#ifndef LUIGI_SOUNDS_H #define LUIGI_SOUNDS_H /* Luigi Sound Effects */ // A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo #define SOUND_LUIGI_YAH_WAH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_HOOHOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x03, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_YAHOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x04, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_UH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x05, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_HRMM SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x06, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_WAH2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x07, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_WHOA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x08, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_EEUH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x09, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_ATTACKED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_OOOF SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_OOOF2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0B, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_HERE_WE_GO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_YAWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_SNORING1 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_SNORING2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0F, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_WAAAOOOW SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_HAHA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_HAHA_2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_UH2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_UH2_2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_ON_FIRE SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_DYING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PANTING_COLD SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) // A random number 0-2 is added to the sound ID before playing #define SOUND_LUIGI_PANTING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_COUGHING1 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_COUGHING2 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_COUGHING3 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PUNCH_YAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PUNCH_HOO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_MAMA_MIA SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_OKEY_DOKEY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x00, 0) // unused #define SOUND_LUIGI_GROUND_POUND_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_DROWNING SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PUNCH_WAH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_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_LUIGI_YAHOO_WAHA_YIPPEE SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x2B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_DOH SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x30, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_GAME_OVER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x31, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_HELLO SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x32, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_PRESS_START_TO_PLAY SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x33, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_NO_ECHO | SOUND_DISCRETE) #define SOUND_LUIGI_TWIRL_BOUNCE SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_SNORING3 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x35, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_SO_LONGA_BOWSER SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #define SOUND_LUIGI_IMA_TIRED SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE) #endif // LUIGI_SOUNDS_H