREMONY_FISH SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x1F)
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#define SOUND_CEREMONY_FISH_2 SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x20)
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#define SOUND_CEREMONY_SHOOT_TROPHY SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x21)
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#define SOUND_CEREMONY_PODIUM SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x22)
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// The sound of the trophy. Plays in the background
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#define SOUND_CEREMONY_TROPHY SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x23)
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/* Credits */
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// Hey, you're very good. See you next time!
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#define SOUND_CREDITS_FAREWELL SOUND_ARG_LOAD(0x49, 0x00, 0x80, 0x26)
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enum MusicSeq {
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MUSIC_SEQ_UNKNOWN = -1,
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MUSIC_SEQ_00,
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MUSIC_SEQ_TITLE_SCREEN,
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MUSIC_SEQ_MAIN_MENU,
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MUSIC_SEQ_RACEWAYS_WARIO_STADIUM,
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MUSIC_SEQ_MOO_MOO_FARM_YOSHI_VALLEY,
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MUSIC_SEQ_CHOCO_MOUNTAIN,
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MUSIC_SEQ_KOOPA_TROOPA_BEACH,
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MUSIC_SEQ_BANSHEE_BOARDWALK,
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MUSIC_SEQ_FRAPPE_SNOWLAND,
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MUSIC_SEQ_BOWSERS_CASTLE,
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MUSIC_SEQ_KALIMARI_DESERT,
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MUSIC_SEQ_START_GRID_GP_VS,
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MUSIC_SEQ_FINAL_LAP_FANFARE,
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MUSIC_SEQ_FINISH_1ST_PLACE,
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MUSIC_SEQ_FINISH_2ND_4TH_PLACE,
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MUSIC_SEQ_FINISH_5TH_8TH_PLACE,
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MUSIC_SEQ_16,
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MUSIC_SEQ_STAR_JINGLE,
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MUSIC_SEQ_RAINBOW_ROAD,
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MUSIC_SEQ_DK_JUNGLE,
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MUSIC_SEQ_GAME_OVER,
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MUSIC_SEQ_TOADS_TURNPIKE,
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MUSIC_SEQ_START_GIRD_TIME_ATTACK,
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MUSIC_SEQ_VS_BATTLE_RESULTS,
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MUSIC_SEQ_LOSING_RESULTS,
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MUSIC_SEQ_BATTLE_ARENAS,
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MUSIC_SEQ_AWARD_CEREMONY_BUILDUP,
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MUSIC_SEQ_AWARD_CEREMONY_1ST_3RD,
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MUSIC_SEQ_STAFF_ROLL,
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MUSIC_SEQ_AWARD_CEREMONY_4TH_8TH,
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};
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#endif // SOUNDS_H
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