sm64coopdx/include/toad_sounds.h

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#ifndef TOAD_SOUNDS_H
#define TOAD_SOUNDS_H
/* Toad Sound Effects */
// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
#define SOUND_TOAD_YAH_WAH_HOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_HOOHOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x03, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_YAHOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x04, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_UH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x05, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_HRMM SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x06, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_WAH2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x07, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_WHOA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x08, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_EEUH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x09, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_ATTACKED SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_OOOF SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_OOOF2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0B, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_HERE_WE_GO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_YAWNING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_SNORING1 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_SNORING2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x0F, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_WAAAOOOW SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_HAHA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_HAHA_2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_UH2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_UH2_2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_ON_FIRE SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_DYING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PANTING_COLD SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
// A random number 0-2 is added to the sound ID before playing
#define SOUND_TOAD_PANTING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_COUGHING1 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_COUGHING2 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_COUGHING3 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
#define SOUND_TOAD_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_DROWNING SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
// A random number 0-4 is added to the sound ID before playing, producing one of
// Yahoo! (60% chance), Waha! (20%), or Yippee! (20%).
#define SOUND_TOAD_YAHOO_WAHA_YIPPEE SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x2B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_DOH SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x30, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_GAME_OVER SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x31, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_HELLO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x32, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_PRESS_START_TO_PLAY SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x33, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_NO_ECHO | SOUND_DISCRETE)
#define SOUND_TOAD_TWIRL_BOUNCE SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_SNORING3 SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x35, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#define SOUND_TOAD_LETS_A_GO SOUND_ARG_LOAD(SOUND_BANK_TOAD_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
#endif // TOAD_SOUNDS_H