Lowered priority of snoring sounds so they don't cut off other sounds
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5e8562d194
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@ -159,8 +159,8 @@
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/* not verified */ #define SOUND_MARIO_OOOF2 SOUND_ARG_LOAD(2, 4, 0x0B, 0xD0, 8)
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/* not verified */ #define SOUND_MARIO_OOOF2 SOUND_ARG_LOAD(2, 4, 0x0B, 0xD0, 8)
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#define SOUND_MARIO_HERE_WE_GO SOUND_ARG_LOAD(2, 4, 0x0C, 0x80, 8)
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#define SOUND_MARIO_HERE_WE_GO SOUND_ARG_LOAD(2, 4, 0x0C, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_YAWNING SOUND_ARG_LOAD(2, 4, 0x0D, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_YAWNING SOUND_ARG_LOAD(2, 4, 0x0D, 0x80, 8)
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#define SOUND_MARIO_SNORING1 SOUND_ARG_LOAD(2, 4, 0x0E, 0x80, 8)
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#define SOUND_MARIO_SNORING1 SOUND_ARG_LOAD(2, 4, 0x0E, 0x00, 8)
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#define SOUND_MARIO_SNORING2 SOUND_ARG_LOAD(2, 4, 0x0F, 0x80, 8)
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#define SOUND_MARIO_SNORING2 SOUND_ARG_LOAD(2, 4, 0x0F, 0x00, 8)
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/* not verified */ #define SOUND_MARIO_WAAAOOOW SOUND_ARG_LOAD(2, 4, 0x10, 0xC0, 8)
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/* not verified */ #define SOUND_MARIO_WAAAOOOW SOUND_ARG_LOAD(2, 4, 0x10, 0xC0, 8)
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/* not verified */ #define SOUND_MARIO_HAHA SOUND_ARG_LOAD(2, 4, 0x11, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_HAHA SOUND_ARG_LOAD(2, 4, 0x11, 0x80, 8)
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/* not verified */ #define SOUND_MARIO_HAHA_2 SOUND_ARG_LOAD(2, 4, 0x11, 0xF0, 8)
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/* not verified */ #define SOUND_MARIO_HAHA_2 SOUND_ARG_LOAD(2, 4, 0x11, 0xF0, 8)
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@ -196,7 +196,7 @@
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#define SOUND_MARIO_HELLO SOUND_ARG_LOAD(2, 4, 0x32, 0xFF, 8)
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#define SOUND_MARIO_HELLO SOUND_ARG_LOAD(2, 4, 0x32, 0xFF, 8)
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#define SOUND_MARIO_PRESS_START_TO_PLAY SOUND_ARG_LOAD(2, 4, 0x33, 0xFF, 0xA)
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#define SOUND_MARIO_PRESS_START_TO_PLAY SOUND_ARG_LOAD(2, 4, 0x33, 0xFF, 0xA)
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#define SOUND_MARIO_TWIRL_BOUNCE SOUND_ARG_LOAD(2, 4, 0x34, 0x80, 8)
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#define SOUND_MARIO_TWIRL_BOUNCE SOUND_ARG_LOAD(2, 4, 0x34, 0x80, 8)
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#define SOUND_MARIO_SNORING3 SOUND_ARG_LOAD(2, 4, 0x35, 0xFF, 8)
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#define SOUND_MARIO_SNORING3 SOUND_ARG_LOAD(2, 4, 0x35, 0x00, 8)
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#define SOUND_MARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(2, 4, 0x36, 0x80, 8)
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#define SOUND_MARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(2, 4, 0x36, 0x80, 8)
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#define SOUND_MARIO_IMA_TIRED SOUND_ARG_LOAD(2, 4, 0x37, 0x80, 8)
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#define SOUND_MARIO_IMA_TIRED SOUND_ARG_LOAD(2, 4, 0x37, 0x80, 8)
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@ -16,8 +16,8 @@
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#define SOUND_LUIGI_OOOF2 SOUND_ARG_LOAD(0x0A, 4, 0x0B, 0xD0, 8)
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#define SOUND_LUIGI_OOOF2 SOUND_ARG_LOAD(0x0A, 4, 0x0B, 0xD0, 8)
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#define SOUND_LUIGI_HERE_WE_GO SOUND_ARG_LOAD(0x0A, 4, 0x0C, 0x80, 8)
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#define SOUND_LUIGI_HERE_WE_GO SOUND_ARG_LOAD(0x0A, 4, 0x0C, 0x80, 8)
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#define SOUND_LUIGI_YAWNING SOUND_ARG_LOAD(0x0A, 4, 0x0D, 0x80, 8)
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#define SOUND_LUIGI_YAWNING SOUND_ARG_LOAD(0x0A, 4, 0x0D, 0x80, 8)
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#define SOUND_LUIGI_SNORING1 SOUND_ARG_LOAD(0x0A, 4, 0x0E, 0x80, 8)
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#define SOUND_LUIGI_SNORING1 SOUND_ARG_LOAD(0x0A, 4, 0x0E, 0x00, 8)
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#define SOUND_LUIGI_SNORING2 SOUND_ARG_LOAD(0x0A, 4, 0x0F, 0x80, 8)
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#define SOUND_LUIGI_SNORING2 SOUND_ARG_LOAD(0x0A, 4, 0x0F, 0x00, 8)
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#define SOUND_LUIGI_WAAAOOOW SOUND_ARG_LOAD(0x0A, 4, 0x10, 0xC0, 8)
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#define SOUND_LUIGI_WAAAOOOW SOUND_ARG_LOAD(0x0A, 4, 0x10, 0xC0, 8)
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#define SOUND_LUIGI_HAHA SOUND_ARG_LOAD(0x0A, 4, 0x11, 0x80, 8)
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#define SOUND_LUIGI_HAHA SOUND_ARG_LOAD(0x0A, 4, 0x11, 0x80, 8)
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#define SOUND_LUIGI_HAHA_2 SOUND_ARG_LOAD(0x0A, 4, 0x11, 0xF0, 8)
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#define SOUND_LUIGI_HAHA_2 SOUND_ARG_LOAD(0x0A, 4, 0x11, 0xF0, 8)
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@ -50,7 +50,7 @@
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#define SOUND_LUIGI_HELLO SOUND_ARG_LOAD(0x0A, 4, 0x32, 0xFF, 8)
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#define SOUND_LUIGI_HELLO SOUND_ARG_LOAD(0x0A, 4, 0x32, 0xFF, 8)
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#define SOUND_LUIGI_PRESS_START_TO_PLAY SOUND_ARG_LOAD(0x0A, 4, 0x33, 0xFF, 0xA)
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#define SOUND_LUIGI_PRESS_START_TO_PLAY SOUND_ARG_LOAD(0x0A, 4, 0x33, 0xFF, 0xA)
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#define SOUND_LUIGI_TWIRL_BOUNCE SOUND_ARG_LOAD(0x0A, 4, 0x34, 0x80, 8)
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#define SOUND_LUIGI_TWIRL_BOUNCE SOUND_ARG_LOAD(0x0A, 4, 0x34, 0x80, 8)
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#define SOUND_LUIGI_SNORING3 SOUND_ARG_LOAD(0x0A, 4, 0x35, 0xFF, 8)
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#define SOUND_LUIGI_SNORING3 SOUND_ARG_LOAD(0x0A, 4, 0x35, 0x00, 8)
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#define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(0x0A, 4, 0x36, 0x80, 8)
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#define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(0x0A, 4, 0x36, 0x80, 8)
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#define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(0x0A, 4, 0x37, 0x80, 8)
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#define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(0x0A, 4, 0x37, 0x80, 8)
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