diff --git a/src/files/setup/setupame.c b/src/files/setup/setupame.c index a07edea9c..b983ac161 100644 --- a/src/files/setup/setupame.c +++ b/src/files/setup/setupame.c @@ -1270,11 +1270,7 @@ u8 func040f_cass[] = { endloop(0x5b) label(0x5c) -#if VERSION >= VERSION_NTSC_1_0 - speak(CHR_TARGET, L_AME_021, 0x0af4, CHANNEL_6, COLOR_04_ORANGE) // "Who are you and what are you doing here?" -#else - speak(CHR_TARGET, L_AME_021, 0x12f4, CHANNEL_6, COLOR_04_ORANGE) // "Who are you and what are you doing here?" -#endif + speak(CHR_TARGET, L_AME_021, MP3_02F4, CHANNEL_6, COLOR_04_ORANGE) // "Who are you and what are you doing here?" restart_timer chr_do_animation(ANIM_TALKING_0098, 0, 193, 0x18, 0x10, CHR_SELF, 2) @@ -1320,11 +1316,7 @@ u8 func040f_cass[] = { goto_next(0x66) label(0x2c) -#if VERSION >= VERSION_NTSC_1_0 - speak(CHR_TARGET, L_AME_023, 0x0af5, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me, foolish child!" -#else - speak(CHR_TARGET, L_AME_023, 0x12f5, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me, foolish child!" -#endif + speak(CHR_TARGET, L_AME_023, MP3_02F5, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me, foolish child!" chr_do_animation(ANIM_TALKING_00A0, 0, 193, 0x18, 0x10, CHR_SELF, 2) beginloop(0x66) @@ -1346,11 +1338,7 @@ u8 func040f_cass[] = { label(0x2c) chr_do_animation(ANIM_TALKING_00A3, 0, 193, 0x18, 0x10, CHR_SELF, 2) -#if VERSION >= VERSION_NTSC_1_0 - speak(CHR_TARGET, L_AME_024, 0x0af6, CHANNEL_6, COLOR_04_ORANGE) // "Don't you know who I am?" -#else - speak(CHR_TARGET, L_AME_024, 0x12f6, CHANNEL_6, COLOR_04_ORANGE) // "Don't you know who I am?" -#endif + speak(CHR_TARGET, L_AME_024, MP3_02F6, CHANNEL_6, COLOR_04_ORANGE) // "Don't you know who I am?" beginloop(0x68) if_sound_finished(CHANNEL_6, /*goto*/ 0x69) @@ -1399,11 +1387,7 @@ u8 func040f_cass[] = { goto_next(0x06) label(0x2c) -#if VERSION >= VERSION_NTSC_1_0 - speak(CHR_TARGET, L_AME_025, 0x0af7, CHANNEL_6, COLOR_04_ORANGE) // "Let's see how you deal with security." -#else - speak(CHR_TARGET, L_AME_025, 0x12f7, CHANNEL_6, COLOR_04_ORANGE) // "Let's see how you deal with security." -#endif + speak(CHR_TARGET, L_AME_025, MP3_02F7, CHANNEL_6, COLOR_04_ORANGE) // "Let's see how you deal with security." label(0x06) chr_do_animation(ANIM_PUSH_BUTTON, 0, 193, 0x10, 0x10, CHR_SELF, 2) @@ -1511,7 +1495,7 @@ u8 func0411_secretary[] = { restart_timer if_chr_weapon_equipped(CHR_TARGET, WEAPON_NONE, /*goto*/ 0x2c) if_chr_weapon_equipped(CHR_TARGET, WEAPON_UNARMED, /*goto*/ 0x2c) - speak(CHR_TARGET, L_AME_022, 0x1aed, CHANNEL_5, COLOR_07_RED) // "Look out! She's got a gun." + speak(CHR_TARGET, L_AME_022, MP3_02ED, CHANNEL_5, COLOR_07_RED) // "Look out! She's got a gun." label(0x2c) chr_do_animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2) @@ -1605,7 +1589,7 @@ u8 func0414_programmer[] = { goto_next(0x2c) label(0x90) - speak(CHR_TARGET, L_AME_053, 0x12fe, CHANNEL_3, COLOR_03_RED) // "Don't shoot, don't shoot!" + speak(CHR_TARGET, L_AME_053, MP3_02FE, CHANNEL_3, COLOR_03_RED) // "Don't shoot, don't shoot!" label(0x2c) restart_timer @@ -1636,9 +1620,9 @@ u8 func0414_programmer[] = { // Phone ringing label(0x06) #if VERSION >= VERSION_NTSC_1_0 - play_sound_from_object2(CHANNEL_4, OBJ_PCMONITOR, 0x8109, 0x0f, 0x02) + play_sound_from_object2(CHANNEL_4, OBJ_PCMONITOR, SFX_8109, 0x0f, 0x02) #else - speak(CHR_TARGET, -1, 0x8108, CHANNEL_4, COLOR_00_GREEN) + speak(CHR_TARGET, -1, SFX_8108, CHANNEL_4, COLOR_00_GREEN) #endif // Wait until Jo or Velvet is close to his door @@ -1761,7 +1745,7 @@ u8 func0414_programmer[] = { label(0x06) if_stage_flag_eq(STAGEFLAG_TALKED_TO_PROGRAMMER, TRUE, /*goto*/ 0x06) - speak(CHR_TARGET, L_AME_036, 0x1300, CHANNEL_3, COLOR_03_RED) // "HELP - Intruder!" + speak(CHR_TARGET, L_AME_036, MP3_0300, CHANNEL_3, COLOR_03_RED) // "HELP - Intruder!" chr_do_animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2) beginloop(0xa3) @@ -1845,10 +1829,10 @@ u8 func0414_programmer[] = { label(LABEL_JO_SPEAK) restart_timer if_stage_flag_eq(STAGEFLAG_TALKED_TO_PROGRAMMER, TRUE, /*goto*/ 0x2c) - speak(CHR_TARGET, L_AME_072, 0x7322, CHANNEL_3, COLOR_09_BLUE) // "I've got a password problem, and you're the man to..." + speak(CHR_TARGET, L_AME_072, MP3_0322, CHANNEL_3, COLOR_09_BLUE) // "I've got a password problem, and you're the man to..." goto_next(0x06) label(0x2c) - speak(CHR_TARGET, L_AME_071, 0x7323, CHANNEL_3, COLOR_09_BLUE) // "Move it!" + speak(CHR_TARGET, L_AME_071, MP3_0323, CHANNEL_3, COLOR_09_BLUE) // "Move it!" label(0x06) set_stage_flag(STAGEFLAG_TALKED_TO_PROGRAMMER) try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x9b) @@ -1868,11 +1852,11 @@ u8 func0414_programmer[] = { label(0x06) if_stage_flag_eq(STAGEFLAG_TALKED_TO_PROGRAMMER, TRUE, /*goto*/ 0x2c) - speak(CHR_TARGET, L_AME_035, 0x12ff, CHANNEL_5, COLOR_03_RED) // "I'll do what you want!" + speak(CHR_TARGET, L_AME_035, MP3_02FF, CHANNEL_5, COLOR_03_RED) // "I'll do what you want!" set_stage_flag(STAGEFLAG_TALKED_TO_PROGRAMMER) goto_next(0x06) label(0x2c) - speak(CHR_TARGET, L_AME_073, 0x12fe, CHANNEL_5, COLOR_03_RED) // "Don't shoot, don't shoot!" + speak(CHR_TARGET, L_AME_073, MP3_02FE, CHANNEL_5, COLOR_03_RED) // "Don't shoot, don't shoot!" label(0x06) chr_do_animation(ANIM_DONT_SHOOT, 0, -1, 0x10, 0x10, CHR_SELF, 2) @@ -1900,7 +1884,7 @@ u8 func0414_programmer[] = { label(LABEL_NEAR_LAPTOPGUN_ROOM) stop_chr - speak(CHR_TARGET, L_AME_039, 0x12ff, CHANNEL_3, COLOR_03_RED) // "I'll do what you want..." + speak(CHR_TARGET, L_AME_039, MP3_02FF, CHANNEL_3, COLOR_03_RED) // "I'll do what you want..." restart_timer label(0x06) walk_to_pad(0x0062) @@ -1913,10 +1897,10 @@ u8 func0414_programmer[] = { restart_timer if_stage_flag_eq(STAGEFLAG_PC_DESTROYED, TRUE, /*goto*/ LABEL_PC_BROKEN) if_detected_chr(CHR_TARGET, /*goto*/ 0x2c) - speak(CHR_TARGET, L_AME_040, 0x1301, CHANNEL_3, COLOR_03_RED) // "Logging on now..." + speak(CHR_TARGET, L_AME_040, MP3_0301, CHANNEL_3, COLOR_03_RED) // "Logging on now..." goto_next(0x06) label(0x2c) - speak(CHR_TARGET, L_AME_109, 0x1304, CHANNEL_3, COLOR_03_RED) // "I...I'm logging on now." + speak(CHR_TARGET, L_AME_109, MP3_0304, CHANNEL_3, COLOR_03_RED) // "I...I'm logging on now." label(0x06) chr_do_animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x18, 0x10, CHR_SELF, 2) speak(CHR_TARGET, -1, VERSION >= VERSION_NTSC_1_0 ? 0x8116 : 0x8115, -1, COLOR_00_GREEN) @@ -1931,10 +1915,10 @@ u8 func0414_programmer[] = { chr_do_animation(ANIM_PUSH_BUTTON, 0, 193, 0x18, 0x10, CHR_SELF, 2) set_stage_flag(STAGEFLAG_PROGRAMMER_LOGGED_IN) if_detected_chr(CHR_TARGET, /*goto*/ 0x2c) - speak(CHR_TARGET, L_AME_041, 0x1302, CHANNEL_3, COLOR_03_RED) // "Okay, I'm in..." + speak(CHR_TARGET, L_AME_041, MP3_0302, CHANNEL_3, COLOR_03_RED) // "Okay, I'm in..." goto_next(0x06) label(0x2c) - speak(CHR_TARGET, L_AME_108, 0x1305, CHANNEL_3, COLOR_03_RED) // "Right, I'm in..." + speak(CHR_TARGET, L_AME_108, MP3_0305, CHANNEL_3, COLOR_03_RED) // "Right, I'm in..." label(0x06) speak(CHR_TARGET, -1, VERSION >= VERSION_NTSC_1_0 ? 0x8117 : 0x8116, -1, COLOR_00_GREEN) @@ -1949,7 +1933,7 @@ u8 func0414_programmer[] = { set_stage_flag(STAGEFLAG_PERSONALITY_DELETED) set_chr_maxdamage(CHR_SELF, 1) chr_do_animation(ANIM_TALKING_003D, 0, 193, 0x18, 0x10, CHR_SELF, 2) - speak(CHR_TARGET, L_AME_042, 0x1303, CHANNEL_3, COLOR_03_RED) // "Goodbye, Dr. Caroll." + speak(CHR_TARGET, L_AME_042, MP3_0303, CHANNEL_3, COLOR_03_RED) // "Goodbye, Dr. Caroll." if_stage_flag_eq(STAGEFLAG_DOWNLOAD_COMPLETE, TRUE, /*goto*/ 0x2c) set_stage_flag(STAGEFLAG_DELETED_WITHOUT_DOWNLOAD) label(0x2c) @@ -1963,7 +1947,7 @@ u8 func0414_programmer[] = { label(LABEL_PC_BROKEN) set_self_flag_bankx(CHRFLAG0_CANT_ALERT_GROUP, BANK_0) - speak(CHR_TARGET, L_AME_098, 0x1289, CHANNEL_3, COLOR_03_RED) // "You vandal, you've broken it!" + speak(CHR_TARGET, L_AME_098, MP3_SCI_YOU_VANDAL, CHANNEL_3, COLOR_03_RED) // "You vandal, you've broken it!" do_preset_animation(-1) beginloop(0xc6) @@ -2282,7 +2266,7 @@ u8 func1007_uplinking[] = { if_stage_flag_eq(STAGEFLAG_PROGRAMMER_LOGGED_IN, TRUE, /*goto*/ 0xae) restart_timer show_hudmsg(CHR_TARGET, L_AME_046) // "ACCESS DENIED - password needed." - assign_sound(0x01c0, CHANNEL_7) + assign_sound(SFX_01C0, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_PC, FALSE) beginloop(0xaf) @@ -2295,7 +2279,7 @@ u8 func1007_uplinking[] = { label(0xae) show_hudmsg(CHR_TARGET, L_AME_044) // "File download initiated." - assign_sound(0x01bf, CHANNEL_7) + assign_sound(SFX_01BF, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_PC, TRUE) restart_timer @@ -2308,7 +2292,7 @@ u8 func1007_uplinking[] = { label(0xad) mute_channel(CHANNEL_7) - assign_sound(0x01c1, CHANNEL_7) + assign_sound(SFX_01C1, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_PC, TRUE) show_hudmsg(CHR_TARGET, L_AME_045) // "File download completed." yield @@ -2318,7 +2302,7 @@ u8 func1007_uplinking[] = { label(0x2c) show_hudmsg(CHR_TARGET, L_AME_074) // "Datalink broken - connection terminated." mute_channel(CHANNEL_7) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) play_sound_from_object(CHANNEL_6, OBJ_PC, 0x012c, 0x0190) restart_timer @@ -2333,7 +2317,7 @@ u8 func1007_uplinking[] = { label(0x12) show_hudmsg(CHR_TARGET, L_AME_075) // "Datalink error - incomplete file download." mute_channel(CHANNEL_7) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) play_sound_from_object(CHANNEL_6, OBJ_PC, 0x012c, 0x0190) restart_timer @@ -2371,7 +2355,7 @@ u8 func1008_doorswitch[] = { endloop(0x04) label(0x2c) - play_sound(0x00ba, -1) + play_sound(SFX_PRESS_SWITCH, -1) #if VERSION >= VERSION_NTSC_1_0 show_hudmsg(CHR_P1P2, L_AME_047) // "Door unlocked." #else @@ -2390,7 +2374,7 @@ u8 func1008_doorswitch[] = { endloop(0x08) label(0x06) - assign_sound(0x043b, CHANNEL_7) + assign_sound(SFX_043B, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_OFFICEDOOR1, TRUE) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2447,7 +2431,7 @@ u8 func100b_lightswitch[] = { reloop(0x04) label(0x2c) - play_sound(0x00ba, -1) + play_sound(SFX_PRESS_SWITCH, -1) if_stage_flag_eq(STAGEFLAG_LIGHTS_OFF, TRUE, /*goto*/ 0x06) // Turning lights off @@ -3252,7 +3236,7 @@ u8 func0416_outro[] = { endloop(0xb6) label(0x06) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) beginloop(0xb7) if_controller_button_pressed(/*goto*/ 0xbd) @@ -3260,7 +3244,7 @@ u8 func0416_outro[] = { endloop(0xb7) label(0x06) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) beginloop(0xb8) if_controller_button_pressed(/*goto*/ 0xbd) @@ -3268,7 +3252,7 @@ u8 func0416_outro[] = { endloop(0xb8) label(0x06) - play_sound(0x01dc, CHANNEL_10) + play_sound(SFX_01DC, CHANNEL_10) beginloop(0xb9) if_controller_button_pressed(/*goto*/ 0xbd) @@ -3276,7 +3260,7 @@ u8 func0416_outro[] = { endloop(0xb9) label(0x06) - play_sound(0x01d8, CHANNEL_10) + play_sound(SFX_01D8, CHANNEL_10) beginloop(0xba) if_controller_button_pressed(/*goto*/ 0xbd) @@ -3284,7 +3268,7 @@ u8 func0416_outro[] = { endloop(0xba) label(0x06) - play_sound(0x01da, CHANNEL_10) + play_sound(SFX_01DA, CHANNEL_10) beginloop(0xbb) if_controller_button_pressed(/*goto*/ 0xbd) @@ -3300,7 +3284,7 @@ u8 func0416_outro[] = { endloop(0xbc) label(0x06) - play_sound(0x01db, CHANNEL_10) + play_sound(SFX_01DB, CHANNEL_10) beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) @@ -3356,13 +3340,13 @@ u8 func1003_start_intro[] = { u8 func1010_start_hub_humms[] = { yield #if VERSION >= VERSION_NTSC_1_0 - play_sound_from_object2(CHANNEL_0, OBJ_SECURITYHUB, 0x8111, 0x0f, 0x02) + play_sound_from_object2(CHANNEL_0, OBJ_SECURITYHUB, SFX_8111, 0x0f, 0x02) yield - play_sound_from_object2(CHANNEL_1, OBJ_EXTCOMMSHUB, 0x8111, 0x0f, 0x02) + play_sound_from_object2(CHANNEL_1, OBJ_EXTCOMMSHUB, SFX_8111, 0x0f, 0x02) #else - play_sound_from_object2(CHANNEL_0, OBJ_SECURITYHUB, 0x8110, 0x0f, 0x00) + play_sound_from_object2(CHANNEL_0, OBJ_SECURITYHUB, SFX_8110, 0x0f, 0x00) yield - play_sound_from_object2(CHANNEL_1, OBJ_SECURITYHUB, 0x0004, 0x0f, 0x00) + play_sound_from_object2(CHANNEL_1, OBJ_SECURITYHUB, SFX_0004, 0x0f, 0x00) #endif set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3504,7 +3488,7 @@ u8 func1015_msg_securityroom[] = { endloop(0x04) label(0x2c) - speak(CHR_BOND, L_AME_095, 0x73a2, CHANNEL_6, COLOR_09_BLUE) // "The other hub has got to be in the Security Room." + speak(CHR_BOND, L_AME_095, MP3_03A2, CHANNEL_6, COLOR_09_BLUE) // "The other hub has got to be in the Security Room." label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3577,7 +3561,7 @@ u8 func0422_intro_speaking[] = { endloop(0xb6) label(0x2c) - speak(CHR_BOND, L_AME_100, 0x73e4, CHANNEL_6, COLOR_09_BLUE) // "Why the big hurry?" + speak(CHR_BOND, L_AME_100, MP3_03E4, CHANNEL_6, COLOR_09_BLUE) // "Why the big hurry?" beginloop(0x08) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3585,7 +3569,7 @@ u8 func0422_intro_speaking[] = { endloop(0x08) label(0x2c) - speak(CHR_BOND, L_AME_101, 0x73e5, CHANNEL_6, COLOR_06_WHITE) // "If Dr. Caroll is not extracted tonight, dataDyne w..." + speak(CHR_BOND, L_AME_101, MP3_03E5, CHANNEL_6, COLOR_06_WHITE) // "If Dr. Caroll is not extracted tonight, dataDyne w..." beginloop(0x09) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3593,7 +3577,7 @@ u8 func0422_intro_speaking[] = { endloop(0x09) label(0x2c) - speak(CHR_BOND, L_AME_102, 0x73e6, CHANNEL_6, COLOR_09_BLUE) // "Are they all expendable?" + speak(CHR_BOND, L_AME_102, MP3_03E6, CHANNEL_6, COLOR_09_BLUE) // "Are they all expendable?" beginloop(0x0a) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3601,7 +3585,7 @@ u8 func0422_intro_speaking[] = { endloop(0x0a) label(0x2c) - speak(CHR_BOND, L_AME_103, 0x73e7, CHANNEL_6, COLOR_06_WHITE) // "Don't joke! You have to be careful, Joanna. Code k..." + speak(CHR_BOND, L_AME_103, MP3_03E7, CHANNEL_6, COLOR_06_WHITE) // "Don't joke! You have to be careful, Joanna. Code k..." beginloop(0x0b) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3609,7 +3593,7 @@ u8 func0422_intro_speaking[] = { endloop(0x0b) label(0x2c) - speak(CHR_BOND, L_AME_104, 0x73e8, CHANNEL_6, COLOR_09_BLUE) // "What's the target location?" + speak(CHR_BOND, L_AME_104, MP3_03E8, CHANNEL_6, COLOR_09_BLUE) // "What's the target location?" beginloop(0x0c) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3617,7 +3601,7 @@ u8 func0422_intro_speaking[] = { endloop(0x0c) label(0x2c) - speak(CHR_BOND, L_AME_105, 0x73e9, CHANNEL_6, COLOR_06_WHITE) // "Work your way down the building to the ground leve..." + speak(CHR_BOND, L_AME_105, MP3_03E9, CHANNEL_6, COLOR_06_WHITE) // "Work your way down the building to the ground leve..." beginloop(0x0d) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3625,7 +3609,7 @@ u8 func0422_intro_speaking[] = { endloop(0x0d) label(0x2c) - speak(CHR_BOND, L_AME_106, 0x73ea, CHANNEL_6, COLOR_09_BLUE) // "How will I recognize him?" + speak(CHR_BOND, L_AME_106, MP3_03EA, CHANNEL_6, COLOR_09_BLUE) // "How will I recognize him?" beginloop(0x0e) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) @@ -3633,7 +3617,7 @@ u8 func0422_intro_speaking[] = { endloop(0x0e) label(0x2c) - speak(CHR_BOND, L_AME_107, 0x73eb, CHANNEL_6, COLOR_06_WHITE) // "We don't have an image record, and we can't find a..." + speak(CHR_BOND, L_AME_107, MP3_03EB, CHANNEL_6, COLOR_06_WHITE) // "We don't have an image record, and we can't find a..." beginloop(0x0f) if_stage_flag_eq(STAGEFLAG_STOP_INTRO, TRUE, /*goto*/ 0x06) diff --git a/src/files/setup/setupark.c b/src/files/setup/setupark.c index c3c009788..3a1e38dc9 100644 --- a/src/files/setup/setupark.c +++ b/src/files/setup/setupark.c @@ -1228,7 +1228,7 @@ u8 func0408_hovercopter[] = { label(0x47) if_stage_flag_eq(STAGEFLAG_SAID_SURRENDER_OR_DIE, TRUE, /*goto*/ 0x20) - play_sound(0x7b0b, -1) + play_sound(MP3_030B, -1) set_stage_flag(STAGEFLAG_SAID_SURRENDER_OR_DIE) label(0x20) goto_first(0x44) @@ -1255,7 +1255,7 @@ u8 func0408_hovercopter[] = { label(0x4c) if_stage_flag_eq(STAGEFLAG_SAID_GIVE_UP, TRUE, /*goto*/ 0x20) - play_sound(0x7b0d, -1) + play_sound(MP3_030D, -1) set_stage_flag(STAGEFLAG_SAID_GIVE_UP) label(0x20) goto_first(0x49) @@ -1266,7 +1266,7 @@ u8 func0408_hovercopter[] = { label(0x00) set_stage_flag(STAGEFLAG_HOVERCOPTER_ON_ROOF) if_stage_flag_eq(STAGEFLAG_SAID_FINAL_WARNING, TRUE, /*goto*/ 0x20) - play_sound(0x7b0c, -1) + play_sound(MP3_030C, -1) set_stage_flag(STAGEFLAG_SAID_FINAL_WARNING) label(0x20) stop_chr @@ -1400,7 +1400,7 @@ u8 func1004_elevator_unlocking[] = { // Computer activated label(0x20) show_hudmsg(CHR_TARGET, L_ARK_014) // "Accessing elevator controls..." - assign_sound(0x8116, CHANNEL_6) + assign_sound(SFX_8116, CHANNEL_6) control_sound_from_object(CHANNEL_6, 0x01, TRUE) restart_timer @@ -1435,7 +1435,7 @@ u8 func1004_elevator_unlocking[] = { endloop(0x21) label(0x00) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) unlock_door(0x02, 0x01) unlock_door(0x03, 0x01) show_hudmsg(CHR_TARGET, L_ARK_034) // "Office elevator door has been unlocked." @@ -1665,7 +1665,7 @@ u8 func0409_tech_conversation[] = { label(0x20) dprint 'T','E','C','H',' ','2',' ','L','O','O','P','\n',0, chr_do_animation(ANIM_TALKING_00A0, 0, -1, 0x10, 0x14, CHR_SELF, 2) - speak(CHR_PRESET, L_ARK_037, 0x811d, CHANNEL_7, COLOR_06_WHITE) // "That's not how it goes." + speak(CHR_PRESET, L_ARK_037, SFX_811D, CHANNEL_7, COLOR_06_WHITE) // "That's not how it goes." restart_timer beginloop(0x21) @@ -1687,7 +1687,7 @@ u8 func0409_tech_conversation[] = { label(0x20) chr_do_animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x10, 0x14, CHR_SELF, 2) chr_do_animation(ANIM_TALKING_00A0, -1, -1, 0x02, 0x14, 0x10, 2) - speak(CHR_PRESET, L_ARK_038, 0x8120, CHANNEL_7, COLOR_08_RED) // "Yes, it is." + speak(CHR_PRESET, L_ARK_038, SFX_8120, CHANNEL_7, COLOR_08_RED) // "Yes, it is." beginloop(0x22) if_saw_injury(0x00, /*goto*/ 0x33) @@ -1708,7 +1708,7 @@ u8 func0409_tech_conversation[] = { label(0x20) chr_do_animation(ANIM_TALKING_00A0, 0, -1, 0x10, 0x14, CHR_SELF, 2) chr_do_animation(0x0205, -1, -1, 0x02, 0x14, 0x10, 2) - speak(CHR_PRESET, L_ARK_039, 0x811e, CHANNEL_7, COLOR_06_WHITE) // "Give it to me - you're doing it wrong." + speak(CHR_PRESET, L_ARK_039, SFX_811E, CHANNEL_7, COLOR_06_WHITE) // "Give it to me - you're doing it wrong." beginloop(0x23) if_saw_injury(0x00, /*goto*/ 0x33) @@ -1729,7 +1729,7 @@ u8 func0409_tech_conversation[] = { label(0x20) chr_do_animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x10, 0x14, CHR_SELF, 2) chr_do_animation(ANIM_TALKING_00A0, -1, -1, 0x02, 0x14, 0x10, 2) - speak(CHR_PRESET, L_ARK_040, 0x8121, CHANNEL_7, COLOR_08_RED) // "Stop annoying me." + speak(CHR_PRESET, L_ARK_040, SFX_8121, CHANNEL_7, COLOR_08_RED) // "Stop annoying me." beginloop(0x24) if_saw_injury(0x00, /*goto*/ 0x33) @@ -1751,7 +1751,7 @@ u8 func0409_tech_conversation[] = { chr_do_animation(ANIM_TWO_GUN_HOLD, 0, -1, 0x10, 0x14, CHR_SELF, 2) chr_do_animation(ANIM_TALKING_00A0, -1, -1, 0x02, 0x14, CHR_RLSHOCK, 2) chr_do_animation(0x0206, -1, -1, 0x02, 0x14, 0x10, 2) - speak(CHR_PRESET, L_ARK_041, 0x8123, CHANNEL_7, COLOR_09_BLUE) // "Will you just hurry up!" + speak(CHR_PRESET, L_ARK_041, SFX_8123, CHANNEL_7, COLOR_09_BLUE) // "Will you just hurry up!" beginloop(0x25) if_saw_injury(0x00, /*goto*/ 0x33) @@ -1791,7 +1791,7 @@ u8 func0409_tech_conversation[] = { increase_squadron_alertness(100) open_door(0x04) restart_timer - speak(CHR_TARGET, L_ARK_042, 0x811f, CHANNEL_7, COLOR_06_WHITE) // "Oh, no...too late." + speak(CHR_TARGET, L_ARK_042, SFX_811F, CHANNEL_7, COLOR_06_WHITE) // "Oh, no...too late." chr_do_animation(ANIM_SURRENDER_002E, 0, 193, 0x18, 0x10, CHR_SELF, 2) beginloop(0x34) @@ -1885,7 +1885,7 @@ u8 func040a_tech2[] = { label(0x20) chr_do_animation(ANIM_SURRENDER_002E, 0, -1, 0x18, 0x0a, CHR_SELF, 2) - speak(CHR_TARGET, L_ARK_043, 0x8122, CHANNEL_7, COLOR_08_RED) // "She's here..." + speak(CHR_TARGET, L_ARK_043, SFX_8122, CHANNEL_7, COLOR_08_RED) // "She's here..." beginloop(0x22) if_sound_finished(CHANNEL_7, /*goto*/ 0x35) @@ -1985,7 +1985,7 @@ u8 func040d_cass[] = { label(0x00) restart_timer - speak(CHR_TARGET, L_ARK_032, 0x80ff, CHANNEL_6, COLOR_04_ORANGE) // "We meet again, girl!" + speak(CHR_TARGET, L_ARK_032, SFX_80FF, CHANNEL_6, COLOR_04_ORANGE) // "We meet again, girl!" chr_do_animation(ANIM_TALKING_00A0, 0, 193, 0x10, 0x10, CHR_SELF, 2) beginloop(0x27) @@ -1995,7 +1995,7 @@ u8 func040d_cass[] = { label(0x00) restart_timer - speak(CHR_TARGET, L_ARK_020, 0x80fe, CHANNEL_6, COLOR_04_ORANGE) // "You've become quite an annoyance..." + speak(CHR_TARGET, L_ARK_020, SFX_80FE, CHANNEL_6, COLOR_04_ORANGE) // "You've become quite an annoyance..." chr_do_animation(ANIM_TALKING_00A3, 0, 193, 0x10, 0x14, CHR_SELF, 2) beginloop(0x28) @@ -2011,13 +2011,13 @@ u8 func040d_cass[] = { endloop(0x29) label(0x20) - speak(CHR_TARGET, L_ARK_044, 0x8101, CHANNEL_6, COLOR_04_ORANGE) // "Get her!" + speak(CHR_TARGET, L_ARK_044, SFX_8101, CHANNEL_6, COLOR_04_ORANGE) // "Get her!" chr_do_animation(ANIM_TALKING_00A3, 0, 193, 0x10, 0x10, CHR_SELF, 2) goto_next(0x20) label(0x00) restart_timer - speak(CHR_TARGET, L_ARK_021, 0x8100, CHANNEL_6, COLOR_04_ORANGE) // "Good night, Ms. Dark." + speak(CHR_TARGET, L_ARK_021, SFX_8100, CHANNEL_6, COLOR_04_ORANGE) // "Good night, Ms. Dark." chr_do_animation(ANIM_TALKING_00A0, 0, 193, 0x10, 0x10, CHR_SELF, 2) beginloop(0x2a) @@ -2046,7 +2046,7 @@ u8 func040d_cass[] = { endloop(0x2b) label(0x00) - play_sound(0x8102, CHANNEL_7) + play_sound(SFX_8102, CHANNEL_7) beginloop(0x2c) if_timer_gt(120, /*goto*/ 0x00) @@ -2127,7 +2127,7 @@ u8 func100a_lightswitch[] = { reloop(0x1f) label(0x20) - play_sound(0x00ba, -1) + play_sound(SFX_PRESS_SWITCH, -1) if_stage_flag_eq(STAGEFLAG_TOP_LIGHTS_OFF, TRUE, /*goto*/ 0x00) set_lights_state(0x0044, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00) set_lights_state(0x0039, LIGHTOP_TURNOFF, 0x00, 0x00, 0x00) @@ -2334,37 +2334,37 @@ u8 func100d_intro[] = { open_door(0x0c) wait_until(120, 0x60) - play_sound(0x0161, -1) + play_sound(SFX_0161, -1) wait_until(350, 0x62) - play_sound(0x042f, -1) + play_sound(SFX_042F, -1) wait_until(450, 0x63) - play_sound(0x0427, -1) + play_sound(SFX_0427, -1) wait_until(540, 0x64) - speak(CHR_BOND, L_ARK_060, 0x7bf3, CHANNEL_7, COLOR_06_WHITE) // "Sound the alarm - she's here!" + speak(CHR_BOND, L_ARK_060, MP3_03F3, CHANNEL_7, COLOR_06_WHITE) // "Sound the alarm - she's here!" wait_until(640, 0x65) - speak(CHR_BOND, L_ARK_061, 0x73f4, CHANNEL_7, COLOR_09_BLUE) // "Lights out!" + speak(CHR_BOND, L_ARK_061, MP3_03F4, CHANNEL_7, COLOR_09_BLUE) // "Lights out!" wait_until(690, 0x66) - play_sound(0x0428, -1) + play_sound(SFX_0428, -1) wait_until(720, 0x67) - play_sound(0x0250, 10) + play_sound(SFX_0250, 10) wait_until(850, 0x68) - play_sound(0x0430, -1) + play_sound(SFX_0430, -1) wait_until(880, 0x69) - play_sound(0x0429, -1) + play_sound(SFX_0429, -1) wait_until(890, 0x6a) close_door(0x0c) wait_until(1000, 0x6b) - speak(CHR_BOND, L_ARK_062, 0x73f5, CHANNEL_7, COLOR_09_BLUE) // "What the...?" + speak(CHR_BOND, L_ARK_062, MP3_03F5, CHANNEL_7, COLOR_09_BLUE) // "What the...?" beginloop(0x21) if_camera_animating(/*goto*/ 0x20) @@ -2484,40 +2484,40 @@ u8 func0412_outro[] = { outro_wait_until(90, 0x7f) outro_wait_until(120, 0x60) - speak(CHR_P1P2, L_ARK_063, 0x73f6, CHANNEL_7, COLOR_04_ORANGE) // "Going somewhere?" + speak(CHR_P1P2, L_ARK_063, MP3_03F6, CHANNEL_7, COLOR_04_ORANGE) // "Going somewhere?" outro_wait_until(188, 0x61) - play_sound(0x01d9, -1) + play_sound(SFX_01D9, -1) outro_wait_until(350, 0x62) - speak(CHR_P1P2, L_ARK_064, 0x73f7, CHANNEL_7, COLOR_09_BLUE) // "Something I can do for you, old woman?" + speak(CHR_P1P2, L_ARK_064, MP3_03F7, CHANNEL_7, COLOR_09_BLUE) // "Something I can do for you, old woman?" outro_wait_until(500, 0x63) - speak(CHR_P1P2, L_ARK_065, 0x73f8, CHANNEL_7, COLOR_04_ORANGE) // "Return our sapient immediately! You don't know wha..." + speak(CHR_P1P2, L_ARK_065, MP3_03F8, CHANNEL_7, COLOR_04_ORANGE) // "Return our sapient immediately! You don't know wha..." outro_wait_until(720, 0x64) - play_sound(0x0424, -1) + play_sound(SFX_0424, -1) outro_wait_until(740, 0x65) - speak(CHR_P1P2, L_ARK_066, 0x73f9, CHANNEL_7, COLOR_09_BLUE) // "Yes I do. I'm leaving." + speak(CHR_P1P2, L_ARK_066, MP3_03F9, CHANNEL_7, COLOR_09_BLUE) // "Yes I do. I'm leaving." outro_wait_until(858, 0x73) outro_wait_until(980, 0x66) - speak(CHR_P1P2, L_ARK_067, 0x73fa, CHANNEL_7, COLOR_04_ORANGE) // "One more chance! Give it back, and you could come ..." + speak(CHR_P1P2, L_ARK_067, MP3_03FA, CHANNEL_7, COLOR_04_ORANGE) // "One more chance! Give it back, and you could come ..." outro_wait_until(990, 0x68) - play_sound(0x804f, -1) + play_sound(SFX_RELOAD_DEFAULT, -1) outro_wait_until(1220, 0x69) outro_wait_until(1240, 0x6a) outro_wait_until(1348, 0x6b) - play_sound(0x80c8, -1) + play_sound(SFX_FOOTSTEP_80C8, -1) outro_wait_until(1380, 0x80) - play_sound(0x80c9, -1) + play_sound(SFX_FOOTSTEP_80C9, -1) outro_wait_until(1400, 0x81) set_chr_shooting_in_cutscene(CHR_OUTRO_GUARD1, TRUE) @@ -2534,19 +2534,19 @@ u8 func0412_outro[] = { set_chr_shooting_in_cutscene(CHR_OUTRO_GUARD2, FALSE) outro_wait_until(1425, 0x6c) - speak(CHR_P1P2, L_ARK_068, 0x73fb, CHANNEL_7, COLOR_09_BLUE) // "Sorry! Gotta shoot." + speak(CHR_P1P2, L_ARK_068, MP3_03FB, CHANNEL_7, COLOR_09_BLUE) // "Sorry! Gotta shoot." outro_wait_until(1447, 0x6d) - play_sound(0x80ca, -1) + play_sound(SFX_FOOTSTEP_80CA, -1) outro_wait_until(1486, 0x83) - play_sound(0x80cb, -1) + play_sound(SFX_FOOTSTEP_80CB, -1) outro_wait_until(1505, 0x6e) - play_sound(0x8055, CHANNEL_10) + play_sound(SFX_FIRE_SHOTGUN, CHANNEL_10) outro_wait_until(1520, 0x6f) - play_sound(0x8055, CHANNEL_10) + play_sound(SFX_FIRE_SHOTGUN, CHANNEL_10) outro_wait_until(1526, 0x70) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) @@ -2563,48 +2563,48 @@ u8 func0412_outro[] = { set_chr_shooting_in_cutscene(CHR_BOND, FALSE) outro_wait_until(1554, 0x71) - play_sound(0x000d, CHANNEL_10) + play_sound(SFX_F_GASP_000D, CHANNEL_10) outro_wait_until(1600, 0x74) - play_sound(0x000e, CHANNEL_10) + play_sound(SFX_000E, CHANNEL_10) outro_wait_until(1734, 0x72) - play_sound(0x808d, CHANNEL_10) + play_sound(SFX_THUD_808D, CHANNEL_10) outro_wait_until(1890, 0x75) - play_sound(0x0425, -1) + play_sound(SFX_0425, -1) outro_wait_until(1940, 0x77) - speak(CHR_P1P2, L_ARK_069, 0x73fc, CHANNEL_7, COLOR_03_RED) // "You must get the sapient back. We cannot proceed w..." + speak(CHR_P1P2, L_ARK_069, MP3_03FC, CHANNEL_7, COLOR_03_RED) // "You must get the sapient back. We cannot proceed w..." outro_wait_until(1944, 0x76) - play_sound(0x80c4, -1) + play_sound(SFX_FOOTSTEP_80C4, -1) outro_wait_until(1970, 0x85) - play_sound(0x80c5, -1) + play_sound(SFX_FOOTSTEP_80C5, -1) outro_wait_until(2008, 0x86) - play_sound(0x80c6, -1) + play_sound(SFX_FOOTSTEP_80C6, -1) outro_wait_until(2190, 0x78) - speak(CHR_P1P2, L_ARK_070, 0x73fd, CHANNEL_7, COLOR_04_ORANGE) // "I know that!" + speak(CHR_P1P2, L_ARK_070, MP3_03FD, CHANNEL_7, COLOR_04_ORANGE) // "I know that!" outro_wait_until(2300, 0x79) - play_sound(0x80c7, -1) + play_sound(SFX_FOOTSTEP_80C7, -1) outro_wait_until(2317, 0x87) - play_sound(0x042e, -1) + play_sound(SFX_DISGUISE_ON, -1) outro_wait_until(2324, 0x88) - play_sound(0x80c4, -1) + play_sound(SFX_FOOTSTEP_80C4, -1) outro_wait_until(2340, 0x7a) - play_sound(0x80c7, -1) + play_sound(SFX_FOOTSTEP_80C7, -1) outro_wait_until(2344, 0x7b) outro_wait_until(2393, 0x7c) - speak(CHR_P1P2, L_ARK_071, 0x73fe, CHANNEL_7, COLOR_04_ORANGE) // "I also know who to talk to... Mr. Carrington." + speak(CHR_P1P2, L_ARK_071, MP3_03FE, CHANNEL_7, COLOR_04_ORANGE) // "I also know who to talk to... Mr. Carrington." outro_wait_until(2497, 0x7d) @@ -2716,7 +2716,7 @@ u8 func1012_msg_lockeddown[] = { endloop(0x1f) label(0x20) - speak(CHR_BOND, L_ARK_051, 0x8176, CHANNEL_6, COLOR_09_BLUE) // "They've locked down the ground floor - get to the ..." + speak(CHR_BOND, L_ARK_051, SFX_8176, CHANNEL_6, COLOR_09_BLUE) // "They've locked down the ground floor - get to the ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2736,7 +2736,7 @@ u8 func1013_msg_thatcopter[] = { endloop(0x21) label(0x20) - speak(CHR_BOND, L_ARK_052, 0x8177, CHANNEL_6, COLOR_09_BLUE) // "That copter needs to be taken out, or the jumpship..." + speak(CHR_BOND, L_ARK_052, SFX_8177, CHANNEL_6, COLOR_09_BLUE) // "That copter needs to be taken out, or the jumpship..." label(0x26) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -2762,7 +2762,7 @@ u8 func1014_msg_cantleaveany[] = { if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x26) if_chr_dead(CHR_BOND, /*goto*/ 0x26) if_chr_knockedout(CHR_BOND, /*goto*/ 0x26) - speak(CHR_BOND, L_ARK_053, 0x73aa, CHANNEL_6, COLOR_09_BLUE) // "I can't leave any bodyguards standing." + speak(CHR_BOND, L_ARK_053, MP3_03AA, CHANNEL_6, COLOR_09_BLUE) // "I can't leave any bodyguards standing." label(0x26) if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x27) @@ -2796,7 +2796,7 @@ u8 func1015_msg_jumpshipwaiting[] = { endloop(0x1f) label(0x20) - speak(CHR_BOND, L_ARK_054, 0x8178, CHANNEL_6, COLOR_09_BLUE) // "Don't keep the jumpship waiting - get back to the ..." + speak(CHR_BOND, L_ARK_054, SFX_8178, CHANNEL_6, COLOR_09_BLUE) // "Don't keep the jumpship waiting - get back to the ..." label(0x00) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -2960,11 +2960,11 @@ u8 func101b_lift_door_sounds[] = { goto_next(0x20) label(0x20) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) goto_next(0x00) label(0x5e) - play_sound(0x05dd, -1) + play_sound(SFX_MENU_SELECT, -1) label(0x00) restart_timer diff --git a/src/files/setup/setupazt.c b/src/files/setup/setupazt.c index a93a91cc9..dc3c0e4e1 100644 --- a/src/files/setup/setupazt.c +++ b/src/files/setup/setupazt.c @@ -429,46 +429,46 @@ u8 func1002_intro[] = { wait_until(724, 0x69) - speak(CHR_BOND, L_AZT_032, 0x7759, CHANNEL_10, COLOR_09_BLUE) // "Ahhh... uuhhhh..." + speak(CHR_BOND, L_AZT_032, MP3_0759, CHANNEL_10, COLOR_09_BLUE) // "Ahhh... uuhhhh..." wait_until(830, 0x6a) - speak(CHR_BOND, L_AZT_034, 0x7457, CHANNEL_10, COLOR_06_WHITE) // "Agent Dark! Please report!" + speak(CHR_BOND, L_AZT_034, MP3_0457, CHANNEL_10, COLOR_06_WHITE) // "Agent Dark! Please report!" wait_until(980, 0x6b) - speak(CHR_BOND, L_AZT_033, 0x775a, CHANNEL_10, COLOR_09_BLUE) // "Ahhh... uhh... owww..." + speak(CHR_BOND, L_AZT_033, MP3_075A, CHANNEL_10, COLOR_09_BLUE) // "Ahhh... uhh... owww..." wait_until(1030, 0x6c) - speak(CHR_BOND, L_AZT_035, 0x7458, CHANNEL_10, COLOR_06_WHITE) // "Perfect Dark, come in!" + speak(CHR_BOND, L_AZT_035, MP3_0458, CHANNEL_10, COLOR_06_WHITE) // "Perfect Dark, come in!" wait_until(1152, 0x6e) - speak(CHR_BOND, L_AZT_036, 0x7459, CHANNEL_10, COLOR_09_BLUE) // "A-agent Dark reporting in..." + speak(CHR_BOND, L_AZT_036, MP3_0459, CHANNEL_10, COLOR_09_BLUE) // "A-agent Dark reporting in..." wait_until(1372, 0x6f) - speak(CHR_BOND, L_AZT_037, 0x745a, CHANNEL_10, COLOR_06_WHITE) // "Agent Dark! Please reply!" + speak(CHR_BOND, L_AZT_037, MP3_045A, CHANNEL_10, COLOR_06_WHITE) // "Agent Dark! Please reply!" wait_until(1610, 0x6d) - speak(CHR_BOND, L_AZT_038, 0x745b, CHANNEL_10, COLOR_09_BLUE) // "Something's jamming my transmissions... It's comin..." + speak(CHR_BOND, L_AZT_038, MP3_045B, CHANNEL_10, COLOR_09_BLUE) // "Something's jamming my transmissions... It's comin..." wait_until(1875, 0x70) - speak(CHR_BOND, -1, 0x8189, CHANNEL_10, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8189, CHANNEL_10, COLOR_00_GREEN) wait_until(1900, 0x71) - speak(CHR_BOND, -1, 0x818a, CHANNEL_10, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_818A, CHANNEL_10, COLOR_00_GREEN) wait_until(1926, 0x72) - speak(CHR_BOND, -1, 0x8188, CHANNEL_7, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8188, CHANNEL_7, COLOR_00_GREEN) wait_until(1958, 0x73) - speak(CHR_BOND, -1, 0x8189, CHANNEL_10, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8189, CHANNEL_10, COLOR_00_GREEN) wait_until(2000, 0x74) - speak(CHR_BOND, L_AZT_039, 0x745c, CHANNEL_10, COLOR_09_BLUE) // "I'd better find the jamming device and check that ..." + speak(CHR_BOND, L_AZT_039, MP3_045C, CHANNEL_10, COLOR_09_BLUE) // "I'd better find the jamming device and check that ..." wait_until(2116, 0x75) - speak(CHR_BOND, -1, 0x8188, CHANNEL_7, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8188, CHANNEL_7, COLOR_00_GREEN) wait_until(2168, 0x76) - speak(CHR_BOND, -1, 0x8187, CHANNEL_6, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8187, CHANNEL_6, COLOR_00_GREEN) wait_until(2224, 0x78) set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE) @@ -476,22 +476,22 @@ u8 func1002_intro[] = { set_cutscene_weapon(CHR_BOND, WEAPON_FALCON2_SCOPE, WEAPON_NONE) wait_until(2305, 0x79) - speak(CHR_BOND, -1, 0x01db, CHANNEL_5, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_01DB, CHANNEL_5, COLOR_00_GREEN) wait_until(2392, 0x7a) - speak(CHR_BOND, -1, 0x8189, CHANNEL_7, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8189, CHANNEL_7, COLOR_00_GREEN) wait_until(2412, 0x7b) - speak(CHR_BOND, -1, 0x8187, CHANNEL_6, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8187, CHANNEL_6, COLOR_00_GREEN) wait_until(2460, 0x7c) - speak(CHR_BOND, -1, 0x8188, CHANNEL_7, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8188, CHANNEL_7, COLOR_00_GREEN) wait_until(2513, 0x7d) - speak(CHR_BOND, -1, 0x8189, CHANNEL_6, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_8189, CHANNEL_6, COLOR_00_GREEN) wait_until(2685, 0x7e) - speak(CHR_BOND, -1, 0x818a, CHANNEL_7, COLOR_00_GREEN) + speak(CHR_BOND, -1, SFX_FOOTSTEP_818A, CHANNEL_7, COLOR_00_GREEN) beginloop(0x0a) if_camera_animating(/*goto*/ 0x31) @@ -612,139 +612,139 @@ u8 func0402_outro[] = { show_nonessential_chrs(FALSE) wait_until(146, 0x69) - play_sound(0x0594, CHANNEL_7) + play_sound(SFX_0594, CHANNEL_7) wait_until(200, 0x6a) - play_sound(0x0595, CHANNEL_6) + play_sound(SFX_0595, CHANNEL_6) wait_until(248, 0x6b) - speak(CHR_BOND, L_AZT_040, 0x745d, CHANNEL_10, COLOR_09_BLUE) // "How are you feeling, Mr. President?" + speak(CHR_BOND, L_AZT_040, MP3_045D, CHANNEL_10, COLOR_09_BLUE) // "How are you feeling, Mr. President?" wait_until(414, 0x6c) - speak(CHR_BOND, L_AZT_041, 0x745e, CHANNEL_10, COLOR_08_RED) // "Better now, young lady. Today, I think, will take ..." + speak(CHR_BOND, L_AZT_041, MP3_045E, CHANNEL_10, COLOR_08_RED) // "Better now, young lady. Today, I think, will take ..." wait_until(490, 0x6e) - play_sound(0x0596, CHANNEL_5) + play_sound(SFX_0596, CHANNEL_5) wait_until(526, 0x6f) - play_sound(0x0597, CHANNEL_7) + play_sound(SFX_0597, CHANNEL_7) wait_until(578, 0x6d) - play_sound(0x0427, CHANNEL_6) + play_sound(SFX_0427, CHANNEL_6) wait_until(1078, 0x71) - play_sound(0x0596, CHANNEL_5) + play_sound(SFX_0596, CHANNEL_5) wait_until(1116, 0x72) - play_sound(0x0597, CHANNEL_7) + play_sound(SFX_0597, CHANNEL_7) wait_until(1200, 0x70) - speak(CHR_BOND, L_AZT_042, 0x745f, CHANNEL_10, COLOR_09_BLUE) // "Just one thing, sir? What is the Pelagic II that T..." + speak(CHR_BOND, L_AZT_042, MP3_045F, CHANNEL_10, COLOR_09_BLUE) // "Just one thing, sir? What is the Pelagic II that T..." wait_until(1474, 0x74) - play_sound(0x0525, CHANNEL_5) - play_sound(0x00f8, CHANNEL_10) + play_sound(SFX_ELVIS_HEHE, CHANNEL_5) + play_sound(SFX_00F8, CHANNEL_10) wait_until(1490, 0x75) - play_sound(0x0596, CHANNEL_7) + play_sound(SFX_0596, CHANNEL_7) wait_until(1492, 0x76) - play_sound(0x0594, CHANNEL_6) + play_sound(SFX_0594, CHANNEL_6) wait_until(1556, 0x77) - play_sound(0x00f8, CHANNEL_10) + play_sound(SFX_00F8, CHANNEL_10) wait_until(1626, 0x73) - speak(CHR_BOND, L_AZT_043, 0x7460, CHANNEL_10, COLOR_08_RED) // "It's a U.S. government deep sea research vessel, o..." + speak(CHR_BOND, L_AZT_043, MP3_0460, CHANNEL_10, COLOR_08_RED) // "It's a U.S. government deep sea research vessel, o..." wait_until(1807, 0x79) - play_sound(0x0595, CHANNEL_7) + play_sound(SFX_0595, CHANNEL_7) wait_until(1850, 0x7a) - play_sound(0x0597, CHANNEL_6) + play_sound(SFX_0597, CHANNEL_6) wait_until(1872, 0x7c) - play_sound(0x0595, CHANNEL_7) + play_sound(SFX_0595, CHANNEL_7) wait_until(2074, 0x7d) - play_sound(0x0594, CHANNEL_6) + play_sound(SFX_0594, CHANNEL_6) wait_until(2270, 0x7e) - play_sound(0x0596, CHANNEL_5) + play_sound(SFX_0596, CHANNEL_5) wait_until(2286, 0x7f) - play_sound(0x818a, CHANNEL_7) + play_sound(SFX_FOOTSTEP_818A, CHANNEL_7) wait_until(2296, 0x80) - play_sound(0x8189, CHANNEL_6) + play_sound(SFX_FOOTSTEP_8189, CHANNEL_6) wait_until(2316, 0x81) - play_sound(0x8187, CHANNEL_5) + play_sound(SFX_FOOTSTEP_8187, CHANNEL_5) wait_until(2335, 0x82) - play_sound(0x8188, CHANNEL_7) + play_sound(SFX_FOOTSTEP_8188, CHANNEL_7) wait_until(2450, 0x7b) - speak(CHR_BOND, L_AZT_044, 0x7461, CHANNEL_10, COLOR_09_BLUE) // "Trent has a lot to answer for, but I don't think w..." + speak(CHR_BOND, L_AZT_044, MP3_0461, CHANNEL_10, COLOR_09_BLUE) // "Trent has a lot to answer for, but I don't think w..." wait_until(3150, 0x83) - speak(CHR_BOND, L_AZT_045, 0x7462, CHANNEL_10, COLOR_03_RED) // "You have failed, Easton. You are a flawed device, ..." + speak(CHR_BOND, L_AZT_045, MP3_0462, CHANNEL_10, COLOR_03_RED) // "You have failed, Easton. You are a flawed device, ..." wait_until(3380, 0x88) - play_sound(0x818a, CHANNEL_7) + play_sound(SFX_FOOTSTEP_818A, CHANNEL_7) wait_until(3580, 0x87) - speak(CHR_BOND, L_AZT_046, 0x7463, CHANNEL_10, COLOR_05_GREEN) // "Just try it, you Scandinavian freak!" + speak(CHR_BOND, L_AZT_046, MP3_0463, CHANNEL_10, COLOR_05_GREEN) // "Just try it, you Scandinavian freak!" wait_until(3747, 0x84) - play_sound(0x8189, CHANNEL_5) + play_sound(SFX_FOOTSTEP_8189, CHANNEL_5) wait_until(3875, 0x85) - play_sound(0x8188, CHANNEL_7) + play_sound(SFX_FOOTSTEP_8188, CHANNEL_7) wait_until(4054, 0x86) - play_sound(0x05a0, CHANNEL_5) - play_sound(0x005c, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_5) + play_sound(SFX_CLOAK_OFF, CHANNEL_10) set_chr_hiddenflag(CHR_MRBLONDE, CHRHFLAG_CLOAKED) set_chr_hiddenflag(CHR_SKEDAR, CHRHFLAG_CLOAKED) wait_until(4100, 0x95) unset_chr_hiddenflag(CHR_SKEDAR, CHRHFLAG_CLOAKED) - play_sound(0x052a, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) wait_until(4200, 0x78) - speak(CHR_BOND, L_AZT_047, 0x7464, CHANNEL_10, COLOR_05_GREEN) // "Noooooooo!!!" + speak(CHR_BOND, L_AZT_047, MP3_0464, CHANNEL_10, COLOR_05_GREEN) // "Noooooooo!!!" wait_until(4240, 0x93) - play_sound(0x05c0, CHANNEL_10) + play_sound(SFX_05C0, CHANNEL_10) wait_until(4296, 0x89) - play_sound(0x007d, CHANNEL_6) + play_sound(SFX_007D, CHANNEL_6) wait_until(4444, 0x8a) - play_sound(0x05a0, CHANNEL_5) - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_5) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(4506, 0x8b) - play_sound(0x05a1, CHANNEL_7) + play_sound(SFX_05A1, CHANNEL_7) wait_until(4544, 0x96) set_chr_hiddenflag(CHR_SKEDAR, CHRHFLAG_CLOAKED) wait_until(4566, 0x8c) - play_sound(0x005b, CHANNEL_10) + play_sound(SFX_CLOAK_ON, CHANNEL_10) unset_chr_hiddenflag(CHR_MRBLONDE, CHRHFLAG_CLOAKED) wait_until(4576, 0x8d) wait_until(4622, 0x8e) - play_sound(0x8187, CHANNEL_7) + play_sound(SFX_FOOTSTEP_8187, CHANNEL_7) wait_until(4678, 0x8f) - play_sound(0x8188, CHANNEL_7) + play_sound(SFX_FOOTSTEP_8188, CHANNEL_7) wait_until(4752, 0x90) - play_sound(0x8189, CHANNEL_7) + play_sound(SFX_FOOTSTEP_8189, CHANNEL_7) beginloop(0x0a) if_camera_animating(/*goto*/ 0x31) @@ -791,7 +791,7 @@ u8 func1003_msg_therestheescapepod[] = { endloop(0x06) label(0x31) - speak(CHR_P1P2, L_AZT_010, 0x73cc, CHANNEL_6, COLOR_09_BLUE) // "There's the escape pod." + speak(CHR_P1P2, L_AZT_010, MP3_03CC, CHANNEL_6, COLOR_09_BLUE) // "There's the escape pod." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -803,7 +803,7 @@ u8 func1004_msg_maybetheresabeacon[] = { // Unreachable label(0x31) - speak(CHR_BOND, L_AZT_011, 0x73cd, CHANNEL_6, COLOR_09_BLUE) // "Maybe there's a beacon in there." + speak(CHR_BOND, L_AZT_011, MP3_03CD, CHANNEL_6, COLOR_09_BLUE) // "Maybe there's a beacon in there." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -818,7 +818,7 @@ u8 func1005_msg_thejamming[] = { endloop(0x06) label(0x31) - speak(CHR_P1P2, L_AZT_012, 0x73ce, CHANNEL_6, COLOR_09_BLUE) // "The jamming... It's coming from that ship." + speak(CHR_P1P2, L_AZT_012, MP3_03CE, CHANNEL_6, COLOR_09_BLUE) // "The jamming... It's coming from that ship." label(0x0f) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -831,7 +831,7 @@ u8 func1006_msg_elvisbeable[] = { endloop(0x06) label(0x31) - speak(CHR_P1P2, L_AZT_013, 0x73cf, CHANNEL_6, COLOR_09_BLUE) // "Elvis... He'll be able to protect the President." + speak(CHR_P1P2, L_AZT_013, MP3_03CF, CHANNEL_6, COLOR_09_BLUE) // "Elvis... He'll be able to protect the President." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -1068,7 +1068,7 @@ u8 func1008_escapepod[] = { reloop(0x06) label(0x31) - assign_sound(0x8115, CHANNEL_0) + assign_sound(SFX_8115, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_ESCAPEPOD, 0x0320, 0x0640) show_hudmsg(CHR_P1P2, L_AZT_014) // "Distress beacon has been activated." set_stage_flag(STAGEFLAG_BEACON_ACTIVATED) @@ -1226,7 +1226,7 @@ u8 func0404_elvis[] = { // Close to player label(0x13) do_preset_animation(-1) - speak(CHR_TARGET, L_AZT_031, 0x12e2, CHANNEL_6, COLOR_04_ORANGE) // "Take this; you should find it useful!" + speak(CHR_TARGET, L_AZT_031, MP3_02E2, CHANNEL_6, COLOR_04_ORANGE) // "Take this; you should find it useful!" give_object_to_chr(OBJ_PROXYMINE, CHR_TARGET) beginloop(0x14) @@ -1286,15 +1286,15 @@ u8 func0418_robot[] = { call_rng if_rand_lt(86, /*goto*/ 0x0b) if_rand_lt(172, /*goto*/ 0x0c) - assign_sound(0x046a, CHANNEL_5) + assign_sound(SFX_046A, CHANNEL_5) play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) goto_next(0x31) label(0x0b) - assign_sound(0x046b, CHANNEL_5) + assign_sound(SFX_046B, CHANNEL_5) play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) goto_next(0x31) label(0x0c) - assign_sound(0x046c, CHANNEL_5) + assign_sound(SFX_046C, CHANNEL_5) play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) label(0x31) endloop(0x04) @@ -1350,7 +1350,7 @@ u8 func0418_robot[] = { goto_first(0x0d) label(0x11) - assign_sound(0x1aec, CHANNEL_6) + assign_sound(MP3_ROBOT_ALERT_UNDER_ATTACK, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -1514,7 +1514,7 @@ u8 func041d_president_running[] = { endloop(0x9c) label(0x08) - assign_sound(0x1abf, CHANNEL_6) + assign_sound(MP3_02BF, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -1528,7 +1528,7 @@ u8 func041d_president_running[] = { // Injured label(0x08) restart_timer - assign_sound(0x1ac2, CHANNEL_6) + assign_sound(MP3_02C2, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) beginloop(0x9e) @@ -1720,7 +1720,7 @@ u8 func041e_trent_waiting[] = { label(0x08) restart_timer - speak(CHR_P1P2, L_AZT_024, 0x12ca, CHANNEL_6, COLOR_05_GREEN) // "You'll never save him now!" + speak(CHR_P1P2, L_AZT_024, MP3_02CA, CHANNEL_6, COLOR_05_GREEN) // "You'll never save him now!" chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) beginloop(0x0a) diff --git a/src/files/setup/setupcave.c b/src/files/setup/setupcave.c index 6be71abc7..83b8bdc95 100644 --- a/src/files/setup/setupcave.c +++ b/src/files/setup/setupcave.c @@ -869,28 +869,28 @@ u8 func0425_outro[] = { wait_until(38, 0x92) - play_sound(0x80c4, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_10) wait_until(84, 0x93) - play_sound(0x80c5, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_10) wait_until(130, 0x94) - play_sound(0x80c6, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C6, CHANNEL_10) wait_until(176, 0x95) - play_sound(0x80c7, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C7, CHANNEL_10) wait_until(220, 0x96) - play_sound(0x80c4, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_10) wait_until(274, 0x97) - play_sound(0x80c5, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_10) wait_until(320, 0x98) - play_sound(0x80c6, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C6, CHANNEL_10) wait_until(365, 0x99) - play_sound(0x80c7, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80C7, CHANNEL_10) beginloop(0x04) if_camera_animating(/*goto*/ 0x31) @@ -1237,7 +1237,7 @@ u8 func0407_stewardess[] = { endloop(0x05) label(0x02) - speak(CHR_TARGET, L_CAVE_025, 0x1adc, CHANNEL_4, COLOR_07_RED) // "Look out - it's an intruder..." + speak(CHR_TARGET, L_CAVE_025, MP3_02DC, CHANNEL_4, COLOR_07_RED) // "Look out - it's an intruder..." increase_squadron_alertness(100) chr_do_animation(ANIM_SURRENDER_002E, 0, 193, 0x10, 0x10, CHR_SELF, 2) @@ -1300,7 +1300,7 @@ u8 func0407_stewardess[] = { label(0x4a) unset_self_flag_bankx(CHRFLAG0_CAN_EXAMINE_BODY, BANK_0) - speak(CHR_TARGET, L_CAVE_027, 0x1add, CHANNEL_4, COLOR_07_RED) // "Is he OK?" + speak(CHR_TARGET, L_CAVE_027, MP3_02DD, CHANNEL_4, COLOR_07_RED) // "Is he OK?" stop_chr restart_timer @@ -1316,7 +1316,7 @@ u8 func0407_stewardess[] = { endloop(0x4b) label(0x02) - speak(CHR_TARGET, L_CAVE_028, 0x1ade, CHANNEL_4, COLOR_07_RED) // "I'll go and get some help." + speak(CHR_TARGET, L_CAVE_028, MP3_02DE, CHANNEL_4, COLOR_07_RED) // "I'll go and get some help." restart_timer stop_chr @@ -1543,7 +1543,7 @@ u8 func0408_secretary[] = { mute_channel(CHANNEL_4) yield label(0x02) - speak(CHR_TARGET, L_CAVE_032, 0x8162, CHANNEL_4, COLOR_06_WHITE) // "Oh, my God!" + speak(CHR_TARGET, L_CAVE_032, SFX_8162, CHANNEL_4, COLOR_06_WHITE) // "Oh, my God!" label(0x67) increase_squadron_alertness(100) @@ -1581,7 +1581,7 @@ u8 func0408_secretary[] = { // FIRST TALK // label(0x32) - speak(CHR_TARGET, L_CAVE_029, 0x8161, CHANNEL_4, COLOR_06_WHITE) // "Good afternoon." + speak(CHR_TARGET, L_CAVE_029, SFX_8161, CHANNEL_4, COLOR_06_WHITE) // "Good afternoon." chr_do_animation(ANIM_TALKING_0231, 0, 193, 0x18, 0x10, CHR_SELF, 2) restart_timer set_morale(2) @@ -1611,7 +1611,7 @@ u8 func0408_secretary[] = { // WEAPON TALK 1 // label(0x32) - speak(CHR_TARGET, L_CAVE_031, 0x1273, CHANNEL_4, COLOR_06_WHITE) // "You'll have to check that weapon in here." + speak(CHR_TARGET, L_CAVE_031, MP3_0273, CHANNEL_4, COLOR_06_WHITE) // "You'll have to check that weapon in here." restart_timer chr_do_animation(ANIM_TALKING_0232, 0, 193, 0x18, 0x10, CHR_SELF, 2) set_morale(3) @@ -1636,7 +1636,7 @@ u8 func0408_secretary[] = { goto_next(0x02) label(0x32) - speak(CHR_TARGET, L_CAVE_033, 0x1274, CHANNEL_4, COLOR_06_WHITE) // "Weapons are not allowed in the base." + speak(CHR_TARGET, L_CAVE_033, MP3_0274, CHANNEL_4, COLOR_06_WHITE) // "Weapons are not allowed in the base." restart_timer chr_do_animation(ANIM_TALKING_0233, 0, 193, 0x18, 0x10, CHR_SELF, 2) set_morale(4) @@ -1667,7 +1667,7 @@ u8 func0408_secretary[] = { // Calling security label(0x77) - speak(CHR_TARGET, L_CAVE_034, 0x1276, CHANNEL_4, COLOR_06_WHITE) // "Right, I'm calling security." + speak(CHR_TARGET, L_CAVE_034, MP3_0276, CHANNEL_4, COLOR_06_WHITE) // "Right, I'm calling security." set_stage_flag(STAGEFLAG_RECEPTIONIST_CALLED_SECURITY) activate_alarm restart_timer @@ -1687,7 +1687,7 @@ u8 func0408_secretary[] = { // TALK 2 // label(0x31) - speak(CHR_TARGET, L_CAVE_030, 0x1272, CHANNEL_4, COLOR_06_WHITE) // "OK, you know the way from here." + speak(CHR_TARGET, L_CAVE_030, MP3_0272, CHANNEL_4, COLOR_06_WHITE) // "OK, you know the way from here." chr_do_animation(0x0232, 0, 193, 0x18, 0x10, CHR_SELF, 2) unlock_door(0x18, 0x02) @@ -1739,7 +1739,7 @@ u8 func1007_console_activation[] = { set_chr_flag_bankx(0x12, CHRFLAG0_00002000, BANK_0) show_hudmsg(CHR_P1P2, L_CAVE_035) // "System shutdown initiated..." mute_channel(CHANNEL_1) - assign_sound(0x01b9, CHANNEL_1) + assign_sound(SFX_01B9, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_CONSOLE, TRUE) restart_timer @@ -1754,7 +1754,7 @@ u8 func1007_console_activation[] = { label(0x02) set_object_image(OBJ_CONSOLE, 0x00, 0x14) mute_channel(CHANNEL_1) - assign_sound(0x0479, CHANNEL_1) + assign_sound(SFX_0479, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_CONSOLE, TRUE) show_hudmsg(CHR_P1P2, L_CAVE_036) // "Security systems have been shut down." set_stage_flag(STAGEFLAG_SECURITY_SHUT_DOWN) @@ -1814,7 +1814,7 @@ u8 func1007_console_activation[] = { set_lights_state(0x0041, LIGHTOP_4, 0x00, 0xff, 0x3c) \ set_lights_state(0x0042, LIGHTOP_4, 0x00, 0xff, 0x3c) \ set_lights_state(0x0043, LIGHTOP_4, 0x00, 0xff, 0x3c) \ - play_sound(0x04ac, CHANNEL_6) \ + play_sound(SFX_ALARM_INFILTRATION, CHANNEL_6) \ restart_timer \ \ beginloop(0x04) \ @@ -1969,7 +1969,7 @@ u8 func1009_carousel_activation[] = { show_hudmsg(CHR_P1P2, L_CAVE_038) // "Suitcase has been deposited." chr_draw_weapon_in_cutscene(CHR_P1P2, WEAPON_UNARMED) set_stage_flag(STAGEFLAG_SUITCASE_DEPOSITED) - play_sound(0x80aa, CHANNEL_7) + play_sound(SFX_80AA, CHANNEL_7) unset_object_flag2(OBJ_BRIEFCASE2, OBJFLAG2_INVISIBLE) move_object_to_pad(OBJ_BRIEFCASE2, 0x00de) yield @@ -2093,7 +2093,7 @@ u8 func0409_office1[] = { // Disguised and unarmed-ish label(0x31) chr_do_animation(ANIM_SITTING_0265, 0, -1, 0x14, 0x10, CHR_SELF, 2) - speak(CHR_TARGET, L_CAVE_041, 0x1ae6, CHANNEL_4, COLOR_08_RED) // "Are you new around here?" + speak(CHR_TARGET, L_CAVE_041, MP3_02E6, CHANNEL_4, COLOR_08_RED) // "Are you new around here?" beginloop(0x09) if_saw_injury(0x00, /*goto*/ LABEL_RUN_TO_FOYER) @@ -2130,7 +2130,7 @@ u8 func0409_office1[] = { endloop(0x0b) label(0x02) - speak(CHR_TARGET, L_CAVE_042, 0x1ae7, CHANNEL_4, COLOR_08_RED) // "Hey - give me back my case." + speak(CHR_TARGET, L_CAVE_042, MP3_02E7, CHANNEL_4, COLOR_08_RED) // "Hey - give me back my case." restart_timer increase_squadron_alertness(100) @@ -2154,7 +2154,7 @@ u8 func0409_office1[] = { label(0x72) label(0x02) - speak(CHR_TARGET, L_CAVE_040, 0x1ae5, CHANNEL_4, COLOR_08_RED) // "Hey, you - this is a restricted area." + speak(CHR_TARGET, L_CAVE_040, MP3_02E5, CHANNEL_4, COLOR_08_RED) // "Hey, you - this is a restricted area." increase_squadron_alertness(100) restart_timer chr_do_animation(ANIM_WALK_BACKWARDS, -1, -1, 0x10, 0x10, CHR_SELF, 2) @@ -2172,7 +2172,7 @@ u8 func0409_office1[] = { endloop(0x08) label(0x02) - speak(CHR_TARGET, L_CAVE_044, 0x1ae8, CHANNEL_4, COLOR_08_RED) // "Upstairs...there's an intruder." + speak(CHR_TARGET, L_CAVE_044, MP3_02E8, CHANNEL_4, COLOR_08_RED) // "Upstairs...there's an intruder." increase_squadron_alertness(100) set_stage_flag(STAGEFLAG_DISGUISE_UNCOVERED) activate_alarm @@ -2251,7 +2251,7 @@ u8 func040a_office2[] = { if_chr_dead(CHR_OFFICE1, /*goto*/ 0x02) if_chr_death_animation_finished(CHR_OFFICE1, /*goto*/ 0x02) if_chr_knockedout(CHR_OFFICE1, /*goto*/ 0x02) - speak(CHR_TARGET, L_CAVE_043, 0x1ae9, CHANNEL_4, COLOR_09_BLUE) // "You get security - I'll deal with her..." + speak(CHR_TARGET, L_CAVE_043, MP3_02E9, CHANNEL_4, COLOR_09_BLUE) // "You get security - I'll deal with her..." increase_squadron_alertness(100) restart_timer @@ -2358,7 +2358,7 @@ u8 func100d_laser_panel[] = { reloop(0x00) label(0x04) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_LASER_PANEL, TRUE) show_hudmsg(CHR_P1P2, L_CAVE_045) // "Laser grid access denied." endloop(0x00) @@ -2649,7 +2649,7 @@ u8 func0411_takeover_lackey[] = { endloop(0x04) label(0x02) - speak(CHR_TARGET, L_CAVE_065, 0x05bf, CHANNEL_6, COLOR_08_RED) // "We're taking over!!" + speak(CHR_TARGET, L_CAVE_065, SFX_WERE_TAKING_OVER, CHANNEL_6, COLOR_08_RED) // "We're taking over!!" beginloop(0x09) if_chr_stopped(/*goto*/ 0x02) @@ -2752,7 +2752,7 @@ u8 func0414_officeworker[] = { label(0x02) do_preset_animation(7) - speak(CHR_TARGET, L_CAVE_054, 0x1b38, CHANNEL_4, COLOR_08_RED) // "Stop them - they're breaking into the safe..." + speak(CHR_TARGET, L_CAVE_054, MP3_0338, CHANNEL_4, COLOR_08_RED) // "Stop them - they're breaking into the safe..." beginloop(0x05) if_sound_finished(CHANNEL_4, /*goto*/ 0x79) @@ -2958,17 +2958,17 @@ u8 func0404_laser_guard[] = { u8 func1016_console_noises[] = { yield - assign_sound(0x8141, CHANNEL_0) + assign_sound(SFX_8141, CHANNEL_0) play_sound_from_object(CHANNEL_0, 0x04, 0x0258, 0x0320) yield - assign_sound(0x8143, CHANNEL_2) + assign_sound(SFX_8143, CHANNEL_2) play_sound_from_object(CHANNEL_2, 0x05, 0x01f4, 0x03e8) yield - play_sound_from_pad(0x0114, 0x81a7) + play_sound_from_pad(0x0114, SFX_81A7) yield - play_sound_from_pad(0x0115, 0x81a7) + play_sound_from_pad(0x0115, SFX_81A7) yield - play_sound_from_pad(0x01ac, 0x811b) + play_sound_from_pad(0x01ac, SFX_811B) label(0x42) restart_timer @@ -3006,7 +3006,7 @@ u8 func1016_console_noises[] = { yield yield yield - assign_sound(0x8112, CHANNEL_1) + assign_sound(SFX_8112, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_CONSOLE, 0x0258, 0x0320) goto_first(0x42) @@ -3022,7 +3022,7 @@ u8 func1016_console_noises[] = { yield yield yield - assign_sound(0x813f, CHANNEL_1) + assign_sound(SFX_813F, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_CONSOLE, 0x0258, 0x0320) goto_first(0x42) @@ -3038,7 +3038,7 @@ u8 func1016_console_noises[] = { yield yield yield - assign_sound(0x8140, CHANNEL_1) + assign_sound(SFX_8140, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_CONSOLE, 0x0258, 0x0320) goto_first(0x42) @@ -3516,7 +3516,7 @@ u8 func1018_safe_switch[] = { // Open safe label(0x31) - play_sound(0x00ba, -1) + play_sound(SFX_PRESS_SWITCH, -1) yield yield yield @@ -3638,171 +3638,171 @@ u8 func1003_intro[] = { set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE) wait_until(30, 0x6d) - speak(CHR_BOND, L_CAVE_055, 0x7447, CHANNEL_7, COLOR_09_BLUE) // "Agent Dark in prop. I can see the main entranc..." + speak(CHR_BOND, L_CAVE_055, MP3_0447, CHANNEL_7, COLOR_09_BLUE) // "Agent Dark in prop. I can see the main entranc..." wait_until(312, 0x89) - play_sound(0x0594, CHANNEL_10) + play_sound(SFX_0594, CHANNEL_10) wait_until(346, 0x8a) - play_sound(0x0595, CHANNEL_10) + play_sound(SFX_0595, CHANNEL_10) wait_until(580, 0x76) - speak(CHR_BOND, L_CAVE_056, 0x7448, CHANNEL_10, COLOR_06_WHITE) // "Excellent, Joanna. That cable car is your way in....." + speak(CHR_BOND, L_CAVE_056, MP3_0448, CHANNEL_10, COLOR_06_WHITE) // "Excellent, Joanna. That cable car is your way in....." wait_until(968, 0x8b) - play_sound(0x0596, CHANNEL_10) + play_sound(SFX_0596, CHANNEL_10) wait_until(1315, 0x77) - speak(CHR_BOND, L_CAVE_057, 0x77db, CHANNEL_10, COLOR_09_BLUE) // "That they're probably innocent of any involvement ..." + speak(CHR_BOND, L_CAVE_057, MP3_07DB, CHANNEL_10, COLOR_09_BLUE) // "That they're probably innocent of any involvement ..." wait_until(1411, 0x8e) - play_sound(0x04af, CHANNEL_0) + play_sound(SFX_04AF, CHANNEL_0) wait_until(1735, 0x85) mute_channel(CHANNEL_0) - play_sound(0x04ea, CHANNEL_10) + play_sound(SFX_04EA, CHANNEL_10) wait_until(1800, 0x86) - play_sound(0x04eb, CHANNEL_10) + play_sound(SFX_04EB, CHANNEL_10) wait_until(1890, 0x87) - play_sound(0x04ec, CHANNEL_10) + play_sound(SFX_04EC, CHANNEL_10) wait_until(1900, 0x78) - speak(CHR_BOND, L_CAVE_058, 0x7449, CHANNEL_5, COLOR_06_WHITE) // "I don't know how far the conspiracy has spread thr..." + speak(CHR_BOND, L_CAVE_058, MP3_0449, CHANNEL_5, COLOR_06_WHITE) // "I don't know how far the conspiracy has spread thr..." wait_until(1970, 0x8c) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(1980, 0x88) wait_until(2013, 0x8d) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(2048, 0x8f) - play_sound(0x0596, CHANNEL_10) + play_sound(SFX_0596, CHANNEL_10) wait_until(2076, 0x92) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(2088, 0x93) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(2116, 0x94) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(2140, 0x95) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(2154, 0x96) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(2184, 0x97) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(2202, 0x98) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(2246, 0x99) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(2296, 0x9a) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(2332, 0x9b) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(2376, 0x9c) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(2418, 0x9d) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(2446, 0x9e) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(2486, 0x9f) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(2526, 0xa0) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(2558, 0xa1) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(2674, 0xa2) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(2700, 0x79) - speak(CHR_BOND, L_CAVE_059, 0x744a, CHANNEL_7, COLOR_09_BLUE) // "Yes, and protect him from his abductors. Do you ha..." + speak(CHR_BOND, L_CAVE_059, MP3_044A, CHANNEL_7, COLOR_09_BLUE) // "Yes, and protect him from his abductors. Do you ha..." wait_until(2704, 0xa3) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(2720, 0xa4) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(2770, 0xa5) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(2796, 0xa6) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(2812, 0xa7) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(2830, 0xa8) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(2846, 0xa9) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(2856, 0xaa) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(2890, 0xab) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(2946, 0xac) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(2976, 0xad) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(3008, 0xae) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(3116, 0xaf) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(3154, 0xb0) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3188, 0xb1) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(3230, 0xb2) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(3250, 0x7a) - speak(CHR_BOND, L_CAVE_060, 0x744b, CHANNEL_5, COLOR_06_WHITE) // "Only vague suspicions, and I won't distract you wi..." + speak(CHR_BOND, L_CAVE_060, MP3_044B, CHANNEL_5, COLOR_06_WHITE) // "Only vague suspicions, and I won't distract you wi..." wait_until(3387, 0xb3) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(3427, 0xb4) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(3448, 0xb5) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(3656, 0xb6) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(3723, 0x90) wait_until(3796, 0x91) - play_sound(0x04fc, CHANNEL_10) + play_sound(SFX_04FC, CHANNEL_10) beginloop(0x04) if_camera_animating(/*goto*/ 0x31) @@ -3863,7 +3863,7 @@ u8 func101c_msg_nowsyourchance[] = { endloop(0x00) label(0x31) - speak(CHR_BOND, L_CAVE_050, 0x8182, CHANNEL_6, COLOR_09_BLUE) // "Now's your chance! Grab the stewardess's bag and g..." + speak(CHR_BOND, L_CAVE_050, SFX_8182, CHANNEL_6, COLOR_09_BLUE) // "Now's your chance! Grab the stewardess's bag and g..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3890,7 +3890,7 @@ u8 func101d_msg_usethatcase[] = { endloop(0x04) label(0x31) - speak(CHR_P1P2, L_CAVE_051, 0x8183, CHANNEL_4, COLOR_09_BLUE) // "Use that case to conceal your equipment." + speak(CHR_P1P2, L_CAVE_051, SFX_8183, CHANNEL_4, COLOR_09_BLUE) // "Use that case to conceal your equipment." label(0x09) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -3910,7 +3910,7 @@ u8 func101e_msg_casewillgetstopped[] = { endloop(0x04) label(0x31) - speak(CHR_BOND, L_CAVE_052, 0x8184, CHANNEL_6, COLOR_09_BLUE) // "The case will get stopped unless you do something." + speak(CHR_BOND, L_CAVE_052, SFX_8184, CHANNEL_6, COLOR_09_BLUE) // "The case will get stopped unless you do something." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3923,7 +3923,7 @@ u8 func101f_msg_smallerthanithought[] = { endloop(0x00) label(0x31) - speak(CHR_P1P2, L_CAVE_053, 0x73c7, CHANNEL_6, COLOR_09_BLUE) // "So that's Air Force One? ... Huh, smaller than I t..." + speak(CHR_P1P2, L_CAVE_053, MP3_03C7, CHANNEL_6, COLOR_09_BLUE) // "So that's Air Force One? ... Huh, smaller than I t..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -4172,7 +4172,7 @@ u8 func1029_lift_doors[] = { reloop(0x00) label(0x05) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) restart_timer beginloop(0x06) diff --git a/src/files/setup/setupdam.c b/src/files/setup/setupdam.c index b0d5348b7..a9d22f42c 100644 --- a/src/files/setup/setupdam.c +++ b/src/files/setup/setupdam.c @@ -714,88 +714,88 @@ u8 func1002_intro[] = { wait_until(342, 0x3b) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(390, 0x3c) - play_sound(0x0172, CHANNEL_6) + play_sound(SFX_0172, CHANNEL_6) wait_until(438, 0x3d) - play_sound(0x0173, CHANNEL_5) + play_sound(SFX_0173, CHANNEL_5) wait_until(484, 0x48) - play_sound(0x0174, CHANNEL_7) + play_sound(SFX_0174, CHANNEL_7) wait_until(532, 0x4a) - play_sound(0x0175, CHANNEL_5) + play_sound(SFX_0175, CHANNEL_5) wait_until(574, 0x4b) - play_sound(0x0176, CHANNEL_7) + play_sound(SFX_0176, CHANNEL_7) wait_until(616, 0x49) - play_sound(0x0177, CHANNEL_6) + play_sound(SFX_0177, CHANNEL_6) wait_until(660, 0x4c) - play_sound(0x0178, CHANNEL_6) + play_sound(SFX_0178, CHANNEL_6) wait_until(712, 0x4d) - play_sound(0x0171, CHANNEL_5) + play_sound(SFX_0171, CHANNEL_5) wait_until(760, 0x4e) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(812, 0x4f) - play_sound(0x0173, CHANNEL_6) + play_sound(SFX_0173, CHANNEL_6) wait_until(1386, 0x50) - play_sound(0x0171, CHANNEL_5) + play_sound(SFX_0171, CHANNEL_5) wait_until(1482, 0x51) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(1628, 0x52) - play_sound(0x0173, CHANNEL_6) + play_sound(SFX_0173, CHANNEL_6) wait_until(1698, 0x53) - play_sound(0x0174, CHANNEL_5) + play_sound(SFX_0174, CHANNEL_5) wait_until(1860, 0x54) - play_sound(0x05a8, CHANNEL_7) + play_sound(SFX_05A8, CHANNEL_7) wait_until(2180, 0x55) - play_sound(0x05a9, CHANNEL_6) + play_sound(SFX_05A9, CHANNEL_6) wait_until(2260, 0x57) - play_sound(0x05aa, CHANNEL_7) + play_sound(SFX_05AA, CHANNEL_7) wait_until(2274, 0x58) - play_sound(0x0175, CHANNEL_6) + play_sound(SFX_0175, CHANNEL_6) wait_until(2280, 0x59) - play_sound(0x0176, CHANNEL_5) + play_sound(SFX_0176, CHANNEL_5) wait_until(2294, 0x56) - play_sound(0x0177, CHANNEL_5) + play_sound(SFX_0177, CHANNEL_5) wait_until(2298, 0x5a) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(2316, 0x5b) - play_sound(0x0178, CHANNEL_6) + play_sound(SFX_0178, CHANNEL_6) wait_until(2474, 0x5c) - play_sound(0x0172, CHANNEL_5) + play_sound(SFX_0172, CHANNEL_5) wait_until(2489, 0x5d) - play_sound(0x01db, CHANNEL_7) + play_sound(SFX_01DB, CHANNEL_7) wait_until(2572, 0x5e) - play_sound(0x0171, CHANNEL_6) + play_sound(SFX_0171, CHANNEL_6) wait_until(2616, 0x5f) - play_sound(0x0173, CHANNEL_5) + play_sound(SFX_0173, CHANNEL_5) wait_until(2644, 0x60) - play_sound(0x0172, CHANNEL_5) + play_sound(SFX_0172, CHANNEL_5) beginloop(0x0b) if_camera_animating(/*goto*/ 0x07) @@ -881,113 +881,113 @@ u8 func0c01_outro[] = { restart_timer wait_until(46, 0x3c) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(160, 0x3d) - play_sound(0x0172, CHANNEL_10) - play_sound_from_object2(0x0a, OBJ_OUTRO_SUBMARINE, 0x042d, 0x00, 0x00) + play_sound(SFX_0172, CHANNEL_10) + play_sound_from_object2(0x0a, OBJ_OUTRO_SUBMARINE, SFX_042D, 0x00, 0x00) wait_until(180, 0x3b) - speak(CHR_BOND, L_DAM_039, 0x7465, CHANNEL_10, COLOR_06_WHITE) // "Right. The diving operation has been disrupted on ..." + speak(CHR_BOND, L_DAM_039, MP3_0465, CHANNEL_10, COLOR_06_WHITE) // "Right. The diving operation has been disrupted on ..." wait_until(200, 0x48) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(232, 0x49) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(254, 0x4a) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(272, 0x66) wait_until(374, 0x4b) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(415, 0x4c) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(454, 0x4d) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(532, 0x4e) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(570, 0x4f) - speak(CHR_BOND, L_DAM_040, 0x7466, CHANNEL_10, COLOR_09_BLUE) // "I hope the government don't want to use this ship ..." + speak(CHR_BOND, L_DAM_040, MP3_0466, CHANNEL_10, COLOR_09_BLUE) // "I hope the government don't want to use this ship ..." wait_until(582, 0x50) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(666, 0x51) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(706, 0x52) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(736, 0x64) - play_sound(0x05a8, CHANNEL_10) + play_sound(SFX_05A8, CHANNEL_10) wait_until(806, 0x53) - play_sound(0x809f, CHANNEL_10) + play_sound(SFX_809F, CHANNEL_10) wait_until(854, 0x54) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(876, 0x55) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(906, 0x56) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(926, 0x57) - play_sound(0x80a2, CHANNEL_10) + play_sound(SFX_80A2, CHANNEL_10) wait_until(950, 0x58) - speak(CHR_BOND, L_DAM_041, 0x7467, CHANNEL_10, COLOR_06_WHITE) // "Do you think we were a little heavy-handed?" + speak(CHR_BOND, L_DAM_041, MP3_0467, CHANNEL_10, COLOR_06_WHITE) // "Do you think we were a little heavy-handed?" wait_until(1088, 0x59) - play_sound(0x80a3, CHANNEL_10) + play_sound(SFX_80A3, CHANNEL_10) wait_until(1152, 0x5a) - play_sound(0x0176, CHANNEL_10) + play_sound(SFX_0176, CHANNEL_10) wait_until(1190, 0x5b) - speak(CHR_BOND, L_DAM_042, 0x7468, CHANNEL_10, COLOR_09_BLUE) // "Naaahhhh." + speak(CHR_BOND, L_DAM_042, MP3_0468, CHANNEL_10, COLOR_09_BLUE) // "Naaahhhh." wait_until(1228, 0x5c) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(1258, 0x5d) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(1260, 0x5e) - play_sound(0x05b4, CHANNEL_10) + play_sound(SFX_05B4, CHANNEL_10) wait_until(1300, 0x5f) - play_sound(0x05b6, CHANNEL_10) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_JO_LANDING_05B6, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(1309, 0x65) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(1358, 0x60) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(1382, 0x61) - play_sound(0x8098, CHANNEL_10) + play_sound(SFX_EXPLOSION_8098, CHANNEL_10) wait_until(1480, 0x62) - play_sound(0x80a3, CHANNEL_10) + play_sound(SFX_80A3, CHANNEL_10) wait_until(1480, 0x63) - play_sound_from_object2(0x0a, OBJ_OUTRO_GRATE, 0x00c1, 0x00, 0x00) + play_sound_from_object2(0x0a, OBJ_OUTRO_GRATE, SFX_00C1, 0x00, 0x00) wait_until(1500, 0x67) - play_sound_from_object2(0x0a, OBJ_OUTRO_SUBMARINE, 0x042d, 0x00, 0x00) + play_sound_from_object2(0x0a, OBJ_OUTRO_SUBMARINE, SFX_042D, 0x00, 0x00) wait_until(1590, 0x68) - play_sound_from_object2(0x0a, OBJ_OUTRO_SUBMARINE, 0x0434, 0x00, 0x00) + play_sound_from_object2(0x0a, OBJ_OUTRO_SUBMARINE, SFX_0434, 0x00, 0x00) beginloop(0x0b) if_camera_animating(/*goto*/ 0x07) @@ -1025,7 +1025,7 @@ u8 func1004_msg_controlledfrom[] = { endloop(0x00) label(0x07) - speak(CHR_P1P2, L_DAM_011, 0x73d1, CHANNEL_6, COLOR_09_BLUE) // "This must be where the sub's controlled from." + speak(CHR_P1P2, L_DAM_011, MP3_03D1, CHANNEL_6, COLOR_09_BLUE) // "This must be where the sub's controlled from." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -1037,7 +1037,7 @@ u8 func1005_msg_withoutautopilot[] = { endloop(0x00) label(0x07) - speak(CHR_P1P2, L_DAM_012, 0x73d2, CHANNEL_6, COLOR_09_BLUE) // "Without the autopilot and the GPS, the ship will w..." + speak(CHR_P1P2, L_DAM_012, MP3_03D2, CHANNEL_6, COLOR_09_BLUE) // "Without the autopilot and the GPS, the ship will w..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -1049,7 +1049,7 @@ u8 func1006_msg_conductoperations[] = { endloop(0x00) label(0x07) - speak(CHR_P1P2, L_DAM_013, 0x73d3, CHANNEL_6, COLOR_09_BLUE) // "They'll be unable to conduct any operations withou..." + speak(CHR_P1P2, L_DAM_013, MP3_03D3, CHANNEL_6, COLOR_09_BLUE) // "They'll be unable to conduct any operations withou..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -1121,7 +1121,7 @@ u8 func100a_reactor_switch[] = { label(0x07) mute_channel(CHANNEL_0) mute_channel(CHANNEL_1) - assign_sound(0x8147, CHANNEL_0) + assign_sound(SFX_8147, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_REACTOR_SWITCH, TRUE) set_lights_state(0x007f, LIGHTOP_3, 0xff, 0x06, 0x78) set_object_image(OBJ_REACTOR_SWITCH, 0x00, 0x12) @@ -1947,12 +1947,12 @@ u8 func0401_pilot[] = { goto_first(0x0b) label(0x07) - speak(CHR_TARGET, L_DAM_043, 0x7325, CHANNEL_7, COLOR_09_BLUE) // "Pull the plug on that now." + speak(CHR_TARGET, L_DAM_043, MP3_JO_PULL_THE_PLUG, CHANNEL_7, COLOR_09_BLUE) // "Pull the plug on that now." set_stage_flag(STAGEFLAG_SAID_PULLTHEPLUG) goto_next(0x0c) label(0x08) - speak(CHR_TARGET, L_DAM_044, 0x7326, CHANNEL_7, COLOR_09_BLUE) // "Switch this thing off." + speak(CHR_TARGET, L_DAM_044, MP3_JO_SWITCH_THIS_THING_OFF, CHANNEL_7, COLOR_09_BLUE) // "Switch this thing off." set_stage_flag(STAGEFLAG_SAID_SWITCHTHINGOFF) goto_next(0x0c) @@ -1963,11 +1963,11 @@ u8 func0401_pilot[] = { label(0x07) set_self_flag_bankx(CHRFLAG0_08000000, BANK_0) if_stage_flag_eq(STAGEFLAG_SAID_SWITCHTHINGOFF, FALSE, /*goto*/ 0x07) - speak(CHR_TARGET, L_DAM_045, 0x128e, CHANNEL_6, COLOR_04_ORANGE) // "I'll shut it down." + speak(CHR_TARGET, L_DAM_045, MP3_SCI_ILL_SHUT_IT_DOWN, CHANNEL_6, COLOR_04_ORANGE) // "I'll shut it down." goto_next(0x08) label(0x07) - speak(CHR_TARGET, L_DAM_046, 0x1280, CHANNEL_6, COLOR_04_ORANGE) // "Please don't hurt me." + speak(CHR_TARGET, L_DAM_046, MP3_SCI_PLEASE_DONT_HURT_ME, CHANNEL_6, COLOR_04_ORANGE) // "Please don't hurt me." label(0x08) do_preset_animation(-1) @@ -2000,7 +2000,7 @@ u8 func0401_pilot[] = { endloop(0x0e) label(0x08) - speak(CHR_SELF, -1, 0x8118, CHANNEL_9, COLOR_00_GREEN) + speak(CHR_SELF, -1, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) beginloop(0x10) if_chr_stopped(/*goto*/ 0x07) @@ -2149,7 +2149,7 @@ u8 func0404_angry_pilot[] = { // Alive label(0x04) set_self_flag_bankx(CHRFLAG0_00000004, BANK_0) - speak(CHR_TARGET, L_DAM_047, 0x14dd, CHANNEL_7, COLOR_04_ORANGE) // "Die, you traitors." + speak(CHR_TARGET, L_DAM_047, MP3_04DD, CHANNEL_7, COLOR_04_ORANGE) // "Die, you traitors." chr_do_animation(ANIM_DRAW_PISTOL_0245, -1, 120, 0x06, 0x00, CHR_SELF, 3) try_equip_weapon(MODEL_CHRDY357, WEAPON_DY357MAGNUM, 0x00000000, /*goto*/ 0x6c) @@ -2323,7 +2323,7 @@ u8 func1015_shuffle_hatchswitches[] = { endloop(0x00) \ \ label(0x07) \ - assign_sound(0x043a, CHANNEL_7) \ + assign_sound(SFX_043A, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, switch, TRUE) \ set_object_image(switch, 0x00, 0x14) \ set_stage_flag(flag) \ @@ -2380,40 +2380,40 @@ u8 func101a_badhatchswitches[] = { // 1 label(0x0b) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_BADHATCHSWITCH1, TRUE) yield - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_BADHATCHSWITCH1, FALSE) set_object_image(OBJ_BADHATCHSWITCH1, 0x00, 0x0f) goto_next(0x04) // 2 label(0x0c) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_BADHATCHSWITCH2, TRUE) yield - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_BADHATCHSWITCH2, FALSE) set_object_image(OBJ_BADHATCHSWITCH2, 0x00, 0x0f) goto_next(0x04) // 3 label(0x0d) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_BADHATCHSWITCH3, TRUE) yield - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_BADHATCHSWITCH3, FALSE) set_object_image(OBJ_BADHATCHSWITCH3, 0x00, 0x0f) goto_next(0x04) // 4 label(0x0e) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_BADHATCHSWITCH4, TRUE) yield - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_BADHATCHSWITCH4, FALSE) set_object_image(OBJ_BADHATCHSWITCH4, 0x00, 0x0f) goto_next(0x04) @@ -2441,7 +2441,7 @@ u8 func101a_badhatchswitches[] = { u8 func101b_reactor_hum[] = { yield - assign_sound(0x8146, CHANNEL_1) + assign_sound(SFX_8146, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_REACTOR_SWITCH, 0x07d0, 0x0bb8) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2473,7 +2473,7 @@ u8 func0415_elvis_at_start[] = { label(0x07) do_preset_animation(-1) - speak(CHR_TARGET, L_DAM_032, 0x14dc, CHANNEL_6, COLOR_06_WHITE) // "You go on ahead, Jo. I'll secure the perimeter. We..." + speak(CHR_TARGET, L_DAM_032, MP3_04DC, CHANNEL_6, COLOR_06_WHITE) // "You go on ahead, Jo. I'll secure the perimeter. We..." beginloop(0x0c) if_sound_finished(CHANNEL_6, /*goto*/ 0x07) @@ -2702,7 +2702,7 @@ u8 func0418_elvis_at_moonpool[] = { if_chr_knockedout(CHR_SELF, /*goto*/ 0x07) do_preset_animation(-1) set_stage_flag(STAGEFLAG_MET_ELVIS) - speak(CHR_P1P2, L_DAM_034, 0x81a4, CHANNEL_6, COLOR_06_WHITE) // "Joanna... What took you so long? Follow me - let's..." + speak(CHR_P1P2, L_DAM_034, SFX_81A4, CHANNEL_6, COLOR_06_WHITE) // "Joanna... What took you so long? Follow me - let's..." beginloop(0x0b) if_sound_finished(CHANNEL_6, /*goto*/ 0x07) diff --git a/src/files/setup/setupdepo.c b/src/files/setup/setupdepo.c index 8e95e1965..1cc6969e5 100644 --- a/src/files/setup/setupdepo.c +++ b/src/files/setup/setupdepo.c @@ -576,7 +576,7 @@ u8 func1008_check_generator[] = { set_object_image(OBJ_GENERATOR, 0x01, 0x14) mute_channel(CHANNEL_4) mute_channel(CHANNEL_0) - assign_sound(0x8147, CHANNEL_0) + assign_sound(SFX_8147, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_GENERATOR, TRUE) show_hudmsg(CHR_P1P2, L_DEPO_025) // "Damping field generator shut down." set_stage_flag(STAGEFLAG_GENERATOR_SHUT_DOWN2) @@ -591,7 +591,7 @@ u8 func1008_check_generator[] = { }; u8 func1003_laser_switch_1[] = { - assign_sound(0x8119, CHANNEL_0) + assign_sound(SFX_8119, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_LASER_1A, 0x012c, 0x0190) beginloop(0x04) @@ -622,10 +622,10 @@ u8 func1003_laser_switch_1[] = { set_object_flag(OBJ_LASER_1B, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_1C, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_1D, OBJFLAG_DOOR_KEEPOPEN) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH1, 0x012c, 0x0190, 0x00) mute_channel(CHANNEL_0) - assign_sound(0x01cd, CHANNEL_0) + assign_sound(SFX_PICKUP_SHIELD, CHANNEL_0) play_sound_from_entity(CHANNEL_0, OBJ_LASER_1A, 0x012c, 0x0190, 0x00) goto_next(0x0a) @@ -638,9 +638,9 @@ u8 func1003_laser_switch_1[] = { close_door(OBJ_LASER_1B) close_door(OBJ_LASER_1C) close_door(OBJ_LASER_1D) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH1, 0x012c, 0x0190, 0x00) - assign_sound(0x8119, CHANNEL_0) + assign_sound(SFX_8119, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_LASER_1A, 0x012c, 0x0190) goto_next(0x0a) label(0x0a) @@ -657,7 +657,7 @@ u8 func1003_laser_switch_1[] = { }; u8 func1004_laser_switch_2[] = { - assign_sound(0x8119, CHANNEL_1) + assign_sound(SFX_8119, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_LASER_2A, 0x012c, 0x0190) beginloop(0x04) @@ -689,10 +689,10 @@ u8 func1004_laser_switch_2[] = { set_object_flag(OBJ_LASER_2B, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_2C, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_2D, OBJFLAG_DOOR_KEEPOPEN) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH2, 0x012c, 0x0190, 0x00) mute_channel(CHANNEL_1) - assign_sound(0x01cd, CHANNEL_1) + assign_sound(SFX_PICKUP_SHIELD, CHANNEL_1) play_sound_from_entity(CHANNEL_1, OBJ_LASER_2A, 0x012c, 0x0190, 0x00) goto_next(0x0a) @@ -705,9 +705,9 @@ u8 func1004_laser_switch_2[] = { close_door(OBJ_LASER_2B) close_door(OBJ_LASER_2C) close_door(OBJ_LASER_2D) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH2, 0x012c, 0x0190, 0x00) - assign_sound(0x8119, CHANNEL_1) + assign_sound(SFX_8119, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_LASER_2A, 0x012c, 0x0190) goto_next(0x0a) label(0x0a) @@ -724,7 +724,7 @@ u8 func1004_laser_switch_2[] = { }; u8 func1005_laser_switch_3[] = { - assign_sound(0x8119, CHANNEL_2) + assign_sound(SFX_8119, CHANNEL_2) play_sound_from_object(CHANNEL_2, OBJ_LASER_3A, 0x012c, 0x0190) beginloop(0x04) @@ -755,10 +755,10 @@ u8 func1005_laser_switch_3[] = { set_object_flag(OBJ_LASER_3B, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_3C, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_3D, OBJFLAG_DOOR_KEEPOPEN) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH3, 0x012c, 0x0190, 0x00) mute_channel(CHANNEL_2) - assign_sound(0x01cd, CHANNEL_2) + assign_sound(SFX_PICKUP_SHIELD, CHANNEL_2) play_sound_from_entity(CHANNEL_2, OBJ_LASER_3A, 0x012c, 0x0190, 0x00) goto_next(0x0a) @@ -771,9 +771,9 @@ u8 func1005_laser_switch_3[] = { close_door(OBJ_LASER_3B) close_door(OBJ_LASER_3C) close_door(OBJ_LASER_3D) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH3, 0x012c, 0x0190, 0x00) - assign_sound(0x8119, CHANNEL_2) + assign_sound(SFX_8119, CHANNEL_2) play_sound_from_object(CHANNEL_2, OBJ_LASER_3A, 0x012c, 0x0190) goto_next(0x0a) label(0x0a) @@ -790,7 +790,7 @@ u8 func1005_laser_switch_3[] = { }; u8 func1006_laser_switch_4[] = { - assign_sound(0x811a, CHANNEL_3) + assign_sound(SFX_811A, CHANNEL_3) play_sound_from_object(CHANNEL_3, OBJ_LASER_4A, 0x012c, 0x0190) beginloop(0x04) @@ -821,10 +821,10 @@ u8 func1006_laser_switch_4[] = { set_object_flag(OBJ_LASER_4B, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_4C, OBJFLAG_DOOR_KEEPOPEN) set_object_flag(OBJ_LASER_4D, OBJFLAG_DOOR_KEEPOPEN) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH4, 0x012c, 0x0190, 0x00) mute_channel(CHANNEL_3) - assign_sound(0x01cd, CHANNEL_3) + assign_sound(SFX_PICKUP_SHIELD, CHANNEL_3) play_sound_from_entity(CHANNEL_3, OBJ_LASER_4A, 0x012c, 0x0190, 0x00) goto_next(0x0a) @@ -837,9 +837,9 @@ u8 func1006_laser_switch_4[] = { close_door(OBJ_LASER_4B) close_door(OBJ_LASER_4C) close_door(OBJ_LASER_4D) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LASERSWITCH4, 0x012c, 0x0190, 0x00) - assign_sound(0x811a, CHANNEL_3) + assign_sound(SFX_811A, CHANNEL_3) play_sound_from_object(CHANNEL_3, OBJ_LASER_4A, 0x012c, 0x0190) goto_next(0x0a) label(0x0a) @@ -1353,7 +1353,7 @@ u8 func1010_safe_cracking[] = { remove_weapon_from_inventory(WEAPON_DOORDECODER) move_object_to_pad(OBJ_DECODER, 0x0075) set_stage_flag(STAGEFLAG_DECODER_ATTACHED) - assign_sound(0x8144, CHANNEL_1) + assign_sound(SFX_8144, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_SAFEKEYPAD, 0x012c, 0x0190) restart_timer @@ -1362,7 +1362,7 @@ u8 func1010_safe_cracking[] = { endloop(0x09) label(0x06) - speak(CHR_BOND, L_DEPO_038, 0x7754, CHANNEL_5, COLOR_00_GREEN) // "INTRUDER ALERT - all security to the vault." + speak(CHR_BOND, L_DEPO_038, MP3_0754, CHANNEL_5, COLOR_00_GREEN) // "INTRUDER ALERT - all security to the vault." play_x_track(XREASON_DEFAULT, 10, 180) yield set_countdown_timer(60) @@ -1392,7 +1392,7 @@ u8 func1010_safe_cracking[] = { // Unlock label(0x06) mute_channel(CHANNEL_1) - assign_sound(0x8145, CHANNEL_1) + assign_sound(SFX_8145, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_SAFEKEYPAD, TRUE) show_hudmsg(CHR_P1P2, L_DEPO_037) // "Door Decoder finished - door unlocked." unlock_door(OBJ_SAFEDOOR, 0x40) @@ -1596,7 +1596,7 @@ u8 func040d_intro[] = { endloop(0x55) label(0x06) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) beginloop(0x56) if_controller_button_pressed(/*goto*/ 0x54) @@ -1604,7 +1604,7 @@ u8 func040d_intro[] = { endloop(0x56) label(0x06) - play_sound(0x0085, CHANNEL_7) + play_sound(SFX_0085, CHANNEL_7) beginloop(0x57) if_controller_button_pressed(/*goto*/ 0x54) @@ -1612,7 +1612,7 @@ u8 func040d_intro[] = { endloop(0x57) label(0x06) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) beginloop(0x58) if_controller_button_pressed(/*goto*/ 0x54) @@ -1620,7 +1620,7 @@ u8 func040d_intro[] = { endloop(0x58) label(0x06) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) beginloop(0x59) if_controller_button_pressed(/*goto*/ 0x54) @@ -1628,7 +1628,7 @@ u8 func040d_intro[] = { endloop(0x59) label(0x06) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) beginloop(0x5a) if_controller_button_pressed(/*goto*/ 0x54) @@ -1636,7 +1636,7 @@ u8 func040d_intro[] = { endloop(0x5a) label(0x06) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) beginloop(0x5b) if_controller_button_pressed(/*goto*/ 0x54) @@ -1644,7 +1644,7 @@ u8 func040d_intro[] = { endloop(0x5b) label(0x06) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) beginloop(0x5c) if_controller_button_pressed(/*goto*/ 0x54) @@ -1652,7 +1652,7 @@ u8 func040d_intro[] = { endloop(0x5c) label(0x06) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) beginloop(0x5d) if_controller_button_pressed(/*goto*/ 0x54) @@ -1660,7 +1660,7 @@ u8 func040d_intro[] = { endloop(0x5d) label(0x06) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) beginloop(0x5e) if_controller_button_pressed(/*goto*/ 0x54) @@ -1668,7 +1668,7 @@ u8 func040d_intro[] = { endloop(0x5e) label(0x06) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) beginloop(0x60) if_controller_button_pressed(/*goto*/ 0x54) @@ -1676,7 +1676,7 @@ u8 func040d_intro[] = { endloop(0x60) label(0x06) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) beginloop(0x61) if_controller_button_pressed(/*goto*/ 0x54) @@ -1684,7 +1684,7 @@ u8 func040d_intro[] = { endloop(0x61) label(0x06) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) beginloop(0x65) if_controller_button_pressed(/*goto*/ 0x54) @@ -1692,7 +1692,7 @@ u8 func040d_intro[] = { endloop(0x65) label(0x06) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) beginloop(0x62) if_controller_button_pressed(/*goto*/ 0x54) @@ -1700,7 +1700,7 @@ u8 func040d_intro[] = { endloop(0x62) label(0x06) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) beginloop(0x63) if_controller_button_pressed(/*goto*/ 0x54) @@ -1708,7 +1708,7 @@ u8 func040d_intro[] = { endloop(0x63) label(0x06) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) beginloop(0x66) if_controller_button_pressed(/*goto*/ 0x54) @@ -1716,7 +1716,7 @@ u8 func040d_intro[] = { endloop(0x66) label(0x06) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) beginloop(0x68) if_controller_button_pressed(/*goto*/ 0x54) @@ -1724,7 +1724,7 @@ u8 func040d_intro[] = { endloop(0x68) label(0x06) - play_sound(0x002e, CHANNEL_7) + play_sound(SFX_002E, CHANNEL_7) beginloop(0x67) if_controller_button_pressed(/*goto*/ 0x54) @@ -1732,7 +1732,7 @@ u8 func040d_intro[] = { endloop(0x67) label(0x06) - play_sound(0x0045, CHANNEL_6) + play_sound(SFX_0045, CHANNEL_6) chr_drop_weapon(CHR_INTRO_VICTIM) beginloop(0x69) @@ -1741,7 +1741,7 @@ u8 func040d_intro[] = { endloop(0x69) label(0x06) - play_sound(0x0087, CHANNEL_5) + play_sound(SFX_0087, CHANNEL_5) beginloop(0x64) if_controller_button_pressed(/*goto*/ 0x54) @@ -1749,7 +1749,7 @@ u8 func040d_intro[] = { endloop(0x64) label(0x06) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) beginloop(0x6a) if_controller_button_pressed(/*goto*/ 0x54) @@ -1757,7 +1757,7 @@ u8 func040d_intro[] = { endloop(0x6a) label(0x06) - play_sound(0x007a, CHANNEL_7) + play_sound(SFX_007A, CHANNEL_7) beginloop(0x6b) if_controller_button_pressed(/*goto*/ 0x54) @@ -1765,7 +1765,7 @@ u8 func040d_intro[] = { endloop(0x6b) label(0x06) - play_sound(0x007c, CHANNEL_6) + play_sound(SFX_007C, CHANNEL_6) beginloop(0x6c) if_controller_button_pressed(/*goto*/ 0x54) @@ -1773,7 +1773,7 @@ u8 func040d_intro[] = { endloop(0x6c) label(0x06) - play_sound(0x0082, CHANNEL_5) + play_sound(SFX_0082, CHANNEL_5) beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) @@ -1859,25 +1859,25 @@ u8 func040e_meeting_cutscene[] = { endloop(0x55) label(0x06) - speak(CHR_BOND, L_DEPO_072, 0x740c, CHANNEL_5, COLOR_04_ORANGE) // "We've recovered the sapient from Carrington and al..." + speak(CHR_BOND, L_DEPO_072, MP3_040C, CHANNEL_5, COLOR_04_ORANGE) // "We've recovered the sapient from Carrington and al..." wait_until(752, 0x56) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(760, 0x57) - speak(CHR_BOND, L_DEPO_073, 0x740d, CHANNEL_7, COLOR_03_RED) // "This will reduce its efficiency. My team will have..." + speak(CHR_BOND, L_DEPO_073, MP3_040D, CHANNEL_7, COLOR_03_RED) // "This will reduce its efficiency. My team will have..." wait_until(813, 0x58) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(864, 0x59) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(1183, 0x5a) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(1466, 0x5b) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) // Someone screwed up the labelling here... // 5c was probably supposed to go here. @@ -1886,159 +1886,159 @@ u8 func040e_meeting_cutscene[] = { if_timer_gt(1594, /*goto*/ 0x06) goto_first(0x5c) label(0x06) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(1638, 0x5c) - play_sound(0x0593, CHANNEL_6) + play_sound(SFX_0593, CHANNEL_6) wait_until(1684, 0x5d) - speak(CHR_BOND, L_DEPO_074, 0x740e, CHANNEL_5, COLOR_04_ORANGE) // "No one could have predicted that! And I resent bei..." + speak(CHR_BOND, L_DEPO_074, MP3_040E, CHANNEL_5, COLOR_04_ORANGE) // "No one could have predicted that! And I resent bei..." wait_until(1780, 0x5e) - play_sound_from_object2(CHANNEL_6, 0x3a, 0x01d5, 0x00, 0x00) + play_sound_from_object2(CHANNEL_6, 0x3a, SFX_01D5, 0x00, 0x00) wait_until(2050, 0x60) - play_sound_from_object2(CHANNEL_7, 0x3a, 0x00ec, 0x00, 0x00) + play_sound_from_object2(CHANNEL_7, 0x3a, SFX_00EC, 0x00, 0x00) wait_until(2070, 0x5f) open_door(0x3a) - play_sound_from_object2(0x0a, 0x3a, 0x81b0, 0x00, 0x00) + play_sound_from_object2(0x0a, 0x3a, SFX_DOOR_81B0, 0x00, 0x00) wait_until(2195, 0x61) - play_sound(0x0171, CHANNEL_6) + play_sound(SFX_0171, CHANNEL_6) wait_until(2227, 0x62) - play_sound(0x0172, CHANNEL_5) + play_sound(SFX_0172, CHANNEL_5) wait_until(2272, 0x63) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(2291, 0x64) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(2316, 0x65) - speak(CHR_BOND, L_DEPO_075, 0x740f, CHANNEL_7, COLOR_03_RED) // "The President turned down your request for the loa..." + speak(CHR_BOND, L_DEPO_075, MP3_040F, CHANNEL_7, COLOR_03_RED) // "The President turned down your request for the loa..." wait_until(2342, 0x67) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) close_door(0x3a) wait_until(2387, 0x68) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(2406, 0x69) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(2521, 0x6a) - play_sound(0x0161, CHANNEL_5) + play_sound(SFX_0161, CHANNEL_5) wait_until(2547, 0x6b) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(2584, 0x6c) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(2586, 0x6d) - play_sound(0x0164, CHANNEL_5) + play_sound(SFX_0164, CHANNEL_5) wait_until(2617, 0x6e) - play_sound(0x0164, CHANNEL_5) + play_sound(SFX_0164, CHANNEL_5) wait_until(2662, 0x70) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(2668, 0x71) - play_sound(0x0161, CHANNEL_5) + play_sound(SFX_0161, CHANNEL_5) wait_until(2692, 0x6f) - speak(CHR_BOND, L_DEPO_076, 0x7410, CHANNEL_7, COLOR_03_RED) // "Could it be you overestimated your influence over ..." + speak(CHR_BOND, L_DEPO_076, MP3_0410, CHANNEL_7, COLOR_03_RED) // "Could it be you overestimated your influence over ..." wait_until(2705, 0x72) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(2713, 0x73) - play_sound(0x0162, CHANNEL_5) + play_sound(SFX_0162, CHANNEL_5) wait_until(2796, 0x74) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(2937, 0x75) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(2971, 0x76) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(3000, 0x77) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(3046, 0x78) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(3048, 0x79) - speak(CHR_BOND, L_DEPO_077, 0x7411, CHANNEL_7, COLOR_05_GREEN) // "No! Perhaps I underestimated his resolve. We have ..." + speak(CHR_BOND, L_DEPO_077, MP3_0411, CHANNEL_7, COLOR_05_GREEN) // "No! Perhaps I underestimated his resolve. We have ..." wait_until(3186, 0x7a) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(3378, 0x7b) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(3429, 0x7c) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(3481, 0x7d) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(3557, 0x7e) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(3628, 0x7f) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(3813, 0x80) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(3916, 0x81) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(4070, 0x82) - speak(CHR_BOND, L_DEPO_078, 0x7412, CHANNEL_7, COLOR_04_ORANGE) // "Ha! Assuming you don't get any interference. If Ca..." + speak(CHR_BOND, L_DEPO_078, MP3_0412, CHANNEL_7, COLOR_04_ORANGE) // "Ha! Assuming you don't get any interference. If Ca..." wait_until(4312, 0x84) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(4370, 0x85) - play_sound(0x0164, CHANNEL_5) + play_sound(SFX_0164, CHANNEL_5) wait_until(4440, 0x86) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(4510, 0x87) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(4555, 0x88) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(4560, 0x83) - speak(CHR_BOND, L_DEPO_079, 0x7413, CHANNEL_5, COLOR_05_GREEN) // "There will be no outside help for Mr. Carrington. ..." + speak(CHR_BOND, L_DEPO_079, MP3_0413, CHANNEL_5, COLOR_05_GREEN) // "There will be no outside help for Mr. Carrington. ..." wait_until(4636, 0x89) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(5017, 0x8a) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) wait_until(5272, 0x8b) - speak(CHR_BOND, L_DEPO_080, 0x7414, CHANNEL_5, COLOR_03_RED) // "Then the devices we gave you are working correctly..." + speak(CHR_BOND, L_DEPO_080, MP3_0414, CHANNEL_5, COLOR_03_RED) // "Then the devices we gave you are working correctly..." wait_until(5360, 0x8c) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(5509, 0x8d) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(5897, 0x8e) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) @@ -2109,97 +2109,97 @@ u8 func040f_outro[] = { set_cutscene_weapon(CHR_P1P2, -1, 0x03) wait_until(20, 0x55) - play_sound(0x0171, CHANNEL_6) + play_sound(SFX_0171, CHANNEL_6) wait_until(38, 0x57) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(69, 0x58) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) wait_until(88, 0x5a) - play_sound(0x0172, CHANNEL_6) + play_sound(SFX_0172, CHANNEL_6) wait_until(103, 0x5b) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(134, 0x5c) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) wait_until(142, 0x5e) wait_until(162, 0x60) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(185, 0x61) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) wait_until(204, 0x62) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(220, 0x63) - play_sound(0x0172, CHANNEL_6) + play_sound(SFX_0172, CHANNEL_6) wait_until(256, 0x64) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(262, 0x65) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) enable_rain(2) wait_until(273, 0x68) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(318, 0x6a) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) wait_until(344, 0x6b) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(362, 0x6c) - play_sound(0x0172, CHANNEL_6) + play_sound(SFX_0172, CHANNEL_6) wait_until(390, 0x6d) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(404, 0x6e) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(420, 0x70) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(468, 0x71) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(488, 0x72) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(679, 0x74) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(728, 0x56) wait_until(768, 0x73) - speak(CHR_P1P2, L_DEPO_081, 0x7415, CHANNEL_7, COLOR_09_BLUE) // "Agent Dark reporting in! Prepare to receive a down..." + speak(CHR_P1P2, L_DEPO_081, MP3_0415, CHANNEL_7, COLOR_09_BLUE) // "Agent Dark reporting in! Prepare to receive a down..." wait_until(1280, 0x59) wait_until(1310, 0x75) - speak(CHR_P1P2, L_DEPO_082, 0x7416, CHANNEL_7, COLOR_06_WHITE) // "No time for that now, Agent Dark. There's been a d..." + speak(CHR_P1P2, L_DEPO_082, MP3_0416, CHANNEL_7, COLOR_06_WHITE) // "No time for that now, Agent Dark. There's been a d..." wait_until(1780, 0x76) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(1841, 0x77) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(1883, 0x78) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(2600, 0x5d) wait_until(2630, 0x79) - speak(CHR_P1P2, L_DEPO_083, 0x7417, CHANNEL_7, COLOR_09_BLUE) // "Area 51? But what about the President?" + speak(CHR_P1P2, L_DEPO_083, MP3_0417, CHANNEL_7, COLOR_09_BLUE) // "Area 51? But what about the President?" beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) @@ -2225,7 +2225,7 @@ u8 func1018_intro_from_menu[] = { u8 func1019_generator_hum[] = { yield - assign_sound(0x8146, CHANNEL_4) + assign_sound(SFX_8146, CHANNEL_4) play_sound_from_object(CHANNEL_4, OBJ_GENERATOR, 0x0640, 0x0898) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2407,7 +2407,7 @@ u8 func101b_cloak2_entry[] = { close_door(0x36) close_door(0x37) if_stage_flag_eq(STAGEFLAG_LIGHTS_OFF, TRUE, /*goto*/ 0x2c) - play_sound(0x8147, -1) + play_sound(SFX_8147, -1) restart_timer set_lights_state(0x000b, LIGHTOP_3, 0xff, 0x06, 0x78) set_lights_state(0x000c, LIGHTOP_3, 0xff, 0x06, 0x78) @@ -2463,7 +2463,7 @@ u8 func101b_cloak2_entry[] = { goto_next(0x07) label(0x2c) - play_sound(0x8148, -1) + play_sound(SFX_8148, -1) set_lights_state(0x000b, LIGHTOP_3, 0x06, 0xff, 0x78) set_lights_state(0x000c, LIGHTOP_3, 0x06, 0xff, 0x78) set_lights_state(0x000d, LIGHTOP_3, 0x06, 0xff, 0x78) @@ -2621,7 +2621,7 @@ u8 func101e_msg_nowaythrough[] = { endloop(0x04) label(0x2c) - speak(CHR_P1P2, L_DEPO_060, 0x73b4, CHANNEL_6, COLOR_09_BLUE) // "There's no way through while those lasers are acti..." + speak(CHR_P1P2, L_DEPO_060, MP3_03B4, CHANNEL_6, COLOR_09_BLUE) // "There's no way through while those lasers are acti..." label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2643,7 +2643,7 @@ u8 func101f_msg_meetingroomahead[] = { endloop(0x04) label(0x2c) - speak(CHR_P1P2, L_DEPO_061, 0x73b5, CHANNEL_6, COLOR_09_BLUE) // "That must be the meeting room up ahead. Time to us..." + speak(CHR_P1P2, L_DEPO_061, MP3_03B5, CHANNEL_6, COLOR_09_BLUE) // "That must be the meeting room up ahead. Time to us..." label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -2657,7 +2657,7 @@ u8 func1020_msg_heavilyencrypted[] = { endloop(0x04) label(0x2c) - speak(CHR_P1P2, L_DEPO_062, 0x817c, CHANNEL_6, COLOR_09_BLUE) // "The safe's heavily encrypted. The decoder's gonna ..." + speak(CHR_P1P2, L_DEPO_062, SFX_817C, CHANNEL_6, COLOR_09_BLUE) // "The safe's heavily encrypted. The decoder's gonna ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2679,7 +2679,7 @@ u8 func1021_blow_mines[] = { label(0x2c) if_difficulty_lt(DIFF_SA, /*goto*/ 0x2c) - speak(CHR_P1P2, L_DEPO_063, 0x73b7, CHANNEL_6, COLOR_09_BLUE) // "Time to leave! Let's get to the door I set up earl..." + speak(CHR_P1P2, L_DEPO_063, MP3_03B7, CHANNEL_6, COLOR_09_BLUE) // "Time to leave! Let's get to the door I set up earl..." set_ailist(CHR_SELF, GAILIST_IDLE) // Agent @@ -2692,7 +2692,7 @@ u8 func1021_blow_mines[] = { goto_next(0x0d) label(0x2c) - speak(CHR_P1P2, L_DEPO_065, 0x81a2, CHANNEL_6, COLOR_09_BLUE) // "Stand back, Joanna. We'll create your escape route..." + speak(CHR_P1P2, L_DEPO_065, SFX_81A2, CHANNEL_6, COLOR_09_BLUE) // "Stand back, Joanna. We'll create your escape route..." restart_timer beginloop(0x09) @@ -2725,11 +2725,11 @@ u8 func1022_light_switch[] = { // Turning lights off set_stage_flag(STAGEFLAG_LIGHTS_OFF) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LIGHTSWITCH, 0x012c, 0x0190, 0x00) yield set_object_image(OBJ_LIGHTSWITCH, 0x00, 0x14) - play_sound(0x8147, -1) + play_sound(SFX_8147, -1) set_lights_state(0x000b, LIGHTOP_3, 0xff, 0x06, 0x78) set_lights_state(0x000c, LIGHTOP_3, 0xff, 0x06, 0x78) set_lights_state(0x000d, LIGHTOP_3, 0xff, 0x06, 0x78) @@ -2787,10 +2787,10 @@ u8 func1022_light_switch[] = { // Turning lights on label(0x2c) unset_stage_flag(STAGEFLAG_LIGHTS_OFF) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LIGHTSWITCH, 0x012c, 0x0190, 0x00) yield - play_sound(0x8148, -1) + play_sound(SFX_8148, -1) set_object_image(0x3d, 0x00, 0x06) set_lights_state(0x000b, LIGHTOP_3, 0x06, 0xff, 0x78) set_lights_state(0x000c, LIGHTOP_3, 0x06, 0xff, 0x78) diff --git a/src/files/setup/setupdish.c b/src/files/setup/setupdish.c index abf77c3fc..ee4fa30c5 100644 --- a/src/files/setup/setupdish.c +++ b/src/files/setup/setupdish.c @@ -987,7 +987,7 @@ u8 func1003_devicetraining_nightvision[] = { endloop(0x82) label(0x2f) - play_sound(0x00ba, -1) + play_sound(SFX_PRESS_SWITCH, -1) set_lights_state(0x0030, LIGHTOP_1, 0xff, 0x00, 0x00) set_lights_state(0x002e, LIGHTOP_1, 0xff, 0x00, 0x00) set_lights_state(0x002f, LIGHTOP_1, 0xff, 0x00, 0x00) @@ -1142,7 +1142,7 @@ u8 func1004_devicetraining_doordecoder[] = { remove_hudmsgs show_hudmsg(CHR_BOND, L_DISH_027) // "Decoder attached. Initiating cracking routines..." unset_object_flag2(0x88, OBJFLAG2_INVISIBLE) - assign_sound(0x8144, CHANNEL_1) + assign_sound(SFX_8144, CHANNEL_1) play_sound_from_object(CHANNEL_1, 0x35, 0x012c, 0x0190) restart_timer @@ -1161,7 +1161,7 @@ u8 func1004_devicetraining_doordecoder[] = { label(0x2f) mute_channel(CHANNEL_1) - assign_sound(0x8145, CHANNEL_1) + assign_sound(SFX_8145, CHANNEL_1) control_sound_from_object(CHANNEL_1, 0x35, TRUE) remove_hudmsgs show_hudmsg(CHR_BOND, L_DISH_028) // "Decoding complete. Door has been unlocked." @@ -2216,7 +2216,7 @@ u8 func100b_devicetraining_uplink[] = { label(0x2f) if_chr_weapon_equipped(CHR_BOND, WEAPON_DATAUPLINK, /*goto*/ 0x2f) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) remove_hudmsgs show_hudmsg(CHR_BOND, L_DISH_012) // "You need to be holding the Data Uplink." goto_first(0x82) @@ -2237,7 +2237,7 @@ u8 func100b_devicetraining_uplink[] = { label(0x57) set_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG) label(0x59) - assign_sound(0x01bf, CHANNEL_5) + assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x30, TRUE) label(0x14) yield @@ -2261,7 +2261,7 @@ u8 func100b_devicetraining_uplink[] = { label(0x06) restart_timer mute_channel(CHANNEL_5) - assign_sound(0x01c1, CHANNEL_7) + assign_sound(SFX_01C1, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x30, TRUE) remove_hudmsgs show_hudmsg(CHR_TARGET, L_DISH_014) // "Terminal has been successfully hacked." @@ -2286,7 +2286,7 @@ u8 func100b_devicetraining_uplink[] = { remove_hudmsgs show_hudmsg(CHR_BOND, L_DISH_015) // "Connection broken - too far from PC." mute_channel(CHANNEL_5) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, 0x30, TRUE) restart_timer @@ -2493,7 +2493,7 @@ u8 func0429_grimshaw_disguise[] = { endloop(0x58) label(0x06) - speak(CHR_BOND, L_DISH_043, 0x1517, CHANNEL_6, COLOR_09_BLUE) // "I'm here to pick up the equipment." + speak(CHR_BOND, L_DISH_043, MP3_0517, CHANNEL_6, COLOR_09_BLUE) // "I'm here to pick up the equipment." beginloop(0x59) if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x0d) @@ -2511,7 +2511,7 @@ u8 func0429_grimshaw_disguise[] = { label(0x06) if_chr_has_hiddenflag(CHR_BOND, CHRHFLAG_DISGUISED, /*goto*/ 0x2f) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_044, 0x1518, CHANNEL_6, COLOR_05_GREEN) // "Go away, Joanna. You're not fooling anybody!" + speak(CHR_TARGET, L_DISH_044, MP3_0518, CHANNEL_6, COLOR_05_GREEN) // "Go away, Joanna. You're not fooling anybody!" beginloop(0x5c) if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x0d) @@ -2524,7 +2524,7 @@ u8 func0429_grimshaw_disguise[] = { label(0x2f) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_045, 0x1519, CHANNEL_6, COLOR_05_GREEN) // "Here you go. Don't drop it now." + speak(CHR_TARGET, L_DISH_045, MP3_0519, CHANNEL_6, COLOR_05_GREEN) // "Here you go. Don't drop it now." beginloop(0x5d) if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x0d) @@ -2584,7 +2584,7 @@ u8 func100c_cloak_detection[] = { label(0x06) set_stage_flag(STAGEFLAG_GENERAL_PURPOSE) - speak(CHR_TARGET, L_DISH_048, 0x151a, CHANNEL_6, COLOR_05_GREEN) // "You'll have to do better than that, Joanna." + speak(CHR_TARGET, L_DISH_048, MP3_051A, CHANNEL_6, COLOR_05_GREEN) // "You'll have to do better than that, Joanna." show_hudmsg(CHR_BOND, L_DISH_050) // "You have been detected by the camera." restart_timer @@ -2675,7 +2675,7 @@ u8 func042a_carrington_cloak[] = { label(0x06) do_preset_animation(-1) - speak(CHR_BOND, L_DISH_049, 0x151b, CHANNEL_6, COLOR_06_WHITE) // "Joanna, where did you spring from?" + speak(CHR_BOND, L_DISH_049, MP3_051B, CHANNEL_6, COLOR_06_WHITE) // "Joanna, where did you spring from?" beginloop(0x59) if_sound_finished(CHANNEL_6, /*goto*/ 0x06) @@ -2690,7 +2690,7 @@ u8 func042a_carrington_cloak[] = { label(0x06) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_053, 0x151c, CHANNEL_6, COLOR_06_WHITE) // "I think we can safely say your training is now complete!" + speak(CHR_TARGET, L_DISH_053, MP3_051C, CHANNEL_6, COLOR_06_WHITE) // "I think we can safely say your training is now complete!" beginloop(0x5c) if_sound_finished(CHANNEL_6, /*goto*/ 0x06) @@ -2951,7 +2951,7 @@ u8 func042c_carrington_tour[] = { set_savefile_flag(SAVEFILEFLAG_CI_TOUR_STARTED) do_preset_animation(-1) remove_hudmsgs - speak(CHR_TARGET, L_DISH_066, 0x8029, CHANNEL_6, COLOR_06_WHITE) // "Joanna, it's good to see you." + speak(CHR_TARGET, L_DISH_066, SFX_8029, CHANNEL_6, COLOR_06_WHITE) // "Joanna, it's good to see you." restart_timer beginloop(0x57) @@ -2960,7 +2960,7 @@ u8 func042c_carrington_tour[] = { label(0x06) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_067, 0x151d, CHANNEL_6, COLOR_06_WHITE) // "Come with me. I'll walk you round the training rooms." + speak(CHR_TARGET, L_DISH_067, MP3_051D, CHANNEL_6, COLOR_06_WHITE) // "Come with me. I'll walk you round the training rooms." restart_timer beginloop(0x59) @@ -2992,7 +2992,7 @@ u8 func042c_carrington_tour[] = { label(0x2f) do_preset_animation(-1) remove_hudmsgs - speak(CHR_TARGET, L_DISH_068, 0x1520, CHANNEL_6, COLOR_06_WHITE) // "The information center is through this door." + speak(CHR_TARGET, L_DISH_068, MP3_0520, CHANNEL_6, COLOR_06_WHITE) // "The information center is through this door." restart_timer beginloop(0x5d) @@ -3020,7 +3020,7 @@ u8 func042c_carrington_tour[] = { label(0x2f) set_ailist(0x01, GAILIST_IDLE) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_069, 0x151f, CHANNEL_6, COLOR_06_WHITE) // "In here we have the device lab." + speak(CHR_TARGET, L_DISH_069, MP3_051F, CHANNEL_6, COLOR_06_WHITE) // "In here we have the device lab." restart_timer beginloop(0x64) @@ -3037,7 +3037,7 @@ u8 func042c_carrington_tour[] = { label(0x06) do_preset_animation(-1) - play_sound(0x8028, CHANNEL_6) + play_sound(SFX_CARR_HELLO_JOANNA, CHANNEL_6) set_ailist(0x01, AILIST_DEVICEGIRL_REPLY_TO_CARRINGTON) restart_timer @@ -3076,7 +3076,7 @@ u8 func042c_carrington_tour[] = { label(0x2f) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_070, 0x1521, CHANNEL_6, COLOR_06_WHITE) // "This leads to the simulant training room." + speak(CHR_TARGET, L_DISH_070, MP3_0521, CHANNEL_6, COLOR_06_WHITE) // "This leads to the simulant training room." restart_timer beginloop(0x6b) @@ -3112,7 +3112,7 @@ u8 func042c_carrington_tour[] = { label(0x2f) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_071, 0x151e, CHANNEL_6, COLOR_06_WHITE) // "This is the firing range, Jo." + speak(CHR_TARGET, L_DISH_071, MP3_051E, CHANNEL_6, COLOR_06_WHITE) // "This is the firing range, Jo." restart_timer beginloop(0x6f) @@ -3164,7 +3164,7 @@ u8 func042c_carrington_tour[] = { label(0x2f) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_072, 0x1522, CHANNEL_6, COLOR_06_WHITE) // "This corridor leads down to the hangar." + speak(CHR_TARGET, L_DISH_072, MP3_0522, CHANNEL_6, COLOR_06_WHITE) // "This corridor leads down to the hangar." restart_timer beginloop(0x75) @@ -3182,7 +3182,7 @@ u8 func042c_carrington_tour[] = { label(0x2f) do_preset_animation(-1) - speak(CHR_TARGET, L_DISH_124, 0x17dc, CHANNEL_6, COLOR_06_WHITE) // "Okay, Jo, I'll leave you to prepare for the mission." + speak(CHR_TARGET, L_DISH_124, MP3_07DC, CHANNEL_6, COLOR_06_WHITE) // "Okay, Jo, I'll leave you to prepare for the mission." beginloop(0x7a) if_sound_finished(CHANNEL_6, /*goto*/ 0x2f) @@ -3219,7 +3219,7 @@ u8 func042d_unused[] = { endloop(0x60) label(0x06) - assign_sound(0x802d, CHANNEL_6) + assign_sound(SFX_GRIMSHAW_HI_THERE, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) beginloop(0x61) @@ -3251,7 +3251,7 @@ u8 func042e_devicegirl_reply_to_carrington[] = { yield yield yield - assign_sound(0x177d, CHANNEL_6) + assign_sound(MP3_CIFEM_PATIENCE, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) beginloop(0x61) @@ -3634,7 +3634,7 @@ u8 func101c_holo1_main[] = { label(0x2f) \ set_object_image(object, 0x00, 0x13) \ set_object_flag2(object, OBJFLAG2_00040000) \ - assign_sound(0x043a, CHANNEL_7) \ + assign_sound(SFX_043A, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, object, TRUE) \ set_returnlist(CHR_SELF, function) \ set_ailist(CHR_SELF, AILIST_HOLO1_CHECK_DONE) @@ -3676,7 +3676,7 @@ u8 func1020_holo1_monitor_switches[] = { label(0x2f) set_object_image(0x4f, 0x00, 0x13) set_object_flag2(0x4f, OBJFLAG2_00040000) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x4f, TRUE) set_returnlist(CHR_SELF, AILIST_HOLO1_MONITOR_SWITCHES) set_ailist(CHR_SELF, AILIST_HOLO1_CHECK_DONE) @@ -3717,7 +3717,7 @@ u8 func1020_holo1_monitor_switches[] = { set_object_image(object1, 0x00, 0x13) \ remove_hudmsgs \ show_hudmsg(CHR_BOND, msg) \ - assign_sound(0x81b0, CHANNEL_7) \ + assign_sound(SFX_DOOR_81B0, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, object1, TRUE) \ restart_timer \ \ @@ -3979,7 +3979,7 @@ u8 func1022_holo2_main[] = { endloop(0x04) \ \ label(0x2f) \ - assign_sound(0x043a, CHANNEL_7) \ + assign_sound(SFX_043A, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, object, TRUE) \ set_object_image(object, 0x00, 0x13) \ set_object_flag2(object, OBJFLAG2_00000001) \ @@ -4353,7 +4353,7 @@ u8 func102c_holo3_object1[] = { endloop(0x04) label(0x2f) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x65, TRUE) set_object_image(0x65, 0x00, 0x13) set_object_flag2(0x65, OBJFLAG2_00000001) @@ -4368,7 +4368,7 @@ u8 func102d_holo3_object2[] = { endloop(0x04) label(0x2f) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x65, TRUE) set_object_image(0x66, 0x00, 0x13) set_object_flag2(0x66, OBJFLAG2_00000001) @@ -5837,7 +5837,7 @@ u8 func1000_jo_typing[] = { endloop(0x57) label(0x06) - play_sound(0x8116, CHANNEL_5) + play_sound(SFX_8116, CHANNEL_5) beginloop(0x59) if_controller_button_pressed(/*goto*/ 0x7b) @@ -5845,7 +5845,7 @@ u8 func1000_jo_typing[] = { endloop(0x59) label(0x06) - play_sound(0x8118, CHANNEL_6) + play_sound(SFX_TYPING_8118, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x2f) @@ -5906,7 +5906,7 @@ u8 func1040_lift_door_sounds[] = { reloop(0x8f) label(0x2f) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) restart_timer beginloop(0x08) diff --git a/src/files/setup/setupear.c b/src/files/setup/setupear.c index 2ccd551bf..bc4bd1307 100644 --- a/src/files/setup/setupear.c +++ b/src/files/setup/setupear.c @@ -1098,7 +1098,7 @@ u8 func0404_scientist[] = { label(0x15) set_stage_flag(STAGEFLAG_SHUT_DOWN_EXPERIMENT3) say_quip(CHR_TARGET, 0x0d, 0xff, 0x00, 0xff, 0x81, 0x06, 0x08) - assign_sound(0x01c3, CHANNEL_5) + assign_sound(SFX_01C3, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_GOODTERM3, TRUE) goto_next(0x0f) @@ -1115,7 +1115,7 @@ u8 func0404_scientist[] = { label(0x16) set_stage_flag(STAGEFLAG_SHUT_DOWN_EXPERIMENT1) say_quip(CHR_TARGET, 0x0d, 0xff, 0x00, 0xff, 0x81, 0x06, 0x08) - assign_sound(0x01c3, CHANNEL_5) + assign_sound(SFX_01C3, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_GOODTERM1, TRUE) goto_next(0x0f) @@ -1132,13 +1132,13 @@ u8 func0404_scientist[] = { label(0x17) set_stage_flag(STAGEFLAG_SHUT_DOWN_EXPERIMENT2) say_quip(CHR_TARGET, 0x0d, 0xff, 0x00, 0xff, 0x81, 0x06, 0x08) - assign_sound(0x01c3, CHANNEL_5) + assign_sound(SFX_01C3, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_GOODTERM2, TRUE) goto_next(0x0f) label(0x0f) show_hudmsg(CHR_TARGET, L_EAR_028) // "Powering down active systems." - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text chr_do_animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2) beginloop(0x0d) @@ -1178,7 +1178,7 @@ u8 func0406_nasty_scientist[] = { if_just_injured(CHR_SELF, /*goto*/ 0x2f) if_num_times_shot_lt(1, /*goto*/ 0x06) label(0x2f) - play_sound(0x128c, CHANNEL_7) + play_sound(MP3_028C, CHANNEL_7) beginloop(0x10) if_chr_stopped(/*goto*/ 0x06) @@ -1256,7 +1256,7 @@ u8 func0406_nasty_scientist[] = { label(0x30) set_stage_flag(STAGEFLAG_ALARM3_ACTIVE) - assign_sound(0x8118, CHANNEL_6) + assign_sound(SFX_TYPING_8118, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_GOODTERM3, TRUE) goto_next(0x0f) @@ -1266,7 +1266,7 @@ u8 func0406_nasty_scientist[] = { label(0x30) set_stage_flag(STAGEFLAG_ALARM1_ACTIVE) - assign_sound(0x8118, CHANNEL_6) + assign_sound(SFX_TYPING_8118, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_GOODTERM1, TRUE) goto_next(0x0f) @@ -1276,7 +1276,7 @@ u8 func0406_nasty_scientist[] = { label(0x30) set_stage_flag(STAGEFLAG_ALARM2_ACTIVE) - assign_sound(0x8118, CHANNEL_6) + assign_sound(SFX_TYPING_8118, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_GOODTERM2, TRUE) goto_next(0x0f) @@ -1285,7 +1285,7 @@ u8 func0406_nasty_scientist[] = { goto_next(0x78) label(0x0f) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text say_quip(CHR_TARGET, 0x0e, 0xff, 0x00, 0xff, 0x81, 0x07, 0x08) chr_do_animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2) @@ -1315,8 +1315,8 @@ u8 func1009_weaponscache[] = { label(0x2f) if_chr_has_hiddenflag(CHR_BOND, CHRHFLAG_PSYCHOSISED, /*goto*/ 0x2f) show_hudmsg(CHR_TARGET, L_EAR_098) // "Secret weapons compartment opened." - play_sound(0x00f7, -1) - assign_sound(0x043b, CHANNEL_5) + play_sound(SFX_00F7, -1) + assign_sound(SFX_043B, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_CMP150_1, TRUE) hide_object(OBJ_CACHEDOOR1) hide_object(OBJ_CACHEDOOR2) @@ -1330,7 +1330,7 @@ u8 func1009_weaponscache[] = { label(0x2f) show_hudmsg(CHR_TARGET, L_EAR_099) // "Enemy detected - weapon cache locked." - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) unset_stage_flag(STAGEFLAG_BOT_ACTIVE) unset_stage_flag(STAGEFLAG_BOT_REPROGRAMMED) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -1366,8 +1366,8 @@ u8 func1002_bot_activation_terminal[] = { if_stage_flag_eq(STAGEFLAG_BOT_REPROGRAMMED, TRUE, /*goto*/ 0x2f) // Activating prior to reprogramming - play_sound(0x01ca, -1) - assign_sound(0x01c5, CHANNEL_3) + play_sound(SFX_01CA, -1) + assign_sound(SFX_01C5, CHANNEL_3) play_sound_from_object(CHANNEL_3, OBJ_PURPLEBOT, 0x0258, 0x0320) show_hudmsg(CHR_TARGET, L_EAR_015) // "Maintenance robots activated." set_stage_flag(STAGEFLAG_BOT_ACTIVE) @@ -1379,14 +1379,14 @@ u8 func1002_bot_activation_terminal[] = { show_hudmsg(CHR_TARGET, L_EAR_015) // "Maintenance robots activated." set_stage_flag(STAGEFLAG_BOT_ACTIVE) yield - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_018) // "Maintenance cycle activated." set_stage_flag(STAGEFLAG_BOT_ACTIVE_MAINTENANCE) reloop(0x04) // Attempting to deactivate while bot reprogrammed and running label(0x08) - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_020) // "Operation not allowed - robots busy." restart_timer @@ -1403,12 +1403,12 @@ u8 func1002_bot_activation_terminal[] = { unset_stage_flag(STAGEFLAG_BOT_ACTIVE) unset_stage_flag(STAGEFLAG_BOT_ACTIVE_CLEANING) unset_stage_flag(STAGEFLAG_BOT_ACTIVE_NOPROGRAM) - play_sound(0x01c9, -1) + play_sound(SFX_01C9, -1) mute_channel(CHANNEL_3) reloop(0x04) label(0x0b) - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_023) // "Maintenance robot system offline." endloop(0x04) @@ -1443,7 +1443,7 @@ u8 func1003_bot_programming_terminal[] = { if_stage_flag_eq(STAGEFLAG_BOT_ACTIVE_CLEANING, TRUE, /*goto*/ 0x09) // Reprogramming - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_016) // "Maintenance robots reprogrammed." set_stage_flag(STAGEFLAG_BOT_REPROGRAMMED) if_stage_flag_eq(STAGEFLAG_BOT_ACTIVE, TRUE, /*goto*/ 0x2f) @@ -1451,7 +1451,7 @@ u8 func1003_bot_programming_terminal[] = { label(0x2f) yield - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_019) // "Routine cleaning cycle activated." set_stage_flag(STAGEFLAG_BOT_ACTIVE_CLEANING) restart_timer @@ -1465,7 +1465,7 @@ u8 func1003_bot_programming_terminal[] = { // Attempting to reprogram while bot already reprogrammed and running label(0x09) - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_020) // "Operation not allowed - robots busy." restart_timer @@ -1639,7 +1639,7 @@ u8 func1006_terminal_activation[] = { // Inactive terminal label(0x2f) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text show_hudmsg(CHR_TARGET, L_EAR_027) // "Terminal is not active." restart_timer @@ -1652,7 +1652,7 @@ u8 func1006_terminal_activation[] = { // Good terminal 0x07 label(0x08) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text if_stage_flag_eq(STAGEFLAG_SHUT_DOWN_EXPERIMENT1, FALSE, /*goto*/ 0x2f) restart_timer @@ -1666,7 +1666,7 @@ u8 func1006_terminal_activation[] = { label(0x2f) show_hudmsg(CHR_TARGET, L_EAR_028) // "Powering down active systems." - assign_sound(0x01c3, CHANNEL_5) + assign_sound(SFX_01C3, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_GOODTERM1, TRUE) restart_timer @@ -1681,7 +1681,7 @@ u8 func1006_terminal_activation[] = { // Good terminal 0x08 label(0x0d) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text if_stage_flag_eq(STAGEFLAG_SHUT_DOWN_EXPERIMENT2, FALSE, /*goto*/ 0x2f) restart_timer @@ -1695,7 +1695,7 @@ u8 func1006_terminal_activation[] = { label(0x2f) show_hudmsg(CHR_TARGET, L_EAR_028) // "Powering down active systems." - assign_sound(0x01c3, CHANNEL_5) + assign_sound(SFX_01C3, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_GOODTERM2, TRUE) restart_timer @@ -1710,7 +1710,7 @@ u8 func1006_terminal_activation[] = { // Good terminal 0x09 label(0x0f) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text if_stage_flag_eq(STAGEFLAG_SHUT_DOWN_EXPERIMENT3, FALSE, /*goto*/ 0x2f) restart_timer @@ -1724,7 +1724,7 @@ u8 func1006_terminal_activation[] = { label(0x2f) show_hudmsg(CHR_TARGET, L_EAR_028) // "Powering down active systems." - assign_sound(0x01c3, CHANNEL_5) + assign_sound(SFX_01C3, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_GOODTERM3, TRUE) restart_timer @@ -1740,7 +1740,7 @@ u8 func1006_terminal_activation[] = { // Alarm terminal 0x0f label(0x09) if_alarm_active(/*goto*/ 0x06) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text show_hudmsg(CHR_TARGET, L_EAR_030) // "Alarm activated." set_stage_flag(STAGEFLAG_ALARM1_ACTIVE) activate_alarm @@ -1755,7 +1755,7 @@ u8 func1006_terminal_activation[] = { // Alarm terminal 0x14 label(0x0b) if_alarm_active(/*goto*/ 0x06) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text show_hudmsg(CHR_TARGET, L_EAR_030) // "Alarm activated." set_stage_flag(STAGEFLAG_ALARM2_ACTIVE) activate_alarm @@ -1770,7 +1770,7 @@ u8 func1006_terminal_activation[] = { // Alarm terminal 0x19 label(0x0c) if_alarm_active(/*goto*/ 0x06) - speak(CHR_TARGET, 0xffff, 0x8118, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_TYPING_8118, CHANNEL_9, COLOR_00_GREEN) // unknown text show_hudmsg(CHR_TARGET, L_EAR_030) // "Alarm activated." set_stage_flag(STAGEFLAG_ALARM3_ACTIVE) activate_alarm @@ -1803,7 +1803,7 @@ u8 func1007_uplink[] = { if_stage_flag_eq(STAGEFLAG_UPLINK_FINISHED, FALSE, /*goto*/ 0x06) // Activating a second time - speak(CHR_TARGET, 0xffff, 0x8116, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_8116, CHANNEL_9, COLOR_00_GREEN) // unknown text show_hudmsg(CHR_TARGET, L_EAR_041) // "Security door already unlocked." reloop(0x04) @@ -1811,7 +1811,7 @@ u8 func1007_uplink[] = { if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2f) // Activated computer without uplink - speak(CHR_TARGET, 0xffff, 0x8116, CHANNEL_9, COLOR_00_GREEN) // unknown text + speak(CHR_TARGET, 0xffff, SFX_8116, CHANNEL_9, COLOR_00_GREEN) // unknown text show_hudmsg(CHR_TARGET, L_EAR_036) // "ACCESS DENIED - security code required." reloop(0x04) @@ -1842,7 +1842,7 @@ u8 func1007_uplink[] = { show_hudmsg(CHR_TARGET, L_EAR_037) // "Searching for password." restart_timer set_stage_flag(STAGEFLAG_UPLINK_SEARCHING) - assign_sound(0x01bf, CHANNEL_5) + assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_UPLINKPC, TRUE) beginloop(0x14) @@ -1859,7 +1859,7 @@ u8 func1007_uplink[] = { label(0x06) mute_channel(CHANNEL_5) - assign_sound(0x01c1, CHANNEL_6) + assign_sound(SFX_01C1, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_UPLINKPC, TRUE) show_hudmsg(CHR_TARGET, L_EAR_039) // "Password located - bypassing lock." yield @@ -1872,7 +1872,7 @@ u8 func1007_uplink[] = { endloop(0x15) label(0x06) - assign_sound(0x043b, CHANNEL_6) + assign_sound(SFX_043B, CHANNEL_6) control_sound_from_object(CHANNEL_6, 0x22, TRUE) reloop(0x04) @@ -1881,7 +1881,7 @@ u8 func1007_uplink[] = { show_hudmsg(CHR_TARGET, L_EAR_040) // "Contact broken - reestablish link." mute_channel(CHANNEL_5) mute_channel(CHANNEL_6) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_UPLINKPC, TRUE) restart_timer @@ -1904,7 +1904,7 @@ u8 func1007_uplink[] = { show_hudmsg(CHR_TARGET, L_EAR_085) // "Connection broken - experiments still active." mute_channel(CHANNEL_5) mute_channel(CHANNEL_6) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_UPLINKPC, TRUE) restart_timer @@ -2259,62 +2259,62 @@ u8 func0416_intro[] = { wait_until(0, 0x56) - play_sound(0x01d5, CHANNEL_7) + play_sound(SFX_01D5, CHANNEL_7) wait_until(250, 0x57) - play_sound(0x00ec, CHANNEL_10) + play_sound(SFX_00EC, CHANNEL_10) wait_until(270, 0x58) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(290, 0x59) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(320, 0x5a) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(380, 0x5b) open_door(0x24) - play_sound(0x0165, CHANNEL_7) + play_sound(SFX_0165, CHANNEL_7) wait_until(580, 0x5c) - play_sound(0x01d2, CHANNEL_7) + play_sound(SFX_01D2, CHANNEL_7) wait_until(950, 0x5d) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(990, 0x5e) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(1060, 0x5f) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(1090, 0x60) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(1140, 0x61) - play_sound(0x01d3, CHANNEL_7) + play_sound(SFX_01D3, CHANNEL_7) wait_until(1190, 0x62) - play_sound(0x0031, CHANNEL_7) + play_sound(SFX_0031, CHANNEL_7) wait_until(1196, 0x68) - play_sound(0x008f, CHANNEL_6) + play_sound(SFX_008F, CHANNEL_6) wait_until(1310, 0x63) - play_sound(0x0085, CHANNEL_7) + play_sound(SFX_0085, CHANNEL_7) wait_until(1370, 0x64) - play_sound(0x007b, CHANNEL_7) + play_sound(SFX_007B, CHANNEL_7) wait_until(1410, 0x65) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) wait_until(1430, 0x66) - play_sound(0x0176, CHANNEL_7) + play_sound(SFX_0176, CHANNEL_7) wait_until(1600, 0x67) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) beginloop(0x08) if_camera_animating(/*goto*/ 0x2f) @@ -2518,92 +2518,92 @@ u8 func1415_outro_audio[] = { outro_wait_until(78, 0x56) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) outro_wait_until(116, 0x57) - play_sound(0x0165, CHANNEL_7) + play_sound(SFX_0165, CHANNEL_7) outro_wait_until(131, 0x58) - play_sound(0x0166, CHANNEL_5) + play_sound(SFX_0166, CHANNEL_5) outro_wait_until(162, 0x59) - play_sound(0x0167, CHANNEL_6) + play_sound(SFX_0167, CHANNEL_6) outro_wait_until(197, 0x5a) - play_sound(0x0168, CHANNEL_7) + play_sound(SFX_0168, CHANNEL_7) outro_wait_until(236, 0x5b) - play_sound(0x0167, CHANNEL_5) + play_sound(SFX_0167, CHANNEL_5) outro_wait_until(266, 0x5c) - play_sound(0x0168, CHANNEL_6) + play_sound(SFX_0168, CHANNEL_6) outro_wait_until(281, 0x5d) - play_sound(0x0165, CHANNEL_7) + play_sound(SFX_0165, CHANNEL_7) outro_wait_until(335, 0x5e) - play_sound(0x0162, CHANNEL_5) + play_sound(SFX_0162, CHANNEL_5) outro_wait_until(384, 0x5f) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) outro_wait_until(415, 0x60) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) outro_wait_until(434, 0x61) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) outro_wait_until(474, 0x62) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) outro_wait_until(511, 0x63) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) outro_wait_until(356, 0x65) - play_sound(0x0164, CHANNEL_5) + play_sound(SFX_0164, CHANNEL_5) outro_wait_until(581, 0x66) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) outro_wait_until(620, 0x68) - speak(CHR_P1P2, L_EAR_100, 0x73ec, CHANNEL_7, COLOR_09_BLUE) // "Dr. Caroll?" + speak(CHR_P1P2, L_EAR_100, MP3_03EC, CHANNEL_7, COLOR_09_BLUE) // "Dr. Caroll?" outro_wait_until(676, 0x67) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) outro_wait_until(747, 0x69) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) outro_wait_until(750, 0x6a) - speak(CHR_P1P2, L_EAR_101, 0x73ed, CHANNEL_7, COLOR_09_BLUE) // "Dr. Caroll, are you here?" + speak(CHR_P1P2, L_EAR_101, MP3_03ED, CHANNEL_7, COLOR_09_BLUE) // "Dr. Caroll, are you here?" outro_wait_until(864, 0x6b) - speak(CHR_P1P2, L_EAR_102, 0x73ee, CHANNEL_7, COLOR_04_ORANGE) // "Well, is it safe to come out?" + speak(CHR_P1P2, L_EAR_102, MP3_03EE, CHANNEL_7, COLOR_04_ORANGE) // "Well, is it safe to come out?" outro_wait_until(1027, 0x6c) - speak(CHR_P1P2, L_EAR_103, 0x73ef, CHANNEL_7, COLOR_09_BLUE) // "Yes, all clear." + speak(CHR_P1P2, L_EAR_103, MP3_03EF, CHANNEL_7, COLOR_09_BLUE) // "Yes, all clear." outro_wait_until(1200, 0x6f) mute_channel(CHANNEL_6) - play_sound(0x042c, CHANNEL_4) + play_sound(SFX_DOOR_042C, CHANNEL_4) outro_wait_until(1219, 0x70) outro_wait_until(1254, 0x71) - speak(CHR_P1P2, L_EAR_104, 0x73f0, CHANNEL_7, COLOR_09_BLUE) // "Wh..what... you're..." + speak(CHR_P1P2, L_EAR_104, MP3_03F0, CHANNEL_7, COLOR_09_BLUE) // "Wh..what... you're..." outro_wait_until(1460, 0x73) - speak(CHR_P1P2, L_EAR_105, 0x73f1, CHANNEL_7, COLOR_04_ORANGE) // "Very professionally done, my dear, but there's no ..." + speak(CHR_P1P2, L_EAR_105, MP3_03F1, CHANNEL_7, COLOR_04_ORANGE) // "Very professionally done, my dear, but there's no ..." outro_wait_until(1556, 0x74) mute_channel(CHANNEL_5) - play_sound(0x042c, CHANNEL_6) + play_sound(SFX_DOOR_042C, CHANNEL_6) outro_wait_until(1900, 0x75) - speak(CHR_P1P2, L_EAR_106, 0x73f2, CHANNEL_7, COLOR_04_ORANGE) // "Come on. I have vital information, and you must pr..." + speak(CHR_P1P2, L_EAR_106, MP3_03F2, CHANNEL_7, COLOR_04_ORANGE) // "Come on. I have vital information, and you must pr..." outro_wait_until(2200, 0x76) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) label(0x77) goto_first(0x79) @@ -2715,17 +2715,17 @@ u8 func0409_uplink_responder[] = { u8 func1012_start_laser_sound[] = { label(0x04) yield - assign_sound(0x8119, CHANNEL_0) + assign_sound(SFX_8119, CHANNEL_0) play_sound_from_object(CHANNEL_0, 0x28, 0x012c, 0x0190) label(0x2f) - assign_sound(0x811a, CHANNEL_1) + assign_sound(SFX_811A, CHANNEL_1) play_sound_from_object(CHANNEL_1, 0x2d, 0x012c, 0x0190) label(0x2f) - assign_sound(0x8119, CHANNEL_2) + assign_sound(SFX_8119, CHANNEL_2) play_sound_from_object(CHANNEL_2, 0x32, 0x012c, 0x0190) - assign_sound(0x01c5, CHANNEL_3) + assign_sound(SFX_01C5, CHANNEL_3) play_sound_from_object(CHANNEL_3, 0x38, 0x0258, 0x0320) - assign_sound(0x01c5, CHANNEL_4) + assign_sound(SFX_01C5, CHANNEL_4) play_sound_from_object(CHANNEL_4, 0x37, 0x0258, 0x0320) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2743,7 +2743,7 @@ u8 func1013_hatch_pc[] = { goto_next(0x2f) label(0x56) - play_sound(0x00f7, -1) + play_sound(SFX_00F7, -1) show_hudmsg(CHR_TARGET, L_EAR_061) // "Maintenance hatch is now open." unlock_door(0x3f, 0x08) reloop(0x04) @@ -2889,7 +2889,7 @@ u8 func0402_k7_guard[] = { restart_timer call_rng if_rand_gt(128, /*goto*/ 0x06) - assign_sound(0x1299, CHANNEL_6) + assign_sound(MP3_0299, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) beginloop(0x0c) @@ -2996,7 +2996,7 @@ u8 func0403_k7_scientist[] = { goto_first(0x03) label(0x0c) - assign_sound(0x128f, CHANNEL_6) + assign_sound(MP3_028F, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) increase_squadron_alertness(100) jog_to_pad(0x0133) @@ -3056,7 +3056,7 @@ u8 func1019_msg_securitysector[] = { endloop(0x04) label(0x2f) - speak(CHR_P1P2, L_EAR_094, 0x8173, CHANNEL_6, COLOR_09_BLUE) // "That's the highest security sector - Dr. Caroll ha..." + speak(CHR_P1P2, L_EAR_094, SFX_8173, CHANNEL_6, COLOR_09_BLUE) // "That's the highest security sector - Dr. Caroll ha..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3069,7 +3069,7 @@ u8 func101a_msg_lotofpower[] = { endloop(0x04) label(0x2f) - speak(CHR_P1P2, L_EAR_095, 0x73a5, CHANNEL_6, COLOR_09_BLUE) // "Something around here's using a lot of power." + speak(CHR_P1P2, L_EAR_095, MP3_03A5, CHANNEL_6, COLOR_09_BLUE) // "Something around here's using a lot of power." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3084,7 +3084,7 @@ u8 func101b_msg_reprogram[] = { endloop(0x04) label(0x2f) - speak(CHR_P1P2, L_EAR_096, 0x8174, CHANNEL_6, COLOR_09_BLUE) // "Reprogram that cleaning bot - it'll give you a way..." + speak(CHR_P1P2, L_EAR_096, SFX_8174, CHANNEL_6, COLOR_09_BLUE) // "Reprogram that cleaning bot - it'll give you a way..." label(0x08) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3098,7 +3098,7 @@ u8 func101c_msg_radioactive[] = { endloop(0x04) label(0x2f) - speak(CHR_P1P2, L_EAR_097, 0x8175, CHANNEL_6, COLOR_09_BLUE) // "Get out, Jo! The levels are too high. Use the CamS..." + speak(CHR_P1P2, L_EAR_097, SFX_8175, CHANNEL_6, COLOR_09_BLUE) // "Get out, Jo! The levels are too high. Use the CamS..." label(0x06) set_ailist(CHR_SELF, GAILIST_IDLE) endlist diff --git a/src/files/setup/setupeld.c b/src/files/setup/setupeld.c index 85b579eb7..af570d220 100644 --- a/src/files/setup/setupeld.c +++ b/src/files/setup/setupeld.c @@ -819,112 +819,112 @@ u8 func1002_intro[] = { wait_until(205, 0xab) - speak(CHR_BOND, L_ELD_039, 0x73ff, CHANNEL_4, COLOR_09_BLUE) // "Agent Dark Mission Log, 1846 hours. Last night we ..." + speak(CHR_BOND, L_ELD_039, MP3_03FF, CHANNEL_4, COLOR_09_BLUE) // "Agent Dark Mission Log, 1846 hours. Last night we ..." wait_until(680, 0x66) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(687, 0x67) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(708, 0x68) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(716, 0x69) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) wait_until(914, 0x6a) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(1010, 0x6b) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(1048, 0x6c) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(1075, 0x6d) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(1100, 0xac) - speak(CHR_BOND, L_ELD_040, 0x7400, CHANNEL_4, COLOR_09_BLUE) // "Unfortunately, we don't have it. Daniel and Dr. Ca..." + speak(CHR_BOND, L_ELD_040, MP3_0400, CHANNEL_4, COLOR_09_BLUE) // "Unfortunately, we don't have it. Daniel and Dr. Ca..." wait_until(1118, 0x6e) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) wait_until(1148, 0x6f) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(1175, 0x70) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(1193, 0x71) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(1214, 0x72) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(1313, 0x73) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) wait_until(1313, 0x74) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(1331, 0x75) - play_sound(0x0174, CHANNEL_7) + play_sound(SFX_0174, CHANNEL_7) wait_until(1348, 0x76) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(1366, 0x77) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) wait_until(1386, 0x78) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(1390, 0x79) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) wait_until(1450, 0x7a) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(1458, 0x7b) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) wait_until(1519, 0x7c) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) wait_until(1544, 0x7d) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(1554, 0x7e) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(1592, 0x7f) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) wait_until(1618, 0x81) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) wait_until(1645, 0x82) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) wait_until(1654, 0x83) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(1657, 0x84) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(1679, 0x85) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(1683, 0x86) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(1692, 0x87) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(1716, 0x88) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x2d) @@ -961,55 +961,55 @@ u8 func1002_intro[] = { restart_timer wait_until(50, 0xaa) - speak(CHR_BOND, L_ELD_041, 0x7401, CHANNEL_4, COLOR_09_BLUE) // "Hopefully our phoney negotiator ploy will give me ..." + speak(CHR_BOND, L_ELD_041, MP3_0401, CHANNEL_4, COLOR_09_BLUE) // "Hopefully our phoney negotiator ploy will give me ..." restart_timer wait_until(295, 0x89) - play_sound(0x0179, CHANNEL_6) + play_sound(SFX_0179, CHANNEL_6) wait_until(302, 0x8a) - play_sound(0x017a, CHANNEL_7) + play_sound(SFX_017A, CHANNEL_7) wait_until(333, 0x8b) - play_sound(0x017b, CHANNEL_7) + play_sound(SFX_017B, CHANNEL_7) wait_until(338, 0x8c) - play_sound(0x017a, CHANNEL_6) + play_sound(SFX_017A, CHANNEL_6) wait_until(344, 0x8d) - play_sound(0x017c, CHANNEL_7) + play_sound(SFX_017C, CHANNEL_7) wait_until(353, 0x8e) - play_sound(0x0179, CHANNEL_6) + play_sound(SFX_0179, CHANNEL_6) wait_until(372, 0x8f) - play_sound(0x017a, CHANNEL_6) + play_sound(SFX_017A, CHANNEL_6) wait_until(412, 0x90) - play_sound(0x017a, CHANNEL_6) + play_sound(SFX_017A, CHANNEL_6) wait_until(415, 0x91) - play_sound(0x017b, CHANNEL_7) + play_sound(SFX_017B, CHANNEL_7) wait_until(466, 0x92) - play_sound(0x0179, CHANNEL_6) + play_sound(SFX_0179, CHANNEL_6) wait_until(472, 0x93) - play_sound(0x017c, CHANNEL_7) + play_sound(SFX_017C, CHANNEL_7) wait_until(515, 0x94) - play_sound(0x017a, CHANNEL_6) + play_sound(SFX_017A, CHANNEL_6) wait_until(533, 0x95) - play_sound(0x017b, CHANNEL_6) + play_sound(SFX_017B, CHANNEL_6) wait_until(535, 0x96) wait_until(561, 0x97) - play_sound(0x017b, CHANNEL_6) + play_sound(SFX_017B, CHANNEL_6) wait_until(570, 0x98) - play_sound(0x017c, CHANNEL_7) + play_sound(SFX_017C, CHANNEL_7) wait_until(572, 0x99) @@ -1056,28 +1056,28 @@ u8 func1002_intro[] = { restart_timer wait_until(238, 0x9e) - play_sound(0x046e, CHANNEL_6) + play_sound(SFX_046E, CHANNEL_6) wait_until(305, 0x9f) - play_sound(0x046f, CHANNEL_6) + play_sound(SFX_JO_LANDING_046F, CHANNEL_6) wait_until(313, 0xa0) - play_sound(0x04ae, CHANNEL_7) + play_sound(SFX_04AE, CHANNEL_7) wait_until(350, 0xa1) - play_sound(0x0085, CHANNEL_6) + play_sound(SFX_0085, CHANNEL_6) wait_until(380, 0xa2) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(381, 0xa3) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) wait_until(400, 0xa4) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(429, 0xa5) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) beginloop(0x0a) if_camera_animating(/*goto*/ 0x2d) @@ -1155,7 +1155,7 @@ u8 func1002_intro[] = { goto_first(0xa6) label(0x06) - play_sound(0x0179, CHANNEL_6) + play_sound(SFX_0179, CHANNEL_6) label(0xa7) yield if_controller_button_pressed(/*goto*/ 0x56) @@ -1163,7 +1163,7 @@ u8 func1002_intro[] = { goto_first(0xa7) label(0x06) - play_sound(0x017a, CHANNEL_6) + play_sound(SFX_017A, CHANNEL_6) label(0xa8) yield if_controller_button_pressed(/*goto*/ 0x56) @@ -1171,7 +1171,7 @@ u8 func1002_intro[] = { goto_first(0xa8) label(0x06) - play_sound(0x017b, CHANNEL_6) + play_sound(SFX_017B, CHANNEL_6) label(0xa9) yield if_controller_button_pressed(/*goto*/ 0x56) @@ -1179,7 +1179,7 @@ u8 func1002_intro[] = { goto_first(0xa9) label(0x06) - play_sound(0x017c, CHANNEL_6) + play_sound(SFX_017C, CHANNEL_6) label(0x0b) yield if_camera_animating(/*goto*/ 0x2d) @@ -1273,43 +1273,43 @@ u8 func0408_outro[] = { label(0x06) outro_wait_until1(14, '1', 0x66) - play_sound(0x80d0, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80D0, CHANNEL_7) outro_wait_until1(36, '2', 0x67) - play_sound(0x80d1, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80D1, CHANNEL_6) outro_wait_until1(40, '3', 0x68) - speak(CHR_P1P2, L_ELD_042, 0x7402, CHANNEL_4, COLOR_09_BLUE) // "Sir? Are you injured?" + speak(CHR_P1P2, L_ELD_042, MP3_0402, CHANNEL_4, COLOR_09_BLUE) // "Sir? Are you injured?" outro_wait_until1(58, '4', 0xad) - play_sound(0x80d2, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80D2, CHANNEL_7) outro_wait_until1(80, '5', 0x69) - play_sound(0x80d3, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80D3, CHANNEL_7) outro_wait_until1(102, '6', 0x6a) - play_sound(0x80d0, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80D0, CHANNEL_7) outro_wait_until1(142, '7', 0x6b) - play_sound(0x80d1, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80D1, CHANNEL_7) outro_wait_until1(164, '8', 0x6c) - play_sound(0x80cc, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until1(165, '9', 0xae) - speak(CHR_P1P2, L_ELD_043, 0x7403, CHANNEL_4, COLOR_05_GREEN) // "No, Joanna, I'm okay, but those dataDyne thugs mad..." + speak(CHR_P1P2, L_ELD_043, MP3_0403, CHANNEL_4, COLOR_05_GREEN) // "No, Joanna, I'm okay, but those dataDyne thugs mad..." outro_wait_until2(195, '1','0', 0x6d) - play_sound(0x80cd, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(213, '1','1', 0x6e) - play_sound(0x80ce, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(231, '1','2', 0x6f) - play_sound(0x80cf, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) outro_wait_until2(235, '1','3', 0x70) - play_sound(0x80cc, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) // @bug: No check for button presses for about 8 seconds while Carrington is // saying the above line. @@ -1319,55 +1319,55 @@ u8 func0408_outro[] = { endloop(0xaf) label(0x06) - speak(CHR_P1P2, L_ELD_044, 0x7404, CHANNEL_4, COLOR_09_BLUE) // "It's not your fault, sir. I should have been quick..." + speak(CHR_P1P2, L_ELD_044, MP3_0404, CHANNEL_4, COLOR_09_BLUE) // "It's not your fault, sir. I should have been quick..." outro_wait_until2(956, '1','5', 0xb0) - speak(CHR_P1P2, L_ELD_045, 0x7405, CHANNEL_4, COLOR_05_GREEN) // "Don't blame yourself, Joanna. Dr. Caroll told me t..." + speak(CHR_P1P2, L_ELD_045, MP3_0405, CHANNEL_4, COLOR_05_GREEN) // "Don't blame yourself, Joanna. Dr. Caroll told me t..." outro_wait_until2(2280, '2','2', 0xb1) - speak(CHR_P1P2, L_ELD_046, 0x7406, CHANNEL_4, COLOR_09_BLUE) // "That won't be a problem, sir. So, did Dr. Caroll h..." + speak(CHR_P1P2, L_ELD_046, MP3_0406, CHANNEL_4, COLOR_09_BLUE) // "That won't be a problem, sir. So, did Dr. Caroll h..." outro_wait_until2(2457, '1','6', 0x71) - play_sound(0x80cc, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until2(2496, '1','7', 0x72) - play_sound(0x80cd, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(2620, '2','6', 0x7a) - speak(CHR_P1P2, L_ELD_047, 0x7407, CHANNEL_5, COLOR_05_GREEN) // "Oh, yes, indeed. He certainly did, and I'll brief ..." + speak(CHR_P1P2, L_ELD_047, MP3_0407, CHANNEL_5, COLOR_05_GREEN) // "Oh, yes, indeed. He certainly did, and I'll brief ..." outro_wait_until2(2730, '1','8', 0x73) - play_sound(0x80ce, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(2808, '1','9', 0x74) - play_sound(0x80cf, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) outro_wait_until2(2861, '2','0', 0x75) - play_sound(0x80cc, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until2(3030, '2','1', 0x76) - play_sound(0x80d1, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80D1, CHANNEL_7) outro_wait_until2(3098, '2','3', 0x77) - play_sound(0x80cd, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(3194, '2','4', 0x78) - play_sound(0x80ce, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(3276, '2','5', 0x79) - play_sound(0x80cf, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) outro_wait_until2(3370, '2','7', 0x7b) - play_sound(0x80cc, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CC, CHANNEL_7) outro_wait_until2(3463, '2','8', 0x7c) - play_sound(0x80cd, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CD, CHANNEL_7) outro_wait_until2(3503, '2','9', 0x7d) - play_sound(0x80ce, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CE, CHANNEL_7) outro_wait_until2(3545, '3','0', 0x7e) - play_sound(0x80cf, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80CF, CHANNEL_7) beginloop(0x08) if_camera_animating(/*goto*/ 0x2d) @@ -1966,12 +1966,12 @@ u8 func1007_cooling_switch[] = { reloop(0x04) label(0x06) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_COOLING_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_COOLING_ACTIVE, TRUE, /*goto*/ 0x06) show_hudmsg(CHR_P1P2, L_ELD_014) // "Cooling systems have been activated." set_stage_flag(STAGEFLAG_COOLING_ACTIVE) - assign_sound(0x8148, CHANNEL_1) + assign_sound(SFX_8148, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_COOLING_SWITCH, TRUE) restart_timer @@ -1980,19 +1980,19 @@ u8 func1007_cooling_switch[] = { endloop(0x08) label(0x2d) - assign_sound(0x811c, CHANNEL_1) + assign_sound(SFX_811C, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_COOLING_SWITCH, 0x04b0, 0x0640) reloop(0x04) label(0x06) mute_channel(CHANNEL_1) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_COOLING_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_WINDMILL_ACTIVATED, FALSE, /*goto*/ 0x2d) show_hudmsg(CHR_P1P2, L_ELD_048) // "Operation denied - windmill is active." goto_next(0x67) label(0x2d) - assign_sound(0x8149, CHANNEL_1) + assign_sound(SFX_8149, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_COOLING_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_ELD_015) // "Cooling systems have been deactivated." unset_stage_flag(STAGEFLAG_COOLING_ACTIVE) @@ -2016,12 +2016,12 @@ u8 func1008_power_switch[] = { reloop(0x04) label(0x06) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_POWER_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_POWER_ACTIVE, TRUE, /*goto*/ 0x06) show_hudmsg(CHR_P1P2, L_ELD_016) // "Power systems have been activated." set_stage_flag(STAGEFLAG_POWER_ACTIVE) - assign_sound(0x8148, CHANNEL_0) + assign_sound(SFX_8148, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_POWER_SWITCH, TRUE) restart_timer @@ -2030,19 +2030,19 @@ u8 func1008_power_switch[] = { endloop(0x08) label(0x2d) - assign_sound(0x8146, CHANNEL_0) + assign_sound(SFX_8146, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_POWER_SWITCH, 0x04b0, 0x0640) reloop(0x04) label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_POWER_SWITCH, TRUE) if_stage_flag_eq(STAGEFLAG_WINDMILL_ACTIVATED, FALSE, /*goto*/ 0x2d) show_hudmsg(CHR_P1P2, L_ELD_048) // "Operation denied - windmill is active." goto_next(0x67) label(0x2d) - assign_sound(0x8149, CHANNEL_0) + assign_sound(SFX_8149, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_POWER_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_ELD_017) // "Power systems have been deactivated." unset_stage_flag(STAGEFLAG_POWER_ACTIVE) @@ -2070,9 +2070,9 @@ u8 func1009_windmill_switch[] = { if_stage_flag_eq(STAGEFLAG_POWER_ACTIVE, FALSE, /*goto*/ 0x06) // Activating - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_WINDMILL_SWITCH, TRUE) - assign_sound(0x8148, CHANNEL_2) + assign_sound(SFX_8148, CHANNEL_2) control_sound_from_object(CHANNEL_2, OBJ_WINDMILL_SWITCH, TRUE) restart_timer @@ -2081,7 +2081,7 @@ u8 func1009_windmill_switch[] = { endloop(0x08) label(0x2d) - assign_sound(0x0438, CHANNEL_2) + assign_sound(SFX_0438, CHANNEL_2) play_sound_from_object(CHANNEL_2, OBJ_WINDMILL_SWITCH, 0x0708, 0x0960) show_hudmsg(CHR_P1P2, L_ELD_018) // "Windmill has been reactivated." yield @@ -2093,7 +2093,7 @@ u8 func1009_windmill_switch[] = { // Cooling and power not active label(0x06) - assign_sound(0x043e, CHANNEL_7) + assign_sound(SFX_MENU_SUBFOCUS, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_WINDMILL_SWITCH, TRUE) restart_timer @@ -2165,7 +2165,7 @@ u8 func100b_invoke_hackers[] = { endloop(0x08) label(0x06) - speak(CHR_BOND, L_ELD_022, 0x819f, CHANNEL_4, COLOR_05_GREEN) // "Joanna! It's Grimshaw. We've got hackers at the vi..." + speak(CHR_BOND, L_ELD_022, SFX_819F, CHANNEL_4, COLOR_05_GREEN) // "Joanna! It's Grimshaw. We've got hackers at the vi..." set_stage_flag(STAGEFLAG_HACKERS_STARTED) set_object_flag3(0x0b, OBJFLAG3_RTRACKED_YELLOW) set_object_flag3(0x0d, OBJFLAG3_RTRACKED_YELLOW) @@ -2541,7 +2541,7 @@ u8 func1016_msg_generator[] = { endloop(0x04) label(0x2d) - speak(CHR_P1P2, L_ELD_035, 0x73ac, CHANNEL_6, COLOR_09_BLUE) // "If I get the wind generator back online, I'll get ..." + speak(CHR_P1P2, L_ELD_035, MP3_03AC, CHANNEL_6, COLOR_09_BLUE) // "If I get the wind generator back online, I'll get ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2565,7 +2565,7 @@ u8 func1017_msg_gottobequick[] = { endloop(0x08) label(0x06) - speak(CHR_BOND, L_ELD_036, 0x73ad, CHANNEL_6, COLOR_09_BLUE) // "I've got to be quick, or they'll kill the negotiat..." + speak(CHR_BOND, L_ELD_036, MP3_03AD, CHANNEL_6, COLOR_09_BLUE) // "I've got to be quick, or they'll kill the negotiat..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2587,7 +2587,7 @@ u8 func1018_msg_hidingdaniel[] = { endloop(0x08) label(0x2d) - speak(CHR_P1P2, L_ELD_037, 0x73ae, CHANNEL_6, COLOR_09_BLUE) // "Here's where they must be holding Daniel." + speak(CHR_P1P2, L_ELD_037, MP3_03AE, CHANNEL_6, COLOR_09_BLUE) // "Here's where they must be holding Daniel." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2605,7 +2605,7 @@ u8 func1019_msg_hackershavetobestopped[] = { endloop(0x08) label(0x2d) - speak(CHR_BOND, L_ELD_038, 0x73af, CHANNEL_6, COLOR_09_BLUE) // "Those hackers have to be stopped before I rescue D..." + speak(CHR_BOND, L_ELD_038, MP3_03AF, CHANNEL_6, COLOR_09_BLUE) // "Those hackers have to be stopped before I rescue D..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2786,7 +2786,7 @@ u8 func101b_toggle_basement_chrs[] = { if_object_in_good_condition(0x86, /*goto*/ 0x06) if_object_in_good_condition(0x87, /*goto*/ 0x06) if_object_in_good_condition(0x88, /*goto*/ 0x06) - play_sound(0x17cb, -1) + play_sound(MP3_07CB, -1) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) goto_first(0x08) @@ -2928,7 +2928,7 @@ u8 func101d_dual_cmp150[] = { label(0x2d) pause_timer - play_sound(0x04c6, -1) // "My gun!" + play_sound(SFX_M0_MY_GUN, -1) // "My gun!" beginloop(0x08) if_chr_death_animation_finished(0x06, /*goto*/ 0x2d) diff --git a/src/files/setup/setupimp.c b/src/files/setup/setupimp.c index 206eb96d7..46bd15407 100644 --- a/src/files/setup/setupimp.c +++ b/src/files/setup/setupimp.c @@ -822,7 +822,7 @@ u8 func1005_check_safeinfo_destroyed[] = { \ /* Switch activated */ \ label(0x08) \ - play_sound(0x043a, CHANNEL_7) \ + play_sound(SFX_043A, CHANNEL_7) \ show_hudmsg(CHR_P1P2, 0x220f) /* "Automatic gun activated." */ \ label(0x0e) \ unset_object_flag(autogun, OBJFLAG_DEACTIVATED) \ @@ -918,19 +918,19 @@ u8 func0c01_outro[] = { wait_until(86, 0x73) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(114, 0x74) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(140, 0x75) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(168, 0x76) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(186, 0x77) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) beginloop(0x0a) if_camera_animating(/*goto*/ 0x2e) @@ -959,10 +959,10 @@ u8 func0c01_outro[] = { chr_do_animation(0x01ae, -1, -1, 0x06, 0x00, CHR_SKEDAR2, 4) wait_until(16, 0x78) - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(56, 0x79) - play_sound(0x052b, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_052B, CHANNEL_10) beginloop(0x0b) if_camera_animating(/*goto*/ 0x2e) @@ -996,52 +996,52 @@ u8 func0c01_outro[] = { object_do_animation(0x01b1, 0x16, 0x02, 0xffff) wait_until(372, 0x7a) - play_sound(0x0506, CHANNEL_10) + play_sound(SFX_0506, CHANNEL_10) wait_until(382, 0x7b) - play_sound(0x0048, CHANNEL_10) + play_sound(SFX_0048, CHANNEL_10) wait_until(390, 0x7c) - play_sound(0x0506, CHANNEL_10) + play_sound(SFX_0506, CHANNEL_10) wait_until(400, 0x7d) - play_sound(0x0049, CHANNEL_10) + play_sound(SFX_0049, CHANNEL_10) wait_until(432, 0x7e) - play_sound(0x0506, CHANNEL_10) + play_sound(SFX_0506, CHANNEL_10) wait_until(442, 0x7f) - play_sound(0x00d0, CHANNEL_10) + play_sound(SFX_00D0, CHANNEL_10) wait_until(454, 0x80) - play_sound(0x0506, CHANNEL_10) + play_sound(SFX_0506, CHANNEL_10) wait_until(464, 0x81) - play_sound(0x0078, CHANNEL_10) + play_sound(SFX_0078, CHANNEL_10) wait_until(466, 0x82) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(484, 0x83) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(502, 0x84) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(516, 0x85) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(528, 0x86) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(570, 0x71) - speak(CHR_BOND, L_IMP_049, 0x747d, CHANNEL_10, COLOR_09_BLUE) // "Get clear! I'll hold them off... You can come back..." + speak(CHR_BOND, L_IMP_049, MP3_047D, CHANNEL_10, COLOR_09_BLUE) // "Get clear! I'll hold them off... You can come back..." wait_until(847, 0x87) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(852, 0x88) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(865, 0x72) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) @@ -1063,7 +1063,7 @@ u8 func0c01_outro[] = { label(0x08) set_chr_shooting_in_cutscene(CHR_BOND, FALSE) - speak(CHR_BOND, L_IMP_050, 0x747e, CHANNEL_10, COLOR_09_BLUE) // "At least, I hope you can." + speak(CHR_BOND, L_IMP_050, MP3_047E, CHANNEL_10, COLOR_09_BLUE) // "At least, I hope you can." wait_until(1018, 0x8c) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) @@ -1075,7 +1075,7 @@ u8 func0c01_outro[] = { set_chr_shooting_in_cutscene(CHR_BOND, FALSE) wait_until(1065, 0x94) - play_sound(0x052b, CHANNEL_7) + play_sound(SFX_SKEDAR_ROAR_052B, CHANNEL_7) label(0x0c) yield @@ -1108,23 +1108,23 @@ u8 func0c01_outro[] = { show_object_with_animation(0x14, 0x0319) wait_until(1090, 0x95) - play_sound(0x0529, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0529, CHANNEL_10) wait_until(1100, 0x96) - play_sound(0x052a, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) wait_until(1264, 0x97) - play_sound(0x00e3, CHANNEL_10) + play_sound(SFX_00E3, CHANNEL_10) wait_until(1280, 0x98) - play_sound(0x00e4, CHANNEL_10) + play_sound(SFX_00E4, CHANNEL_10) wait_until(1315, 0x99) - play_sound(0x77ba, CHANNEL_10) - play_sound(0x00ee, CHANNEL_10) + play_sound(MP3_07BA, CHANNEL_10) + play_sound(SFX_00EE, CHANNEL_10) wait_until(1330, 0x9a) - play_sound(0x00df, CHANNEL_10) + play_sound(SFX_00DF, CHANNEL_10) wait_until(1350, 0x9b) set_chr_shooting_in_cutscene(CHR_BOND, TRUE) @@ -1134,8 +1134,8 @@ u8 func0c01_outro[] = { set_chr_shooting_in_cutscene(CHR_BOND, TRUE) yield set_chr_shooting_in_cutscene(CHR_BOND, FALSE) - play_sound(0x77ba, CHANNEL_10) - play_sound(0x00e4, CHANNEL_10) + play_sound(MP3_07BA, CHANNEL_10) + play_sound(SFX_00E4, CHANNEL_10) beginloop(0x0d) if_camera_animating(/*goto*/ 0x2e) @@ -1190,208 +1190,208 @@ u8 func1002_intro[] = { set_cutscene_weapon(0x1a, WEAPON_AR34, WEAPON_NONE) wait_until(4, 0x71) - speak(CHR_BOND, L_IMP_041, 0x7475, CHANNEL_10, COLOR_06_WHITE) // "All ready, Joanna? We can't keep the Maian delegat..." + speak(CHR_BOND, L_IMP_041, MP3_0475, CHANNEL_10, COLOR_06_WHITE) // "All ready, Joanna? We can't keep the Maian delegat..." wait_until(72, 0x72) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(104, 0x73) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(450, 0x74) - speak(CHR_BOND, L_IMP_042, 0x7476, CHANNEL_10, COLOR_09_BLUE) // "Am I ready? What do you mean? I was ready half an ..." + speak(CHR_BOND, L_IMP_042, MP3_0476, CHANNEL_10, COLOR_09_BLUE) // "Am I ready? What do you mean? I was ready half an ..." wait_until(688, 0x76) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(754, 0x77) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(800, 0x75) - speak(CHR_BOND, L_IMP_043, 0x7477, CHANNEL_10, COLOR_06_WHITE) // "But you know how it is, Joanna... I had to make su..." + speak(CHR_BOND, L_IMP_043, MP3_0477, CHANNEL_10, COLOR_06_WHITE) // "But you know how it is, Joanna... I had to make su..." wait_until(822, 0x78) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(850, 0x79) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(866, 0x7a) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(892, 0x7b) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(926, 0x7c) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(945, 0x7d) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(976, 0x7e) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(990, 0x7f) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1030, 0x80) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(1048, 0x81) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(1102, 0x83) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(1110, 0x84) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(1158, 0x85) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(1160, 0x82) - speak(CHR_BOND, L_IMP_044, 0x7478, CHANNEL_10, COLOR_09_BLUE) // "They should keep you away from mirrors. Nervous?" + speak(CHR_BOND, L_IMP_044, MP3_0478, CHANNEL_10, COLOR_09_BLUE) // "They should keep you away from mirrors. Nervous?" wait_until(1170, 0x86) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(1224, 0x87) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(1258, 0x88) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(1440, 0x89) - speak(CHR_BOND, L_IMP_045, 0x7479, CHANNEL_10, COLOR_06_WHITE) // "Very. I've waited for this moment for so many year..." + speak(CHR_BOND, L_IMP_045, MP3_0479, CHANNEL_10, COLOR_06_WHITE) // "Very. I've waited for this moment for so many year..." wait_until(1442, 0x8a) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(1450, 0x8b) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(1594, 0x8c) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1676, 0x8d) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(1741, 0x8e) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(2252, 0x8f) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(2296, 0x90) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(2326, 0x91) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(2378, 0x92) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(2383, 0x93) - play_sound(0x00b5, CHANNEL_10) + play_sound(SFX_00B5, CHANNEL_10) wait_until(2410, 0x94) - speak(CHR_BOND, L_IMP_046, 0x747a, CHANNEL_10, COLOR_06_WHITE) // "Where did that come from?" + speak(CHR_BOND, L_IMP_046, MP3_047A, CHANNEL_10, COLOR_06_WHITE) // "Where did that come from?" wait_until(2416, 0x95) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(2446, 0x96) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(2510, 0x97) - play_sound(0x00ad, CHANNEL_10) + play_sound(SFX_00AD, CHANNEL_10) wait_until(2566, 0x98) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(2582, 0x99) - play_sound(0x00b2, CHANNEL_10) + play_sound(SFX_00B2, CHANNEL_10) wait_until(2628, 0x9b) - speak(CHR_BOND, L_IMP_047, 0x747b, CHANNEL_10, COLOR_09_BLUE) // "It was up on ground level..." + speak(CHR_BOND, L_IMP_047, MP3_047B, CHANNEL_10, COLOR_09_BLUE) // "It was up on ground level..." wait_until(2804, 0x9c) - play_sound(0x00b5, CHANNEL_10) + play_sound(SFX_00B5, CHANNEL_10) wait_until(2910, 0x9e) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) set_cutscene_weapon(0x1a, WEAPON_NONE, WEAPON_NONE) set_cutscene_weapon(CHR_BOND, WEAPON_AR34, WEAPON_NONE) wait_until(2940, 0x9f) - play_sound(0x03c5, CHANNEL_10) + play_sound(SFX_M2_HEY, CHANNEL_10) wait_until(2965, 0xa0) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(2970, 0x9d) - speak(CHR_BOND, L_IMP_048, 0x747c, CHANNEL_10, COLOR_09_BLUE) // "Looks like someone doesn't know when to quit. We'v..." + speak(CHR_BOND, L_IMP_048, MP3_047C, CHANNEL_10, COLOR_09_BLUE) // "Looks like someone doesn't know when to quit. We'v..." wait_until(2984, 0xa1) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3000, 0xa2) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(3106, 0xa3) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3125, 0xa4) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(3142, 0xae) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) unset_object_flag2(0x0d, OBJFLAG2_04000000) wait_until(3144, 0xa5) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(3169, 0xa6) - play_sound(0x0167, CHANNEL_10) + play_sound(SFX_0167, CHANNEL_10) wait_until(3180, 0xaf) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3204, 0xb0) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(3228, 0xa7) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(3246, 0xa8) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3263, 0xa9) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(3295, 0xaa) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(3317, 0xab) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3342, 0xac) - play_sound(0x0168, CHANNEL_10) + play_sound(SFX_0168, CHANNEL_10) wait_until(3355, 0xb1) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) wait_until(3365, 0xad) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3472, 0xb2) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(3498, 0xb3) - play_sound(0x0165, CHANNEL_10) + play_sound(SFX_0165, CHANNEL_10) wait_until(3520, 0xb4) - play_sound(0x0166, CHANNEL_10) + play_sound(SFX_0166, CHANNEL_10) beginloop(0x0a) if_camera_animating(/*goto*/ 0x2e) @@ -1435,49 +1435,49 @@ u8 func1002_intro[] = { wait_until2(8, 0x62) - play_sound(0x052a, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) wait_until2(26, 0x65) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until2(38, 0x63) - play_sound(0x00e3, CHANNEL_10) + play_sound(SFX_00E3, CHANNEL_10) wait_until2(43, 0x64) - play_sound(0x00e4, CHANNEL_10) + play_sound(SFX_00E4, CHANNEL_10) wait_until2(63, 0x66) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until2(160, 0x67) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until2(202, 0x68) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until2(238, 0x69) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until2(255, 0x6a) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until2(259, 0x6b) - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until2(441, 0x6c) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until2(454, 0x6d) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until2(522, 0x6e) - play_sound(0x05c7, CHANNEL_10) + play_sound(SFX_05C7, CHANNEL_10) wait_until2(546, 0x6f) - play_sound(0x05c6, CHANNEL_10) + play_sound(SFX_05C6, CHANNEL_10) wait_until2(610, 0x70) - play_sound(0x05c5, CHANNEL_10) + play_sound(SFX_05C5, CHANNEL_10) beginloop(0x0b) if_camera_animating(/*goto*/ 0x2e) @@ -1743,7 +1743,7 @@ u8 func041a_hostage_holo[] = { set_stage_flag(STAGEFLAG_VISITED_HOSTAGES_BEFORE_AUTOGUNS) label(0x2e) - assign_sound(0x1b0e, CHANNEL_6) + assign_sound(MP3_030E, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) restart_timer @@ -1757,7 +1757,7 @@ u8 func041a_hostage_holo[] = { endloop(0x0a) label(0x08) - assign_sound(0x1b0f, CHANNEL_7) + assign_sound(MP3_030F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) label(0x08) label(0x08) @@ -1819,7 +1819,7 @@ u8 func041c_init_holoclone1[] = { set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons - play_sound(0x05bc, CHANNEL_9) + play_sound(SFX_MENU_OPENDIALOG, CHANNEL_9) set_shotlist(AILIST_HOLOCLONE_ONSHOT) set_chr_maxdamage(CHR_SELF, 1) set_chr_id(CHR_HOLOCLONE1) @@ -1832,7 +1832,7 @@ u8 func041d_init_holoclone2[] = { set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons - play_sound(0x05bc, CHANNEL_5) + play_sound(SFX_MENU_OPENDIALOG, CHANNEL_5) set_shotlist(AILIST_HOLOCLONE_ONSHOT) set_chr_maxdamage(CHR_SELF, 1) set_chr_id(CHR_HOLOCLONE2) @@ -1845,7 +1845,7 @@ u8 func041e_init_holoclone3[] = { set_chr_team(CHR_SELF, TEAM_ALLY) rebuild_teams rebuild_squadrons - play_sound(0x05bc, CHANNEL_6) + play_sound(SFX_MENU_OPENDIALOG, CHANNEL_6) set_shotlist(AILIST_HOLOCLONE_ONSHOT) set_chr_maxdamage(CHR_SELF, 1) set_chr_id(CHR_HOLOCLONE3) @@ -1855,7 +1855,7 @@ u8 func041e_init_holoclone3[] = { }; u8 func041f_holoclone_onshot[] = { - play_sound(0x05bb, CHANNEL_6) + play_sound(SFX_MENU_SWIPE, CHANNEL_6) drop_gun_and_fade_out set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -1923,7 +1923,7 @@ u8 func0420_taker_holo1[] = { u8 func0421_taker_holo2[] = { set_self_chrflag(CHRCFLAG_00040000) - assign_sound(0x025b, CHANNEL_6) + assign_sound(SFX_M0_WHAT_THE, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) holo_taker_logic(CHR_HOLOCLONE2) endlist @@ -2267,7 +2267,7 @@ u8 func042e_taker_device_m[] = { label(0x2e) increase_squadron_alertness(100) - assign_sound(0x025b, CHANNEL_6) + assign_sound(SFX_M0_WHAT_THE, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) restart_timer chr_do_animation(ANIM_SURPRISED_0202, 0, -1, 0x00, 0x10, CHR_SELF, 2) @@ -2322,7 +2322,7 @@ u8 func0430_taker_device_f[] = { beginloop(0xbc) if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x08) if_timer_lt(120, /*goto*/ 0x08) - assign_sound(0x80f6, CHANNEL_7) + assign_sound(SFX_80F6, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) unset_self_flag_bankx(CHRFLAG1_00000020, BANK_1) label(0x08) @@ -2677,7 +2677,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer if_difficulty_lt(DIFF_SA, /*goto*/ 0x0d) - speak(CHR_BOND, L_IMP_020, 0x8193, CHANNEL_6, COLOR_06_WHITE) // "Joanna - we're under attack." + speak(CHR_BOND, L_IMP_020, SFX_8193, CHANNEL_6, COLOR_06_WHITE) // "Joanna - we're under attack." beginloop(0x0b) carrington_sanity_checks @@ -2685,7 +2685,7 @@ u8 func1014_carrington_messages[] = { endloop(0x0b) label(0x08) - speak(CHR_BOND, L_IMP_021, 0x8194, CHANNEL_6, COLOR_06_WHITE) // "Get the guns back on line - hurry." + speak(CHR_BOND, L_IMP_021, SFX_8194, CHANNEL_6, COLOR_06_WHITE) // "Get the guns back on line - hurry." beginloop(0x0c) carrington_sanity_checks @@ -2713,7 +2713,7 @@ u8 func1014_carrington_messages[] = { label(0xda) restart_timer - speak(CHR_BOND, L_IMP_022, 0x8195, CHANNEL_6, COLOR_06_WHITE) // "The Skedar have taken hostages." + speak(CHR_BOND, L_IMP_022, SFX_8195, CHANNEL_6, COLOR_06_WHITE) // "The Skedar have taken hostages." beginloop(0x0e) carrington_sanity_checks @@ -2722,7 +2722,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer - speak(CHR_BOND, L_IMP_023, 0x8196, CHANNEL_6, COLOR_06_WHITE) // "Get up to the offices and save them." + speak(CHR_BOND, L_IMP_023, SFX_8196, CHANNEL_6, COLOR_06_WHITE) // "Get up to the offices and save them." beginloop(0x0f) carrington_sanity_checks @@ -2750,7 +2750,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer - speak(CHR_BOND, L_IMP_024, 0x8197, CHANNEL_6, COLOR_06_WHITE) // "They're using a new form of shield technology." + speak(CHR_BOND, L_IMP_024, SFX_8197, CHANNEL_6, COLOR_06_WHITE) // "They're using a new form of shield technology." beginloop(0x11) carrington_sanity_checks @@ -2759,7 +2759,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer - speak(CHR_BOND, L_IMP_025, 0x8198, CHANNEL_6, COLOR_06_WHITE) // "Foster was working on a new weapon which may be us..." + speak(CHR_BOND, L_IMP_025, SFX_8198, CHANNEL_6, COLOR_06_WHITE) // "Foster was working on a new weapon which may be us..." beginloop(0x12) carrington_sanity_checks @@ -2785,7 +2785,7 @@ u8 func1014_carrington_messages[] = { unset_object_flag(OBJ_SAFEINFO, OBJFLAG_INVINCIBLE) #endif restart_timer - speak(CHR_BOND, L_IMP_026, 0x8199, CHANNEL_6, COLOR_06_WHITE) // "Damn it. My office... If they get access..." + speak(CHR_BOND, L_IMP_026, SFX_8199, CHANNEL_6, COLOR_06_WHITE) // "Damn it. My office... If they get access..." beginloop(0xc1) carrington_sanity_checks @@ -2794,7 +2794,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer - speak(CHR_BOND, L_IMP_027, 0x819a, CHANNEL_6, COLOR_06_WHITE) // "Get there first, Jo, and destroy the files." + speak(CHR_BOND, L_IMP_027, SFX_819A, CHANNEL_6, COLOR_06_WHITE) // "Get there first, Jo, and destroy the files." beginloop(0xc2) carrington_sanity_checks @@ -2845,7 +2845,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer - speak(CHR_BOND, L_IMP_028, 0x819b, CHANNEL_6, COLOR_06_WHITE) // "Things are desperate. They've planted a bomb." + speak(CHR_BOND, L_IMP_028, SFX_819B, CHANNEL_6, COLOR_06_WHITE) // "Things are desperate. They've planted a bomb." beginloop(0xc5) carrington_sanity_checks @@ -2854,7 +2854,7 @@ u8 func1014_carrington_messages[] = { label(0x08) restart_timer - speak(CHR_BOND, L_IMP_029, 0x819c, CHANNEL_6, COLOR_06_WHITE) // "Find it and get it out of the building." + speak(CHR_BOND, L_IMP_029, SFX_819C, CHANNEL_6, COLOR_06_WHITE) // "Find it and get it out of the building." beginloop(0xc6) carrington_sanity_checks @@ -2885,7 +2885,7 @@ u8 func1014_carrington_messages[] = { label(0x2e) carrington_sanity_checks restart_timer - speak(CHR_BOND, L_IMP_032, 0x819d, CHANNEL_6, COLOR_06_WHITE) // "Well done, Joanna. We're nearly clear..." + speak(CHR_BOND, L_IMP_032, SFX_819D, CHANNEL_6, COLOR_06_WHITE) // "Well done, Joanna. We're nearly clear..." beginloop(0xc9) if_timer_gt(180, /*goto*/ 0x08) @@ -2893,7 +2893,7 @@ u8 func1014_carrington_messages[] = { label(0x08) carrington_sanity_checks - speak(CHR_BOND, L_IMP_033, 0x819e, CHANNEL_6, COLOR_06_WHITE) // "The last dropship is waiting for you. Hurry." + speak(CHR_BOND, L_IMP_033, SFX_819E, CHANNEL_6, COLOR_06_WHITE) // "The last dropship is waiting for you. Hurry." beginloop(0xca) if_timer_gt(180, /*goto*/ 0xcb) @@ -2950,7 +2950,7 @@ u8 func1015_firingrange_pc[] = { set_ailist(CHR_SELF, GAILIST_IDLE) label(0x08) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) if_objective_complete(1, /*goto*/ 0x08) show_hudmsg(CHR_P1P2, L_IMP_030) // "Access denied - authorization failure." restart_timer @@ -3268,7 +3268,7 @@ u8 func1022_skedar_shuttle[] = { hide_countdown_timer stop_countdown_timer object_do_animation(0x045b, OBJ_SKEDAR_SHUTTLE, 0x08, 0xffff) - assign_sound(0x810a, CHANNEL_3) + assign_sound(SFX_810A, CHANNEL_3) play_sound_from_object(CHANNEL_3, OBJ_SKEDAR_SHUTTLE, 0x0708, 0x0bb8) restart_timer @@ -3278,7 +3278,7 @@ u8 func1022_skedar_shuttle[] = { endloop(0x0b) label(0x2e) - assign_sound(0x810b, CHANNEL_4) + assign_sound(SFX_810B, CHANNEL_4) play_sound_from_object(CHANNEL_4, OBJ_SKEDAR_SHUTTLE, 0x0708, 0x0bb8) beginloop(0x0d) @@ -3468,7 +3468,7 @@ u8 func101b_msg_autodefenses[] = { label(0x2e) yield yield - speak(CHR_BOND, L_IMP_035, 0x73d8, CHANNEL_6, COLOR_09_BLUE) // "The autodefenses will really help me out." + speak(CHR_BOND, L_IMP_035, MP3_03D8, CHANNEL_6, COLOR_09_BLUE) // "The autodefenses will really help me out." label(0x0a) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3492,7 +3492,7 @@ u8 func101c_msg_fosterworkingon[] = { endloop(0x0a) label(0x2e) - speak(CHR_P1P2, L_IMP_036, 0x73d9, CHANNEL_6, COLOR_09_BLUE) // "So this is what Foster was working on." + speak(CHR_P1P2, L_IMP_036, MP3_03D9, CHANNEL_6, COLOR_09_BLUE) // "So this is what Foster was working on." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3514,7 +3514,7 @@ u8 func101d_msg_countingonme[] = { endloop(0x0a) label(0x2e) - speak(CHR_BOND, L_IMP_037, 0x73da, CHANNEL_6, COLOR_09_BLUE) // "I'll have to go carefully... The hostages are coun..." + speak(CHR_BOND, L_IMP_037, MP3_03DA, CHANNEL_6, COLOR_09_BLUE) // "I'll have to go carefully... The hostages are coun..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3527,7 +3527,7 @@ u8 func101e_msg_wontknow[] = { endloop(0x04) label(0x2e) - speak(CHR_BOND, L_IMP_038, 0x73db, CHANNEL_6, COLOR_09_BLUE) // "Well, at least I won't know if I'm doing anything ..." + speak(CHR_BOND, L_IMP_038, MP3_03DB, CHANNEL_6, COLOR_09_BLUE) // "Well, at least I won't know if I'm doing anything ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3674,7 +3674,7 @@ u8 func1025_lift_door_sounds[] = { reloop(0xe4) label(0x2e) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) restart_timer beginloop(0x0a) @@ -3716,7 +3716,7 @@ u8 func1027_uplink[] = { // Activated label(0x08) if_chr_weapon_equipped(CHR_TARGET, WEAPON_DATAUPLINK, /*goto*/ 0x2e) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_TARGET, L_IMP_051) // "You need the Data Uplink." reloop(0x04) @@ -3745,7 +3745,7 @@ u8 func1027_uplink[] = { label(0x08) show_hudmsg(CHR_TARGET, L_IMP_053) // "Bypassing security systems." restart_timer - assign_sound(0x01bf, CHANNEL_5) + assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_SKEDAR_SHUTTLE, TRUE) beginloop(0x13) @@ -3767,7 +3767,7 @@ u8 func1027_uplink[] = { // 7.66 seconds since uplink label(0x08) mute_channel(CHANNEL_5) - assign_sound(0x01c1, CHANNEL_6) + assign_sound(SFX_01C1, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_SKEDAR_SHUTTLE, TRUE) show_hudmsg(CHR_TARGET, L_IMP_054) // "Virus has been downloaded successfully." yield @@ -3786,7 +3786,7 @@ u8 func1027_uplink[] = { label(0x0b) show_hudmsg(CHR_TARGET, L_IMP_056) // "Connection to ship has been broken." mute_channel(CHANNEL_5) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, OBJ_SKEDAR_SHUTTLE, TRUE) restart_timer diff --git a/src/files/setup/setuplee.c b/src/files/setup/setuplee.c index 4c9f1f182..58de0dfff 100644 --- a/src/files/setup/setuplee.c +++ b/src/files/setup/setuplee.c @@ -571,7 +571,7 @@ u8 func1019_check_shields_lowered[] = { endloop(0x08) label(0x2c) - speak(CHR_BOND, L_LEE_017, 0x81a1, CHANNEL_6, COLOR_04_ORANGE) // "You've got to open the hangar doors so we can dock..." + speak(CHR_BOND, L_LEE_017, SFX_81A1, CHANNEL_6, COLOR_04_ORANGE) // "You've got to open the hangar doors so we can dock..." set_ailist(CHR_SELF, GAILIST_IDLE) label(0x06) @@ -756,7 +756,7 @@ u8 func040e_elvis_give_ar34[] = { rebuild_teams rebuild_squadrons set_stage_flag(STAGEFLAG_MET_ELVIS) - speak(CHR_P1P2, L_LEE_019, 0x12e1, CHANNEL_6, COLOR_04_ORANGE) // "Good to see you, Joanna." + speak(CHR_P1P2, L_LEE_019, MP3_02E1, CHANNEL_6, COLOR_04_ORANGE) // "Good to see you, Joanna." chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) beginloop(0x0c) @@ -764,7 +764,7 @@ u8 func040e_elvis_give_ar34[] = { endloop(0x0c) label(0x06) - speak(CHR_P1P2, L_LEE_020, 0x12e2, CHANNEL_6, COLOR_04_ORANGE) // "Take this - you should find it useful..." + speak(CHR_P1P2, L_LEE_020, MP3_02E2, CHANNEL_6, COLOR_04_ORANGE) // "Take this - you should find it useful..." give_object_to_chr(OBJ_AR34, CHR_PRESET) show_hudmsg(CHR_PRESET, L_LEE_021) // "Received AR34 assault rifle." restart_timer @@ -924,7 +924,7 @@ u8 func0409_elvis_follow[] = { label(0x06) do_preset_animation(-1) show_hudmsg(CHR_BOND, L_LEE_013) // "Navigational information has been retrieved." - speak(CHR_PRESET, L_LEE_031, 0x12e4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards..." + speak(CHR_PRESET, L_LEE_031, MP3_02E4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards..." restart_timer set_stage_flag(STAGEFLAG_NAVIGATION_ROOM_DONE) @@ -966,7 +966,7 @@ u8 func041c_elvis_outside_prebridgelift[] = { set_target_chr(CHR_PRESET) set_stage_flag(STAGEFLAG_SAID_GO_ON_AHEAD) if_stage_flag_eq(STAGEFLAG_ENTERED_BRIDGELIFT, TRUE, /*goto*/ 0x2c) - speak(CHR_PRESET, L_LEE_026, 0x14dc, CHANNEL_6, COLOR_04_ORANGE) // "You go on ahead, Jo. I'll secure the perimeter. We..." + speak(CHR_PRESET, L_LEE_026, MP3_04DC, CHANNEL_6, COLOR_04_ORANGE) // "You go on ahead, Jo. I'll secure the perimeter. We..." label(0x2c) run_to_pad(0x0063) @@ -1022,7 +1022,7 @@ u8 func040a_elvis_go_to_hangar_lift[] = { // At player label(0x06) - speak(CHR_BOND, L_LEE_022, 0x12e4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards. I'll take this lift; you tak..." + speak(CHR_BOND, L_LEE_022, MP3_02E4, CHANNEL_6, COLOR_04_ORANGE) // "Time to head upwards. I'll take this lift; you tak..." chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) set_morale(50) @@ -1084,7 +1084,7 @@ u8 func041b_elvis_at_bridge[] = { reloop(0x09) label(0x2c) - speak(CHR_TARGET, L_LEE_024, 0x12e3, CHANNEL_6, COLOR_04_ORANGE) // "Look out, Joanna! I think we've made them angry..." + speak(CHR_TARGET, L_LEE_024, MP3_02E3, CHANNEL_6, COLOR_04_ORANGE) // "Look out, Joanna! I think we've made them angry..." set_stage_flag(STAGEFLAG_SAID_LOOKOUT) endloop(0x09) @@ -1425,7 +1425,7 @@ u8 func1008_hangar_lifts[] = { // Bring Elvis's lift down label(0x2c) - play_sound(0x81a6, -1) + play_sound(SFX_81A6, -1) unset_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED) yield yield @@ -1894,7 +1894,7 @@ u8 func100b_msg_getshieldsdown[] = { endloop(0xc2) label(0x06) - speak(CHR_BOND, L_LEE_016, 0x81a0, CHANNEL_6, COLOR_04_ORANGE) // "Outside, Joanna. Get the shields down and we can h..." + speak(CHR_BOND, L_LEE_016, SFX_81A0, CHANNEL_6, COLOR_04_ORANGE) // "Outside, Joanna. Get the shields down and we can h..." set_stage_flag(STAGEFLAG_SAID_GETSHIELDSDOWN) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -1918,7 +1918,7 @@ u8 func100c_engineroom[] = { if_chr_knockedout(CHR_ELVIS, /*goto*/ 0x2c) set_ailist(CHR_ELVIS, AILIST_ELVIS_RUN_FROM_ENGINEROOM) play_x_track(XREASON_DEFAULT, 10, 10) - speak(CHR_BOND, L_LEE_046, 0x73d7, CHANNEL_6, COLOR_04_ORANGE) // "We have to get out of here!" + speak(CHR_BOND, L_LEE_046, MP3_03D7, CHANNEL_6, COLOR_04_ORANGE) // "We have to get out of here!" label(0x2c) set_countdown_timer(10) show_countdown_timer @@ -1997,7 +1997,7 @@ u8 func100d_prebridgelift[] = { // Activate lift label(0x2c) - play_sound(0x81a6, -1) + play_sound(SFX_81A6, -1) unset_object_flag(OBJ_PREBRIDGELIFT, OBJFLAG_DEACTIVATED) yield yield @@ -2079,7 +2079,7 @@ u8 func100e_bridgelift[] = { // Activate lift label(0x2c) - play_sound(0x81a6, -1) + play_sound(SFX_81A6, -1) unset_object_flag(OBJ_BRIDGELIFT, OBJFLAG_DEACTIVATED) yield yield @@ -2565,111 +2565,111 @@ u8 func1003_intro[] = { wait_until(60, 0x9a) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(120, 0xac) - play_sound(0x775a, CHANNEL_10) + play_sound(MP3_075A, CHANNEL_10) wait_until(136, 0x9b) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(186, 0x9c) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(226, 0x9d) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(320, 0x9e) - speak(CHR_BOND, L_LEE_032, 0x747f, CHANNEL_10, COLOR_09_BLUE) // "Oohhh... I'd better not be where I think I am." + speak(CHR_BOND, L_LEE_032, MP3_047F, CHANNEL_10, COLOR_09_BLUE) // "Oohhh... I'd better not be where I think I am." wait_until(505, 0x9f) - play_sound(0x0427, CHANNEL_10) + play_sound(SFX_0427, CHANNEL_10) wait_until(600, 0xa0) - speak(CHR_BOND, L_LEE_033, 0x7480, CHANNEL_10, COLOR_04_ORANGE) // "And it's worse than that, my dear. Just look who y..." + speak(CHR_BOND, L_LEE_033, MP3_0480, CHANNEL_10, COLOR_04_ORANGE) // "And it's worse than that, my dear. Just look who y..." wait_until(1000, 0xa1) - speak(CHR_BOND, L_LEE_034, 0x7481, CHANNEL_10, COLOR_09_BLUE) // "You! I thought you'd managed to escape. We found n..." + speak(CHR_BOND, L_LEE_034, MP3_0481, CHANNEL_10, COLOR_09_BLUE) // "You! I thought you'd managed to escape. We found n..." wait_until(1018, 0xa2) - play_sound(0x0175, CHANNEL_10) + play_sound(SFX_0175, CHANNEL_10) wait_until(1142, 0xa3) - play_sound(0x0176, CHANNEL_10) + play_sound(SFX_0176, CHANNEL_10) wait_until(1168, 0xa4) - play_sound(0x0177, CHANNEL_10) + play_sound(SFX_0177, CHANNEL_10) wait_until(1210, 0xa5) - play_sound(0x0178, CHANNEL_10) + play_sound(SFX_0178, CHANNEL_10) wait_until(1260, 0xa6) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(1298, 0xa7) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(1358, 0x65) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(1396, 0x66) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(1400, 0xa8) - speak(CHR_BOND, L_LEE_035, 0x7482, CHANNEL_10, COLOR_04_ORANGE) // "You couldn't find me. But there was no hiding from..." + speak(CHR_BOND, L_LEE_035, MP3_0482, CHANNEL_10, COLOR_04_ORANGE) // "You couldn't find me. But there was no hiding from..." wait_until(1520, 0x67) - play_sound(0x0176, CHANNEL_10) + play_sound(SFX_0176, CHANNEL_10) wait_until(1592, 0x68) - play_sound(0x0177, CHANNEL_10) + play_sound(SFX_0177, CHANNEL_10) wait_until(1600, 0x69) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(1656, 0x6a) - play_sound(0x0175, CHANNEL_10) + play_sound(SFX_0175, CHANNEL_10) wait_until(1728, 0x6b) - play_sound(0x0178, CHANNEL_10) + play_sound(SFX_0178, CHANNEL_10) wait_until(1734, 0x6c) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(1770, 0x6e) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(1810, 0x61) open_door(0x17) - play_sound(0x801e, CHANNEL_10) - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_DOOR_801E, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(1870, 0x6f) - speak(CHR_BOND, L_LEE_036, 0x7483, CHANNEL_10, COLOR_04_ORANGE) // "This is it. Wait there! I'll make a distraction; i..." + speak(CHR_BOND, L_LEE_036, MP3_0483, CHANNEL_10, COLOR_04_ORANGE) // "This is it. Wait there! I'll make a distraction; i..." wait_until(1874, 0x70) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(1930, 0x71) - play_sound(0x0175, CHANNEL_10) + play_sound(SFX_0175, CHANNEL_10) wait_until(1986, 0x72) - play_sound(0x05a2, CHANNEL_10) + play_sound(SFX_05A2, CHANNEL_10) wait_until(2040, 0x73) - play_sound(0x05a3, CHANNEL_10) + play_sound(SFX_05A3, CHANNEL_10) wait_until(2108, 0x74) - play_sound(0x05a2, CHANNEL_10) + play_sound(SFX_05A2, CHANNEL_10) wait_until(2168, 0x75) - play_sound(0x05a3, CHANNEL_10) + play_sound(SFX_05A3, CHANNEL_10) wait_until(2226, 0x76) - play_sound(0x0531, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0531, CHANNEL_10) wait_until(2232, 0x77) - play_sound(0x05a2, CHANNEL_10) + play_sound(SFX_05A2, CHANNEL_10) wait_until(2300, 0x62) close_door(0x17) @@ -2677,73 +2677,73 @@ u8 func1003_intro[] = { wait_until(2346, 0x78) wait_until(2424, 0x79) - play_sound(0x05a3, CHANNEL_10) + play_sound(SFX_05A3, CHANNEL_10) wait_until(2468, 0x7a) - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(2474, 0x7b) - play_sound(0x05a2, CHANNEL_10) + play_sound(SFX_05A2, CHANNEL_10) wait_until(2560, 0x7c) - play_sound(0x0176, CHANNEL_10) + play_sound(SFX_0176, CHANNEL_10) wait_until(2580, 0x7d) - play_sound(0x0177, CHANNEL_10) + play_sound(SFX_0177, CHANNEL_10) wait_until(2581, 0x7e) - speak(CHR_BOND, L_LEE_037, 0x7484, CHANNEL_10, COLOR_09_BLUE) // "Why are you doing this, Cassandra?" + speak(CHR_BOND, L_LEE_037, MP3_0484, CHANNEL_10, COLOR_09_BLUE) // "Why are you doing this, Cassandra?" wait_until(2614, 0x7f) - play_sound(0x0171, CHANNEL_10) + play_sound(SFX_0171, CHANNEL_10) wait_until(2648, 0x80) - play_sound(0x0178, CHANNEL_10) + play_sound(SFX_0178, CHANNEL_10) wait_until(2670, 0x81) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(2708, 0x82) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(2736, 0x83) - play_sound(0x0174, CHANNEL_10) + play_sound(SFX_0174, CHANNEL_10) wait_until(2780, 0x84) - play_sound(0x0175, CHANNEL_10) + play_sound(SFX_0175, CHANNEL_10) wait_until(2790, 0x85) - speak(CHR_BOND, L_LEE_038, 0x7485, CHANNEL_10, COLOR_04_ORANGE) // "The Skedar used me, Joanna. You are my best chance..." + speak(CHR_BOND, L_LEE_038, MP3_0485, CHANNEL_10, COLOR_04_ORANGE) // "The Skedar used me, Joanna. You are my best chance..." wait_until(2792, 0x86) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(2834, 0x87) - play_sound(0x0176, CHANNEL_10) + play_sound(SFX_0176, CHANNEL_10) wait_until(3016, 0x88) - play_sound(0x01dc, CHANNEL_10) + play_sound(SFX_01DC, CHANNEL_10) wait_until(3068, 0x89) - play_sound(0x043a, CHANNEL_10) - play_sound(0x043d, CHANNEL_10) + play_sound(SFX_043A, CHANNEL_10) + play_sound(SFX_043D, CHANNEL_10) wait_until(3186, 0x63) open_door(0x24) wait_until(3238, 0x8a) - play_sound(0x0177, CHANNEL_10) + play_sound(SFX_0177, CHANNEL_10) wait_until(3258, 0x8b) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(3280, 0x8c) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) close_door(0x24) wait_until(3313, 0x8d) - play_sound(0x052a, CHANNEL_10) - speak(CHR_BOND, L_LEE_039, 0x7c86, CHANNEL_10, COLOR_04_ORANGE) // "Eeeeaaarrrrggghhh!!!" + play_sound(SFX_SKEDAR_ROAR_052A, CHANNEL_10) + speak(CHR_BOND, L_LEE_039, MP3_0486, CHANNEL_10, COLOR_04_ORANGE) // "Eeeeaaarrrrggghhh!!!" beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) @@ -2831,75 +2831,75 @@ u8 func0c01_outro[] = { set_cutscene_weapon(CHR_ELVIS, WEAPON_NONE, WEAPON_NONE) wait_until(38, 0x65) - play_sound(0x00f9, CHANNEL_10) + play_sound(SFX_00F9, CHANNEL_10) wait_until(140, 0x66) - play_sound(0x00fd, CHANNEL_10) + play_sound(SFX_00FD, CHANNEL_10) wait_until(150, 0xa9) - speak(CHR_BOND, L_LEE_040, 0x7487, CHANNEL_10, COLOR_09_BLUE) // "Wow. That's the first time I've seen another plane..." + speak(CHR_BOND, L_LEE_040, MP3_0487, CHANNEL_10, COLOR_09_BLUE) // "Wow. That's the first time I've seen another plane..." wait_until(368, 0x67) - play_sound(0x00fa, CHANNEL_10) - play_sound(0x00fb, CHANNEL_10) + play_sound(SFX_00FA, CHANNEL_10) + play_sound(SFX_00FB, CHANNEL_10) wait_until(540, 0x69) - play_sound(0x00fe, CHANNEL_10) + play_sound(SFX_00FE, CHANNEL_10) wait_until(550, 0x6b) - play_sound(0x00fc, CHANNEL_10) + play_sound(SFX_00FC, CHANNEL_10) wait_until(580, 0x6c) - play_sound(0x00f9, CHANNEL_10) - play_sound(0x00fb, CHANNEL_10) + play_sound(SFX_00F9, CHANNEL_10) + play_sound(SFX_00FB, CHANNEL_10) wait_until(690, 0x6e) - speak(CHR_BOND, L_LEE_041, 0x7488, CHANNEL_10, COLOR_04_ORANGE) // "Hmmmm?" + speak(CHR_BOND, L_LEE_041, MP3_0488, CHANNEL_10, COLOR_04_ORANGE) // "Hmmmm?" wait_until(850, 0x6f) - speak(CHR_BOND, L_LEE_042, 0x7489, CHANNEL_10, COLOR_04_ORANGE) // "I don't... I don't believe it!" + speak(CHR_BOND, L_LEE_042, MP3_0489, CHANNEL_10, COLOR_04_ORANGE) // "I don't... I don't believe it!" wait_until(963, 0x70) - play_sound(0x80d4, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D4, CHANNEL_10) wait_until(972, 0x71) - play_sound(0x80d8, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D8, CHANNEL_10) wait_until(988, 0x61) - play_sound(0x80db, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80DB, CHANNEL_10) wait_until(1000, 0x72) - speak(CHR_BOND, L_LEE_043, 0x748a, CHANNEL_10, COLOR_09_BLUE) // "Elvis? What is it?" + speak(CHR_BOND, L_LEE_043, MP3_048A, CHANNEL_10, COLOR_09_BLUE) // "Elvis? What is it?" wait_until(1030, 0x73) - play_sound(0x80da, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80DA, CHANNEL_10) wait_until(1045, 0x74) - play_sound(0x80d8, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D8, CHANNEL_10) wait_until(1065, 0x75) - play_sound(0x80d9, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D9, CHANNEL_10) wait_until(1085, 0x76) - play_sound(0x80da, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80DA, CHANNEL_10) wait_until(1200, 0x77) - speak(CHR_BOND, L_LEE_044, 0x748b, CHANNEL_10, COLOR_09_BLUE) // "Where are you going?" + speak(CHR_BOND, L_LEE_044, MP3_048B, CHANNEL_10, COLOR_09_BLUE) // "Where are you going?" wait_until(1237, 0x78) - play_sound(0x80db, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80DB, CHANNEL_10) wait_until(1260, 0x79) - play_sound(0x80d8, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D8, CHANNEL_10) wait_until(1280, 0x7a) - play_sound(0x80d9, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D9, CHANNEL_10) wait_until(1300, 0x7b) - play_sound(0x80da, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80DA, CHANNEL_10) wait_until(1301, 0x62) - speak(CHR_BOND, L_LEE_045, 0x748c, CHANNEL_10, COLOR_04_ORANGE) // "We have to get down to the surface! Follow me!" + speak(CHR_BOND, L_LEE_045, MP3_048C, CHANNEL_10, COLOR_04_ORANGE) // "We have to get down to the surface! Follow me!" open_door(OBJ_HANGARDOOR1) open_door(OBJ_HANGARDOOR2) open_door(OBJ_HANGARDOOR3) @@ -3116,7 +3116,7 @@ u8 func1013_msg_gottogetshieldsdown[] = { endloop(0x08) label(0x2c) - speak(CHR_BOND, L_LEE_027, 0x73dc, CHANNEL_6, COLOR_09_BLUE) // "I've got to get those shields down to let Elvis in..." + speak(CHR_BOND, L_LEE_027, MP3_03DC, CHANNEL_6, COLOR_09_BLUE) // "I've got to get those shields down to let Elvis in..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3137,7 +3137,7 @@ u8 func1014_msg_hangarbaydoors[] = { endloop(0x08) label(0x2c) - speak(CHR_BOND, L_LEE_028, 0x73dd, CHANNEL_6, COLOR_09_BLUE) // "Now only the hangar bay doors are in the way." + speak(CHR_BOND, L_LEE_028, MP3_03DD, CHANNEL_6, COLOR_09_BLUE) // "Now only the hangar bay doors are in the way." label(0x09) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -3151,7 +3151,7 @@ u8 func1015_msg_starmaps[] = { endloop(0x04) label(0x2c) - speak(CHR_P1P2, L_LEE_029, 0x73de, CHANNEL_6, COLOR_09_BLUE) // "This machine contains the Skedar star maps." + speak(CHR_P1P2, L_LEE_029, MP3_03DE, CHANNEL_6, COLOR_09_BLUE) // "This machine contains the Skedar star maps." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3167,7 +3167,7 @@ u8 func1016_msg_ifwecontrolthebridge[] = { unset_chr_chrflag(CHR_BRIDGE1, CHRCFLAG_INVINCIBLE_TO_GUNFIRE) unset_chr_chrflag(CHR_BRIDGE2, CHRCFLAG_INVINCIBLE_TO_GUNFIRE) unset_chr_chrflag(CHR_BRIDGE3, CHRCFLAG_INVINCIBLE_TO_GUNFIRE) - speak(CHR_P1P2, L_LEE_030, 0x73df, CHANNEL_6, COLOR_09_BLUE) // "If we control the bridge, then the ship is ours." + speak(CHR_P1P2, L_LEE_030, MP3_03DF, CHANNEL_6, COLOR_09_BLUE) // "If we control the bridge, then the ship is ours." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3195,7 +3195,7 @@ u8 func0422_cass[] = { if_stage_flag_eq(STAGEFLAG_SHY_SKEDAR_READY, TRUE, /*goto*/ 0x2c) label(0x2c) - play_sound(0x7c86, CHANNEL_10) + play_sound(MP3_0486, CHANNEL_10) set_stage_flag(STAGEFLAG_CASS_SCREAMING) beginloop(0xc2) @@ -3429,7 +3429,7 @@ u8 func101c_lift_door_sounds[] = { label(0x2c) dprint 'S','O','U','N','D','\n',0, - play_sound(0x81a6, -1) + play_sound(SFX_81A6, -1) restart_timer beginloop(0x08) @@ -3534,7 +3534,7 @@ u8 func101f_enable_bridge_skedar[] = { u8 func1020_engine_hum_noise[] = { yield - assign_sound(0x81a5, CHANNEL_0) + assign_sound(SFX_81A5, CHANNEL_0) play_sound_from_object(CHANNEL_0, 0x1b, 0x07d0, 0x0fa0) set_ailist(CHR_SELF, GAILIST_IDLE) endlist diff --git a/src/files/setup/setuplip.c b/src/files/setup/setuplip.c index 8ecf2e573..e46656496 100644 --- a/src/files/setup/setuplip.c +++ b/src/files/setup/setuplip.c @@ -899,13 +899,13 @@ u8 func1003_uplink_doors[] = { label(0x2d) if_stage_flag_eq(STAGEFLAG_DOOR_VIRUS_DOWNLOADED, FALSE, /*goto*/ 0x06) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_P1P2, L_LIP_048) // "Virus has already been downloaded." reloop(0x04) label(0x06) if_chr_weapon_equipped(CHR_P1P2, WEAPON_DATAUPLINK, /*goto*/ 0x2d) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_P1P2, L_LIP_020) // "Access to door control systems denied." reloop(0x04) @@ -925,7 +925,7 @@ u8 func1003_uplink_doors[] = { label(0x06) show_hudmsg(CHR_P1P2, L_LIP_049) // "Initiating virus download." restart_timer - assign_sound(0x01bf, CHANNEL_5) + assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x02, TRUE) beginloop(0x11) @@ -943,7 +943,7 @@ u8 func1003_uplink_doors[] = { set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) - assign_sound(0x01c1, CHANNEL_5) + assign_sound(SFX_01C1, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x02, TRUE) show_hudmsg(CHR_P1P2, L_LIP_023) // "Virus downloaded to console." yield @@ -953,7 +953,7 @@ u8 func1003_uplink_doors[] = { label(0x09) show_hudmsg(CHR_P1P2, L_LIP_031) // "Data Uplink connection broken." mute_channel(CHANNEL_5) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, 0x02, TRUE) restart_timer @@ -976,13 +976,13 @@ u8 func1004_uplink_lights[] = { label(0x2d) if_stage_flag_eq(STAGEFLAG_LIGHT_VIRUS_DONE, FALSE, /*goto*/ 0x06) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_P1P2, L_LIP_048) // "Virus has already been downloaded." reloop(0x04) label(0x06) if_chr_weapon_equipped(CHR_P1P2, WEAPON_DATAUPLINK, /*goto*/ 0x2d) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_P1P2, L_LIP_021) // "Access to light control systems denied." reloop(0x04) @@ -1002,7 +1002,7 @@ u8 func1004_uplink_lights[] = { label(0x06) show_hudmsg(CHR_P1P2, L_LIP_049) // "Initiating virus download." restart_timer - assign_sound(0x01bf, CHANNEL_5) + assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x01, TRUE) beginloop(0x11) @@ -1020,7 +1020,7 @@ u8 func1004_uplink_lights[] = { set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) - assign_sound(0x01c1, CHANNEL_5) + assign_sound(SFX_01C1, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x01, TRUE) show_hudmsg(CHR_P1P2, L_LIP_023) // "Virus downloaded to console." yield @@ -1044,7 +1044,7 @@ u8 func1004_uplink_lights[] = { label(0x09) show_hudmsg(CHR_P1P2, L_LIP_031) // "Data Uplink connection broken." mute_channel(CHANNEL_5) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, 0x01, TRUE) restart_timer @@ -1067,13 +1067,13 @@ u8 func1005_uplink_autoguns[] = { label(0x2d) if_stage_flag_eq(STAGEFLAG_LIGHT_VIRUS_DONE, FALSE, /*goto*/ 0x06) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_P1P2, L_LIP_048) // "Virus has already been downloaded." reloop(0x04) label(0x06) if_chr_weapon_equipped(CHR_P1P2, WEAPON_DATAUPLINK, /*goto*/ 0x2d) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) show_hudmsg(CHR_P1P2, L_LIP_022) // "Access to security control systems denied." reloop(0x04) @@ -1093,7 +1093,7 @@ u8 func1005_uplink_autoguns[] = { label(0x06) show_hudmsg(CHR_P1P2, L_LIP_049) // "Initiating virus download." restart_timer - assign_sound(0x01bf, CHANNEL_5) + assign_sound(SFX_01BF, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x03, TRUE) beginloop(0x11) @@ -1110,7 +1110,7 @@ u8 func1005_uplink_autoguns[] = { if_object_in_good_condition(0x03, /*goto*/ 0x2d) set_ailist(CHR_SELF, GAILIST_IDLE) label(0x2d) - assign_sound(0x01c1, CHANNEL_5) + assign_sound(SFX_01C1, CHANNEL_5) control_sound_from_object(CHANNEL_5, 0x00, TRUE) show_hudmsg(CHR_P1P2, L_LIP_023) // "Virus downloaded to console." yield @@ -1121,7 +1121,7 @@ u8 func1005_uplink_autoguns[] = { label(0x09) show_hudmsg(CHR_P1P2, L_LIP_031) // "Data Uplink connection broken." mute_channel(CHANNEL_5) - assign_sound(0x01c0, CHANNEL_6) + assign_sound(SFX_01C0, CHANNEL_6) control_sound_from_object(CHANNEL_6, 0x03, TRUE) restart_timer @@ -1363,7 +1363,7 @@ u8 func0410_labtech_showers_sa_pa[] = { label(0x06) dprint 'T','A','L','K',' ','1','\n',0, - speak(CHR_TARGET, L_LIP_037, 0x1b2d, CHANNEL_4, COLOR_08_RED) // "Who are you?" + speak(CHR_TARGET, L_LIP_037, MP3_032D, CHANNEL_4, COLOR_08_RED) // "Who are you?" restart_timer try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x64) @@ -1383,7 +1383,7 @@ u8 func0410_labtech_showers_sa_pa[] = { // Jo has clothes label(0x0d) - speak(CHR_TARGET, L_LIP_038, 0x1b2e, CHANNEL_4, COLOR_08_RED) // "Hey - you've got my clothes." + speak(CHR_TARGET, L_LIP_038, MP3_032E, CHANNEL_4, COLOR_08_RED) // "Hey - you've got my clothes." restart_timer beginloop(0x0e) @@ -1396,7 +1396,7 @@ u8 func0410_labtech_showers_sa_pa[] = { endloop(0x0e) label(0x06) - speak(CHR_TARGET, L_LIP_043, 0x1b32, CHANNEL_4, COLOR_08_RED) // "Give me back my clothes - or else!" + speak(CHR_TARGET, L_LIP_043, MP3_0332, CHANNEL_4, COLOR_08_RED) // "Give me back my clothes - or else!" restart_timer beginloop(0x0f) @@ -1442,14 +1442,14 @@ u8 func0410_labtech_showers_sa_pa[] = { // Jo is in one of many rooms with nothing equipped - attack her label(0x2d) if_self_flag_bankx_eq(CHRFLAG0_00002000, TRUE, BANK_0, /*goto*/ 0x2d) - speak(CHR_TARGET, L_LIP_044, 0x1b33, CHANNEL_4, COLOR_08_RED) // "Right - you've asked for it!" + speak(CHR_TARGET, L_LIP_044, MP3_0333, CHANNEL_4, COLOR_08_RED) // "Right - you've asked for it!" set_self_flag_bankx(CHRFLAG0_00002000, BANK_0) goto_next(0x06) label(0x2d) call_rng if_rand_gt(25, /*goto*/ 0x06) - speak(CHR_TARGET, L_LIP_045, 0x1b34, CHANNEL_4, COLOR_08_RED) // "Give me my clothes." + speak(CHR_TARGET, L_LIP_045, MP3_0334, CHANNEL_4, COLOR_08_RED) // "Give me my clothes." label(0x06) try_run_to_target(/*goto*/ 0x6f) restart_timer @@ -1476,7 +1476,7 @@ u8 func0410_labtech_showers_sa_pa[] = { label(0x53) chr_do_animation(ANIM_SURPRISED_0202, 0, -1, 0x10, 0x10, CHR_SELF, 2) dprint 'T','A','L','K',' ','1','\n',0, - speak(CHR_TARGET, L_LIP_041, 0x8156, CHANNEL_4, COLOR_08_RED) // "Oh, my God - a gun!" + speak(CHR_TARGET, L_LIP_041, SFX_8156, CHANNEL_4, COLOR_08_RED) // "Oh, my God - a gun!" restart_timer beginloop(0x0a) @@ -1486,7 +1486,7 @@ u8 func0410_labtech_showers_sa_pa[] = { // Jo in an unknown room, or follow through from seeing weapon label(0x06) restart_timer - speak(CHR_TARGET, L_LIP_039, 0x1b2f, CHANNEL_4, COLOR_08_RED) // "Help - help!" + speak(CHR_TARGET, L_LIP_039, MP3_032F, CHANNEL_4, COLOR_08_RED) // "Help - help!" try_set_chrpreset_to_unalerted_teammate(0, /*goto*/ 0x06) // No chr in same group - run to pad instead @@ -1504,7 +1504,7 @@ u8 func0410_labtech_showers_sa_pa[] = { endloop(0x0b) label(0x61) - speak(CHR_TARGET, L_LIP_042, 0x1b31, CHANNEL_4, COLOR_08_RED) // "There's an intruder in the complex." + speak(CHR_TARGET, L_LIP_042, MP3_0331, CHANNEL_4, COLOR_08_RED) // "There's an intruder in the complex." set_stage_flag(STAGEFLAG_DISGUISE_UNCOVERED) increase_squadron_alertness(100) stop_chr @@ -1541,7 +1541,7 @@ u8 func1009_disguise_timer[] = { endloop(0x09) label(0x06) - speak(CHR_BOND, L_LIP_046, 0x72ab, CHANNEL_4, COLOR_09_BLUE) // "I don't have much time!!!" + speak(CHR_BOND, L_LIP_046, MP3_02AB, CHANNEL_4, COLOR_09_BLUE) // "I don't have much time!!!" if_difficulty_lt(DIFF_SA, /*goto*/ 0x5d) if_difficulty_lt(DIFF_PA, /*goto*/ 0x5f) set_countdown_timer(90) @@ -1733,7 +1733,7 @@ u8 func0418_doorman[] = { endloop(0x09) label(0x06) - speak(CHR_TARGET, L_LIP_050, 0x8157, CHANNEL_4, COLOR_08_RED) // "So, you got here at last." + speak(CHR_TARGET, L_LIP_050, SFX_8157, CHANNEL_4, COLOR_08_RED) // "So, you got here at last." beginloop(0x0a) if_timer_gt(240, /*goto*/ 0x06) @@ -1746,7 +1746,7 @@ u8 func0418_doorman[] = { // Disguise not used, or uncovered label(0x2d) dprint 'T','A','L','K',' ','1','\n',0, - speak(CHR_TARGET, L_LIP_051, 0x8158, CHANNEL_4, COLOR_08_RED) // "Hey, you're not... SECURITY ALERT!" + speak(CHR_TARGET, L_LIP_051, SFX_8158, CHANNEL_4, COLOR_08_RED) // "Hey, you're not... SECURITY ALERT!" restart_timer stop_chr @@ -1766,7 +1766,7 @@ u8 func0418_doorman[] = { // Jo has gun equipped label(0x2d) - speak(CHR_TARGET, L_LIP_052, 0x8159, CHANNEL_4, COLOR_08_RED) // "No guns allowed in here - put your weapon away." + speak(CHR_TARGET, L_LIP_052, SFX_8159, CHANNEL_4, COLOR_08_RED) // "No guns allowed in here - put your weapon away." restart_timer beginloop(0x0c) @@ -1776,7 +1776,7 @@ u8 func0418_doorman[] = { endloop(0x0c) label(0x06) - speak(CHR_TARGET, L_LIP_053, 0x815a, CHANNEL_4, COLOR_08_RED) // "I won't tell you again - lose the weapon." + speak(CHR_TARGET, L_LIP_053, SFX_815A, CHANNEL_4, COLOR_08_RED) // "I won't tell you again - lose the weapon." restart_timer beginloop(0x0d) @@ -1787,7 +1787,7 @@ u8 func0418_doorman[] = { label(0x1b) label(0x06) - speak(CHR_TARGET, L_LIP_054, 0x815b, CHANNEL_4, COLOR_08_RED) // "Right - I'm calling security." + speak(CHR_TARGET, L_LIP_054, SFX_815B, CHANNEL_4, COLOR_08_RED) // "Right - I'm calling security." restart_timer label(0x10) set_stage_flag(STAGEFLAG_DOORMAN_REJECTED) @@ -1796,7 +1796,7 @@ u8 func0418_doorman[] = { // Jo disguised and unarmed label(0x59) - speak(CHR_TARGET, L_LIP_055, 0x815c, CHANNEL_4, COLOR_08_RED) // "Everyone's been waiting for you..." + speak(CHR_TARGET, L_LIP_055, SFX_815C, CHANNEL_4, COLOR_08_RED) // "Everyone's been waiting for you..." restart_timer beginloop(0x0e) @@ -1966,7 +1966,7 @@ u8 func041a_labtech_harrysmate[] = { endloop(0x09) label(0x06) - speak(CHR_TARGET, L_LIP_058, 0x1abb, CHANNEL_4, COLOR_08_RED) // "Hey, that's not Harry. It's an intruder." + speak(CHR_TARGET, L_LIP_058, MP3_02BB, CHANNEL_4, COLOR_08_RED) // "Hey, that's not Harry. It's an intruder." increase_squadron_alertness(120) restart_timer chr_do_animation(0x002e, 0, -1, 0x18, 0x10, CHR_SELF, 2) @@ -2337,7 +2337,7 @@ u8 func0413_mechanic[] = { label(0x06) dprint 'T','A','L','K',' ','1','\n',0, - speak(CHR_BOND, L_LIP_065, 0x80fb, CHANNEL_4, COLOR_08_RED) // "Get the hell out of here!" + speak(CHR_BOND, L_LIP_065, SFX_M0_GET_THE_HELL_OUT_OF_HERE, CHANNEL_4, COLOR_08_RED) // "Get the hell out of here!" restart_timer chr_do_animation(ANIM_SURRENDER_002E, 0, -1, 0x18, 0x10, CHR_SELF, 2) @@ -2645,7 +2645,7 @@ u8 func041f_labtech_lights[] = { if_chr_has_hiddenflag(CHR_TARGET, CHRHFLAG_DISGUISED, /*goto*/ 0x2d) label(0x06) object_do_animation(0x025a, 0xff, 0x02, 0xffff) - speak(CHR_TARGET, L_LIP_037, 0x8103, CHANNEL_4, COLOR_08_RED) // "Who are you?" + speak(CHR_TARGET, L_LIP_037, SFX_SCI_WHO_THE_HELL_ARE_YOU, CHANNEL_4, COLOR_08_RED) // "Who are you?" #if VERSION >= VERSION_JPN_FINAL label(0x68) @@ -2659,7 +2659,7 @@ u8 func041f_labtech_lights[] = { goto_next(0x06) label(0x2d) - speak(CHR_TARGET, L_LIP_083, 0x127f, CHANNEL_4, COLOR_08_RED) // "Should you be in here?" + speak(CHR_TARGET, L_LIP_083, MP3_027F, CHANNEL_4, COLOR_08_RED) // "Should you be in here?" restart_timer do_preset_animation(-1) @@ -2675,7 +2675,7 @@ u8 func041f_labtech_lights[] = { if_chr_has_hiddenflag(CHR_TARGET, CHRHFLAG_DISGUISE_UNCOVERED, /*goto*/ 0x06) if_chr_has_hiddenflag(CHR_TARGET, CHRHFLAG_DISGUISED, /*goto*/ 0x0c) label(0x06) - speak(CHR_TARGET, L_LIP_082, 0x1286, CHANNEL_4, COLOR_08_RED) // "Leave this area now." + speak(CHR_TARGET, L_LIP_082, MP3_SCI_LEAVE_THIS_AREA, CHANNEL_4, COLOR_08_RED) // "Leave this area now." restart_timer do_preset_animation(-1) @@ -2766,7 +2766,7 @@ u8 func041f_labtech_lights[] = { endloop(0x0e) label(0x0f) - speak(CHR_TARGET, L_LIP_084, 0x8124, CHANNEL_4, COLOR_08_RED) // "Holy..." + speak(CHR_TARGET, L_LIP_084, SFX_M1_HOLY, CHANNEL_4, COLOR_08_RED) // "Holy..." set_self_flag_bankx(CHRFLAG0_00002000, BANK_0) chr_do_animation(ANIM_SURPRISED_0202, -1, -1, 0x14, 0x0a, CHR_SELF, 2) restart_timer @@ -2909,11 +2909,11 @@ u8 func0420_labtech_doors[] = { label(0x2d) if_self_flag_bankx_eq(CHRFLAG0_00000004, TRUE, BANK_0, /*goto*/ 0x2e) - speak(CHR_BOND, L_LIP_085, 0x1aa6, CHANNEL_4, COLOR_08_RED) // "It's a spy!" + speak(CHR_BOND, L_LIP_085, MP3_M0_ITS_A_SPY, CHANNEL_4, COLOR_08_RED) // "It's a spy!" goto_next(0x2d) label(0x2e) - speak(CHR_BOND, L_LIP_087, 0x1aa5, CHANNEL_4, COLOR_08_RED) // "Imposter!" + speak(CHR_BOND, L_LIP_087, MP3_M0_IMPOSTER, CHANNEL_4, COLOR_08_RED) // "Imposter!" label(0x2d) label(0x06) go_to_target_pad(SPEED_JOG) @@ -2944,12 +2944,12 @@ u8 func0420_labtech_doors[] = { if_stage_flag_eq(STAGEFLAG_AUTOGUN_VIRUS_DONE, TRUE, /*goto*/ 0x2d) set_stage_flag(STAGEFLAG_AUTOGUN_ACTIVATED) if_self_flag_bankx_eq(CHRFLAG0_00000004, TRUE, BANK_0, /*goto*/ 0x75) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x3c, TRUE) goto_next(0x2d) label(0x75) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x3d, TRUE) label(0x2d) endloop(0x71) @@ -3105,7 +3105,7 @@ u8 func0422_labtech_records[] = { label(0x06) if_alertness(99, OPERATOR_GREATER_THAN, /*goto*/ 0x2d) increase_squadron_alertness(100) - speak(CHR_TARGET, L_LIP_087, 0x1aa5, CHANNEL_4, COLOR_08_RED) // "Imposter!" + speak(CHR_TARGET, L_LIP_087, MP3_M0_IMPOSTER, CHANNEL_4, COLOR_08_RED) // "Imposter!" chr_do_animation(0x0202, -1, -1, 0x14, 0x0a, CHR_SELF, 2) restart_timer label(0x79) @@ -3115,7 +3115,7 @@ u8 func0422_labtech_records[] = { label(0x2d) dprint 'T','A','L','K',' ','1','\n',0, - speak(CHR_TARGET, L_LIP_086, 0x04ce, CHANNEL_4, COLOR_08_RED) // "Warn the others..." + speak(CHR_TARGET, L_LIP_086, SFX_M1_WARN_THE_OTHERS, CHANNEL_4, COLOR_08_RED) // "Warn the others..." label(0x2d) label(0x06) run_to_pad(0x0108) @@ -3171,9 +3171,9 @@ u8 func1018_disable_chambers[] = { mute_channel(CHANNEL_0) \ \ /* Raising chamber */ \ - assign_sound(0x042b, CHANNEL_0) \ + assign_sound(SFX_DOOR_042B, CHANNEL_0) \ control_sound_from_object(CHANNEL_0, chamber, TRUE) \ - assign_sound(0x043a, CHANNEL_7) \ + assign_sound(SFX_043A, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, switch, TRUE) \ show_hudmsg(CHR_P1P2, 0x2a42) /* "Containment unit raised up." */ \ set_object_image(switch, 0x00, 0x13) \ @@ -3187,7 +3187,7 @@ u8 func1018_disable_chambers[] = { \ label(0x06) \ mute_channel(CHANNEL_0) \ - assign_sound(0x042c, CHANNEL_0) \ + assign_sound(SFX_DOOR_042C, CHANNEL_0) \ control_sound_from_object(CHANNEL_0, chamber, TRUE) \ set_object_flag(chamber, OBJFLAG_DEACTIVATED) \ reloop(0x04) \ @@ -3195,9 +3195,9 @@ u8 func1018_disable_chambers[] = { /* Lowering chamber */ \ label(0x2d) \ mute_channel(CHANNEL_0) \ - assign_sound(0x042b, CHANNEL_0) \ + assign_sound(SFX_DOOR_042B, CHANNEL_0) \ control_sound_from_object(CHANNEL_0, chamber, TRUE) \ - assign_sound(0x043a, CHANNEL_7) \ + assign_sound(SFX_043A, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, switch, TRUE) \ show_hudmsg(CHR_P1P2, 0x2a43) /* "Containment unit lowered down." */ \ set_object_image(switch, 0x00, 0x12) \ @@ -3211,7 +3211,7 @@ u8 func1018_disable_chambers[] = { \ label(0x06) \ mute_channel(CHANNEL_0) \ - assign_sound(0x042c, CHANNEL_0) \ + assign_sound(SFX_DOOR_042C, CHANNEL_0) \ control_sound_from_object(CHANNEL_0, chamber, TRUE) \ set_object_flag(chamber, OBJFLAG_DEACTIVATED) \ endloop(0x04) @@ -3233,9 +3233,9 @@ u8 func1019_chamber1[] = { mute_channel(CHANNEL_0) // Raising chamber - assign_sound(0x042b, CHANNEL_0) + assign_sound(SFX_DOOR_042B, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER1, TRUE) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_CHAMBER1_SWITCH, TRUE) set_object_image(OBJ_CHAMBER1_SWITCH, 0x00, 0x13) show_hudmsg(CHR_P1P2, L_LIP_066) // "Containment unit raised up." @@ -3249,7 +3249,7 @@ u8 func1019_chamber1[] = { label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x042c, CHANNEL_0) + assign_sound(SFX_DOOR_042C, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER1, TRUE) set_chr_hiddenflag(CHR_ALIEN, CHRHFLAG_00100000) @@ -3268,10 +3268,10 @@ u8 func1019_chamber1[] = { // Lowering chamber label(0x2d) mute_channel(CHANNEL_0) - assign_sound(0x042b, CHANNEL_0) + assign_sound(SFX_DOOR_042B, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER1, TRUE) set_chr_chrflag(CHR_ALIEN, CHRCFLAG_HIDDEN) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_CHAMBER1_SWITCH, TRUE) set_object_image(OBJ_CHAMBER1_SWITCH, 0x00, 0x12) show_hudmsg(CHR_P1P2, L_LIP_067) // "Containment unit lowered down." @@ -3285,7 +3285,7 @@ u8 func1019_chamber1[] = { label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x042c, CHANNEL_0) + assign_sound(SFX_DOOR_042C, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER1, TRUE) set_object_flag(OBJ_CHAMBER1, OBJFLAG_DEACTIVATED) endloop(0x04) @@ -3304,9 +3304,9 @@ u8 func101a_chamber2[] = { if_stage_flag_eq(STAGEFLAG_CHAMBER2_RAISED, TRUE, /*goto*/ 0x2d) // Raising chamber - assign_sound(0x042b, CHANNEL_0) + assign_sound(SFX_DOOR_042B, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER2, TRUE) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_CHAMBER2_SWITCH, TRUE) set_object_image(OBJ_CHAMBER2_SWITCH, 0x00, 0x13) show_hudmsg(CHR_P1P2, L_LIP_066) // "Containment unit raised up." @@ -3320,7 +3320,7 @@ u8 func101a_chamber2[] = { label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x042c, CHANNEL_0) + assign_sound(SFX_DOOR_042C, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER2, TRUE) set_object_flag(OBJ_CHAMBER2, OBJFLAG_DEACTIVATED) @@ -3329,9 +3329,9 @@ u8 func101a_chamber2[] = { // Lowering chamber label(0x2d) mute_channel(CHANNEL_0) - assign_sound(0x042b, CHANNEL_0) + assign_sound(SFX_DOOR_042B, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER2, TRUE) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_CHAMBER2_SWITCH, TRUE) set_object_image(OBJ_CHAMBER2_SWITCH, 0x00, 0x12) show_hudmsg(CHR_P1P2, L_LIP_067) // "Containment unit lowered down." @@ -3345,7 +3345,7 @@ u8 func101a_chamber2[] = { label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x042c, CHANNEL_0) + assign_sound(SFX_DOOR_042C, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER2, TRUE) set_object_flag(OBJ_CHAMBER2, OBJFLAG_DEACTIVATED) endloop(0x04) @@ -3391,9 +3391,9 @@ u8 func1020_chamber8[] = { mute_channel(CHANNEL_0) // Raising chamber - assign_sound(0x042b, CHANNEL_0) + assign_sound(SFX_DOOR_042B, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER8, TRUE) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_CHAMBER8_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_LIP_066) // "Containment unit raised up." set_object_image(OBJ_CHAMBER8_SWITCH, 0x00, 0x13) @@ -3407,7 +3407,7 @@ u8 func1020_chamber8[] = { label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x042c, CHANNEL_0) + assign_sound(SFX_DOOR_042C, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER8, TRUE) set_object_flag(OBJ_CHAMBER8, OBJFLAG_DEACTIVATED) @@ -3416,10 +3416,10 @@ u8 func1020_chamber8[] = { // Lowering chamber label(0x2d) mute_channel(CHANNEL_0) - assign_sound(0x042b, CHANNEL_0) + assign_sound(SFX_DOOR_042B, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER8, TRUE) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_CHAMBER8_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_LIP_067) // "Containment unit lowered down." set_object_image(OBJ_CHAMBER8_SWITCH, 0x00, 0x12) @@ -3433,7 +3433,7 @@ u8 func1020_chamber8[] = { label(0x06) mute_channel(CHANNEL_0) - assign_sound(0x042c, CHANNEL_0) + assign_sound(SFX_DOOR_042C, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_CHAMBER8, TRUE) set_object_flag(OBJ_CHAMBER8, OBJFLAG_DEACTIVATED) endloop(0x04) @@ -3692,45 +3692,45 @@ u8 func0c01_outro[] = { open_door(0x31) wait_until(344, 0x64) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(380, 0x66) - speak(CHR_P1P2, L_LIP_100, 0x7433, CHANNEL_7, COLOR_09_BLUE) // "Put your hands up and step away from the alien." + speak(CHR_P1P2, L_LIP_100, MP3_0433, CHANNEL_7, COLOR_09_BLUE) // "Put your hands up and step away from the alien." wait_until(390, 0x68) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(460, 0x69) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(500, 0x74) wait_until(514, 0x6a) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(580, 0x6c) - speak(CHR_P1P2, L_LIP_102, 0x7435, CHANNEL_7, COLOR_09_BLUE) // "Don't make me tell you again, Doctor. And turn tha..." + speak(CHR_P1P2, L_LIP_102, MP3_0435, CHANNEL_7, COLOR_09_BLUE) // "Don't make me tell you again, Doctor. And turn tha..." wait_until(588, 0x6b) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(606, 0x6d) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(612, 0x6e) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(618, 0x6f) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(656, 0x70) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(720, 0x71) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(786, 0x72) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) beginloop(0x08) if_camera_animating(/*goto*/ 0x2d) @@ -3783,117 +3783,117 @@ u8 func1002_intro[] = { set_cutscene_weapon(CHR_BOND, WEAPON_FALCON2_SILENCER, WEAPON_NONE) wait_until(62, 0x67) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(90, 0x64) - speak(CHR_BOND, L_LIP_090, 0x7429, CHANNEL_5, COLOR_03_RED) // "The problem you have is that there is no way to sn..." + speak(CHR_BOND, L_LIP_090, MP3_0429, CHANNEL_5, COLOR_03_RED) // "The problem you have is that there is no way to sn..." wait_until(108, 0x66) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(686, 0x68) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(738, 0x69) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(782, 0x6a) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(810, 0x6b) - speak(CHR_BOND, L_LIP_091, 0x742a, CHANNEL_5, COLOR_09_BLUE) // "Doesn't sound like a problem to me. Where are thes..." + speak(CHR_BOND, L_LIP_091, MP3_042A, CHANNEL_5, COLOR_09_BLUE) // "Doesn't sound like a problem to me. Where are thes..." wait_until(1104, 0x6c) - speak(CHR_BOND, L_LIP_092, 0x742b, CHANNEL_5, COLOR_03_RED) // "In that crate." + speak(CHR_BOND, L_LIP_092, MP3_042B, CHANNEL_5, COLOR_03_RED) // "In that crate." wait_until(1186, 0x6d) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(1222, 0x6e) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1246, 0x6f) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1316, 0x70) - play_sound(0x01dc, CHANNEL_10) + play_sound(SFX_01DC, CHANNEL_10) wait_until(1346, 0x71) - assign_sound(0x8169, CHANNEL_1) + assign_sound(SFX_8169, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_CRATE, TRUE) wait_until(1390, 0x72) - speak(CHR_BOND, L_LIP_093, 0x742c, CHANNEL_5, COLOR_09_BLUE) // "Cute. Very cute." + speak(CHR_BOND, L_LIP_093, MP3_042C, CHANNEL_5, COLOR_09_BLUE) // "Cute. Very cute." wait_until(1440, 0x73) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(1492, 0x74) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(1584, 0x75) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1597, 0x76) - speak(CHR_BOND, L_LIP_094, 0x742d, CHANNEL_5, COLOR_03_RED) // "By the way, the stores are crawling with guards. I..." + speak(CHR_BOND, L_LIP_094, MP3_042D, CHANNEL_5, COLOR_03_RED) // "By the way, the stores are crawling with guards. I..." wait_until(1628, 0x77) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(1658, 0x78) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(1724, 0x79) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1792, 0x7a) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) wait_until(1866, 0x7b) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(1906, 0x7c) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(2024, 0x7d) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(2017, 0x7e) - speak(CHR_BOND, L_LIP_095, 0x742e, CHANNEL_5, COLOR_09_BLUE) // "Certainly. Any other pearls of wisdom?" + speak(CHR_BOND, L_LIP_095, MP3_042E, CHANNEL_5, COLOR_09_BLUE) // "Certainly. Any other pearls of wisdom?" wait_until(2275, 0x7f) - speak(CHR_BOND, L_LIP_096, 0x742f, CHANNEL_5, COLOR_03_RED) // "That crate..." + speak(CHR_BOND, L_LIP_096, MP3_042F, CHANNEL_5, COLOR_03_RED) // "That crate..." wait_until(2338, 0x80) - speak(CHR_BOND, L_LIP_097, 0x7430, CHANNEL_5, COLOR_09_BLUE) // "Yes?" + speak(CHR_BOND, L_LIP_097, MP3_0430, CHANNEL_5, COLOR_09_BLUE) // "Yes?" wait_until(2409, 0x81) - speak(CHR_BOND, L_LIP_098, 0x7431, CHANNEL_5, COLOR_03_RED) // "It really doesn't like being shot." + speak(CHR_BOND, L_LIP_098, MP3_0431, CHANNEL_5, COLOR_03_RED) // "It really doesn't like being shot." wait_until(2440, 0x65) open_door(0x33) open_door(0x34) wait_until(2648, 0x82) - play_sound(0x0172, CHANNEL_10) + play_sound(SFX_0172, CHANNEL_10) wait_until(2680, 0x83) - speak(CHR_BOND, L_LIP_099, 0x7432, CHANNEL_5, COLOR_09_BLUE) // "Great. Now, if I can just fight the urge to report..." + speak(CHR_BOND, L_LIP_099, MP3_0432, CHANNEL_5, COLOR_09_BLUE) // "Great. Now, if I can just fight the urge to report..." wait_until(2690, 0x84) - play_sound(0x0173, CHANNEL_10) + play_sound(SFX_0173, CHANNEL_10) wait_until(2986, 0x85) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(3048, 0x86) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until(3104, 0x87) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(3152, 0x88) - play_sound(0x0164, CHANNEL_10) + play_sound(SFX_0164, CHANNEL_10) beginloop(0x08) if_camera_animating(/*goto*/ 0x2d) @@ -3908,7 +3908,7 @@ u8 func1002_intro[] = { mute_channel(CHANNEL_10) mute_channel(CHANNEL_5) mute_channel(CHANNEL_1) - assign_sound(0x8169, CHANNEL_1) + assign_sound(SFX_8169, CHANNEL_1) control_sound_from_object(CHANNEL_1, OBJ_CRATE, TRUE) unset_chr_chrflag(CHR_BOND, CHRCFLAG_UNPLAYABLE) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_00020000) @@ -4264,7 +4264,7 @@ u8 func1029_msg_showers[] = { endloop(0x04) label(0x2d) - speak(CHR_BOND, L_LIP_078, 0x73bc, CHANNEL_6, COLOR_09_BLUE) // "The showers... Now, if I can convince someone to p..." + speak(CHR_BOND, L_LIP_078, MP3_03BC, CHANNEL_6, COLOR_09_BLUE) // "The showers... Now, if I can convince someone to p..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -4277,7 +4277,7 @@ u8 func102a_msg_temperaturedropping[] = { endloop(0x04) label(0x2d) - speak(CHR_BOND, L_LIP_079, 0x8180, CHANNEL_6, COLOR_09_BLUE) // "The temperature's dropping... You must be close to..." + speak(CHR_BOND, L_LIP_079, SFX_8180, CHANNEL_6, COLOR_09_BLUE) // "The temperature's dropping... You must be close to..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -4288,7 +4288,7 @@ u8 func102b_msg_airrecycled[] = { endloop(0x04) label(0x2d) - speak(CHR_BOND, L_LIP_080, 0x73be, CHANNEL_6, COLOR_09_BLUE) // "The air's heavily recycled around here - must be n..." + speak(CHR_BOND, L_LIP_080, MP3_03BE, CHANNEL_6, COLOR_09_BLUE) // "The air's heavily recycled around here - must be n..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -4299,7 +4299,7 @@ u8 func102c_msg_hurry[] = { endloop(0x04) label(0x2d) - speak(CHR_BOND, L_LIP_081, 0x8181, CHANNEL_6, COLOR_09_BLUE) // "There he is, Jo! Hurry or you'll be too late!" + speak(CHR_BOND, L_LIP_081, SFX_8181, CHANNEL_6, COLOR_09_BLUE) // "There he is, Jo! Hurry or you'll be too late!" set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -4421,7 +4421,7 @@ u8 func1030_lift_door_sounds[] = { reloop(0x5e) label(0x2d) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) restart_timer beginloop(0x08) diff --git a/src/files/setup/setuplue.c b/src/files/setup/setuplue.c index 8102185a0..bba33e395 100644 --- a/src/files/setup/setuplue.c +++ b/src/files/setup/setuplue.c @@ -1001,7 +1001,7 @@ u8 func100c_maingate_switch[] = { reloop(0x04) label(0x2e) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_MAINGATE_SWITCH, 0x012c, 0x0190, 0x00) set_object_image(OBJ_MAINGATE_SWITCH, 0x00, 0x13) if_door_state(OBJ_MAINGATE1, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x2e) @@ -1018,7 +1018,7 @@ u8 func100c_maingate_switch[] = { reloop(0x04) label(0x2e) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_MAINGATE_SWITCH, 0x012c, 0x0190, 0x00) set_object_image(OBJ_MAINGATE_SWITCH, 0x00, 0x12) show_hudmsg(CHR_P1P2, L_LUE_044) // "Main gate has been closed." @@ -1139,8 +1139,8 @@ u8 func1405_antenna_switch[] = { label(0x2e) if_stage_flag_eq(STAGEFLAG_ANTENNA_LOWERED, TRUE, /*goto*/ 0x06) - play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, 0x801e, 0x00, 0x00) - play_sound_from_object2(CHANNEL_1, OBJ_ANTENNA, 0x00cd, 0x00, 0x02) + play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, SFX_DOOR_801E, 0x00, 0x00) + play_sound_from_object2(CHANNEL_1, OBJ_ANTENNA, SFX_00CD, 0x00, 0x02) set_object_image(OBJ_ANTENNA_SWITCH, 0x00, 0x12) unset_object_flag(OBJ_ANTENNA, OBJFLAG_DEACTIVATED) show_hudmsg(CHR_P1P2, L_LUE_030) // "Antenna lowered." @@ -1157,13 +1157,13 @@ u8 func1405_antenna_switch[] = { label(0x2e) mute_channel(CHANNEL_1) - play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, 0x801f, 0x00, 0x00) + play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, SFX_DOOR_801F, 0x00, 0x00) set_object_flag(OBJ_ANTENNA, OBJFLAG_DEACTIVATED) reloop(0x04) label(0x06) - play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, 0x801e, 0x00, 0x00) - play_sound_from_object2(CHANNEL_1, OBJ_ANTENNA, 0x00cd, 0x00, 0x02) + play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, SFX_DOOR_801E, 0x00, 0x00) + play_sound_from_object2(CHANNEL_1, OBJ_ANTENNA, SFX_00CD, 0x00, 0x02) set_object_image(OBJ_ANTENNA_SWITCH, 0x00, 0x13) unset_object_flag(OBJ_ANTENNA, OBJFLAG_DEACTIVATED) unset_stage_flag(STAGEFLAG_ANTENNA_LOWERED) @@ -1180,7 +1180,7 @@ u8 func1405_antenna_switch[] = { label(0x2e) mute_channel(CHANNEL_1) - play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, 0x801f, 0x00, 0x00) + play_sound_from_object2(CHANNEL_9, OBJ_ANTENNA_SWITCH, SFX_DOOR_801F, 0x00, 0x00) set_object_flag(OBJ_ANTENNA, OBJFLAG_DEACTIVATED) endloop(0x04) @@ -1195,7 +1195,7 @@ u8 func1006_lift_switches[] = { reloop(0x04) label(0x09) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LIFT1_SWITCH, 0x012c, 0x0190, 0x00) if_chr_has_object(CHR_P1P2, OBJ_KEYCARD, /*goto*/ 0x2e) show_hudmsg(CHR_P1P2, L_LUE_036) // "Lift access denied - key card needed." @@ -1217,7 +1217,7 @@ u8 func1006_lift_switches[] = { goto_next(0x0b) label(0x0a) - assign_sound(0x043f, CHANNEL_7) + assign_sound(SFX_043F, CHANNEL_7) play_sound_from_entity(CHANNEL_7, OBJ_LIFT2_SWITCH, 0x012c, 0x0190, 0x00) #if VERSION >= VERSION_PAL_FINAL if_chr_has_object(CHR_P1P2, OBJ_KEYCARD, /*goto*/ 0x2e) @@ -1670,7 +1670,7 @@ u8 func0416_mechanic[] = { set_chr_team(CHR_SELF, TEAM_ENEMY) rebuild_teams rebuild_squadrons - play_sound(0x80f7, CHANNEL_7) + play_sound(SFX_M0_HOLY_SHH, CHANNEL_7) label(0x06) set_returnlist(CHR_SELF, GAILIST_ALERTED) set_ailist(CHR_SELF, GAILIST_ALERTED) @@ -1817,25 +1817,25 @@ u8 func040e_outro[] = { wait_until(1, 0x60) - speak(CHR_P1P2, L_LUE_067, 0x7421, CHANNEL_5, COLOR_07_RED) // "Agent Dark! Over here!" + speak(CHR_P1P2, L_LUE_067, MP3_0421, CHANNEL_5, COLOR_07_RED) // "Agent Dark! Over here!" wait_until(46, 0x61) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(74, 0x62) - play_sound(0x0172, CHANNEL_6) + play_sound(SFX_0172, CHANNEL_6) wait_until(100, 0x64) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(150, 0x65) - speak(CHR_P1P2, L_LUE_068, 0x7422, CHANNEL_5, COLOR_09_BLUE) // "There you are! I was beginning to wonder if..." + speak(CHR_P1P2, L_LUE_068, MP3_0422, CHANNEL_5, COLOR_09_BLUE) // "There you are! I was beginning to wonder if..." wait_until(188, 0x66) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) wait_until(278, 0x67) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) wait_until(290, 0x68) set_chr_shooting_in_cutscene(CHR_JONATHAN, TRUE) @@ -1844,61 +1844,61 @@ u8 func040e_outro[] = { set_chr_shooting_in_cutscene(CHR_JONATHAN, FALSE) wait_until(296, 0x79) - play_sound(0x8076, CHANNEL_10) + play_sound(SFX_8076, CHANNEL_10) wait_until(310, 0x7a) - play_sound(0x0090, CHANNEL_10) + play_sound(SFX_0090, CHANNEL_10) wait_until(392, 0x69) - play_sound(0x808e, CHANNEL_10) + play_sound(SFX_THUD_808E, CHANNEL_10) wait_until(406, 0x6c) - speak(CHR_P1P2, L_LUE_069, 0x7423, CHANNEL_5, COLOR_07_RED) // "If what?" + speak(CHR_P1P2, L_LUE_069, MP3_0423, CHANNEL_5, COLOR_07_RED) // "If what?" wait_until(410, 0x6a) - play_sound(0x0176, CHANNEL_6) + play_sound(SFX_0176, CHANNEL_6) wait_until(424, 0x6b) - play_sound(0x0177, CHANNEL_6) + play_sound(SFX_0177, CHANNEL_6) wait_until(426, 0x6c) - play_sound(0x0177, CHANNEL_7) + play_sound(SFX_0177, CHANNEL_7) wait_until(464, 0x6d) - play_sound(0x007d, CHANNEL_10) + play_sound(SFX_007D, CHANNEL_10) wait_until(472, 0x6e) - speak(CHR_P1P2, L_LUE_070, 0x7424, CHANNEL_5, COLOR_09_BLUE) // "If you'd been discovered yet. And frankly, if this..." + speak(CHR_P1P2, L_LUE_070, MP3_0424, CHANNEL_5, COLOR_09_BLUE) // "If you'd been discovered yet. And frankly, if this..." wait_until(900, 0x70) - speak(CHR_P1P2, L_LUE_071, 0x7425, CHANNEL_5, COLOR_07_RED) // "I was tidying up one of your loose ends." + speak(CHR_P1P2, L_LUE_071, MP3_0425, CHANNEL_5, COLOR_07_RED) // "I was tidying up one of your loose ends." wait_until(936, 0x6f) - play_sound(0x0178, CHANNEL_7) + play_sound(SFX_0178, CHANNEL_7) wait_until(1080, 0x71) - speak(CHR_P1P2, L_LUE_072, 0x7426, CHANNEL_5, COLOR_09_BLUE) // "My loose ends?" + speak(CHR_P1P2, L_LUE_072, MP3_0426, CHANNEL_5, COLOR_09_BLUE) // "My loose ends?" wait_until(1180, 0x72) - speak(CHR_P1P2, L_LUE_073, 0x7427, CHANNEL_5, COLOR_07_RED) // "I'm sorry, I didn't realize you wanted him to shoo..." + speak(CHR_P1P2, L_LUE_073, MP3_0427, CHANNEL_5, COLOR_07_RED) // "I'm sorry, I didn't realize you wanted him to shoo..." wait_until(1228, 0x73) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(1286, 0x74) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(1434, 0x75) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(1462, 0x77) - play_sound(0x0174, CHANNEL_6) + play_sound(SFX_0174, CHANNEL_6) wait_until(1585, 0x76) - speak(CHR_P1P2, L_LUE_074, 0x7428, CHANNEL_5, COLOR_09_BLUE) // "Okay, okay, forget about it. I'm going to let the ..." + speak(CHR_P1P2, L_LUE_074, MP3_0428, CHANNEL_5, COLOR_09_BLUE) // "Okay, okay, forget about it. I'm going to let the ..." wait_until(1588, 0x78) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) beginloop(0x09) if_camera_animating(/*goto*/ 0x2e) @@ -1939,18 +1939,18 @@ u8 func0410_intro[] = { set_cutscene_weapon(CHR_BOND, WEAPON_FALCON2, WEAPON_NONE) wait_until(26, 0x60) - speak(CHR_BOND, L_LUE_058, 0x7418, CHANNEL_7, COLOR_06_WHITE) // "Okay, Joanna, take a look at this. Our operative i..." + speak(CHR_BOND, L_LUE_058, MP3_0418, CHANNEL_7, COLOR_06_WHITE) // "Okay, Joanna, take a look at this. Our operative i..." wait_until(500, 0x61) - speak(CHR_BOND, L_LUE_059, 0x7419, CHANNEL_7, COLOR_06_WHITE) // "This is your entry point... A deserted helipad on ..." + speak(CHR_BOND, L_LUE_059, MP3_0419, CHANNEL_7, COLOR_06_WHITE) // "This is your entry point... A deserted helipad on ..." wait_until(800, 0x62) - speak(CHR_BOND, L_LUE_060, 0x741a, CHANNEL_7, COLOR_06_WHITE) // "The lift down to the hangars and the rendezvous po..." + speak(CHR_BOND, L_LUE_060, MP3_041A, CHANNEL_7, COLOR_06_WHITE) // "The lift down to the hangars and the rendezvous po..." wait_until(1200, 0x63) wait_until(1236, 0x64) - speak(CHR_BOND, L_LUE_061, 0x741b, CHANNEL_7, COLOR_06_WHITE) // "Here is the communications antenna. Attach a comms..." + speak(CHR_BOND, L_LUE_061, MP3_041B, CHANNEL_7, COLOR_06_WHITE) // "Here is the communications antenna. Attach a comms..." beginloop(0x09) if_camera_animating(/*goto*/ 0x2e) @@ -1991,10 +1991,10 @@ u8 func0410_intro[] = { restart_timer wait_until(186, 0x65) - speak(CHR_BOND, L_LUE_062, 0x81b9, CHANNEL_7, COLOR_09_BLUE) // "Oh, my God!" + speak(CHR_BOND, L_LUE_062, SFX_81B9, CHANNEL_7, COLOR_09_BLUE) // "Oh, my God!" wait_until(380, 0x66) - speak(CHR_BOND, L_LUE_063, 0x741d, CHANNEL_7, COLOR_06_WHITE) // "Here is our friend. He appears to be physically un..." + speak(CHR_BOND, L_LUE_063, MP3_041D, CHANNEL_7, COLOR_06_WHITE) // "Here is our friend. He appears to be physically un..." beginloop(0x0a) if_camera_animating(/*goto*/ 0x2e) @@ -2032,10 +2032,10 @@ u8 func0410_intro[] = { restart_timer wait_until(416, 0x67) - speak(CHR_BOND, L_LUE_064, 0x741e, CHANNEL_7, COLOR_09_BLUE) // "But who was...?" + speak(CHR_BOND, L_LUE_064, MP3_041E, CHANNEL_7, COLOR_09_BLUE) // "But who was...?" wait_until(485, 0x68) - speak(CHR_BOND, L_LUE_065, 0x741f, CHANNEL_7, COLOR_06_WHITE) // "Any questions? No. Good. Away you go to the hangar..." + speak(CHR_BOND, L_LUE_065, MP3_041F, CHANNEL_7, COLOR_06_WHITE) // "Any questions? No. Good. Away you go to the hangar..." beginloop(0x0b) if_camera_animating(/*goto*/ 0x2e) @@ -2064,40 +2064,40 @@ u8 func0410_intro[] = { restart_timer wait_until(1, 0x69) - speak(CHR_BOND, L_LUE_066, 0x7420, CHANNEL_10, COLOR_09_BLUE) // "Agent Dark Mission Log, 1028 hours. Against my bet..." + speak(CHR_BOND, L_LUE_066, MP3_0420, CHANNEL_10, COLOR_09_BLUE) // "Agent Dark Mission Log, 1028 hours. Against my bet..." wait_until(340, 0x6a) - play_sound(0x80d5, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D5, CHANNEL_10) wait_until(364, 0x6b) - play_sound(0x04b0, CHANNEL_10) + play_sound(SFX_04B0, CHANNEL_10) wait_until(458, 0x6c) - play_sound(0x046e, CHANNEL_10) + play_sound(SFX_046E, CHANNEL_10) - play_sound(0x80d5, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D5, CHANNEL_10) wait_until(496, 0x6d) - play_sound(0x80cc, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80CC, CHANNEL_10) - play_sound(0x80cd, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80CD, CHANNEL_10) wait_until(638, 0x6e) wait_until(688, 0x6f) - play_sound(0x046f, CHANNEL_10) - play_sound(0x80ce, CHANNEL_10) - play_sound(0x80cf, CHANNEL_10) + play_sound(SFX_JO_LANDING_046F, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80CE, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80CF, CHANNEL_10) wait_until(750, 0x70) - play_sound(0x016a, CHANNEL_10) + play_sound(SFX_016A, CHANNEL_10) wait_until(815, 0x71) - play_sound(0x016b, CHANNEL_10) + play_sound(SFX_016B, CHANNEL_10) wait_until(844, 0x72) - play_sound(0x016c, CHANNEL_10) + play_sound(SFX_016C, CHANNEL_10) wait_until(908, 0x73) - play_sound(0x0169, CHANNEL_10) + play_sound(SFX_0169, CHANNEL_10) wait_until(916, 0x74) @@ -2167,7 +2167,7 @@ u8 func1010_bunker_lighting[] = { label(0x06) mute_channel(CHANNEL_0) yield - assign_sound(0x04ac, CHANNEL_0) + assign_sound(SFX_ALARM_INFILTRATION, CHANNEL_0) play_sound_from_object(CHANNEL_0, 0x10, 0x0320, 0x044c) set_lights_state(0x0009, LIGHTOP_3, 0xff, 0x32, 0x78) if_difficulty_lt(DIFF_SA, /*goto*/ 0x0e) @@ -2445,7 +2445,7 @@ u8 func1011_bunker_explosives[] = { destroy_object(0x25) destroy_object(OBJ_RADAR_TERMINAL) mute_channel(CHANNEL_0) - assign_sound(0x0479, CHANNEL_0) + assign_sound(SFX_0479, CHANNEL_0) control_sound_from_object(CHANNEL_0, OBJ_RADAR_TERMINAL, TRUE) restart_timer @@ -2568,7 +2568,7 @@ u8 func1016_trigger_interceptor[] = { u8 func1017_radar_terminal_noise[] = { yield - assign_sound(0x8146, CHANNEL_0) + assign_sound(SFX_8146, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_RADAR_TERMINAL, 0x0320, 0x044c) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2858,7 +2858,7 @@ u8 func101b_msg_airinterceptradar[] = { endloop(0x04) label(0x2e) - speak(CHR_P1P2, L_LUE_053, 0x817d, CHANNEL_6, COLOR_09_BLUE) // "The air intercept radar is controlled from that bu..." + speak(CHR_P1P2, L_LUE_053, SFX_817D, CHANNEL_6, COLOR_09_BLUE) // "The air intercept radar is controlled from that bu..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2873,7 +2873,7 @@ u8 func101c_msg_cantthrow[] = { endloop(0x04) label(0x2e) - speak(CHR_P1P2, L_LUE_054, 0x73b9, CHANNEL_6, COLOR_09_BLUE) // "There's the antenna, but... I can't throw a bug th..." + speak(CHR_P1P2, L_LUE_054, MP3_03B9, CHANNEL_6, COLOR_09_BLUE) // "There's the antenna, but... I can't throw a bug th..." label(0x0e) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2894,7 +2894,7 @@ u8 func101d_msg_hangarlift[] = { endloop(0x04) label(0x2e) - speak(CHR_P1P2, L_LUE_055, 0x817e, CHANNEL_6, COLOR_09_BLUE) // "The hangar lift is on the other side of that huge ..." + speak(CHR_P1P2, L_LUE_055, SFX_817E, CHANNEL_6, COLOR_09_BLUE) // "The hangar lift is on the other side of that huge ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2906,7 +2906,7 @@ u8 func101e_msg_triggerfinger[] = { endloop(0x04) label(0x2e) - speak(CHR_P1P2, L_LUE_056, 0x817f, CHANNEL_6, COLOR_09_BLUE) // "Careful with that trigger finger, Agent Dark - you..." + speak(CHR_P1P2, L_LUE_056, SFX_817F, CHANNEL_6, COLOR_09_BLUE) // "Careful with that trigger finger, Agent Dark - you..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3033,15 +3033,15 @@ u8 func1024_lift_door_sounds[] = { goto_next(0x41) label(0x41) - play_sound(0x01dc, -1) + play_sound(SFX_01DC, -1) goto_next(0x06) label(0x2e) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) goto_next(0x06) label(0x2f) - play_sound(0x05dd, -1) + play_sound(SFX_MENU_SELECT, -1) label(0x06) restart_timer diff --git a/src/files/setup/setupoat.c b/src/files/setup/setupoat.c index a3f14553e..6d7ed1b1d 100644 --- a/src/files/setup/setupoat.c +++ b/src/files/setup/setupoat.c @@ -160,7 +160,7 @@ u8 func1000_idle[] = { }; u8 func0403_init_some_sound[] = { - play_sound(0x0037, -1) + play_sound(SFX_0037, -1) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; diff --git a/src/files/setup/setuppam.c b/src/files/setup/setuppam.c index 8de2d145a..3cd897c21 100644 --- a/src/files/setup/setuppam.c +++ b/src/files/setup/setuppam.c @@ -880,7 +880,7 @@ u8 func0402_elvis_follow_and_reactive_teleportals[] = { // In teleport control room label(0x5f) stop_chr - speak(CHR_TARGET, L_PAM_029, 0x14eb, CHANNEL_6, COLOR_04_ORANGE) // "Time to reactivate those teleportals." + speak(CHR_TARGET, L_PAM_029, MP3_04EB, CHANNEL_6, COLOR_04_ORANGE) // "Time to reactivate those teleportals." jog_to_pad(0x01c3) beginloop(0x0f) @@ -901,7 +901,7 @@ u8 func0402_elvis_follow_and_reactive_teleportals[] = { show_hudmsg(CHR_BOND, L_PAM_030) // "Teleportals have been reactivated." set_stage_flag(STAGEFLAG_TELEPORTALS_ACTIVATED) set_self_chrflag(CHRCFLAG_PUSHABLE) - play_sound(0x8148, -1) + play_sound(SFX_8148, -1) set_lights_state(0x003c, LIGHTOP_4, 0x00, 0xff, 0xb4) set_chr_chrflag(0x14, CHRCFLAG_00040000) set_chr_chrflag(0x15, CHRCFLAG_00040000) @@ -1039,7 +1039,7 @@ u8 func0404_elvis_follow_and_do_agent_megaweapon[] = { // In Agent megaweapon room label(0x1d) - speak(CHR_TARGET, L_PAM_028, 0x14ec, CHANNEL_6, COLOR_04_ORANGE) // "It looks like this could benefit from a little bit..." + speak(CHR_TARGET, L_PAM_028, MP3_04EC, CHANNEL_6, COLOR_04_ORANGE) // "It looks like this could benefit from a little bit..." label(0x5f) set_stage_flag(STAGEFLAG_ELVIS_SAID_SABOTAGE) stop_chr @@ -1066,7 +1066,7 @@ u8 func0404_elvis_follow_and_do_agent_megaweapon[] = { set_stage_flag(STAGEFLAG_AGENT_MEGAWEAPON_DISABLED) set_stage_flag(STAGEFLAG_MEGAWEAPON_DISABLED) set_lights_state(0x006c, LIGHTOP_3, 0x64, 0xff, 0x78) - assign_sound(0x8148, CHANNEL_7) + assign_sound(SFX_8148, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) unlock_door(0xb7, 0x02) unlock_door(0xb8, 0x02) @@ -1392,7 +1392,7 @@ u8 func0403_elvis_give_farsight[] = { stop_chr label(0x09) do_preset_animation(5) - speak(CHR_TARGET, L_PAM_018, 0x12ea, CHANNEL_6, COLOR_04_ORANGE) // "Here, take this gun and keep those Skedar off my b..." + speak(CHR_TARGET, L_PAM_018, MP3_02EA, CHANNEL_6, COLOR_04_ORANGE) // "Here, take this gun and keep those Skedar off my b..." give_object_to_chr(0x73, CHR_TARGET) yield set_stage_flag(STAGEFLAG_TRIGGER_MINISKEDAR_SPAWNING) @@ -1539,22 +1539,22 @@ u8 func0c01_midcutscene[] = { wait_until(114, 0x63) - speak(CHR_BOND, L_PAM_035, 0x746d, CHANNEL_10, COLOR_09_BLUE) // "Here goes. I just hope dataDyne haven't done anyth..." + speak(CHR_BOND, L_PAM_035, MP3_046D, CHANNEL_10, COLOR_09_BLUE) // "Here goes. I just hope dataDyne haven't done anyth..." wait_until(300, 0x64) - play_sound(0x0171, CHANNEL_2) + play_sound(SFX_0171, CHANNEL_2) wait_until(378, 0x65) - play_sound(0x04fc, CHANNEL_3) + play_sound(SFX_04FC, CHANNEL_3) wait_until(408, 0x6a) - play_sound(0x0423, CHANNEL_5) + play_sound(SFX_0423, CHANNEL_5) wait_until(440, 0x1a) - play_sound(0x04f7, CHANNEL_10) + play_sound(SFX_04F7, CHANNEL_10) wait_until(490, 0x6b) - speak(CHR_BOND, L_PAM_036, 0x746e, CHANNEL_10, COLOR_04_ORANGE) // "Virus detected." + speak(CHR_BOND, L_PAM_036, MP3_046E, CHANNEL_10, COLOR_04_ORANGE) // "Virus detected." wait_until(570, 0x69) @@ -1569,16 +1569,16 @@ u8 func0c01_midcutscene[] = { label(0x06) set_drcaroll_images(CHR_DRCAROLL, DRCAROLLIMAGE_EYESFROWNING, DRCAROLLIMAGE_EYESFROWNING) - speak(CHR_BOND, L_PAM_037, 0x746f, CHANNEL_10, COLOR_09_BLUE) // "Me and my big mouth." + speak(CHR_BOND, L_PAM_037, MP3_046F, CHANNEL_10, COLOR_09_BLUE) // "Me and my big mouth." wait_until(700, 0x6d) - play_sound(0x0172, CHANNEL_6) + play_sound(SFX_0172, CHANNEL_6) wait_until(712, 0x6f) - play_sound(0x04f8, CHANNEL_2) + play_sound(SFX_04F8, CHANNEL_2) wait_until(716, 0x70) - play_sound(0x0127, CHANNEL_3) + play_sound(SFX_0127, CHANNEL_3) label(0x71) yield @@ -1588,31 +1588,31 @@ u8 func0c01_midcutscene[] = { goto_first(0x71) label(0x06) - speak(CHR_BOND, L_PAM_038, 0x7470, CHANNEL_10, COLOR_04_ORANGE) // "Commencing countermeasures. Commenc..... *** ooOOo..." + speak(CHR_BOND, L_PAM_038, MP3_0470, CHANNEL_10, COLOR_04_ORANGE) // "Commencing countermeasures. Commenc..... *** ooOOo..." wait_until_with_images(746, 0x73, DRCAROLLIMAGE_EYESFROWNING, DRCAROLLIMAGE_RANDOM) - play_sound(0x0128, CHANNEL_5) + play_sound(SFX_0128, CHANNEL_5) wait_until_with_images(760, 0x75, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) emit_sparks(CHR_DRCAROLL) wait_until_with_images(764, 0x76, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESFROWNING) - play_sound(0x0173, CHANNEL_2) + play_sound(SFX_0173, CHANNEL_2) wait_until_with_images(784, 0x79, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) - play_sound(0x0174, CHANNEL_5) + play_sound(SFX_0174, CHANNEL_5) wait_until_with_images(808, 0x7c, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESFROWNING) emit_sparks(CHR_DRCAROLL) wait_until_with_images(872, 0x81, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) - play_sound(0x04fa, CHANNEL_7) + play_sound(SFX_04FA, CHANNEL_7) wait_until_with_images(886, 0x83, 0x00, DRCAROLLIMAGE_RANDOM) - play_sound(0x0129, CHANNEL_3) + play_sound(SFX_0129, CHANNEL_3) wait_until_with_images(894, 0x85, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESFROWNING) - play_sound(0x012a, CHANNEL_5) + play_sound(SFX_012A, CHANNEL_5) label(0x86) wait_until_with_images(914, 0x87, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) @@ -1622,26 +1622,26 @@ u8 func0c01_midcutscene[] = { emit_sparks(CHR_DRCAROLL) wait_until_with_images(992, 0x8e, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x04f9, CHANNEL_2) + play_sound(SFX_04F9, CHANNEL_2) wait_until_with_images(1012, 0x90, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) - play_sound(0x012b, CHANNEL_4) + play_sound(SFX_012B, CHANNEL_4) wait_until_with_images(1018, 0x91, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_RANDOM) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1026, 0x93, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) - play_sound(0x0129, CHANNEL_7) + play_sound(SFX_0129, CHANNEL_7) wait_until_with_images(1034, 0x94, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x0176, CHANNEL_2) + play_sound(SFX_0176, CHANNEL_2) set_drcaroll_images(CHR_DRCAROLL, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_EYESDEFAULT) wait_until_with_images(1036, 0x95, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1068, 0x98, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x0177, CHANNEL_6) + play_sound(SFX_0177, CHANNEL_6) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1074, 0x99, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) @@ -1651,79 +1651,79 @@ u8 func0c01_midcutscene[] = { emit_sparks(CHR_DRCAROLL) wait_until_with_images(1112, 0x9e, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) - play_sound(0x0127, CHANNEL_6) + play_sound(SFX_0127, CHANNEL_6) wait_until_with_images(1124, 0xa0, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x04f7, CHANNEL_2) + play_sound(SFX_04F7, CHANNEL_2) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1130, 0xa1, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_RANDOM) - play_sound(0x04ff, CHANNEL_3) + play_sound(SFX_CAMSPY_SHUTTER, CHANNEL_3) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1188, 0xa7, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1238, 0xaa, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x04f7, CHANNEL_6) + play_sound(SFX_04F7, CHANNEL_6) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1304, 0xb2, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_RANDOM) - play_sound(0x0129, CHANNEL_2) + play_sound(SFX_0129, CHANNEL_2) wait_until_with_images(1308, 0xb3, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_RANDOM) - play_sound(0x0178, CHANNEL_3) + play_sound(SFX_0178, CHANNEL_3) wait_until_with_images(1354, 0xba, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x04f7, CHANNEL_4) + play_sound(SFX_04F7, CHANNEL_4) wait_until_with_images(1406, 0xc5, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_RANDOM) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1468, 0xcd, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_RANDOM) - play_sound(0x012b, CHANNEL_5) + play_sound(SFX_012B, CHANNEL_5) wait_until_with_images(1480, 0xcf, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_RANDOM) - play_sound(0x0173, CHANNEL_6) + play_sound(SFX_0173, CHANNEL_6) wait_until_with_images(1487, 0xd0, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x04f9, CHANNEL_2) + play_sound(SFX_04F9, CHANNEL_2) emit_sparks(CHR_DRCAROLL) wait_until_with_images(1494, 0xd1, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - play_sound(0x0171, CHANNEL_3) + play_sound(SFX_0171, CHANNEL_3) wait_until_with_images(1500, 0xd4, DRCAROLLIMAGE_RANDOM, DRCAROLLIMAGE_EYESDEFAULT) - speak(CHR_BOND, L_PAM_039, 0x7471, CHANNEL_10, COLOR_09_BLUE) // "Dr. Caroll? Are you in control again? Can you stop..." + speak(CHR_BOND, L_PAM_039, MP3_0471, CHANNEL_10, COLOR_09_BLUE) // "Dr. Caroll? Are you in control again? Can you stop..." set_drcaroll_images(CHR_DRCAROLL, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_EYESDEFAULT) wait_until(1534, 0xd6) - play_sound(0x04f9, CHANNEL_6) + play_sound(SFX_04F9, CHANNEL_6) wait_until(1564, 0xda) - play_sound(0x0178, CHANNEL_5) + play_sound(SFX_0178, CHANNEL_5) wait_until(1630, 0xe0) - play_sound(0x0175, CHANNEL_5) + play_sound(SFX_0175, CHANNEL_5) wait_until(1810, 0xe3) - speak(CHR_BOND, L_PAM_040, 0x7472, CHANNEL_10, COLOR_04_ORANGE) // "Yes, I'm back again, my dear. But the program has ..." + speak(CHR_BOND, L_PAM_040, MP3_0472, CHANNEL_10, COLOR_04_ORANGE) // "Yes, I'm back again, my dear. But the program has ..." wait_until(1810, 0xe5) - play_sound(0x0177, CHANNEL_3) + play_sound(SFX_0177, CHANNEL_3) wait_until(1886, 0xe7) - play_sound(0x0175, CHANNEL_5) + play_sound(SFX_0175, CHANNEL_5) wait_until(2378, 0xe9) mute_channel(CHANNEL_7) - speak(CHR_BOND, L_PAM_041, 0x7473, CHANNEL_10, COLOR_09_BLUE) // "What do you mean?" + speak(CHR_BOND, L_PAM_041, MP3_0473, CHANNEL_10, COLOR_09_BLUE) // "What do you mean?" wait_until(2510, 0xea) - speak(CHR_BOND, L_PAM_042, 0x7474, CHANNEL_10, COLOR_04_ORANGE) // "When the program has run, I will have control of a..." + speak(CHR_BOND, L_PAM_042, MP3_0474, CHANNEL_10, COLOR_04_ORANGE) // "When the program has run, I will have control of a..." wait_until(3126, 0xf5) - play_sound(0x012b, CHANNEL_5) + play_sound(SFX_012B, CHANNEL_5) wait_until(3156, 0xf6) emit_sparks(CHR_DRCAROLL) @@ -1770,7 +1770,7 @@ u8 func0c01_midcutscene[] = { set_drcaroll_images(CHR_DRCAROLL, DRCAROLLIMAGE_EYESDEFAULT, DRCAROLLIMAGE_EYESDEFAULT) wait_until(3985, 0x10) - play_sound(0x0424, CHANNEL_1) + play_sound(SFX_0424, CHANNEL_1) wait_until(4046, 0xfa) emit_sparks(CHR_DRCAROLL) @@ -1797,7 +1797,7 @@ u8 func0c01_midcutscene[] = { fade_to_color(0x000000ff, 250) wait_until(4500, 0x12) - play_sound(0x012b, CHANNEL_5) + play_sound(SFX_012B, CHANNEL_5) beginloop(0x08) if_camera_animating(/*goto*/ 0x2e) @@ -2053,124 +2053,124 @@ u8 func1002_intro[] = { set_cutscene_weapon(CHR_BOND, WEAPON_FALCON2_SCOPE, WEAPON_NONE) wait_until(0, 0x63) - play_sound_from_object2(CHANNEL_5, 0x07, 0x81aa, 0x00, 0x00) + play_sound_from_object2(CHANNEL_5, 0x07, SFX_DOOR_81AA, 0x00, 0x00) wait_until(260, 0x8a) - play_sound(0x80d5, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D5, CHANNEL_10) wait_until(280, 0x8b) - play_sound(0x80d4, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D4, CHANNEL_10) wait_until(300, 0x89) - play_sound(0x005b, CHANNEL_7) + play_sound(SFX_CLOAK_ON, CHANNEL_7) set_chr_hiddenflag(0x40, CHRHFLAG_CLOAKED) - play_sound(0x80d7, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D7, CHANNEL_10) wait_until(320, 0x8c) - play_sound(0x80d6, CHANNEL_10) + play_sound(SFX_FOOTSTEP_80D6, CHANNEL_10) wait_until(852, 0x64) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(1210, 0x65) - speak(CHR_BOND, L_PAM_031, 0x7469, CHANNEL_10, COLOR_04_ORANGE) // "This doesn't seem normal. No one's around." + speak(CHR_BOND, L_PAM_031, MP3_0469, CHANNEL_10, COLOR_04_ORANGE) // "This doesn't seem normal. No one's around." wait_until(1266, 0x66) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(1300, 0x6a) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(1430, 0x6b) mute_channel(CHANNEL_5) - play_sound_from_object2(CHANNEL_5, 0x07, 0x81a9, 0x00, 0x00) + play_sound_from_object2(CHANNEL_5, 0x07, SFX_81A9, 0x00, 0x00) wait_until(1522, 0x6c) - speak(CHR_BOND, L_PAM_032, 0x746a, CHANNEL_10, COLOR_09_BLUE) // "No signs of conflict. No spent ammo cases or bulle..." + speak(CHR_BOND, L_PAM_032, MP3_046A, CHANNEL_10, COLOR_09_BLUE) // "No signs of conflict. No spent ammo cases or bulle..." wait_until(1548, 0x6d) - play_sound(0x0174, CHANNEL_7) + play_sound(SFX_0174, CHANNEL_7) wait_until(1594, 0x6e) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) wait_until(1662, 0x6f) - play_sound(0x0176, CHANNEL_7) + play_sound(SFX_0176, CHANNEL_7) wait_until(1762, 0x70) - play_sound(0x0177, CHANNEL_7) + play_sound(SFX_0177, CHANNEL_7) wait_until(1945, 0x71) - speak(CHR_BOND, L_PAM_033, 0x746b, CHANNEL_10, COLOR_04_ORANGE) // "But there ought to be a rear guard at least. It ma..." + speak(CHR_BOND, L_PAM_033, MP3_046B, CHANNEL_10, COLOR_04_ORANGE) // "But there ought to be a rear guard at least. It ma..." wait_until(1958, 0x72) - play_sound(0x0178, CHANNEL_7) + play_sound(SFX_0178, CHANNEL_7) wait_until(2066, 0x73) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(2118, 0x74) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(2167, 0x75) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(2213, 0x76) - play_sound(0x0174, CHANNEL_7) + play_sound(SFX_0174, CHANNEL_7) wait_until(2346, 0x77) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) wait_until(2362, 0x78) - play_sound(0x0176, CHANNEL_7) + play_sound(SFX_0176, CHANNEL_7) wait_until(2376, 0x79) - play_sound(0x0177, CHANNEL_7) + play_sound(SFX_0177, CHANNEL_7) wait_until(2390, 0x7a) - play_sound(0x0178, CHANNEL_7) + play_sound(SFX_0178, CHANNEL_7) wait_until(2420, 0x7b) - speak(CHR_BOND, L_PAM_034, 0x746c, CHANNEL_10, COLOR_09_BLUE) // "There has to be someone farther inside. Cover me." + speak(CHR_BOND, L_PAM_034, MP3_046C, CHANNEL_10, COLOR_09_BLUE) // "There has to be someone farther inside. Cover me." wait_until(2426, 0x7c) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(2470, 0x7d) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(2485, 0x7e) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(2520, 0x7f) - play_sound(0x0174, CHANNEL_7) + play_sound(SFX_0174, CHANNEL_7) wait_until(2545, 0x80) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) wait_until(2582, 0x81) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) wait_until(2585, 0x82) - play_sound(0x0176, CHANNEL_6) + play_sound(SFX_0176, CHANNEL_6) wait_until(2720, 0x83) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) wait_until(2842, 0x84) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) wait_until(2880, 0x85) - play_sound(0x0174, CHANNEL_7) + play_sound(SFX_0174, CHANNEL_7) wait_until(2898, 0x86) - play_sound(0x0175, CHANNEL_7) + play_sound(SFX_0175, CHANNEL_7) wait_until(3040, 0x87) - play_sound(0x0176, CHANNEL_7) + play_sound(SFX_0176, CHANNEL_7) wait_until(3042, 0x88) - play_sound(0x0177, CHANNEL_6) + play_sound(SFX_0177, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x2e) @@ -2258,7 +2258,7 @@ u8 func1006_msg_thiswillhelpus[] = { endloop(0x08) label(0x2e) - speak(CHR_P1P2, L_PAM_010, 0x73d4, CHANNEL_6, COLOR_04_ORANGE) // "This will help us to get round the ship quicker." + speak(CHR_P1P2, L_PAM_010, MP3_03D4, CHANNEL_6, COLOR_04_ORANGE) // "This will help us to get round the ship quicker." label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2275,7 +2275,7 @@ u8 func1007_msg_antibodymasking[] = { // Unreachable label(0x2e) - speak(CHR_BOND, L_PAM_011, 0x73d5, CHANNEL_6, COLOR_09_BLUE) // "This antibody masking will protect us from the aut..." + speak(CHR_BOND, L_PAM_011, MP3_03D5, CHANNEL_6, COLOR_09_BLUE) // "This antibody masking will protect us from the aut..." label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -2304,7 +2304,7 @@ u8 func1008_msg_theresdrcaroll[] = { endloop(0x04) label(0x2e) - speak(CHR_BOND, L_PAM_012, 0x73d6, CHANNEL_6, COLOR_04_ORANGE) // "There's Dr. Caroll. Let's see if we can reverse wh..." + speak(CHR_BOND, L_PAM_012, MP3_03D6, CHANNEL_6, COLOR_04_ORANGE) // "There's Dr. Caroll. Let's see if we can reverse wh..." // Elvis dead, Dr Caroll dead, or Elvis didn't get teleported label(0x0d) @@ -2328,7 +2328,7 @@ u8 func1009_msg_getoutofhere[] = { endloop(0x08) label(0x2e) - speak(CHR_BOND, L_PAM_013, 0x73d7, CHANNEL_6, COLOR_04_ORANGE) // "We have to get out of here!" + speak(CHR_BOND, L_PAM_013, MP3_03D7, CHANNEL_6, COLOR_04_ORANGE) // "We have to get out of here!" label(0x0d) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -3662,7 +3662,7 @@ u8 func041e_init_sa_megaweapon_miniskedar[] = { endloop(0x04) \ \ label(0x06) \ - assign_sound(0x8147, CHANNEL_7) \ + assign_sound(SFX_8147, CHANNEL_7) \ control_sound_from_object(CHANNEL_7, mine, TRUE) \ yield \ destroy_object(mine) \ diff --git a/src/files/setup/setuppete.c b/src/files/setup/setuppete.c index 37183329e..ed75ffbbf 100644 --- a/src/files/setup/setuppete.c +++ b/src/files/setup/setuppete.c @@ -817,7 +817,7 @@ u8 func1026_uplink[] = { // Uplinking label(0x03) show_hudmsg(CHR_P1P2, L_PETE_019) // "Accessing hovercab navigation systems." - assign_sound(0x0456, CHANNEL_7) + assign_sound(SFX_0456, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_TAXI, TRUE) restart_timer @@ -831,7 +831,7 @@ u8 func1026_uplink[] = { yield show_hudmsg(CHR_P1P2, L_PETE_021) // "Hovercab navigation systems reprogrammed." mute_channel(CHANNEL_7) - assign_sound(0x01c1, CHANNEL_7) + assign_sound(SFX_01C1, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_TAXI, TRUE) yield set_stage_flag(STAGEFLAG_TAXI_REPROGRAMMED) @@ -844,7 +844,7 @@ u8 func1026_uplink[] = { yield yield yield - assign_sound(0x0457, CHANNEL_4) + assign_sound(SFX_0457, CHANNEL_4) play_sound_from_object(CHANNEL_4, OBJ_TAXI, 0x012c, 0x0190) restart_timer @@ -901,7 +901,7 @@ u8 func040d_limo[] = { set_object_flag3(OBJ_LIMO, OBJFLAG3_00000010) object_do_animation(0x02d6, OBJ_LIMO, 0x04, 0xffff) - assign_sound(0x01b4, CHANNEL_1) + assign_sound(SFX_BIKE_ENGINE, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_LIMO, 0x0960, 0x0c80) if_stage_flag_eq(STAGEFLAG_TRACERBUG_PLACED, TRUE, /*goto*/ 0x03) if_difficulty_lt(DIFF_PA, /*goto*/ 0x03) @@ -940,7 +940,7 @@ u8 func040c_taxi[] = { // Take off label(0x03) - assign_sound(0x8000, CHANNEL_0) + assign_sound(SFX_8000, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_TAXI, 0x0960, 0x0c80) object_do_animation(0x0168, OBJ_TAXI, 0x04, 0xffff) set_object_flag2(OBJ_TAXI, OBJFLAG2_04000000) @@ -1634,7 +1634,7 @@ u8 func0413_bugspotter[] = { // Bug was thrown recently label(0x04) chr_do_animation(ANIM_TALKING_00A3, 0, -1, 0x00, 0x10, CHR_SELF, 2) - assign_sound(0x044a, CHANNEL_6) + assign_sound(SFX_044A, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) set_stage_flag(STAGEFLAG_TRACERBUG_SPOTTED) show_hudmsg(CHR_BOND, L_PETE_067) // "Tracer Bug has been spotted." @@ -1670,7 +1670,7 @@ u8 func0413_bugspotter[] = { // Alert everyone in group label(0x04) increase_squadron_alertness(100) - assign_sound(0x0467, CHANNEL_6) + assign_sound(SFX_0467, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) // No other guard to run to @@ -1987,17 +1987,17 @@ u8 func041a_robot[] = { call_rng if_rand_lt(86, /*goto*/ 0x06) if_rand_lt(172, /*goto*/ 0x07) - assign_sound(0x046a, CHANNEL_5) + assign_sound(SFX_046A, CHANNEL_5) play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) goto_next(0x03) label(0x06) - assign_sound(0x046b, CHANNEL_5) + assign_sound(SFX_046B, CHANNEL_5) play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) goto_next(0x03) label(0x07) - assign_sound(0x046c, CHANNEL_5) + assign_sound(SFX_046C, CHANNEL_5) play_sound_from_entity(CHANNEL_5, CHR_SELF, 0x0bb8, 0x1770, 0x01) label(0x03) @@ -2010,7 +2010,7 @@ u8 func041a_robot[] = { restart_timer stop_chr if_self_flag_bankx_eq(CHRFLAG0_00002000, TRUE, BANK_0, /*goto*/ 0x05) - play_sound(0x1aeb, -1) + play_sound(MP3_ROBOT_STOP_WHERE_YOU_ARE, -1) set_self_flag_bankx(CHRFLAG0_00002000, BANK_0) label(0x05) try_unset_chr_flag_bank3_02000000(CHR_SELF, /*goto*/ 0x03) @@ -2018,7 +2018,7 @@ u8 func041a_robot[] = { label(0x03) if_self_flag_bankx_eq(CHRFLAG0_00004000, TRUE, BANK_0, /*goto*/ 0x05) - play_sound(0x1aec, -1) + play_sound(MP3_ROBOT_ALERT_UNDER_ATTACK, -1) set_self_flag_bankx(CHRFLAG0_00004000, BANK_0) beginloop(0x05) @@ -2057,7 +2057,7 @@ u8 func041a_robot[] = { endloop(0x02) label(0x0c) - assign_sound(0x1aec, CHANNEL_6) + assign_sound(MP3_ROBOT_ALERT_UNDER_ATTACK, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -2139,7 +2139,7 @@ u8 func041e_sealer1[] = { // Conversation label(0x04) - assign_sound(0x814b, CHANNEL_6) + assign_sound(SFX_814B, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) chr_do_animation(ANIM_TALKING_0098, -1, -1, 0x02, 0x00, CHR_SELF, 2) restart_timer @@ -2150,7 +2150,7 @@ u8 func041e_sealer1[] = { endloop(0x07) label(0x03) - assign_sound(0x044f, CHANNEL_6) + assign_sound(SFX_044F, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) chr_do_animation(ANIM_TALKING_0231, -1, -1, 0x02, 0x00, CHR_SEALER1, 2) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SELF, 2) @@ -2161,7 +2161,7 @@ u8 func041e_sealer1[] = { goto_first(0x08) label(0x03) - assign_sound(0x0450, CHANNEL_6) + assign_sound(SFX_0450, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) chr_do_animation(ANIM_TALKING_0233, -1, -1, 0x02, 0x00, CHR_SEALER3, 2) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SEALER1, 2) @@ -2173,7 +2173,7 @@ u8 func041e_sealer1[] = { goto_first(0x09) label(0x03) - assign_sound(0x0451, CHANNEL_6) + assign_sound(SFX_0451, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) chr_do_animation(ANIM_TALKING_0232, -1, -1, 0x02, 0x00, CHR_SEALER1, 2) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SEALER3, 2) @@ -2185,7 +2185,7 @@ u8 func041e_sealer1[] = { goto_first(0x0a) label(0x03) - assign_sound(0x0452, CHANNEL_6) + assign_sound(SFX_0452, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) chr_do_animation(ANIM_TALKING_0234, -1, -1, 0x02, 0x00, CHR_SEALER3, 2) chr_do_animation(ANIM_TWO_GUN_HOLD, -1, -1, 0x02, 0x00, CHR_SEALER1, 2) @@ -2207,7 +2207,7 @@ u8 func041e_sealer1[] = { lock_door(0x10, 0x02) lock_door(0x11, 0x02) set_stage_flag(STAGEFLAG_ELEVATOR_SEALED) - assign_sound(0x0469, CHANNEL_6) + assign_sound(SFX_0469, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) show_hudmsg(CHR_BOND, L_PETE_033) // "Elevator access sealed." chr_do_animation(ANIM_STANDING_TYPE_ONE_HAND, 0, 193, 0x10, 0x10, CHR_SELF, 2) @@ -2229,7 +2229,7 @@ u8 func100d_spawn_alarm_responders[] = { label(0x03) restart_timer - play_sound(0x7af0, -1) // "Attention all personnel" + play_sound(MP3_02F0, -1) // "Attention all personnel" beginloop(0x1d) if_timer_gt(200, /*goto*/ 0x03) @@ -2237,7 +2237,7 @@ u8 func100d_spawn_alarm_responders[] = { label(0x03) restart_timer - play_sound(0x7af1, -1) // "Locate and apprehend fugitive" + play_sound(MP3_02F1, -1) // "Locate and apprehend fugitive" beginloop(0x1e) if_timer_gt(120, /*goto*/ 0x03) @@ -2404,7 +2404,7 @@ u8 func040a_intro_from_gameplay[] = { }; u8 func101f_setup_robot_noise[] = { - play_sound_from_object2(CHANNEL_2, CHR_ROBOT, 0x80b9, 0x00, 0x02) + play_sound_from_object2(CHANNEL_2, CHR_ROBOT, SFX_80B9, 0x00, 0x02) set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2552,16 +2552,16 @@ u8 func040a_intro_sfx[] = { wait_until(30, 0x55) - speak(CHR_BOND, L_PETE_068, 0x7408, CHANNEL_7, COLOR_05_GREEN) // "We suspect the G5 Corporation is just a front for ..." + speak(CHR_BOND, L_PETE_068, MP3_0408, CHANNEL_7, COLOR_05_GREEN) // "We suspect the G5 Corporation is just a front for ..." wait_until(1060, 0x56) - speak(CHR_BOND, L_PETE_069, 0x7409, CHANNEL_7, COLOR_09_BLUE) // "Just who is this help you keep referring to?" + speak(CHR_BOND, L_PETE_069, MP3_0409, CHANNEL_7, COLOR_09_BLUE) // "Just who is this help you keep referring to?" wait_until(1260, 0x57) - speak(CHR_BOND, L_PETE_070, 0x740a, CHANNEL_7, COLOR_05_GREEN) // "Not now, Joanna. Time for radio silence. Good luck..." + speak(CHR_BOND, L_PETE_070, MP3_040A, CHANNEL_7, COLOR_05_GREEN) // "Not now, Joanna. Time for radio silence. Good luck..." wait_until(1488, 0x58) - speak(CHR_BOND, L_PETE_071, 0x740b, CHANNEL_7, COLOR_09_BLUE) // "Thanks a lot." + speak(CHR_BOND, L_PETE_071, MP3_040B, CHANNEL_7, COLOR_09_BLUE) // "Thanks a lot." label(0x2d) yield @@ -2571,98 +2571,98 @@ u8 func040a_intro_sfx[] = { goto_first(0x2d) label(0x04) - play_sound(0x0161, CHANNEL_3) + play_sound(SFX_0161, CHANNEL_3) wait_until(1519, 0x2f) - play_sound(0x0162, CHANNEL_3) + play_sound(SFX_0162, CHANNEL_3) wait_until(1566, 0x30) - play_sound(0x046d, CHANNEL_4) + play_sound(SFX_046D, CHANNEL_4) wait_until(1649, 0x31) - play_sound(0x046d, CHANNEL_3) + play_sound(SFX_046D, CHANNEL_3) label(0x33) wait_until(1758, 0x34) - play_sound(0x0164, CHANNEL_4) + play_sound(SFX_0164, CHANNEL_4) wait_until(1784, 0x35) - play_sound(0x0163, CHANNEL_3) + play_sound(SFX_0163, CHANNEL_3) wait_until(1814, 0x36) - play_sound(0x0162, CHANNEL_3) + play_sound(SFX_0162, CHANNEL_3) wait_until(1855, 0x37) - play_sound(0x0161, CHANNEL_3) + play_sound(SFX_0161, CHANNEL_3) wait_until(1897, 0x38) - play_sound(0x0470, CHANNEL_3) + play_sound(SFX_0470, CHANNEL_3) wait_until(2017, 0x3a) - play_sound(0x0165, CHANNEL_3) + play_sound(SFX_0165, CHANNEL_3) wait_until(2028, 0x3b) - play_sound(0x046e, CHANNEL_4) + play_sound(SFX_046E, CHANNEL_4) wait_until(2050, 0x3c) - play_sound(0x0472, CHANNEL_3) + play_sound(SFX_0472, CHANNEL_3) wait_until(2175, 0x3d) - play_sound(0x0473, CHANNEL_4) + play_sound(SFX_0473, CHANNEL_4) wait_until(2239, 0x3e) - play_sound(0x0474, CHANNEL_3) + play_sound(SFX_0474, CHANNEL_3) wait_until(2269, 0x3f) - play_sound(0x0475, CHANNEL_4) + play_sound(SFX_0475, CHANNEL_4) wait_until(2278, 0x41) - play_sound(0x0166, CHANNEL_3) + play_sound(SFX_0166, CHANNEL_3) wait_until(2280, 0x40) - play_sound(0x046f, CHANNEL_4) + play_sound(SFX_JO_LANDING_046F, CHANNEL_4) wait_until(2323, 0x42) - play_sound(0x0165, CHANNEL_3) + play_sound(SFX_0165, CHANNEL_3) wait_until(2339, 0x43) - play_sound(0x0166, CHANNEL_3) + play_sound(SFX_0166, CHANNEL_3) wait_until(2356, 0x44) - play_sound(0x0167, CHANNEL_3) + play_sound(SFX_0167, CHANNEL_3) wait_until(2373, 0x45) - play_sound(0x0168, CHANNEL_3) + play_sound(SFX_0168, CHANNEL_3) wait_until(2386, 0x46) - play_sound(0x0165, CHANNEL_3) + play_sound(SFX_0165, CHANNEL_3) wait_until(2388, 0x47) wait_until(2402, 0x48) mute_channel(CHANNEL_4) - play_sound(0x0166, CHANNEL_3) + play_sound(SFX_0166, CHANNEL_3) wait_until(2404, 0x4a) - play_sound(0x0080, CHANNEL_4) + play_sound(SFX_0080, CHANNEL_4) wait_until(2424, 0x49) - play_sound(0x0167, CHANNEL_3) + play_sound(SFX_0167, CHANNEL_3) wait_until(2434, 0x4c) - play_sound(0x0476, CHANNEL_3) + play_sound(SFX_0476, CHANNEL_3) wait_until(2584, 0x4b) - play_sound(0x0161, CHANNEL_5) + play_sound(SFX_0161, CHANNEL_5) wait_until(2622, 0x4d) mute_channel(CHANNEL_5) - play_sound(0x0162, CHANNEL_4) + play_sound(SFX_0162, CHANNEL_4) wait_until(2660, 0x4e) mute_channel(CHANNEL_5) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) label(0x2e) mute_channel(CHANNEL_5) @@ -2708,47 +2708,47 @@ u8 func040b_outro[] = { func0c01_wait_until(30, 0x2d) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) func0c01_wait_until(70, 0x2f) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) func0c01_wait_until(120, 0x30) - play_sound(0x0163, CHANNEL_7) + play_sound(SFX_0163, CHANNEL_7) func0c01_wait_until(174, 0x31) - play_sound(0x0164, CHANNEL_7) + play_sound(SFX_0164, CHANNEL_7) func0c01_wait_until(208, 0x32) - play_sound(0x046d, CHANNEL_6) + play_sound(SFX_046D, CHANNEL_6) func0c01_wait_until(210, 0x33) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) func0c01_wait_until(238, 0x34) - play_sound(0x0162, CHANNEL_7) + play_sound(SFX_0162, CHANNEL_7) func0c01_wait_until(280, 0x35) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) func0c01_wait_until(350, 0x36) - play_sound(0x0173, CHANNEL_7) + play_sound(SFX_0173, CHANNEL_7) func0c01_wait_until(458, 0x37) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) func0c01_wait_until(506, 0x38) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) func0c01_wait_until(540, 0x39) close_door(0x10) close_door(0x11) func0c01_wait_until(545, 0x3a) - play_sound(0x0171, CHANNEL_7) + play_sound(SFX_0171, CHANNEL_7) func0c01_wait_until(588, 0x3b) - play_sound(0x0172, CHANNEL_7) + play_sound(SFX_0172, CHANNEL_7) beginloop(0x05) if_camera_animating(/*goto*/ 0x03) @@ -2955,7 +2955,7 @@ u8 func101a_msg_onlyplace[] = { endloop(0x10) label(0x03) - speak(CHR_P1P2, L_PETE_060, 0x8179, CHANNEL_6, COLOR_09_BLUE) // "The only place we could secure the equipment was a..." + speak(CHR_P1P2, L_PETE_060, SFX_8179, CHANNEL_6, COLOR_09_BLUE) // "The only place we could secure the equipment was a..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -2975,7 +2975,7 @@ u8 func101b_msg_blockedupdoors[] = { endloop(0x05) label(0x03) - speak(CHR_P1P2, L_PETE_061, 0x73b1, CHANNEL_6, COLOR_09_BLUE) // "Either of those blocked-up doors will do as an esc..." + speak(CHR_P1P2, L_PETE_061, MP3_03B1, CHANNEL_6, COLOR_09_BLUE) // "Either of those blocked-up doors will do as an esc..." label(0x0a) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -2998,7 +2998,7 @@ u8 func101c_msg_reprogramthattaxi[] = { endloop(0x05) label(0x03) - speak(CHR_P1P2, L_PETE_062, 0x817a, CHANNEL_6, COLOR_09_BLUE) // "Reprogram that taxi - it's a Mark 2 and should be ..." + speak(CHR_P1P2, L_PETE_062, SFX_817A, CHANNEL_6, COLOR_09_BLUE) // "Reprogram that taxi - it's a Mark 2 and should be ..." label(0x0a) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3011,7 +3011,7 @@ u8 func101d_msg_pointofingress[] = { endloop(0x10) label(0x03) - speak(CHR_P1P2, L_PETE_063, 0x817b, CHANNEL_6, COLOR_09_BLUE) // "That car park lift is your only point of ingress." + speak(CHR_P1P2, L_PETE_063, SFX_817B, CHANNEL_6, COLOR_09_BLUE) // "That car park lift is your only point of ingress." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; diff --git a/src/files/setup/setuprit.c b/src/files/setup/setuprit.c index 0d6de5fbf..e29758b42 100644 --- a/src/files/setup/setuprit.c +++ b/src/files/setup/setuprit.c @@ -1146,7 +1146,7 @@ u8 func100a_autopilot_switch[] = { // Switch pressed label(0x06) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_AUTOPILOT_SWITCH, TRUE) set_object_image(OBJ_AUTOPILOT_SWITCH, 0x00, 0x13) set_stage_flag(STAGEFLAG_PLANE_STABILIZED) @@ -1224,7 +1224,7 @@ u8 func0405_president_in_room[] = { label(0x06) do_preset_animation(0) - speak(CHR_TARGET, L_RIT_035, 0x12c5, CHANNEL_6, COLOR_08_RED) // "Who are you, young lady?" + speak(CHR_TARGET, L_RIT_035, MP3_02C5, CHANNEL_6, COLOR_08_RED) // "Who are you, young lady?" restart_timer beginloop(0x60) @@ -1243,7 +1243,7 @@ u8 func0405_president_in_room[] = { endloop(0x60) label(0x06) - speak(CHR_TARGET, L_RIT_037, 0x72bc, CHANNEL_7, COLOR_09_BLUE) // "Mr. President, you're in danger. Trent is trying t..." + speak(CHR_TARGET, L_RIT_037, MP3_02BC, CHANNEL_7, COLOR_09_BLUE) // "Mr. President, you're in danger. Trent is trying t..." restart_timer stop_chr try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x78) @@ -1267,7 +1267,7 @@ u8 func0405_president_in_room[] = { label(0x06) do_preset_animation(1) - speak(CHR_TARGET, L_RIT_040, 0x12c6, CHANNEL_6, COLOR_08_RED) // "You can't make accusations like that without evide..." + speak(CHR_TARGET, L_RIT_040, MP3_02C6, CHANNEL_6, COLOR_08_RED) // "You can't make accusations like that without evide..." restart_timer beginloop(0x79) @@ -1294,7 +1294,7 @@ u8 func0405_president_in_room[] = { label(0x85) set_chr_hiddenflag(CHR_BOND, CHRHFLAG_DISGUISE_UNCOVERED) set_chr_hiddenflag(CHR_COOP, CHRHFLAG_DISGUISE_UNCOVERED) - speak(CHR_TARGET, L_RIT_036, 0x12c4, CHANNEL_6, COLOR_08_RED) // "Security, SECURITY!!" + speak(CHR_TARGET, L_RIT_036, MP3_02C4, CHANNEL_6, COLOR_08_RED) // "Security, SECURITY!!" restart_timer chr_do_animation(0x0231, 0, 193, 0x18, 0x10, CHR_SELF, 2) @@ -1337,7 +1337,7 @@ u8 func0405_president_in_room[] = { // Has equipment label(0x10) stop_chr - speak(CHR_TARGET, L_RIT_041, 0x72bd, CHANNEL_6, COLOR_09_BLUE) // "This is a recording of a meeting between Trent and..." + speak(CHR_TARGET, L_RIT_041, MP3_02BD, CHANNEL_6, COLOR_09_BLUE) // "This is a recording of a meeting between Trent and..." restart_timer try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x0b) @@ -1358,7 +1358,7 @@ u8 func0405_president_in_room[] = { label(0x06) do_preset_animation(2) - speak(CHR_TARGET, L_RIT_042, 0x12c7, CHANNEL_6, COLOR_08_RED) // "Seems overwhelming... I'm in your hands. What do w..." + speak(CHR_TARGET, L_RIT_042, MP3_02C7, CHANNEL_6, COLOR_08_RED) // "Seems overwhelming... I'm in your hands. What do w..." restart_timer beginloop(0x7a) @@ -1392,7 +1392,7 @@ u8 func0405_president_in_room[] = { unset_object_flag2(OBJ_FLOOR_HATCH_DETACHED, OBJFLAG2_INVISIBLE) unset_object_flag2(OBJ_EXTERIOR_DOOR_DETACHED, OBJFLAG2_INVISIBLE) set_object_flag(OBJ_EXTERIOR_DOOR_DETACHED, OBJFLAG_00000100) - play_sound(0x8098, -1) + play_sound(SFX_EXPLOSION_8098, -1) restart_timer beginloop(0x7b) @@ -1401,7 +1401,7 @@ u8 func0405_president_in_room[] = { label(0x06) do_preset_animation(-1) - speak(CHR_TARGET, L_RIT_038, 0x816e, CHANNEL_6, COLOR_08_RED) // "What the hell was that!" + speak(CHR_TARGET, L_RIT_038, SFX_816E, CHANNEL_6, COLOR_08_RED) // "What the hell was that!" restart_timer beginloop(0x0c) @@ -1411,7 +1411,7 @@ u8 func0405_president_in_room[] = { label(0x06) stop_chr set_stage_flag(STAGEFLAG_PRESIDENT_STARTED_RUNNING) - speak(CHR_TARGET, L_RIT_039, 0x72be, CHANNEL_6, COLOR_09_BLUE) // "We have to get you to the escape pod. Follow me." + speak(CHR_TARGET, L_RIT_039, MP3_02BE, CHANNEL_6, COLOR_09_BLUE) // "We have to get you to the escape pod. Follow me." restart_timer try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x0e) @@ -1450,7 +1450,7 @@ u8 func0404_president_running[] = { endloop(0x54) label(0x06) - assign_sound(0x1abf, CHANNEL_6) + assign_sound(MP3_02BF, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) set_shotlist(GAILIST_IDLE) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -1464,7 +1464,7 @@ u8 func0404_president_running[] = { // Injured label(0x06) restart_timer - assign_sound(0x1ac2, CHANNEL_6) + assign_sound(MP3_02C2, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) if_stage_flag_eq(STAGEFLAG_PRESIDENT_INJURED, TRUE, /*goto*/ 0x56) set_stage_flag(STAGEFLAG_PRESIDENT_INJURED) @@ -2055,14 +2055,14 @@ u8 func1002_intro[] = { wait_until(140, 0x94) wait_until(180, 0x60) - speak(CHR_BOND, L_RIT_073, 0x744c, CHANNEL_7, COLOR_05_GREEN) // "Have you thought any more about that proposal I ga..." + speak(CHR_BOND, L_RIT_073, MP3_044C, CHANNEL_7, COLOR_05_GREEN) // "Have you thought any more about that proposal I ga..." wait_until(330, 0x95) wait_until(360, 0x96) wait_until(438, 0x77) - speak(CHR_BOND, L_RIT_074, 0x744d, CHANNEL_7, COLOR_08_RED) // "My answer remains the same... I'm sorry Trent, but..." + speak(CHR_BOND, L_RIT_074, MP3_044D, CHANNEL_7, COLOR_08_RED) // "My answer remains the same... I'm sorry Trent, but..." wait_until(486, 0x97) @@ -2071,13 +2071,13 @@ u8 func1002_intro[] = { wait_until(850, 0x99) wait_until(1020, 0x78) - speak(CHR_BOND, L_RIT_075, 0x744e, CHANNEL_7, COLOR_05_GREEN) // "But this is a golden opportunity to show that Amer..." + speak(CHR_BOND, L_RIT_075, MP3_044E, CHANNEL_7, COLOR_05_GREEN) // "But this is a golden opportunity to show that Amer..." wait_until(1402, 0x79) - speak(CHR_BOND, L_RIT_076, 0x81bb, CHANNEL_7, COLOR_08_RED) // "Damn it, man! I say no and I mean no! I'm not gonn..." + speak(CHR_BOND, L_RIT_076, SFX_81BB, CHANNEL_7, COLOR_08_RED) // "Damn it, man! I say no and I mean no! I'm not gonn..." wait_until(2348, 0x7a) - speak(CHR_BOND, L_RIT_077, 0x7450, CHANNEL_7, COLOR_05_GREEN) // "As you wish, sir." + speak(CHR_BOND, L_RIT_077, MP3_0450, CHANNEL_7, COLOR_05_GREEN) // "As you wish, sir." wait_until(2406, 0x9a) @@ -2093,9 +2093,9 @@ u8 func1002_intro[] = { wait_until(2616, 0x9e) wait_until(2654, 0x7b) - speak(CHR_BOND, L_RIT_078, 0x7451, CHANNEL_7, COLOR_05_GREEN) // "My last chance? Ha! You fool. That was yours." + speak(CHR_BOND, L_RIT_078, MP3_0451, CHANNEL_7, COLOR_05_GREEN) // "My last chance? Ha! You fool. That was yours." close_door(0x15) - play_sound(0x8008, CHANNEL_10) + play_sound(SFX_DOOR_8008, CHANNEL_10) wait_until(2680, 0x9f) @@ -2218,7 +2218,7 @@ u8 func1010_dumbwaiter1[] = { endloop(0x04) label(0x2d) - play_sound(0x043a, CHANNEL_7) + play_sound(SFX_043A, CHANNEL_7) set_object_image(OBJ_DUMBWAITER1_SWITCH, 0x00, 0x13) unset_object_flag(OBJ_DUMBWAITER1, OBJFLAG_DEACTIVATED) yield @@ -2279,7 +2279,7 @@ u8 func1011_dumbwaiter2[] = { endloop(0x04) label(0x2d) - play_sound(0x043a, CHANNEL_7) + play_sound(SFX_043A, CHANNEL_7) set_object_image(OBJ_DUMBWAITER2_SWITCH, 0x00, 0x13) unset_object_flag(OBJ_DUMBWAITER2, OBJFLAG_DEACTIVATED) yield @@ -2797,7 +2797,7 @@ u8 func041e_blonde[] = { beginloop(0x66) if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x06) if_timer_lt(120, /*goto*/ 0x06) - assign_sound(0x80f6, CHANNEL_7) + assign_sound(SFX_80F6, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) unset_self_flag_bankx(CHRFLAG1_00000020, BANK_1) label(0x06) @@ -2881,7 +2881,7 @@ u8 func0421_trent_waiting[] = { label(0x06) restart_timer - speak(CHR_TARGET, L_RIT_045, 0x816f, CHANNEL_6, COLOR_05_GREEN) // "How the hell did you get on board?" + speak(CHR_TARGET, L_RIT_045, SFX_816F, CHANNEL_6, COLOR_05_GREEN) // "How the hell did you get on board?" chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) beginloop(0x08) @@ -2910,7 +2910,7 @@ u8 func0420_trent_attacking[] = { label(0x2d) set_shield(500) set_chr_hiddenflag(CHR_SELF, CHRHFLAG_10000000) - speak(CHR_P1P2, L_RIT_070, 0x12cb, CHANNEL_6, COLOR_05_GREEN) // "Ha, Ha, Ha, Ha, Ha." + speak(CHR_P1P2, L_RIT_070, MP3_02CB, CHANNEL_6, COLOR_05_GREEN) // "Ha, Ha, Ha, Ha, Ha." set_ailist(CHR_SELF, AILIST_TRENT_RUNNING) // President in sight @@ -2938,7 +2938,7 @@ u8 func0420_trent_attacking[] = { label(0x09) restart_timer chr_do_animation(ANIM_TALKING_0231, 0, -1, 0x10, 0x10, CHR_SELF, 2) - speak(CHR_P1P2, L_RIT_071, 0x12ca, CHANNEL_6, COLOR_05_GREEN) // "You'll never save him now." + speak(CHR_P1P2, L_RIT_071, MP3_02CA, CHANNEL_6, COLOR_05_GREEN) // "You'll never save him now." beginloop(0x0a) if_timer_gt(120, /*goto*/ 0x06) @@ -3251,7 +3251,7 @@ u8 func0407_steward[] = { set_chr_hiddenflag(CHR_BOND, CHRHFLAG_DISGUISE_UNCOVERED) do_preset_animation(-1) restart_timer - speak(CHR_P1P2, L_RIT_043, 0x1abb, CHANNEL_4, COLOR_04_ORANGE) // "Hey, that's not..." + speak(CHR_P1P2, L_RIT_043, MP3_02BB, CHANNEL_4, COLOR_04_ORANGE) // "Hey, that's not..." beginloop(0x08) if_timer_gt(35, /*goto*/ 0x2d) @@ -3324,7 +3324,7 @@ u8 func0407_stewardess[] = { endloop(0x7f) label(0x80) - play_sound(0x1adc, CHANNEL_7) + play_sound(MP3_02DC, CHANNEL_7) increase_squadron_alertness(100) label(0x0a) @@ -3356,7 +3356,7 @@ u8 func1015_msg_retrievetheevidence[] = { endloop(0x08) label(0x2d) - speak(CHR_BOND, L_RIT_046, 0x73c8, CHANNEL_6, COLOR_09_BLUE) // "Now, let's retrieve the evidence." + speak(CHR_BOND, L_RIT_046, MP3_03C8, CHANNEL_6, COLOR_09_BLUE) // "Now, let's retrieve the evidence." label(0x0e) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3375,7 +3375,7 @@ u8 func1016_msg_onthislevel[] = { label(0x2d) set_target_chr(CHR_PRESET) - speak(CHR_TARGET, L_RIT_047, 0x8185, CHANNEL_6, COLOR_09_BLUE) // "The President's room is on this level, Joanna." + speak(CHR_TARGET, L_RIT_047, SFX_8185, CHANNEL_6, COLOR_09_BLUE) // "The President's room is on this level, Joanna." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3399,7 +3399,7 @@ u8 func1017_msg_gettothecockpit[] = { endloop(0x08) label(0x2d) - speak(CHR_BOND, L_RIT_048, 0x8186, CHANNEL_5, COLOR_09_BLUE) // "Something's wrong... You have to get to the cockpi..." + speak(CHR_BOND, L_RIT_048, SFX_8186, CHANNEL_5, COLOR_09_BLUE) // "Something's wrong... You have to get to the cockpi..." label(0x0e) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -3418,7 +3418,7 @@ u8 func1018_msg_maybeamine[] = { endloop(0x04) label(0x2d) - speak(CHR_P1P2, L_RIT_049, 0x73cb, CHANNEL_6, COLOR_09_BLUE) // "Maybe a mine will detach the UFO." + speak(CHR_P1P2, L_RIT_049, MP3_03CB, CHANNEL_6, COLOR_09_BLUE) // "Maybe a mine will detach the UFO." label(0x0e) set_ailist(CHR_SELF, GAILIST_IDLE) @@ -3483,7 +3483,7 @@ u8 func0423_outro[] = { goto_first(0x60) label(0x06) - speak(CHR_BOND, L_RIT_079, 0x7452, CHANNEL_7, COLOR_09_BLUE) // "Elvis! Elvis! I can't detach that tube from the fu..." + speak(CHR_BOND, L_RIT_079, MP3_0452, CHANNEL_7, COLOR_09_BLUE) // "Elvis! Elvis! I can't detach that tube from the fu..." #define outro_wait_until(time, loopid) \ beginloop(loopid) \ @@ -3495,20 +3495,20 @@ u8 func0423_outro[] = { outro_wait_until(426, 0x77) - speak(CHR_BOND, L_RIT_080, 0x7453, CHANNEL_7, COLOR_06_WHITE) // "Piece of cake, Joanna. Watch this!" + speak(CHR_BOND, L_RIT_080, MP3_0453, CHANNEL_7, COLOR_06_WHITE) // "Piece of cake, Joanna. Watch this!" outro_wait_until(1045, 0x65) - play_sound(0x0063, CHANNEL_10) + play_sound(SFX_0063, CHANNEL_10) outro_wait_until(1050, 0x78) - speak(CHR_BOND, L_RIT_081, 0x7454, CHANNEL_7, COLOR_06_WHITE) // "Uh-oh." + speak(CHR_BOND, L_RIT_081, MP3_0454, CHANNEL_7, COLOR_06_WHITE) // "Uh-oh." emit_sparks(0x23) outro_wait_until(1112, 0x79) - speak(CHR_BOND, L_RIT_082, 0x7455, CHANNEL_7, COLOR_09_BLUE) // "Watch what? Will you stop playing around and shoot..." + speak(CHR_BOND, L_RIT_082, MP3_0455, CHANNEL_7, COLOR_09_BLUE) // "Watch what? Will you stop playing around and shoot..." outro_wait_until(1380, 0x7a) - speak(CHR_BOND, L_RIT_083, 0x7456, CHANNEL_7, COLOR_06_WHITE) // "Out of options... Joanna, brace yourself for impac..." + speak(CHR_BOND, L_RIT_083, MP3_0456, CHANNEL_7, COLOR_06_WHITE) // "Out of options... Joanna, brace yourself for impac..." outro_wait_until(1950, 0x7b) @@ -3591,7 +3591,7 @@ u8 func1019_midcutscene[] = { restart_timer outro_wait_until(1086, 0x61) - play_sound(0x042c, -1) + play_sound(SFX_DOOR_042C, -1) beginloop(0x09) if_camera_animating(/*goto*/ 0x2d) @@ -3649,7 +3649,7 @@ u8 func101a_equipment_switch[] = { set_stage_flag(STAGEFLAG_EQUIPMENT_RAISED) open_door(0x1c) show_hudmsg(CHR_P1P2, L_RIT_061) // "Cargo bay has been raised." - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_EQUIPMENT_SWITCH, TRUE) unset_object_flag(0x1b, OBJFLAG_DEACTIVATED) yield @@ -3713,7 +3713,7 @@ u8 func101b_hoverbike_switch[] = { set_object_image(OBJ_HOVERBIKE_SWITCH, 0x00, 0x13) show_hudmsg(CHR_P1P2, L_RIT_060) // "Cargo bay has been lowered." set_savefile_flag(SAVEFILEFLAG_CRASHSITE_BIKE) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_HOVERBIKE_SWITCH, TRUE) unset_object_flag(0x1f, OBJFLAG_DEACTIVATED) restart_timer diff --git a/src/files/setup/setupsev.c b/src/files/setup/setupsev.c index 020835524..c5d3bd823 100644 --- a/src/files/setup/setupsev.c +++ b/src/files/setup/setupsev.c @@ -1322,7 +1322,7 @@ u8 func1008_check_console[] = { // Console activated - play sound and wait 3 seconds label(0x2c) - play_sound(0x8116, -1) + play_sound(SFX_8116, -1) restart_timer beginloop(0x09) @@ -1330,7 +1330,7 @@ u8 func1008_check_console[] = { endloop(0x09) label(0x2c) - assign_sound(0x8111, CHANNEL_0) + assign_sound(SFX_8111, CHANNEL_0) play_sound_from_object(CHANNEL_0, OBJ_CONSOLE, 0x012c, 0x0190) show_hudmsg(CHR_BOND, L_SEV_009) // "Distress signal has been sent." set_stage_flag(STAGEFLAG_CONSOLE_ACTIVATED) @@ -1396,7 +1396,7 @@ u8 func100a_vertical_door_sounds[] = { reloop(0x5d) label(0x2c) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) restart_timer beginloop(0x08) @@ -1544,16 +1544,16 @@ u8 func1002_intro[] = { wait_until(300, 0x76) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) wait_until(302, 0x77) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(330, 0x78) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(360, 0x79) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) @@ -1600,25 +1600,25 @@ u8 func041b_outro[] = { restart_timer wait_until(46, 0x6c) - play_sound(0x0264, CHANNEL_7) + play_sound(SFX_M0_HEY_YOU, CHANNEL_7) wait_until(144, 0x6d) - play_sound(0x0085, CHANNEL_6) + play_sound(SFX_0085, CHANNEL_6) wait_until(205, 0x6e) - play_sound(0x04f2, CHANNEL_10) + play_sound(SFX_04F2, CHANNEL_10) wait_until(210, 0x6f) - play_sound(0x0045, CHANNEL_10) + play_sound(SFX_0045, CHANNEL_10) wait_until(214, 0x70) - play_sound(0x05e0, CHANNEL_10) + play_sound(SFX_MAIAN_YELP_05E0, CHANNEL_10) wait_until(260, 0x71) - play_sound(0x007b, CHANNEL_10) + play_sound(SFX_007B, CHANNEL_10) wait_until(270, 0x72) - play_sound(0x02a3, CHANNEL_10) + play_sound(SFX_M0_GRAB_A_BODY_BAG, CHANNEL_10) beginloop(0x08) if_camera_animating(/*goto*/ 0x2c) diff --git a/src/files/setup/setupsho.c b/src/files/setup/setupsho.c index 838f6b7a1..48d507e61 100644 --- a/src/files/setup/setupsho.c +++ b/src/files/setup/setupsho.c @@ -1092,7 +1092,7 @@ u8 func1005_5e0c[] = { label(0x2d) if_stage_flag_eq(STAGEFLAG_TRIGGER_BRIDGE, TRUE, /*goto*/ 0x2d) mute_channel(CHANNEL_5) - assign_sound(0x0436, CHANNEL_5) + assign_sound(SFX_0436, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_PUZZLEROCK, TRUE) // Wait for a condition that would cause the bridge to retract @@ -1129,7 +1129,7 @@ u8 func1005_5e0c[] = { // Switch no longer pressed mute_channel(CHANNEL_5) - assign_sound(0x0437, CHANNEL_5) + assign_sound(SFX_0437, CHANNEL_5) control_sound_from_object(CHANNEL_5, OBJ_PUZZLEROCK, TRUE) goto_first(0x04) @@ -1150,7 +1150,7 @@ u8 func1006_bridge[] = { label(0x2d) unset_object_flag(OBJ_BRIDGE, OBJFLAG_DEACTIVATED) mute_channel(CHANNEL_4) - assign_sound(0x8020, CHANNEL_4) + assign_sound(SFX_DOOR_8020, CHANNEL_4) play_sound_from_object(CHANNEL_4, OBJ_BRIDGE, 0x04b0, 0x0640) yield @@ -1160,7 +1160,7 @@ u8 func1006_bridge[] = { label(0x06) mute_channel(CHANNEL_4) - assign_sound(0x8027, CHANNEL_4) + assign_sound(SFX_DOOR_8027, CHANNEL_4) control_sound_from_object(CHANNEL_4, OBJ_BRIDGE, TRUE) set_object_flag(OBJ_BRIDGE, OBJFLAG_DEACTIVATED) set_stage_flag(STAGEFLAG_BRIDGE_EXTENDED) @@ -1178,7 +1178,7 @@ u8 func1006_bridge[] = { label(0x2d) unset_object_flag(OBJ_BRIDGE, OBJFLAG_DEACTIVATED) mute_channel(CHANNEL_4) - assign_sound(0x8020, CHANNEL_4) + assign_sound(SFX_DOOR_8020, CHANNEL_4) play_sound_from_object(CHANNEL_4, OBJ_BRIDGE, 0x04b0, 0x0640) yield @@ -1190,7 +1190,7 @@ u8 func1006_bridge[] = { unset_stage_flag(STAGEFLAG_BRIDGE_EXTENDED) set_object_flag(OBJ_BRIDGE, OBJFLAG_DEACTIVATED) mute_channel(CHANNEL_4) - assign_sound(0x8027, CHANNEL_4) + assign_sound(SFX_DOOR_8027, CHANNEL_4) control_sound_from_object(CHANNEL_4, OBJ_BRIDGE, TRUE) goto_first(0x04) @@ -1502,7 +1502,7 @@ u8 func1009_altar[] = { goto_next(0x2d) label(0x2d) - play_sound(0x80aa, -1) + play_sound(SFX_80AA, -1) chr_drop_weapon(CHR_P1P2) label(0x04) yield @@ -3040,7 +3040,7 @@ u8 func1015_msg_specialpillars[] = { goto_first(0x04) label(0x2d) - speak(CHR_P1P2, L_SHO_030, 0x73e0, CHANNEL_6, COLOR_09_BLUE) // "This seems to be one of the special pillars." + speak(CHR_P1P2, L_SHO_030, MP3_03E0, CHANNEL_6, COLOR_09_BLUE) // "This seems to be one of the special pillars." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3054,7 +3054,7 @@ u8 func1016_msg_powersmoreconstant[] = { endloop(0x04) label(0x2d) - speak(CHR_P1P2, L_SHO_031, 0x73e1, CHANNEL_6, COLOR_09_BLUE) // "The power's more constant in this area. The Inner ..." + speak(CHR_P1P2, L_SHO_031, MP3_03E1, CHANNEL_6, COLOR_09_BLUE) // "The power's more constant in this area. The Inner ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3066,7 +3066,7 @@ u8 func1017_msg_skedararmy[] = { endloop(0x04) label(0x2d) - speak(CHR_P1P2, L_SHO_032, 0x73e2, CHANNEL_6, COLOR_09_BLUE) // "OH, NO!!! A Skedar army in suspended animation!" + speak(CHR_P1P2, L_SHO_032, MP3_03E2, CHANNEL_6, COLOR_09_BLUE) // "OH, NO!!! A Skedar army in suspended animation!" set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3085,7 +3085,7 @@ u8 func1018_msg_cutoffthehead[] = { endloop(0x08) label(0x2d) - speak(CHR_P1P2, L_SHO_033, 0x73e3, CHANNEL_6, COLOR_09_BLUE) // "Okay, this is it... Cut off the head and the body ..." + speak(CHR_P1P2, L_SHO_033, MP3_03E3, CHANNEL_6, COLOR_09_BLUE) // "Okay, this is it... Cut off the head and the body ..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3230,134 +3230,134 @@ u8 func0c00_intro_sounds[] = { restart_timer wait_until_with_stageflag(100, 0x91) - speak(CHR_BOND, L_SHO_034, 0x748d, CHANNEL_10, COLOR_04_ORANGE) // "This is the Skedar fanatics' most holy place. They..." + speak(CHR_BOND, L_SHO_034, MP3_048D, CHANNEL_10, COLOR_04_ORANGE) // "This is the Skedar fanatics' most holy place. They..." wait_until_with_stageflag(770, 0xa4) - play_sound(0x0433, CHANNEL_10) + play_sound(SFX_RELOAD_FARSIGHT, CHANNEL_10) wait_until_with_stageflag(800, 0x92) - speak(CHR_BOND, L_SHO_035, 0x748e, CHANNEL_10, COLOR_09_BLUE) // "So let me get this straight - it's holy. But there..." + speak(CHR_BOND, L_SHO_035, MP3_048E, CHANNEL_10, COLOR_09_BLUE) // "So let me get this straight - it's holy. But there..." wait_until_with_stageflag(1018, 0xa5) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(1090, 0xa6) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until_with_stageflag(1148, 0xa7) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(1210, 0x93) - speak(CHR_BOND, L_SHO_036, 0x748f, CHANNEL_10, COLOR_04_ORANGE) // "Yes. In all of the time that we Maians fought the ..." + speak(CHR_BOND, L_SHO_036, MP3_048F, CHANNEL_10, COLOR_04_ORANGE) // "Yes. In all of the time that we Maians fought the ..." wait_until_with_stageflag(1230, 0xa8) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until(1270, 0xc5) - play_sound(0x0531, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0531, CHANNEL_10) wait_until_with_stageflag(1274, 0xa9) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(1330, 0xaa) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until_with_stageflag(1375, 0xab) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(1435, 0xac) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until_with_stageflag(1490, 0xad) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(1600, 0xc7) - play_sound(0x05c7, CHANNEL_10) + play_sound(SFX_05C7, CHANNEL_10) wait_until_with_stageflag(1670, 0xc8) - play_sound(0x05c6, CHANNEL_10) + play_sound(SFX_05C6, CHANNEL_10) wait_until_with_stageflag(1710, 0xae) - play_sound(0x05c5, CHANNEL_10) + play_sound(SFX_05C5, CHANNEL_10) wait_until_with_stageflag(1840, 0xaf) - play_sound(0x05cc, CHANNEL_10) + play_sound(SFX_05CC, CHANNEL_10) wait_until_with_stageflag(2040, 0xb7) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2065, 0xb0) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until_with_stageflag(2090, 0xb8) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2115, 0xb1) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until(2050, 0xc6) // time is out of order - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until_with_stageflag(2140, 0xb9) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2180, 0xb2) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until_with_stageflag(2220, 0xb3) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2250, 0xb4) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2290, 0xb5) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2340, 0xb6) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until_with_stageflag(2650, 0x94) - speak(CHR_BOND, L_SHO_037, 0x7490, CHANNEL_10, COLOR_09_BLUE) // "Then we have to be certain that no fanatics surviv..." + speak(CHR_BOND, L_SHO_037, MP3_0490, CHANNEL_10, COLOR_09_BLUE) // "Then we have to be certain that no fanatics surviv..." wait_until_with_stageflag(3250, 0x95) - speak(CHR_BOND, L_SHO_038, 0x7491, CHANNEL_10, COLOR_04_ORANGE) // "If you're caught on the ground when the fleet gets..." + speak(CHR_BOND, L_SHO_038, MP3_0491, CHANNEL_10, COLOR_04_ORANGE) // "If you're caught on the ground when the fleet gets..." wait_until(3330, 0xc3) - play_sound(0x0530, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0530, CHANNEL_10) wait_until(3535, 0xc4) - play_sound(0x0531, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0531, CHANNEL_10) wait_until_with_stageflag(3600, 0x96) mute_channel(CHANNEL_7) - speak(CHR_BOND, L_SHO_039, 0x7492, CHANNEL_10, COLOR_09_BLUE) // "That's a mistake I don't intend to make." + speak(CHR_BOND, L_SHO_039, MP3_0492, CHANNEL_10, COLOR_09_BLUE) // "That's a mistake I don't intend to make." wait_until(4040, 0xc0) - play_sound(0x05a0, CHANNEL_10) + play_sound(SFX_05A0, CHANNEL_10) wait_until(4158, 0xc1) - play_sound(0x05a1, CHANNEL_10) + play_sound(SFX_05A1, CHANNEL_10) wait_until(4236, 0xc2) - play_sound(0x0529, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0529, CHANNEL_10) wait_until(4580, 0xbc) - play_sound(0x01d8, CHANNEL_10) + play_sound(SFX_01D8, CHANNEL_10) wait_until(4610, 0xbd) - play_sound(0x01da, CHANNEL_10) + play_sound(SFX_01DA, CHANNEL_10) wait_until(4630, 0xbe) - play_sound(0x80f6, CHANNEL_10) + play_sound(SFX_80F6, CHANNEL_10) wait_until(4678, 0xbf) - play_sound(0x01db, CHANNEL_10) + play_sound(SFX_01DB, CHANNEL_10) wait_until_with_stageflag(4675, 0x97) - play_sound(0x0162, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) wait_until_with_stageflag(4750, 0xbb) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) mute_channel(CHANNEL_0) mute_channel(CHANNEL_1) @@ -3417,69 +3417,69 @@ u8 func0414_outro_sounds[] = { outro_wait_until_with_stageflag(40, 0xd5) - play_sound(0x0067, CHANNEL_10) + play_sound(SFX_0067, CHANNEL_10) outro_wait_until_with_stageflag(80, 0x9e) - play_sound(0x0067, CHANNEL_10) + play_sound(SFX_0067, CHANNEL_10) outro_wait_until_with_stageflag(120, 0x9f) - play_sound(0x0067, CHANNEL_10) + play_sound(SFX_0067, CHANNEL_10) outro_wait_until_with_stageflag(160, 0xa0) - play_sound(0x05c0, CHANNEL_10) + play_sound(SFX_05C0, CHANNEL_10) outro_wait_until_with_stageflag(180, 0xa1) - play_sound(0x052d, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_052D, CHANNEL_10) outro_wait_until_with_stageflag(230, 0x9b) - speak(CHR_BOND, L_SHO_040, 0x74de, CHANNEL_10, COLOR_09_BLUE) // "Yesss..." + speak(CHR_BOND, L_SHO_040, MP3_04DE, CHANNEL_10, COLOR_09_BLUE) // "Yesss..." outro_wait_until_with_stageflag(470, 0xa9) - play_sound(0x8099, CHANNEL_10) + play_sound(SFX_8099, CHANNEL_10) outro_wait_until_with_stageflag(494, 0xa2) - play_sound(0x8098, CHANNEL_10) - play_sound(0x00f6, CHANNEL_10) + play_sound(SFX_EXPLOSION_8098, CHANNEL_10) + play_sound(SFX_00F6, CHANNEL_10) outro_wait_until_with_stageflag(520, 0xa8) - play_sound(0x809b, CHANNEL_10) + play_sound(SFX_809B, CHANNEL_10) outro_wait_until_with_stageflag(540, 0xa3) - play_sound(0x80a2, CHANNEL_10) - play_sound(0x00f6, CHANNEL_10) + play_sound(SFX_80A2, CHANNEL_10) + play_sound(SFX_00F6, CHANNEL_10) outro_wait_until_with_stageflag(550, 0xd6) - play_sound(0x77c8, CHANNEL_10) + play_sound(MP3_07C8, CHANNEL_10) outro_wait_until_with_stageflag(600, 0xaa) - play_sound(0x80a3, CHANNEL_10) + play_sound(SFX_80A3, CHANNEL_10) outro_wait_until_with_stageflag(616, 0xa4) - play_sound(0x809f, CHANNEL_10) - play_sound(0x00f6, CHANNEL_10) + play_sound(SFX_809F, CHANNEL_10) + play_sound(SFX_00F6, CHANNEL_10) outro_wait_until_with_stageflag(700, 0xa5) - play_sound(0x80a1, CHANNEL_10) - play_sound(0x00f6, CHANNEL_10) + play_sound(SFX_80A1, CHANNEL_10) + play_sound(SFX_00F6, CHANNEL_10) outro_wait_until_with_stageflag(760, 0xcd) - play_sound(0x80a3, CHANNEL_10) + play_sound(SFX_80A3, CHANNEL_10) outro_wait_until(780, 0xae) fade_to_color(0x000000ff, 80) outro_wait_until_with_stageflag(790, 0xa6) - play_sound(0x809c, CHANNEL_10) - play_sound(0x00f6, CHANNEL_10) + play_sound(SFX_809C, CHANNEL_10) + play_sound(SFX_00F6, CHANNEL_10) outro_wait_until_with_stageflag(820, 0xcc) - play_sound(0x80a2, CHANNEL_10) + play_sound(SFX_80A2, CHANNEL_10) outro_wait_until_with_stageflag(860, 0xa7) - play_sound(0x80a3, CHANNEL_10) + play_sound(SFX_80A3, CHANNEL_10) outro_wait_until_with_stageflag(880, 0xce) - play_sound(0x77da, CHANNEL_10) + play_sound(MP3_07DA, CHANNEL_10) outro_wait_until(920, 0xaf) fade_to_color(0xffffffff, 0) @@ -3493,22 +3493,22 @@ u8 func0414_outro_sounds[] = { outro_wait_until_with_stageflag(1680, 0x91) mute_channel(CHANNEL_10) - speak(CHR_BOND, L_SHO_041, 0x7493, CHANNEL_10, COLOR_04_ORANGE) // "Joanna! Joanna!" + speak(CHR_BOND, L_SHO_041, MP3_0493, CHANNEL_10, COLOR_04_ORANGE) // "Joanna! Joanna!" outro_wait_until_with_stageflag(2020, 0x9c) - speak(CHR_BOND, L_SHO_054, 0x7755, CHANNEL_10, COLOR_04_ORANGE) // "Where are you? Are you hurt?" + speak(CHR_BOND, L_SHO_054, MP3_0755, CHANNEL_10, COLOR_04_ORANGE) // "Where are you? Are you hurt?" outro_wait_until_with_stageflag(2206, 0x92) - speak(CHR_BOND, L_SHO_042, 0x7494, CHANNEL_10, COLOR_09_BLUE) // "Elvis! Elvis! Over here." + speak(CHR_BOND, L_SHO_042, MP3_0494, CHANNEL_10, COLOR_09_BLUE) // "Elvis! Elvis! Over here." outro_wait_until_with_stageflag(2625, 0x93) - speak(CHR_BOND, L_SHO_043, 0x7495, CHANNEL_10, COLOR_04_ORANGE) // "No problem. Grab my arms - we'll get you out in no..." + speak(CHR_BOND, L_SHO_043, MP3_0495, CHANNEL_10, COLOR_04_ORANGE) // "No problem. Grab my arms - we'll get you out in no..." outro_wait_until_with_stageflag(2810, 0xd4) - play_sound(0x0531, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_0531, CHANNEL_10) outro_wait_until_with_stageflag(2895, 0x94) - speak(CHR_BOND, L_SHO_044, 0x7496, CHANNEL_10, COLOR_09_BLUE) // "No, quick! Give me your gun!" + speak(CHR_BOND, L_SHO_044, MP3_0496, CHANNEL_10, COLOR_09_BLUE) // "No, quick! Give me your gun!" outro_wait_until_with_stageflag(3160, 0xca) set_cutscene_weapon(CHR_ELVIS, WEAPON_NONE, WEAPON_NONE) @@ -3520,14 +3520,14 @@ u8 func0414_outro_sounds[] = { set_cutscene_weapon(CHR_ELVIS, WEAPON_NONE, WEAPON_NONE) outro_wait_until_with_stageflag(3290, 0x95) - speak(CHR_BOND, L_SHO_045, 0x7497, CHANNEL_10, COLOR_09_BLUE) // "Will! You! Just! Let! Go!" + speak(CHR_BOND, L_SHO_045, MP3_0497, CHANNEL_10, COLOR_09_BLUE) // "Will! You! Just! Let! Go!" outro_wait_until_with_stageflag(3420, 0xcf) set_chr_shooting_in_cutscene(CHR_TARGET, TRUE) yield yield set_chr_shooting_in_cutscene(CHR_TARGET, FALSE) - play_sound(0x052e, CHANNEL_10) + play_sound(SFX_SKEDAR_ROAR_052E, CHANNEL_10) outro_wait_until_with_stageflag(3445, 0xd0) set_chr_shooting_in_cutscene(CHR_TARGET, TRUE) @@ -3552,31 +3552,31 @@ u8 func0414_outro_sounds[] = { yield yield set_chr_shooting_in_cutscene(CHR_TARGET, FALSE) - play_sound_from_object2(CHANNEL_6, 0x25, 0x052d, 0x00, 0x00) + play_sound_from_object2(CHANNEL_6, 0x25, SFX_SKEDAR_ROAR_052D, 0x00, 0x00) outro_wait_until_with_stageflag(3600, 0xd7) - play_sound(0x77c9, CHANNEL_10) + play_sound(MP3_07C9, CHANNEL_10) outro_wait_until_with_stageflag(3880, 0xd8) - play_sound(0x0427, CHANNEL_10) + play_sound(SFX_0427, CHANNEL_10) outro_wait_until_with_stageflag(3990, 0x96) - speak(CHR_BOND, L_SHO_046, 0x7498, CHANNEL_10, COLOR_04_ORANGE) // "I managed to get the fleet to stop the bombardment..." + speak(CHR_BOND, L_SHO_046, MP3_0498, CHANNEL_10, COLOR_04_ORANGE) // "I managed to get the fleet to stop the bombardment..." outro_wait_until_with_stageflag(4425, 0x97) - speak(CHR_BOND, L_SHO_047, 0x7499, CHANNEL_10, COLOR_09_BLUE) // "I'd have got out in time if that one hadn't grabbe..." + speak(CHR_BOND, L_SHO_047, MP3_0499, CHANNEL_10, COLOR_09_BLUE) // "I'd have got out in time if that one hadn't grabbe..." outro_wait_until_with_stageflag(4650, 0x98) - speak(CHR_BOND, L_SHO_048, 0x749a, CHANNEL_10, COLOR_04_ORANGE) // "Of course, Joanna, of course." + speak(CHR_BOND, L_SHO_048, MP3_049A, CHANNEL_10, COLOR_04_ORANGE) // "Of course, Joanna, of course." outro_wait_until_with_stageflag(4825, 0x99) - speak(CHR_BOND, L_SHO_049, 0x749b, CHANNEL_10, COLOR_09_BLUE) // "No, I would have." + speak(CHR_BOND, L_SHO_049, MP3_049B, CHANNEL_10, COLOR_09_BLUE) // "No, I would have." outro_wait_until_with_stageflag(4960, 0x9a) - speak(CHR_BOND, L_SHO_050, 0x749c, CHANNEL_10, COLOR_04_ORANGE) // "I believe you." + speak(CHR_BOND, L_SHO_050, MP3_049C, CHANNEL_10, COLOR_04_ORANGE) // "I believe you." outro_wait_until_with_stageflag(5560, 0x9d) - play_sound(0x0161, CHANNEL_7) + play_sound(SFX_0161, CHANNEL_7) label(0x86) mute_channel(CHANNEL_10) diff --git a/src/files/setup/setupstat.c b/src/files/setup/setupstat.c index 4531c45f6..2b4088574 100644 --- a/src/files/setup/setupstat.c +++ b/src/files/setup/setupstat.c @@ -1102,7 +1102,7 @@ u8 func1002_intro[] = { // Timer expired - play a sound (explosion?) label(0x06) - play_sound(0x05e2, CHANNEL_10) + play_sound(SFX_MAIAN_05E2, CHANNEL_10) // Wait for camera to finish or button to be pressed beginloop(0x08) @@ -1180,7 +1180,7 @@ u8 func040b_outro[] = { // Play sound label(0x06) - play_sound(0x05e3, CHANNEL_10) + play_sound(SFX_MAIAN_05E3, CHANNEL_10) // Wait 70 frames or for button press beginloop(0x97) @@ -1190,7 +1190,7 @@ u8 func040b_outro[] = { // Play sound label(0x06) - play_sound(0x05e5, CHANNEL_10) + play_sound(SFX_MAIAN_05E5, CHANNEL_10) // Wait 180 frames or for button press beginloop(0x98) @@ -1200,7 +1200,7 @@ u8 func040b_outro[] = { // Play sound label(0x06) - play_sound(0x05e7, CHANNEL_10) + play_sound(SFX_MAIAN_05E7, CHANNEL_10) // Wait for outro to finish beginloop(0x08) diff --git a/src/files/setup/setuptra.c b/src/files/setup/setuptra.c index a3998ffbe..2620f418d 100644 --- a/src/files/setup/setuptra.c +++ b/src/files/setup/setuptra.c @@ -699,7 +699,7 @@ u8 func1004_jon_msgs_gravedanger[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_014, 0x814f, CHANNEL_4, COLOR_03_RED) // "Joanna - this is Jonathan. You're in grave danger." + speak(CHR_BOND, L_TRA_014, SFX_814F, CHANNEL_4, COLOR_03_RED) // "Joanna - this is Jonathan. You're in grave danger." beginloop(0x08) if_timer_gt(240, /*goto*/ 0x06) @@ -707,7 +707,7 @@ u8 func1004_jon_msgs_gravedanger[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_015, 0x8150, CHANNEL_4, COLOR_03_RED) // "They've flooded the area with nerve gas." + speak(CHR_BOND, L_TRA_015, SFX_8150, CHANNEL_4, COLOR_03_RED) // "They've flooded the area with nerve gas." beginloop(0x09) if_timer_gt(240, /*goto*/ 0x06) @@ -715,7 +715,7 @@ u8 func1004_jon_msgs_gravedanger[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_016, 0x8151, CHANNEL_4, COLOR_03_RED) // "Get our friend to the containment lab. There's a h..." + speak(CHR_BOND, L_TRA_016, SFX_8151, CHANNEL_4, COLOR_03_RED) // "Get our friend to the containment lab. There's a h..." beginloop(0x0a) if_timer_gt(270, /*goto*/ 0x06) @@ -723,7 +723,7 @@ u8 func1004_jon_msgs_gravedanger[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_017, 0x8152, CHANNEL_4, COLOR_03_RED) // "I'll contact you when you get there - good luck!" + speak(CHR_BOND, L_TRA_017, SFX_8152, CHANNEL_4, COLOR_03_RED) // "I'll contact you when you get there - good luck!" beginloop(0x0c) if_timer_gt(240, /*goto*/ 0x06) @@ -750,7 +750,7 @@ u8 func1005_jon_msgs_meetup[] = { unset_object_flag3(OBJ_HOVERBED, OBJFLAG3_GRABBABLE) unset_object_flag3(OBJ_HOVERBED, OBJFLAG3_PUSHABLE) restart_timer - speak(CHR_BOND, L_TRA_018, 0x8153, CHANNEL_4, COLOR_03_RED) // "Good work, Jo. We need to meet up. They're getting..." + speak(CHR_BOND, L_TRA_018, SFX_8153, CHANNEL_4, COLOR_03_RED) // "Good work, Jo. We need to meet up. They're getting..." beginloop(0x08) if_timer_gt(300, /*goto*/ 0x06) @@ -758,7 +758,7 @@ u8 func1005_jon_msgs_meetup[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_019, 0x8154, CHANNEL_4, COLOR_03_RED) // "Use the maintenance hatch I've opened in one of th..." + speak(CHR_BOND, L_TRA_019, SFX_8154, CHANNEL_4, COLOR_03_RED) // "Use the maintenance hatch I've opened in one of th..." beginloop(0x09) if_timer_gt(300, /*goto*/ 0x06) @@ -825,7 +825,7 @@ u8 func0402_jonathan_waiting_for_meetup[] = { lock_door(0x0d, 0x20) lock_door(0x33, 0x20) lock_door(0x34, 0x20) - speak(CHR_P1P2, L_TRA_025, 0x12b3, CHANNEL_4, COLOR_03_RED) // "Joanna - over here." + speak(CHR_P1P2, L_TRA_025, MP3_02B3, CHANNEL_4, COLOR_03_RED) // "Joanna - over here." label(0x08) restart_timer do_preset_animation(3) @@ -850,7 +850,7 @@ u8 func0402_jonathan_waiting_for_meetup[] = { endloop(0x0a) label(0x06) - speak(CHR_P1P2, L_TRA_026, 0x12b4, CHANNEL_4, COLOR_03_RED) // "We need to get back to our friend." + speak(CHR_P1P2, L_TRA_026, MP3_02B4, CHANNEL_4, COLOR_03_RED) // "We need to get back to our friend." set_stage_flag(STAGEFLAG_MET_JON) do_preset_animation(-1) restart_timer @@ -969,7 +969,7 @@ u8 func0404_jonathan_following_and_mine[] = { label(0x0a) unset_self_chrflag(CHRCFLAG_PUSHABLE) set_stage_flag(STAGEFLAG_JON_ENTERED_MINE_ROOM) - speak(CHR_P1P2, L_TRA_027, 0x12b5, CHANNEL_4, COLOR_03_RED) // "Right, we're near. Cover me, Jo..." + speak(CHR_P1P2, L_TRA_027, MP3_02B5, CHANNEL_4, COLOR_03_RED) // "Right, we're near. Cover me, Jo..." set_shotlist(AILIST_JONATHAN_SHOT_WHILE_PLANTING) label(0x0b) jog_to_pad(0x038b) @@ -1024,7 +1024,7 @@ u8 func0404_jonathan_following_and_mine[] = { set_stage_flag(STAGEFLAG_JON_FINISHED_EXPLOSIVES) unset_stage_flag(STAGEFLAG_JON_SHOT_WHILE_PLANTING) set_self_chrflag(CHRCFLAG_PUSHABLE) - speak(CHR_P1P2, L_TRA_028, 0x12b6, CHANNEL_4, COLOR_03_RED) // "Okay - stand back." + speak(CHR_P1P2, L_TRA_028, MP3_02B6, CHANNEL_4, COLOR_03_RED) // "Okay - stand back." run_to_pad(0x0140) beginloop(0x0f) @@ -1040,7 +1040,7 @@ u8 func0404_jonathan_following_and_mine[] = { label(0x06) unlock_door(0x0a, 0x02) - speak(CHR_P1P2, L_TRA_032, 0x12b7, CHANNEL_4, COLOR_03_RED) // "Okay, Jo - let's go." + speak(CHR_P1P2, L_TRA_032, MP3_02B7, CHANNEL_4, COLOR_03_RED) // "Okay, Jo - let's go." restart_timer beginloop(0x11) @@ -1120,7 +1120,7 @@ u8 func0413_jonathan_hangar[] = { if_chr_knockedout(CHR_ELVIS, /*goto*/ 0xc3) restart_timer chr_do_animation(0x0232, -1, 200, 0x02, 0x00, CHR_ELVIS, 2) - speak(CHR_P1P2, L_TRA_059, 0x1a9a, CHANNEL_5, COLOR_06_WHITE) // "Oh, no! We have a problem. It's a single seater!" + speak(CHR_P1P2, L_TRA_059, MP3_029A, CHANNEL_5, COLOR_06_WHITE) // "Oh, no! We have a problem. It's a single seater!" beginloop(0x7d) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1136,7 +1136,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer chr_do_animation(0x0233, -1, 200, 0x02, 0x00, CHR_ELVIS, 2) - speak(CHR_P1P2, L_TRA_060, 0x1a9b, CHANNEL_5, COLOR_06_WHITE) // "Two can get in but no more." + speak(CHR_P1P2, L_TRA_060, MP3_029B, CHANNEL_5, COLOR_06_WHITE) // "Two can get in but no more." beginloop(0x7e) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1151,7 +1151,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_041, 0x72a7, CHANNEL_5, COLOR_09_BLUE) // "It's the only way out of here." + speak(CHR_BOND, L_TRA_041, MP3_02A7, CHANNEL_5, COLOR_09_BLUE) // "It's the only way out of here." beginloop(0x15) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1167,7 +1167,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer chr_do_animation(0x0232, -1, 200, 0x02, 0x00, CHR_ELVIS, 2) - speak(CHR_P1P2, L_TRA_061, 0x1a9c, CHANNEL_5, COLOR_06_WHITE) // "Plus, it's got no style, you know what I'm saying?" + speak(CHR_P1P2, L_TRA_061, MP3_029C, CHANNEL_5, COLOR_06_WHITE) // "Plus, it's got no style, you know what I'm saying?" beginloop(0x7f) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1182,7 +1182,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_042, 0x72a8, CHANNEL_5, COLOR_09_BLUE) // "You're the only one who can fly it, Elvis, so get ..." + speak(CHR_BOND, L_TRA_042, MP3_02A8, CHANNEL_5, COLOR_09_BLUE) // "You're the only one who can fly it, Elvis, so get ..." beginloop(0x17) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1198,7 +1198,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer chr_do_animation(0x0231, -1, 200, 0x02, 0x00, CHR_JONATHAN, 2) - speak(CHR_P1P2, L_TRA_045, 0x12b9, CHANNEL_5, COLOR_03_RED) // "One of us will have to stay behind and open the ha..." + speak(CHR_P1P2, L_TRA_045, MP3_02B9, CHANNEL_5, COLOR_03_RED) // "One of us will have to stay behind and open the ha..." beginloop(0x1a) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1213,7 +1213,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_043, 0x72a9, CHANNEL_5, COLOR_09_BLUE) // "But we can't leave you behind." + speak(CHR_BOND, L_TRA_043, MP3_02A9, CHANNEL_5, COLOR_09_BLUE) // "But we can't leave you behind." beginloop(0x18) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1228,7 +1228,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer - speak(CHR_BOND, L_TRA_044, 0x72aa, CHANNEL_5, COLOR_09_BLUE) // "There must be a way out of here." + speak(CHR_BOND, L_TRA_044, MP3_02AA, CHANNEL_5, COLOR_09_BLUE) // "There must be a way out of here." beginloop(0x19) if_chr_death_animation_finished(CHR_ELVIS, /*goto*/ 0xc3) @@ -1244,7 +1244,7 @@ u8 func0413_jonathan_hangar[] = { label(0x06) restart_timer chr_do_animation(0x0232, -1, 200, 0x02, 0x00, CHR_JONATHAN, 2) - speak(CHR_P1P2, L_TRA_046, 0x12ba, CHANNEL_5, COLOR_03_RED) // "I'll get out on that hoverbike. Cover me while I o..." + speak(CHR_P1P2, L_TRA_046, MP3_02BA, CHANNEL_5, COLOR_03_RED) // "I'll get out on that hoverbike. Cover me while I o..." beginloop(0x1b) if_timer_gt(120, /*goto*/ 0x66) @@ -1334,7 +1334,7 @@ u8 func0413_jonathan_hangar[] = { // Jo taking over label(0x59) - speak(CHR_BOND, L_TRA_047, 0x72ac, CHANNEL_5, COLOR_09_BLUE) // "Jonathan, go with Elvis. I'll see to the consoles." + speak(CHR_BOND, L_TRA_047, MP3_02AC, CHANNEL_5, COLOR_09_BLUE) // "Jonathan, go with Elvis. I'll see to the consoles." restart_timer try_face_entity(ENTITYTYPE_TARGET, 0, /*goto*/ 0x46) @@ -1444,7 +1444,7 @@ u8 func0405_jonathan_shot_while_planting[] = { if_self_flag_bankx_eq(CHRFLAG0_SAID_INJURY_QUIP, TRUE, BANK_0, /*goto*/ 0x06) if_num_times_shot_lt(1, /*goto*/ 0x06) if_timer_lt(20, /*goto*/ 0x06) - speak(CHR_P1P2, L_TRA_051, 0x8155, CHANNEL_5, COLOR_03_RED) // "Damn it, Joanna... cover me!" + speak(CHR_P1P2, L_TRA_051, SFX_8155, CHANNEL_5, COLOR_03_RED) // "Damn it, Joanna... cover me!" set_self_flag_bankx(CHRFLAG0_SAID_INJURY_QUIP, BANK_0) label(0x06) if_chr_stopped(/*goto*/ 0x63) @@ -1926,7 +1926,7 @@ u8 func100c_medpack_activation[] = { label(0x32) set_stage_flag(STAGEFLAG_MEDPACK_STARTED) show_hudmsg(CHR_P1P2, L_TRA_033) // "Alien medpack activated." - assign_sound(0x814c, CHANNEL_7) + assign_sound(SFX_814C, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_HOVERBED, TRUE) restart_timer @@ -1935,7 +1935,7 @@ u8 func100c_medpack_activation[] = { endloop(0x12) label(0x32) - assign_sound(0x814d, CHANNEL_7) + assign_sound(SFX_814D, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_HOVERBED, TRUE) restart_timer @@ -1946,7 +1946,7 @@ u8 func100c_medpack_activation[] = { label(0x09) mute_channel(CHANNEL_7) - assign_sound(0x814e, CHANNEL_7) + assign_sound(SFX_814E, CHANNEL_7) control_sound_from_object(CHANNEL_7, 0x00, TRUE) show_hudmsg(CHR_P1P2, L_TRA_035) // "Alien medpack has been administered." yield @@ -2051,7 +2051,7 @@ u8 func100f_terminals[] = { // Terminal 1 label(0x08) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_TERMINAL1, TRUE) if_stage_flag_eq(STAGEFLAG_HANGAR_X_MUSIC_STARTED, TRUE, /*goto*/ 0x32) show_hudmsg(CHR_P1P2, L_TRA_080) // "Console is not active." @@ -2072,7 +2072,7 @@ u8 func100f_terminals[] = { // Terminal 2 label(0x0a) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_TERMINAL2, TRUE) if_stage_flag_eq(STAGEFLAG_HANGAR_X_MUSIC_STARTED, TRUE, /*goto*/ 0x32) show_hudmsg(CHR_P1P2, L_TRA_080) // "Console is not active." @@ -2508,245 +2508,245 @@ u8 func1002_intro[] = { wait_until(2, 0xc5) - speak(CHR_BOND, L_TRA_081, 0x81ba, CHANNEL_7, COLOR_02_WHITE) // "What the hell do you think you're doing? This is s..." + speak(CHR_BOND, L_TRA_081, SFX_81BA, CHANNEL_7, COLOR_02_WHITE) // "What the hell do you think you're doing? This is s..." wait_until(60, 0x6a) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(115, 0x6b) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(156, 0x6c) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(205, 0x6d) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(260, 0x6e) - play_sound(0x0161, CHANNEL_5) + play_sound(SFX_0161, CHANNEL_5) wait_until(341, 0x6f) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) open_door(0x0e) open_door(0x0f) wait_until(444, 0x70) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(468, 0x71) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(490, 0x72) - play_sound(0x0164, CHANNEL_5) + play_sound(SFX_0164, CHANNEL_5) wait_until(528, 0x73) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(545, 0x8a) - speak(CHR_BOND, L_TRA_084, 0x7758, CHANNEL_7, COLOR_09_BLUE) // "I don't care much for procedures!" + speak(CHR_BOND, L_TRA_084, MP3_0758, CHANNEL_7, COLOR_09_BLUE) // "I don't care much for procedures!" wait_until(588, 0x74) - play_sound(0x0162, CHANNEL_5) + play_sound(SFX_0162, CHANNEL_5) wait_until(632, 0x75) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(698, 0x76) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(706, 0x77) wait_until(770, 0xc6) - speak(CHR_BOND, L_TRA_082, 0x7436, CHANNEL_7, COLOR_02_WHITE) // "Director Easton will hear about this, young lady." + speak(CHR_BOND, L_TRA_082, MP3_0436, CHANNEL_7, COLOR_02_WHITE) // "Director Easton will hear about this, young lady." wait_until(810, 0xbe) close_door(0x0e) close_door(0x0f) wait_until(830, 0x78) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(872, 0x79) - play_sound(0x0162, CHANNEL_4) + play_sound(SFX_0162, CHANNEL_4) wait_until(998, 0xc7) - speak(CHR_BOND, L_TRA_083, 0x7437, CHANNEL_7, COLOR_02_WHITE) // "You can't take that! It's government property! Thi..." + speak(CHR_BOND, L_TRA_083, MP3_0437, CHANNEL_7, COLOR_02_WHITE) // "You can't take that! It's government property! Thi..." wait_until(1032, 0x7b) - play_sound(0x0161, CHANNEL_5) + play_sound(SFX_0161, CHANNEL_5) wait_until(1224, 0x7c) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(1260, 0x7d) - play_sound(0x0163, CHANNEL_4) + play_sound(SFX_0163, CHANNEL_4) wait_until(1286, 0x7e) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(1325, 0x7f) - play_sound(0x01b9, CHANNEL_6) + play_sound(SFX_01B9, CHANNEL_6) wait_until(1334, 0x80) - play_sound(0x00fb, CHANNEL_10) + play_sound(SFX_00FB, CHANNEL_10) wait_until(1342, 0x81) - play_sound(0x00fb, CHANNEL_10) + play_sound(SFX_00FB, CHANNEL_10) wait_until(1353, 0x82) - play_sound(0x00f9, CHANNEL_10) + play_sound(SFX_00F9, CHANNEL_10) wait_until(1362, 0x83) wait_until(1372, 0x84) - play_sound(0x00fa, CHANNEL_10) + play_sound(SFX_00FA, CHANNEL_10) wait_until(1388, 0x85) - play_sound(0x01ba, CHANNEL_5) + play_sound(SFX_01BA, CHANNEL_5) wait_until(1396, 0x86) - play_sound(0x00fc, CHANNEL_10) + play_sound(SFX_00FC, CHANNEL_10) wait_until(1432, 0xbf) open_door(0x10) wait_until(1510, 0x8f) - play_sound(0x0162, CHANNEL_4) + play_sound(SFX_0162, CHANNEL_4) wait_until(1544, 0x90) - play_sound(0x0163, CHANNEL_6) + play_sound(SFX_0163, CHANNEL_6) wait_until(1590, 0x91) - play_sound(0x0164, CHANNEL_4) + play_sound(SFX_0164, CHANNEL_4) wait_until(1624, 0x92) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(1662, 0x93) - play_sound(0x0162, CHANNEL_4) + play_sound(SFX_0162, CHANNEL_4) wait_until(1716, 0x94) - play_sound(0x01b9, CHANNEL_6) + play_sound(SFX_01B9, CHANNEL_6) wait_until(1730, 0x95) - play_sound(0x00fe, CHANNEL_10) - play_sound(0x00fa, CHANNEL_10) + play_sound(SFX_00FE, CHANNEL_10) + play_sound(SFX_00FA, CHANNEL_10) wait_until(1736, 0x96) - speak(CHR_BOND, L_TRA_063, 0x7438, CHANNEL_7, COLOR_02_WHITE) // "Let's see how that overconfident thief deals with ..." + speak(CHR_BOND, L_TRA_063, MP3_0438, CHANNEL_7, COLOR_02_WHITE) // "Let's see how that overconfident thief deals with ..." set_stage_flag(STAGEFLAG_GAS_ON) wait_until(1773, 0x9a) - play_sound(0x01bb, CHANNEL_5) + play_sound(SFX_01BB, CHANNEL_5) wait_until(1822, 0xc0) close_door(0x10) wait_until(1826, 0x9f) - play_sound(0x00fd, CHANNEL_10) + play_sound(SFX_00FD, CHANNEL_10) wait_until(1834, 0xa0) - play_sound(0x00fd, CHANNEL_10) + play_sound(SFX_00FD, CHANNEL_10) wait_until(1850, 0xa1) - play_sound(0x00fa, CHANNEL_10) + play_sound(SFX_00FA, CHANNEL_10) wait_until(1926, 0xa4) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(2146, 0xa5) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(2180, 0xa6) - play_sound(0x0507, CHANNEL_5) + play_sound(SFX_0507, CHANNEL_5) wait_until(2202, 0xa7) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(2218, 0xa8) - speak(CHR_BOND, L_TRA_064, 0x7439, CHANNEL_7, COLOR_09_BLUE) // "What's that noise? Can't be... Gas!" + speak(CHR_BOND, L_TRA_064, MP3_0439, CHANNEL_7, COLOR_09_BLUE) // "What's that noise? Can't be... Gas!" wait_until(2271, 0xa9) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(2300, 0xaa) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) wait_until(2362, 0xab) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(2384, 0xac) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(2428, 0xad) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(2458, 0xae) - play_sound(0x0161, CHANNEL_6) + play_sound(SFX_0161, CHANNEL_6) wait_until(2582, 0xaf) - speak(CHR_BOND, L_TRA_065, 0x743a, CHANNEL_7, COLOR_02_WHITE) // "Noooo, that wasn't meant to happen!" + speak(CHR_BOND, L_TRA_065, MP3_043A, CHANNEL_7, COLOR_02_WHITE) // "Noooo, that wasn't meant to happen!" wait_until(2725, 0xb1) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2748, 0xb2) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2768, 0x97) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2810, 0x98) - play_sound(0x0429, CHANNEL_10) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2877, 0x99) - play_sound(0x0429, CHANNEL_10) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2904, 0xb3) - play_sound(0x0429, CHANNEL_10) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2924, 0xb5) - play_sound(0x0429, CHANNEL_10) - play_sound(0x0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) + play_sound(SFX_0429, CHANNEL_10) wait_until(2930, 0xb4) - play_sound(0x05af, CHANNEL_10) + play_sound(SFX_05AF, CHANNEL_10) wait_until(3024, 0x89) - play_sound(0x00fa, CHANNEL_10) - play_sound(0x00f9, CHANNEL_10) + play_sound(SFX_00FA, CHANNEL_10) + play_sound(SFX_00F9, CHANNEL_10) wait_until(3060, 0xb0) - play_sound(0x05b0, CHANNEL_10) + play_sound(SFX_05B0, CHANNEL_10) wait_until(3178, 0xb6) - play_sound(0x007d, CHANNEL_6) + play_sound(SFX_007D, CHANNEL_6) wait_until(3242, 0xb7) - play_sound(0x01dc, CHANNEL_6) - play_sound(0x00fc, CHANNEL_10) + play_sound(SFX_01DC, CHANNEL_6) + play_sound(SFX_00FC, CHANNEL_10) wait_until(3290, 0xb8) - play_sound(0x01dc, CHANNEL_6) - play_sound(0x00fd, CHANNEL_10) + play_sound(SFX_01DC, CHANNEL_6) + play_sound(SFX_00FD, CHANNEL_10) wait_until(3334, 0xb9) - play_sound(0x00fa, CHANNEL_10) + play_sound(SFX_00FA, CHANNEL_10) wait_until(3894, 0xba) - speak(CHR_BOND, L_TRA_067, 0x743b, CHANNEL_7, COLOR_09_BLUE) // "You idiot! We'd better get out of here." + speak(CHR_BOND, L_TRA_067, MP3_043B, CHANNEL_7, COLOR_09_BLUE) // "You idiot! We'd better get out of here." wait_until(4146, 0xbb) - play_sound(0x0162, CHANNEL_6) + play_sound(SFX_0162, CHANNEL_6) wait_until(4316, 0xbc) - play_sound(0x0164, CHANNEL_6) + play_sound(SFX_0164, CHANNEL_6) wait_until(4336, 0xbd) - play_sound(0x0163, CHANNEL_5) + play_sound(SFX_0163, CHANNEL_5) beginloop(0x08) if_camera_animating(/*goto*/ 0x32) @@ -2854,100 +2854,100 @@ u8 func0c01_midcutscene[] = { set_cutscene_weapon(CHR_TARGET, WEAPON_NONE, WEAPON_NONE) wait_until(83, 0x6a) - speak(CHR_TARGET, L_TRA_069, 0x743c, CHANNEL_7, COLOR_06_WHITE) // "***aahh...! aahaa...! aaaaahhh! aha. ahh.***" + speak(CHR_TARGET, L_TRA_069, MP3_043C, CHANNEL_7, COLOR_06_WHITE) // "***aahh...! aahaa...! aaaaahhh! aha. ahh.***" wait_until(116, 0x6b) - play_sound(0x80c4, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_6) wait_until(124, 0x6c) - play_sound(0x80c5, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_4) wait_until(142, 0x6d) - play_sound(0x80c6, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C6, CHANNEL_6) wait_until(148, 0x6e) - play_sound(0x80c7, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C7, CHANNEL_4) wait_until(172, 0x6f) - play_sound(0x80c4, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_6) wait_until(176, 0x70) - play_sound(0x80c7, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C7, CHANNEL_4) wait_until(214, 0x71) - play_sound(0x80c5, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_6) wait_until(690, 0x72) - speak(CHR_TARGET, L_TRA_070, 0x743d, CHANNEL_7, COLOR_06_WHITE) // "I'm alive. I thought I'd be chopped up like the ot..." + speak(CHR_TARGET, L_TRA_070, MP3_043D, CHANNEL_7, COLOR_06_WHITE) // "I'm alive. I thought I'd be chopped up like the ot..." wait_until(1392, 0x73) - speak(CHR_TARGET, L_TRA_071, 0x743e, CHANNEL_7, COLOR_09_BLUE) // "You... You speak our language?" + speak(CHR_TARGET, L_TRA_071, MP3_043E, CHANNEL_7, COLOR_09_BLUE) // "You... You speak our language?" wait_until(1400, 0x74) - play_sound(0x80c4, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_6) wait_until(1554, 0x75) - speak(CHR_TARGET, L_TRA_072, 0x743f, CHANNEL_7, COLOR_03_RED) // "Watch her... she's sharp." + speak(CHR_TARGET, L_TRA_072, MP3_043F, CHANNEL_7, COLOR_03_RED) // "Watch her... she's sharp." wait_until(1688, 0x76) - speak(CHR_TARGET, L_TRA_073, 0x7440, CHANNEL_7, COLOR_06_WHITE) // "Earrggghh...eerggh..." + speak(CHR_TARGET, L_TRA_073, MP3_0440, CHANNEL_7, COLOR_06_WHITE) // "Earrggghh...eerggh..." wait_until(1962, 0x77) - speak(CHR_TARGET, L_TRA_074, 0x7441, CHANNEL_7, COLOR_09_BLUE) // "What's wrong?" + speak(CHR_TARGET, L_TRA_074, MP3_0441, CHANNEL_7, COLOR_09_BLUE) // "What's wrong?" wait_until(1988, 0x78) - play_sound(0x80c5, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_6) wait_until(2014, 0x79) - play_sound(0x80c4, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_4) wait_until(2113, 0x7a) - speak(CHR_TARGET, L_TRA_075, 0x7442, CHANNEL_7, COLOR_06_WHITE) // "I have a headache. And with a head this big, that'..." + speak(CHR_TARGET, L_TRA_075, MP3_0442, CHANNEL_7, COLOR_06_WHITE) // "I have a headache. And with a head this big, that'..." wait_until(2470, 0x7b) - speak(CHR_TARGET, L_TRA_076, 0x7443, CHANNEL_7, COLOR_09_BLUE) // "Can you walk? We must leave before they get organi..." + speak(CHR_TARGET, L_TRA_076, MP3_0443, CHANNEL_7, COLOR_09_BLUE) // "Can you walk? We must leave before they get organi..." wait_until(2480, 0x7c) - play_sound(0x80c5, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_6) wait_until(2526, 0x7d) - play_sound(0x80c6, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C6, CHANNEL_6) wait_until(2624, 0x7e) - play_sound(0x80c4, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_6) wait_until(2642, 0x7f) - play_sound(0x80c6, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C6, CHANNEL_4) wait_until(2678, 0x80) - play_sound(0x80c7, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C7, CHANNEL_6) wait_until(2712, 0x81) - play_sound(0x80c4, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_4) wait_until(2726, 0x82) - play_sound(0x80c5, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_6) wait_until(2728, 0x83) - play_sound(0x80c7, CHANNEL_7) + play_sound(SFX_FOOTSTEP_80C7, CHANNEL_7) wait_until(2806, 0x84) - play_sound(0x80c4, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C4, CHANNEL_6) wait_until(2824, 0x85) - play_sound(0x80c5, CHANNEL_4) + play_sound(SFX_FOOTSTEP_80C5, CHANNEL_4) wait_until(2842, 0x86) - speak(CHR_TARGET, L_TRA_077, 0x7444, CHANNEL_7, COLOR_06_WHITE) // "I think so. What's your name?" + speak(CHR_TARGET, L_TRA_077, MP3_0444, CHANNEL_7, COLOR_06_WHITE) // "I think so. What's your name?" wait_until(3024, 0x87) - speak(CHR_TARGET, L_TRA_078, 0x7445, CHANNEL_7, COLOR_09_BLUE) // "I'm Agent Dark. Or Joanna, if you prefer." + speak(CHR_TARGET, L_TRA_078, MP3_0445, CHANNEL_7, COLOR_09_BLUE) // "I'm Agent Dark. Or Joanna, if you prefer." wait_until(3270, 0x88) - speak(CHR_TARGET, L_TRA_079, 0x7446, CHANNEL_7, COLOR_06_WHITE) // "Well, Joanna, I'm Protector One. But you can call ..." + speak(CHR_TARGET, L_TRA_079, MP3_0446, CHANNEL_7, COLOR_06_WHITE) // "Well, Joanna, I'm Protector One. But you can call ..." wait_until(3308, 0x89) - play_sound(0x80c6, CHANNEL_6) + play_sound(SFX_FOOTSTEP_80C6, CHANNEL_6) beginloop(0x08) if_camera_animating(/*goto*/ 0x32) @@ -3001,7 +3001,7 @@ u8 func101b_gas_sound[] = { label(0x04) yield - assign_sound(0x816a, CHANNEL_0) + assign_sound(SFX_816A, CHANNEL_0) play_sound_from_object(CHANNEL_0, 0x2b, 0x1f40, 0x0bb8) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3315,7 +3315,7 @@ u8 func101a_medpack_switch[] = { endloop(0x04) label(0x32) - assign_sound(0x043a, CHANNEL_7) + assign_sound(SFX_043A, CHANNEL_7) control_sound_from_object(CHANNEL_7, OBJ_MEDPACK_SWITCH, TRUE) show_hudmsg(CHR_P1P2, L_TRA_054) // "Medical containment doors unlocked." unlock_door(0x12, 0x40) @@ -3379,7 +3379,7 @@ u8 func101d_msg_medpackaroundhere[] = { endloop(0x6a) label(0x32) - speak(CHR_P1P2, L_TRA_055, 0x73c0, CHANNEL_6, COLOR_09_BLUE) // "The medpack's got to be somewhere around here." + speak(CHR_P1P2, L_TRA_055, MP3_03C0, CHANNEL_6, COLOR_09_BLUE) // "The medpack's got to be somewhere around here." label(0x06) set_ailist(CHR_SELF, GAILIST_IDLE) endlist @@ -3398,7 +3398,7 @@ u8 func101e_msg_hookup[] = { endloop(0x6a) label(0x32) - speak(CHR_BOND, L_TRA_056, 0x73c1, CHANNEL_6, COLOR_09_BLUE) // "Time to hook up with Jonathan, before he gets into..." + speak(CHR_BOND, L_TRA_056, MP3_03C1, CHANNEL_6, COLOR_09_BLUE) // "Time to hook up with Jonathan, before he gets into..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3423,7 +3423,7 @@ u8 func101f_msg_oil[] = { endloop(0x6a) label(0x32) - speak(CHR_P1P2, L_TRA_057, 0x73c2, CHANNEL_6, COLOR_09_BLUE) // "That smell... oil... I smelt that in the other han..." + speak(CHR_P1P2, L_TRA_057, MP3_03C2, CHANNEL_6, COLOR_09_BLUE) // "That smell... oil... I smelt that in the other han..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; @@ -3440,7 +3440,7 @@ u8 func1020_msg_jetbike[] = { endloop(0x6a) label(0x32) - speak(CHR_BOND, L_TRA_058, 0x73c3, CHANNEL_6, COLOR_09_BLUE) // "The jetbike should get me out before they lock the..." + speak(CHR_BOND, L_TRA_058, MP3_03C3, CHANNEL_6, COLOR_09_BLUE) // "The jetbike should get me out before they lock the..." set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; diff --git a/src/files/setup/setupwax.c b/src/files/setup/setupwax.c index 8ec567367..31b2be164 100644 --- a/src/files/setup/setupwax.c +++ b/src/files/setup/setupwax.c @@ -1165,7 +1165,7 @@ u8 func1002_lightswitch[] = { reloop(0x04) label(0x2c) - play_sound(0x00ba, -1) + play_sound(SFX_PRESS_SWITCH, -1) if_stage_flag_eq(STAGEFLAG_LIGHTS_OFF, TRUE, /*goto*/ 0x06) // Turning lights off @@ -1280,7 +1280,7 @@ u8 func0411_cass_in_office[] = { set_stage_flag(STAGEFLAG_TRIGGER_YWSM) set_shotlist(AILIST_CASS_RUNNING) restart_timer - speak(CHR_TARGET, L_WAX_008, 0x0d23, CHANNEL_6, COLOR_06_WHITE) // "Go to the helipad if you want to live." + speak(CHR_TARGET, L_WAX_008, MP3_0523, CHANNEL_6, COLOR_06_WHITE) // "Go to the helipad if you want to live." chr_do_animation(0x0226, -1, -1, 0x10, 0x10, CHR_SELF, 2) yield @@ -1329,7 +1329,7 @@ u8 func0411_cass_in_office[] = { chr_do_animation(0x0245, 0, -1, 0x10, 0x10, CHR_SELF, 2) try_equip_weapon(MODEL_CHRFALCON2, WEAPON_FALCON2, 0x00000000, /*goto*/ 0x2c) label(0x2c) - speak(CHR_TARGET, L_WAX_007, 0x81a3, CHANNEL_6, COLOR_04_ORANGE) // "Get the hell out of my office..." + speak(CHR_TARGET, L_WAX_007, SFX_81A3, CHANNEL_6, COLOR_04_ORANGE) // "Get the hell out of my office..." beginloop(0x58) if_sound_finished(CHANNEL_6, /*goto*/ 0x2c) @@ -1518,7 +1518,7 @@ u8 func1006_lift_disabling[] = { // Disable player's lift label(0x06) set_lights_state(0x0082, LIGHTOP_2, 0x00, 0x78, 0x00) - play_sound(0x8147, -1) + play_sound(SFX_8147, -1) set_object_flag(OBJ_BLONDE_LIFT, OBJFLAG_DEACTIVATED) unlock_door(0x50, 0x40) unset_object_flag(OBJ_CHIEF_LIFT, OBJFLAG_DEACTIVATED) @@ -1655,7 +1655,7 @@ u8 func1007_bomb_logic[] = { set_stage_flag(STAGEFLAG_BOMB_PLANTED) hide_object(OBJ_BOND_BOMB) hide_object(OBJ_COOP_BOMB) - assign_sound(0x8144, CHANNEL_1) + assign_sound(SFX_8144, CHANNEL_1) play_sound_from_object(CHANNEL_1, OBJ_PLANTED_BOMB, 0x0258, 0x04b0) unset_object_flag2(OBJ_PLANTED_BOMB, OBJFLAG2_INVISIBLE) set_object_image(OBJ_PLANTED_BOMB, 0x00, 0x0f) @@ -1909,12 +1909,12 @@ u8 func100c_lift_doors[] = { goto_next(0x2c) label(0x2c) - play_sound(0x81b0, -1) + play_sound(SFX_DOOR_81B0, -1) goto_next(0x06) // Door locked label(0x2d) - play_sound(0x05dd, -1) + play_sound(SFX_MENU_SELECT, -1) // Wait 2 seconds label(0x06) @@ -1963,18 +1963,18 @@ u8 func0416_intro[] = { wait_until(106, 0xb1) - play_sound(0x0162, CHANNEL_10) - play_sound(0x047a, CHANNEL_10) + play_sound(SFX_0162, CHANNEL_10) + play_sound(SFX_047A, CHANNEL_10) wait_until(107, 0xb3) open_door(OBJ_LOBBYDOOR_LEFT) open_door(OBJ_LOBBYDOOR_RIGHT) wait_until(170, 0xb2) - play_sound(0x0163, CHANNEL_10) + play_sound(SFX_0163, CHANNEL_10) wait_until(246, 0xb6) - play_sound(0x0161, CHANNEL_10) + play_sound(SFX_0161, CHANNEL_10) wait_until(280, 0xb7) close_door(OBJ_LOBBYDOOR_LEFT) @@ -2065,7 +2065,7 @@ u8 func100e_cass_speech[] = { // Speak label(0x2c) restart_timer - speak(CHR_CASS, L_WAX_013, 0x6af5, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me!" + speak(CHR_CASS, L_WAX_013, MP3_02F5 | 0x4000 | 0x2000, CHANNEL_6, COLOR_04_ORANGE) // "You won't shoot me!" chr_do_animation(0x00a0, 0, 193, 0x18, 0x10, CHR_SELF, 2) beginloop(0x09) diff --git a/src/game/chr/chraicommands.c b/src/game/chr/chraicommands.c index 9fb7b1da2..937fd1474 100644 --- a/src/game/chr/chraicommands.c +++ b/src/game/chr/chraicommands.c @@ -7335,9 +7335,9 @@ s16 g_GuardQuipBank[][4] = { { QUIP_SEARCHSUCCESS, SFX_M0_I_SEE_HER, SFX_M0_THERE_SHE_IS, SFX_M0_THERE_MOVEMENT }, { QUIP_SEEEYESPY, SFX_M0_WHAT_THE_HELL_8167, SFX_M0_HELLO_THERE, SFX_M0_WHATS_THIS }, { QUIP_GREETING, SFX_M0_HOWS_THINGS, SFX_M0_HEY_THERE, SFX_M0_HI_HOW_ARE_YOU }, - { QUIP_ASKWEAPON1, SFX_M0_WHERE_DID_YOU_GET_THAT, SFX_M0_SHOULD_YOU_HAVE_THAT, SFX_M0_WHAT_ARE_YOU_DOING }, - { QUIP_ASKWEAPON2, SFX_0037, SFX_M0_DONT_POINT_THAT_AT_ME, SFX_M0_WATCH_WHERE_YOURE_POINTING }, - { QUIP_UNCOVERDISGUISE1, SFX_M0_IMPOSTER, SFX_M0_IMPOSTER, SFX_M0_ITS_A_SPY }, + { QUIP_ASKWEAPON1, MP3_M0_WHERE_DID_YOU_GET_THAT, MP3_M0_SHOULD_YOU_HAVE_THAT, MP3_M0_WHAT_ARE_YOU_DOING }, + { QUIP_ASKWEAPON2, SFX_0037, MP3_M0_DONT_POINT_THAT_AT_ME, MP3_M0_WATCH_WHERE_YOURE_POINTING }, + { QUIP_UNCOVERDISGUISE1, MP3_M0_IMPOSTER, MP3_M0_IMPOSTER, MP3_M0_ITS_A_SPY }, { QUIP_LOSTGUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN }, { QUIP_GOFORALARM, SFX_M0_TRIGGER_THE_ALARM, SFX_M0_TRIGGER_THE_ALARM, SFX_M0_TRIGGER_THE_ALARM }, { QUIP_SEARCHFAIL, SFX_M0_IM_SURE_I_HEARD_A_NOISE, SFX_M0_IM_SURE_I_HEARD_A_NOISE, SFX_M0_HEARING_THINGS }, @@ -7345,7 +7345,7 @@ s16 g_GuardQuipBank[][4] = { { QUIP_ATTACK4, SFX_M0_CLEAR_SHOT, SFX_M0_OPEN_FIRE, SFX_M0_OPEN_FIRE }, { QUIP_KILLEDPLAYER2, SFX_M0_GRAB_A_BODY_BAG, SFX_M0_ONE_FOR_THE_MORGUE, SFX_M0_REST_IN_PEACE }, { QUIP_GUNJAMMED, SFX_M0_MY_GUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN }, - { QUIP_UNCOVEREDDISGUISE2, SFX_M0_ITS_A_SPY, SFX_M0_ITS_A_SPY, SFX_M0_ITS_A_SPY }, + { QUIP_UNCOVEREDDISGUISE2, MP3_M0_ITS_A_SPY, MP3_M0_ITS_A_SPY, MP3_M0_ITS_A_SPY }, // Voicebox 1 { QUIP_ATTACK1, SFX_M1_LAST_MISTAKE, SFX_M1_WHAT_ARE_YOU_WAITING_FOR, SFX_M1_BRING_IT_ON }, { QUIP_ATTACK2, SFX_M1_TAKE_HER_DOWN, SFX_M1_EVERYBODY_GET_HER, SFX_M1_ATTACK }, @@ -7377,9 +7377,9 @@ s16 g_GuardQuipBank[][4] = { { QUIP_SEARCHSUCCESS, SFX_M1_OVER_THERE, SFX_M1_HALT, SFX_M1_FREEZE }, { QUIP_SEEEYESPY, SFX_M1_WHAT_IS_IT, SFX_M1_HOW_DID_THAT_GET_HERE, SFX_M1_DONT_TOUCH_IT }, { QUIP_GREETING, SFX_M1_HI_THERE, SFX_M1_HI_THERE, SFX_M1_HOWS_THINGS }, - { QUIP_ASKWEAPON1, SFX_M1_WHERE_ARE_YOU_TAKING, SFX_M1_WHERE_ARE_YOU_TAKING, SFX_M1_GET_THAT_FIREARM_APPROVED }, - { QUIP_ASKWEAPON2, SFX_M1_WATCH_WHAT_YOURE_DOING, SFX_M1_WATCH_WHAT_YOURE_DOING, SFX_M1_BE_CAREFUL }, - { QUIP_UNCOVERDISGUISE1, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE, SFX_M1_DROP_THE_GUN }, + { QUIP_ASKWEAPON1, MP3_M1_WHERE_ARE_YOU_TAKING, MP3_M1_WHERE_ARE_YOU_TAKING, MP3_M1_GET_THAT_FIREARM_APPROVED }, + { QUIP_ASKWEAPON2, MP3_M1_WATCH_WHAT_YOURE_DOING, MP3_M1_WATCH_WHAT_YOURE_DOING, MP3_M1_BE_CAREFUL }, + { QUIP_UNCOVERDISGUISE1, MP3_M1_STOP_RIGHT_THERE, MP3_M1_STOP_RIGHT_THERE, MP3_M1_DROP_THE_GUN }, { QUIP_LOSTGUN, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ }, { QUIP_GOFORALARM, SFX_M1_WARN_THE_OTHERS, SFX_M1_WARN_THE_OTHERS, SFX_M1_WARN_THE_OTHERS }, { QUIP_SEARCHFAIL, SFX_M1_I_CANT_SEE_ANYBODY, SFX_M1_THERES_NO_ONE_HERE, SFX_M1_THERES_NO_ONE_HERE }, @@ -7387,7 +7387,7 @@ s16 g_GuardQuipBank[][4] = { { QUIP_ATTACK4, SFX_M1_BRING_IT_ON, SFX_M1_ATTACK, SFX_M1_ATTACK }, { QUIP_KILLEDPLAYER2, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEEHAH_GOT_ONE, SFX_M1_ANOTHER_ONE_BITES_THE_DUST }, { QUIP_GUNJAMMED, SFX_M1_BLOODY_STUPID_GUN, SFX_M1_MY_GUN_ITS_USELESS, SFX_M1_DAMN_IT }, - { QUIP_UNCOVEREDDISGUISE2, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE }, + { QUIP_UNCOVEREDDISGUISE2, MP3_M1_STOP_RIGHT_THERE, MP3_M1_STOP_RIGHT_THERE, MP3_M1_STOP_RIGHT_THERE }, // Voicebox 2 { QUIP_ATTACK1, SFX_M2_COME_ON_MAN2, SFX_M2_DIE, SFX_M2_TAKE_THIS }, { QUIP_ATTACK2, SFX_M2_MOVE_IN, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, SFX_M2_LET_HER_HAVE_IT }, @@ -7419,9 +7419,9 @@ s16 g_GuardQuipBank[][4] = { { QUIP_SEARCHSUCCESS, SFX_M2_GET_HER, SFX_M2_THERE_ATTACK, SFX_M2_HEY_YOU_STOP }, { QUIP_SEEEYESPY, SFX_M2_IS_IT_DANGEROUS, SFX_M2_DONT_MOVE, SFX_M2_STAY_BACK }, { QUIP_GREETING, SFX_M2_HELLO, SFX_M2_HELLO, SFX_M2_HEY_WHATS_UP }, - { QUIP_ASKWEAPON1, SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, SFX_M2_WHAT_ARE_YOU_DOING }, - { QUIP_ASKWEAPON2, SFX_M2_HEY_THATS_DANGEROUS, SFX_M2_HEY_THATS_DANGEROUS, SFX_M2_WATCH_IT_THAT_THING_COULD_GO_OFF }, - { QUIP_UNCOVERDISGUISE1, SFX_M2_PUT_YOUR_HANDS_UP, SFX_M2_PUT_YOUR_HANDS_UP, SFX_M2_ITS_A_TERRORIST }, + { QUIP_ASKWEAPON1, MP3_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, MP3_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, MP3_M2_WHAT_ARE_YOU_DOING }, + { QUIP_ASKWEAPON2, MP3_M2_HEY_THATS_DANGEROUS, MP3_M2_HEY_THATS_DANGEROUS, MP3_M2_WATCH_IT_THAT_THING_COULD_GO_OFF }, + { QUIP_UNCOVERDISGUISE1, MP3_M2_PUT_YOUR_HANDS_UP, MP3_M2_PUT_YOUR_HANDS_UP, MP3_M2_ITS_A_TERRORIST }, { QUIP_LOSTGUN, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ }, { QUIP_GOFORALARM, SFX_M2_ACTIVATE_THE_ALARM, SFX_M2_ACTIVATE_THE_ALARM, SFX_M2_ACTIVATE_THE_ALARM }, { QUIP_SEARCHFAIL, SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, SFX_M2_ANOTHER_FALSE_ALARM }, @@ -7429,7 +7429,7 @@ s16 g_GuardQuipBank[][4] = { { QUIP_ATTACK4, SFX_M2_DIE, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE }, { QUIP_KILLEDPLAYER2, SFX_M2_IM_THE_MAN, SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE, SFX_M2_DID_YOU_SEE_THAT }, { QUIP_GUNJAMMED, SFX_M2_GOD_DAMN_IT, SFX_M2_I_DONT_BELIEVE_IT, SFX_M2_GOD_DAMN_IT }, - { QUIP_UNCOVEREDDISGUISE2, SFX_M2_ITS_A_TERRORIST, SFX_M2_ITS_A_TERRORIST, SFX_M2_ITS_A_TERRORIST }, + { QUIP_UNCOVEREDDISGUISE2, MP3_M2_ITS_A_TERRORIST, MP3_M2_ITS_A_TERRORIST, MP3_M2_ITS_A_TERRORIST }, // Voicebox 3 (female) { QUIP_ATTACK1, SFX_F_COME_ON, SFX_F_COME_ON, SFX_F_COME_ON }, { QUIP_ATTACK2, SFX_0037, SFX_F_EVERYONE_GET_HER, SFX_F_ATTACK }, @@ -7475,28 +7475,28 @@ s16 g_GuardQuipBank[][4] = { }; s16 g_SpecialQuipBank[][4] = { - { 0, SFX_CASS_HOW_DARE_YOU_DISTURB_ME, SFX_CASS_YOU_WILL_REGRET, SFX_CASS_LEAVE_NOW }, - { 1, SFX_SEC_PLEASE_DONT_KILL_ME, SFX_SEC_DONT_SHOOT, SFX_SEC_PLEASE_DONT_KILL_ME }, + { 0, MP3_CASS_HOW_DARE_YOU_DISTURB_ME, MP3_CASS_YOU_WILL_REGRET, MP3_CASS_LEAVE_NOW }, + { 1, MP3_SEC_PLEASE_DONT_KILL_ME, MP3_SEC_DONT_SHOOT, MP3_SEC_PLEASE_DONT_KILL_ME }, { 2, SFX_DRCAROLL_COME_ON, SFX_DRCAROLL_TAKING_YOUR_TIME, SFX_DRCAROLL_GET_OUT_OF_HERE }, { 3, SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING, SFX_DRCAROLL_0249, SFX_DRCAROLL_GOING_TO_THE_HELIPAD }, { 4, SFX_DRCAROLL_STOP_THAT, SFX_DRCAROLL_WHAT, SFX_DRCAROLL_OOH }, { 5, SFX_DRCAROLL_OOH_UH, SFX_DRCAROLL_QUITE_ENOUGH, SFX_DRCAROLL_WHOA }, { 6, SFX_DRCAROLL_I_CANT_MAKE_IT, SFX_DRCAROLL_YOU_WERE_SUPPOSED, SFX_DRCAROLL_SYSTEMS_FAILURE }, { 7, SFX_DRCAROLL_OH_CRIKEY, SFX_DRCAROLL_GOODNESS_GRACIOUS, SFX_DRCAROLL_DONT_THEY_KNOW }, - { 8, SFX_K7_IM_NOT_SURE, SFX_K7_ONE_MORE_TIME, SFX_K7_I_DUNNO }, - { 9, SFX_SCI_AND_AGAIN, SFX_SCI_TRY_IT_NOW, SFX_SCI_AND_AGAIN }, - { 10, SFX_SCI_WHAT_ARE_YOU_DOING, SFX_SCI_HAVENT_SEEN_YOU, SFX_SCI_WHO_THE_HELL_ARE_YOU }, - { 11, SFX_JO_SHUT_DOWN_EXPERIMENTS, SFX_JO_PULL_THE_PLUG, SFX_JO_SWITCH_THIS_THING_OFF }, - { 12, SFX_SCI_ILL_SHUT_IT_DOWN, SFX_SCI_PLEASE_DONT_HURT_ME, SFX_SCI_ALLOW_ME_TO_ASSIST_YOU }, - { 13, SFX_SCI_MY_EXPERIMENTS, SFX_SCI_EXPERIMENT_IS_DOWN, SFX_SCI_LEAVE_THIS_AREA }, - { 14, SFX_SCI_SECURITY, SFX_SCI_IM_CALLING_SECURITY, SFX_SCI_ACCIDENTS_WILL_HAPPEN }, - { 15, SFX_SCI_HOW_DID_THAT_HAPPEN, SFX_SCI_OFF_ALREADY, SFX_SCI_HAVE_YOU_BEEN_TAMPERING }, - { 16, SFX_SCI_SOMEONES_BROKEN_MY_EQUIPMENT, SFX_SCI_WHATS_HAPPENED_TO_THE_TERMINAL, SFX_SCI_YOU_VANDAL }, + { 8, MP3_K7_IM_NOT_SURE, MP3_K7_ONE_MORE_TIME, MP3_K7_I_DUNNO }, + { 9, MP3_SCI_AND_AGAIN, MP3_SCI_TRY_IT_NOW, MP3_SCI_AND_AGAIN }, + { 10, MP3_SCI_WHAT_ARE_YOU_DOING, MP3_SCI_HAVENT_SEEN_YOU, SFX_SCI_WHO_THE_HELL_ARE_YOU }, + { 11, MP3_JO_SHUT_DOWN_EXPERIMENTS, MP3_JO_PULL_THE_PLUG, MP3_JO_SWITCH_THIS_THING_OFF }, + { 12, MP3_SCI_ILL_SHUT_IT_DOWN, MP3_SCI_PLEASE_DONT_HURT_ME, MP3_SCI_ALLOW_ME_TO_ASSIST_YOU }, + { 13, MP3_SCI_MY_EXPERIMENTS, MP3_SCI_EXPERIMENT_IS_DOWN, MP3_SCI_LEAVE_THIS_AREA }, + { 14, MP3_SCI_SECURITY, MP3_SCI_IM_CALLING_SECURITY, MP3_SCI_ACCIDENTS_WILL_HAPPEN }, + { 15, MP3_SCI_HOW_DID_THAT_HAPPEN, MP3_SCI_OFF_ALREADY, MP3_SCI_HAVE_YOU_BEEN_TAMPERING }, + { 16, MP3_SCI_SOMEONES_BROKEN_MY_EQUIPMENT, MP3_SCI_WHATS_HAPPENED_TO_THE_TERMINAL, MP3_SCI_YOU_VANDAL }, { 17, SFX_F_GASP_000D, SFX_F_GASP_000D, SFX_F_GASP_000D }, { 18, SFX_M0_HOWS_THINGS, SFX_M0_HEY_THERE, SFX_M0_HI_HOW_ARE_YOU }, - { 19, SFX_M0_WHERE_DID_YOU_GET_THAT, SFX_M0_SHOULD_YOU_HAVE_THAT, SFX_M0_WHAT_ARE_YOU_DOING }, - { 20, SFX_0037, SFX_M0_DONT_POINT_THAT_AT_ME, SFX_M0_WATCH_WHERE_YOURE_POINTING }, - { 21, SFX_M0_IMPOSTER, SFX_M0_IMPOSTER, SFX_M0_ITS_A_SPY }, + { 19, MP3_M0_WHERE_DID_YOU_GET_THAT, MP3_M0_SHOULD_YOU_HAVE_THAT, MP3_M0_WHAT_ARE_YOU_DOING }, + { 20, SFX_0037, MP3_M0_DONT_POINT_THAT_AT_ME, MP3_M0_WATCH_WHERE_YOURE_POINTING }, + { 21, MP3_M0_IMPOSTER, MP3_M0_IMPOSTER, MP3_M0_ITS_A_SPY }, { 22, SFX_CIV_GREETINGS_CITIZEN, SFX_CIV_HEY_SUGAR_WANNA_PARTY, SFX_CIV_HEY_BABY }, { 23, SFX_CIV_HOWS_IT_GOING, SFX_CIV_TAKE_IT_EASY, SFX_CIV_WHISTLE }, { 24, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, SFX_CIV_TAKE_THE_WALLET }, @@ -7506,21 +7506,21 @@ s16 g_SpecialQuipBank[][4] = { { 28, SFX_SHOULD_HAVE_COME_HERE_GIRL, SFX_SECURE_THE_PERIMETER, SFX_WERE_TAKING_OVER }, { 29, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY }, { 30, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY }, - { 31, SFX_ROBOT_STOP_WHERE_YOU_ARE, SFX_ROBOT_STOP_WHERE_YOU_ARE, SFX_ROBOT_STOP_WHERE_YOU_ARE }, - { 32, SFX_COME_BACK_LATER_IM_BUSY, SFX_GO_AWAY, SFX_LOOK_I_CANT_HELP_YOU }, - { 33, SFX_PRES_STOP_SHOOTING, SFX_PRES_YOU_SURE_THIS_IS_THE_WAY, SFX_PRES_WHY_ARE_THEY_SHOOTING }, + { 31, MP3_ROBOT_STOP_WHERE_YOU_ARE, MP3_ROBOT_STOP_WHERE_YOU_ARE, MP3_ROBOT_STOP_WHERE_YOU_ARE }, + { 32, MP3_COME_BACK_LATER_IM_BUSY, MP3_GO_AWAY, MP3_LOOK_I_CANT_HELP_YOU }, + { 33, MP3_PRES_STOP_SHOOTING, MP3_PRES_YOU_SURE_THIS_IS_THE_WAY, MP3_PRES_WHY_ARE_THEY_SHOOTING }, { 34, SFX_CIV_GREETINGS_CITIZEN, SFX_CIV_HEY_SUGAR_WANNA_PARTY, 0 }, { 35, SFX_CIV_HOWS_IT_GOING, SFX_CIV_TAKE_IT_EASY, 0 }, - { 36, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, SFX_SEC_PLEASE_DONT_KILL_ME }, + { 36, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, MP3_SEC_PLEASE_DONT_KILL_ME }, { 37, SFX_CIV_THERES_A_MANIAC, SFX_CIV_QUICK_DOWN_THERE, 0 }, { 38, SFX_ELVIS_INTERGALACTIC_PEACE, SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS, SFX_ELVIS_KISS_MY_ALIEN_BUTT }, { 39, SFX_ELVIS_ILL_KICK_YOUR_ASS, SFX_ELVIS_FOR_YOUR_OWN_GOOD, SFX_ELVIS_YOU_DARE_SHOOT_AT_ME }, { 40, SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN, SFX_ELVIS_IM_BAD, SFX_ELVIS_HEHE }, { 41, SFX_ELVIS_ALL_GOING_WRONG, SFX_ELVIS_ALL_GOING_WRONG, SFX_ELVIS_WATCH_THE_SUIT }, - { 42, SFX_M2_ITS_A_TERRORIST, SFX_M0_ITS_A_SPY, SFX_M1_STOP_RIGHT_THERE }, - { 43, SFX_CASS_HOW_DARE_YOU_DISTURB_ME, SFX_CASS_LEAVE_NOW, SFX_CASS_LEAVE_NOW }, + { 42, MP3_M2_ITS_A_TERRORIST, MP3_M0_ITS_A_SPY, MP3_M1_STOP_RIGHT_THERE }, + { 43, MP3_CASS_HOW_DARE_YOU_DISTURB_ME, MP3_CASS_LEAVE_NOW, MP3_CASS_LEAVE_NOW }, { 44, SFX_ELVIS_HEHE, SFX_ELVIS_HEHE, SFX_ELVIS_HEHE }, - { 45, SFX_ROBOT_ALERT_UNDER_ATTACK, SFX_ROBOT_ALERT_UNDER_ATTACK, SFX_ROBOT_ALERT_UNDER_ATTACK }, + { 45, MP3_ROBOT_ALERT_UNDER_ATTACK, MP3_ROBOT_ALERT_UNDER_ATTACK, MP3_ROBOT_ALERT_UNDER_ATTACK }, }; s16 g_QuipTexts[][4] = { @@ -11425,12 +11425,12 @@ bool aiSetRoomToSearch(void) } s16 g_CiMainQuips[][3] = { - { SFX_CARR_WHAT_IS_IT, SFX_CARR_A_LITTLE_BUSY, SFX_CARR_PROUD_OF_YOU }, - { SFX_CIFEM_FOSTER, SFX_CIFEM_COME_TO_SEE_ME, SFX_CIFEM_PRACTICE_MAKES_PERFECT }, - { SFX_GRIMSHAW_KNOW_YOUR_ENEMY, SFX_GRIMSHAW_ALL_EARS, SFX_GRIMSHAW_GAP_IN_RECORDS }, - { SFX_HOLO_LAST_MINUTE_TRAINING, SFX_HOLO_PRACTICE_MAKES_PERFECT, SFX_HOLO_HAVE_A_LIFE }, - { SFX_HANGERGUY_DONT_SCREW_UP, SFX_HANGERGUY_DONT_MAKE_A_MESS, SFX_HANGERGUY_HALF_HOUR_AGO }, - { SFX_FOSTER_WHAT_TO_SHOOT_AT, SFX_FOSTER_ZEROED_THE_SIGHTS, SFX_FOSTER_GOOD_SHOW }, + { MP3_CARR_WHAT_IS_IT, MP3_CARR_A_LITTLE_BUSY, MP3_CARR_PROUD_OF_YOU }, + { MP3_CIFEM_FOSTER, MP3_CIFEM_COME_TO_SEE_ME, MP3_CIFEM_PRACTICE_MAKES_PERFECT }, + { MP3_GRIMSHAW_KNOW_YOUR_ENEMY, MP3_GRIMSHAW_ALL_EARS, MP3_GRIMSHAW_GAP_IN_RECORDS }, + { MP3_HOLO_LAST_MINUTE_TRAINING, MP3_HOLO_PRACTICE_MAKES_PERFECT, MP3_HOLO_HAVE_A_LIFE }, + { MP3_HANGERGUY_DONT_SCREW_UP, MP3_HANGERGUY_DONT_MAKE_A_MESS, MP3_HANGERGUY_HALF_HOUR_AGO }, + { MP3_FOSTER_WHAT_TO_SHOOT_AT, MP3_FOSTER_ZEROED_THE_SIGHTS, MP3_FOSTER_GOOD_SHOW }, }; s16 g_CiGreetingQuips[][3] = { @@ -11447,29 +11447,29 @@ s16 g_CiGreetingQuips[][3] = { }; s16 g_CiAnnoyedQuips[][3] = { - { SFX_CARR_WORRIES_ME, SFX_CARR_WORRIES_ME, SFX_CARR_WORRIES_ME }, - { SFX_CIFEM_PATIENCE, SFX_CIFEM_PATIENCE, SFX_CIFEM_PATIENCE }, - { SFX_GRIMSHAW_BUG_OFF, SFX_GRIMSHAW_CRIMINAL_RECORD, SFX_GRIMSHAW_LOSER }, - { SFX_HOLO_IRRITATING, SFX_HOLO_IRRITATING, SFX_HOLO_IRRITATING }, - { SFX_HANGAR_LIVED_THIS_LONG, SFX_HANGAR_LIVED_THIS_LONG, SFX_HANGAR_LIVED_THIS_LONG }, - { SFX_FOSTER_LEAVE_ME_ALONE, SFX_FOSTER_LEAVE_ME_ALONE, SFX_FOSTER_LEAVE_ME_ALONE }, - { SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE }, - { SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE }, - { SFX_CIFEM_BE_SOMEWHERE, SFX_CIFEM_BE_SOMEWHERE, SFX_CIFEM_BE_SOMEWHERE }, - { SFX_CIFEM_BOTHER_SOMEONE_ELSE, SFX_CIFEM_BOTHER_SOMEONE_ELSE, SFX_CIFEM_BOTHER_SOMEONE_ELSE }, + { MP3_CARR_WORRIES_ME, MP3_CARR_WORRIES_ME, MP3_CARR_WORRIES_ME }, + { MP3_CIFEM_PATIENCE, MP3_CIFEM_PATIENCE, MP3_CIFEM_PATIENCE }, + { MP3_GRIMSHAW_BUG_OFF, MP3_GRIMSHAW_CRIMINAL_RECORD, MP3_GRIMSHAW_LOSER }, + { MP3_HOLO_IRRITATING, MP3_HOLO_IRRITATING, MP3_HOLO_IRRITATING }, + { MP3_HANGAR_LIVED_THIS_LONG, MP3_HANGAR_LIVED_THIS_LONG, MP3_HANGAR_LIVED_THIS_LONG }, + { MP3_FOSTER_LEAVE_ME_ALONE, MP3_FOSTER_LEAVE_ME_ALONE, MP3_FOSTER_LEAVE_ME_ALONE }, + { MP3_CIM_BE_SOMEWHERE, MP3_CIM_BE_SOMEWHERE, MP3_CIM_BE_SOMEWHERE }, + { MP3_CIM_BE_SOMEWHERE, MP3_CIM_BE_SOMEWHERE, MP3_CIM_BE_SOMEWHERE }, + { MP3_CIFEM_BE_SOMEWHERE, MP3_CIFEM_BE_SOMEWHERE, MP3_CIFEM_BE_SOMEWHERE }, + { MP3_CIFEM_BOTHER_SOMEONE_ELSE, MP3_CIFEM_BOTHER_SOMEONE_ELSE, MP3_CIFEM_BOTHER_SOMEONE_ELSE }, }; s16 g_CiThanksQuips[] = { 0, - SFX_CIFEM_THANKS1, - SFX_GRIMSHAW_TOO_CLOSE, - SFX_CIFEM_THANKS2, + MP3_CIFEM_THANKS1, + MP3_GRIMSHAW_TOO_CLOSE, + MP3_CIFEM_THANKS2, 0, - SFX_FOSTER_RELY_ON_YOU, - SFX_CIM_THANKS_JO, - SFX_CIM_THANKS_JO, - SFX_CIFEM_THANKS3, - SFX_CIFEM_THANKS3, + MP3_FOSTER_RELY_ON_YOU, + MP3_CIM_THANKS_JO, + MP3_CIM_THANKS_JO, + MP3_CIFEM_THANKS3, + MP3_CIFEM_THANKS3, }; /** diff --git a/src/game/data/ailists.c b/src/game/data/ailists.c index a3cd989a3..35d3ad9f0 100644 --- a/src/game/data/ailists.c +++ b/src/game/data/ailists.c @@ -1688,7 +1688,7 @@ u8 func0007_alerted[] = { beginloop(0xe8) if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x16) if_timer_lt(120, /*goto*/ 0x16) - assign_sound(0x80f6, CHANNEL_7) + assign_sound(SFX_80F6, CHANNEL_7) play_sound_from_entity(CHANNEL_7, CHR_SELF, 0x0bb8, 0x1770, 0x01) unset_self_flag_bankx(CHRFLAG1_00000020, BANK_1) label(0x16) @@ -2051,7 +2051,7 @@ u8 func0007_alerted[] = { yield if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x16) if_timer_lt(120, /*goto*/ 0x16) - assign_sound(0x80f6, CHANNEL_6) + assign_sound(SFX_80F6, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) unset_self_flag_bankx(CHRFLAG1_00000020, BANK_1) label(0x16) @@ -2396,7 +2396,7 @@ u8 func0007_alerted[] = { yield if_self_flag_bankx_eq(CHRFLAG1_00000020, FALSE, BANK_1, /*goto*/ 0x16) if_timer_lt(120, /*goto*/ 0x16) - assign_sound(0x80f6, CHANNEL_6) + assign_sound(SFX_80F6, CHANNEL_6) play_sound_from_entity(CHANNEL_6, CHR_SELF, 0x0bb8, 0x1770, 0x01) unset_self_flag_bankx(CHRFLAG1_00000020, BANK_1) label(0x16) diff --git a/src/include/sfx.h b/src/include/sfx.h index 049ee5ec9..248bf0505 100644 --- a/src/include/sfx.h +++ b/src/include/sfx.h @@ -1,664 +1,2560 @@ -#define SFX_LAUNCH_ROCKET 0x0001 -#define SFX_F_GASP_000D 0x000d -#define SFX_BOTTLE_BREAK 0x0010 -#define SFX_MENU_CANCEL 0x002b -#define SFX_0037 0x0037 -#define SFX_TITLE_RAREPRESENTS 0x003e -#define SFX_REGEN 0x0052 -#define SFX_CLOAK_ON 0x005b -#define SFX_CLOAK_OFF 0x005c -#define SFX_SHIELD_DAMAGE 0x0064 -#define SFX_ALARM_AIRBASE 0x00a1 -#define SFX_ALARM_2 0x00a2 -#define SFX_ALARM_DEFAULT 0x00a3 -#define SFX_PRESS_SWITCH 0x00ba -#define SFX_PICKUP_KEYCARD 0x00e5 -#define SFX_PICKUP_GUN 0x00e8 -#define SFX_PICKUP_KNIFE 0x00e9 -#define SFX_PICKUP_AMMO 0x00ea -#define SFX_PICKUP_MINE 0x00eb -#define SFX_PICKUP_LASER 0x00f2 -#define SFX_BIKE_TAKEOFF 0x00f5 -#define SFX_BIKE_ENGINE 0x01b4 -#define SFX_EYESPY_RUNNING 0x01bd -#define SFX_SLAYER_BEEP 0x01c8 -#define SFX_PICKUP_SHIELD 0x01cd -#define SFX_DRCAROLL_COME_ON 0x023d -#define SFX_DRCAROLL_TAKING_YOUR_TIME 0x023e -#define SFX_DRCAROLL_WHAT 0x023f -#define SFX_DRCAROLL_OOH 0x0240 -#define SFX_DRCAROLL_OH_CRIKEY 0x0243 -#define SFX_DRCAROLL_GOODNESS_GRACIOUS 0x0244 -#define SFX_DRCAROLL_DONT_THEY_KNOW 0x0245 -#define SFX_DRCAROLL_STOP_THAT 0x0246 -#define SFX_DRCAROLL_GET_OUT_OF_HERE 0x0247 -#define SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING 0x0248 -#define SFX_DRCAROLL_0249 0x0249 -#define SFX_DRCAROLL_GOING_TO_THE_HELIPAD 0x024b -#define SFX_DRCAROLL_OOH_UH 0x024c -#define SFX_DRCAROLL_SYSTEMS_FAILURE 0x024d -#define SFX_DRCAROLL_YOU_GO_ON 0x024e -#define SFX_DRCAROLL_I_CANT_MAKE_IT 0x024f -#define SFX_DRCAROLL_WHOA 0x0251 -#define SFX_DRCAROLL_QUITE_ENOUGH 0x0252 -#define SFX_DRCAROLL_IM_DYING 0x0256 -#define SFX_DRCAROLL_GOODBYE 0x0257 -#define SFX_DRCAROLL_YOU_WERE_SUPPOSED 0x0258 -#define SFX_M0_WHAT_THE 0x025b -#define SFX_M0_WHO_THE 0x025c -#define SFX_M0_MEDIC 0x025e -#define SFX_M0_OW 0x025f -#define SFX_M0_YOU_SHOT_ME 0x0260 -#define SFX_M0_IM_HIT 0x0261 -#define SFX_M0_IM_TAKING_FIRE 0x0262 -#define SFX_M0_TAKING_DAMAGE 0x0263 -#define SFX_M0_HEY_YOU 0x0264 -#define SFX_M0_INTRUDER_ALERT 0x0265 -#define SFX_M0_GOT_A_CONTACT 0x0266 -#define SFX_M0_HEAR_THAT 0x026b -#define SFX_M0_WHATS_THAT_NOISE 0x026c -#define SFX_M0_HEARD_A_NOISE 0x026d -#define SFX_M0_ARE_YOU_OKAY 0x026e -#define SFX_M0_GOT_A_MAN_DOWN 0x026f -#define SFX_M0_HES_BOUGHT_IT 0x0270 -#define SFX_M0_INTRUDER_ALERT2 0x0272 -#define SFX_M0_WEVE_GOT_TROUBLE 0x0273 -#define SFX_M0_WEVE_GOT_PROBLEMS 0x0274 -#define SFX_M0_I_SEE_HER 0x0275 -#define SFX_M0_THERE_SHE_IS 0x0277 -#define SFX_M0_THERE_MOVEMENT 0x0278 -#define SFX_M0_CLEAR_SHOT 0x027b -#define SFX_M0_SHES_MINE 0x027c -#define SFX_M0_OPEN_FIRE 0x027d -#define SFX_M0_WIPE_HER_OUT 0x027e -#define SFX_M0_WASTE_HER 0x027f -#define SFX_M0_GIVE_IT_UP 0x0280 -#define SFX_M0_SURRENDER_NOW 0x0281 -#define SFX_M0_TAKE_THAT 0x0282 -#define SFX_M0_HOW_DID_I_MISS 0x0287 -#define SFX_M0_SHES_A_TRICKY_ONE 0x0289 -#define SFX_M0_COVER_ME 0x028a -#define SFX_M0_WATCH_MY_BACK 0x028b -#define SFX_M0_TAKE_COVER 0x028c -#define SFX_M0_TAKE_COVER_028D 0x028d -#define SFX_M0_ILL_COVER_YOU 0x028e -#define SFX_M0_GET_DOWN 0x028f -#define SFX_M0_GO_TO_PLAN_B 0x0290 -#define SFX_M0_RETREAT 0x0292 -#define SFX_M0_CATCH 0x0293 -#define SFX_M0_EVERYBODY_DOWN 0x0294 -#define SFX_M0_FALL_BACK 0x0297 -#define SFX_M0_EVERYONE_BACK_OFF 0x0298 -#define SFX_M0_WITHDRAW 0x0299 -#define SFX_M0_FLANK_THE_TARGET 0x029a -#define SFX_M0_LETS_SPLIT_UP 0x029b -#define SFX_M0_SURROUND_HER 0x029c -#define SFX_M0_GRENADE 0x029d -#define SFX_M0_SHE_GOT_ME 0x02a2 -#define SFX_M0_GRAB_A_BODY_BAG 0x02a3 -#define SFX_M0_ONE_FOR_THE_MORGUE 0x02a4 -#define SFX_M0_REST_IN_PEACE 0x02a5 -#define SFX_M0_DONT_SHOOT_ME 0x02a7 -#define SFX_M0_I_GIVE_UP 0x02a8 -#define SFX_M0_YOU_WIN_I_SURRENDER 0x02a9 -#define SFX_JO_BOOST_REVERT 0x02ad -#define SFX_M1_WHA 0x02ff -#define SFX_M1_IM_HIT_IM_HIT 0x0301 -#define SFX_M1_IM_BLEEDING 0x0302 -#define SFX_M1_HELP_ME_OUT 0x0304 -#define SFX_M1_IM_IN_TROUBLE 0x0305 -#define SFX_M1_COME_HERE 0x0306 -#define SFX_M1_THERES_SOMEONE_HERE 0x0307 -#define SFX_M1_GET_HER 0x0308 -#define SFX_M1_WHOA 0x0309 -#define SFX_M1_IS_THAT_A_BULLET 0x030b -#define SFX_M1_THAT_SOUNDED_LIKE 0x030e -#define SFX_M1_GUNFIRE 0x030f -#define SFX_M1_SOMEONES_SHOOTING 0x0310 -#define SFX_M1_HES_GONE 0x0316 -#define SFX_M1_M2_LOOK_OUT_SHES_COMING 0x031c -#define SFX_M1_M2_TAKE_COVER 0x031d -#define SFX_M1_M2_LOOK_OUT_LOOK_OUT 0x031e -#define SFX_M1_OVER_THERE 0x031f -#define SFX_M1_HALT 0x0320 -#define SFX_M1_FREEZE 0x0321 -#define SFX_M1_LAST_MISTAKE 0x0322 -#define SFX_M1_WHAT_ARE_YOU_WAITING_FOR 0x0323 -#define SFX_M1_BRING_IT_ON 0x0324 -#define SFX_M1_TAKE_HER_DOWN 0x0325 -#define SFX_M1_EVERYBODY_GET_HER 0x0326 -#define SFX_M1_ATTACK 0x0327 -#define SFX_M1_YEAH_BABY 0x0329 -#define SFX_M1_MY_GUN_ITS_USELESS 0x032f -#define SFX_M1_STOP_DODGING 0x0331 -#define SFX_M1_SOMEONE_HIT_HER 0x0332 -#define SFX_M1_COVER_ME_NOW 0x0335 -#define SFX_M1_IM_GOING_FOR_COVER 0x0336 -#define SFX_M1_GO_FOR_IT 0x0337 -#define SFX_M1_GO_GO_GO 0x0338 -#define SFX_M1_RUN 0x0339 -#define SFX_M1_SHES_TOO_GOOD_RUN 0x033a -#define SFX_M1_GET_SOME_BACKUP 0x033b -#define SFX_M1_EVACUATE_THE_AREA 0x033c -#define SFX_M1_CATCH_THIS 0x033d -#define SFX_M1_HERE_KEEP_IT 0x033f -#define SFX_M1_GRENADE 0x0342 -#define SFX_M1_WITHDRAW 0x0343 -#define SFX_M1_FALL_BACK 0x0344 -#define SFX_M1_EVERYONE_GET_BACK 0x0345 -#define SFX_M1_SURROUND_HER 0x0346 -#define SFX_M1_SPREAD_OUT 0x0347 -#define SFX_M1_SPLIT_UP 0x0348 -#define SFX_M1_PLEASE_DONT 0x0349 -#define SFX_M1_DONT_SHOOT 0x034a -#define SFX_M1_IM_ONLY_DOING_MY_JOB 0x034b -#define SFX_M1_WHY_ME 0x034d -#define SFX_M1_CHOKING 0x034e -#define SFX_M1_OUTSTANDING 0x0355 -#define SFX_M1_IM_JUST_TOO_GOOD 0x0356 -#define SFX_M1_YEEHAH_GOT_ONE 0x0357 -#define SFX_M1_ANOTHER_ONE_BITES_THE_DUST 0x035a -#define SFX_M0_M1_LOOK_OUT_LOOK_OUT 0x035b -#define SFX_M0_M1_ITS_A_GRENADE 0x035c -#define SFX_M0_M1_CLEAR_THE_AREA 0x035d -#define SFX_F_HEY 0x037b -#define SFX_F_HUH 0x037c -#define SFX_F_IM_WOUNDED 0x037e -#define SFX_F_HELP_ME_OUT 0x037f -#define SFX_F_IM_IN_TROUBLE 0x0380 -#define SFX_F_GET_HER 0x0381 -#define SFX_F_HEY_YOU_COME_HERE 0x0382 -#define SFX_F_TARGET_ATTACKING 0x0384 -#define SFX_F_UNDER_FIRE 0x0385 -#define SFX_F_WERE_UNDER_FIRE 0x0387 -#define SFX_F_0389 0x0389 -#define SFX_F_SOMEONES_SHOOTING 0x038a -#define SFX_F_UNIT_DOWN 0x038d -#define SFX_F_COME_ON 0x0396 -#define SFX_F_EVERYONE_GET_HER 0x0398 -#define SFX_F_ATTACK 0x0399 -#define SFX_F_DID_THAT_HURT 0x039a -#define SFX_F_YOU_WANT_SOME_MORE 0x039b -#define SFX_F_THIS_GUNS_USELESS 0x039f -#define SFX_F_STAND_STILL 0x03a1 -#define SFX_F_SOMEONE_HIT_HER 0x03a2 -#define SFX_F_COVER_ME 0x03a4 -#define SFX_F_TAKE_COVER 0x03a6 -#define SFX_F_GO_FOR_IT 0x03a7 -#define SFX_F_RUN 0x03a9 -#define SFX_F_GET_REINFORCEMENTS 0x03aa -#define SFX_F_EVACUATE_THE_AREA 0x03ab -#define SFX_F_RETREAT 0x03ac -#define SFX_F_CATCH_THIS 0x03ad -#define SFX_F_TIME_TO_DIE 0x03ae -#define SFX_F_WITHDRAW 0x03b0 -#define SFX_F_FALL_BACK 0x03b1 -#define SFX_F_SPREAD_OUT 0x03b3 -#define SFX_F_SPLIT_UP 0x03b4 -#define SFX_F_PLEASE_DONT 0x03b5 -#define SFX_F_DONT_SHOOT 0x03b6 -#define SFX_F_WHY_ME 0x03b7 -#define SFX_F_NOO 0x03b8 -#define SFX_F_GET_A_CLEANER 0x03bc -#define SFX_F_IM_JUST_TOO_GOOD 0x03be -#define SFX_F_SUCH_A_WASTE 0x03c0 -#define SFX_F_LOOK_OUT 0x03c1 -#define SFX_F_ITS_A_GRENADE 0x03c2 -#define SFX_M2_HOW_THE 0x03c4 -#define SFX_M2_HEY 0x03c5 -#define SFX_M2_STOP 0x03c6 -#define SFX_M2_WHY_YOU 0x03c8 -#define SFX_M2_IM_INJURED 0x03cd -#define SFX_M2_IM_HIT_IM_HIT 0x03ce -#define SFX_M2_TARGET_SIGHTED 0x03d0 -#define SFX_M2_COME_ON_MAN 0x03d1 -#define SFX_M2_THAT_WAS_CLOSE 0x03d3 -#define SFX_M2_AY_CARAMBA 0x03d5 -#define SFX_M2_LISTEN_GUNSHOTS 0x03d6 -#define SFX_M2_SOMEONES_NEARBY 0x03d7 -#define SFX_M2_BODY_COUNTS_TOO_HIGH 0x03d9 -#define SFX_M2_I_NEVER_LIKED_HIM_ANYWAY 0x03da -#define SFX_M2_THAT_WAS_MY_BEST_FRIEND 0x03db -#define SFX_M2_WATCH_OUT 0x03e1 -#define SFX_M2_HELP_ME_OUT 0x03e2 -#define SFX_M2_WEVE_GOT_AN_INTRUDER 0x03e3 -#define SFX_M2_GET_HER 0x03e4 -#define SFX_M2_THERE_ATTACK 0x03e5 -#define SFX_M2_HEY_YOU_STOP 0x03e6 -#define SFX_M2_COME_ON_MAN2 0x03e7 -#define SFX_M2_DIE 0x03e8 -#define SFX_M2_TAKE_THIS 0x03e9 -#define SFX_M2_MOVE_IN 0x03ea -#define SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE 0x03eb -#define SFX_M2_LET_HER_HAVE_IT 0x03ec -#define SFX_M2_SURRENDER_OR_DIE 0x03ed -#define SFX_M2_I_HAVE_YOU_NOW 0x03ee -#define SFX_M2_YOU_WANT_BEAT_ME 0x03ef -#define SFX_M2_I_DONT_BELIEVE_IT 0x03f4 -#define SFX_M2_STOP_MOVING 0x03f7 -#define SFX_M2_NO_ESCAPE_FOR_YOU 0x03f8 -#define SFX_M2_HELP_ME_OUT_HERE 0x03f9 -#define SFX_M2_HEY_DISTRACT_HER 0x03fa -#define SFX_M2_KEEP_HER_OCCUPIED 0x03fb -#define SFX_M2_MOVE_IT_MOVE_IT 0x03fc -#define SFX_M2_GET_TO_COVER_NOW 0x03fd -#define SFX_M2_RUN_FOR_IT 0x03fe -#define SFX_M2_RETREAT 0x03ff -#define SFX_M2_GET_BACK_GET_BACK 0x0401 -#define SFX_M2_FIRE_IN_THE_HOLE 0x0403 -#define SFX_M2_HERES_A_LITTLE_PRESENT_FOR_YA 0x0405 -#define SFX_M2_TRY_THIS_FOR_SIZE 0x0407 -#define SFX_M2_GET_OUT_OF_THE_WAY 0x0408 -#define SFX_M2_FALL_BACK 0x0409 -#define SFX_M2_MOVE_OUT 0x040a -#define SFX_M2_TEAM_UP_GUYS 0x040b -#define SFX_M2_COME_ON_AROUND_THE_SIDE 0x040c -#define SFX_M2_SCATTER 0x040d -#define SFX_M2_I_DONT_LIKE_THIS_ANY_MORE 0x040e -#define SFX_M2_DONT_HURT_ME 0x040f -#define SFX_M2_YOU_WIN_I_GIVE_UP 0x0410 -#define SFX_M2_I_DONT_WANT_TO_DIE 0x0415 -#define SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE 0x0417 -#define SFX_M2_IM_THE_MAN 0x041b -#define SFX_M2_BOY_THAT_WAS_CLOSE 0x041c -#define SFX_M2_DID_YOU_SEE_THAT 0x041d -#define SFX_M2_GET_BACK_QUICK 0x0420 -#define SFX_M2_WERE_GONNA_DIE 0x0421 -#define SFX_DOOR_042B 0x042b -#define SFX_DOOR_042C 0x042c -#define SFX_DISGUISE_ON 0x042e -#define SFX_RELOAD_FARSIGHT 0x0433 -#define SFX_MENU_SUBFOCUS 0x043e -#define SFX_MENU_FOCUS 0x0441 -#define SFX_CIV_THERES_A_MANIAC 0x0444 -#define SFX_CIV_GREETINGS_CITIZEN 0x0446 -#define SFX_CIV_HOWS_IT_GOING 0x0447 -#define SFX_CIV_GUNS_DONT_SCARE_ME 0x0448 -#define SFX_CIV_KEEP_AWAY_FROM_THIS_CAR 0x0449 -#define SFX_FBI_WE_HAVE_AN_INTRUDER 0x044b -#define SFX_FBI_CODE_2_SITUATION 0x0459 -#define SFX_FBI_REQUEST_BACKUP_IMMEDIATELY 0x045a -#define SFX_CIV_TAKE_IT_EASY 0x045d -#define SFX_CIV_I_DONT_WANT_ANY_TROUBLE 0x045e -#define SFX_CIV_QUICK_DOWN_THERE 0x045f -#define SFX_CIV_HEY_SUGAR_WANNA_PARTY 0x0461 -#define SFX_CIV_TAKE_THE_WALLET 0x0463 -#define SFX_CIV_HEY_BABY 0x0465 -#define SFX_CIV_WHISTLE 0x0466 -#define SFX_CIV_GET_ME_OUT_OF_HERE 0x0468 -#define SFX_JO_LANDING_046F 0x046f -#define SFX_ALARM_INFILTRATION 0x04ac -#define SFX_M0_MY_GUN 0x04c6 -#define SFX_M0_TRIGGER_THE_ALARM 0x04c7 -#define SFX_M0_HELLO_THERE 0x04c9 -#define SFX_M0_WHATS_THIS 0x04ca -#define SFX_M0_IM_SURE_I_HEARD_A_NOISE 0x04cb -#define SFX_M0_HEARING_THINGS 0x04cc -#define SFX_M1_WARN_THE_OTHERS 0x04ce -#define SFX_M1_WHAT_IS_IT 0x04cf -#define SFX_M1_HOW_DID_THAT_GET_HERE 0x04d0 -#define SFX_M1_DONT_TOUCH_IT 0x04d1 -#define SFX_M1_I_CANT_SEE_ANYBODY 0x04d2 -#define SFX_M1_THERES_NO_ONE_HERE 0x04d3 -#define SFX_M2_ACTIVATE_THE_ALARM 0x04d4 -#define SFX_M2_IS_IT_DANGEROUS 0x04d5 -#define SFX_M2_DONT_MOVE 0x04d6 -#define SFX_M2_STAY_BACK 0x04d7 -#define SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL 0x04d8 -#define SFX_M2_ANOTHER_FALSE_ALARM 0x04d9 -#define SFX_CAMSPY_SHUTTER 0x04ff -#define SFX_SECURE_THE_PERIMETER 0x0515 -#define SFX_ELVIS_INTERGALACTIC_PEACE 0x051b -#define SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS 0x051c -#define SFX_ELVIS_KISS_MY_ALIEN_BUTT 0x051d -#define SFX_ELVIS_ILL_KICK_YOUR_ASS 0x051e -#define SFX_ELVIS_FOR_YOUR_OWN_GOOD 0x051f -#define SFX_ELVIS_YOU_DARE_SHOOT_AT_ME 0x0520 -#define SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN 0x0521 -#define SFX_ELVIS_IM_BAD 0x0522 -#define SFX_ELVIS_ALL_GOING_WRONG 0x0523 -#define SFX_ELVIS_WATCH_THE_SUIT 0x0524 -#define SFX_ELVIS_HEHE 0x0525 -#define SFX_SKEDAR_ROAR_0529 0x0529 -#define SFX_SKEDAR_ROAR_052A 0x052a -#define SFX_SKEDAR_ROAR_052B 0x052b -#define SFX_SKEDAR_ROAR_052D 0x052d -#define SFX_SKEDAR_ROAR_052E 0x052e -#define SFX_SKEDAR_ROAR_052F 0x052f -#define SFX_SKEDAR_ROAR_0530 0x0530 -#define SFX_SKEDAR_ROAR_0531 0x0531 -#define SFX_SKEDAR_ROAR_0532 0x0532 -#define SFX_SKEDAR_ROAR_0533 0x0533 -#define SFX_SKEDAR_ROAR_0534 0x0534 -#define SFX_SKEDAR_ROAR_0536 0x0536 -#define SFX_SKEDAR_ROAR_0537 0x0537 -#define SFX_SKEDAR_ROAR_0538 0x0538 -#define SFX_SKEDAR_ROAR_0539 0x0539 -#define SFX_SKEDAR_ROAR_053A 0x053a -#define SFX_INFIL_STATIC_SHORT 0x059d -#define SFX_INFIL_STATIC_MEDIUM 0x059e -#define SFX_INFIL_STATIC_LONG 0x059f -#define SFX_JO_LANDING_05B6 0x05b6 -#define SFX_JO_LANDING_05B7 0x05b7 -#define SFX_MP_SCOREPOINT 0x05b8 -#define SFX_MENU_SWIPE 0x05bb -#define SFX_MENU_OPENDIALOG 0x05bc -#define SFX_SHOULD_HAVE_COME_HERE_GIRL 0x05be -#define SFX_WERE_TAKING_OVER 0x05bf -#define SFX_ALARM_ATTACKSHIP 0x05c2 -#define SFX_HEARTBEAT 0x05c8 -#define SFX_JO_BOOST_ACTIVATE 0x05c9 -#define SFX_FR_ALARM 0x05d4 -#define SFX_FR_LIGHTSON 0x05d5 -#define SFX_FR_LIGHTSOFF 0x05d6 -#define SFX_WOOD_BREAK 0x05d8 -#define SFX_FR_CONVEYER 0x05d9 -#define SFX_FR_CONVEYER_STOP 0x05da -#define SFX_TRAINING_FAIL 0x05db -#define SFX_TRAINING_COMPLETE 0x05dc -#define SFX_MENU_SELECT 0x05dd -#define SFX_MAIAN_YELP_05DF 0x05df -#define SFX_MAIAN_YELP_05E0 0x05e0 -#define SFX_MAIAN_YELP_05E1 0x05e1 -#define SFX_MAIAN_05E2 0x05e2 -#define SFX_MAIAN_05E3 0x05e3 -#define SFX_MAIAN_05E4 0x05e4 -#define SFX_MAIAN_05E5 0x05e5 -#define SFX_MAIAN_05E6 0x05e6 -#define SFX_MAIAN_05E7 0x05e7 -#define SFX_NOSEDIVE 0x0608 -#define SFX_UFOHUM 0x0609 -#define SFX_CASS_HOW_DARE_YOU_DISTURB_ME 0x0af2 -#define SFX_CASS_YOU_WILL_REGRET 0x0af3 -#define SFX_CASS_LEAVE_NOW 0x0af8 -#define SFX_SCI_HAVENT_SEEN_YOU 0x127e -#define SFX_SCI_PLEASE_DONT_HURT_ME 0x1280 -#define SFX_SCI_OFF_ALREADY 0x1281 -#define SFX_SCI_WHATS_HAPPENED_TO_THE_TERMINAL 0x1282 -#define SFX_SCI_EXPERIMENT_IS_DOWN 0x1283 -#define SFX_SCI_IM_CALLING_SECURITY 0x1284 -#define SFX_SCI_LEAVE_THIS_AREA 0x1286 -#define SFX_SCI_ALLOW_ME_TO_ASSIST_YOU 0x1287 -#define SFX_SCI_HAVE_YOU_BEEN_TAMPERING 0x1288 -#define SFX_SCI_YOU_VANDAL 0x1289 -#define SFX_SCI_ACCIDENTS_WILL_HAPPEN 0x128a -#define SFX_SCI_SOMEONES_BROKEN_MY_EQUIPMENT 0x128b -#define SFX_SCI_MY_EXPERIMENTS 0x128d -#define SFX_SCI_ILL_SHUT_IT_DOWN 0x128e -#define SFX_SCI_WHAT_ARE_YOU_DOING 0x1290 -#define SFX_SCI_SECURITY 0x1291 -#define SFX_SCI_HOW_DID_THAT_HAPPEN 0x1292 -#define SFX_K7_IM_NOT_SURE 0x1294 -#define SFX_K7_ONE_MORE_TIME 0x1295 -#define SFX_K7_I_DUNNO 0x1296 -#define SFX_SCI_AND_AGAIN 0x1297 -#define SFX_SCI_TRY_IT_NOW 0x1298 -#define SFX_CARR_WORRIES_ME 0x177b -#define SFX_CIFEM_PATIENCE 0x177d -#define SFX_CIFEM_BE_SOMEWHERE 0x1782 -#define SFX_CIFEM_BOTHER_SOMEONE_ELSE 0x1783 -#define SFX_FOSTER_LEAVE_ME_ALONE 0x1785 -#define SFX_GRIMSHAW_BUG_OFF 0x1789 -#define SFX_GRIMSHAW_CRIMINAL_RECORD 0x178a -#define SFX_GRIMSHAW_LOSER 0x178b -#define SFX_HOLO_IRRITATING 0x178d -#define SFX_CIM_BE_SOMEWHERE 0x1791 -#define SFX_HANGAR_LIVED_THIS_LONG 0x1795 -#define SFX_FOSTER_WHAT_TO_SHOOT_AT 0x179e -#define SFX_FOSTER_ZEROED_THE_SIGHTS 0x179f -#define SFX_FOSTER_GOOD_SHOW 0x17a0 -#define SFX_CARR_WHAT_IS_IT 0x17a1 -#define SFX_CARR_A_LITTLE_BUSY 0x17a2 -#define SFX_CARR_PROUD_OF_YOU 0x17a3 -#define SFX_CIFEM_FOSTER 0x17a4 -#define SFX_CIFEM_COME_TO_SEE_ME 0x17a5 -#define SFX_CIFEM_PRACTICE_MAKES_PERFECT 0x17a6 -#define SFX_GRIMSHAW_KNOW_YOUR_ENEMY 0x17a7 -#define SFX_GRIMSHAW_ALL_EARS 0x17a8 -#define SFX_GRIMSHAW_GAP_IN_RECORDS 0x17a9 -#define SFX_HOLO_LAST_MINUTE_TRAINING 0x17aa -#define SFX_HOLO_PRACTICE_MAKES_PERFECT 0x17ab -#define SFX_HOLO_HAVE_A_LIFE 0x17ac -#define SFX_HANGERGUY_DONT_SCREW_UP 0x17ad -#define SFX_HANGERGUY_DONT_MAKE_A_MESS 0x17ae -#define SFX_HANGERGUY_HALF_HOUR_AGO 0x17af -#define SFX_M0_WHERE_DID_YOU_GET_THAT 0x1aa0 -#define SFX_M0_SHOULD_YOU_HAVE_THAT 0x1aa1 -#define SFX_M0_WHAT_ARE_YOU_DOING 0x1aa2 -#define SFX_M0_DONT_POINT_THAT_AT_ME 0x1aa3 -#define SFX_M0_WATCH_WHERE_YOURE_POINTING 0x1aa4 -#define SFX_M0_IMPOSTER 0x1aa5 -#define SFX_M0_ITS_A_SPY 0x1aa6 -#define SFX_PRES_STOP_SHOOTING 0x1ac0 -#define SFX_PRES_YOU_SURE_THIS_IS_THE_WAY 0x1ac1 -#define SFX_PRES_WHY_ARE_THEY_SHOOTING 0x1ac3 -#define SFX_M1_WHERE_ARE_YOU_TAKING 0x1ace -#define SFX_M1_GET_THAT_FIREARM_APPROVED 0x1acf -#define SFX_M1_WATCH_WHAT_YOURE_DOING 0x1ad0 -#define SFX_M1_BE_CAREFUL 0x1ad1 -#define SFX_M1_STOP_RIGHT_THERE 0x1ad2 -#define SFX_M1_DROP_THE_GUN 0x1ad3 -#define SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT 0x1ad6 -#define SFX_M2_WHAT_ARE_YOU_DOING 0x1ad7 -#define SFX_M2_HEY_THATS_DANGEROUS 0x1ad8 -#define SFX_M2_WATCH_IT_THAT_THING_COULD_GO_OFF 0x1ad9 -#define SFX_M2_PUT_YOUR_HANDS_UP 0x1ada -#define SFX_M2_ITS_A_TERRORIST 0x1adb -#define SFX_ROBOT_STOP_WHERE_YOU_ARE 0x1aeb -#define SFX_ROBOT_ALERT_UNDER_ATTACK 0x1aec -#define SFX_SEC_PLEASE_DONT_KILL_ME 0x1aee -#define SFX_SEC_DONT_SHOOT 0x1aef -#define SFX_CIFEM_THANKS1 0x1b1c -#define SFX_CIFEM_THANKS3 0x1b1d -#define SFX_FOSTER_RELY_ON_YOU 0x1b1e -#define SFX_GRIMSHAW_TOO_CLOSE 0x1b1f -#define SFX_CIFEM_THANKS2 0x1b20 -#define SFX_CIM_THANKS_JO 0x1b21 -#define SFX_COME_BACK_LATER_IM_BUSY 0x1b35 -#define SFX_GO_AWAY 0x1b36 -#define SFX_LOOK_I_CANT_HELP_YOU 0x1b37 -#define SFX_ALARM_CHICAGO 0x6455 -#define SFX_JO_SHUT_DOWN_EXPERIMENTS 0x7324 -#define SFX_JO_PULL_THE_PLUG 0x7325 -#define SFX_JO_SWITCH_THIS_THING_OFF 0x7326 -#define SFX_DOOR_8001 0x8001 -#define SFX_DOOR_8002 0x8002 -#define SFX_DOOR_8003 0x8003 -#define SFX_DOOR_8004 0x8004 -#define SFX_DOOR_8005 0x8005 -#define SFX_DOOR_8006 0x8006 -#define SFX_DOOR_8007 0x8007 -#define SFX_DOOR_8008 0x8008 -#define SFX_DOOR_800A 0x800a -#define SFX_DOOR_800B 0x800b -#define SFX_DOOR_800C 0x800c -#define SFX_DOOR_800D 0x800d -#define SFX_DOOR_800E 0x800e -#define SFX_DOOR_800F 0x800f -#define SFX_DOOR_8010 0x8010 -#define SFX_DOOR_8011 0x8011 -#define SFX_DOOR_8012 0x8012 -#define SFX_DOOR_8013 0x8013 -#define SFX_DOOR_8014 0x8014 -#define SFX_DOOR_8015 0x8015 -#define SFX_DOOR_8016 0x8016 -#define SFX_DOOR_8017 0x8017 -#define SFX_DOOR_8018 0x8018 -#define SFX_DOOR_8019 0x8019 -#define SFX_DOOR_801A 0x801a -#define SFX_DOOR_801B 0x801b -#define SFX_DOOR_801C 0x801c -#define SFX_DOOR_801D 0x801d -#define SFX_DOOR_801E 0x801e -#define SFX_DOOR_801F 0x801f -#define SFX_DOOR_8020 0x8020 -#define SFX_DOOR_8021 0x8021 -#define SFX_DOOR_8022 0x8022 -#define SFX_DOOR_8026 0x8026 -#define SFX_DOOR_8027 0x8027 -#define SFX_CARR_HELLO_JOANNA 0x8028 -#define SFX_CIFEM_HI_THERE 0x802b -#define SFX_GRIMSHAW_WELCOME 0x802c -#define SFX_GRIMSHAW_HI_THERE 0x802d -#define SFX_GRIMSHAW_UMM_ERR_HI 0x802e -#define SFX_HOLO_HI 0x802f -#define SFX_HANGAR_WHAT_DO_YOU_WANT 0x8030 -#define SFX_FOSTER_STAR_AGENT 0x8031 -#define SFX_CIM_HEY_THERE 0x8032 -#define SFX_CIM_HI 0x8033 -#define SFX_CIM_HOWS_IT_GOING 0x8034 -#define SFX_CIFEM_HELLO 0x8035 -#define SFX_CIFEM_HI_JO 0x8036 -#define SFX_CIFEM_HOWS_IT_GOING 0x8037 -#define SFX_MENU_ERROR 0x8040 -#define SFX_RELOAD_DEFAULT 0x804f -#define SFX_DRUGSPY_FIREEMPTY 0x8052 -#define SFX_LAUNCH_ROCKET_8053 0x8053 -#define SFX_FIRE_SHOTGUN 0x8055 -#define SFX_DRUGSPY_FIREDART 0x8057 -#define SFX_SLAYER_WHIR 0x8068 -#define SFX_PUNCH_GLASS 0x8077 -#define SFX_GLASS_SHATTER 0x8078 -#define SFX_THUD_808D 0x808d -#define SFX_THUD_808E 0x808e -#define SFX_THUD_808F 0x808f -#define SFX_THUD_8090 0x8090 -#define SFX_THUD_8091 0x8091 -#define SFX_THUD_8092 0x8092 -#define SFX_THUD_8093 0x8093 -#define SFX_THUD_8094 0x8094 -#define SFX_THUD_8095 0x8095 -#define SFX_THUD_8096 0x8096 -#define SFX_THUD_8097 0x8097 -#define SFX_EXPLOSION_8098 0x8098 -#define SFX_EXPLOSION_809A 0x809a -#define SFX_DETONATE 0x80ab -#define SFX_DOOR_80AC 0x80ac -#define SFX_DOOR_80AD 0x80ad -#define SFX_DOOR_80AE 0x80ae -#define SFX_BIKE_PULSE 0x80af -#define SFX_FOOTSTEP_80C4 0x80c4 -#define SFX_FOOTSTEP_80C5 0x80c5 -#define SFX_FOOTSTEP_80C6 0x80c6 -#define SFX_FOOTSTEP_80C7 0x80c7 -#define SFX_FOOTSTEP_80C8 0x80c8 -#define SFX_FOOTSTEP_80C9 0x80c9 -#define SFX_FOOTSTEP_80CA 0x80ca -#define SFX_FOOTSTEP_80CB 0x80cb -#define SFX_FOOTSTEP_80CC 0x80cc -#define SFX_FOOTSTEP_80CD 0x80cd -#define SFX_FOOTSTEP_80CE 0x80ce -#define SFX_FOOTSTEP_80CF 0x80cf -#define SFX_FOOTSTEP_80D0 0x80d0 -#define SFX_FOOTSTEP_80D1 0x80d1 -#define SFX_FOOTSTEP_80D2 0x80d2 -#define SFX_FOOTSTEP_80D3 0x80d3 -#define SFX_FOOTSTEP_80D4 0x80d4 -#define SFX_FOOTSTEP_80D5 0x80d5 -#define SFX_FOOTSTEP_80D6 0x80d6 -#define SFX_FOOTSTEP_80D7 0x80d7 -#define SFX_FOOTSTEP_80D8 0x80d8 -#define SFX_FOOTSTEP_80D9 0x80d9 -#define SFX_FOOTSTEP_80DA 0x80da -#define SFX_FOOTSTEP_80DB 0x80db -#define SFX_FOOTSTEP_80DC 0x80dc -#define SFX_FOOTSTEP_80DD 0x80dd -#define SFX_FOOTSTEP_80DE 0x80de -#define SFX_FOOTSTEP_80DF 0x80df -#define SFX_FOOTSTEP_80E0 0x80e0 -#define SFX_FOOTSTEP_80E1 0x80e1 -#define SFX_FOOTSTEP_80E2 0x80e2 -#define SFX_FOOTSTEP_80E3 0x80e3 -#define SFX_FOOTSTEP_80E4 0x80e4 -#define SFX_FOOTSTEP_80E5 0x80e5 -#define SFX_FOOTSTEP_80E6 0x80e6 -#define SFX_FOOTSTEP_80E7 0x80e7 -#define SFX_FOOTSTEP_80E8 0x80e8 -#define SFX_FOOTSTEP_80E9 0x80e9 -#define SFX_FOOTSTEP_80EA 0x80ea -#define SFX_FOOTSTEP_80EB 0x80eb -#define SFX_FOOTSTEP_80EC 0x80ec -#define SFX_FOOTSTEP_80ED 0x80ed -#define SFX_FOOTSTEP_80EE 0x80ee -#define SFX_FOOTSTEP_80EF 0x80ef -#define SFX_FOOTSTEP_80F0 0x80f0 -#define SFX_FOOTSTEP_80F1 0x80f1 -#define SFX_FOOTSTEP_80F2 0x80f2 -#define SFX_FOOTSTEP_80F3 0x80f3 -#define SFX_FOOTSTEP_80F4 0x80f4 -#define SFX_FOOTSTEP_80F5 0x80f5 -#define SFX_M0_HOLY_SHH 0x80f7 -#define SFX_M0_WHAT_THE_HELL 0x80f8 -#define SFX_M0_DAMN_IT_MISSED 0x80f9 -#define SFX_M0_GODS_SAKE_SOMEONE_HIT_HER 0x80fa -#define SFX_M0_GET_THE_HELL_OUT_OF_HERE 0x80fb -#define SFX_M0_YOU_BITCH 0x80fc -#define SFX_M0_OH_MY_GOD 0x80fd -#define SFX_SCI_WHO_THE_HELL_ARE_YOU 0x8103 -#define SFX_SHIP_HUM 0x810c -#define SFX_TYPING_8118 0x8118 -#define SFX_M1_HOLY 0x8124 -#define SFX_M1_WHAT_THE_HELL 0x8125 -#define SFX_M1_OH_MY_GOD 0x8126 -#define SFX_M1_OH_GOD_IM_HIT 0x8127 -#define SFX_M1_MY_GOD 0x8128 -#define SFX_M1_NOOO 0x8129 -#define SFX_M1_OH_GOD_HES_DEAD 0x812a -#define SFX_M1_BLOODY_STUPID_GUN 0x812b -#define SFX_M1_DAMN_IT 0x812c -#define SFX_M1_DAMN_SHES_GOOD 0x812d -#define SFX_M1_COVER_MY_ASS 0x812e -#define SFX_M1_SCREAM 0x812f -#define SFX_F_DAMN_SHES_GOOD 0x8130 -#define SFX_F_MY_GOD 0x8131 -#define SFX_M2_GEEZ_THAT_HURT 0x8132 -#define SFX_M2_DAMN_IT_IM_TAKING_FIRE 0x8133 -#define SFX_M2_GOD_DAMN_IT 0x8134 -#define SFX_M2_HOLY_MOLY 0x8135 -#define SFX_M2_DAMN_MISSED_AGAIN 0x8136 -#define SFX_M2_DAMN_YOU 0x8137 -#define SFX_M2_HELL_SHES_GOOD 0x8138 -#define SFX_M2_LETS_GET_THE_HELL_OUT_OF_HERE 0x8139 -#define SFX_M2_NOOO 0x813a -#define SFX_M2_OH_GOD_IM_DYING 0x813c -#define SFX_M2_GOD_RUN 0x813d -#define SFX_CIV_OH_MY_GOD 0x814a -#define SFX_M0_HOWS_THINGS 0x815d -#define SFX_M0_HEY_THERE 0x815e -#define SFX_M0_HI_HOW_ARE_YOU 0x815f -#define SFX_M1_HI_THERE 0x8163 -#define SFX_M1_HOWS_THINGS 0x8164 -#define SFX_M2_HELLO 0x8165 -#define SFX_M2_HEY_WHATS_UP 0x8166 -#define SFX_M0_WHAT_THE_HELL_8167 0x8167 -#define SFX_M1_M2_GEEZ 0x8168 -#define SFX_DOOR_816B 0x816b -#define SFX_DOOR_816C 0x816c -#define SFX_DOOR_816D 0x816d -#define SFX_FOOTSTEP_8187 0x8187 -#define SFX_FOOTSTEP_8188 0x8188 -#define SFX_FOOTSTEP_8189 0x8189 -#define SFX_FOOTSTEP_818A 0x818a -#define SFX_FOOTSTEP_818B 0x818b -#define SFX_FOOTSTEP_818C 0x818c -#define SFX_FOOTSTEP_818D 0x818d -#define SFX_FOOTSTEP_818E 0x818e -#define SFX_FOOTSTEP_818F 0x818f -#define SFX_FOOTSTEP_8190 0x8190 -#define SFX_FOOTSTEP_8191 0x8191 -#define SFX_FOOTSTEP_8192 0x8192 -#define SFX_DOOR_81A8 0x81a8 -#define SFX_DOOR_81AA 0x81aa -#define SFX_DOOR_81AB 0x81ab -#define SFX_DOOR_81AD 0x81ad -#define SFX_DOOR_81AE 0x81ae -#define SFX_DOOR_81AF 0x81af -#define SFX_DOOR_81B0 0x81b0 -#define SFX_DOOR_81B1 0x81b1 -#define SFX_DOOR_81B2 0x81b2 -#define SFX_DOOR_81B3 0x81b3 -#define SFX_DOOR_81B4 0x81b4 -#define SFX_DOOR_81B5 0x81b5 -#define SFX_DOOR_81B6 0x81b6 -#define SFX_DOOR_81B7 0x81b7 -#define SFX_DOOR_81B8 0x81b8 +enum sfx { + SFX_0000, + SFX_LAUNCH_ROCKET, + SFX_0002, + SFX_0003, + SFX_0004, + SFX_0005, + SFX_0006, + SFX_0007, + SFX_0008, + SFX_0009, + SFX_000A, + SFX_000B, + SFX_000C, + SFX_F_GASP_000D, + SFX_000E, + SFX_000F, + SFX_BOTTLE_BREAK, + SFX_0011, + SFX_0012, + SFX_0013, + SFX_0014, + SFX_0015, + SFX_0016, + SFX_0017, + SFX_0018, + SFX_0019, + SFX_001A, + SFX_001B, + SFX_001C, + SFX_001D, + SFX_001E, + SFX_001F, + SFX_0020, + SFX_0021, + SFX_0022, + SFX_0023, + SFX_0024, + SFX_0025, + SFX_0026, + SFX_0027, + SFX_0028, + SFX_0029, + SFX_002A, + SFX_MENU_CANCEL, + SFX_002C, + SFX_002D, + SFX_002E, + SFX_002F, + SFX_0030, + SFX_0031, + SFX_0032, + SFX_0033, + SFX_0034, + SFX_0035, + SFX_0036, + SFX_0037, + SFX_0038, + SFX_0039, + SFX_003A, + SFX_003B, + SFX_003C, + SFX_003D, + SFX_TITLE_RAREPRESENTS, + SFX_003F, + SFX_0040, + SFX_0041, + SFX_0042, + SFX_0043, + SFX_0044, + SFX_0045, + SFX_0046, + SFX_0047, + SFX_0048, + SFX_0049, + SFX_004A, + SFX_004B, + SFX_004C, + SFX_004D, + SFX_004E, + SFX_004F, + SFX_0050, + SFX_0051, + SFX_REGEN, + SFX_0053, + SFX_0054, + SFX_0055, + SFX_0056, + SFX_0057, + SFX_0058, + SFX_0059, + SFX_005A, + SFX_CLOAK_ON, + SFX_CLOAK_OFF, + SFX_005D, + SFX_005E, + SFX_005F, + SFX_0060, + SFX_0061, + SFX_0062, + SFX_0063, + SFX_SHIELD_DAMAGE, + SFX_0065, + SFX_0066, + SFX_0067, + SFX_0068, + SFX_0069, + SFX_006A, + SFX_006B, + SFX_006C, + SFX_006D, + SFX_006E, + SFX_006F, + SFX_0070, + SFX_0071, + SFX_0072, + SFX_0073, + SFX_0074, + SFX_0075, + SFX_0076, + SFX_0077, + SFX_0078, + SFX_0079, + SFX_007A, + SFX_007B, + SFX_007C, + SFX_007D, + SFX_007E, + SFX_007F, + SFX_0080, + SFX_0081, + SFX_0082, + SFX_0083, + SFX_0084, + SFX_0085, + SFX_0086, + SFX_0087, + SFX_0088, + SFX_0089, + SFX_008A, + SFX_008B, + SFX_008C, + SFX_008D, + SFX_008E, + SFX_008F, + SFX_0090, + SFX_0091, + SFX_0092, + SFX_0093, + SFX_0094, + SFX_0095, + SFX_0096, + SFX_0097, + SFX_0098, + SFX_0099, + SFX_009A, + SFX_009B, + SFX_009C, + SFX_009D, + SFX_009E, + SFX_009F, + SFX_00A0, + SFX_ALARM_AIRBASE, + SFX_ALARM_2, + SFX_ALARM_DEFAULT, + SFX_00A4, + SFX_00A5, + SFX_00A6, + SFX_00A7, + SFX_00A8, + SFX_00A9, + SFX_00AA, + SFX_00AB, + SFX_00AC, + SFX_00AD, + SFX_00AE, + SFX_00AF, + SFX_00B0, + SFX_00B1, + SFX_00B2, + SFX_00B3, + SFX_00B4, + SFX_00B5, + SFX_00B6, + SFX_00B7, + SFX_00B8, + SFX_00B9, + SFX_PRESS_SWITCH, + SFX_00BB, + SFX_00BC, + SFX_00BD, + SFX_00BE, + SFX_00BF, + SFX_00C0, + SFX_00C1, + SFX_00C2, + SFX_00C3, + SFX_00C4, + SFX_00C5, + SFX_00C6, + SFX_00C7, + SFX_00C8, + SFX_00C9, + SFX_00CA, + SFX_00CB, + SFX_00CC, + SFX_00CD, + SFX_00CE, + SFX_00CF, + SFX_00D0, + SFX_00D1, + SFX_00D2, + SFX_00D3, + SFX_00D4, + SFX_00D5, + SFX_00D6, + SFX_00D7, + SFX_00D8, + SFX_00D9, + SFX_00DA, + SFX_00DB, + SFX_00DC, + SFX_00DD, + SFX_00DE, + SFX_00DF, + SFX_00E0, + SFX_00E1, + SFX_00E2, + SFX_00E3, + SFX_00E4, + SFX_PICKUP_KEYCARD, + SFX_00E6, + SFX_00E7, + SFX_PICKUP_GUN, + SFX_PICKUP_KNIFE, + SFX_PICKUP_AMMO, + SFX_PICKUP_MINE, + SFX_00EC, + SFX_00ED, + SFX_00EE, + SFX_00EF, + SFX_00F0, + SFX_00F1, + SFX_PICKUP_LASER, + SFX_00F3, + SFX_00F4, + SFX_BIKE_TAKEOFF, + SFX_00F6, + SFX_00F7, + SFX_00F8, + SFX_00F9, + SFX_00FA, + SFX_00FB, + SFX_00FC, + SFX_00FD, + SFX_00FE, + SFX_00FF, + SFX_0100, + SFX_0101, + SFX_0102, + SFX_0103, + SFX_0104, + SFX_0105, + SFX_0106, + SFX_0107, + SFX_0108, + SFX_0109, + SFX_010A, + SFX_010B, + SFX_010C, + SFX_010D, + SFX_010E, + SFX_010F, + SFX_0110, + SFX_0111, + SFX_0112, + SFX_0113, + SFX_0114, + SFX_0115, + SFX_0116, + SFX_0117, + SFX_0118, + SFX_0119, + SFX_011A, + SFX_011B, + SFX_011C, + SFX_011D, + SFX_011E, + SFX_011F, + SFX_0120, + SFX_0121, + SFX_0122, + SFX_0123, + SFX_0124, + SFX_0125, + SFX_0126, + SFX_0127, + SFX_0128, + SFX_0129, + SFX_012A, + SFX_012B, + SFX_012C, + SFX_012D, + SFX_012E, + SFX_012F, + SFX_0130, + SFX_0131, + SFX_0132, + SFX_0133, + SFX_0134, + SFX_0135, + SFX_0136, + SFX_0137, + SFX_0138, + SFX_0139, + SFX_013A, + SFX_013B, + SFX_013C, + SFX_013D, + SFX_013E, + SFX_013F, + SFX_0140, + SFX_0141, + SFX_0142, + SFX_0143, + SFX_0144, + SFX_0145, + SFX_0146, + SFX_0147, + SFX_0148, + SFX_0149, + SFX_014A, + SFX_014B, + SFX_014C, + SFX_014D, + SFX_014E, + SFX_014F, + SFX_0150, + SFX_0151, + SFX_0152, + SFX_0153, + SFX_0154, + SFX_0155, + SFX_0156, + SFX_0157, + SFX_0158, + SFX_0159, + SFX_015A, + SFX_015B, + SFX_015C, + SFX_015D, + SFX_015E, + SFX_015F, + SFX_0160, + SFX_0161, + SFX_0162, + SFX_0163, + SFX_0164, + SFX_0165, + SFX_0166, + SFX_0167, + SFX_0168, + SFX_0169, + SFX_016A, + SFX_016B, + SFX_016C, + SFX_016D, + SFX_016E, + SFX_016F, + SFX_0170, + SFX_0171, + SFX_0172, + SFX_0173, + SFX_0174, + SFX_0175, + SFX_0176, + SFX_0177, + SFX_0178, + SFX_0179, + SFX_017A, + SFX_017B, + SFX_017C, + SFX_017D, + SFX_017E, + SFX_017F, + SFX_0180, + SFX_0181, + SFX_0182, + SFX_0183, + SFX_0184, + SFX_0185, + SFX_0186, + SFX_0187, + SFX_0188, + SFX_0189, + SFX_018A, + SFX_018B, + SFX_018C, + SFX_018D, + SFX_018E, + SFX_018F, + SFX_0190, + SFX_0191, + SFX_0192, + SFX_0193, + SFX_0194, + SFX_0195, + SFX_0196, + SFX_0197, + SFX_0198, + SFX_0199, + SFX_019A, + SFX_019B, + SFX_019C, + SFX_019D, + SFX_019E, + SFX_019F, + SFX_01A0, + SFX_01A1, + SFX_01A2, + SFX_01A3, + SFX_01A4, + SFX_01A5, + SFX_01A6, + SFX_01A7, + SFX_01A8, + SFX_01A9, + SFX_01AA, + SFX_01AB, + SFX_01AC, + SFX_01AD, + SFX_01AE, + SFX_01AF, + SFX_01B0, + SFX_01B1, + SFX_01B2, + SFX_01B3, + SFX_BIKE_ENGINE, + SFX_01B5, + SFX_01B6, + SFX_01B7, + SFX_01B8, + SFX_01B9, + SFX_01BA, + SFX_01BB, + SFX_01BC, + SFX_EYESPY_RUNNING, + SFX_01BE, + SFX_01BF, + SFX_01C0, + SFX_01C1, + SFX_01C2, + SFX_01C3, + SFX_01C4, + SFX_01C5, + SFX_01C6, + SFX_01C7, + SFX_SLAYER_BEEP, + SFX_01C9, + SFX_01CA, + SFX_01CB, + SFX_01CC, + SFX_PICKUP_SHIELD, + SFX_01CE, + SFX_01CF, + SFX_01D0, + SFX_01D1, + SFX_01D2, + SFX_01D3, + SFX_01D4, + SFX_01D5, + SFX_01D6, + SFX_01D7, + SFX_01D8, + SFX_01D9, + SFX_01DA, + SFX_01DB, + SFX_01DC, + SFX_01DD, + SFX_01DE, + SFX_01DF, + SFX_01E0, + SFX_01E1, + SFX_01E2, + SFX_01E3, + SFX_01E4, + SFX_01E5, + SFX_01E6, + SFX_01E7, + SFX_01E8, + SFX_01E9, + SFX_01EA, + SFX_01EB, + SFX_01EC, + SFX_01ED, + SFX_01EE, + SFX_01EF, + SFX_01F0, + SFX_01F1, + SFX_01F2, + SFX_01F3, + SFX_01F4, + SFX_01F5, + SFX_01F6, + SFX_01F7, + SFX_01F8, + SFX_01F9, + SFX_01FA, + SFX_01FB, + SFX_01FC, + SFX_01FD, + SFX_01FE, + SFX_01FF, + SFX_0200, + SFX_0201, + SFX_0202, + SFX_0203, + SFX_0204, + SFX_0205, + SFX_0206, + SFX_0207, + SFX_0208, + SFX_0209, + SFX_020A, + SFX_020B, + SFX_020C, + SFX_020D, + SFX_020E, + SFX_020F, + SFX_0210, + SFX_0211, + SFX_0212, + SFX_0213, + SFX_0214, + SFX_0215, + SFX_0216, + SFX_0217, + SFX_0218, + SFX_0219, + SFX_021A, + SFX_021B, + SFX_021C, + SFX_021D, + SFX_021E, + SFX_021F, + SFX_0220, + SFX_0221, + SFX_0222, + SFX_0223, + SFX_0224, + SFX_0225, + SFX_0226, + SFX_0227, + SFX_0228, + SFX_0229, + SFX_022A, + SFX_022B, + SFX_022C, + SFX_022D, + SFX_022E, + SFX_022F, + SFX_0230, + SFX_0231, + SFX_0232, + SFX_0233, + SFX_0234, + SFX_0235, + SFX_0236, + SFX_0237, + SFX_0238, + SFX_0239, + SFX_023A, + SFX_023B, + SFX_023C, + SFX_DRCAROLL_COME_ON, + SFX_DRCAROLL_TAKING_YOUR_TIME, + SFX_DRCAROLL_WHAT, + SFX_DRCAROLL_OOH, + SFX_0241, + SFX_0242, + SFX_DRCAROLL_OH_CRIKEY, + SFX_DRCAROLL_GOODNESS_GRACIOUS, + SFX_DRCAROLL_DONT_THEY_KNOW, + SFX_DRCAROLL_STOP_THAT, + SFX_DRCAROLL_GET_OUT_OF_HERE, + SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING, + SFX_DRCAROLL_0249, + SFX_024A, + SFX_DRCAROLL_GOING_TO_THE_HELIPAD, + SFX_DRCAROLL_OOH_UH, + SFX_DRCAROLL_SYSTEMS_FAILURE, + SFX_DRCAROLL_YOU_GO_ON, + SFX_DRCAROLL_I_CANT_MAKE_IT, + SFX_0250, + SFX_DRCAROLL_WHOA, + SFX_DRCAROLL_QUITE_ENOUGH, + SFX_0253, + SFX_0254, + SFX_0255, + SFX_DRCAROLL_IM_DYING, + SFX_DRCAROLL_GOODBYE, + SFX_DRCAROLL_YOU_WERE_SUPPOSED, + SFX_0259, + SFX_025A, + SFX_M0_WHAT_THE, + SFX_M0_WHO_THE, + SFX_025D, + SFX_M0_MEDIC, + SFX_M0_OW, + SFX_M0_YOU_SHOT_ME, + SFX_M0_IM_HIT, + SFX_M0_IM_TAKING_FIRE, + SFX_M0_TAKING_DAMAGE, + SFX_M0_HEY_YOU, + SFX_M0_INTRUDER_ALERT, + SFX_M0_GOT_A_CONTACT, + SFX_0267, + SFX_0268, + SFX_0269, + SFX_026A, + SFX_M0_HEAR_THAT, + SFX_M0_WHATS_THAT_NOISE, + SFX_M0_HEARD_A_NOISE, + SFX_M0_ARE_YOU_OKAY, + SFX_M0_GOT_A_MAN_DOWN, + SFX_M0_HES_BOUGHT_IT, + SFX_0271, + SFX_M0_INTRUDER_ALERT2, + SFX_M0_WEVE_GOT_TROUBLE, + SFX_M0_WEVE_GOT_PROBLEMS, + SFX_M0_I_SEE_HER, + SFX_0276, + SFX_M0_THERE_SHE_IS, + SFX_M0_THERE_MOVEMENT, + SFX_0279, + SFX_027A, + SFX_M0_CLEAR_SHOT, + SFX_M0_SHES_MINE, + SFX_M0_OPEN_FIRE, + SFX_M0_WIPE_HER_OUT, + SFX_M0_WASTE_HER, + SFX_M0_GIVE_IT_UP, + SFX_M0_SURRENDER_NOW, + SFX_M0_TAKE_THAT, + SFX_0283, + SFX_0284, + SFX_0285, + SFX_0286, + SFX_M0_HOW_DID_I_MISS, + SFX_0288, + SFX_M0_SHES_A_TRICKY_ONE, + SFX_M0_COVER_ME, + SFX_M0_WATCH_MY_BACK, + SFX_M0_TAKE_COVER, + SFX_M0_TAKE_COVER_028D, + SFX_M0_ILL_COVER_YOU, + SFX_M0_GET_DOWN, + SFX_M0_GO_TO_PLAN_B, + SFX_0291, + SFX_M0_RETREAT, + SFX_M0_CATCH, + SFX_M0_EVERYBODY_DOWN, + SFX_0295, + SFX_0296, + SFX_M0_FALL_BACK, + SFX_M0_EVERYONE_BACK_OFF, + SFX_M0_WITHDRAW, + SFX_M0_FLANK_THE_TARGET, + SFX_M0_LETS_SPLIT_UP, + SFX_M0_SURROUND_HER, + SFX_M0_GRENADE, + SFX_029E, + SFX_029F, + SFX_02A0, + SFX_02A1, + SFX_M0_SHE_GOT_ME, + SFX_M0_GRAB_A_BODY_BAG, + SFX_M0_ONE_FOR_THE_MORGUE, + SFX_M0_REST_IN_PEACE, + SFX_02A6, + SFX_M0_DONT_SHOOT_ME, + SFX_M0_I_GIVE_UP, + SFX_M0_YOU_WIN_I_SURRENDER, + SFX_02AA, + SFX_02AB, + SFX_02AC, + SFX_JO_BOOST_REVERT, + SFX_02AE, + SFX_02AF, + SFX_02B0, + SFX_02B1, + SFX_02B2, + SFX_02B3, + SFX_02B4, + SFX_02B5, + SFX_02B6, + SFX_02B7, + SFX_02B8, + SFX_02B9, + SFX_02BA, + SFX_02BB, + SFX_02BC, + SFX_02BD, + SFX_02BE, + SFX_02BF, + SFX_02C0, + SFX_02C1, + SFX_02C2, + SFX_02C3, + SFX_02C4, + SFX_02C5, + SFX_02C6, + SFX_02C7, + SFX_02C8, + SFX_02C9, + SFX_02CA, + SFX_02CB, + SFX_02CC, + SFX_02CD, + SFX_02CE, + SFX_02CF, + SFX_02D0, + SFX_02D1, + SFX_02D2, + SFX_02D3, + SFX_02D4, + SFX_02D5, + SFX_02D6, + SFX_02D7, + SFX_02D8, + SFX_02D9, + SFX_02DA, + SFX_02DB, + SFX_02DC, + SFX_02DD, + SFX_02DE, + SFX_02DF, + SFX_02E0, + SFX_02E1, + SFX_02E2, + SFX_02E3, + SFX_02E4, + SFX_02E5, + SFX_02E6, + SFX_02E7, + SFX_02E8, + SFX_02E9, + SFX_02EA, + SFX_02EB, + SFX_02EC, + SFX_02ED, + SFX_02EE, + SFX_02EF, + SFX_02F0, + SFX_02F1, + SFX_02F2, + SFX_02F3, + SFX_02F4, + SFX_02F5, + SFX_02F6, + SFX_02F7, + SFX_02F8, + SFX_02F9, + SFX_02FA, + SFX_02FB, + SFX_02FC, + SFX_02FD, + SFX_02FE, + SFX_M1_WHA, + SFX_0300, + SFX_M1_IM_HIT_IM_HIT, + SFX_M1_IM_BLEEDING, + SFX_0303, + SFX_M1_HELP_ME_OUT, + SFX_M1_IM_IN_TROUBLE, + SFX_M1_COME_HERE, + SFX_M1_THERES_SOMEONE_HERE, + SFX_M1_GET_HER, + SFX_M1_WHOA, + SFX_030A, + SFX_M1_IS_THAT_A_BULLET, + SFX_030C, + SFX_030D, + SFX_M1_THAT_SOUNDED_LIKE, + SFX_M1_GUNFIRE, + SFX_M1_SOMEONES_SHOOTING, + SFX_0311, + SFX_0312, + SFX_0313, + SFX_0314, + SFX_0315, + SFX_M1_HES_GONE, + SFX_0317, + SFX_0318, + SFX_0319, + SFX_031A, + SFX_031B, + SFX_M1_M2_LOOK_OUT_SHES_COMING, + SFX_M1_M2_TAKE_COVER, + SFX_M1_M2_LOOK_OUT_LOOK_OUT, + SFX_M1_OVER_THERE, + SFX_M1_HALT, + SFX_M1_FREEZE, + SFX_M1_LAST_MISTAKE, + SFX_M1_WHAT_ARE_YOU_WAITING_FOR, + SFX_M1_BRING_IT_ON, + SFX_M1_TAKE_HER_DOWN, + SFX_M1_EVERYBODY_GET_HER, + SFX_M1_ATTACK, + SFX_0328, + SFX_M1_YEAH_BABY, + SFX_032A, + SFX_032B, + SFX_032C, + SFX_032D, + SFX_032E, + SFX_M1_MY_GUN_ITS_USELESS, + SFX_0330, + SFX_M1_STOP_DODGING, + SFX_M1_SOMEONE_HIT_HER, + SFX_0333, + SFX_0334, + SFX_M1_COVER_ME_NOW, + SFX_M1_IM_GOING_FOR_COVER, + SFX_M1_GO_FOR_IT, + SFX_M1_GO_GO_GO, + SFX_M1_RUN, + SFX_M1_SHES_TOO_GOOD_RUN, + SFX_M1_GET_SOME_BACKUP, + SFX_M1_EVACUATE_THE_AREA, + SFX_M1_CATCH_THIS, + SFX_033E, + SFX_M1_HERE_KEEP_IT, + SFX_0340, + SFX_0341, + SFX_M1_GRENADE, + SFX_M1_WITHDRAW, + SFX_M1_FALL_BACK, + SFX_M1_EVERYONE_GET_BACK, + SFX_M1_SURROUND_HER, + SFX_M1_SPREAD_OUT, + SFX_M1_SPLIT_UP, + SFX_M1_PLEASE_DONT, + SFX_M1_DONT_SHOOT, + SFX_M1_IM_ONLY_DOING_MY_JOB, + SFX_034C, + SFX_M1_WHY_ME, + SFX_M1_CHOKING, + SFX_034F, + SFX_0350, + SFX_0351, + SFX_0352, + SFX_0353, + SFX_0354, + SFX_M1_OUTSTANDING, + SFX_M1_IM_JUST_TOO_GOOD, + SFX_M1_YEEHAH_GOT_ONE, + SFX_0358, + SFX_0359, + SFX_M1_ANOTHER_ONE_BITES_THE_DUST, + SFX_M0_M1_LOOK_OUT_LOOK_OUT, + SFX_M0_M1_ITS_A_GRENADE, + SFX_M0_M1_CLEAR_THE_AREA, + SFX_035E, + SFX_035F, + SFX_0360, + SFX_0361, + SFX_0362, + SFX_0363, + SFX_0364, + SFX_0365, + SFX_0366, + SFX_0367, + SFX_0368, + SFX_0369, + SFX_036A, + SFX_036B, + SFX_036C, + SFX_036D, + SFX_036E, + SFX_036F, + SFX_0370, + SFX_0371, + SFX_0372, + SFX_0373, + SFX_0374, + SFX_0375, + SFX_0376, + SFX_0377, + SFX_0378, + SFX_0379, + SFX_037A, + SFX_F_HEY, + SFX_F_HUH, + SFX_037D, + SFX_F_IM_WOUNDED, + SFX_F_HELP_ME_OUT, + SFX_F_IM_IN_TROUBLE, + SFX_F_GET_HER, + SFX_F_HEY_YOU_COME_HERE, + SFX_0383, + SFX_F_TARGET_ATTACKING, + SFX_F_UNDER_FIRE, + SFX_0386, + SFX_F_WERE_UNDER_FIRE, + SFX_0388, + SFX_F_0389, + SFX_F_SOMEONES_SHOOTING, + SFX_038B, + SFX_038C, + SFX_F_UNIT_DOWN, + SFX_038E, + SFX_038F, + SFX_0390, + SFX_0391, + SFX_0392, + SFX_0393, + SFX_0394, + SFX_0395, + SFX_F_COME_ON, + SFX_0397, + SFX_F_EVERYONE_GET_HER, + SFX_F_ATTACK, + SFX_F_DID_THAT_HURT, + SFX_F_YOU_WANT_SOME_MORE, + SFX_039C, + SFX_039D, + SFX_039E, + SFX_F_THIS_GUNS_USELESS, + SFX_03A0, + SFX_F_STAND_STILL, + SFX_F_SOMEONE_HIT_HER, + SFX_03A3, + SFX_F_COVER_ME, + SFX_03A5, + SFX_F_TAKE_COVER, + SFX_F_GO_FOR_IT, + SFX_03A8, + SFX_F_RUN, + SFX_F_GET_REINFORCEMENTS, + SFX_F_EVACUATE_THE_AREA, + SFX_F_RETREAT, + SFX_F_CATCH_THIS, + SFX_F_TIME_TO_DIE, + SFX_03AF, + SFX_F_WITHDRAW, + SFX_F_FALL_BACK, + SFX_03B2, + SFX_F_SPREAD_OUT, + SFX_F_SPLIT_UP, + SFX_F_PLEASE_DONT, + SFX_F_DONT_SHOOT, + SFX_F_WHY_ME, + SFX_F_NOO, + SFX_03B9, + SFX_03BA, + SFX_03BB, + SFX_F_GET_A_CLEANER, + SFX_03BD, + SFX_F_IM_JUST_TOO_GOOD, + SFX_03BF, + SFX_F_SUCH_A_WASTE, + SFX_F_LOOK_OUT, + SFX_F_ITS_A_GRENADE, + SFX_03C3, + SFX_M2_HOW_THE, + SFX_M2_HEY, + SFX_M2_STOP, + SFX_03C7, + SFX_M2_WHY_YOU, + SFX_03C9, + SFX_03CA, + SFX_03CB, + SFX_03CC, + SFX_M2_IM_INJURED, + SFX_M2_IM_HIT_IM_HIT, + SFX_03CF, + SFX_M2_TARGET_SIGHTED, + SFX_M2_COME_ON_MAN, + SFX_03D2, + SFX_M2_THAT_WAS_CLOSE, + SFX_03D4, + SFX_M2_AY_CARAMBA, + SFX_M2_LISTEN_GUNSHOTS, + SFX_M2_SOMEONES_NEARBY, + SFX_03D8, + SFX_M2_BODY_COUNTS_TOO_HIGH, + SFX_M2_I_NEVER_LIKED_HIM_ANYWAY, + SFX_M2_THAT_WAS_MY_BEST_FRIEND, + SFX_03DC, + SFX_03DD, + SFX_03DE, + SFX_03DF, + SFX_03E0, + SFX_M2_WATCH_OUT, + SFX_M2_HELP_ME_OUT, + SFX_M2_WEVE_GOT_AN_INTRUDER, + SFX_M2_GET_HER, + SFX_M2_THERE_ATTACK, + SFX_M2_HEY_YOU_STOP, + SFX_M2_COME_ON_MAN2, + SFX_M2_DIE, + SFX_M2_TAKE_THIS, + SFX_M2_MOVE_IN, + SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, + SFX_M2_LET_HER_HAVE_IT, + SFX_M2_SURRENDER_OR_DIE, + SFX_M2_I_HAVE_YOU_NOW, + SFX_M2_YOU_WANT_BEAT_ME, + SFX_03F0, + SFX_03F1, + SFX_03F2, + SFX_03F3, + SFX_M2_I_DONT_BELIEVE_IT, + SFX_03F5, + SFX_03F6, + SFX_M2_STOP_MOVING, + SFX_M2_NO_ESCAPE_FOR_YOU, + SFX_M2_HELP_ME_OUT_HERE, + SFX_M2_HEY_DISTRACT_HER, + SFX_M2_KEEP_HER_OCCUPIED, + SFX_M2_MOVE_IT_MOVE_IT, + SFX_M2_GET_TO_COVER_NOW, + SFX_M2_RUN_FOR_IT, + SFX_M2_RETREAT, + SFX_0400, + SFX_M2_GET_BACK_GET_BACK, + SFX_0402, + SFX_M2_FIRE_IN_THE_HOLE, + SFX_0404, + SFX_M2_HERES_A_LITTLE_PRESENT_FOR_YA, + SFX_0406, + SFX_M2_TRY_THIS_FOR_SIZE, + SFX_M2_GET_OUT_OF_THE_WAY, + SFX_M2_FALL_BACK, + SFX_M2_MOVE_OUT, + SFX_M2_TEAM_UP_GUYS, + SFX_M2_COME_ON_AROUND_THE_SIDE, + SFX_M2_SCATTER, + SFX_M2_I_DONT_LIKE_THIS_ANY_MORE, + SFX_M2_DONT_HURT_ME, + SFX_M2_YOU_WIN_I_GIVE_UP, + SFX_0411, + SFX_0412, + SFX_0413, + SFX_0414, + SFX_M2_I_DONT_WANT_TO_DIE, + SFX_0416, + SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE, + SFX_0418, + SFX_0419, + SFX_041A, + SFX_M2_IM_THE_MAN, + SFX_M2_BOY_THAT_WAS_CLOSE, + SFX_M2_DID_YOU_SEE_THAT, + SFX_041E, + SFX_041F, + SFX_M2_GET_BACK_QUICK, + SFX_M2_WERE_GONNA_DIE, + SFX_0422, + SFX_0423, + SFX_0424, + SFX_0425, + SFX_0426, + SFX_0427, + SFX_0428, + SFX_0429, + SFX_042A, + SFX_DOOR_042B, + SFX_DOOR_042C, + SFX_042D, + SFX_DISGUISE_ON, + SFX_042F, + SFX_0430, + SFX_0431, + SFX_0432, + SFX_RELOAD_FARSIGHT, + SFX_0434, + SFX_0435, + SFX_0436, + SFX_0437, + SFX_0438, + SFX_0439, + SFX_043A, + SFX_043B, + SFX_043C, + SFX_043D, + SFX_MENU_SUBFOCUS, + SFX_043F, + SFX_0440, + SFX_MENU_FOCUS, + SFX_0442, + SFX_0443, + SFX_CIV_THERES_A_MANIAC, + SFX_0445, + SFX_CIV_GREETINGS_CITIZEN, + SFX_CIV_HOWS_IT_GOING, + SFX_CIV_GUNS_DONT_SCARE_ME, + SFX_CIV_KEEP_AWAY_FROM_THIS_CAR, + SFX_044A, + SFX_FBI_WE_HAVE_AN_INTRUDER, + SFX_044C, + SFX_044D, + SFX_044E, + SFX_044F, + SFX_0450, + SFX_0451, + SFX_0452, + SFX_0453, + SFX_0454, + SFX_0455, + SFX_0456, + SFX_0457, + SFX_0458, + SFX_FBI_CODE_2_SITUATION, + SFX_FBI_REQUEST_BACKUP_IMMEDIATELY, + SFX_045B, + SFX_045C, + SFX_CIV_TAKE_IT_EASY, + SFX_CIV_I_DONT_WANT_ANY_TROUBLE, + SFX_CIV_QUICK_DOWN_THERE, + SFX_0460, + SFX_CIV_HEY_SUGAR_WANNA_PARTY, + SFX_0462, + SFX_CIV_TAKE_THE_WALLET, + SFX_0464, + SFX_CIV_HEY_BABY, + SFX_CIV_WHISTLE, + SFX_0467, + SFX_CIV_GET_ME_OUT_OF_HERE, + SFX_0469, + SFX_046A, + SFX_046B, + SFX_046C, + SFX_046D, + SFX_046E, + SFX_JO_LANDING_046F, + SFX_0470, + SFX_0471, + SFX_0472, + SFX_0473, + SFX_0474, + SFX_0475, + SFX_0476, + SFX_0477, + SFX_0478, + SFX_0479, + SFX_047A, + SFX_047B, + SFX_047C, + SFX_047D, + SFX_047E, + SFX_047F, + SFX_0480, + SFX_0481, + SFX_0482, + SFX_0483, + SFX_0484, + SFX_0485, + SFX_0486, + SFX_0487, + SFX_0488, + SFX_0489, + SFX_048A, + SFX_048B, + SFX_048C, + SFX_048D, + SFX_048E, + SFX_048F, + SFX_0490, + SFX_0491, + SFX_0492, + SFX_0493, + SFX_0494, + SFX_0495, + SFX_0496, + SFX_0497, + SFX_0498, + SFX_0499, + SFX_049A, + SFX_049B, + SFX_049C, + SFX_049D, + SFX_049E, + SFX_049F, + SFX_04A0, + SFX_04A1, + SFX_04A2, + SFX_04A3, + SFX_04A4, + SFX_04A5, + SFX_04A6, + SFX_04A7, + SFX_04A8, + SFX_04A9, + SFX_04AA, + SFX_04AB, + SFX_ALARM_INFILTRATION, + SFX_04AD, + SFX_04AE, + SFX_04AF, + SFX_04B0, + SFX_04B1, + SFX_04B2, + SFX_04B3, + SFX_04B4, + SFX_04B5, + SFX_04B6, + SFX_04B7, + SFX_04B8, + SFX_04B9, + SFX_04BA, + SFX_04BB, + SFX_04BC, + SFX_04BD, + SFX_04BE, + SFX_04BF, + SFX_04C0, + SFX_04C1, + SFX_04C2, + SFX_04C3, + SFX_04C4, + SFX_04C5, + SFX_M0_MY_GUN, + SFX_M0_TRIGGER_THE_ALARM, + SFX_04C8, + SFX_M0_HELLO_THERE, + SFX_M0_WHATS_THIS, + SFX_M0_IM_SURE_I_HEARD_A_NOISE, + SFX_M0_HEARING_THINGS, + SFX_04CD, + SFX_M1_WARN_THE_OTHERS, + SFX_M1_WHAT_IS_IT, + SFX_M1_HOW_DID_THAT_GET_HERE, + SFX_M1_DONT_TOUCH_IT, + SFX_M1_I_CANT_SEE_ANYBODY, + SFX_M1_THERES_NO_ONE_HERE, + SFX_M2_ACTIVATE_THE_ALARM, + SFX_M2_IS_IT_DANGEROUS, + SFX_M2_DONT_MOVE, + SFX_M2_STAY_BACK, + SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, + SFX_M2_ANOTHER_FALSE_ALARM, + SFX_04DA, + SFX_04DB, + SFX_04DC, + SFX_04DD, + SFX_04DE, + SFX_04DF, + SFX_04E0, + SFX_04E1, + SFX_04E2, + SFX_04E3, + SFX_04E4, + SFX_04E5, + SFX_04E6, + SFX_04E7, + SFX_04E8, + SFX_04E9, + SFX_04EA, + SFX_04EB, + SFX_04EC, + SFX_04ED, + SFX_04EE, + SFX_04EF, + SFX_04F0, + SFX_04F1, + SFX_04F2, + SFX_04F3, + SFX_04F4, + SFX_04F5, + SFX_04F6, + SFX_04F7, + SFX_04F8, + SFX_04F9, + SFX_04FA, + SFX_04FB, + SFX_04FC, + SFX_04FD, + SFX_04FE, + SFX_CAMSPY_SHUTTER, + SFX_0500, + SFX_0501, + SFX_0502, + SFX_0503, + SFX_0504, + SFX_0505, + SFX_0506, + SFX_0507, + SFX_0508, + SFX_0509, + SFX_050A, + SFX_050B, + SFX_050C, + SFX_050D, + SFX_050E, + SFX_050F, + SFX_0510, + SFX_0511, + SFX_0512, + SFX_0513, + SFX_0514, + SFX_SECURE_THE_PERIMETER, + SFX_0516, + SFX_0517, + SFX_0518, + SFX_0519, + SFX_051A, + SFX_ELVIS_INTERGALACTIC_PEACE, + SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS, + SFX_ELVIS_KISS_MY_ALIEN_BUTT, + SFX_ELVIS_ILL_KICK_YOUR_ASS, + SFX_ELVIS_FOR_YOUR_OWN_GOOD, + SFX_ELVIS_YOU_DARE_SHOOT_AT_ME, + SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN, + SFX_ELVIS_IM_BAD, + SFX_ELVIS_ALL_GOING_WRONG, + SFX_ELVIS_WATCH_THE_SUIT, + SFX_ELVIS_HEHE, + SFX_0526, + SFX_0527, + SFX_0528, + SFX_SKEDAR_ROAR_0529, + SFX_SKEDAR_ROAR_052A, + SFX_SKEDAR_ROAR_052B, + SFX_052C, + SFX_SKEDAR_ROAR_052D, + SFX_SKEDAR_ROAR_052E, + SFX_SKEDAR_ROAR_052F, + SFX_SKEDAR_ROAR_0530, + SFX_SKEDAR_ROAR_0531, + SFX_SKEDAR_ROAR_0532, + SFX_SKEDAR_ROAR_0533, + SFX_SKEDAR_ROAR_0534, + SFX_0535, + SFX_SKEDAR_ROAR_0536, + SFX_SKEDAR_ROAR_0537, + SFX_SKEDAR_ROAR_0538, + SFX_SKEDAR_ROAR_0539, + SFX_SKEDAR_ROAR_053A, + SFX_053B, + SFX_053C, + SFX_053D, + SFX_053E, + SFX_053F, + SFX_0540, + SFX_0541, + SFX_0542, + SFX_0543, + SFX_0544, + SFX_0545, + SFX_0546, + SFX_0547, + SFX_0548, + SFX_0549, + SFX_054A, + SFX_054B, + SFX_054C, + SFX_054D, + SFX_054E, + SFX_054F, + SFX_0550, + SFX_0551, + SFX_0552, + SFX_0553, + SFX_0554, + SFX_0555, + SFX_0556, + SFX_0557, + SFX_0558, + SFX_0559, + SFX_055A, + SFX_055B, + SFX_055C, + SFX_055D, + SFX_055E, + SFX_055F, + SFX_0560, + SFX_0561, + SFX_0562, + SFX_0563, + SFX_0564, + SFX_0565, + SFX_0566, + SFX_0567, + SFX_0568, + SFX_0569, + SFX_056A, + SFX_056B, + SFX_056C, + SFX_056D, + SFX_056E, + SFX_056F, + SFX_0570, + SFX_0571, + SFX_0572, + SFX_0573, + SFX_0574, + SFX_0575, + SFX_0576, + SFX_0577, + SFX_0578, + SFX_0579, + SFX_057A, + SFX_057B, + SFX_057C, + SFX_057D, + SFX_057E, + SFX_057F, + SFX_0580, + SFX_0581, + SFX_0582, + SFX_0583, + SFX_0584, + SFX_0585, + SFX_0586, + SFX_0587, + SFX_0588, + SFX_0589, + SFX_058A, + SFX_058B, + SFX_058C, + SFX_058D, + SFX_058E, + SFX_058F, + SFX_0590, + SFX_0591, + SFX_0592, + SFX_0593, + SFX_0594, + SFX_0595, + SFX_0596, + SFX_0597, + SFX_0598, + SFX_0599, + SFX_059A, + SFX_059B, + SFX_059C, + SFX_INFIL_STATIC_SHORT, + SFX_INFIL_STATIC_MEDIUM, + SFX_INFIL_STATIC_LONG, + SFX_05A0, + SFX_05A1, + SFX_05A2, + SFX_05A3, + SFX_05A4, + SFX_05A5, + SFX_05A6, + SFX_05A7, + SFX_05A8, + SFX_05A9, + SFX_05AA, + SFX_05AB, + SFX_05AC, + SFX_05AD, + SFX_05AE, + SFX_05AF, + SFX_05B0, + SFX_05B1, + SFX_05B2, + SFX_05B3, + SFX_05B4, + SFX_05B5, + SFX_JO_LANDING_05B6, + SFX_JO_LANDING_05B7, + SFX_MP_SCOREPOINT, + SFX_05B9, + SFX_05BA, + SFX_MENU_SWIPE, + SFX_MENU_OPENDIALOG, + SFX_05BD, + SFX_SHOULD_HAVE_COME_HERE_GIRL, + SFX_WERE_TAKING_OVER, + SFX_05C0, + SFX_05C1, + SFX_ALARM_ATTACKSHIP, + SFX_05C3, + SFX_05C4, + SFX_05C5, + SFX_05C6, + SFX_05C7, + SFX_HEARTBEAT, + SFX_JO_BOOST_ACTIVATE, + SFX_05CA, + SFX_05CB, + SFX_05CC, + SFX_05CD, + SFX_05CE, + SFX_05CF, + SFX_05D0, + SFX_05D1, + SFX_05D2, + SFX_05D3, + SFX_FR_ALARM, + SFX_FR_LIGHTSON, + SFX_FR_LIGHTSOFF, + SFX_05D7, + SFX_WOOD_BREAK, + SFX_FR_CONVEYER, + SFX_FR_CONVEYER_STOP, + SFX_TRAINING_FAIL, + SFX_TRAINING_COMPLETE, + SFX_MENU_SELECT, + SFX_05DE, + SFX_MAIAN_YELP_05DF, + SFX_MAIAN_YELP_05E0, + SFX_MAIAN_YELP_05E1, + SFX_MAIAN_05E2, + SFX_MAIAN_05E3, + SFX_MAIAN_05E4, + SFX_MAIAN_05E5, + SFX_MAIAN_05E6, + SFX_MAIAN_05E7, + SFX_05E8, + SFX_05E9, + SFX_05EA, + SFX_05EB, + SFX_05EC, + SFX_05ED, + SFX_05EE, + SFX_05EF, + SFX_05F0, + SFX_05F1, + SFX_05F2, + SFX_05F3, + SFX_05F4, + SFX_05F5, + SFX_05F6, + SFX_05F7, + SFX_05F8, + SFX_05F9, + SFX_05FA, + SFX_05FB, + SFX_05FC, + SFX_05FD, + SFX_05FE, + SFX_05FF, + SFX_0600, + SFX_0601, + SFX_0602, + SFX_0603, + SFX_0604, + SFX_0605, + SFX_0606, + SFX_0607, + SFX_NOSEDIVE, + SFX_UFOHUM, + + SFX_ALARM_CHICAGO = 0x6455, + + // These SFX values are remapped using a table in snd.c + SFX_8000 = 0x8000, + SFX_DOOR_8001, + SFX_DOOR_8002, + SFX_DOOR_8003, + SFX_DOOR_8004, + SFX_DOOR_8005, + SFX_DOOR_8006, + SFX_DOOR_8007, + SFX_DOOR_8008, + SFX_8009, + SFX_DOOR_800A, + SFX_DOOR_800B, + SFX_DOOR_800C, + SFX_DOOR_800D, + SFX_DOOR_800E, + SFX_DOOR_800F, + SFX_DOOR_8010, + SFX_DOOR_8011, + SFX_DOOR_8012, + SFX_DOOR_8013, + SFX_DOOR_8014, + SFX_DOOR_8015, + SFX_DOOR_8016, + SFX_DOOR_8017, + SFX_DOOR_8018, + SFX_DOOR_8019, + SFX_DOOR_801A, + SFX_DOOR_801B, + SFX_DOOR_801C, + SFX_DOOR_801D, + SFX_DOOR_801E, + SFX_DOOR_801F, + SFX_DOOR_8020, + SFX_DOOR_8021, + SFX_DOOR_8022, + SFX_8023, + SFX_8024, + SFX_8025, + SFX_DOOR_8026, + SFX_DOOR_8027, + SFX_CARR_HELLO_JOANNA, + SFX_8029, + SFX_802A, + SFX_CIFEM_HI_THERE, + SFX_GRIMSHAW_WELCOME, + SFX_GRIMSHAW_HI_THERE, + SFX_GRIMSHAW_UMM_ERR_HI, + SFX_HOLO_HI, + SFX_HANGAR_WHAT_DO_YOU_WANT, + SFX_FOSTER_STAR_AGENT, + SFX_CIM_HEY_THERE, + SFX_CIM_HI, + SFX_CIM_HOWS_IT_GOING, + SFX_CIFEM_HELLO, + SFX_CIFEM_HI_JO, + SFX_CIFEM_HOWS_IT_GOING, + SFX_8038, + SFX_8039, + SFX_803A, + SFX_803B, + SFX_803C, + SFX_803D, + SFX_803E, + SFX_803F, + SFX_MENU_ERROR, + SFX_8041, + SFX_8042, + SFX_8043, + SFX_8044, + SFX_8045, + SFX_8046, + SFX_8047, + SFX_8048, + SFX_8049, + SFX_804A, + SFX_804B, + SFX_804C, + SFX_804D, + SFX_804E, + SFX_RELOAD_DEFAULT, + SFX_8050, + SFX_8051, + SFX_DRUGSPY_FIREEMPTY, + SFX_LAUNCH_ROCKET_8053, + SFX_8054, + SFX_FIRE_SHOTGUN, + SFX_8056, + SFX_DRUGSPY_FIREDART, + SFX_8058, + SFX_8059, + SFX_805A, + SFX_805B, + SFX_805C, + SFX_805D, + SFX_805E, + SFX_805F, + SFX_8060, + SFX_8061, + SFX_8062, + SFX_8063, + SFX_8064, + SFX_8065, + SFX_8066, + SFX_8067, + SFX_SLAYER_WHIR, + SFX_8069, + SFX_806A, + SFX_806B, + SFX_806C, + SFX_806D, + SFX_806E, + SFX_806F, + SFX_8070, + SFX_8071, + SFX_8072, + SFX_8073, + SFX_8074, + SFX_8075, + SFX_8076, + SFX_PUNCH_GLASS, + SFX_GLASS_SHATTER, + SFX_8079, + SFX_807A, + SFX_807B, + SFX_807C, + SFX_807D, + SFX_807E, + SFX_807F, + SFX_8080, + SFX_8081, + SFX_8082, + SFX_8083, + SFX_8084, + SFX_8085, + SFX_8086, + SFX_8087, + SFX_8088, + SFX_8089, + SFX_808A, + SFX_808B, + SFX_808C, + SFX_THUD_808D, + SFX_THUD_808E, + SFX_THUD_808F, + SFX_THUD_8090, + SFX_THUD_8091, + SFX_THUD_8092, + SFX_THUD_8093, + SFX_THUD_8094, + SFX_THUD_8095, + SFX_THUD_8096, + SFX_THUD_8097, + SFX_EXPLOSION_8098, + SFX_8099, + SFX_EXPLOSION_809A, + SFX_809B, + SFX_809C, + SFX_809D, + SFX_809E, + SFX_809F, + SFX_80A0, + SFX_80A1, + SFX_80A2, + SFX_80A3, + SFX_80A4, + SFX_80A5, + SFX_80A6, + SFX_80A7, + SFX_80A8, + SFX_80A9, + SFX_80AA, + SFX_DETONATE, + SFX_DOOR_80AC, + SFX_DOOR_80AD, + SFX_DOOR_80AE, + SFX_BIKE_PULSE, + SFX_80B0, + SFX_80B1, + SFX_80B2, + SFX_80B3, + SFX_80B4, + SFX_80B5, + SFX_80B6, + SFX_80B7, + SFX_80B8, + SFX_80B9, + SFX_80BA, + SFX_80BB, + SFX_80BC, + SFX_80BD, + SFX_80BE, + SFX_80BF, + SFX_80C0, + SFX_80C1, + SFX_80C2, + SFX_80C3, + SFX_FOOTSTEP_80C4, + SFX_FOOTSTEP_80C5, + SFX_FOOTSTEP_80C6, + SFX_FOOTSTEP_80C7, + SFX_FOOTSTEP_80C8, + SFX_FOOTSTEP_80C9, + SFX_FOOTSTEP_80CA, + SFX_FOOTSTEP_80CB, + SFX_FOOTSTEP_80CC, + SFX_FOOTSTEP_80CD, + SFX_FOOTSTEP_80CE, + SFX_FOOTSTEP_80CF, + SFX_FOOTSTEP_80D0, + SFX_FOOTSTEP_80D1, + SFX_FOOTSTEP_80D2, + SFX_FOOTSTEP_80D3, + SFX_FOOTSTEP_80D4, + SFX_FOOTSTEP_80D5, + SFX_FOOTSTEP_80D6, + SFX_FOOTSTEP_80D7, + SFX_FOOTSTEP_80D8, + SFX_FOOTSTEP_80D9, + SFX_FOOTSTEP_80DA, + SFX_FOOTSTEP_80DB, + SFX_FOOTSTEP_80DC, + SFX_FOOTSTEP_80DD, + SFX_FOOTSTEP_80DE, + SFX_FOOTSTEP_80DF, + SFX_FOOTSTEP_80E0, + SFX_FOOTSTEP_80E1, + SFX_FOOTSTEP_80E2, + SFX_FOOTSTEP_80E3, + SFX_FOOTSTEP_80E4, + SFX_FOOTSTEP_80E5, + SFX_FOOTSTEP_80E6, + SFX_FOOTSTEP_80E7, + SFX_FOOTSTEP_80E8, + SFX_FOOTSTEP_80E9, + SFX_FOOTSTEP_80EA, + SFX_FOOTSTEP_80EB, + SFX_FOOTSTEP_80EC, + SFX_FOOTSTEP_80ED, + SFX_FOOTSTEP_80EE, + SFX_FOOTSTEP_80EF, + SFX_FOOTSTEP_80F0, + SFX_FOOTSTEP_80F1, + SFX_FOOTSTEP_80F2, + SFX_FOOTSTEP_80F3, + SFX_FOOTSTEP_80F4, + SFX_FOOTSTEP_80F5, + SFX_80F6, + SFX_M0_HOLY_SHH, + SFX_M0_WHAT_THE_HELL, + SFX_M0_DAMN_IT_MISSED, + SFX_M0_GODS_SAKE_SOMEONE_HIT_HER, + SFX_M0_GET_THE_HELL_OUT_OF_HERE, + SFX_M0_YOU_BITCH, + SFX_M0_OH_MY_GOD, + SFX_80FE, + SFX_80FF, + SFX_8100, + SFX_8101, + SFX_8102, + SFX_SCI_WHO_THE_HELL_ARE_YOU, + SFX_8104, + SFX_8105, + SFX_8106, + SFX_8107, + SFX_8108, + SFX_8109, + SFX_810A, + SFX_810B, + SFX_SHIP_HUM, + SFX_810D, + SFX_810E, + SFX_810F, + SFX_8110, + SFX_8111, + SFX_8112, + SFX_8113, + SFX_8114, + SFX_8115, + SFX_8116, + SFX_8117, + SFX_TYPING_8118, + SFX_8119, + SFX_811A, + SFX_811B, + SFX_811C, + SFX_811D, + SFX_811E, + SFX_811F, + SFX_8120, + SFX_8121, + SFX_8122, + SFX_8123, + SFX_M1_HOLY, + SFX_M1_WHAT_THE_HELL, + SFX_M1_OH_MY_GOD, + SFX_M1_OH_GOD_IM_HIT, + SFX_M1_MY_GOD, + SFX_M1_NOOO, + SFX_M1_OH_GOD_HES_DEAD, + SFX_M1_BLOODY_STUPID_GUN, + SFX_M1_DAMN_IT, + SFX_M1_DAMN_SHES_GOOD, + SFX_M1_COVER_MY_ASS, + SFX_M1_SCREAM, + SFX_F_DAMN_SHES_GOOD, + SFX_F_MY_GOD, + SFX_M2_GEEZ_THAT_HURT, + SFX_M2_DAMN_IT_IM_TAKING_FIRE, + SFX_M2_GOD_DAMN_IT, + SFX_M2_HOLY_MOLY, + SFX_M2_DAMN_MISSED_AGAIN, + SFX_M2_DAMN_YOU, + SFX_M2_HELL_SHES_GOOD, + SFX_M2_LETS_GET_THE_HELL_OUT_OF_HERE, + SFX_M2_NOOO, + SFX_813B, + SFX_M2_OH_GOD_IM_DYING, + SFX_M2_GOD_RUN, + SFX_813E, + SFX_813F, + SFX_8140, + SFX_8141, + SFX_8142, + SFX_8143, + SFX_8144, + SFX_8145, + SFX_8146, + SFX_8147, + SFX_8148, + SFX_8149, + SFX_CIV_OH_MY_GOD, + SFX_814B, + SFX_814C, + SFX_814D, + SFX_814E, + SFX_814F, + SFX_8150, + SFX_8151, + SFX_8152, + SFX_8153, + SFX_8154, + SFX_8155, + SFX_8156, + SFX_8157, + SFX_8158, + SFX_8159, + SFX_815A, + SFX_815B, + SFX_815C, + SFX_M0_HOWS_THINGS, + SFX_M0_HEY_THERE, + SFX_M0_HI_HOW_ARE_YOU, + SFX_8160, + SFX_8161, + SFX_8162, + SFX_M1_HI_THERE, + SFX_M1_HOWS_THINGS, + SFX_M2_HELLO, + SFX_M2_HEY_WHATS_UP, + SFX_M0_WHAT_THE_HELL_8167, + SFX_M1_M2_GEEZ, + SFX_8169, + SFX_816A, + SFX_DOOR_816B, + SFX_DOOR_816C, + SFX_DOOR_816D, + SFX_816E, + SFX_816F, + SFX_8170, + SFX_8171, + SFX_8172, + SFX_8173, + SFX_8174, + SFX_8175, + SFX_8176, + SFX_8177, + SFX_8178, + SFX_8179, + SFX_817A, + SFX_817B, + SFX_817C, + SFX_817D, + SFX_817E, + SFX_817F, + SFX_8180, + SFX_8181, + SFX_8182, + SFX_8183, + SFX_8184, + SFX_8185, + SFX_8186, + SFX_FOOTSTEP_8187, + SFX_FOOTSTEP_8188, + SFX_FOOTSTEP_8189, + SFX_FOOTSTEP_818A, + SFX_FOOTSTEP_818B, + SFX_FOOTSTEP_818C, + SFX_FOOTSTEP_818D, + SFX_FOOTSTEP_818E, + SFX_FOOTSTEP_818F, + SFX_FOOTSTEP_8190, + SFX_FOOTSTEP_8191, + SFX_FOOTSTEP_8192, + SFX_8193, + SFX_8194, + SFX_8195, + SFX_8196, + SFX_8197, + SFX_8198, + SFX_8199, + SFX_819A, + SFX_819B, + SFX_819C, + SFX_819D, + SFX_819E, + SFX_819F, + SFX_81A0, + SFX_81A1, + SFX_81A2, + SFX_81A3, + SFX_81A4, + SFX_81A5, + SFX_81A6, + SFX_81A7, + SFX_DOOR_81A8, + SFX_81A9, + SFX_DOOR_81AA, + SFX_DOOR_81AB, + SFX_81AC, + SFX_DOOR_81AD, + SFX_DOOR_81AE, + SFX_DOOR_81AF, + SFX_DOOR_81B0, + SFX_DOOR_81B1, + SFX_DOOR_81B2, + SFX_DOOR_81B3, + SFX_DOOR_81B4, + SFX_DOOR_81B5, + SFX_DOOR_81B6, + SFX_DOOR_81B7, + SFX_DOOR_81B8, + SFX_81B9, + SFX_81BA, + SFX_81BB +}; + +/** + * MP3s can be specified as an SFX ID. MP3s are specified by bitwise or'ing the + * ID with 0x1000 or 0x0800. In these cases the lower 3 nibbles are the file + * number, which should be an MP3 file (FILE_A*M constant). + * + * There are other bits that can be set too. Their purpose is unknown. + */ +#define MP3_0271 (FILE_ARECEP01M | 0x1000) +#define MP3_0272 (FILE_ARECEP02M | 0x1000) +#define MP3_0273 (FILE_ARECEP03M | 0x1000) +#define MP3_0274 (FILE_ARECEP04M | 0x1000) +#define MP3_0275 (FILE_ARECEP05M | 0x1000) +#define MP3_0276 (FILE_ARECEP06M | 0x1000) +#define MP3_0277 (FILE_ARLGUARD1M | 0x1000) +#define MP3_0278 (FILE_ARLTECH01M | 0x1000) +#define MP3_0279 (FILE_ARLTECH02M | 0x1000) +#define MP3_027A (FILE_ARLTECH03M | 0x1000) +#define MP3_027B (FILE_ARLTECH04M | 0x1000) +#define MP3_027C (FILE_ARLTECH05M | 0x1000) +#define MP3_027D (FILE_ARLTECH06M | 0x1000) +#define MP3_SCI_HAVENT_SEEN_YOU (FILE_ASCIE2AM | 0x1000) +#define MP3_027F (FILE_ASCIE2BM | 0x1000) +#define MP3_SCI_PLEASE_DONT_HURT_ME (FILE_ASCIE2CM | 0x1000) +#define MP3_SCI_OFF_ALREADY (FILE_ASCIE2DM | 0x1000) +#define MP3_SCI_WHATS_HAPPENED_TO_THE_TERMINAL (FILE_ASCIE2EM | 0x1000) +#define MP3_SCI_EXPERIMENT_IS_DOWN (FILE_ASCIE2FM | 0x1000) +#define MP3_SCI_IM_CALLING_SECURITY (FILE_ASCIE2GM | 0x1000) +#define MP3_0285 (FILE_ASCIE3AM | 0x1000) +#define MP3_SCI_LEAVE_THIS_AREA (FILE_ASCIE3BM | 0x1000) +#define MP3_SCI_ALLOW_ME_TO_ASSIST_YOU (FILE_ASCIE3CM | 0x1000) +#define MP3_SCI_HAVE_YOU_BEEN_TAMPERING (FILE_ASCIE3DM | 0x1000) +#define MP3_SCI_YOU_VANDAL (FILE_ASCIE3EM | 0x1000) +#define MP3_SCI_ACCIDENTS_WILL_HAPPEN (FILE_ASCIE3GM | 0x1000) +#define MP3_SCI_SOMEONES_BROKEN_MY_EQUIPMENT (FILE_ASCIEN10AM | 0x1000) +#define MP3_028C (FILE_ASCIEN2_AM | 0x1000) +#define MP3_SCI_MY_EXPERIMENTS (FILE_ASCIEN3_AM | 0x1000) +#define MP3_SCI_ILL_SHUT_IT_DOWN (FILE_ASCIEN4_AM | 0x1000) +#define MP3_028F (FILE_ASCIEN5_AM | 0x1000) +#define MP3_SCI_WHAT_ARE_YOU_DOING (FILE_ASCIEN6_AM | 0x1000) +#define MP3_SCI_SECURITY (FILE_ASCIEN7_AM | 0x1000) +#define MP3_SCI_HOW_DID_THAT_HAPPEN (FILE_ASCIEN9_AM | 0x1000) +#define MP3_0293 (FILE_AVILGRIMM | 0x1000) +#define MP3_K7_IM_NOT_SURE (FILE_AWEPGD01M | 0x1000) +#define MP3_K7_ONE_MORE_TIME (FILE_AWEPGD02M | 0x1000) +#define MP3_K7_I_DUNNO (FILE_AWEPGD03M | 0x1000) +#define MP3_SCI_AND_AGAIN (FILE_AWEPSC01M | 0x1000) +#define MP3_SCI_TRY_IT_NOW (FILE_AWEPSC02M | 0x1000) +#define MP3_0299 (FILE_AWEPSC03M | 0x1000) +#define MP3_029A (FILE_AA51ELV01M | 0x0800 | 0x1000) +#define MP3_029B (FILE_AA51ELV02M | 0x0800 | 0x1000) +#define MP3_029C (FILE_AA51ELV03M | 0x0800 | 0x1000) +#define MP3_029D (FILE_AA51GRD01M | 0x1000) +#define MP3_029E (FILE_AA51GRD02M | 0x1000) +#define MP3_029F (FILE_AA51GRD03M | 0x1000) +#define MP3_M0_WHERE_DID_YOU_GET_THAT (FILE_AA51GRD04M | 0x0800 | 0x1000) +#define MP3_M0_SHOULD_YOU_HAVE_THAT (FILE_AA51GRD05M | 0x0800 | 0x1000) +#define MP3_M0_WHAT_ARE_YOU_DOING (FILE_AA51GRD06M | 0x0800 | 0x1000) +#define MP3_M0_DONT_POINT_THAT_AT_ME (FILE_AA51GRD07M | 0x0800 | 0x1000) +#define MP3_M0_WATCH_WHERE_YOURE_POINTING (FILE_AA51GRD08M | 0x0800 | 0x1000) +#define MP3_M0_IMPOSTER (FILE_AA51GRD09M | 0x0800 | 0x1000) +#define MP3_M0_ITS_A_SPY (FILE_AA51GRD10M | 0x0800 | 0x1000) +#define MP3_02A7 (FILE_AA51JO1M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02A8 (FILE_AA51JO2M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02A9 (FILE_AA51JO3M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02AA (FILE_AA51JO4M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02AB (FILE_AA51JO5M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02AC (FILE_AA51JO6M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02AD (FILE_AA51JON01M | 0x1000) +#define MP3_02AE (FILE_AA51JON02M | 0x1000) +#define MP3_02AF (FILE_AA51JON03M | 0x1000) +#define MP3_02B0 (FILE_AA51JON04M | 0x1000) +#define MP3_02B1 (FILE_AA51JON05M | 0x1000) +#define MP3_02B2 (FILE_AA51JON06M | 0x1000) +#define MP3_02B3 (FILE_AA51JON07M | 0x1000) +#define MP3_02B4 (FILE_AA51JON08M | 0x1000) +#define MP3_02B5 (FILE_AA51JON09M | 0x1000) +#define MP3_02B6 (FILE_AA51JON10M | 0x1000) +#define MP3_02B7 (FILE_AA51JON11M | 0x1000) +#define MP3_02B8 (FILE_AA51JON12M | 0x1000) +#define MP3_02B9 (FILE_AA51JON14M | 0x1000) +#define MP3_02BA (FILE_AA51JON15M | 0x1000) +#define MP3_02BB (FILE_AA51SCI1M | 0x0800 | 0x1000) +#define MP3_02BC (FILE_AAF1JO01M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02BD (FILE_AAF1JO02M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02BE (FILE_AAF1JO03M | 0x1000 | 0x2000 | 0x4000) +#define MP3_02BF (FILE_AAF1PR01M | 0x0800 | 0x1000) +#define MP3_PRES_STOP_SHOOTING (FILE_AAF1PR02M | 0x0800 | 0x1000) +#define MP3_PRES_YOU_SURE_THIS_IS_THE_WAY (FILE_AAF1PR03M | 0x0800 | 0x1000) +#define MP3_02C2 (FILE_AAF1PR04M | 0x0800 | 0x1000) +#define MP3_PRES_WHY_ARE_THEY_SHOOTING (FILE_AAF1PR05M | 0x0800 | 0x1000) +#define MP3_02C4 (FILE_AAF1PR06M | 0x1000) +#define MP3_02C5 (FILE_AAF1PR07M | 0x1000) +#define MP3_02C6 (FILE_AAF1PR08M | 0x1000) +#define MP3_02C7 (FILE_AAF1PR09M | 0x1000) +#define MP3_02C8 (FILE_AAF1PR10M | 0x1000) +#define MP3_02C9 (FILE_AAF1TR01M | 0x1000) +#define MP3_02CA (FILE_AAF1TR02M | 0x1000) +#define MP3_02CB (FILE_AAF1TR03M | 0x1000) +#define MP3_02CC (FILE_AAIRBGD01M | 0x1000) +#define MP3_02CD (FILE_AAIRBGD02M | 0x1000) +#define MP3_M1_WHERE_ARE_YOU_TAKING (FILE_AAIRBGD03M | 0x0800 | 0x1000) +#define MP3_M1_GET_THAT_FIREARM_APPROVED (FILE_AAIRBGD04M | 0x0800 | 0x1000) +#define MP3_M1_WATCH_WHAT_YOURE_DOING (FILE_AAIRBGD05M | 0x0800 | 0x1000) +#define MP3_M1_BE_CAREFUL (FILE_AAIRBGD06M | 0x0800 | 0x1000) +#define MP3_M1_STOP_RIGHT_THERE (FILE_AAIRBGD07M | 0x0800 | 0x1000) +#define MP3_M1_DROP_THE_GUN (FILE_AAIRBGD08M | 0x0800 | 0x1000) +#define MP3_02D4 (FILE_AAIRBGD09M | 0x1000) +#define MP3_02D5 (FILE_AAIRBGD10M | 0x1000) +#define MP3_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT (FILE_AAIRBGD11M | 0x0800 | 0x1000) +#define MP3_M2_WHAT_ARE_YOU_DOING (FILE_AAIRBGD12M | 0x0800 | 0x1000) +#define MP3_M2_HEY_THATS_DANGEROUS (FILE_AAIRBGD13M | 0x0800 | 0x1000) +#define MP3_M2_WATCH_IT_THAT_THING_COULD_GO_OFF (FILE_AAIRBGD14M | 0x0800 | 0x1000) +#define MP3_M2_PUT_YOUR_HANDS_UP (FILE_AAIRBGD15M | 0x0800 | 0x1000) +#define MP3_M2_ITS_A_TERRORIST (FILE_AAIRBGD16M | 0x0800 | 0x1000) +#define MP3_02DC (FILE_AAIRSTW01M | 0x0800 | 0x1000) +#define MP3_02DD (FILE_AAIRSTW02M | 0x0800 | 0x1000) +#define MP3_02DE (FILE_AAIRSTW03M | 0x0800 | 0x1000) +#define MP3_02DF (FILE_AASSAEL01M | 0x1000) +#define MP3_02E0 (FILE_AASSAEL02M | 0x1000) +#define MP3_02E1 (FILE_AASSAEL03M | 0x1000) +#define MP3_02E2 (FILE_AASSAEL04M | 0x1000) +#define MP3_02E3 (FILE_AASSAEL05M | 0x1000) +#define MP3_02E4 (FILE_AASSAEL06M | 0x1000) +#define MP3_02E5 (FILE_ABSEWRK01M | 0x0800 | 0x1000) +#define MP3_02E6 (FILE_ABSEWRK02M | 0x0800 | 0x1000) +#define MP3_02E7 (FILE_ABSEWRK03M | 0x0800 | 0x1000) +#define MP3_02E8 (FILE_ABSEWRK04M | 0x0800 | 0x1000) +#define MP3_02E9 (FILE_ABSEWRK05M | 0x0800 | 0x1000) +#define MP3_02EA (FILE_ACETAEL01M | 0x1000) +#define MP3_ROBOT_STOP_WHERE_YOU_ARE (FILE_ACHDROID1M | 0x0800 | 0x1000) +#define MP3_ROBOT_ALERT_UNDER_ATTACK (FILE_ACHDROID2M | 0x0800 | 0x1000) +#define MP3_02ED (FILE_ACSEC01M | 0x0800 | 0x1000) +#define MP3_SEC_PLEASE_DONT_KILL_ME (FILE_ACSEC02M | 0x0800 | 0x1000) +#define MP3_SEC_DONT_SHOOT (FILE_ACSEC03M | 0x0800 | 0x1000) +#define MP3_02F0 (FILE_ACSTAN1M | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_02F1 (FILE_ACSTAN2M | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_CASS_HOW_DARE_YOU_DISTURB_ME (FILE_ADEVR01M | 0x0800) +#define MP3_CASS_YOU_WILL_REGRET (FILE_ADEVR02M | 0x0800) + +#if VERSION >= VERSION_NTSC_1_0 +#define MP3_02F4 (FILE_ADEVR03M | 0x0800) +#define MP3_02F5 (FILE_ADEVR04M | 0x0800) +#define MP3_02F6 (FILE_ADEVR05M | 0x0800) +#define MP3_02F7 (FILE_ADEVR06M | 0x0800) +#else +#define MP3_02F4 (FILE_ADEVR03M | 0x1000) +#define MP3_02F5 (FILE_ADEVR04M | 0x1000) +#define MP3_02F6 (FILE_ADEVR05M | 0x1000) +#define MP3_02F7 (FILE_ADEVR06M | 0x1000) +#endif + +#define MP3_CASS_LEAVE_NOW (FILE_ADEVR07M | 0x0800) +#define MP3_02F9 (FILE_ADEVR08M | 0x1000) +#define MP3_02FA (FILE_ADEVR09M | 0x1000) +#define MP3_02FB (FILE_ADEVR10M | 0x1000) +#define MP3_02FC (FILE_ADEVR11M | 0x1000) +#define MP3_02FD (FILE_ADEVR12M | 0x1000) +#define MP3_02FE (FILE_AEXEC01M | 0x1000) +#define MP3_02FF (FILE_AEXEC02M | 0x1000) +#define MP3_0300 (FILE_AEXEC04M | 0x1000) +#define MP3_0301 (FILE_AEXEC05M | 0x1000) +#define MP3_0302 (FILE_AEXEC06M | 0x1000) +#define MP3_0303 (FILE_AEXEC07M | 0x1000) +#define MP3_0304 (FILE_AEXEC08M | 0x1000) +#define MP3_0305 (FILE_AEXEC09M | 0x1000) +#define MP3_0306 (FILE_AEXEC10M | 0x1000) +#define MP3_0307 (FILE_AEXEC11M | 0x1000) +#define MP3_0308 (FILE_AEXEC12M | 0x1000) +#define MP3_0309 (FILE_AEXEC13M | 0x1000) +#define MP3_030A (FILE_AEXEC14M | 0x1000) +#define MP3_030B (FILE_AHELIC01M | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_030C (FILE_AHELIC02M | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_030D (FILE_AHELIC03M | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_030E (FILE_AHOLOGD01M | 0x0800 | 0x1000) +#define MP3_030F (FILE_AHOLOHOPKM | 0x0800 | 0x1000) +#define MP3_0310 (FILE_AINVCAR01M | 0x1000) +#define MP3_0311 (FILE_AINVCAR02M | 0x1000) +#define MP3_0312 (FILE_AINVCAR03M | 0x1000) +#define MP3_0313 (FILE_AINVCAR04M | 0x1000) +#define MP3_0314 (FILE_AINVCAR05M | 0x1000) +#define MP3_0315 (FILE_AINVCAR06M | 0x1000) +#define MP3_0316 (FILE_AINVCAR07M | 0x1000) +#define MP3_0317 (FILE_AINVCAR08M | 0x1000) +#define MP3_0318 (FILE_AINVCAR09M | 0x1000) +#define MP3_0319 (FILE_AINVCAR10M | 0x1000) +#define MP3_031A (FILE_AINVCAR11M | 0x1000) +#define MP3_031B (FILE_AINVCAR12M | 0x1000) +#define MP3_CIFEM_THANKS1 (FILE_AINVFARRM | 0x0800 | 0x1000) +#define MP3_CIFEM_THANKS3 (FILE_AINVFEMAM | 0x0800 | 0x1000) +#define MP3_FOSTER_RELY_ON_YOU (FILE_AINVFOSTM | 0x0800 | 0x1000) +#define MP3_GRIMSHAW_TOO_CLOSE (FILE_AINVGRIMM | 0x0800 | 0x1000) +#define MP3_CIFEM_THANKS2 (FILE_AINVHOPKM | 0x0800 | 0x1000) +#define MP3_CIM_THANKS_JO (FILE_AINVMALEM | 0x0800 | 0x1000) +#define MP3_0322 (FILE_AJOEXEC01M | 0x1000 | 0x2000 | 0x4000) +#define MP3_0323 (FILE_AJOEXEC02M | 0x1000 | 0x2000 | 0x4000) +#define MP3_JO_SHUT_DOWN_EXPERIMENTS (FILE_AJOSCI01M | 0x1000 | 0x2000 | 0x4000) +#define MP3_JO_PULL_THE_PLUG (FILE_AJOSCI02M | 0x1000 | 0x2000 | 0x4000) +#define MP3_JO_SWITCH_THIS_THING_OFF (FILE_AJOSCI03M | 0x1000 | 0x2000 | 0x4000) +#define MP3_0327 (FILE_ALABACC1M | 0x1000) +#define MP3_0328 (FILE_ALABACC2M | 0x1000) +#define MP3_0329 (FILE_ALABACC3M | 0x1000) +#define MP3_032A (FILE_ALABACC4M | 0x1000) +#define MP3_032B (FILE_ALABACC5M | 0x1000) +#define MP3_032C (FILE_ALABACC6M | 0x1000) +#define MP3_032D (FILE_ALABTECH1M | 0x0800 | 0x1000) +#define MP3_032E (FILE_ALABTECH2M | 0x0800 | 0x1000) +#define MP3_032F (FILE_ALABTECH3M | 0x0800 | 0x1000) +#define MP3_0330 (FILE_ALABTECH5M | 0x1000) +#define MP3_0331 (FILE_ALABTECH6M | 0x0800 | 0x1000) +#define MP3_0332 (FILE_ALABTECH7M | 0x0800 | 0x1000) +#define MP3_0333 (FILE_ALABTECH8M | 0x0800 | 0x1000) +#define MP3_0334 (FILE_ALABTECH9M | 0x0800 | 0x1000) +#define MP3_COME_BACK_LATER_IM_BUSY (FILE_AOFFWRK01M | 0x0800 | 0x1000) +#define MP3_GO_AWAY (FILE_AOFFWRK02M | 0x0800 | 0x1000) +#define MP3_LOOK_I_CANT_HELP_YOU (FILE_AOFFWRK03M | 0x0800 | 0x1000) +#define MP3_0338 (FILE_AOFFWRK04M | 0x0800 | 0x1000) +#define MP3_03A0 (FILE_AM1_L1_AM | 0x1000) +#define MP3_03A1 (FILE_AM1_L1_BM | 0x1000) +#define MP3_03A2 (FILE_AM1_L1_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03A3 (FILE_AM1_L1_DM | 0x1000) +#define MP3_03A4 (FILE_AM1_L2_AM | 0x1000) +#define MP3_03A5 (FILE_AM1_L2_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03A6 (FILE_AM1_L2_CM | 0x1000) +#define MP3_03A7 (FILE_AM1_L2_DM | 0x1000) +#define MP3_03A8 (FILE_AM1_L3_AM | 0x1000) +#define MP3_03A9 (FILE_AM1_L3_BM | 0x1000) +#define MP3_03AA (FILE_AM1_L3_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03AB (FILE_AM1_L3_DM | 0x1000) +#define MP3_03AC (FILE_AM2_L1_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03AD (FILE_AM2_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03AE (FILE_AM2_L1_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03AF (FILE_AM2_L1_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03B0 (FILE_AM3_L1_AM | 0x1000) +#define MP3_03B1 (FILE_AM3_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03B2 (FILE_AM3_L1_CM | 0x1000) +#define MP3_03B3 (FILE_AM3_L1_DM | 0x1000) +#define MP3_03B4 (FILE_AM3_L2_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03B5 (FILE_AM3_L2_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03B6 (FILE_AM3_L2_CM | 0x1000) +#define MP3_03B7 (FILE_AM3_L2_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03B8 (FILE_AM4_L1_AM | 0x1000) +#define MP3_03B9 (FILE_AM4_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03BA (FILE_AM4_L1_CM | 0x1000) +#define MP3_03BB (FILE_AM4_L1_DM | 0x1000) +#define MP3_03BC (FILE_AM4_L2_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03BD (FILE_AM4_L2_BM | 0x1000) +#define MP3_03BE (FILE_AM4_L2_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03BF (FILE_AM4_L2_DM | 0x1000) +#define MP3_03C0 (FILE_AM4_L3_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03C1 (FILE_AM4_L3_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03C2 (FILE_AM4_L3_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03C3 (FILE_AM4_L3_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03C4 (FILE_AM5_L1_AM | 0x1000) +#define MP3_03C5 (FILE_AM5_L1_BM | 0x1000) +#define MP3_03C6 (FILE_AM5_L1_CM | 0x1000) +#define MP3_03C7 (FILE_AM5_L1_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03C8 (FILE_AM5_L2_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03C9 (FILE_AM5_L2_BM | 0x1000) +#define MP3_03CA (FILE_AM5_L2_CM | 0x1000) +#define MP3_03CB (FILE_AM5_L2_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03CC (FILE_AM5_L3_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03CD (FILE_AM5_L3_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03CE (FILE_AM5_L3_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03CF (FILE_AM5_L3_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D0 (FILE_AM6_L1_AM | 0x1000) +#define MP3_03D1 (FILE_AM6_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D2 (FILE_AM6_L1_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D3 (FILE_AM6_L1_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D4 (FILE_AM6_L2_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D5 (FILE_AM6_L2_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D6 (FILE_AM6_L2_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D7 (FILE_AM6_L2_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D8 (FILE_AM7_L1_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03D9 (FILE_AM7_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03DA (FILE_AM7_L1_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03DB (FILE_AM7_L1_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03DC (FILE_AM8_L1_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03DD (FILE_AM8_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03DE (FILE_AM8_L1_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03DF (FILE_AM8_L1_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E0 (FILE_AM9_L1_AM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E1 (FILE_AM9_L1_BM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E2 (FILE_AM9_L1_CM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E3 (FILE_AM9_L1_DM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E4 (FILE_AP1_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E5 (FILE_AP1_02_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E6 (FILE_AP1_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E7 (FILE_AP1_04_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E8 (FILE_AP1_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03E9 (FILE_AP1_06_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03EA (FILE_AP1_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03EB (FILE_AP1_08_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03EC (FILE_AP2_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03ED (FILE_AP2_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03EE (FILE_AP2_03_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03EF (FILE_AP2_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F0 (FILE_AP2_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F1 (FILE_AP2_06_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F2 (FILE_AP2_07_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F3 (FILE_AP3_01_GDM | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F4 (FILE_AP3_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F5 (FILE_AP3_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F6 (FILE_AP4_01_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F7 (FILE_AP4_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F8 (FILE_AP4_03_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03F9 (FILE_AP4_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03FA (FILE_AP4_05_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03FB (FILE_AP4_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03FC (FILE_AP4_07_BLM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03FD (FILE_AP4_08_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03FE (FILE_AP4_09_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_03FF (FILE_AP5_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0400 (FILE_AP5_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0401 (FILE_AP5_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0402 (FILE_AP6_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0403 (FILE_AP6_02_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0404 (FILE_AP6_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0405 (FILE_AP6_04_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0406 (FILE_AP6_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0407 (FILE_AP6_06_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0408 (FILE_AP7_01_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0409 (FILE_AP7_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_040A (FILE_AP7_03_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_040B (FILE_AP7_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_040C (FILE_AP8_01_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_040D (FILE_AP8_02_BLM | 0x1000 | 0x2000 | 0x4000) +#define MP3_040E (FILE_AP8_03_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_040F (FILE_AP8_04_BLM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0410 (FILE_AP8_06_BLM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0411 (FILE_AP8_07_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0412 (FILE_AP8_08_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0413 (FILE_AP8_09_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0414 (FILE_AP8_10_BLM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0415 (FILE_AP9_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0416 (FILE_AP9_02_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0417 (FILE_AP9_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0418 (FILE_AP10_01_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0419 (FILE_AP10_02_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_041A (FILE_AP10_03_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_041B (FILE_AP10_04_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_041C (FILE_AP10_05_JOM | 0x1000) +#define MP3_041D (FILE_AP10_06_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_041E (FILE_AP10_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_041F (FILE_AP10_08_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0420 (FILE_AP10_09_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0421 (FILE_AP11_01_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0422 (FILE_AP11_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0423 (FILE_AP11_03_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0424 (FILE_AP11_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0425 (FILE_AP11_05_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0426 (FILE_AP11_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0427 (FILE_AP11_07_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0428 (FILE_AP11_08_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0429 (FILE_AP12_01_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_042A (FILE_AP12_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_042B (FILE_AP12_03_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_042C (FILE_AP12_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_042D (FILE_AP12_05_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_042E (FILE_AP12_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_042F (FILE_AP12_07_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0430 (FILE_AP12_08_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0431 (FILE_AP12_09_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0432 (FILE_AP12_10_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0433 (FILE_AP13_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0434 (FILE_AP13_02_SUM | 0x1000) +#define MP3_0435 (FILE_AP13_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0436 (FILE_AP13_04_SUM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0437 (FILE_AP13_06_SUM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0438 (FILE_AP14_03_SUM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0439 (FILE_AP14_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_043A (FILE_AP14_05_SUM | 0x1000 | 0x2000 | 0x4000) +#define MP3_043B (FILE_AP14_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_043C (FILE_AP15_01_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_043D (FILE_AP15_02_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_043E (FILE_AP15_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_043F (FILE_AP15_04_JNM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0440 (FILE_AP15_05_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0441 (FILE_AP15_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0442 (FILE_AP15_07_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0443 (FILE_AP15_08_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0444 (FILE_AP15_09_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0445 (FILE_AP15_10_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0446 (FILE_AP15_11_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0447 (FILE_AP16_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0448 (FILE_AP16_02_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0449 (FILE_AP16_04_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_044A (FILE_AP16_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_044B (FILE_AP16_06_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_044C (FILE_AP17_01_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_044D (FILE_AP17_02_PRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_044E (FILE_AP17_03_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_044F (FILE_AP17_04_PRM | 0x1000) +#define MP3_0450 (FILE_AP17_05_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0451 (FILE_AP17_06_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0452 (FILE_AP18_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0453 (FILE_AP18_02_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0454 (FILE_AP18_03_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0455 (FILE_AP18_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0456 (FILE_AP18_05_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0457 (FILE_AP19_01_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0458 (FILE_AP19_02_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0459 (FILE_AP19_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_045A (FILE_AP19_04_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_045B (FILE_AP19_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_045C (FILE_AP19_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_045D (FILE_AP20_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_045E (FILE_AP20_02_PRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_045F (FILE_AP20_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0460 (FILE_AP20_04_PRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0461 (FILE_AP20_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0462 (FILE_AP20_06_BLM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0463 (FILE_AP20_07_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0464 (FILE_AP20_08_TRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0465 (FILE_AP21_01_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0466 (FILE_AP21_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0467 (FILE_AP21_03_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0468 (FILE_AP21_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0469 (FILE_AP22_01_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_046A (FILE_AP22_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_046B (FILE_AP22_03_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_046C (FILE_AP22_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_046D (FILE_AP23_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_046E (FILE_AP23_02_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_046F (FILE_AP23_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0470 (FILE_AP23_04_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0471 (FILE_AP23_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0472 (FILE_AP23_06_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0473 (FILE_AP23_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0474 (FILE_AP23_08_DRM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0475 (FILE_AP24_01_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0476 (FILE_AP24_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0477 (FILE_AP24_03_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0478 (FILE_AP24_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0479 (FILE_AP24_05_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_047A (FILE_AP24_06_CAM | 0x1000 | 0x2000 | 0x4000) +#define MP3_047B (FILE_AP24_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_047C (FILE_AP24_08_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_047D (FILE_AP25_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_047E (FILE_AP25_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_047F (FILE_AP26_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0480 (FILE_AP26_02_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0481 (FILE_AP26_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0482 (FILE_AP26_04_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0483 (FILE_AP26_05_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0484 (FILE_AP26_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0485 (FILE_AP26_07_DVM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0486 (FILE_AP26_08_DVM | 0x0800 | 0x1000 | 0x2000 | 0x4000) +#define MP3_0487 (FILE_AP27_01_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0488 (FILE_AP27_02_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0489 (FILE_AP27_03_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_048A (FILE_AP27_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_048B (FILE_AP27_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_048C (FILE_AP27_06_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_048D (FILE_AP28_01_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_048E (FILE_AP28_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_048F (FILE_AP28_03_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0490 (FILE_AP28_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0491 (FILE_AP28_05_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0492 (FILE_AP28_06_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0493 (FILE_AP29_01_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0494 (FILE_AP29_02_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0495 (FILE_AP29_03_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0496 (FILE_AP29_04_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0497 (FILE_AP29_05_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0498 (FILE_AP29_06_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0499 (FILE_AP29_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_049A (FILE_AP29_08_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_049B (FILE_AP29_09_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_049C (FILE_AP29_10_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_04DC (FILE_APELELV01M | 0x1000) +#define MP3_04DD (FILE_APELGRD01M | 0x1000) +#define MP3_04DE (FILE_AP29_11_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_04EA (FILE_AM3L2CARRM | 0x1000) +#define MP3_04EB (FILE_AELVCET01M | 0x1000) +#define MP3_04EC (FILE_AELVCET02M | 0x1000) +#define MP3_04ED (FILE_AJOREP01M | 0x1000) +#define MP3_04EE (FILE_AJOREP02M | 0x1000) +#define MP3_04EF (FILE_AJOREP03M | 0x1000) +#define MP3_04F0 (FILE_AJOREP04M | 0x1000) +#define MP3_04F8 (FILE_AJORPLD01M | 0x1000) +#define MP3_04F9 (FILE_AJORPLD02M | 0x1000) +#define MP3_04FA (FILE_AJORPLD03M | 0x1000) +#define MP3_04FB (FILE_AJORPLD04M | 0x1000) +#define MP3_0517 (FILE_ATRJO01M | 0x1000) +#define MP3_0518 (FILE_ATRGRIM01M | 0x1000) +#define MP3_0519 (FILE_ATRGRIM02M | 0x1000) +#define MP3_051A (FILE_ATRCARR06M | 0x1000) +#define MP3_051B (FILE_ATRCARR07M | 0x1000) +#define MP3_051C (FILE_ATRCARR08M | 0x1000) +#define MP3_051D (FILE_ATRCARR01M | 0x1000) +#define MP3_051E (FILE_ATRCARR02M | 0x1000) +#define MP3_051F (FILE_ATRCARR03M | 0x1000) +#define MP3_0520 (FILE_ATRCARR04M | 0x1000) +#define MP3_0521 (FILE_ATRCARR05M | 0x1000) +#define MP3_0522 (FILE_ATRCARR12M | 0x1000) +#define MP3_0523 (FILE_ABNBLDE01M | 0x0800) +#define MP3_0524 (FILE_ABNCASS01M | 0x1000) +#define MP3_0562 (FILE_APELELV02M | 0x1000) +#define MP3_0754 (FILE_AVAULT2M | 0x1000 | 0x2000 | 0x4000) +#define MP3_0755 (FILE_AP29_12_ELM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0758 (FILE_AP14_09_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_0759 (FILE_AP19_07_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_075A (FILE_AP19_08_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_077A (FILE_ACICARR06M | 0x1000) +#define MP3_CARR_WORRIES_ME (FILE_ACICARR11M | 0x1000) +#define MP3_077C (FILE_ACIFARR08M | 0x1000) +#define MP3_CIFEM_PATIENCE (FILE_ACIFARR12M | 0x1000) +#define MP3_077E (FILE_ACIFEMA01M | 0x1000) +#define MP3_077F (FILE_ACIFEMA04M | 0x1000) +#define MP3_0780 (FILE_ACIFEMA07M | 0x1000) +#define MP3_0781 (FILE_ACIFEMA08M | 0x1000) +#define MP3_CIFEM_BE_SOMEWHERE (FILE_ACIFEMA09M | 0x1000) +#define MP3_CIFEM_BOTHER_SOMEONE_ELSE (FILE_ACIFEMA14M | 0x1000) +#define MP3_0784 (FILE_ACIFOST08M | 0x1000) +#define MP3_FOSTER_LEAVE_ME_ALONE (FILE_ACIFOST12M | 0x1000) +#define MP3_0786 (FILE_ACIGRIM05M | 0x1000) +#define MP3_0787 (FILE_ACIGRIM06M | 0x1000) +#define MP3_0788 (FILE_ACIGRIM07M | 0x1000) +#define MP3_GRIMSHAW_BUG_OFF (FILE_ACIGRIM08M | 0x1000) +#define MP3_GRIMSHAW_CRIMINAL_RECORD (FILE_ACIGRIM09M | 0x1000) +#define MP3_GRIMSHAW_LOSER (FILE_ACIGRIM10M | 0x1000) +#define MP3_078C (FILE_ACIHOPK09M | 0x1000) +#define MP3_HOLO_IRRITATING (FILE_ACIHOPK11M | 0x1000) +#define MP3_078E (FILE_ACIMALE02M | 0x1000) +#define MP3_078F (FILE_ACIMALE03M | 0x1000) +#define MP3_0790 (FILE_ACIMALE07M | 0x1000) +#define MP3_CIM_BE_SOMEWHERE (FILE_ACIMALE09M | 0x1000) +#define MP3_0792 (FILE_ACIMALE11M | 0x1000) +#define MP3_0793 (FILE_ACIMALE13M | 0x1000) +#define MP3_0794 (FILE_ACIROGE08M | 0x1000) +#define MP3_HANGAR_LIVED_THIS_LONG (FILE_ACIROGE12M | 0x1000) +#define MP3_FOSTER_WHAT_TO_SHOOT_AT (FILE_ATRFOST01M | 0x1000) +#define MP3_FOSTER_ZEROED_THE_SIGHTS (FILE_ATRFOST02M | 0x1000) +#define MP3_FOSTER_GOOD_SHOW (FILE_ATRFOST03M | 0x1000) +#define MP3_CARR_WHAT_IS_IT (FILE_ATRCARR09M | 0x1000) +#define MP3_CARR_A_LITTLE_BUSY (FILE_ATRCARR10M | 0x1000) +#define MP3_CARR_PROUD_OF_YOU (FILE_ATRCARR11M | 0x1000) +#define MP3_CIFEM_FOSTER (FILE_ACIFARR01M | 0x1000) +#define MP3_CIFEM_COME_TO_SEE_ME (FILE_ACIFARR02M | 0x1000) +#define MP3_CIFEM_PRACTICE_MAKES_PERFECT (FILE_ACIFARR03M | 0x1000) +#define MP3_GRIMSHAW_KNOW_YOUR_ENEMY (FILE_ACIGRIM01M | 0x1000) +#define MP3_GRIMSHAW_ALL_EARS (FILE_ACIGRIM03M | 0x1000) +#define MP3_GRIMSHAW_GAP_IN_RECORDS (FILE_ACIGRIM04M | 0x1000) +#define MP3_HOLO_LAST_MINUTE_TRAINING (FILE_ACIHOPK01M | 0x1000) +#define MP3_HOLO_PRACTICE_MAKES_PERFECT (FILE_ACIHOPK04M | 0x1000) +#define MP3_HOLO_HAVE_A_LIFE (FILE_ACIHOPK06M | 0x1000) +#define MP3_HANGERGUY_DONT_SCREW_UP (FILE_ACIROGE01M | 0x1000) +#define MP3_HANGERGUY_DONT_MAKE_A_MESS (FILE_ACIROGE02M | 0x1000) +#define MP3_HANGERGUY_HALF_HOUR_AGO (FILE_ATRROGE01M | 0x1000) +#define MP3_07B0 (FILE_ACICARR07M | 0x1000) +#define MP3_07B1 (FILE_ACICARR08M | 0x1000) +#define MP3_07B6 (FILE_AJOINST01M | 0x1000) +#define MP3_07B7 (FILE_AJOINST02M | 0x1000) +#define MP3_07B8 (FILE_AJOINST03M | 0x1000) +#define MP3_07B9 (FILE_AJOINST04M | 0x1000) +#define MP3_07BA (FILE_AP25_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_07C8 (FILE_AP29_13_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_07C9 (FILE_AP29_14_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_07CA (FILE_ACICARR09M | 0x1000) +#define MP3_07CB (FILE_ACICARR10M | 0x1000) +#define MP3_07DA (FILE_AP29_15_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_07DB (FILE_AP16_03_JOM | 0x1000 | 0x2000 | 0x4000) +#define MP3_07DC (FILE_ACARRBYE02M | 0x1000)