#ifndef WARIO_AUDIO_DEFINES_H #define WARIO_AUDIO_DEFINES_H /* Mario Sound Effects */ // A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo #define SOUND_WARIO_YAH_WAH_HOO SOUND_ARG_LOAD(0x0B, 4, 0x00, 0x80, 8) #define SOUND_WARIO_HOOHOO SOUND_ARG_LOAD(0x0B, 4, 0x03, 0x80, 8) #define SOUND_WARIO_YAHOO SOUND_ARG_LOAD(0x0B, 4, 0x04, 0x80, 8) #define SOUND_WARIO_UH SOUND_ARG_LOAD(0x0B, 4, 0x05, 0x80, 8) #define SOUND_WARIO_HRMM SOUND_ARG_LOAD(0x0B, 4, 0x06, 0x80, 8) #define SOUND_WARIO_WAH2 SOUND_ARG_LOAD(0x0B, 4, 0x07, 0x80, 8) #define SOUND_WARIO_WHOA SOUND_ARG_LOAD(0x0B, 4, 0x08, 0xC0, 8) #define SOUND_WARIO_EEUH SOUND_ARG_LOAD(0x0B, 4, 0x09, 0x80, 8) #define SOUND_WARIO_ATTACKED SOUND_ARG_LOAD(0x0B, 4, 0x0A, 0xFF, 8) #define SOUND_WARIO_OOOF SOUND_ARG_LOAD(0x0B, 4, 0x0B, 0x80, 8) #define SOUND_WARIO_OOOF2 SOUND_ARG_LOAD(0x0B, 4, 0x0B, 0xD0, 8) #define SOUND_WARIO_HERE_WE_GO SOUND_ARG_LOAD(0x0B, 4, 0x0C, 0x80, 8) #define SOUND_WARIO_YAWNING SOUND_ARG_LOAD(0x0B, 4, 0x0D, 0x80, 8) #define SOUND_WARIO_SNORING1 SOUND_ARG_LOAD(0x0B, 4, 0x0E, 0x00, 8) #define SOUND_WARIO_SNORING2 SOUND_ARG_LOAD(0x0B, 4, 0x0F, 0x00, 8) #define SOUND_WARIO_WAAAOOOW SOUND_ARG_LOAD(0x0B, 4, 0x10, 0xC0, 8) #define SOUND_WARIO_HAHA SOUND_ARG_LOAD(0x0B, 4, 0x11, 0x80, 8) #define SOUND_WARIO_HAHA_2 SOUND_ARG_LOAD(0x0B, 4, 0x11, 0xF0, 8) #define SOUND_WARIO_UH2 SOUND_ARG_LOAD(0x0B, 4, 0x13, 0xD0, 8) #define SOUND_WARIO_UH2_2 SOUND_ARG_LOAD(0x0B, 4, 0x13, 0x80, 8) #define SOUND_WARIO_ON_FIRE SOUND_ARG_LOAD(0x0B, 4, 0x14, 0xA0, 8) #define SOUND_WARIO_DYING SOUND_ARG_LOAD(0x0B, 4, 0x15, 0xFF, 8) #define SOUND_WARIO_PANTING_COLD SOUND_ARG_LOAD(0x0B, 4, 0x16, 0x80, 8) // A random number 0-2 is added to the sound ID before playing #define SOUND_WARIO_PANTING SOUND_ARG_LOAD(0x0B, 4, 0x18, 0x80, 8) #define SOUND_WARIO_COUGHING1 SOUND_ARG_LOAD(0x0B, 4, 0x1B, 0x80, 8) #define SOUND_WARIO_COUGHING2 SOUND_ARG_LOAD(0x0B, 4, 0x1C, 0x80, 8) #define SOUND_WARIO_COUGHING3 SOUND_ARG_LOAD(0x0B, 4, 0x1D, 0x80, 8) #define SOUND_WARIO_PUNCH_YAH SOUND_ARG_LOAD(0x0B, 4, 0x1E, 0x80, 8) #define SOUND_WARIO_PUNCH_HOO SOUND_ARG_LOAD(0x0B, 4, 0x1F, 0x80, 8) #define SOUND_WARIO_MAMA_MIA SOUND_ARG_LOAD(0x0B, 4, 0x20, 0x80, 8) //#define SOUND_WARIO_OKEY_DOKEY 0x2021 #define SOUND_WARIO_GROUND_POUND_WAH SOUND_ARG_LOAD(0x0B, 4, 0x22, 0x80, 8) #define SOUND_WARIO_DROWNING SOUND_ARG_LOAD(0x0B, 4, 0x23, 0xF0, 8) #define SOUND_WARIO_PUNCH_WAH SOUND_ARG_LOAD(0x0B, 4, 0x24, 0x80, 8) // 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_WARIO_YAHOO_WAHA_YIPPEE SOUND_ARG_LOAD(0x0B, 4, 0x2B, 0x80, 8) #define SOUND_WARIO_DOH SOUND_ARG_LOAD(0x0B, 4, 0x30, 0x80, 8) #define SOUND_WARIO_GAME_OVER SOUND_ARG_LOAD(0x0B, 4, 0x31, 0xFF, 8) #define SOUND_WARIO_HELLO SOUND_ARG_LOAD(0x0B, 4, 0x32, 0xFF, 8) #define SOUND_WARIO_PRESS_START_TO_PLAY SOUND_ARG_LOAD(0x0B, 4, 0x33, 0xFF, 0xA) #define SOUND_WARIO_TWIRL_BOUNCE SOUND_ARG_LOAD(0x0B, 4, 0x34, 0x80, 8) #define SOUND_WARIO_SNORING3 SOUND_ARG_LOAD(0x0B, 4, 0x35, 0x00, 8) #define SOUND_WARIO_SO_LONGA_BOWSER SOUND_ARG_LOAD(0x0B, 4, 0x36, 0x80, 8) #define SOUND_WARIO_IMA_TIRED SOUND_ARG_LOAD(0x0B, 4, 0x37, 0x80, 8) #endif // WARIO_AUDIO_DEFINES_H