Mario Kart 64
sounds.h
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1 #ifndef SOUNDS_H
2 #define SOUNDS_H
3 
5 // The sound cue bit fields can be split up into its basic pieces and put back together.
6 
7 
8 /* Intro */
9 #define SOUND_INTRO_LOGO 0x49018008
10 // Welcome to Mario Kart. Used in intro and credits.
11 #define SOUND_INTRO_WELCOME 0x49009009
12 #define SOUND_INTRO_ENTER_MENU 0x4900801A
13 
14 /* Menus */
15 #define SOUND_MENU_OK_CLICKED 0x49008016
16 
17 #define SOUND_MENU_CURSOR_MOVE 0x49008000
18 #define SOUND_MENU_GO_BACK 0x49008002
19 // Used elsewhere, seems same as above sound.
20 #define SOUND_ACTION_GO_BACK_2 0x49008005
21 
22 #define SOUND_ACTION_UNKNOWN_CONFIRMATION 0x49008006
23 
24 #define SOUND_MENU_SELECT 0x49008001
25 
26 // Mario Grand Prix
27 #define SOUND_MENU_GP 0x4900900A
28 // Versus
29 #define SOUND_MENU_VERSUS 0x4900900C
30 // Time Trials
31 #define SOUND_MENU_TIME_TRIALS 0x4900900B
32 // Battle
33 #define SOUND_MENU_BATTLE 0x4900900D
34 // Select a level (Select a CC)
35 #define SOUND_MENU_SELECT_LEVEL 0x4900900E
36 // OK?
37 #define SOUND_MENU_OK 0x4900900F
38 
39 // Select your player
40 #define SOUND_MENU_SELECT_PLAYER 0x49009012
41 
42 // Select map
43 #define SOUND_MENU_SELECT_MAP 0x49009013
44 
45 // Plays in option if no controller pak.
46 #define SOUND_MENU_FILE_NOT_FOUND 0x4900FF07
47 
48 // Option
49 #define SOUND_MENU_OPTION 0x49009010
50 // Data
51 #define SOUND_MENU_DATA 0x49009011
52 
53 // On delete course record?
54 #define SOUND_MENU_EXPLOSION 0x4900801D
55 
56 #define SOUND_MENU_STEREO 0x49008024
57 #define SOUND_MENU_HEADPHONES 0x49008025
58 #define SOUND_MENU_MONO 0x49008029
59 
60 
61 /* Staging */
62 // Red and orange staging lights that Lakitu holds.
63 #define SOUND_ACTION_COUNTDOWN_LIGHT 0x49008003
64 #define SOUND_ACTION_GREEN_LIGHT 0x49008004
65 // Activates when light turns green.
66 #define SOUND_ACTION_REV_ENGINE 0x49008018
67 #define SOUND_ACTION_REV_ENGINE_2 0x49008019
68 
69 /* Racing */
70 
71 // Volume Mode and unknown
72 #define SOUND_ACTION_PING 0x4900801C
73 
74 #define SOUND_ACTION_TYRE_SQUEAL 0x100F908
75 
76 // Falling rock and bomb sound.
77 #define SOUND_ACTION_EXPLOSION 0x19009005
78 
79 #define SOUND_ACTION_EXPLOSION_2 0x1900F00C
80 
81 /* Items */
82 // There's likely more of these but they are in func arguments.
83 // Did not rename in-case unrelated.
84 #define SOUND_ITEM_STAR 0x31029008
85 #define SOUND_ITEM_THUNDERBOLT 0x5101C00C
86 
87 
88 /* Score Screen */
89 // Coin pickup sound (perfect fourth; B to E)
90 #define SOUND_ACTION_COUNT_SCORE 0x49008017
91 #define SOUND_ACTION_NEXT_COURSE 0x49008015
92 // Same sound as ENTER_MENU
93 #define SOUND_ACTION_CONTINUE_UNKNOWN 0x4900801B
94 
95 
96 /* Ceremony */
97 // Congratulation
98 #define SOUND_CEREMONY_CONGRATULATION 0x49009014
99 #define SOUND_CEREMONY_BALLOON_POP 0x4900801E
100 #define SOUND_CEREMONY_FISH 0x4900801F
101 #define SOUND_CEREMONY_FISH_2 0x49008020
102 #define SOUND_CEREMONY_SHOOT_TROPHY 0x49008021
103 #define SOUND_CEREMONY_PODIUM 0x49008022
104 
105 // The sound of the trophy. Plays in the background
106 #define SOUND_CEREMONY_TROPHY 0x49008023
107 
108 /* Credits */
109 // Hey, you're very good. See you next time!
110 #define SOUND_CREDITS_FAREWELL 0x49008026
111 
112 
113 
114 
115 
116 #endif // SOUNDS_H