[Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays (#1679)

* [Audio 8/?] Check-in handwritten sequences, build sequences, automate various sfx arrays

* Fix whitespace in aseq.h

* Suggested changes, adjust some MML syntax and add more instruction descriptions

* Special case progress script (#9)

* Hack progress script

* Small adjustment to text fileSectionFixer

* Add the dir of the input .seq file to the list of includes to sequence assembling so that assembler-level includes like .include or .incbin work intuitively

* Remove old comment that was missed before

* aseq.h tweaks

* Review suggestions, aseq.h adjustments

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Tharo 2024-09-15 23:26:32 +01:00 committed by GitHub
parent b9ea1c19ab
commit d14e1ac1df
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GPG Key ID: B5690EEEBB952194
23 changed files with 35404 additions and 4983 deletions

4
.gitattributes vendored
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@ -1,2 +1,6 @@
# Auto detect text files and perform LF normalization
* text=auto
# Set browser syntax highlighting for certain files
*.inc linguist-language=gas
*.seq linguist-language=gas
include/audio/aseq.h linguist-language=gas

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@ -64,7 +64,6 @@ PYTHON ?= $(VENV)/$(VENV_BIN_DIR)/python3
# Emulator w/ flags
N64_EMULATOR ?=
#### Setup ####
# Ensure the map file being created using English localization
@ -166,6 +165,9 @@ SBC := tools/audio/sbc
SFC := tools/audio/sfc
SFPATCH := tools/audio/sfpatch
ATBLGEN := tools/audio/atblgen
# We want linemarkers in sequence assembly files for better assembler error messages
SEQ_CPP := $(CPP) -x assembler-with-cpp -fno-dollars-in-identifiers
SEQ_CPPFLAGS := -D_LANGUAGE_ASEQ -DMML_VERSION=MML_VERSION_MM -I include -I include/audio -I include/tables/sfx -I $(BUILD_DIR)/assets/audio/soundfonts
SBCFLAGS := --matching
SFCFLAGS := --matching
@ -225,10 +227,12 @@ ifneq ($(wildcard $(EXTRACTED_DIR)/assets/audio),)
SAMPLE_EXTRACT_DIRS := $(shell find $(EXTRACTED_DIR)/assets/audio/samples -type d)
SAMPLEBANK_EXTRACT_DIRS := $(shell find $(EXTRACTED_DIR)/assets/audio/samplebanks -type d)
SOUNDFONT_EXTRACT_DIRS := $(shell find $(EXTRACTED_DIR)/assets/audio/soundfonts -type d)
SEQUENCE_EXTRACT_DIRS := $(shell find $(EXTRACTED_DIR)/assets/audio/sequences -type d)
else
SAMPLE_EXTRACT_DIRS :=
SAMPLEBANK_EXTRACT_DIRS :=
SOUNDFONT_EXTRACT_DIRS :=
SEQUENCE_EXTRACT_DIRS :=
endif
ifneq ($(wildcard assets/audio/samples),)
@ -249,6 +253,12 @@ else
SOUNDFONT_DIRS :=
endif
ifneq ($(wildcard assets/audio/sequences),)
SEQUENCE_DIRS := $(shell find assets/audio/sequences -type d)
else
SEQUENCE_DIRS :=
endif
SAMPLE_FILES := $(foreach dir,$(SAMPLE_DIRS),$(wildcard $(dir)/*.wav))
SAMPLE_EXTRACT_FILES := $(foreach dir,$(SAMPLE_EXTRACT_DIRS),$(wildcard $(dir)/*.wav))
AIFC_FILES := $(foreach f,$(SAMPLE_FILES),$(BUILD_DIR)/$(f:.wav=.aifc)) $(foreach f,$(SAMPLE_EXTRACT_FILES:.wav=.aifc),$(f:$(EXTRACTED_DIR)/%=$(BUILD_DIR)/%))
@ -268,8 +278,15 @@ SOUNDFONT_O_FILES := $(foreach f,$(SOUNDFONT_BUILD_XMLS),$(f:.xml=.o))
SOUNDFONT_HEADERS := $(foreach f,$(SOUNDFONT_BUILD_XMLS),$(f:.xml=.h))
SOUNDFONT_DEP_FILES := $(foreach f,$(SOUNDFONT_O_FILES),$(f:.o=.d))
SEQUENCE_FILES := $(foreach dir,$(SEQUENCE_DIRS),$(wildcard $(dir)/*.seq))
SEQUENCE_EXTRACT_FILES := $(foreach dir,$(SEQUENCE_EXTRACT_DIRS),$(wildcard $(dir)/*.seq))
SEQUENCE_O_FILES := $(foreach f,$(SEQUENCE_FILES),$(BUILD_DIR)/$(f:.seq=.o)) $(foreach f,$(SEQUENCE_EXTRACT_FILES:.seq=.o),$(f:$(EXTRACTED_DIR)/%=$(BUILD_DIR)/%))
SEQUENCE_DEP_FILES := $(foreach f,$(SEQUENCE_O_FILES),$(f:.o=.d))
SEQUENCE_TABLE := include/tables/sequence_table.h
## Assets binaries (PNGs, JPGs, etc)
ASSET_BIN_DIRS := $(shell find assets/* -type d -not -path "assets/xml*" -not -path "assets/c/*" -not -name "c" -not -path "assets/text")
ASSET_BIN_DIRS := $(shell find assets/* -type d -not -path "assets/xml*" -not -path "assets/audio*" -not -path "assets/c/*" -not -name "c" -not -path "assets/text")
# Prevents building C files that will be #include'd
ASSET_BIN_DIRS_C_FILES := $(shell find assets/* -type d -not -path "assets/xml*" -not -path "assets/code*" -not -path "assets/overlays*")
@ -318,13 +335,15 @@ $(shell mkdir -p $(foreach dir, \
$(ASSET_BIN_DIRS_C_FILES) \
$(SAMPLE_DIRS) \
$(SAMPLEBANK_DIRS) \
$(SOUNDFONT_DIRS), \
$(SOUNDFONT_DIRS) \
$(SEQUENCE_DIRS), \
$(BUILD_DIR)/$(dir)))
ifneq ($(wildcard $(EXTRACTED_DIR)/assets),)
$(shell mkdir -p $(foreach dir, \
$(SAMPLE_EXTRACT_DIRS) \
$(SAMPLEBANK_EXTRACT_DIRS) \
$(SOUNDFONT_EXTRACT_DIRS), \
$(SOUNDFONT_EXTRACT_DIRS) \
$(SEQUENCE_EXTRACT_DIRS), \
$(dir:$(EXTRACTED_DIR)/%=$(BUILD_DIR)/%)))
endif
@ -404,7 +423,8 @@ $(ROMC): $(ROM) $(ELF) $(BUILD_DIR)/dmadata/compress_ranges.txt
$(PYTHON) -m ipl3checksum sum --cic 6105 --update $@
$(ELF): $(TEXTURE_FILES_OUT) $(ASSET_FILES_OUT) $(O_FILES) $(OVL_RELOC_FILES) $(LDSCRIPT) $(LD_FINAL_FILES) \
$(SAMPLEBANK_O_FILES) $(SOUNDFONT_O_FILES)
$(SAMPLEBANK_O_FILES) $(SOUNDFONT_O_FILES) $(SEQUENCE_O_FILES) \
$(BUILD_DIR)/assets/audio/sequence_font_table.o
$(LD) -T $(LDSCRIPT) -T $(LD_FINAL_FILES) --no-check-sections --accept-unknown-input-arch --emit-relocs -Map $(MAP) -o $@
## Order-only prerequisites
@ -650,7 +670,7 @@ $(BUILD_DIR)/assets/audio/soundfonts/%.c $(BUILD_DIR)/assets/audio/soundfonts/%.
-include $(SOUNDFONT_DEP_FILES)
$(BUILD_DIR)/assets/audio/soundfonts/%.o: $(BUILD_DIR)/assets/audio/soundfonts/%.c $(BUILD_DIR)/assets/audio/soundfonts/%.name #$(SAMPLEBANK_O_FILES) # (for debugging only)
$(BUILD_DIR)/assets/audio/soundfonts/%.o: $(BUILD_DIR)/assets/audio/soundfonts/%.c $(BUILD_DIR)/assets/audio/soundfonts/%.name
# compile c to unlinked object
$(CC) -c $(CFLAGS) $(IINC) $(WARNINGS) $(C_DEFINES) $(MIPS_VERSION) $(ENDIAN) $(OPTFLAGS) -I include/audio -o $(@:.o=.tmp) $<
# partial link
@ -668,6 +688,22 @@ ifeq ($(AUDIO_BUILD_DEBUG),1)
@(cmp $(@:.o=.bin) $(patsubst $(BUILD_DIR)/assets/audio/soundfonts/%,$(EXTRACTED_DIR)/baserom_audiotest/audiobank_files/%,$(@:.o=.bin)) && echo "$(<F) OK" || (mkdir -p NONMATCHINGS/soundfonts && cp $(@:.o=.bin) NONMATCHINGS/soundfonts/$(@F:.o=.bin)))
endif
# then assemble the sequences...
$(BUILD_DIR)/assets/audio/sequences/%.o: assets/audio/sequences/%.seq include/audio/aseq.h $(SEQUENCE_TABLE) | $(SOUNDFONT_HEADERS)
$(SEQ_CPP) $(SEQ_CPPFLAGS) $< -o $(@:.o=.s) -MMD -MT $@
$(AS) $(ASFLAGS) -I $(BUILD_DIR)/assets/audio/soundfonts -I include/audio -I $(dir $<) $(@:.o=.s) -o $@
$(BUILD_DIR)/assets/audio/sequences/%.o: $(EXTRACTED_DIR)/assets/audio/sequences/%.seq include/audio/aseq.h $(SEQUENCE_TABLE) | $(SOUNDFONT_HEADERS)
$(SEQ_CPP) $(SEQ_CPPFLAGS) $< -o $(@:.o=.s) -MMD -MT $@
$(AS) $(ASFLAGS) -I $(BUILD_DIR)/assets/audio/soundfonts -I include/audio -I $(dir $<) $(@:.o=.s) -o $@
ifeq ($(AUDIO_BUILD_DEBUG),1)
$(OBJCOPY) -O binary -j.data $@ $(@:.o=.aseq)
@(cmp $(@:.o=.aseq) $(patsubst $(BUILD_DIR)/assets/audio/sequences/%,$(EXTRACTED_DIR)/baserom_audiotest/audioseq_files/%,$(@:.o=.aseq)) && echo "$(<F) OK" || (mkdir -p NONMATCHINGS/sequences && cp $(@:.o=.aseq) NONMATCHINGS/sequences/$(@F:.o=.aseq)))
endif
-include $(SEQUENCE_DEP_FILES)
# put together the tables
$(BUILD_DIR)/assets/audio/samplebank_table.h: $(SAMPLEBANK_BUILD_XMLS)
@ -676,21 +712,31 @@ $(BUILD_DIR)/assets/audio/samplebank_table.h: $(SAMPLEBANK_BUILD_XMLS)
$(BUILD_DIR)/assets/audio/soundfont_table.h: $(SOUNDFONT_BUILD_XMLS) $(SAMPLEBANK_BUILD_XMLS)
$(ATBLGEN) --fonts $@ $(SOUNDFONT_BUILD_XMLS)
SEQ_ORDER_DEFS := -DDEFINE_SEQUENCE_PTR\(name,seqId,_2,_3,_4\)=*\(name,seqId\) \
-DDEFINE_SEQUENCE\(name,seqId,_2,_3,_4\)=\(name,seqId\)
$(BUILD_DIR)/assets/audio/sequence_order.in: $(SEQUENCE_TABLE)
$(CPP) $(CPPFLAGS) $< $(SEQ_ORDER_DEFS) -o $@
$(BUILD_DIR)/assets/audio/sequence_font_table.s: $(BUILD_DIR)/assets/audio/sequence_order.in $(SEQUENCE_O_FILES)
$(ATBLGEN) --sequences $@ $^
# build the tables into objects, move data -> rodata
$(BUILD_DIR)/src/audio/tables/samplebank_table.o: src/audio/tables/samplebank_table.c $(BUILD_DIR)/assets/audio/samplebank_table.h
$(BUILD_DIR)/src/audio/tables/soundfont_table.o: src/audio/tables/soundfont_table.c $(BUILD_DIR)/assets/audio/soundfont_table.h $(SOUNDFONT_HEADERS)
$(BUILD_DIR)/src/audio/tables/sequence_table.o: src/audio/tables/sequence_table.c $(SEQUENCE_TABLE)
$(BUILD_DIR)/src/audio/tables/sequence_table.o: CFLAGS += -I include/tables
$(BUILD_DIR)/src/audio/tables/%.o: src/audio/tables/%.c
$(CC_CHECK_COMP) $(CC_CHECK_FLAGS) $(IINC) $(CC_CHECK_WARNINGS) $(C_DEFINES) $(MIPS_BUILTIN_DEFS) -o $(@:.o=.tmp) $<
$(CC) -c $(CFLAGS) $(IINC) $(WARNINGS) $(C_DEFINES) $(MIPS_VERSION) $(ENDIAN) $(OPTFLAGS) -o $(@:.o=.tmp) $<
$(LD) -r -T linker_scripts/audio_table_rodata.ld $(@:.o=.tmp) -o $@
@$(RM) $(@:.o=.tmp)
$(RM_MDEBUG)
$(BUILD_DIR)/src/audio/tables/soundfont_table.o: src/audio/tables/soundfont_table.c $(BUILD_DIR)/assets/audio/soundfont_table.h $(SOUNDFONT_HEADERS)
$(CC_CHECK_COMP) $(CC_CHECK_FLAGS) $(IINC) $(CC_CHECK_WARNINGS) $(C_DEFINES) $(MIPS_BUILTIN_DEFS) -o $(@:.o=.tmp) $<
$(CC) -c $(CFLAGS) $(IINC) $(WARNINGS) $(C_DEFINES) $(MIPS_VERSION) $(ENDIAN) $(OPTFLAGS) -o $(@:.o=.tmp) $<
$(LD) -r -T linker_scripts/audio_table_rodata.ld $(@:.o=.tmp) -o $@
@$(RM) $(@:.o=.tmp)
$(RM_MDEBUG)
$(BUILD_DIR)/assets/audio/sequence_font_table.o: $(BUILD_DIR)/assets/audio/sequence_font_table.s
$(AS) $(ASFLAGS) $< -o $@
-include $(DEP_FILES)

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@ -4,135 +4,14 @@
#include "PR/ultratypes.h"
#include "z64math.h"
// For the defines below, the names in quotes come from the official soundtrack,
// and the names in parentheses are internal names that come from MM3D.
#define NA_BGM_GENERAL_SFX 0x00 // General Sound Effects
#define NA_BGM_AMBIENCE 0x01 // Ambient background noises
#define NA_BGM_TERMINA_FIELD 0x02 // "Termina Field" (NA_BGM_FIELD)
#define NA_BGM_CHASE 0x03 // "Chase" (NA_BGM_CHASE)
#define NA_BGM_MAJORAS_THEME 0x04 // "Majora's Theme" (NA_BGM_STALKID)
#define NA_BGM_CLOCK_TOWER 0x05 // "Clock Tower" (NA_BGM_CLOCK_TOWER)
#define NA_BGM_STONE_TOWER_TEMPLE 0x06 // "Stone Tower Temple" - used for both Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_FRONT)
#define NA_BGM_INV_STONE_TOWER_TEMPLE 0x07 // "Stone Tower Temple Upside-down" - used for both Inverted Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_REVERSE)
#define NA_BGM_FAILURE_0 0x08 // "Missed Event 1" (NA_BGM_FAILURE_0)
#define NA_BGM_FAILURE_1 0x09 // "Missed Event 2" - used for failing the Milk Run (NA_BGM_FAILURE_1)
#define NA_BGM_HAPPY_MASK_SALESMAN 0x0A // "Happy Mask Saleman's Theme" (NA_BGM_OMENYA)
#define NA_BGM_SONG_OF_HEALING 0x0B // "Song Of Healing" (NA_BGM_DEMO_CURE)
#define NA_BGM_SWAMP_REGION 0x0C // "Southern Swamp" - used for both Southern Swamp and Woodfall (NA_BGM_DAMP_AREA)
#define NA_BGM_ALIEN_INVASION 0x0D // "Ghost Attack" (NA_BGM_UFO)
#define NA_BGM_SWAMP_CRUISE 0x0E // "Boat Cruise" (NA_BGM_JUNGLE_CREWS)
#define NA_BGM_SHARPS_CURSE 0x0F // "Sharp's Curse" (NA_BGM_SHARP)
#define NA_BGM_GREAT_BAY_REGION 0x10 // "Great Bay Coast" - used for Great Bay Coast, Zora Cape, and Pinnacle Rock (NA_BGM_SEA_AREA)
#define NA_BGM_IKANA_REGION 0x11 // "Ikana Valley" (NA_BGM_IKANA_AREA)
#define NA_BGM_DEKU_PALACE 0x12 // "Deku Palace" (NA_BGM_DEKU_KING)
#define NA_BGM_MOUNTAIN_REGION 0x13 // "Mountain Village" - used for Mountain Village, Snowhead, and Goron Village exterior (NA_BGM_SNOW_AREA)
#define NA_BGM_PIRATES_FORTRESS 0x14 // "Pirates' Fortress" (NA_BGM_PIRATE_AREA)
#define NA_BGM_CLOCK_TOWN_DAY_1 0x15 // "Clock Town, First Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_21)
#define NA_BGM_CLOCK_TOWN_DAY_2 0x16 // "Clock Town, Second Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_22)
#define NA_BGM_CLOCK_TOWN_DAY_3 0x17 // "Clock Town, Third Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_23)
#define NA_BGM_FILE_SELECT 0x18 // File Select (NA_BGM_FILE_SELECT)
#define NA_BGM_CLEAR_EVENT 0x19 // "Event Clear" (NA_BGM_EVENT_CLEAR)
#define NA_BGM_ENEMY 0x1A // "Battle" (NA_BGM_ENEMY)
#define NA_BGM_BOSS 0x1B // "Boss Battle" (NA_BGM_BOSS00)
#define NA_BGM_WOODFALL_TEMPLE 0x1C // "Woodfall Temple" (NA_BGM_JUNGLE_DUNGEON)
#define NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE 0x1D // Loads one of sequences 0x15, 0x16, or 0x17. Will also play the "morning theme" if it is the start of a day (NA_BGM_MARKET)
#define NA_BGM_OPENING 0x1E // "Opening" - plays during the ambush in the opening forest area (NA_BGM_OPENING)
#define NA_BGM_INSIDE_A_HOUSE 0x1F // "House" (NA_BGM_LINK_HOUSE)
#define NA_BGM_GAME_OVER 0x20 // "Game Over" (NA_BGM_GAME_OVER)
#define NA_BGM_CLEAR_BOSS 0x21 // "Boss Clear" (NA_BGM_BOSS_CLEAR)
#define NA_BGM_GET_ITEM 0x22 // "Item Catch" (NA_BGM_ITEM_GET)
#define NA_BGM_CLOCK_TOWN_DAY_2_PTR 0x23 // Just points to the "Clock Town, Second Day" sequence (sequence 0x16) (NA_BGM_GATE_OPEN, same name as the Door of Time song from OoT)
#define NA_BGM_GET_HEART 0x24 // "Get A Heart Container!" (NA_BGM_HEART_GET)
#define NA_BGM_TIMED_MINI_GAME 0x25 // "Mini Game" (NA_BGM_MINI_GAME_2)
#define NA_BGM_GORON_RACE 0x26 // "Goron Race" (NA_BGM_GORON_RACE)
#define NA_BGM_MUSIC_BOX_HOUSE 0x27 // "Music Box House" (NA_BGM_ORGEL_HOUSE)
#define NA_BGM_FAIRY_FOUNTAIN 0x28 // "Fairy's Fountain" - just points to the File Select sequence (sequence 0x18) (NA_BGM_GODESS)
#define NA_BGM_ZELDAS_LULLABY 0x29 // "Zelda's Theme" (NA_BGM_HIME)
#define NA_BGM_ROSA_SISTERS 0x2A // "Rosa Sisters" (NA_BGM_SISTER_DANCER)
#define NA_BGM_OPEN_CHEST 0x2B // "Open Treasure Box" (NA_BGM_OPEN_TRE_BOX)
#define NA_BGM_MARINE_RESEARCH_LAB 0x2C // "Marine Research Laboratory" (NA_BGM_DRUGSTORE)
#define NA_BGM_GIANTS_THEME 0x2D // "Giants' Theme" (NA_BGM_KYOJIN_ROOM)
#define NA_BGM_SONG_OF_STORMS 0x2E // "Guru-Guru's Song" (NA_BGM_FUSHA)
#define NA_BGM_ROMANI_RANCH 0x2F // "Romani Ranch" (NA_BGM_RONRON)
#define NA_BGM_GORON_VILLAGE 0x30 // "Goron Village" (NA_BGM_GORON)
#define NA_BGM_MAYORS_OFFICE 0x31 // "Mayor's Meeting" (NA_BGM_MEETING)
#define NA_BGM_OCARINA_EPONA 0x32 // "Ocarina “Epona's Song”" (NA_BGM_OCA_EPONA)
#define NA_BGM_OCARINA_SUNS 0x33 // "Ocarina “Sun's Song”" - leftover from OoT (NA_BGM_OCA_SUNS)
#define NA_BGM_OCARINA_TIME 0x34 // "Ocarina “Song Of Time”" (NA_BGM_TIME_NORMAL)
#define NA_BGM_OCARINA_STORM 0x35 // "Ocarina “Song Of Storms”" (NA_BGM_OCA_STORM)
#define NA_BGM_ZORA_HALL 0x36 // "Zora Hall" (NA_BGM_ZORA)
#define NA_BGM_GET_NEW_MASK 0x37 // "Get A Mask!" (NA_BGM_MASK_GET)
#define NA_BGM_MINI_BOSS 0x38 // "Middle Boss Battle" (NA_BGM_MIDDLE_BOSS)
#define NA_BGM_GET_SMALL_ITEM 0x39 // "Small Item Catch" (NA_BGM_S_ITEM_GET)
#define NA_BGM_ASTRAL_OBSERVATORY 0x3A // "Astral Observatory" (NA_BGM_TENMONDAI)
#define NA_BGM_CAVERN 0x3B // "Cavern" - used for grottos (NA_BGM_NORMAL_DUNGEON)
#define NA_BGM_MILK_BAR 0x3C // "Milk Bar" (NA_BGM_MILK_BAR)
#define NA_BGM_ZELDA_APPEAR 0x3D // "Enter Zelda" - leftover from OoT (NA_BGM_APPEAR)
#define NA_BGM_SARIAS_SONG 0x3E // "Woods Of Mystery" - Saria's Song from OoT, also used when dancing with the scarecrow (NA_BGM_MAYOIMORI)
#define NA_BGM_GORON_GOAL 0x3F // "Goron Race Goal" (NA_BGM_GORON_GOAL)
#define NA_BGM_HORSE 0x40 // "Horse Race" (NA_BGM_HORSE)
#define NA_BGM_HORSE_GOAL 0x41 // "Horse Race Goal" (NA_BGM_HORSE_GOAL)
#define NA_BGM_INGO 0x42 // "Gorman Track" (NA_BGM_INGO)
#define NA_BGM_KOTAKE_POTION_SHOP 0x43 // "Magic Hags' Potion Shop" (NA_BGM_KOTAKE_KOUME)
#define NA_BGM_SHOP 0x44 // "Shop" (NA_BGM_SHOP)
#define NA_BGM_OWL 0x45 // "Owl" (NA_BGM_OWL)
#define NA_BGM_SHOOTING_GALLERY 0x46 // "Shooting Gallery" (NA_BGM_MINI_GAME)
#define NA_BGM_OCARINA_SOARING 0x47 // "Ocarina “Song Of Soaring”" (NA_BGM_OCA_BIGWING)
#define NA_BGM_OCARINA_HEALING 0x48 // "Ocarina “Song Of Healing”" (NA_BGM_OCA_CURE)
#define NA_BGM_INVERTED_SONG_OF_TIME 0x49 // "Ocarina “Inverted Song Of Time”" (NA_BGM_TIME_SPEED)
#define NA_BGM_SONG_OF_DOUBLE_TIME 0x4A // "Ocarina “Song Of Double Time”" (NA_BGM_TIME_JUMP)
#define NA_BGM_SONATA_OF_AWAKENING 0x4B // "Sonata of Awakening" (NA_BGM_DEMO_AWAKING)
#define NA_BGM_GORON_LULLABY 0x4C // "Goron Lullaby" (NA_BGM_DEMO_LULLABY)
#define NA_BGM_NEW_WAVE_BOSSA_NOVA 0x4D // "New Wave Bossa Nova" - both saxophone and vocals (NA_BGM_DEMO_TIDE)
#define NA_BGM_ELEGY_OF_EMPTINESS 0x4E // "Elegy Of Emptiness" (NA_BGM_DEMO_SHELL)
#define NA_BGM_OATH_TO_ORDER 0x4F // "Oath To Order" (NA_BGM_DEMO_PLEDGE)
#define NA_BGM_SWORD_TRAINING_HALL 0x50 // "Swordsman's School" (NA_BGM_EXERCISE_HALL)
#define NA_BGM_OCARINA_LULLABY_INTRO 0x51 // "Ocarina “Goron Lullaby Intro”" (NA_BGM_DEMO_LULLABY_HALF)
#define NA_BGM_LEARNED_NEW_SONG 0x52 // "Get The Ocarina!" (NA_BGM_OCA_YOUSEI)
#define NA_BGM_BREMEN_MARCH 0x53 // "Bremen March" (NA_BGM_FACEMASK)
#define NA_BGM_BALLAD_OF_THE_WIND_FISH 0x54 // "Ballad Of The Wind Fish" - quartet performed in on the Milk Bar stage (NA_BGM_QUARTET)
#define NA_BGM_SONG_OF_SOARING 0x55 // "Song Of Soaring" (NA_BGM_WING_WARP)
#define NA_BGM_MILK_BAR_DUPLICATE 0x56 // Just points to the "Milk Bar" sequence (sequence 0x3C) (NA_BGM_MILK_BAR_DUMMY)
#define NA_BGM_FINAL_HOURS 0x57 // "Last Day" (NA_BGM_TIME_LIMIT)
#define NA_BGM_MIKAU_RIFF 0x58 // "Mikau" - looping part of the song (NA_BGM_MIKAU_LIFF)
#define NA_BGM_MIKAU_FINALE 0x59 // "Mikau" - a single guitar chord to end the song (NA_BGM_MIKAU_FIN)
#define NA_BGM_FROG_SONG 0x5A // "Frog Song" - conducting the frogs with Don Gero's Mask (NA_BGM_FROG_SONG)
#define NA_BGM_OCARINA_SONATA 0x5B // "Ocarina “Sonata Of Awakening”" (NA_BGM_OCA_AWAKING)
#define NA_BGM_OCARINA_LULLABY 0x5C // "Ocarina “Goron Lullaby”" (NA_BGM_OCA_LULLABY)
#define NA_BGM_OCARINA_NEW_WAVE 0x5D // "Ocarina “New Wave Bossa Nova”" (NA_BGM_OCA_TIDE)
#define NA_BGM_OCARINA_ELEGY 0x5E // "Ocarina “Elegy of Emptiness”" (NA_BGM_OCA_SHELL)
#define NA_BGM_OCARINA_OATH 0x5F // "Ocarina “Oath To Order”" (NA_BGM_OCA_PLEDGE)
#define NA_BGM_MAJORAS_LAIR 0x60 // Majora Boss Room. Just points to the "Last Day" sequence (sequence 0x57) (NA_BGM_LAST_DUNGEON)
#define NA_BGM_OCARINA_LULLABY_INTRO_PTR 0x61 // Just points to the "Ocarina “Goron Lullaby Intro”" sequence (sequence 0x51) (NA_BGM_OCA_LULLABY_HALF)
#define NA_BGM_OCARINA_GUITAR_BASS_SESSION 0x62 // "Bass & Guitar Session" (NA_BGM_OCA_SESSION)
#define NA_BGM_PIANO_SESSION 0x63 // "Piano Solo" (NA_BGM_DEMO_SESSION)
#define NA_BGM_INDIGO_GO_SESSION 0x64 // "The Indigo-Go's" (NA_BGM_ALLPART_SESSION)
#define NA_BGM_SNOWHEAD_TEMPLE 0x65 // "Snowhead Temple" (NA_BGM_SILVER_DUNGEON)
#define NA_BGM_GREAT_BAY_TEMPLE 0x66 // "Great Bay Temple" (NA_BGM_DEEPBLUE_DUNGEON)
#define NA_BGM_NEW_WAVE_SAXOPHONE 0x67 // "New Wave Bossa Nova" - saxophone only, no vocals (NA_BGM_DEMO_TIDE_SAX)
#define NA_BGM_NEW_WAVE_VOCAL 0x68 // "New Wave Bossa Nova" - vocals only, no saxophone (NA_BGM_DEMO_TIDE_VOCAL)
#define NA_BGM_MAJORAS_WRATH 0x69 // "Majora's Wrath Battle" (NA_BGM_MUJURA_1)
#define NA_BGM_MAJORAS_INCARNATION 0x6A // "Majora's Incarnate Battle" (NA_BGM_MUJURA_2)
#define NA_BGM_MAJORAS_MASK 0x6B // "Majora's Mask Battle" (NA_BGM_MUJURA_3)
#define NA_BGM_BASS_PLAY 0x6C // "Bass Practice" (NA_BGM_BASS_PLAY)
#define NA_BGM_DRUMS_PLAY 0x6D // "Drums Practice" (NA_BGM_DRUMS_PLAY)
#define NA_BGM_PIANO_PLAY 0x6E // "Piano Practice" (NA_BGM_PIANO_PLAY)
#define NA_BGM_IKANA_CASTLE 0x6F // "Ikana Castle" (NA_BGM_IKANA_CASTLE)
#define NA_BGM_GATHERING_GIANTS 0x70 // "Calling The Four Giants" (NA_BGM_GATHERING)
#define NA_BGM_KAMARO_DANCE 0x71 // "Kamaro's Dance" (NA_BGM_CAMARO_DANCE)
#define NA_BGM_CREMIA_CARRIAGE 0x72 // "Cremia's Carriage" (NA_BGM_DONKEY_CART)
#define NA_BGM_KEATON_QUIZ 0x73 // "Keaton's Quiz" (NA_BGM_QUIZ)
#define NA_BGM_END_CREDITS 0x74 // "The End / Credits" - plays the first half, then loads sequence 0x7F for the second half (NA_BGM_END_DEMO)
#define NA_BGM_OPENING_LOOP 0x75 // Similar to "Opening" (sequence 0x1E), but the intro loops endlessly (NA_BGM_OPENING_LOOP)
#define NA_BGM_TITLE_THEME 0x76 // "Title Theme" (NA_BGM_TITLE)
#define NA_BGM_DUNGEON_APPEAR 0x77 // "Woodfall Rises" (NA_BGM_DUNGEON_APPEAR)
#define NA_BGM_WOODFALL_CLEAR 0x78 // "Southern Swamp Clears" (NA_BGM_PURIFICATION_0)
#define NA_BGM_SNOWHEAD_CLEAR 0x79 // "Snowhead Clear" (NA_BGM_PURIFICATION_1)
#define NA_BGM_INTO_THE_MOON 0x7B // "To The Moon" (NA_BGM_INTO_THE_MOON)
#define NA_BGM_GOODBYE_GIANT 0x7C // "The Giants' Exit" (NA_BGM_GOODBYE_GIANT)
#define NA_BGM_TATL_AND_TAEL 0x7D // "Tatl & Tael" (NA_BGM_CHAT)
#define NA_BGM_MOONS_DESTRUCTION 0x7E // "Moon's Destruction" (NA_BGM_MOON_VANISH)
#define NA_BGM_END_CREDITS_SECOND_HALF 0x7F // "The End / Credits" - second half. Sequence 0x74 loads this after playing the first half (NA_BGM_OCA_MUS)
#define DEFINE_SEQUENCE(_0, seqId, _2, _3, _4) seqId,
#define DEFINE_SEQUENCE_PTR(_0, seqId, _2, _3, _4) seqId,
typedef enum {
#include "tables/sequence_table.h"
NA_BGM_MAX
} NA_BGM;
#undef DEFINE_SEQUENCE
#undef DEFINE_SEQUENCE_PTR
// This is used as a placeholder in scene commands to indicate to use the nature ambience instead.
#define NA_BGM_NO_MUSIC 0x7F

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/**
* Sequence Table
*
* DEFINE_SEQUENCE should be used to define sequences
* - Argument 0: The name of the sequence, as defined by .startseq in the .seq file
* - Argument 1: The sequence id enum name
* - Argument 2: Storage medium for the sequence (SampleMedium)
* - Argument 3: Cache load policy for the sequence (AudioCacheLoadType)
* - Argument 4: Sequence flags
*
* DEFINE_SEQUENCE_PTR should be used to define pointers to sequences
* - Argument 0: The sequence id enum name of the sequence this entry points to
* - Argument 1: The sequence id enum name for this pointer
* - Argument 2: Storage medium for the sequence (SampleMedium)
* - Argument 3: Cache load policy for the sequence (AudioCacheLoadType)
* - Argument 4: Sequence flags
*/
// For the comments below, the names in quotes come from the official soundtrack, and the names in parentheses are internal names that come from MM3D.
// General Sound Effects
DEFINE_SEQUENCE (Sequence_0, NA_BGM_GENERAL_SFX, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_FLAG_FANFARE | SEQ_FLAG_ENEMY)
// Ambient background noises
DEFINE_SEQUENCE (Sequence_1, NA_BGM_AMBIENCE, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_FLAG_ENEMY )
// "Termina Field" (NA_BGM_FIELD)
DEFINE_SEQUENCE (Sequence_2, NA_BGM_TERMINA_FIELD, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Chase" (NA_BGM_CHASE)
DEFINE_SEQUENCE (Sequence_3, NA_BGM_CHASE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Majora's Theme" (NA_BGM_STALKID)
DEFINE_SEQUENCE (Sequence_4, NA_BGM_MAJORAS_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Tower" (NA_BGM_CLOCK_TOWER)
DEFINE_SEQUENCE (Sequence_5, NA_BGM_CLOCK_TOWER, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Stone Tower Temple" - used for both Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_FRONT)
DEFINE_SEQUENCE (Sequence_6, NA_BGM_STONE_TOWER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Stone Tower Temple Upside-down" - used for both Inverted Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_REVERSE)
DEFINE_SEQUENCE (Sequence_7, NA_BGM_INV_STONE_TOWER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Missed Event 1" (NA_BGM_FAILURE_0)
DEFINE_SEQUENCE (Sequence_8, NA_BGM_FAILURE_0, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Missed Event 2" - used for failing the Milk Run (NA_BGM_FAILURE_1)
DEFINE_SEQUENCE (Sequence_9, NA_BGM_FAILURE_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Happy Mask Saleman's Theme" (NA_BGM_OMENYA)
DEFINE_SEQUENCE (Sequence_10, NA_BGM_HAPPY_MASK_SALESMAN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Song Of Healing" (NA_BGM_DEMO_CURE)
DEFINE_SEQUENCE (Sequence_11, NA_BGM_SONG_OF_HEALING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Southern Swamp" - used for both Southern Swamp and Woodfall (NA_BGM_DAMP_AREA)
DEFINE_SEQUENCE (Sequence_12, NA_BGM_SWAMP_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Ghost Attack" (NA_BGM_UFO)
DEFINE_SEQUENCE (Sequence_13, NA_BGM_ALIEN_INVASION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Boat Cruise" (NA_BGM_JUNGLE_CREWS)
DEFINE_SEQUENCE (Sequence_14, NA_BGM_SWAMP_CRUISE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Sharp's Curse" (NA_BGM_SHARP)
DEFINE_SEQUENCE (Sequence_15, NA_BGM_SHARPS_CURSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Great Bay Coast" - used for Great Bay Coast, Zora Cape, and Pinnacle Rock (NA_BGM_SEA_AREA)
DEFINE_SEQUENCE (Sequence_16, NA_BGM_GREAT_BAY_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Ikana Valley" (NA_BGM_IKANA_AREA)
DEFINE_SEQUENCE (Sequence_17, NA_BGM_IKANA_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Deku Palace" (NA_BGM_DEKU_KING)
DEFINE_SEQUENCE (Sequence_18, NA_BGM_DEKU_PALACE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Mountain Village" - used for Mountain Village, Snowhead, and Goron Village exterior (NA_BGM_SNOW_AREA)
DEFINE_SEQUENCE (Sequence_19, NA_BGM_MOUNTAIN_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Pirates' Fortress" (NA_BGM_PIRATE_AREA)
DEFINE_SEQUENCE (Sequence_20, NA_BGM_PIRATES_FORTRESS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Town, First Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_21)
DEFINE_SEQUENCE (Sequence_21, NA_BGM_CLOCK_TOWN_DAY_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Town, Second Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_22)
DEFINE_SEQUENCE (Sequence_22, NA_BGM_CLOCK_TOWN_DAY_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Town, Third Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_23)
DEFINE_SEQUENCE (Sequence_23, NA_BGM_CLOCK_TOWN_DAY_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// File Select (NA_BGM_FILE_SELECT)
DEFINE_SEQUENCE (Sequence_24, NA_BGM_FILE_SELECT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO )
// "Event Clear" (NA_BGM_EVENT_CLEAR)
DEFINE_SEQUENCE (Sequence_25, NA_BGM_CLEAR_EVENT, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_RESUME )
// "Battle" (NA_BGM_ENEMY)
DEFINE_SEQUENCE (Sequence_26, NA_BGM_ENEMY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Boss Battle" (NA_BGM_BOSS00)
DEFINE_SEQUENCE (Sequence_27, NA_BGM_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Woodfall Temple" (NA_BGM_JUNGLE_DUNGEON)
DEFINE_SEQUENCE (Sequence_28, NA_BGM_WOODFALL_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// Loads one of sequences 0x15, 0x16, or 0x17. Will also play the "morning theme" if it is the start of a day (NA_BGM_MARKET)
DEFINE_SEQUENCE (Sequence_29, NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Opening" - plays during the ambush in the opening forest area (NA_BGM_OPENING)
DEFINE_SEQUENCE (Sequence_30, NA_BGM_OPENING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "House" (NA_BGM_LINK_HOUSE)
DEFINE_SEQUENCE (Sequence_31, NA_BGM_INSIDE_A_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
// "Game Over" (NA_BGM_GAME_OVER)
DEFINE_SEQUENCE (Sequence_32, NA_BGM_GAME_OVER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Boss Clear" (NA_BGM_BOSS_CLEAR)
DEFINE_SEQUENCE (Sequence_33, NA_BGM_CLEAR_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Item Catch" (NA_BGM_ITEM_GET)
DEFINE_SEQUENCE (Sequence_34, NA_BGM_GET_ITEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// Just points to the "Clock Town, Second Day" sequence (sequence 0x16) (NA_BGM_GATE_OPEN, same name as the Door of Time song from OoT)
DEFINE_SEQUENCE_PTR(NA_BGM_CLOCK_TOWN_DAY_2, NA_BGM_CLOCK_TOWN_DAY_2_PTR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Get A Heart Container!" (NA_BGM_HEART_GET)
DEFINE_SEQUENCE (Sequence_36, NA_BGM_GET_HEART, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Mini Game" (NA_BGM_MINI_GAME_2)
DEFINE_SEQUENCE (Sequence_37, NA_BGM_TIMED_MINI_GAME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Goron Race" (NA_BGM_GORON_RACE)
DEFINE_SEQUENCE (Sequence_38, NA_BGM_GORON_RACE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Music Box House" (NA_BGM_ORGEL_HOUSE)
DEFINE_SEQUENCE (Sequence_39, NA_BGM_MUSIC_BOX_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Fairy's Fountain" - just points to the File Select sequence (sequence 0x18) (NA_BGM_GODESS)
DEFINE_SEQUENCE_PTR(NA_BGM_FILE_SELECT, NA_BGM_FAIRY_FOUNTAIN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Zelda's Theme" (NA_BGM_HIME)
DEFINE_SEQUENCE (Sequence_41, NA_BGM_ZELDAS_LULLABY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Rosa Sisters" (NA_BGM_SISTER_DANCER)
DEFINE_SEQUENCE (Sequence_42, NA_BGM_ROSA_SISTERS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Open Treasure Box" (NA_BGM_OPEN_TRE_BOX)
DEFINE_SEQUENCE (Sequence_43, NA_BGM_OPEN_CHEST, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Marine Research Laboratory" (NA_BGM_DRUGSTORE)
DEFINE_SEQUENCE (Sequence_44, NA_BGM_MARINE_RESEARCH_LAB, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Giants' Theme" (NA_BGM_KYOJIN_ROOM)
DEFINE_SEQUENCE (Sequence_45, NA_BGM_GIANTS_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO )
// "Guru-Guru's Song" (NA_BGM_FUSHA)
DEFINE_SEQUENCE (Sequence_46, NA_BGM_SONG_OF_STORMS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Romani Ranch" (NA_BGM_RONRON)
DEFINE_SEQUENCE (Sequence_47, NA_BGM_ROMANI_RANCH, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Goron Village" (NA_BGM_GORON)
DEFINE_SEQUENCE (Sequence_48, NA_BGM_GORON_VILLAGE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Mayor's Meeting" (NA_BGM_MEETING)
DEFINE_SEQUENCE (Sequence_49, NA_BGM_MAYORS_OFFICE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Ocarina “Epona's Song”" (NA_BGM_OCA_EPONA)
DEFINE_SEQUENCE (Sequence_50, NA_BGM_OCARINA_EPONA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Sun's Song”" - leftover from OoT (NA_BGM_OCA_SUNS)
DEFINE_SEQUENCE (Sequence_51, NA_BGM_OCARINA_SUNS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Time”" (NA_BGM_TIME_NORMAL)
DEFINE_SEQUENCE (Sequence_52, NA_BGM_OCARINA_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Storms”" (NA_BGM_OCA_STORM)
DEFINE_SEQUENCE (Sequence_53, NA_BGM_OCARINA_STORM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Zora Hall" (NA_BGM_ZORA)
DEFINE_SEQUENCE (Sequence_54, NA_BGM_ZORA_HALL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME )
// "Get A Mask!" (NA_BGM_MASK_GET)
DEFINE_SEQUENCE (Sequence_55, NA_BGM_GET_NEW_MASK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Middle Boss Battle" (NA_BGM_MIDDLE_BOSS)
DEFINE_SEQUENCE (Sequence_56, NA_BGM_MINI_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Small Item Catch" (NA_BGM_S_ITEM_GET)
DEFINE_SEQUENCE (Sequence_57, NA_BGM_GET_SMALL_ITEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Astral Observatory" (NA_BGM_TENMONDAI)
DEFINE_SEQUENCE (Sequence_58, NA_BGM_ASTRAL_OBSERVATORY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Cavern" - used for grottos (NA_BGM_NORMAL_DUNGEON)
DEFINE_SEQUENCE (Sequence_59, NA_BGM_CAVERN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Milk Bar" (NA_BGM_MILK_BAR)
DEFINE_SEQUENCE (Sequence_60, NA_BGM_MILK_BAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME | SEQ_FLAG_ENEMY )
// "Enter Zelda" - leftover from OoT (NA_BGM_APPEAR)
DEFINE_SEQUENCE (Sequence_61, NA_BGM_ZELDA_APPEAR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Woods Of Mystery" - Saria's Song from OoT, also used when dancing with the scarecrow (NA_BGM_MAYOIMORI)
DEFINE_SEQUENCE (Sequence_62, NA_BGM_SARIAS_SONG, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Goron Race Goal" (NA_BGM_GORON_GOAL)
DEFINE_SEQUENCE (Sequence_63, NA_BGM_GORON_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Horse Race" (NA_BGM_HORSE)
DEFINE_SEQUENCE (Sequence_64, NA_BGM_HORSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Horse Race Goal" (NA_BGM_HORSE_GOAL)
DEFINE_SEQUENCE (Sequence_65, NA_BGM_HORSE_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Gorman Track" (NA_BGM_INGO)
DEFINE_SEQUENCE (Sequence_66, NA_BGM_INGO, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Magic Hags' Potion Shop" (NA_BGM_KOTAKE_KOUME)
DEFINE_SEQUENCE (Sequence_67, NA_BGM_KOTAKE_POTION_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Shop" (NA_BGM_SHOP)
DEFINE_SEQUENCE (Sequence_68, NA_BGM_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
// "Owl" (NA_BGM_OWL)
DEFINE_SEQUENCE (Sequence_69, NA_BGM_OWL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Shooting Gallery" (NA_BGM_MINI_GAME)
DEFINE_SEQUENCE (Sequence_70, NA_BGM_SHOOTING_GALLERY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
// "Ocarina “Song Of Soaring”" (NA_BGM_OCA_BIGWING)
DEFINE_SEQUENCE (Sequence_71, NA_BGM_OCARINA_SOARING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Healing”" (NA_BGM_OCA_CURE)
DEFINE_SEQUENCE (Sequence_72, NA_BGM_OCARINA_HEALING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Inverted Song Of Time”" (NA_BGM_TIME_SPEED)
DEFINE_SEQUENCE (Sequence_73, NA_BGM_INVERTED_SONG_OF_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Double Time”" (NA_BGM_TIME_JUMP)
DEFINE_SEQUENCE (Sequence_74, NA_BGM_SONG_OF_DOUBLE_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Sonata of Awakening" (NA_BGM_DEMO_AWAKING)
DEFINE_SEQUENCE (Sequence_75, NA_BGM_SONATA_OF_AWAKENING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Goron Lullaby" (NA_BGM_DEMO_LULLABY)
DEFINE_SEQUENCE (Sequence_76, NA_BGM_GORON_LULLABY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "New Wave Bossa Nova" - both saxophone and vocals (NA_BGM_DEMO_TIDE)
DEFINE_SEQUENCE (Sequence_77, NA_BGM_NEW_WAVE_BOSSA_NOVA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Elegy Of Emptiness" (NA_BGM_DEMO_SHELL)
DEFINE_SEQUENCE (Sequence_78, NA_BGM_ELEGY_OF_EMPTINESS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Oath To Order" (NA_BGM_DEMO_PLEDGE)
DEFINE_SEQUENCE (Sequence_79, NA_BGM_OATH_TO_ORDER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Swordsman's School" (NA_BGM_EXERCISE_HALL)
DEFINE_SEQUENCE (Sequence_80, NA_BGM_SWORD_TRAINING_HALL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Ocarina “Goron Lullaby Intro”" (NA_BGM_DEMO_LULLABY_HALF)
DEFINE_SEQUENCE (Sequence_81, NA_BGM_OCARINA_LULLABY_INTRO, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Get The Ocarina!" (NA_BGM_OCA_YOUSEI)
DEFINE_SEQUENCE (Sequence_82, NA_BGM_LEARNED_NEW_SONG, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Bremen March" (NA_BGM_FACEMASK)
DEFINE_SEQUENCE (Sequence_83, NA_BGM_BREMEN_MARCH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ballad Of The Wind Fish" - quartet performed in on the Milk Bar stage (NA_BGM_QUARTET)
DEFINE_SEQUENCE (Sequence_84, NA_BGM_BALLAD_OF_THE_WIND_FISH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Song Of Soaring" (NA_BGM_WING_WARP)
DEFINE_SEQUENCE (Sequence_85, NA_BGM_SONG_OF_SOARING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_RESTORE )
// Just points to the "Milk Bar" sequence (sequence 0x3C) (NA_BGM_MILK_BAR_DUMMY)
DEFINE_SEQUENCE_PTR(NA_BGM_MILK_BAR, NA_BGM_MILK_BAR_DUPLICATE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Last Day" (NA_BGM_TIME_LIMIT)
DEFINE_SEQUENCE (Sequence_87, NA_BGM_FINAL_HOURS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Mikau" - looping part of the song (NA_BGM_MIKAU_LIFF)
DEFINE_SEQUENCE (Sequence_88, NA_BGM_MIKAU_RIFF, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Mikau" - a single guitar chord to end the song (NA_BGM_MIKAU_FIN)
DEFINE_SEQUENCE (Sequence_89, NA_BGM_MIKAU_FINALE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Frog Song" - conducting the frogs with Don Gero's Mask (NA_BGM_FROG_SONG)
DEFINE_SEQUENCE (Sequence_90, NA_BGM_FROG_SONG, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Ocarina “Sonata Of Awakening”" (NA_BGM_OCA_AWAKING)
DEFINE_SEQUENCE (Sequence_91, NA_BGM_OCARINA_SONATA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Goron Lullaby”" (NA_BGM_OCA_LULLABY)
DEFINE_SEQUENCE (Sequence_92, NA_BGM_OCARINA_LULLABY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “New Wave Bossa Nova”" (NA_BGM_OCA_TIDE)
DEFINE_SEQUENCE (Sequence_93, NA_BGM_OCARINA_NEW_WAVE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Elegy of Emptiness”" (NA_BGM_OCA_SHELL)
DEFINE_SEQUENCE (Sequence_94, NA_BGM_OCARINA_ELEGY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Oath To Order”" (NA_BGM_OCA_PLEDGE)
DEFINE_SEQUENCE (Sequence_95, NA_BGM_OCARINA_OATH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// Majora Boss Room. Just points to the "Last Day" sequence (sequence 0x57) (NA_BGM_LAST_DUNGEON)
DEFINE_SEQUENCE_PTR(NA_BGM_FINAL_HOURS, NA_BGM_MAJORAS_LAIR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// Just points to the "Ocarina “Goron Lullaby Intro”" sequence (sequence 0x51) (NA_BGM_OCA_LULLABY_HALF)
DEFINE_SEQUENCE_PTR(NA_BGM_OCARINA_LULLABY_INTRO, NA_BGM_OCARINA_LULLABY_INTRO_PTR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Bass & Guitar Session" (NA_BGM_OCA_SESSION)
DEFINE_SEQUENCE (Sequence_98, NA_BGM_OCARINA_GUITAR_BASS_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Piano Solo" (NA_BGM_DEMO_SESSION)
DEFINE_SEQUENCE (Sequence_99, NA_BGM_PIANO_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "The Indigo-Go's" (NA_BGM_ALLPART_SESSION)
DEFINE_SEQUENCE (Sequence_100, NA_BGM_INDIGO_GO_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Snowhead Temple" (NA_BGM_SILVER_DUNGEON)
DEFINE_SEQUENCE (Sequence_101, NA_BGM_SNOWHEAD_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Great Bay Temple" (NA_BGM_DEEPBLUE_DUNGEON)
DEFINE_SEQUENCE (Sequence_102, NA_BGM_GREAT_BAY_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "New Wave Bossa Nova" - saxophone only, no vocals (NA_BGM_DEMO_TIDE_SAX)
DEFINE_SEQUENCE (Sequence_103, NA_BGM_NEW_WAVE_SAXOPHONE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "New Wave Bossa Nova" - vocals only, no saxophone (NA_BGM_DEMO_TIDE_VOCAL)
DEFINE_SEQUENCE (Sequence_104, NA_BGM_NEW_WAVE_VOCAL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Majora's Wrath Battle" (NA_BGM_MUJURA_1)
DEFINE_SEQUENCE (Sequence_105, NA_BGM_MAJORAS_WRATH, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Majora's Incarnate Battle" (NA_BGM_MUJURA_2)
DEFINE_SEQUENCE (Sequence_106, NA_BGM_MAJORAS_INCARNATION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Majora's Mask Battle" (NA_BGM_MUJURA_3)
DEFINE_SEQUENCE (Sequence_107, NA_BGM_MAJORAS_MASK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Bass Practice" (NA_BGM_BASS_PLAY)
DEFINE_SEQUENCE (Sequence_108, NA_BGM_BASS_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Drums Practice" (NA_BGM_DRUMS_PLAY)
DEFINE_SEQUENCE (Sequence_109, NA_BGM_DRUMS_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Piano Practice" (NA_BGM_PIANO_PLAY)
DEFINE_SEQUENCE (Sequence_110, NA_BGM_PIANO_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ikana Castle" (NA_BGM_IKANA_CASTLE)
DEFINE_SEQUENCE (Sequence_111, NA_BGM_IKANA_CASTLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Calling The Four Giants" (NA_BGM_GATHERING)
DEFINE_SEQUENCE (Sequence_112, NA_BGM_GATHERING_GIANTS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Kamaro's Dance" (NA_BGM_CAMARO_DANCE)
DEFINE_SEQUENCE (Sequence_113, NA_BGM_KAMARO_DANCE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE_KAMARO )
// "Cremia's Carriage" (NA_BGM_DONKEY_CART)
DEFINE_SEQUENCE (Sequence_114, NA_BGM_CREMIA_CARRIAGE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Keaton's Quiz" (NA_BGM_QUIZ)
DEFINE_SEQUENCE (Sequence_115, NA_BGM_KEATON_QUIZ, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "The End / Credits" - plays the first half, then loads sequence 0x7F for the second half (NA_BGM_END_DEMO)
DEFINE_SEQUENCE (Sequence_116, NA_BGM_END_CREDITS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// Similar to "Opening" (sequence 0x1E), but the intro loops endlessly (NA_BGM_OPENING_LOOP)
DEFINE_SEQUENCE (Sequence_117, NA_BGM_OPENING_LOOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Title Theme" (NA_BGM_TITLE)
DEFINE_SEQUENCE (Sequence_118, NA_BGM_TITLE_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Woodfall Rises" (NA_BGM_DUNGEON_APPEAR)
DEFINE_SEQUENCE (Sequence_119, NA_BGM_DUNGEON_APPEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Southern Swamp Clears" (NA_BGM_PURIFICATION_0)
DEFINE_SEQUENCE (Sequence_120, NA_BGM_WOODFALL_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Snowhead Clear" (NA_BGM_PURIFICATION_1)
DEFINE_SEQUENCE (Sequence_121, NA_BGM_SNOWHEAD_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
//
DEFINE_SEQUENCE (Sequence_122, NA_BGM_SEQ_122, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "To The Moon" (NA_BGM_INTO_THE_MOON)
DEFINE_SEQUENCE (Sequence_123, NA_BGM_INTO_THE_MOON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "The Giants' Exit" (NA_BGM_GOODBYE_GIANT)
DEFINE_SEQUENCE (Sequence_124, NA_BGM_GOODBYE_GIANT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Tatl & Tael" (NA_BGM_CHAT)
DEFINE_SEQUENCE (Sequence_125, NA_BGM_TATL_AND_TAEL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Moon's Destruction" (NA_BGM_MOON_VANISH)
DEFINE_SEQUENCE (Sequence_126, NA_BGM_MOONS_DESTRUCTION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "The End / Credits" - second half. Sequence 0x74 loads this after playing the first half (NA_BGM_OCA_MUS)
DEFINE_SEQUENCE (Sequence_127, NA_BGM_END_CREDITS_SECOND_HALF, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )

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* Sfx Environment Bank
*
* DEFINE_SFX should be used for all sfx define in the environment bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - Argument 0: Channel name for sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the environment bank in sequence 0
* - Argument 6: Various flags to add properties to the sfx
*/
/* 0x2800 */ DEFINE_SFX(NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x2801 */ DEFINE_SFX(NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0, 0)
/* 0x2802 */ DEFINE_SFX(NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0, 0)
/* 0x2803 */ DEFINE_SFX(NA_SE_EV_HORSE_WALK, 0x60, 0, 1, 0, 0)
/* 0x2804 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN, 0x60, 0, 1, 0, 0)
/* 0x2805 */ DEFINE_SFX(NA_SE_EV_HORSE_NEIGH, 0x70, 0, 1, 0, 0)
/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x2807 */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG, 0x70, 2, 0, 0, 0)
/* 0x2808 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0, 0)
/* 0x2809 */ DEFINE_SFX(NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0, 0)
/* 0x280A */ DEFINE_SFX(NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0, 0)
/* 0x280B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0, 0)
/* 0x280C */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0, SFX_FLAG_8)
/* 0x280D */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0, 0)
/* 0x280E */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0, 0)
/* 0x280F */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0, 0)
/* 0x2810 */ DEFINE_SFX(NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2811 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0, 0)
/* 0x2812 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0, 0)
/* 0x2813 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_M, 0x50, 0, 0, 0, 0)
/* 0x2814 */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 2, 0, 0, 0)
/* 0x2815 */ DEFINE_SFX(NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0, 0)
/* 0x2816 */ DEFINE_SFX(NA_SE_EV_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2817 */ DEFINE_SFX(NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0, 0)
/* 0x2818 */ DEFINE_SFX(NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2819 */ DEFINE_SFX(NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0, 0)
/* 0x281A */ DEFINE_SFX(NA_SE_EV_HORSE_SLIP, 0x68, 0, 0, 0, 0)
/* 0x281B */ DEFINE_SFX(NA_SE_EV_WHITE_FAIRY_DASH, 0x58, 0, 1, 0, 0)
/* 0x281C */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x281D */ DEFINE_SFX(NA_SE_EV_BIGWALL_BOUND, 0x70, 3, 0, 0, 0)
/* 0x281E */ DEFINE_SFX(NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 1, 0, 0)
/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0, 0)
/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0, 0)
/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2827 */ DEFINE_SFX(NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0, 0)
/* 0x2828 */ DEFINE_SFX(NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0, 0)
/* 0x2829 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0, 0)
/* 0x282A */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0, 0)
/* 0x282B */ DEFINE_SFX(NA_SE_EV_KID_HORSE_LAND2, 0x60, 0, 0, 0, 0)
/* 0x282C */ DEFINE_SFX(NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x282D */ DEFINE_SFX(NA_SE_EV_DUMMY_45, 0x30, 0, 0, 0, 0)
/* 0x282E */ DEFINE_SFX(NA_SE_EV_LIGHTNING, 0x80, 0, 0, 0, 0)
/* 0x282F */ DEFINE_SFX(NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2830 */ DEFINE_SFX(NA_SE_EV_WATERDROP, 0x30, 0, 1, 0, 0)
/* 0x2831 */ DEFINE_SFX(NA_SE_EV_TORCH, 0x10, 0, 0, 0, 0)
/* 0x2832 */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0, 0)
/* 0x2833 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_PRIORITY_NO_DIST)
/* 0x2835 */ DEFINE_SFX(NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0, 0)
/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_UNUSED6, 0)
/* 0x2837 */ DEFINE_SFX(NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0, 0)
/* 0x2838 */ DEFINE_SFX(NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0, 0)
/* 0x2839 */ DEFINE_SFX(NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0, 0)
/* 0x283A */ DEFINE_SFX(NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0, 0)
/* 0x283B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0, 0)
/* 0x283C */ DEFINE_SFX(NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0, 0)
/* 0x283D */ DEFINE_SFX(NA_SE_EV_WATERDROP_GRD, 0x30, 0, 0, 0, 0)
/* 0x283E */ DEFINE_SFX(NA_SE_EV_EXPLSION_LONG, 0x30, 3, 0, 0, 0)
/* 0x283F */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG_SILENT, 0x70, 0, 0, 0, 0)
/* 0x2840 */ DEFINE_SFX(NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2842 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_WALK, 0x60, 0, 0, 0, 0)
/* 0x2843 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_RUN, 0x60, 0, 0, 0, 0)
/* 0x2844 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_NEIGH, 0x60, 0, 0, 0, 0)
/* 0x2845 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2846 */ DEFINE_SFX(NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2847 */ DEFINE_SFX(NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0, 0)
/* 0x2848 */ DEFINE_SFX(NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0, 0)
/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_PRIORITY_NO_DIST)
/* 0x284A */ DEFINE_SFX(NA_SE_EV_POSTMAN_WALK, 0x30, 0, 1, 0, 0)
/* 0x284B */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_HIT_OPEN, 0x60, 0, 0, 0, 0)
/* 0x284C */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_OPEN, 0x60, 3, 0, 0, 0)
/* 0x284D */ DEFINE_SFX(NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0, 0)
/* 0x284E */ DEFINE_SFX(NA_SE_EV_PLANT_BROKEN, 0x58, 1, 0, 0, 0)
/* 0x284F */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_ON, 0x30, 0, 0, 0, 0)
/* 0x2850 */ DEFINE_SFX(NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0, 0)
/* 0x2851 */ DEFINE_SFX(NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0, 0)
/* 0x2852 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN, 0x30, 3, 3, 0, 0)
/* 0x2853 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0, 0)
/* 0x2854 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0, 0)
/* 0x2855 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2856 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_BOUND, 0x60, 1, 1, 0, 0)
/* 0x2857 */ DEFINE_SFX(NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0, 0)
/* 0x2858 */ DEFINE_SFX(NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2859 */ DEFINE_SFX(NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0, 0)
/* 0x285A */ DEFINE_SFX(NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0, 0)
/* 0x285B */ DEFINE_SFX(NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0, 0)
/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0, 0)
/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_REVERB_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0, 0)
/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2860 */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_OFF, 0x30, 3, 0, 0, 0)
/* 0x2861 */ DEFINE_SFX(NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0, 0)
/* 0x2862 */ DEFINE_SFX(NA_SE_EV_ICE_STAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2863 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0, 0)
/* 0x2864 */ DEFINE_SFX(NA_SE_EV_SEESAW_WATER_BOUND, 0x30, 0, 1, 0, 0)
/* 0x2865 */ DEFINE_SFX(NA_SE_EV_SECOM_CONVEYOR, 0x30, 0, 0, 0, 0)
/* 0x2866 */ DEFINE_SFX(NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2867 */ DEFINE_SFX(NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2868 */ DEFINE_SFX(NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0, 0)
/* 0x2869 */ DEFINE_SFX(NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0, 0)
/* 0x286A */ DEFINE_SFX(NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0, 0)
/* 0x286B */ DEFINE_SFX(NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286C */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 3, 0, 0, 0)
/* 0x286D */ DEFINE_SFX(NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x286E */ DEFINE_SFX(NA_SE_EV_KAKASH_LONGI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286F */ DEFINE_SFX(NA_SE_EV_SUN_MARK_FLASH, 0x30, 3, 0, 0, 0)
/* 0x2870 */ DEFINE_SFX(NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0, 0)
/* 0x2871 */ DEFINE_SFX(NA_SE_EV_SEESAW_BOUND, 0x30, 0, 0, 0, 0)
/* 0x2872 */ DEFINE_SFX(NA_SE_EV_FAIRY_ATTACK, 0x30, 0, 2, 0, 0)
/* 0x2873 */ DEFINE_SFX(NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0, 0)
/* 0x2874 */ DEFINE_SFX(NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0, 0)
/* 0x2875 */ DEFINE_SFX(NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0, 0)
/* 0x2876 */ DEFINE_SFX(NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0, 0)
/* 0x2877 */ DEFINE_SFX(NA_SE_EV_TREE_SWING, 0x60, 0, 0, 0, 0)
/* 0x2878 */ DEFINE_SFX(NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x2879 */ DEFINE_SFX(NA_SE_EV_NAVY_FLY_REBIRTH, 0x30, 2, 0, 0, 0)
/* 0x287A */ DEFINE_SFX(NA_SE_EV_CHAINLIFT_STOP, 0x30, 2, 0, 0, 0)
/* 0x287B */ DEFINE_SFX(NA_SE_EV_TRE_BOX_APPEAR, 0x80, 2, 0, 0, 0)
/* 0x287C */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0, 0)
/* 0x287D */ DEFINE_SFX(NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0, 0)
/* 0x287E */ DEFINE_SFX(NA_SE_EV_HEALING, 0x30, 0, 0, 0, 0)
/* 0x287F */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2880 */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2881 */ DEFINE_SFX(NA_SE_EV_RED_EYE, 0x30, 0, 0, 0, 0)
/* 0x2882 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0, 0)
/* 0x2883 */ DEFINE_SFX(NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2884 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0, 0)
/* 0x2885 */ DEFINE_SFX(NA_SE_EV_WINDMILL_LEVEL, 0x60, 4, 0, 0, 0)
/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2887 */ DEFINE_SFX(NA_SE_EV_POT_BROKEN, 0x30, 0, 1, 0, 0)
/* 0x2888 */ DEFINE_SFX(NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0, 0)
/* 0x2889 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER, 0x60, 0, 0, 0, 0)
/* 0x288A */ DEFINE_SFX(NA_SE_EV_JUMP_OUT_WATER, 0x60, 0, 0, 0, 0)
/* 0x288B */ DEFINE_SFX(NA_SE_EV_ICE_PIECE, 0x30, 0, 0, 0, 0)
/* 0x288C */ DEFINE_SFX(NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0, 0)
/* 0x288D */ DEFINE_SFX(NA_SE_EV_AURORA, 0x30, 0, 0, 0, 0)
/* 0x288E */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_SAVED, 0x60, 3, 0, 0, 0)
/* 0x288F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0, 0)
/* 0x2890 */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0, 0)
/* 0x2891 */ DEFINE_SFX(NA_SE_EV_MILK_POT_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x2892 */ DEFINE_SFX(NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2893 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0, 0)
/* 0x2894 */ DEFINE_SFX(NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0, 0)
/* 0x2895 */ DEFINE_SFX(NA_SE_EV_WATER_TANK, 0x30, 0, 0, 0, 0)
/* 0x2896 */ DEFINE_SFX(NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2897 */ DEFINE_SFX(NA_SE_EV_TOILET_WATER, 0x30, 0, 0, 0, 0)
/* 0x2898 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0, 0)
/* 0x2899 */ DEFINE_SFX(NA_SE_EV_SWEEP, 0x30, 0, 0, 0, 0)
/* 0x289A */ DEFINE_SFX(NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0, 0)
/* 0x289B */ DEFINE_SFX(NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0, 0)
/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x289E */ DEFINE_SFX(NA_SE_EV_DOOR_BELL, 0x30, 2, 0, 0, 0)
/* 0x289F */ DEFINE_SFX(NA_SE_EV_BOUND_ON_MAGMA, 0x30, 3, 0, 0, 0)
/* 0x28A0 */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_FALL, 0x30, 0, 0, 0, 0)
/* 0x28A1 */ DEFINE_SFX(NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0, 0)
/* 0x28A2 */ DEFINE_SFX(NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0, 0)
/* 0x28A3 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0, 0)
/* 0x28A4 */ DEFINE_SFX(NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0, 0)
/* 0x28A5 */ DEFINE_SFX(NA_SE_EV_CHINCLE_SPELL_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x28A7 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x28A8 */ DEFINE_SFX(NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x28A9 */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0, 0)
/* 0x28AA */ DEFINE_SFX(NA_SE_EV_WOODBOX_BREAK, 0x70, 2, 0, 0, 0)
/* 0x28AB */ DEFINE_SFX(NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0, 0)
/* 0x28AC */ DEFINE_SFX(NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0, 0)
/* 0x28AD */ DEFINE_SFX(NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x28AE */ DEFINE_SFX(NA_SE_EV_DOG_CRY_EVENING, 0x50, 0, 0, 0, 0)
/* 0x28AF */ DEFINE_SFX(NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0, 0)
/* 0x28B0 */ DEFINE_SFX(NA_SE_EV_STICK_SWING, 0x30, 0, 0, 0, 0)
/* 0x28B1 */ DEFINE_SFX(NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0, 0)
/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28B3 */ DEFINE_SFX(NA_SE_EV_BURNING, 0x20, 0, 0, 0, 0)
/* 0x28B4 */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 3, 0, 0)
/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28B6 */ DEFINE_SFX(NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0, 0)
/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x28B8 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0, 0)
/* 0x28B9 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0, 0)
/* 0x28BA */ DEFINE_SFX(NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0, 0)
/* 0x28BB */ DEFINE_SFX(NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0, 0)
/* 0x28BC */ DEFINE_SFX(NA_SE_EV_FISH_GROW_UP, 0x30, 2, 0, 0, 0)
/* 0x28BD */ DEFINE_SFX(NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0, 0)
/* 0x28BE */ DEFINE_SFX(NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0, 0)
/* 0x28BF */ DEFINE_SFX(NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0, 0)
/* 0x28C0 */ DEFINE_SFX(NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0, 0)
/* 0x28C1 */ DEFINE_SFX(NA_SE_EV_BOILED_WATER_S, 0x30, 6, 0, 0, 0)
/* 0x28C2 */ DEFINE_SFX(NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0, 0)
/* 0x28C3 */ DEFINE_SFX(NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0, 0)
/* 0x28C4 */ DEFINE_SFX(NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0, 0)
/* 0x28C5 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C6 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C7 */ DEFINE_SFX(NA_SE_EV_BOILED_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C8 */ DEFINE_SFX(NA_SE_EV_DIG_UP, 0x30, 0, 0, 0, 0)
/* 0x28C9 */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28CA */ DEFINE_SFX(NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0, 0)
/* 0x28CB */ DEFINE_SFX(NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x28CC */ DEFINE_SFX(NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0, 0)
/* 0x28CD */ DEFINE_SFX(NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0, 0)
/* 0x28CE */ DEFINE_SFX(NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0, 0)
/* 0x28CF */ DEFINE_SFX(NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0, 0)
/* 0x28D0 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x28D2 */ DEFINE_SFX(NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28D3 */ DEFINE_SFX(NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x28D4 */ DEFINE_SFX(NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0, 0)
/* 0x28D5 */ DEFINE_SFX(NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0, 0)
/* 0x28D6 */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_SWIM, 0x60, 3, 2, 0, 0)
/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28D8 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_BARK, 0x50, 0, 0, 0, 0)
/* 0x28D9 */ DEFINE_SFX(NA_SE_EV_RUPY_FALL, 0x60, 0, 0, 0, 0)
/* 0x28DA */ DEFINE_SFX(NA_SE_EV_RAIN, 0x90, 0, 0, 0, 0)
/* 0x28DB */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x28DC */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28DD */ DEFINE_SFX(NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0, 0)
/* 0x28DE */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28DF */ DEFINE_SFX(NA_SE_EV_COW_CRY, 0x30, 0, 0, 0, 0)
/* 0x28E0 */ DEFINE_SFX(NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28E1 */ DEFINE_SFX(NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0, 0)
/* 0x28E2 */ DEFINE_SFX(NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0, 0)
/* 0x28E3 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0, 0)
/* 0x28E4 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0, 0)
/* 0x28E5 */ DEFINE_SFX(NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0, 0)
/* 0x28E6 */ DEFINE_SFX(NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28E7 */ DEFINE_SFX(NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0, 0)
/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x28E9 */ DEFINE_SFX(NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x28EA */ DEFINE_SFX(NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x28EB */ DEFINE_SFX(NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x28EC */ DEFINE_SFX(NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0, 0)
/* 0x28ED */ DEFINE_SFX(NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0, 0)
/* 0x28EE */ DEFINE_SFX(NA_SE_EV_MOON_LIGHT_PILLAR, 0x30, 3, 0, 0, 0)
/* 0x28EF */ DEFINE_SFX(NA_SE_EV_MONKEY_WALK, 0x20, 0, 0, 0, 0)
/* 0x28F0 */ DEFINE_SFX(NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0, 0)
/* 0x28F1 */ DEFINE_SFX(NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 1, 0, 0)
/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x28F3 */ DEFINE_SFX(NA_SE_EV_BIGBELL, 0x30, 2, 0, 0, 0)
/* 0x28F4 */ DEFINE_SFX(NA_SE_EV_NUTS_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x28F5 */ DEFINE_SFX(NA_SE_EV_SNOWBALL_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x28F6 */ DEFINE_SFX(NA_SE_EV_SMALLBALL_ROLL, 0x30, 5, 0, 0, 0)
/* 0x28F7 */ DEFINE_SFX(NA_SE_EV_FLOWERPETAL_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28F8 */ DEFINE_SFX(NA_SE_EV_FLOWERPETAL_STOP, 0x30, 0, 0, 0, 0)
/* 0x28F9 */ DEFINE_SFX(NA_SE_EV_FLOWER_ROLLING, 0x40, 0, 0, 0, 0)
/* 0x28FA */ DEFINE_SFX(NA_SE_EV_GLASSBROKEN_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x28FB */ DEFINE_SFX(NA_SE_EV_GLASSBROKEN_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28FC */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR, 0x30, 5, 0, 0, 0)
/* 0x28FD */ DEFINE_SFX(NA_SE_EV_SMALL_SNOWBALL_BROKEN, 0x30, 2, 3, 0, 0)
/* 0x28FE */ DEFINE_SFX(NA_SE_EV_STATUE_VANISH, 0x30, 0, 0, 0, 0)
/* 0x28FF */ DEFINE_SFX(NA_SE_EV_BIGBALL_BOUND, 0x30, 0, 0, 0, 0)
/* 0x2900 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_WALK, 0x30, 0, 2, 0, 0)
/* 0x2901 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_JOY, 0x30, 0, 2, 0, 0)
/* 0x2902 */ DEFINE_SFX(NA_SE_EV_WALK_WATER, 0x30, 0, 0, 0, 0)
/* 0x2903 */ DEFINE_SFX(NA_SE_EV_PLATE_LIFT_LEVEL, 0x30, 2, 0, 0, 0)
/* 0x2904 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_2, 0x30, 0, 0, 0, 0)
/* 0x2905 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_2, 0x30, 0, 0, 0, 0)
/* 0x2906 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_3, 0x30, 0, 0, 0, 0)
/* 0x2907 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_3, 0x30, 0, 0, 0, 0)
/* 0x2908 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_MOTOR, 0x68, 2, 0, 0, 0)
/* 0x2909 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_HAND, 0x30, 2, 0, 0, 0)
/* 0x290A */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x290B */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_GROAN, 0x30, 0, 0, 0, 0)
/* 0x290C */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ATK_BARK, 0x30, 0, 0, 0, 0)
/* 0x290D */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_RISING, 0x30, 2, 0, 0, 0)
/* 0x290E */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_FALL, 0x30, 2, 0, 0, 0)
/* 0x290F */ DEFINE_SFX(NA_SE_EV_GORON_CHEER, 0x30, 3, 0, 0, 0)
/* 0x2910 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ANG_BARK, 0x30, 0, 0, 0, 0)
/* 0x2911 */ DEFINE_SFX(NA_SE_EV_COMICAL_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2912 */ DEFINE_SFX(NA_SE_EV_LIGHTNING_HARD, 0x30, 0, 0, 0, 0)
/* 0x2913 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_WHINE, 0x30, 0, 3, 0, 0)
/* 0x2914 */ DEFINE_SFX(NA_SE_EV_PANIC_IN_HOUSE, 0x80, 0, 0, 0, 0)
/* 0x2915 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BELL, 0x30, 0, 0, 0, 0)
/* 0x2916 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_SECOND_HAND, 0x30, 2, 0, 0, 0)
/* 0x2917 */ DEFINE_SFX(NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_FLAG_VOLUME_NO_DIST)
/* 0x2918 */ DEFINE_SFX(NA_SE_EV_DUMMY_280, 0x30, 0, 0, 0, 0)
/* 0x2919 */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_0, 0x30, 0, 0, 0, 0)
/* 0x291A */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_1, 0x30, 0, 0, 0, 0)
/* 0x291B */ DEFINE_SFX(NA_SE_EV_WATERWHEEL_LEVEL, 0x30, 0, 2, 0, 0)
/* 0x291C */ DEFINE_SFX(NA_SE_EV_WOOD_GATE_OPEN_N, 0x30, 0, 0, 0, 0)
/* 0x291D */ DEFINE_SFX(NA_SE_EV_INVISIBLE_MONKEY, 0x30, 5, 2, 0, 0)
/* 0x291E */ DEFINE_SFX(NA_SE_EV_CRUISER, 0x30, 0, 1, 0, 0)
/* 0x291F */ DEFINE_SFX(NA_SE_EV_SECRET_CHEER, 0x30, 0, 0, 0, 0)
/* 0x2920 */ DEFINE_SFX(NA_SE_EV_BOTTLE_WATERING, 0x30, 0, 0, 0, 0)
/* 0x2921 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_SADNESS, 0x30, 0, 0, 0, 0)
/* 0x2922 */ DEFINE_SFX(NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2923 */ DEFINE_SFX(NA_SE_EV_UNSKILLFUL_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x2924 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_DASH, 0x30, 0, 1, 0, 0)
/* 0x2925 */ DEFINE_SFX(NA_SE_EV_FAIRY_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2926 */ DEFINE_SFX(NA_SE_EV_MONDO_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2927 */ DEFINE_SFX(NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2928 */ DEFINE_SFX(NA_SE_EV_HOUSE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2929 */ DEFINE_SFX(NA_SE_EV_MOON_FALL, 0x30, 3, 0, 0, 0)
/* 0x292A */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_0, 0x30, 0, 0, 0, 0)
/* 0x292B */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x292C */ DEFINE_SFX(NA_SE_EV_BOMBERS_WALK, 0x30, 0, 1, 0, 0)
/* 0x292D */ DEFINE_SFX(NA_SE_EV_BOMBERS_LAND, 0x30, 0, 2, 0, 0)
/* 0x292E */ DEFINE_SFX(NA_SE_EV_BOMBERS_SHOT_BREATH, 0x30, 0, 0, 0, 0)
/* 0x292F */ DEFINE_SFX(NA_SE_EV_BOMBERS_SHOT_EXPLOSUIN, 0x30, 0, 0, 0, 0)
/* 0x2930 */ DEFINE_SFX(NA_SE_EV_BOMBERS_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2931 */ DEFINE_SFX(NA_SE_EV_SOLDIER_WALK, 0x30, 0, 3, 0, 0)
/* 0x2932 */ DEFINE_SFX(NA_SE_EV_ROCK_CUBE_RISING, 0x30, 0, 0, 0, 0)
/* 0x2933 */ DEFINE_SFX(NA_SE_EV_ROCK_CUBE_FALL, 0x30, 0, 0, 0, 0)
/* 0x2934 */ DEFINE_SFX(NA_SE_EV_BELL_SPIT, 0x30, 0, 0, 0, 0)
/* 0x2935 */ DEFINE_SFX(NA_SE_EV_BELL_SIGH, 0x30, 0, 0, 0, 0)
/* 0x2936 */ DEFINE_SFX(NA_SE_EV_BELL_BRAKE, 0x30, 0, 0, 0, 0)
/* 0x2937 */ DEFINE_SFX(NA_SE_EV_DOG_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2938 */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_HEAL_ORG, 0x80, 0, 0, 0, 0)
/* 0x2939 */ DEFINE_SFX(NA_SE_EV_BOMBERS_CLIMB, 0x30, 0, 0, 0, 0)
/* 0x293A */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BROKEN, 0x30, 3, 1, 0, 0)
/* 0x293B */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x293C */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x293D */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_UP, 0x30, 3, 0, 0, 0)
/* 0x293E */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STOP, 0x30, 3, 0, 0, 0)
/* 0x293F */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_FALL, 0x30, 3, 0, 0, 0)
/* 0x2940 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_0, 0x30, 3, 0, 0, 0)
/* 0x2941 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_1, 0x30, 3, 0, 0, 0)
/* 0x2942 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_2, 0x30, 3, 0, 0, 0)
/* 0x2943 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_OPEN_S, 0x30, 0, 0, 0, 0)
/* 0x2944 */ DEFINE_SFX(NA_SE_EV_ICE_MELT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x2945 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STAIR_MOVE, 0x30, 3, 0, 0, 0)
/* 0x2946 */ DEFINE_SFX(NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x2947 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK, 0x30, 3, 1, 0, 0)
/* 0x2948 */ DEFINE_SFX(NA_SE_EV_CHICK_TO_CHICKEN, 0x30, 0, 1, 0, 0)
/* 0x2949 */ DEFINE_SFX(NA_SE_EV_MUJURA_BALLOON_BROKEN, 0x60, 2, 0, 0, 0)
/* 0x294A */ DEFINE_SFX(NA_SE_EV_BALLOON_SWELL, 0x30, 0, 0, 0, 0)
/* 0x294B */ DEFINE_SFX(NA_SE_EV_SEAHORSE_OUT_BOTTLE, 0x30, 0, 0, 0, 0)
/* 0x294C */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294D */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294E */ DEFINE_SFX(NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294F */ DEFINE_SFX(NA_SE_EV_MOON_FALL_LAST, 0x30, 0, 0, 0, 0)
/* 0x2950 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2951 */ DEFINE_SFX(NA_SE_EV_SEAHORSE_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2952 */ DEFINE_SFX(NA_SE_EV_OPEN_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x2953 */ DEFINE_SFX(NA_SE_EV_BUTLER_FRY, 0x60, 0, 0, 0, 0)
/* 0x2954 */ DEFINE_SFX(NA_SE_EV_PIRATE_SHIP, 0x30, 2, 0, 0, 0)
/* 0x2955 */ DEFINE_SFX(NA_SE_EV_DRAIN, 0x30, 0, 0, 0, 0)
/* 0x2956 */ DEFINE_SFX(NA_SE_EV_DORA_L, 0x30, 2, 0, 0, 0)
/* 0x2957 */ DEFINE_SFX(NA_SE_EV_LOG_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2958 */ DEFINE_SFX(NA_SE_EV_CART_WHEEL, 0x60, 2, 1, 0, 0)
/* 0x2959 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x295A */ DEFINE_SFX(NA_SE_EV_DORA_S, 0x30, 0, 0, 0, 0)
/* 0x295B */ DEFINE_SFX(NA_SE_EV_ROCK_FALL, 0x30, 0, 0, 0, 0)
/* 0x295C */ DEFINE_SFX(NA_SE_EV_FREEZE_S, 0x30, 0, 0, 0, 0)
/* 0x295D */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND_S, 0x30, 0, 0, 0, 0)
/* 0x295E */ DEFINE_SFX(NA_SE_EV_CLOSE_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x295F */ DEFINE_SFX(NA_SE_EV_OBJECT_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2960 */ DEFINE_SFX(NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2961 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2962 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2963 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x2964 */ DEFINE_SFX(NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2965 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_REWARD, 0x30, 0, 0, 0, 0)
/* 0x2966 */ DEFINE_SFX(NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2967 */ DEFINE_SFX(NA_SE_EV_OWL_WARP_SWITCH_ON, 0x80, 0, 0, 0, 0)
/* 0x2968 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_RR, 0x80, 3, 0, 0, 0)
/* 0x2969 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_LR, 0x80, 3, 0, 0, 0)
/* 0x296A */ DEFINE_SFX(NA_SE_EV_SMALL_WATER_WHEEL, 0x30, 3, 0, 0, 0)
/* 0x296B */ DEFINE_SFX(NA_SE_EV_COCK_SWITCH_ROLL, 0x80, 2, 0, 0, 0)
/* 0x296C */ DEFINE_SFX(NA_SE_EV_COCK_SWITCH_STOP, 0x80, 2, 0, 0, 0)
/* 0x296D */ DEFINE_SFX(NA_SE_EV_PIPE_STREAM_START, 0x30, 0, 0, 0, 0)
/* 0x296E */ DEFINE_SFX(NA_SE_EV_WATER_PILLAR, 0x60, 0, 0, 0, 0)
/* 0x296F */ DEFINE_SFX(NA_SE_EV_SEESAW_INCLINE, 0x30, 0, 0, 0, 0)
/* 0x2970 */ DEFINE_SFX(NA_SE_EV_ZORA_WALK, 0x30, 2, 1, 0, 0)
/* 0x2971 */ DEFINE_SFX(NA_SE_EV_PIRATE_WALK, 0x30, 2, 1, 0, 0)
/* 0x2972 */ DEFINE_SFX(NA_SE_EV_PILLAR_UP_FAST, 0x30, 3, 1, 0, 0)
/* 0x2973 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2974 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2975 */ DEFINE_SFX(NA_SE_EV_MUJURA_FOLLOWERS_FLY, 0x30, 0, 0, 0, 0)
/* 0x2976 */ DEFINE_SFX(NA_SE_EV_MAKE_TURRET, 0x30, 0, 0, 0, 0)
/* 0x2977 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_ROLL, 0x30, 3, 0, 0, 0)
/* 0x2978 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x2979 */ DEFINE_SFX(NA_SE_EV_SINK_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297A */ DEFINE_SFX(NA_SE_EV_REBOUND_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297B */ DEFINE_SFX(NA_SE_EV_UFO_APPEAR, 0x30, 3, 0, 0, 0)
/* 0x297C */ DEFINE_SFX(NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x297D */ DEFINE_SFX(NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x297E */ DEFINE_SFX(NA_SE_EV_MILK_POT_DAMAGE, 0x80, 3, 0, 0, 0)
/* 0x297F */ DEFINE_SFX(NA_SE_EV_DUMMY_383, 0x30, 0, 0, 0, 0)
/* 0x2980 */ DEFINE_SFX(NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2981 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2982 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2983 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2984 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2985 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x2986 */ DEFINE_SFX(NA_SE_EV_MOONSTONE_FALL, 0x80, 3, 0, 0, 0)
/* 0x2987 */ DEFINE_SFX(NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2988 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_FRY, 0x30, 0, 0, 0, 0)
/* 0x2989 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_HEAL, 0x30, 0, 0, 0, 0)
/* 0x298A */ DEFINE_SFX(NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY, 0x30, 0, 0, 0, 0)
/* 0x298B */ DEFINE_SFX(NA_SE_EV_PAMERA_WALK, 0x30, 0, 0, 0, 0)
/* 0x298C */ DEFINE_SFX(NA_SE_EV_G_STONE_CHANGE_COLOR, 0x30, 0, 0, 0, 0)
/* 0x298D */ DEFINE_SFX(NA_SE_EV_CURTAIN_DOWN, 0x30, 0, 0, 0, 0)
/* 0x298E */ DEFINE_SFX(NA_SE_EV_GORON_HAND_HIT, 0x30, 3, 0, 0, 0)
/* 0x298F */ DEFINE_SFX(NA_SE_EV_SMALL_WOODPLATE_BOUND_0, 0x30, 3, 1, 0, 0)
/* 0x2990 */ DEFINE_SFX(NA_SE_EV_GET_UP_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2991 */ DEFINE_SFX(NA_SE_EV_LIE_DOWN_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2992 */ DEFINE_SFX(NA_SE_EV_BANK_MAN_HAND_HIT, 0x30, 0, 0, 0, 0)
/* 0x2993 */ DEFINE_SFX(NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2994 */ DEFINE_SFX(NA_SE_EV_CHICK_SONG, 0x10, 7, 0, 0, 0)
/* 0x2995 */ DEFINE_SFX(NA_SE_EV_LAND_SAND, 0x30, 0, 0, 0, 0)
/* 0x2996 */ DEFINE_SFX(NA_SE_EV_JUMP_SAND, 0x30, 0, 0, 0, 0)
/* 0x2997 */ DEFINE_SFX(NA_SE_EV_SECRET_LADDER_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2998 */ DEFINE_SFX(NA_SE_EV_CLAPPING_2P, 0x30, 0, 0, 0, 0)
/* 0x2999 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WEED, 0x30, 0, 0, 0, 0)
/* 0x299A */ DEFINE_SFX(NA_SE_EV_FAIRY_SHIVER, 0x30, 0, 0, 0, 0)
/* 0x299B */ DEFINE_SFX(NA_SE_EV_MASK_RISING, 0x30, 0, 0, 0, 0)
/* 0x299C */ DEFINE_SFX(NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299D */ DEFINE_SFX(NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299E */ DEFINE_SFX(NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299F */ DEFINE_SFX(NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x29A0 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_X, 0x60, 3, 0, 0, 0)
/* 0x29A1 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Z, 0x60, 3, 0, 0, 0)
/* 0x29A2 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Y, 0x60, 3, 0, 0, 0)
/* 0x29A3 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_STOP_C, 0x70, 3, 0, 0, 0)
/* 0x29A4 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_STOP_F, 0x70, 3, 0, 0, 0)
/* 0x29A5 */ DEFINE_SFX(NA_SE_EV_BELL_ANGER, 0x30, 0, 0, 0, 0)
/* 0x29A6 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_SWITCH, 0x70, 3, 0, 0, 0)
/* 0x29A7 */ DEFINE_SFX(NA_SE_EV_BAT_FLY, 0x30, 4, 0, 0, 0)
/* 0x29A8 */ DEFINE_SFX(NA_SE_EV_UFO_LIGHT_BEAM, 0x30, 3, 0, 0, 0)
/* 0x29A9 */ DEFINE_SFX(NA_SE_EV_DOOR_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x29AA */ DEFINE_SFX(NA_SE_EV_WOOD_WATER_WHEEL, 0x30, 0, 0, 0, 0)
/* 0x29AB */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_OPEN, 0x60, 0, 0, 0, 0)
/* 0x29AC */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x29AD */ DEFINE_SFX(NA_SE_EV_ROOM_CARTAIN, 0x30, 0, 0, 0, 0)
/* 0x29AE */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29AF */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29B0 */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29B1 */ DEFINE_SFX(NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B2 */ DEFINE_SFX(NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B3 */ DEFINE_SFX(NA_SE_EV_OMENYA_WALK, 0x30, 0, 2, 0, 0)
/* 0x29B4 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B5 */ DEFINE_SFX(NA_SE_EV_UFO_FLY, 0x30, 3, 0, 0, 0)
/* 0x29B6 */ DEFINE_SFX(NA_SE_EV_GRASS_WALL_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x29B7 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE_ENERGY, 0x60, 3, 0, 0, 0)
/* 0x29B8 */ DEFINE_SFX(NA_SE_EV_BOSS_WARP_HOLE, 0x70, 0, 0, 0, 0)
/* 0x29B9 */ DEFINE_SFX(NA_SE_EV_FIREWORKS_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x29BA */ DEFINE_SFX(NA_SE_EV_IKANA_SOUL_LV, 0x30, 0, 0, 0, 0)
/* 0x29BB */ DEFINE_SFX(NA_SE_EV_IKANA_PURIFICATION, 0x30, 0, 0, 0, 0)
/* 0x29BC */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_2, 0x30, 0, 0, 0, 0)
/* 0x29BD */ DEFINE_SFX(NA_SE_EV_DARUMA_VANISH, 0x30, 0, 0, 0, 0)
/* 0x29BE */ DEFINE_SFX(NA_SE_EV_IKANA_SOUL_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x29BF */ DEFINE_SFX(NA_SE_EV_ROMANI_BOW_FLICK, 0x40, 0, 0, 0, 0)
/* 0x29C0 */ DEFINE_SFX(NA_SE_EV_WHITE_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
/* 0x29C1 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
/* 0x29C2 */ DEFINE_SFX(NA_SE_EV_SWORD_FORGE, 0x30, 0, 1, 0, 0)
/* 0x29C3 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_CLOSE_S, 0x30, 1, 1, 0, 0)
/* 0x29C4 */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x29C5 */ DEFINE_SFX(NA_SE_EV_PAMET_ROCK_CRASH, 0x30, 0, 0, 0, 0)
/* 0x29C6 */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0, 0)
/* 0x29C7 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN2, 0x30, 0, 0, 0, 0)
/* 0x29C8 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK2, 0x30, 0, 0, 0, 0)
/* 0x29C9 */ DEFINE_SFX(NA_SE_EV_WOODBOX_BOUND2, 0x30, 0, 0, 0, 0)
/* 0x29CA */ DEFINE_SFX(NA_SE_EV_DEMO_KID_ATOZUSARI, 0x30, 0, 0, 0, 0)
/* 0x29CB */ DEFINE_SFX(NA_SE_EV_UNDER_WATER, 0x30, 0, 0, 0, 0)
/* 0x29CC */ DEFINE_SFX(NA_SE_EV_FREEZE2, 0x30, 0, 0, 0, 0)
/* 0x29CD */ DEFINE_SFX(NA_SE_EV_DEMO_KID_SAGURU, 0x30, 0, 0, 0, 0)
/* 0x29CE */ DEFINE_SFX(NA_SE_EV_WATER_WALL3, 0x30, 0, 0, 0, 0)
/* 0x29CF */ DEFINE_SFX(NA_SE_EV_BOMBERS_TAORE, 0x30, 0, 0, 0, 0)
/* 0x2800 */ DEFINE_SFX(CHAN_278D, NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x2801 */ DEFINE_SFX(CHAN_279C, NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0, 0)
/* 0x2802 */ DEFINE_SFX(CHAN_27A8, NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0, 0)
/* 0x2803 */ DEFINE_SFX(CHAN_27B9, NA_SE_EV_HORSE_WALK, 0x60, 0, 1, 0, 0)
/* 0x2804 */ DEFINE_SFX(CHAN_27C3, NA_SE_EV_HORSE_RUN, 0x60, 0, 1, 0, 0)
/* 0x2805 */ DEFINE_SFX(CHAN_27CD, NA_SE_EV_HORSE_NEIGH, 0x70, 0, 1, 0, 0)
/* 0x2806 */ DEFINE_SFX(CHAN_27D8, NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x2807 */ DEFINE_SFX(CHAN_27EC, NA_SE_EV_WATER_WALL_BIG, 0x70, 2, 0, 0, 0)
/* 0x2808 */ DEFINE_SFX(CHAN_27F1, NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0, 0)
/* 0x2809 */ DEFINE_SFX(CHAN_2805, NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0, 0)
/* 0x280A */ DEFINE_SFX(CHAN_2817, NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0, 0)
/* 0x280B */ DEFINE_SFX(CHAN_282A, NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0, 0)
/* 0x280C */ DEFINE_SFX(CHAN_283B, NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0, SFX_FLAG_8)
/* 0x280D */ DEFINE_SFX(CHAN_2885, NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0, 0)
/* 0x280E */ DEFINE_SFX(CHAN_28B9, NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0, 0)
/* 0x280F */ DEFINE_SFX(CHAN_28D0, NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0, 0)
/* 0x2810 */ DEFINE_SFX(CHAN_28E7, NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2811 */ DEFINE_SFX(CHAN_2911, NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0, 0)
/* 0x2812 */ DEFINE_SFX(CHAN_2920, NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0, 0)
/* 0x2813 */ DEFINE_SFX(CHAN_2938, NA_SE_EV_CHICKEN_CRY_M, 0x50, 0, 0, 0, 0)
/* 0x2814 */ DEFINE_SFX(CHAN_2943, NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 2, 0, 0, 0)
/* 0x2815 */ DEFINE_SFX(CHAN_2955, NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0, 0)
/* 0x2816 */ DEFINE_SFX(CHAN_2979, NA_SE_EV_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2817 */ DEFINE_SFX(CHAN_2990, NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0, 0)
/* 0x2818 */ DEFINE_SFX(CHAN_29A3, NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2819 */ DEFINE_SFX(CHAN_29B0, NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0, 0)
/* 0x281A */ DEFINE_SFX(CHAN_29BD, NA_SE_EV_HORSE_SLIP, 0x68, 0, 0, 0, 0)
/* 0x281B */ DEFINE_SFX(CHAN_29CE, NA_SE_EV_WHITE_FAIRY_DASH, 0x58, 0, 1, 0, 0)
/* 0x281C */ DEFINE_SFX(CHAN_29FC, NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x281D */ DEFINE_SFX(CHAN_2A0E, NA_SE_EV_BIGWALL_BOUND, 0x70, 3, 0, 0, 0)
/* 0x281E */ DEFINE_SFX(CHAN_2A30, NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 1, 0, 0)
/* 0x281F */ DEFINE_SFX(CHAN_2A4A, NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x2820 */ DEFINE_SFX(CHAN_2A68, NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2821 */ DEFINE_SFX(CHAN_2A7E, NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x2822 */ DEFINE_SFX(CHAN_2AD4, NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0, 0)
/* 0x2823 */ DEFINE_SFX(CHAN_2AE4, NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0, 0)
/* 0x2824 */ DEFINE_SFX(CHAN_2AFF, NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2825 */ DEFINE_SFX(CHAN_2B19, NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2826 */ DEFINE_SFX(CHAN_2B88, NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2827 */ DEFINE_SFX(CHAN_2BDE, NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0, 0)
/* 0x2828 */ DEFINE_SFX(CHAN_2C57, NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0, 0)
/* 0x2829 */ DEFINE_SFX(CHAN_2C6D, NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0, 0)
/* 0x282A */ DEFINE_SFX(CHAN_2C81, NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0, 0)
/* 0x282B */ DEFINE_SFX(CHAN_2C95, NA_SE_EV_KID_HORSE_LAND2, 0x60, 0, 0, 0, 0)
/* 0x282C */ DEFINE_SFX(CHAN_2C9F, NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x282D */ DEFINE_SFX(CHAN_2CB0, NA_SE_EV_DUMMY_45, 0x30, 0, 0, 0, 0)
/* 0x282E */ DEFINE_SFX(CHAN_2CCE, NA_SE_EV_LIGHTNING, 0x80, 0, 0, 0, 0)
/* 0x282F */ DEFINE_SFX(CHAN_2CF0, NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2830 */ DEFINE_SFX(CHAN_2D06, NA_SE_EV_WATERDROP, 0x30, 0, 1, 0, 0)
/* 0x2831 */ DEFINE_SFX(CHAN_2D17, NA_SE_EV_TORCH, 0x10, 0, 0, 0, 0)
/* 0x2832 */ DEFINE_SFX(CHAN_2D26, NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0, 0)
/* 0x2833 */ DEFINE_SFX(CHAN_2D58, NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x2834 */ DEFINE_SFX(CHAN_2D7A, NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_PRIORITY_NO_DIST)
/* 0x2835 */ DEFINE_SFX(CHAN_2D91, NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0, 0)
/* 0x2836 */ DEFINE_SFX(CHAN_2DA2, NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_UNUSED6, 0)
/* 0x2837 */ DEFINE_SFX(CHAN_2DBA, NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0, 0)
/* 0x2838 */ DEFINE_SFX(CHAN_2DC6, NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0, 0)
/* 0x2839 */ DEFINE_SFX(CHAN_2DE0, NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0, 0)
/* 0x283A */ DEFINE_SFX(CHAN_2E0C, NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0, 0)
/* 0x283B */ DEFINE_SFX(CHAN_2E26, NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0, 0)
/* 0x283C */ DEFINE_SFX(CHAN_2E58, NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0, 0)
/* 0x283D */ DEFINE_SFX(CHAN_2E78, NA_SE_EV_WATERDROP_GRD, 0x30, 0, 0, 0, 0)
/* 0x283E */ DEFINE_SFX(CHAN_2E85, NA_SE_EV_EXPLSION_LONG, 0x30, 3, 0, 0, 0)
/* 0x283F */ DEFINE_SFX(CHAN_2EA5, NA_SE_EV_WATER_WALL_BIG_SILENT, 0x70, 0, 0, 0, 0)
/* 0x2840 */ DEFINE_SFX(CHAN_2EC7, NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2841 */ DEFINE_SFX(CHAN_2EFE, NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x2842 */ DEFINE_SFX(CHAN_2F14, NA_SE_EV_KID_HORSE_WALK, 0x60, 0, 0, 0, 0)
/* 0x2843 */ DEFINE_SFX(CHAN_2F20, NA_SE_EV_KID_HORSE_RUN, 0x60, 0, 0, 0, 0)
/* 0x2844 */ DEFINE_SFX(CHAN_2F2A, NA_SE_EV_KID_HORSE_NEIGH, 0x60, 0, 0, 0, 0)
/* 0x2845 */ DEFINE_SFX(CHAN_2F35, NA_SE_EV_KID_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2846 */ DEFINE_SFX(CHAN_2F3E, NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2847 */ DEFINE_SFX(CHAN_2F65, NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0, 0)
/* 0x2848 */ DEFINE_SFX(CHAN_2FC6, NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0, 0)
/* 0x2849 */ DEFINE_SFX(CHAN_2FE7, NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_PRIORITY_NO_DIST)
/* 0x284A */ DEFINE_SFX(CHAN_3030, NA_SE_EV_POSTMAN_WALK, 0x30, 0, 1, 0, 0)
/* 0x284B */ DEFINE_SFX(CHAN_304D, NA_SE_EV_POSTMACHINE_HIT_OPEN, 0x60, 0, 0, 0, 0)
/* 0x284C */ DEFINE_SFX(CHAN_305E, NA_SE_EV_POSTMACHINE_OPEN, 0x60, 3, 0, 0, 0)
/* 0x284D */ DEFINE_SFX(CHAN_306A, NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0, 0)
/* 0x284E */ DEFINE_SFX(CHAN_3082, NA_SE_EV_PLANT_BROKEN, 0x58, 1, 0, 0, 0)
/* 0x284F */ DEFINE_SFX(CHAN_309D, NA_SE_EV_STONE_SWITCH_ON, 0x30, 0, 0, 0, 0)
/* 0x2850 */ DEFINE_SFX(CHAN_30AF, NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0, 0)
/* 0x2851 */ DEFINE_SFX(CHAN_30F1, NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0, 0)
/* 0x2852 */ DEFINE_SFX(CHAN_30F8, NA_SE_EV_ROCK_BROKEN, 0x30, 3, 3, 0, 0)
/* 0x2853 */ DEFINE_SFX(CHAN_3113, NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0, 0)
/* 0x2854 */ DEFINE_SFX(CHAN_3127, NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0, 0)
/* 0x2855 */ DEFINE_SFX(CHAN_313E, NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2856 */ DEFINE_SFX(CHAN_314D, NA_SE_EV_TRE_BOX_BOUND, 0x60, 1, 1, 0, 0)
/* 0x2857 */ DEFINE_SFX(CHAN_315A, NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0, 0)
/* 0x2858 */ DEFINE_SFX(CHAN_3174, NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2859 */ DEFINE_SFX(CHAN_318A, NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0, 0)
/* 0x285A */ DEFINE_SFX(CHAN_3198, NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0, 0)
/* 0x285B */ DEFINE_SFX(CHAN_31A6, NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0, 0)
/* 0x285C */ DEFINE_SFX(CHAN_31CC, NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0, 0)
/* 0x285D */ DEFINE_SFX(CHAN_31E1, NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_REVERB_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
/* 0x285E */ DEFINE_SFX(CHAN_31FE, NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0, 0)
/* 0x285F */ DEFINE_SFX(CHAN_3225, NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2860 */ DEFINE_SFX(CHAN_323B, NA_SE_EV_STONE_SWITCH_OFF, 0x30, 3, 0, 0, 0)
/* 0x2861 */ DEFINE_SFX(CHAN_324D, NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0, 0)
/* 0x2862 */ DEFINE_SFX(CHAN_3262, NA_SE_EV_ICE_STAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2863 */ DEFINE_SFX(CHAN_327F, NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0, 0)
/* 0x2864 */ DEFINE_SFX(CHAN_32A4, NA_SE_EV_SEESAW_WATER_BOUND, 0x30, 0, 1, 0, 0)
/* 0x2865 */ DEFINE_SFX(CHAN_32AB, NA_SE_EV_SECOM_CONVEYOR, 0x30, 0, 0, 0, 0)
/* 0x2866 */ DEFINE_SFX(CHAN_32BD, NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2867 */ DEFINE_SFX(CHAN_32C9, NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2868 */ DEFINE_SFX(CHAN_32D9, NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0, 0)
/* 0x2869 */ DEFINE_SFX(CHAN_32E7, NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0, 0)
/* 0x286A */ DEFINE_SFX(CHAN_32FB, NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0, 0)
/* 0x286B */ DEFINE_SFX(CHAN_330C, NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286C */ DEFINE_SFX(CHAN_331E, NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 3, 0, 0, 0)
/* 0x286D */ DEFINE_SFX(CHAN_332C, NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x286E */ DEFINE_SFX(CHAN_3347, NA_SE_EV_KAKASH_LONGI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286F */ DEFINE_SFX(CHAN_3365, NA_SE_EV_SUN_MARK_FLASH, 0x30, 3, 0, 0, 0)
/* 0x2870 */ DEFINE_SFX(CHAN_3379, NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0, 0)
/* 0x2871 */ DEFINE_SFX(CHAN_3390, NA_SE_EV_SEESAW_BOUND, 0x30, 0, 0, 0, 0)
/* 0x2872 */ DEFINE_SFX(CHAN_339F, NA_SE_EV_FAIRY_ATTACK, 0x30, 0, 2, 0, 0)
/* 0x2873 */ DEFINE_SFX(CHAN_33C8, NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0, 0)
/* 0x2874 */ DEFINE_SFX(CHAN_33D6, NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0, 0)
/* 0x2875 */ DEFINE_SFX(CHAN_3401, NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0, 0)
/* 0x2876 */ DEFINE_SFX(CHAN_341B, NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0, 0)
/* 0x2877 */ DEFINE_SFX(CHAN_342C, NA_SE_EV_TREE_SWING, 0x60, 0, 0, 0, 0)
/* 0x2878 */ DEFINE_SFX(CHAN_279C, NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x2879 */ DEFINE_SFX(CHAN_344D, NA_SE_EV_NAVY_FLY_REBIRTH, 0x30, 2, 0, 0, 0)
/* 0x287A */ DEFINE_SFX(CHAN_3460, NA_SE_EV_CHAINLIFT_STOP, 0x30, 2, 0, 0, 0)
/* 0x287B */ DEFINE_SFX(CHAN_348A, NA_SE_EV_TRE_BOX_APPEAR, 0x80, 2, 0, 0, 0)
/* 0x287C */ DEFINE_SFX(CHAN_34C8, NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0, 0)
/* 0x287D */ DEFINE_SFX(CHAN_34E2, NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0, 0)
/* 0x287E */ DEFINE_SFX(CHAN_34F9, NA_SE_EV_HEALING, 0x30, 0, 0, 0, 0)
/* 0x287F */ DEFINE_SFX(CHAN_3528, NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2880 */ DEFINE_SFX(CHAN_3547, NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2881 */ DEFINE_SFX(CHAN_354B, NA_SE_EV_RED_EYE, 0x30, 0, 0, 0, 0)
/* 0x2882 */ DEFINE_SFX(CHAN_355D, NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0, 0)
/* 0x2883 */ DEFINE_SFX(CHAN_356F, NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2884 */ DEFINE_SFX(CHAN_3585, NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0, 0)
/* 0x2885 */ DEFINE_SFX(CHAN_3598, NA_SE_EV_WINDMILL_LEVEL, 0x60, 4, 0, 0, 0)
/* 0x2886 */ DEFINE_SFX(CHAN_35AB, NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x2887 */ DEFINE_SFX(CHAN_35D8, NA_SE_EV_POT_BROKEN, 0x30, 0, 1, 0, 0)
/* 0x2888 */ DEFINE_SFX(CHAN_35EB, NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0, 0)
/* 0x2889 */ DEFINE_SFX(CHAN_08F5, NA_SE_EV_DIVE_INTO_WATER, 0x60, 0, 0, 0, 0)
/* 0x288A */ DEFINE_SFX(CHAN_0909, NA_SE_EV_JUMP_OUT_WATER, 0x60, 0, 0, 0, 0)
/* 0x288B */ DEFINE_SFX(CHAN_35F7, NA_SE_EV_ICE_PIECE, 0x30, 0, 0, 0, 0)
/* 0x288C */ DEFINE_SFX(CHAN_3610, NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0, 0)
/* 0x288D */ DEFINE_SFX(CHAN_362F, NA_SE_EV_AURORA, 0x30, 0, 0, 0, 0)
/* 0x288E */ DEFINE_SFX(CHAN_3649, NA_SE_EV_CHIBI_FAIRY_SAVED, 0x60, 3, 0, 0, 0)
/* 0x288F */ DEFINE_SFX(CHAN_367D, NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0, 0)
/* 0x2890 */ DEFINE_SFX(CHAN_36A6, NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0, 0)
/* 0x2891 */ DEFINE_SFX(CHAN_36AE, NA_SE_EV_MILK_POT_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x2892 */ DEFINE_SFX(CHAN_36C1, NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2893 */ DEFINE_SFX(CHAN_36CF, NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0, 0)
/* 0x2894 */ DEFINE_SFX(CHAN_36D6, NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0, 0)
/* 0x2895 */ DEFINE_SFX(CHAN_3722, NA_SE_EV_WATER_TANK, 0x30, 0, 0, 0, 0)
/* 0x2896 */ DEFINE_SFX(CHAN_3749, NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2897 */ DEFINE_SFX(CHAN_3762, NA_SE_EV_TOILET_WATER, 0x30, 0, 0, 0, 0)
/* 0x2898 */ DEFINE_SFX(CHAN_377F, NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0, 0)
/* 0x2899 */ DEFINE_SFX(CHAN_37B3, NA_SE_EV_SWEEP, 0x30, 0, 0, 0, 0)
/* 0x289A */ DEFINE_SFX(CHAN_37C1, NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0, 0)
/* 0x289B */ DEFINE_SFX(CHAN_37E6, NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0, 0)
/* 0x289C */ DEFINE_SFX(CHAN_37E6, NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x289D */ DEFINE_SFX(CHAN_382D, NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x289E */ DEFINE_SFX(CHAN_386A, NA_SE_EV_DOOR_BELL, 0x30, 2, 0, 0, 0)
/* 0x289F */ DEFINE_SFX(CHAN_3884, NA_SE_EV_BOUND_ON_MAGMA, 0x30, 3, 0, 0, 0)
/* 0x28A0 */ DEFINE_SFX(CHAN_38A0, NA_SE_EV_HONEYCOMB_FALL, 0x30, 0, 0, 0, 0)
/* 0x28A1 */ DEFINE_SFX(CHAN_38B8, NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0, 0)
/* 0x28A2 */ DEFINE_SFX(CHAN_38BF, NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0, 0)
/* 0x28A3 */ DEFINE_SFX(CHAN_38E4, NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0, 0)
/* 0x28A4 */ DEFINE_SFX(CHAN_38E8, NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0, 0)
/* 0x28A5 */ DEFINE_SFX(CHAN_38FE, NA_SE_EV_CHINCLE_SPELL_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x28A6 */ DEFINE_SFX(CHAN_391D, NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x28A7 */ DEFINE_SFX(CHAN_3935, NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x28A8 */ DEFINE_SFX(CHAN_3949, NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x28A9 */ DEFINE_SFX(CHAN_3984, NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0, 0)
/* 0x28AA */ DEFINE_SFX(CHAN_39A6, NA_SE_EV_WOODBOX_BREAK, 0x70, 2, 0, 0, 0)
/* 0x28AB */ DEFINE_SFX(CHAN_39B5, NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0, 0)
/* 0x28AC */ DEFINE_SFX(CHAN_39C8, NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0, 0)
/* 0x28AD */ DEFINE_SFX(CHAN_39CF, NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x28AE */ DEFINE_SFX(CHAN_39D8, NA_SE_EV_DOG_CRY_EVENING, 0x50, 0, 0, 0, 0)
/* 0x28AF */ DEFINE_SFX(CHAN_39E7, NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0, 0)
/* 0x28B0 */ DEFINE_SFX(CHAN_1A7A, NA_SE_EV_STICK_SWING, 0x30, 0, 0, 0, 0)
/* 0x28B1 */ DEFINE_SFX(CHAN_39F3, NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0, 0)
/* 0x28B2 */ DEFINE_SFX(CHAN_3A10, NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28B3 */ DEFINE_SFX(CHAN_3A2C, NA_SE_EV_BURNING, 0x20, 0, 0, 0, 0)
/* 0x28B4 */ DEFINE_SFX(CHAN_3A4D, NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 3, 0, 0)
/* 0x28B5 */ DEFINE_SFX(CHAN_3A5D, NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28B6 */ DEFINE_SFX(CHAN_3A8B, NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0, 0)
/* 0x28B7 */ DEFINE_SFX(CHAN_3AA1, NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x28B8 */ DEFINE_SFX(CHAN_3AB0, NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0, 0)
/* 0x28B9 */ DEFINE_SFX(CHAN_3AD1, NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0, 0)
/* 0x28BA */ DEFINE_SFX(CHAN_3AEB, NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0, 0)
/* 0x28BB */ DEFINE_SFX(CHAN_3AF1, NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0, 0)
/* 0x28BC */ DEFINE_SFX(CHAN_3AF9, NA_SE_EV_FISH_GROW_UP, 0x30, 2, 0, 0, 0)
/* 0x28BD */ DEFINE_SFX(CHAN_3B15, NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0, 0)
/* 0x28BE */ DEFINE_SFX(CHAN_3B3D, NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0, 0)
/* 0x28BF */ DEFINE_SFX(CHAN_3B55, NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0, 0)
/* 0x28C0 */ DEFINE_SFX(CHAN_3B6A, NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0, 0)
/* 0x28C1 */ DEFINE_SFX(CHAN_3B8C, NA_SE_EV_BOILED_WATER_S, 0x30, 6, 0, 0, 0)
/* 0x28C2 */ DEFINE_SFX(CHAN_3BAC, NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0, 0)
/* 0x28C3 */ DEFINE_SFX(CHAN_091B, NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0, 0)
/* 0x28C4 */ DEFINE_SFX(CHAN_0BB0, NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0, 0)
/* 0x28C5 */ DEFINE_SFX(CHAN_3BB8, NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C6 */ DEFINE_SFX(CHAN_3BC2, NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C7 */ DEFINE_SFX(CHAN_3BD8, NA_SE_EV_BOILED_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C8 */ DEFINE_SFX(CHAN_3BE8, NA_SE_EV_DIG_UP, 0x30, 0, 0, 0, 0)
/* 0x28C9 */ DEFINE_SFX(CHAN_39B2, NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28CA */ DEFINE_SFX(CHAN_3BEF, NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0, 0)
/* 0x28CB */ DEFINE_SFX(CHAN_3C01, NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x28CC */ DEFINE_SFX(CHAN_3C1E, NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0, 0)
/* 0x28CD */ DEFINE_SFX(CHAN_3C2F, NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0, 0)
/* 0x28CE */ DEFINE_SFX(CHAN_3C51, NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0, 0)
/* 0x28CF */ DEFINE_SFX(CHAN_3C5D, NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0, 0)
/* 0x28D0 */ DEFINE_SFX(CHAN_3C64, NA_SE_EV_TOILET_HAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x28D1 */ DEFINE_SFX(CHAN_3C7A, NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x28D2 */ DEFINE_SFX(CHAN_3C90, NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28D3 */ DEFINE_SFX(CHAN_AA51, NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x28D4 */ DEFINE_SFX(CHAN_3CA1, NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0, 0)
/* 0x28D5 */ DEFINE_SFX(CHAN_3CAD, NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0, 0)
/* 0x28D6 */ DEFINE_SFX(CHAN_3CB2, NA_SE_EV_BIG_TORTOISE_SWIM, 0x60, 3, 2, 0, 0)
/* 0x28D7 */ DEFINE_SFX(CHAN_3CD0, NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28D8 */ DEFINE_SFX(CHAN_3D0D, NA_SE_EV_SMALL_DOG_BARK, 0x50, 0, 0, 0, 0)
/* 0x28D9 */ DEFINE_SFX(CHAN_3D19, NA_SE_EV_RUPY_FALL, 0x60, 0, 0, 0, 0)
/* 0x28DA */ DEFINE_SFX(CHAN_3D2D, NA_SE_EV_RAIN, 0x90, 0, 0, 0, 0)
/* 0x28DB */ DEFINE_SFX(CHAN_3D46, NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x28DC */ DEFINE_SFX(CHAN_3D52, NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28DD */ DEFINE_SFX(CHAN_3D5E, NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0, 0)
/* 0x28DE */ DEFINE_SFX(CHAN_3D65, NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x28DF */ DEFINE_SFX(CHAN_3D8A, NA_SE_EV_COW_CRY, 0x30, 0, 0, 0, 0)
/* 0x28E0 */ DEFINE_SFX(CHAN_3D96, NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28E1 */ DEFINE_SFX(CHAN_3DB3, NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0, 0)
/* 0x28E2 */ DEFINE_SFX(CHAN_3B55, NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0, 0)
/* 0x28E3 */ DEFINE_SFX(CHAN_3DBA, NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0, 0)
/* 0x28E4 */ DEFINE_SFX(CHAN_3DCE, NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0, 0)
/* 0x28E5 */ DEFINE_SFX(CHAN_3DE2, NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0, 0)
/* 0x28E6 */ DEFINE_SFX(CHAN_3E24, NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28E7 */ DEFINE_SFX(CHAN_3E31, NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0, 0)
/* 0x28E8 */ DEFINE_SFX(CHAN_AC63, NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x28E9 */ DEFINE_SFX(CHAN_3E56, NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x28EA */ DEFINE_SFX(CHAN_3E68, NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x28EB */ DEFINE_SFX(CHAN_29FC, NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x28EC */ DEFINE_SFX(CHAN_3E6E, NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0, 0)
/* 0x28ED */ DEFINE_SFX(CHAN_3E7B, NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0, 0)
/* 0x28EE */ DEFINE_SFX(CHAN_3EA8, NA_SE_EV_MOON_LIGHT_PILLAR, 0x30, 3, 0, 0, 0)
/* 0x28EF */ DEFINE_SFX(CHAN_3EEF, NA_SE_EV_MONKEY_WALK, 0x20, 0, 0, 0, 0)
/* 0x28F0 */ DEFINE_SFX(CHAN_3EFD, NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0, 0)
/* 0x28F1 */ DEFINE_SFX(CHAN_3F15, NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 1, 0, 0)
/* 0x28F2 */ DEFINE_SFX(CHAN_3F26, NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x28F3 */ DEFINE_SFX(CHAN_3F87, NA_SE_EV_BIGBELL, 0x30, 2, 0, 0, 0)
/* 0x28F4 */ DEFINE_SFX(CHAN_3F9F, NA_SE_EV_NUTS_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x28F5 */ DEFINE_SFX(CHAN_3FAD, NA_SE_EV_SNOWBALL_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x28F6 */ DEFINE_SFX(CHAN_3FCD, NA_SE_EV_SMALLBALL_ROLL, 0x30, 5, 0, 0, 0)
/* 0x28F7 */ DEFINE_SFX(CHAN_3FDE, NA_SE_EV_FLOWERPETAL_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28F8 */ DEFINE_SFX(CHAN_3FF2, NA_SE_EV_FLOWERPETAL_STOP, 0x30, 0, 0, 0, 0)
/* 0x28F9 */ DEFINE_SFX(CHAN_4005, NA_SE_EV_FLOWER_ROLLING, 0x40, 0, 0, 0, 0)
/* 0x28FA */ DEFINE_SFX(CHAN_4016, NA_SE_EV_GLASSBROKEN_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x28FB */ DEFINE_SFX(CHAN_402A, NA_SE_EV_GLASSBROKEN_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28FC */ DEFINE_SFX(CHAN_3AB0, NA_SE_EV_BIGBALL_ROLL_SR, 0x30, 5, 0, 0, 0)
/* 0x28FD */ DEFINE_SFX(CHAN_4041, NA_SE_EV_SMALL_SNOWBALL_BROKEN, 0x30, 2, 3, 0, 0)
/* 0x28FE */ DEFINE_SFX(CHAN_4059, NA_SE_EV_STATUE_VANISH, 0x30, 0, 0, 0, 0)
/* 0x28FF */ DEFINE_SFX(CHAN_406C, NA_SE_EV_BIGBALL_BOUND, 0x30, 0, 0, 0, 0)
/* 0x2900 */ DEFINE_SFX(CHAN_4070, NA_SE_EV_MONKEY_VO_WALK, 0x30, 0, 2, 0, 0)
/* 0x2901 */ DEFINE_SFX(CHAN_407A, NA_SE_EV_MONKEY_VO_JOY, 0x30, 0, 2, 0, 0)
/* 0x2902 */ DEFINE_SFX(CHAN_4086, NA_SE_EV_WALK_WATER, 0x30, 0, 0, 0, 0)
/* 0x2903 */ DEFINE_SFX(CHAN_4095, NA_SE_EV_PLATE_LIFT_LEVEL, 0x30, 2, 0, 0, 0)
/* 0x2904 */ DEFINE_SFX(CHAN_40A7, NA_SE_EV_BIGBALL_ROLL_2, 0x30, 0, 0, 0, 0)
/* 0x2905 */ DEFINE_SFX(CHAN_40A7, NA_SE_EV_BIGBALL_ROLL_SR_2, 0x30, 0, 0, 0, 0)
/* 0x2906 */ DEFINE_SFX(CHAN_40B8, NA_SE_EV_BIGBALL_ROLL_3, 0x30, 0, 0, 0, 0)
/* 0x2907 */ DEFINE_SFX(CHAN_40B8, NA_SE_EV_BIGBALL_ROLL_SR_3, 0x30, 0, 0, 0, 0)
/* 0x2908 */ DEFINE_SFX(CHAN_40C9, NA_SE_EV_BEAVER_SWIM_MOTOR, 0x68, 2, 0, 0, 0)
/* 0x2909 */ DEFINE_SFX(CHAN_40E5, NA_SE_EV_BEAVER_SWIM_HAND, 0x30, 2, 0, 0, 0)
/* 0x290A */ DEFINE_SFX(CHAN_4104, NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x290B */ DEFINE_SFX(CHAN_4111, NA_SE_EV_SMALL_DOG_GROAN, 0x30, 0, 0, 0, 0)
/* 0x290C */ DEFINE_SFX(CHAN_4120, NA_SE_EV_SMALL_DOG_ATK_BARK, 0x30, 0, 0, 0, 0)
/* 0x290D */ DEFINE_SFX(CHAN_412F, NA_SE_EV_ICE_PILLAR_RISING, 0x30, 2, 0, 0, 0)
/* 0x290E */ DEFINE_SFX(CHAN_4151, NA_SE_EV_ICE_PILLAR_FALL, 0x30, 2, 0, 0, 0)
/* 0x290F */ DEFINE_SFX(CHAN_4159, NA_SE_EV_GORON_CHEER, 0x30, 3, 0, 0, 0)
/* 0x2910 */ DEFINE_SFX(CHAN_416F, NA_SE_EV_SMALL_DOG_ANG_BARK, 0x30, 0, 0, 0, 0)
/* 0x2911 */ DEFINE_SFX(CHAN_417F, NA_SE_EV_COMICAL_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2912 */ DEFINE_SFX(CHAN_4183, NA_SE_EV_LIGHTNING_HARD, 0x30, 0, 0, 0, 0)
/* 0x2913 */ DEFINE_SFX(CHAN_41A9, NA_SE_EV_SMALL_DOG_WHINE, 0x30, 0, 3, 0, 0)
/* 0x2914 */ DEFINE_SFX(CHAN_41B8, NA_SE_EV_PANIC_IN_HOUSE, 0x80, 0, 0, 0, 0)
/* 0x2915 */ DEFINE_SFX(CHAN_41EC, NA_SE_EV_CLOCK_TOWER_BELL, 0x30, 0, 0, 0, 0)
/* 0x2916 */ DEFINE_SFX(CHAN_425D, NA_SE_EV_CLOCK_TOWER_SECOND_HAND, 0x30, 2, 0, 0, 0)
/* 0x2917 */ DEFINE_SFX(CHAN_4281, NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_FLAG_VOLUME_NO_DIST)
/* 0x2918 */ DEFINE_SFX(CHAN_42AB, NA_SE_EV_DUMMY_280, 0x30, 0, 0, 0, 0)
/* 0x2919 */ DEFINE_SFX(CHAN_42AB, NA_SE_EV_BEAVER_VOICE_0, 0x30, 0, 0, 0, 0)
/* 0x291A */ DEFINE_SFX(CHAN_42BC, NA_SE_EV_BEAVER_VOICE_1, 0x30, 0, 0, 0, 0)
/* 0x291B */ DEFINE_SFX(CHAN_42CD, NA_SE_EV_WATERWHEEL_LEVEL, 0x30, 0, 2, 0, 0)
/* 0x291C */ DEFINE_SFX(CHAN_42EF, NA_SE_EV_WOOD_GATE_OPEN_N, 0x30, 0, 0, 0, 0)
/* 0x291D */ DEFINE_SFX(CHAN_4301, NA_SE_EV_INVISIBLE_MONKEY, 0x30, 5, 2, 0, 0)
/* 0x291E */ DEFINE_SFX(CHAN_4317, NA_SE_EV_CRUISER, 0x30, 0, 1, 0, 0)
/* 0x291F */ DEFINE_SFX(CHAN_4332, NA_SE_EV_SECRET_CHEER, 0x30, 0, 0, 0, 0)
/* 0x2920 */ DEFINE_SFX(CHAN_4346, NA_SE_EV_BOTTLE_WATERING, 0x30, 0, 0, 0, 0)
/* 0x2921 */ DEFINE_SFX(CHAN_4352, NA_SE_EV_MONKEY_VO_SADNESS, 0x30, 0, 0, 0, 0)
/* 0x2922 */ DEFINE_SFX(CHAN_4362, NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2923 */ DEFINE_SFX(CHAN_43A1, NA_SE_EV_UNSKILLFUL_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x2924 */ DEFINE_SFX(CHAN_43D8, NA_SE_EV_BLACK_FAIRY_DASH, 0x30, 0, 1, 0, 0)
/* 0x2925 */ DEFINE_SFX(CHAN_43DF, NA_SE_EV_FAIRY_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2926 */ DEFINE_SFX(CHAN_440F, NA_SE_EV_MONDO_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2927 */ DEFINE_SFX(CHAN_4415, NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2928 */ DEFINE_SFX(CHAN_443D, NA_SE_EV_HOUSE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2929 */ DEFINE_SFX(CHAN_4446, NA_SE_EV_MOON_FALL, 0x30, 3, 0, 0, 0)
/* 0x292A */ DEFINE_SFX(CHAN_445F, NA_SE_EV_OCARINA_BOUND_0, 0x30, 0, 0, 0, 0)
/* 0x292B */ DEFINE_SFX(CHAN_4487, NA_SE_EV_OCARINA_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x292C */ DEFINE_SFX(CHAN_448B, NA_SE_EV_BOMBERS_WALK, 0x30, 0, 1, 0, 0)
/* 0x292D */ DEFINE_SFX(CHAN_449C, NA_SE_EV_BOMBERS_LAND, 0x30, 0, 2, 0, 0)
/* 0x292E */ DEFINE_SFX(CHAN_44B4, NA_SE_EV_BOMBERS_SHOT_BREATH, 0x30, 0, 0, 0, 0)
/* 0x292F */ DEFINE_SFX(CHAN_44BE, NA_SE_EV_BOMBERS_SHOT_EXPLOSUIN, 0x30, 0, 0, 0, 0)
/* 0x2930 */ DEFINE_SFX(CHAN_44C8, NA_SE_EV_BOMBERS_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2931 */ DEFINE_SFX(CHAN_44CC, NA_SE_EV_SOLDIER_WALK, 0x30, 0, 3, 0, 0)
/* 0x2932 */ DEFINE_SFX(CHAN_44D7, NA_SE_EV_ROCK_CUBE_RISING, 0x30, 0, 0, 0, 0)
/* 0x2933 */ DEFINE_SFX(CHAN_44FC, NA_SE_EV_ROCK_CUBE_FALL, 0x30, 0, 0, 0, 0)
/* 0x2934 */ DEFINE_SFX(CHAN_4508, NA_SE_EV_BELL_SPIT, 0x30, 0, 0, 0, 0)
/* 0x2935 */ DEFINE_SFX(CHAN_4518, NA_SE_EV_BELL_SIGH, 0x30, 0, 0, 0, 0)
/* 0x2936 */ DEFINE_SFX(CHAN_452A, NA_SE_EV_BELL_BRAKE, 0x30, 0, 0, 0, 0)
/* 0x2937 */ DEFINE_SFX(CHAN_453C, NA_SE_EV_DOG_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2938 */ DEFINE_SFX(CHAN_454E, NA_SE_EV_CHIBI_FAIRY_HEAL_ORG, 0x80, 0, 0, 0, 0)
/* 0x2939 */ DEFINE_SFX(CHAN_457D, NA_SE_EV_BOMBERS_CLIMB, 0x30, 0, 0, 0, 0)
/* 0x293A */ DEFINE_SFX(CHAN_4593, NA_SE_EV_WOODPLATE_BROKEN, 0x30, 3, 1, 0, 0)
/* 0x293B */ DEFINE_SFX(CHAN_45A8, NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x293C */ DEFINE_SFX(CHAN_45AD, NA_SE_EV_HONEYCOMB_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x293D */ DEFINE_SFX(CHAN_45BB, NA_SE_EV_CLOCK_TOWER_UP, 0x30, 3, 0, 0, 0)
/* 0x293E */ DEFINE_SFX(CHAN_45EF, NA_SE_EV_CLOCK_TOWER_STOP, 0x30, 3, 0, 0, 0)
/* 0x293F */ DEFINE_SFX(CHAN_4608, NA_SE_EV_CLOCK_TOWER_FALL, 0x30, 3, 0, 0, 0)
/* 0x2940 */ DEFINE_SFX(CHAN_4637, NA_SE_EV_CLOCK_TOWER_BOUND_0, 0x30, 3, 0, 0, 0)
/* 0x2941 */ DEFINE_SFX(CHAN_464B, NA_SE_EV_CLOCK_TOWER_BOUND_1, 0x30, 3, 0, 0, 0)
/* 0x2942 */ DEFINE_SFX(CHAN_4657, NA_SE_EV_CLOCK_TOWER_BOUND_2, 0x30, 3, 0, 0, 0)
/* 0x2943 */ DEFINE_SFX(CHAN_4667, NA_SE_EV_STONEDOOR_OPEN_S, 0x30, 0, 0, 0, 0)
/* 0x2944 */ DEFINE_SFX(CHAN_4681, NA_SE_EV_ICE_MELT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x2945 */ DEFINE_SFX(CHAN_46B1, NA_SE_EV_CLOCK_TOWER_STAIR_MOVE, 0x30, 3, 0, 0, 0)
/* 0x2946 */ DEFINE_SFX(CHAN_46CE, NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x2947 */ DEFINE_SFX(CHAN_474B, NA_SE_EV_OBJECT_STICK, 0x30, 3, 1, 0, 0)
/* 0x2948 */ DEFINE_SFX(CHAN_476C, NA_SE_EV_CHICK_TO_CHICKEN, 0x30, 0, 1, 0, 0)
/* 0x2949 */ DEFINE_SFX(CHAN_4787, NA_SE_EV_MUJURA_BALLOON_BROKEN, 0x60, 2, 0, 0, 0)
/* 0x294A */ DEFINE_SFX(CHAN_47BB, NA_SE_EV_BALLOON_SWELL, 0x30, 0, 0, 0, 0)
/* 0x294B */ DEFINE_SFX(CHAN_47CB, NA_SE_EV_SEAHORSE_OUT_BOTTLE, 0x30, 0, 0, 0, 0)
/* 0x294C */ DEFINE_SFX(CHAN_47E6, NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294D */ DEFINE_SFX(CHAN_4815, NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294E */ DEFINE_SFX(CHAN_4834, NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x294F */ DEFINE_SFX(CHAN_4856, NA_SE_EV_MOON_FALL_LAST, 0x30, 0, 0, 0, 0)
/* 0x2950 */ DEFINE_SFX(CHAN_485D, NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2951 */ DEFINE_SFX(CHAN_4887, NA_SE_EV_SEAHORSE_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2952 */ DEFINE_SFX(CHAN_4899, NA_SE_EV_OPEN_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x2953 */ DEFINE_SFX(CHAN_48AA, NA_SE_EV_BUTLER_FRY, 0x60, 0, 0, 0, 0)
/* 0x2954 */ DEFINE_SFX(CHAN_48CB, NA_SE_EV_PIRATE_SHIP, 0x30, 2, 0, 0, 0)
/* 0x2955 */ DEFINE_SFX(CHAN_48DF, NA_SE_EV_DRAIN, 0x30, 0, 0, 0, 0)
/* 0x2956 */ DEFINE_SFX(CHAN_48EB, NA_SE_EV_DORA_L, 0x30, 2, 0, 0, 0)
/* 0x2957 */ DEFINE_SFX(CHAN_48F7, NA_SE_EV_LOG_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2958 */ DEFINE_SFX(CHAN_4908, NA_SE_EV_CART_WHEEL, 0x60, 2, 1, 0, 0)
/* 0x2959 */ DEFINE_SFX(CHAN_492D, NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x295A */ DEFINE_SFX(CHAN_495D, NA_SE_EV_DORA_S, 0x30, 0, 0, 0, 0)
/* 0x295B */ DEFINE_SFX(CHAN_496D, NA_SE_EV_ROCK_FALL, 0x30, 0, 0, 0, 0)
/* 0x295C */ DEFINE_SFX(CHAN_0C10, NA_SE_EV_FREEZE_S, 0x30, 0, 0, 0, 0)
/* 0x295D */ DEFINE_SFX(CHAN_497F, NA_SE_EV_WOOD_BOUND_S, 0x30, 0, 0, 0, 0)
/* 0x295E */ DEFINE_SFX(CHAN_4990, NA_SE_EV_CLOSE_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x295F */ DEFINE_SFX(CHAN_49A1, NA_SE_EV_OBJECT_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2960 */ DEFINE_SFX(CHAN_49AB, NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2961 */ DEFINE_SFX(CHAN_49CC, NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2962 */ DEFINE_SFX(CHAN_49EB, NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2963 */ DEFINE_SFX(CHAN_4A0B, NA_SE_EV_MONKEY_VO_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x2964 */ DEFINE_SFX(CHAN_4A20, NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2965 */ DEFINE_SFX(CHAN_4A5F, NA_SE_EV_MONKEY_VO_REWARD, 0x30, 0, 0, 0, 0)
/* 0x2966 */ DEFINE_SFX(CHAN_4A76, NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2967 */ DEFINE_SFX(CHAN_4A9E, NA_SE_EV_OWL_WARP_SWITCH_ON, 0x80, 0, 0, 0, 0)
/* 0x2968 */ DEFINE_SFX(CHAN_4ACB, NA_SE_EV_BIG_WATER_WHEEL_RR, 0x80, 3, 0, 0, 0)
/* 0x2969 */ DEFINE_SFX(CHAN_4B0F, NA_SE_EV_BIG_WATER_WHEEL_LR, 0x80, 3, 0, 0, 0)
/* 0x296A */ DEFINE_SFX(CHAN_4B27, NA_SE_EV_SMALL_WATER_WHEEL, 0x30, 3, 0, 0, 0)
/* 0x296B */ DEFINE_SFX(CHAN_4B6F, NA_SE_EV_COCK_SWITCH_ROLL, 0x80, 2, 0, 0, 0)
/* 0x296C */ DEFINE_SFX(CHAN_4B86, NA_SE_EV_COCK_SWITCH_STOP, 0x80, 2, 0, 0, 0)
/* 0x296D */ DEFINE_SFX(CHAN_4B95, NA_SE_EV_PIPE_STREAM_START, 0x30, 0, 0, 0, 0)
/* 0x296E */ DEFINE_SFX(CHAN_4BB4, NA_SE_EV_WATER_PILLAR, 0x60, 0, 0, 0, 0)
/* 0x296F */ DEFINE_SFX(CHAN_4BCF, NA_SE_EV_SEESAW_INCLINE, 0x30, 0, 0, 0, 0)
/* 0x2970 */ DEFINE_SFX(CHAN_4BDE, NA_SE_EV_ZORA_WALK, 0x30, 2, 1, 0, 0)
/* 0x2971 */ DEFINE_SFX(CHAN_4BF4, NA_SE_EV_PIRATE_WALK, 0x30, 2, 1, 0, 0)
/* 0x2972 */ DEFINE_SFX(CHAN_4C05, NA_SE_EV_PILLAR_UP_FAST, 0x30, 3, 1, 0, 0)
/* 0x2973 */ DEFINE_SFX(CHAN_4ACB, NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2974 */ DEFINE_SFX(CHAN_4B0F, NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2975 */ DEFINE_SFX(CHAN_4C1F, NA_SE_EV_MUJURA_FOLLOWERS_FLY, 0x30, 0, 0, 0, 0)
/* 0x2976 */ DEFINE_SFX(CHAN_4C42, NA_SE_EV_MAKE_TURRET, 0x30, 0, 0, 0, 0)
/* 0x2977 */ DEFINE_SFX(CHAN_4CCD, NA_SE_EV_CHANDELIER_ROLL, 0x30, 3, 0, 0, 0)
/* 0x2978 */ DEFINE_SFX(CHAN_4CF8, NA_SE_EV_CHANDELIER_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x2979 */ DEFINE_SFX(CHAN_4D02, NA_SE_EV_SINK_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297A */ DEFINE_SFX(CHAN_4D10, NA_SE_EV_REBOUND_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297B */ DEFINE_SFX(CHAN_4D1E, NA_SE_EV_UFO_APPEAR, 0x30, 3, 0, 0, 0)
/* 0x297C */ DEFINE_SFX(CHAN_4D59, NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x297D */ DEFINE_SFX(CHAN_4D9A, NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x297E */ DEFINE_SFX(CHAN_4E01, NA_SE_EV_MILK_POT_DAMAGE, 0x80, 3, 0, 0, 0)
/* 0x297F */ DEFINE_SFX(CHAN_4BCF, NA_SE_EV_DUMMY_383, 0x30, 0, 0, 0, 0)
/* 0x2980 */ DEFINE_SFX(CHAN_4E1D, NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2981 */ DEFINE_SFX(CHAN_4E43, NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2982 */ DEFINE_SFX(CHAN_4E90, NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2983 */ DEFINE_SFX(CHAN_4EC1, NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2984 */ DEFINE_SFX(CHAN_4EEC, NA_SE_EV_IKANA_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2985 */ DEFINE_SFX(CHAN_4F07, NA_SE_EV_IKANA_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x2986 */ DEFINE_SFX(CHAN_4F22, NA_SE_EV_MOONSTONE_FALL, 0x80, 3, 0, 0, 0)
/* 0x2987 */ DEFINE_SFX(CHAN_4F54, NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2988 */ DEFINE_SFX(CHAN_4F74, NA_SE_EV_FAIRY_GROUP_FRY, 0x30, 0, 0, 0, 0)
/* 0x2989 */ DEFINE_SFX(CHAN_4F9B, NA_SE_EV_FAIRY_GROUP_HEAL, 0x30, 0, 0, 0, 0)
/* 0x298A */ DEFINE_SFX(CHAN_4FDE, NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY, 0x30, 0, 0, 0, 0)
/* 0x298B */ DEFINE_SFX(CHAN_4FF8, NA_SE_EV_PAMERA_WALK, 0x30, 0, 0, 0, 0)
/* 0x298C */ DEFINE_SFX(CHAN_5006, NA_SE_EV_G_STONE_CHANGE_COLOR, 0x30, 0, 0, 0, 0)
/* 0x298D */ DEFINE_SFX(CHAN_501B, NA_SE_EV_CURTAIN_DOWN, 0x30, 0, 0, 0, 0)
/* 0x298E */ DEFINE_SFX(CHAN_502B, NA_SE_EV_GORON_HAND_HIT, 0x30, 3, 0, 0, 0)
/* 0x298F */ DEFINE_SFX(CHAN_5031, NA_SE_EV_SMALL_WOODPLATE_BOUND_0, 0x30, 3, 1, 0, 0)
/* 0x2990 */ DEFINE_SFX(CHAN_06B1, NA_SE_EV_GET_UP_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2991 */ DEFINE_SFX(CHAN_0800, NA_SE_EV_LIE_DOWN_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2992 */ DEFINE_SFX(CHAN_503B, NA_SE_EV_BANK_MAN_HAND_HIT, 0x30, 0, 0, 0, 0)
/* 0x2993 */ DEFINE_SFX(CHAN_5049, NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x2994 */ DEFINE_SFX(CHAN_5056, NA_SE_EV_CHICK_SONG, 0x10, 7, 0, 0, 0)
/* 0x2995 */ DEFINE_SFX(CHAN_505A, NA_SE_EV_LAND_SAND, 0x30, 0, 0, 0, 0)
/* 0x2996 */ DEFINE_SFX(CHAN_5063, NA_SE_EV_JUMP_SAND, 0x30, 0, 0, 0, 0)
/* 0x2997 */ DEFINE_SFX(CHAN_5067, NA_SE_EV_SECRET_LADDER_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2998 */ DEFINE_SFX(CHAN_507C, NA_SE_EV_CLAPPING_2P, 0x30, 0, 0, 0, 0)
/* 0x2999 */ DEFINE_SFX(CHAN_50D4, NA_SE_EV_DIVE_INTO_WEED, 0x30, 0, 0, 0, 0)
/* 0x299A */ DEFINE_SFX(CHAN_50D8, NA_SE_EV_FAIRY_SHIVER, 0x30, 0, 0, 0, 0)
/* 0x299B */ DEFINE_SFX(CHAN_50EA, NA_SE_EV_MASK_RISING, 0x30, 0, 0, 0, 0)
/* 0x299C */ DEFINE_SFX(CHAN_5102, NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299D */ DEFINE_SFX(CHAN_510F, NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299E */ DEFINE_SFX(CHAN_5141, NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x299F */ DEFINE_SFX(CHAN_29D1, NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x29A0 */ DEFINE_SFX(CHAN_51B4, NA_SE_EV_IKANA_BLOCK_MOVE_X, 0x60, 3, 0, 0, 0)
/* 0x29A1 */ DEFINE_SFX(CHAN_51DF, NA_SE_EV_IKANA_BLOCK_MOVE_Z, 0x60, 3, 0, 0, 0)
/* 0x29A2 */ DEFINE_SFX(CHAN_51F9, NA_SE_EV_IKANA_BLOCK_MOVE_Y, 0x60, 3, 0, 0, 0)
/* 0x29A3 */ DEFINE_SFX(CHAN_5215, NA_SE_EV_IKANA_BLOCK_STOP_C, 0x70, 3, 0, 0, 0)
/* 0x29A4 */ DEFINE_SFX(CHAN_5224, NA_SE_EV_IKANA_BLOCK_STOP_F, 0x70, 3, 0, 0, 0)
/* 0x29A5 */ DEFINE_SFX(CHAN_5245, NA_SE_EV_BELL_ANGER, 0x30, 0, 0, 0, 0)
/* 0x29A6 */ DEFINE_SFX(CHAN_5258, NA_SE_EV_IKANA_BLOCK_SWITCH, 0x70, 3, 0, 0, 0)
/* 0x29A7 */ DEFINE_SFX(CHAN_527A, NA_SE_EV_BAT_FLY, 0x30, 4, 0, 0, 0)
/* 0x29A8 */ DEFINE_SFX(CHAN_52A7, NA_SE_EV_UFO_LIGHT_BEAM, 0x30, 3, 0, 0, 0)
/* 0x29A9 */ DEFINE_SFX(CHAN_52B6, NA_SE_EV_DOOR_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x29AA */ DEFINE_SFX(CHAN_52BA, NA_SE_EV_WOOD_WATER_WHEEL, 0x30, 0, 0, 0, 0)
/* 0x29AB */ DEFINE_SFX(CHAN_52CB, NA_SE_EV_CONVEYOR_SHUTTER_OPEN, 0x60, 0, 0, 0, 0)
/* 0x29AC */ DEFINE_SFX(CHAN_52D9, NA_SE_EV_CONVEYOR_SHUTTER_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x29AD */ DEFINE_SFX(CHAN_52E7, NA_SE_EV_ROOM_CARTAIN, 0x30, 0, 0, 0, 0)
/* 0x29AE */ DEFINE_SFX(CHAN_52FA, NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29AF */ DEFINE_SFX(CHAN_5315, NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29B0 */ DEFINE_SFX(CHAN_5338, NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
/* 0x29B1 */ DEFINE_SFX(CHAN_535B, NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B2 */ DEFINE_SFX(CHAN_53BA, NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B3 */ DEFINE_SFX(CHAN_53DF, NA_SE_EV_OMENYA_WALK, 0x30, 0, 2, 0, 0)
/* 0x29B4 */ DEFINE_SFX(CHAN_540F, NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x29B5 */ DEFINE_SFX(CHAN_5420, NA_SE_EV_UFO_FLY, 0x30, 3, 0, 0, 0)
/* 0x29B6 */ DEFINE_SFX(CHAN_5431, NA_SE_EV_GRASS_WALL_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x29B7 */ DEFINE_SFX(CHAN_5452, NA_SE_EV_WARP_HOLE_ENERGY, 0x60, 3, 0, 0, 0)
/* 0x29B8 */ DEFINE_SFX(CHAN_548C, NA_SE_EV_BOSS_WARP_HOLE, 0x70, 0, 0, 0, 0)
/* 0x29B9 */ DEFINE_SFX(CHAN_54B8, NA_SE_EV_FIREWORKS_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x29BA */ DEFINE_SFX(CHAN_5506, NA_SE_EV_IKANA_SOUL_LV, 0x30, 0, 0, 0, 0)
/* 0x29BB */ DEFINE_SFX(CHAN_552E, NA_SE_EV_IKANA_PURIFICATION, 0x30, 0, 0, 0, 0)
/* 0x29BC */ DEFINE_SFX(CHAN_556C, NA_SE_EV_ZORA_KIDS_SWIM_2, 0x30, 0, 0, 0, 0)
/* 0x29BD */ DEFINE_SFX(CHAN_5575, NA_SE_EV_DARUMA_VANISH, 0x30, 0, 0, 0, 0)
/* 0x29BE */ DEFINE_SFX(CHAN_5581, NA_SE_EV_IKANA_SOUL_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x29BF */ DEFINE_SFX(CHAN_1F6C, NA_SE_EV_ROMANI_BOW_FLICK, 0x40, 0, 0, 0, 0)
/* 0x29C0 */ DEFINE_SFX(CHAN_55B5, NA_SE_EV_WHITE_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
/* 0x29C1 */ DEFINE_SFX(CHAN_55CD, NA_SE_EV_BLACK_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
/* 0x29C2 */ DEFINE_SFX(CHAN_55D4, NA_SE_EV_SWORD_FORGE, 0x30, 0, 1, 0, 0)
/* 0x29C3 */ DEFINE_SFX(CHAN_2A30, NA_SE_EV_STONEDOOR_CLOSE_S, 0x30, 1, 1, 0, 0)
/* 0x29C4 */ DEFINE_SFX(CHAN_540F, NA_SE_EV_BOTTLE_CAP_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x29C5 */ DEFINE_SFX(CHAN_5420, NA_SE_EV_PAMET_ROCK_CRASH, 0x30, 0, 0, 0, 0)
/* 0x29C6 */ DEFINE_SFX(CHAN_5431, NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0, 0)
/* 0x29C7 */ DEFINE_SFX(CHAN_5452, NA_SE_EV_ROCK_BROKEN2, 0x30, 0, 0, 0, 0)
/* 0x29C8 */ DEFINE_SFX(CHAN_548C, NA_SE_EV_OBJECT_STICK2, 0x30, 0, 0, 0, 0)
/* 0x29C9 */ DEFINE_SFX(CHAN_54B8, NA_SE_EV_WOODBOX_BOUND2, 0x30, 0, 0, 0, 0)
/* 0x29CA */ DEFINE_SFX(CHAN_5506, NA_SE_EV_DEMO_KID_ATOZUSARI, 0x30, 0, 0, 0, 0)
/* 0x29CB */ DEFINE_SFX(CHAN_552E, NA_SE_EV_UNDER_WATER, 0x30, 0, 0, 0, 0)
/* 0x29CC */ DEFINE_SFX(CHAN_556C, NA_SE_EV_FREEZE2, 0x30, 0, 0, 0, 0)
/* 0x29CD */ DEFINE_SFX(CHAN_5575, NA_SE_EV_DEMO_KID_SAGURU, 0x30, 0, 0, 0, 0)
/* 0x29CE */ DEFINE_SFX(CHAN_5581, NA_SE_EV_WATER_WALL3, 0x30, 0, 0, 0, 0)
/* 0x29CF */ DEFINE_SFX(CHAN_1F6C, NA_SE_EV_BOMBERS_TAORE, 0x30, 0, 0, 0, 0)

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@ -2,124 +2,123 @@
* Sfx Item Bank
*
* DEFINE_SFX should be used for all sfx define in the item bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - Argument 0: Channel name for sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the item bank in sequence 0
* - Argument 6: Various flags to add properties to the sfx
*/
/* 0x1800 */ DEFINE_SFX(NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x1801 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1802 */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0, 0)
/* 0x1803 */ DEFINE_SFX(NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0, 0)
/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1806 */ DEFINE_SFX(NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0, 0)
/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1808 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0, 0)
/* 0x1809 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0, 0)
/* 0x180A */ DEFINE_SFX(NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0, 0)
/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x180D */ DEFINE_SFX(NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0, SFX_FLAG_8)
/* 0x180E */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0, 0)
/* 0x180F */ DEFINE_SFX(NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0, 0)
/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0, 0)
/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0, 0)
/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1814 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_CRE, 0x30, 0, 0, 0, 0)
/* 0x1815 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0, 0)
/* 0x1816 */ DEFINE_SFX(NA_SE_IT_SWORD_SLASH, 0x30, 0, 0, 0, 0)
/* 0x1817 */ DEFINE_SFX(NA_SE_IT_SWORD_SLASH_HARD, 0x30, 0, 0, 0, 0)
/* 0x1818 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0, 0)
/* 0x1819 */ DEFINE_SFX(NA_SE_IT_BOMB_BOUND, 0x30, 0, 0, 0, 0)
/* 0x181A */ DEFINE_SFX(NA_SE_IT_WALL_HIT_HARD, 0x60, 0, 0, 0, 0)
/* 0x181B */ DEFINE_SFX(NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0, 0)
/* 0x181C */ DEFINE_SFX(NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0, 0)
/* 0x181D */ DEFINE_SFX(NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x181E */ DEFINE_SFX(NA_SE_IT_LASH, 0x30, 0, 2, 0, 0)
/* 0x181F */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1822 */ DEFINE_SFX(NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x1823 */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0, 0)
/* 0x1824 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0, 0)
/* 0x1825 */ DEFINE_SFX(NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1826 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0, 0)
/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1829 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0, 0)
/* 0x182A */ DEFINE_SFX(NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0, 0)
/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x182C */ DEFINE_SFX(NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0, 0)
/* 0x182D */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0, 0)
/* 0x182E */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0, 0)
/* 0x182F */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0, 0)
/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1831 */ DEFINE_SFX(NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x1832 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0, 0)
/* 0x1833 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0, 0)
/* 0x1834 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0, 0)
/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1836 */ DEFINE_SFX(NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0, 0)
/* 0x1837 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0, 0)
/* 0x1838 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0, 0)
/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x183F */ DEFINE_SFX(NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0, 0)
/* 0x1840 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0, 0)
/* 0x1841 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0, 0)
/* 0x1842 */ DEFINE_SFX(NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0, 0)
/* 0x1843 */ DEFINE_SFX(NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0, 0)
/* 0x1844 */ DEFINE_SFX(NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0, 0)
/* 0x1845 */ DEFINE_SFX(NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0, 0)
/* 0x1846 */ DEFINE_SFX(NA_SE_IT_ERUPTION_PILLAR, 0x30, 0, 0, 0, 0)
/* 0x1847 */ DEFINE_SFX(NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0, 0)
/* 0x1848 */ DEFINE_SFX(NA_SE_IT_FLAME, 0x30, 0, 0, 0, 0)
/* 0x1849 */ DEFINE_SFX(NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0, 0)
/* 0x184A */ DEFINE_SFX(NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0, 0)
/* 0x184B */ DEFINE_SFX(NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x184C */ DEFINE_SFX(NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x184D */ DEFINE_SFX(NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0, 0)
/* 0x184E */ DEFINE_SFX(NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0, 0)
/* 0x184F */ DEFINE_SFX(NA_SE_IT_GORON_BALLFANG, 0x30, 0, 0, 0, 0)
/* 0x1850 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_OPEN, 0x80, 0, 0, 0, 0)
/* 0x1851 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_ROLL, 0x80, 0, 0, 0, 0)
/* 0x1852 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x1853 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x1854 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_VANISH, 0x30, 0, 0, 0, 0)
/* 0x1855 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, 0)
/* 0x1856 */ DEFINE_SFX(NA_SE_IT_SET_TRANSFORM_MASK, 0x30, 0, 0, 0, 0)
/* 0x1857 */ DEFINE_SFX(NA_SE_IT_GORON_PUNCH_SWING, 0x30, 0, 0, 0, 0)
/* 0x1858 */ DEFINE_SFX(NA_SE_IT_TRANSFORM_MASK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x1859 */ DEFINE_SFX(NA_SE_IT_ZORA_KICK_SWING, 0x40, 0, 0, 0, 0)
/* 0x185A */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x185B */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_IGNIT, 0x60, 0, 0, 0, SFX_FLAG_8)
/* 0x185C */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_EXPLOSION, 0x70, 0, 0, 0, 0)
/* 0x185D */ DEFINE_SFX(NA_SE_IT_REFLECTION_SNOW, 0x60, 0, 0, 0, 0)
/* 0x185E */ DEFINE_SFX(NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x185F */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_0, 0x30, 0, 1, 0, 0)
/* 0x1860 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x1861 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_SAND, 0x30, 0, 0, 0, 0)
/* 0x1862 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WATER, 0x30, 0, 0, 0, 0)
/* 0x1863 */ DEFINE_SFX(NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x1864 */ DEFINE_SFX(NA_SE_FISHING_REEL_SLOW2, 0x30, 0, 0, 0, 0)
/* 0x1865 */ DEFINE_SFX(NA_SE_IT_LURE_LAND1, 0x30, 0, 0, 0, 0)
/* 0x1866 */ DEFINE_SFX(NA_SE_IT_ROD_THROW, 0x30, 0, 0, 0, 0)
/* 0x1867 */ DEFINE_SFX(NA_SE_IT_REFLECT_BOSS, 0x30, 0, 0, 0, 0)
/* 0x1868 */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING_ZORA, 0x30, 0, 0, 0, 0)
/* 0x1869 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE_ZORA, 0x30, 0, 0, 0, 0)
/* 0x186A */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION2, 0x30, 0, 0, 0, 0)
/* 0x186B */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_REVERSE, 0x30, 0, 0, 0, 0)
/* 0x186C */ DEFINE_SFX(NA_SE_IT_FISHING_WORM_BOUND, 0x30, 0, 0, 0, 0)
/* 0x186D */ DEFINE_SFX(NA_SE_IT_DUMMY_109, 0x30, 0, 0, 0, 0)
/* 0x186E */ DEFINE_SFX(NA_SE_IT_DUMMY_110, 0x30, 0, 0, 0, 0)
/* 0x186F */ DEFINE_SFX(NA_SE_IT_DUMMY_111, 0x30, 0, 0, 0, 0)
/* 0x1800 */ DEFINE_SFX(CHAN_1A70, NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x1801 */ DEFINE_SFX(CHAN_1A7A, NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1802 */ DEFINE_SFX(CHAN_1A8A, NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0, 0)
/* 0x1803 */ DEFINE_SFX(CHAN_1A94, NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0, 0)
/* 0x1804 */ DEFINE_SFX(CHAN_1A9E, NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1805 */ DEFINE_SFX(CHAN_1AA8, NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1806 */ DEFINE_SFX(CHAN_1ABA, NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0, 0)
/* 0x1807 */ DEFINE_SFX(CHAN_1ACA, NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1808 */ DEFINE_SFX(CHAN_1AD8, NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0, 0)
/* 0x1809 */ DEFINE_SFX(CHAN_1AF0, NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0, 0)
/* 0x180A */ DEFINE_SFX(CHAN_1AFA, NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0, 0)
/* 0x180B */ DEFINE_SFX(CHAN_1B11, NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x180C */ DEFINE_SFX(CHAN_1B29, NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x180D */ DEFINE_SFX(CHAN_1B59, NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0, SFX_FLAG_8)
/* 0x180E */ DEFINE_SFX(CHAN_1B71, NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0, 0)
/* 0x180F */ DEFINE_SFX(CHAN_1B80, NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0, 0)
/* 0x1810 */ DEFINE_SFX(CHAN_1B9D, NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1811 */ DEFINE_SFX(CHAN_1BCD, NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0, 0)
/* 0x1812 */ DEFINE_SFX(CHAN_1BE1, NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0, 0)
/* 0x1813 */ DEFINE_SFX(CHAN_1BEF, NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1814 */ DEFINE_SFX(CHAN_1C02, NA_SE_IT_HOOKSHOT_STICK_CRE, 0x30, 0, 0, 0, 0)
/* 0x1815 */ DEFINE_SFX(CHAN_1C17, NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0, 0)
/* 0x1816 */ DEFINE_SFX(CHAN_1C1A, NA_SE_IT_SWORD_SLASH, 0x30, 0, 0, 0, 0)
/* 0x1817 */ DEFINE_SFX(CHAN_1C3D, NA_SE_IT_SWORD_SLASH_HARD, 0x30, 0, 0, 0, 0)
/* 0x1818 */ DEFINE_SFX(CHAN_1C60, NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0, 0)
/* 0x1819 */ DEFINE_SFX(CHAN_2CF0, NA_SE_IT_BOMB_BOUND, 0x30, 0, 0, 0, 0)
/* 0x181A */ DEFINE_SFX(CHAN_1C7E, NA_SE_IT_WALL_HIT_HARD, 0x60, 0, 0, 0, 0)
/* 0x181B */ DEFINE_SFX(CHAN_1C91, NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0, 0)
/* 0x181C */ DEFINE_SFX(CHAN_1CAA, NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0, 0)
/* 0x181D */ DEFINE_SFX(CHAN_1CBB, NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x181E */ DEFINE_SFX(CHAN_1CCC, NA_SE_IT_LASH, 0x30, 0, 2, 0, 0)
/* 0x181F */ DEFINE_SFX(CHAN_1CDF, NA_SE_IT_SHIELD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1820 */ DEFINE_SFX(CHAN_1CFF, NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1821 */ DEFINE_SFX(CHAN_1D0D, NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1822 */ DEFINE_SFX(CHAN_1D1B, NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x1823 */ DEFINE_SFX(CHAN_1D51, NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0, 0)
/* 0x1824 */ DEFINE_SFX(CHAN_1D68, NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0, 0)
/* 0x1825 */ DEFINE_SFX(CHAN_1D81, NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1826 */ DEFINE_SFX(CHAN_1D97, NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0, 0)
/* 0x1827 */ DEFINE_SFX(CHAN_1DB7, NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1828 */ DEFINE_SFX(CHAN_1DD1, NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1829 */ DEFINE_SFX(CHAN_1DEB, NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0, 0)
/* 0x182A */ DEFINE_SFX(CHAN_1E0D, NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0, 0)
/* 0x182B */ DEFINE_SFX(CHAN_1E23, NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x182C */ DEFINE_SFX(CHAN_1E46, NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0, 0)
/* 0x182D */ DEFINE_SFX(CHAN_1E8C, NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0, 0)
/* 0x182E */ DEFINE_SFX(CHAN_1E9D, NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0, 0)
/* 0x182F */ DEFINE_SFX(CHAN_1EC0, NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0, 0)
/* 0x1830 */ DEFINE_SFX(CHAN_1EDE, NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1831 */ DEFINE_SFX(CHAN_1EF4, NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x1832 */ DEFINE_SFX(CHAN_1F16, NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0, 0)
/* 0x1833 */ DEFINE_SFX(CHAN_1F62, NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0, 0)
/* 0x1834 */ DEFINE_SFX(CHAN_1F67, NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0, 0)
/* 0x1835 */ DEFINE_SFX(CHAN_1F6C, NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x1836 */ DEFINE_SFX(CHAN_1F81, NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0, 0)
/* 0x1837 */ DEFINE_SFX(CHAN_1F98, NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0, 0)
/* 0x1838 */ DEFINE_SFX(CHAN_1FB5, NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0, 0)
/* 0x1839 */ DEFINE_SFX(CHAN_1FBE, NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x183A */ DEFINE_SFX(CHAN_1FCF, NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183B */ DEFINE_SFX(CHAN_1FEA, NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183C */ DEFINE_SFX(CHAN_1FFB, NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x183D */ DEFINE_SFX(CHAN_200A, NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x183E */ DEFINE_SFX(CHAN_2015, NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x183F */ DEFINE_SFX(CHAN_1ACA, NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0, 0)
/* 0x1840 */ DEFINE_SFX(CHAN_2020, NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0, 0)
/* 0x1841 */ DEFINE_SFX(CHAN_204F, NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0, 0)
/* 0x1842 */ DEFINE_SFX(CHAN_2074, NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0, 0)
/* 0x1843 */ DEFINE_SFX(CHAN_20B2, NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0, 0)
/* 0x1844 */ DEFINE_SFX(CHAN_27CD, NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0, 0)
/* 0x1845 */ DEFINE_SFX(CHAN_20B2, NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0, 0)
/* 0x1846 */ DEFINE_SFX(CHAN_20C7, NA_SE_IT_ERUPTION_PILLAR, 0x30, 0, 0, 0, 0)
/* 0x1847 */ DEFINE_SFX(CHAN_20D6, NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0, 0)
/* 0x1848 */ DEFINE_SFX(CHAN_20EA, NA_SE_IT_FLAME, 0x30, 0, 0, 0, 0)
/* 0x1849 */ DEFINE_SFX(CHAN_362F, NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0, 0)
/* 0x184A */ DEFINE_SFX(CHAN_20F1, NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0, 0)
/* 0x184B */ DEFINE_SFX(CHAN_210E, NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x184C */ DEFINE_SFX(CHAN_211B, NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x184D */ DEFINE_SFX(CHAN_2135, NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0, 0)
/* 0x184E */ DEFINE_SFX(CHAN_213F, NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0, 0)
/* 0x184F */ DEFINE_SFX(CHAN_2156, NA_SE_IT_GORON_BALLFANG, 0x30, 0, 0, 0, 0)
/* 0x1850 */ DEFINE_SFX(CHAN_217C, NA_SE_IT_DEKUNUTS_FLOWER_OPEN, 0x80, 0, 0, 0, 0)
/* 0x1851 */ DEFINE_SFX(CHAN_21A1, NA_SE_IT_DEKUNUTS_FLOWER_ROLL, 0x80, 0, 0, 0, 0)
/* 0x1852 */ DEFINE_SFX(CHAN_21AF, NA_SE_IT_DEKUNUTS_FLOWER_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x1853 */ DEFINE_SFX(CHAN_21BC, NA_SE_IT_DEKUNUTS_BUBLE_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x1854 */ DEFINE_SFX(CHAN_21BC, NA_SE_IT_DEKUNUTS_BUBLE_VANISH, 0x30, 0, 0, 0, 0)
/* 0x1855 */ DEFINE_SFX(CHAN_38A0, NA_SE_IT_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, 0)
/* 0x1856 */ DEFINE_SFX(CHAN_21EE, NA_SE_IT_SET_TRANSFORM_MASK, 0x30, 0, 0, 0, 0)
/* 0x1857 */ DEFINE_SFX(CHAN_2206, NA_SE_IT_GORON_PUNCH_SWING, 0x30, 0, 0, 0, 0)
/* 0x1858 */ DEFINE_SFX(CHAN_2219, NA_SE_IT_TRANSFORM_MASK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x1859 */ DEFINE_SFX(CHAN_2230, NA_SE_IT_ZORA_KICK_SWING, 0x40, 0, 0, 0, 0)
/* 0x185A */ DEFINE_SFX(CHAN_2245, NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x185B */ DEFINE_SFX(CHAN_225C, NA_SE_IT_BIG_BOMB_IGNIT, 0x60, 0, 0, 0, SFX_FLAG_8)
/* 0x185C */ DEFINE_SFX(CHAN_228C, NA_SE_IT_BIG_BOMB_EXPLOSION, 0x70, 0, 0, 0, 0)
/* 0x185D */ DEFINE_SFX(CHAN_22AE, NA_SE_IT_REFLECTION_SNOW, 0x60, 0, 0, 0, 0)
/* 0x185E */ DEFINE_SFX(CHAN_22BF, NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x185F */ DEFINE_SFX(CHAN_22DC, NA_SE_IT_MASK_BOUND_0, 0x30, 0, 1, 0, 0)
/* 0x1860 */ DEFINE_SFX(CHAN_22EB, NA_SE_IT_MASK_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x1861 */ DEFINE_SFX(CHAN_22FA, NA_SE_IT_MASK_BOUND_SAND, 0x30, 0, 0, 0, 0)
/* 0x1862 */ DEFINE_SFX(CHAN_2307, NA_SE_IT_REFLECTION_WATER, 0x30, 0, 0, 0, 0)
/* 0x1863 */ DEFINE_SFX(CHAN_2318, NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x1864 */ DEFINE_SFX(CHAN_21BC, NA_SE_FISHING_REEL_SLOW2, 0x30, 0, 0, 0, 0)
/* 0x1865 */ DEFINE_SFX(CHAN_38A0, NA_SE_IT_LURE_LAND1, 0x30, 0, 0, 0, 0)
/* 0x1866 */ DEFINE_SFX(CHAN_21EE, NA_SE_IT_ROD_THROW, 0x30, 0, 0, 0, 0)
/* 0x1867 */ DEFINE_SFX(CHAN_2206, NA_SE_IT_REFLECT_BOSS, 0x30, 0, 0, 0, 0)
/* 0x1868 */ DEFINE_SFX(CHAN_2219, NA_SE_IT_SHIELD_SWING_ZORA, 0x30, 0, 0, 0, 0)
/* 0x1869 */ DEFINE_SFX(CHAN_2230, NA_SE_IT_SHIELD_REMOVE_ZORA, 0x30, 0, 0, 0, 0)
/* 0x186A */ DEFINE_SFX(CHAN_2245, NA_SE_IT_BOMB_EXPLOSION2, 0x30, 0, 0, 0, 0)
/* 0x186B */ DEFINE_SFX(CHAN_225C, NA_SE_IT_FISHING_REEL_REVERSE, 0x30, 0, 0, 0, 0)
/* 0x186C */ DEFINE_SFX(CHAN_228C, NA_SE_IT_FISHING_WORM_BOUND, 0x30, 0, 0, 0, 0)
/* 0x186D */ DEFINE_SFX(CHAN_22AE, NA_SE_IT_DUMMY_109, 0x30, 0, 0, 0, 0)
/* 0x186E */ DEFINE_SFX(CHAN_22BF, NA_SE_IT_DUMMY_110, 0x30, 0, 0, 0, 0)
/* 0x186F */ DEFINE_SFX(CHAN_22DC, NA_SE_IT_DUMMY_111, 0x30, 0, 0, 0, 0)

View File

@ -2,28 +2,27 @@
* Sfx Ocarina Bank
*
* DEFINE_SFX should be used for all sfx define in the ocarina bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - Argument 0: Channel name for sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the ocarina bank in sequence 0
* - Argument 6: Various flags to add properties to the sfx
*/
/* 0x5800 */ DEFINE_SFX(NA_SE_OC_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x5803 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0, 0)
/* 0x5804 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x5805 */ DEFINE_SFX(NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0, 0)
/* 0x5806 */ DEFINE_SFX(NA_SE_OC_REVENGE, 0x30, 0, 0, 0, 0)
/* 0x5807 */ DEFINE_SFX(NA_SE_OC_TUNAMI, 0x30, 0, 0, 0, 0)
/* 0x5808 */ DEFINE_SFX(NA_SE_OC_TELOP_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x5809 */ DEFINE_SFX(NA_SE_OC_WOOD_GATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x580A */ DEFINE_SFX(NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x580B */ DEFINE_SFX(NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x580C */ DEFINE_SFX(NA_SE_OC_12, 0x30, 0, 0, 0, 0)
/* 0x580D */ DEFINE_SFX(NA_SE_OC_13, 0x30, 0, 0, 0, 0)
/* 0x580E */ DEFINE_SFX(NA_SE_OC_14, 0x30, 0, 0, 0, 0)
/* 0x580F */ DEFINE_SFX(NA_SE_OC_15, 0x30, 0, 0, 0, 0)
/* 0x5800 */ DEFINE_SFX(CHAN_B183, NA_SE_OC_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x5801 */ DEFINE_SFX(CHAN_B237, NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x5802 */ DEFINE_SFX(CHAN_2788, NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
/* 0x5803 */ DEFINE_SFX(CHAN_B233, NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0, 0)
/* 0x5804 */ DEFINE_SFX(CHAN_B20E, NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x5805 */ DEFINE_SFX(CHAN_35A9, NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0, 0)
/* 0x5806 */ DEFINE_SFX(CHAN_B264, NA_SE_OC_REVENGE, 0x30, 0, 0, 0, 0)
/* 0x5807 */ DEFINE_SFX(CHAN_B26E, NA_SE_OC_TUNAMI, 0x30, 0, 0, 0, 0)
/* 0x5808 */ DEFINE_SFX(CHAN_A87F, NA_SE_OC_TELOP_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x5809 */ DEFINE_SFX(CHAN_42EF, NA_SE_OC_WOOD_GATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x580A */ DEFINE_SFX(CHAN_1776, NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x580B */ DEFINE_SFX(CHAN_B28A, NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x580C */ DEFINE_SFX(CHAN_B20E, NA_SE_OC_12, 0x30, 0, 0, 0, 0)
/* 0x580D */ DEFINE_SFX(CHAN_35A9, NA_SE_OC_13, 0x30, 0, 0, 0, 0)
/* 0x580E */ DEFINE_SFX(CHAN_B264, NA_SE_OC_14, 0x30, 0, 0, 0, 0)
/* 0x580F */ DEFINE_SFX(CHAN_B183, NA_SE_OC_15, 0x30, 0, 0, 0, 0)

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@ -2,476 +2,475 @@
* Sfx Player Bank
*
* DEFINE_SFX should be used for all sfx define in the player bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - Argument 0: Channel name for sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the player bank in sequence 0
* - Argument 6: Various flags to add properties to the sfx
*/
/* 0x800 */ DEFINE_SFX(NA_SE_PL_WALK_GROUND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x801 */ DEFINE_SFX(NA_SE_PL_WALK_SAND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x802 */ DEFINE_SFX(NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x803 */ DEFINE_SFX(NA_SE_PL_WALK_DIRT, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x804 */ DEFINE_SFX(NA_SE_PL_WALK_WATER0, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x805 */ DEFINE_SFX(NA_SE_PL_WALK_WATER1, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x806 */ DEFINE_SFX(NA_SE_PL_WALK_WATER2, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x807 */ DEFINE_SFX(NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x808 */ DEFINE_SFX(NA_SE_PL_WALK_GRASS, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x809 */ DEFINE_SFX(NA_SE_PL_WALK_IRON, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80A */ DEFINE_SFX(NA_SE_PL_WALK_LADDER, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80B */ DEFINE_SFX(NA_SE_PL_WALK_GLASS, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80C */ DEFINE_SFX(NA_SE_PL_WALK_METAL1, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80D */ DEFINE_SFX(NA_CODE_DIRT_DEEP, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80E */ DEFINE_SFX(NA_SE_PL_WALK_SNOW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80F */ DEFINE_SFX(NA_SE_PL_WALK_ICE, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x810 */ DEFINE_SFX(NA_SE_PL_JUMP_GROUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x811 */ DEFINE_SFX(NA_SE_PL_JUMP_SAND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x812 */ DEFINE_SFX(NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x813 */ DEFINE_SFX(NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x814 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x815 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x816 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x817 */ DEFINE_SFX(NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x818 */ DEFINE_SFX(NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x819 */ DEFINE_SFX(NA_SE_PL_JUMP_IRON, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81A */ DEFINE_SFX(NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81B */ DEFINE_SFX(NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81C */ DEFINE_SFX(NA_SE_PL_DUMMY_28, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81D */ DEFINE_SFX(NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81E */ DEFINE_SFX(NA_SE_PL_JUMP_SNOW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81F */ DEFINE_SFX(NA_SE_PL_JUMP_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x820 */ DEFINE_SFX(NA_SE_PL_LAND_GROUND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x821 */ DEFINE_SFX(NA_SE_PL_LAND_SAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x822 */ DEFINE_SFX(NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x823 */ DEFINE_SFX(NA_SE_PL_LAND_DIRT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x824 */ DEFINE_SFX(NA_SE_PL_LAND_WATER0, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x825 */ DEFINE_SFX(NA_SE_PL_LAND_WATER1, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x826 */ DEFINE_SFX(NA_SE_PL_LAND_WATER2, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x827 */ DEFINE_SFX(NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x828 */ DEFINE_SFX(NA_SE_PL_LAND_GRASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x829 */ DEFINE_SFX(NA_SE_PL_LAND_IRON, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82A */ DEFINE_SFX(NA_SE_PL_LAND_LADDER, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82B */ DEFINE_SFX(NA_SE_PL_LAND_GLASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82C */ DEFINE_SFX(NA_SE_PL_DUMMY_44, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82D */ DEFINE_SFX(NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82E */ DEFINE_SFX(NA_SE_PL_LAND_SNOW, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82F */ DEFINE_SFX(NA_SE_PL_LAND_ICE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x830 */ DEFINE_SFX(NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0, 0)
/* 0x831 */ DEFINE_SFX(NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0, 0)
/* 0x832 */ DEFINE_SFX(NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0, 0)
/* 0x833 */ DEFINE_SFX(NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0, 0)
/* 0x834 */ DEFINE_SFX(NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x835 */ DEFINE_SFX(NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x836 */ DEFINE_SFX(NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x837 */ DEFINE_SFX(NA_SE_PL_DIVE_INTO_WATER, 0x30, 0, 1, 0, 0)
/* 0x838 */ DEFINE_SFX(NA_SE_PL_JUMP_OUT_WATER, 0x30, 0, 1, 0, 0)
/* 0x839 */ DEFINE_SFX(NA_SE_PL_SWIM, 0x30, 0, 2, 0, 0)
/* 0x83A */ DEFINE_SFX(NA_SE_PL_THROW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83B */ DEFINE_SFX(NA_SE_PL_BODY_BOUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83C */ DEFINE_SFX(NA_SE_PL_ROLL, 0x40, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83D */ DEFINE_SFX(NA_SE_PL_SKIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83E */ DEFINE_SFX(NA_SE_PL_BODY_HIT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83F */ DEFINE_SFX(NA_SE_PL_DAMAGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x840 */ DEFINE_SFX(NA_SE_PL_SLIP, 0x30, 0, 1, 0, 0)
/* 0x841 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0, 0)
/* 0x842 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0, 0)
/* 0x843 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0, 0)
/* 0x844 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0, 0)
/* 0x845 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0, 0)
/* 0x846 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0, 0)
/* 0x847 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0, 0)
/* 0x848 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0, 0)
/* 0x849 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0, 0)
/* 0x84A */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0, 0)
/* 0x84B */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0, 0)
/* 0x84C */ DEFINE_SFX(NA_SE_PL_DUMMY76, 0x30, 0, 0, 0, 0)
/* 0x84D */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0, 0)
/* 0x84E */ DEFINE_SFX(NA_SE_PL_SLIP_SNOW, 0x30, 0, 0, 0, 0)
/* 0x84F */ DEFINE_SFX(NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0, 0)
/* 0x850 */ DEFINE_SFX(NA_SE_PL_BOUND, 0x80, 0, 0, 0, 0)
/* 0x851 */ DEFINE_SFX(NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0, 0)
/* 0x852 */ DEFINE_SFX(NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0, 0)
/* 0x853 */ DEFINE_SFX(NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0, 0)
/* 0x854 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0, 0)
/* 0x855 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0, 0)
/* 0x856 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0, 0)
/* 0x857 */ DEFINE_SFX(NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0, 0)
/* 0x858 */ DEFINE_SFX(NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0, 0)
/* 0x859 */ DEFINE_SFX(NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0, 0)
/* 0x85A */ DEFINE_SFX(NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0, 0)
/* 0x85B */ DEFINE_SFX(NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0, 0)
/* 0x85C */ DEFINE_SFX(NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0, 0)
/* 0x85D */ DEFINE_SFX(NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0, 0)
/* 0x85E */ DEFINE_SFX(NA_SE_PL_BOUND_SNOW, 0x80, 0, 0, 0, 0)
/* 0x85F */ DEFINE_SFX(NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0, 0)
/* 0x860 */ DEFINE_SFX(NA_SE_PL_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x861 */ DEFINE_SFX(NA_SE_PL_MEATL_BOOTS_JUMP, 0x30, 0, 0, 0, 0)
/* 0x862 */ DEFINE_SFX(NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0, 0)
/* 0x863 */ DEFINE_SFX(NA_SE_PL_FACE_UP, 0x30, 0, 0, 0, 0)
/* 0x864 */ DEFINE_SFX(NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x865 */ DEFINE_SFX(NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x866 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x867 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x868 */ DEFINE_SFX(NA_SE_PL_SPARK, 0x30, 0, 0, 0, 0)
/* 0x869 */ DEFINE_SFX(NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0, 0)
/* 0x86A */ DEFINE_SFX(NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0, 0)
/* 0x86B */ DEFINE_SFX(NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x86C */ DEFINE_SFX(NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0, 0)
/* 0x86D */ DEFINE_SFX(NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x86E */ DEFINE_SFX(NA_SE_PL_FREEZE, 0x30, 0, 0, 0, 0)
/* 0x86F */ DEFINE_SFX(NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0, 0)
/* 0x870 */ DEFINE_SFX(NA_SE_PL_KNOCK, 0x30, 0, 0, 0, 0)
/* 0x871 */ DEFINE_SFX(NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0, 0)
/* 0x872 */ DEFINE_SFX(NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0, 0)
/* 0x873 */ DEFINE_SFX(NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0, 0)
/* 0x874 */ DEFINE_SFX(NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0, 0)
/* 0x875 */ DEFINE_SFX(NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0, 0)
/* 0x876 */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0, 0)
/* 0x877 */ DEFINE_SFX(NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0, 0)
/* 0x878 */ DEFINE_SFX(NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0, 0)
/* 0x879 */ DEFINE_SFX(NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0, 0)
/* 0x87A */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0, 0)
/* 0x87B */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x87C */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x87D */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x87E */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x87F */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x880 */ DEFINE_SFX(NA_SE_DUMMY_128, 0x20, 0, 2, 0, 0)
/* 0x881 */ DEFINE_SFX(NA_SE_DUMMY_129, 0x20, 0, 2, 0, 0)
/* 0x882 */ DEFINE_SFX(NA_SE_DUMMY_130, 0x20, 0, 2, 0, 0)
/* 0x883 */ DEFINE_SFX(NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0, 0)
/* 0x884 */ DEFINE_SFX(NA_SE_DUMMY_132, 0x20, 0, 1, 0, 0)
/* 0x885 */ DEFINE_SFX(NA_SE_DUMMY_133, 0x20, 0, 1, 0, 0)
/* 0x886 */ DEFINE_SFX(NA_SE_DUMMY_134, 0x20, 0, 1, 0, 0)
/* 0x887 */ DEFINE_SFX(NA_SE_DUMMY_135, 0x20, 0, 1, 0, 0)
/* 0x888 */ DEFINE_SFX(NA_SE_DUMMY_136, 0x20, 0, 2, 0, 0)
/* 0x889 */ DEFINE_SFX(NA_SE_DUMMY_137, 0x20, 0, 2, 0, 0)
/* 0x88A */ DEFINE_SFX(NA_SE_DUMMY_138, 0x20, 0, 2, 0, 0)
/* 0x88B */ DEFINE_SFX(NA_SE_DUMMY_139, 0x20, 0, 0, 0, 0)
/* 0x88C */ DEFINE_SFX(NA_SE_DUMMY_140, 0x20, 0, 0, 0, 0)
/* 0x88D */ DEFINE_SFX(NA_SE_DUMMY_141, 0x20, 0, 0, 0, 0)
/* 0x88E */ DEFINE_SFX(NA_SE_DUMMY_142, 0x20, 0, 0, 0, 0)
/* 0x88F */ DEFINE_SFX(NA_SE_DUMMY_143, 0x20, 0, 0, 0, 0)
/* 0x890 */ DEFINE_SFX(NA_SE_DUMMY_144, 0x30, 0, 0, 0, 0)
/* 0x891 */ DEFINE_SFX(NA_SE_DUMMY_145, 0x30, 0, 0, 0, 0)
/* 0x892 */ DEFINE_SFX(NA_SE_DUMMY_146, 0x30, 0, 0, 0, 0)
/* 0x893 */ DEFINE_SFX(NA_SE_DUMMY_147, 0x30, 0, 0, 0, 0)
/* 0x894 */ DEFINE_SFX(NA_SE_DUMMY_148, 0x30, 0, 0, 0, 0)
/* 0x895 */ DEFINE_SFX(NA_SE_DUMMY_149, 0x30, 0, 0, 0, 0)
/* 0x896 */ DEFINE_SFX(NA_SE_DUMMY_150, 0x30, 0, 0, 0, 0)
/* 0x897 */ DEFINE_SFX(NA_SE_DUMMY_151, 0x30, 0, 0, 0, 0)
/* 0x898 */ DEFINE_SFX(NA_SE_DUMMY_152, 0x30, 0, 0, 0, 0)
/* 0x899 */ DEFINE_SFX(NA_SE_DUMMY_153, 0x30, 0, 0, 0, 0)
/* 0x89A */ DEFINE_SFX(NA_SE_DUMMY_154, 0x30, 0, 0, 0, 0)
/* 0x89B */ DEFINE_SFX(NA_SE_DUMMY_155, 0x30, 0, 0, 0, 0)
/* 0x89C */ DEFINE_SFX(NA_SE_DUMMY_156, 0x30, 0, 0, 0, 0)
/* 0x89D */ DEFINE_SFX(NA_SE_DUMMY_157, 0x30, 0, 0, 0, 0)
/* 0x89E */ DEFINE_SFX(NA_SE_DUMMY_158, 0x30, 0, 0, 0, 0)
/* 0x89F */ DEFINE_SFX(NA_SE_DUMMY_159, 0x30, 0, 0, 0, 0)
/* 0x8A0 */ DEFINE_SFX(NA_SE_DUMMY_160, 0x40, 0, 0, 0, 0)
/* 0x8A1 */ DEFINE_SFX(NA_SE_DUMMY_161, 0x40, 0, 0, 0, 0)
/* 0x8A2 */ DEFINE_SFX(NA_SE_DUMMY_162, 0x40, 0, 0, 0, 0)
/* 0x8A3 */ DEFINE_SFX(NA_SE_DUMMY_163, 0x40, 0, 0, 0, 0)
/* 0x8A4 */ DEFINE_SFX(NA_SE_DUMMY_164, 0x40, 0, 0, 0, 0)
/* 0x8A5 */ DEFINE_SFX(NA_SE_DUMMY_165, 0x40, 0, 0, 0, 0)
/* 0x8A6 */ DEFINE_SFX(NA_SE_DUMMY_166, 0x40, 0, 0, 0, 0)
/* 0x8A7 */ DEFINE_SFX(NA_SE_DUMMY_167, 0x40, 0, 0, 0, 0)
/* 0x8A8 */ DEFINE_SFX(NA_SE_DUMMY_168, 0x40, 0, 0, 0, 0)
/* 0x8A9 */ DEFINE_SFX(NA_SE_DUMMY_169, 0x40, 0, 0, 0, 0)
/* 0x8AA */ DEFINE_SFX(NA_SE_DUMMY_170, 0x40, 0, 0, 0, 0)
/* 0x8AB */ DEFINE_SFX(NA_SE_DUMMY_171, 0x40, 0, 0, 0, 0)
/* 0x8AC */ DEFINE_SFX(NA_SE_DUMMY_172, 0x40, 0, 0, 0, 0)
/* 0x8AD */ DEFINE_SFX(NA_SE_DUMMY_173, 0x40, 0, 0, 0, 0)
/* 0x8AE */ DEFINE_SFX(NA_SE_DUMMY_174, 0x40, 0, 0, 0, 0)
/* 0x8AF */ DEFINE_SFX(NA_SE_DUMMY_175, 0x40, 0, 0, 0, 0)
/* 0x8B0 */ DEFINE_SFX(NA_SE_PL_CRAWL, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B1 */ DEFINE_SFX(NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B2 */ DEFINE_SFX(NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B3 */ DEFINE_SFX(NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B4 */ DEFINE_SFX(NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B5 */ DEFINE_SFX(NA_SE_DUMMY_181, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B6 */ DEFINE_SFX(NA_SE_DUMMY_182, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B7 */ DEFINE_SFX(NA_SE_DUMMY_183, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B8 */ DEFINE_SFX(NA_SE_DUMMY_184, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B9 */ DEFINE_SFX(NA_SE_DUMMY_185, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BA */ DEFINE_SFX(NA_SE_DUMMY_186, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BB */ DEFINE_SFX(NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BC */ DEFINE_SFX(NA_SE_DUMMY_188, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BD */ DEFINE_SFX(NA_SE_DUMMY_189, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BE */ DEFINE_SFX(NA_SE_DUMMY_190, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BF */ DEFINE_SFX(NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8C0 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8C1 */ DEFINE_SFX(NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x8C2 */ DEFINE_SFX(NA_SE_DUMMY_194, 0x30, 0, 0, 0, 0)
/* 0x8C3 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0, 0)
/* 0x8C4 */ DEFINE_SFX(NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0, 0)
/* 0x8C5 */ DEFINE_SFX(NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0, 0)
/* 0x8C6 */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x8C7 */ DEFINE_SFX(NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0, 0)
/* 0x8C8 */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0, 0)
/* 0x8C9 */ DEFINE_SFX(NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0, 0)
/* 0x8CA */ DEFINE_SFX(NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0, 0)
/* 0x8CB */ DEFINE_SFX(NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x8CC */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_BIG, 0x30, 0, 0, 0, 0)
/* 0x8CD */ DEFINE_SFX(NA_SE_PL_TELESCOPE_MOVEMENT, 0x30, 0, 0, 0, 0)
/* 0x8CE */ DEFINE_SFX(NA_SE_PL_GIANT_WALK, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8CF */ DEFINE_SFX(NA_SE_PL_CHIBI_FAIRY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x8D0 */ DEFINE_SFX(NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D1 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D2 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D3 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D4 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D5 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D6 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D7 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D8 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D9 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DA */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DB */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DC */ DEFINE_SFX(NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0, 0)
/* 0x8DD */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DE */ DEFINE_SFX(NA_SE_PL_DUMMY_222, 0x30, 0, 0, 0, 0)
/* 0x8DF */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8E0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8E1 */ DEFINE_SFX(NA_SE_PL_GORON_BALLJUMP, 0x60, 0, 1, 0, 0)
/* 0x8E2 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_IN_GRD, 0x40, 0, 0, 0, 0)
/* 0x8E3 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_OUT_GRD, 0x30, 0, 0, 0, 0)
/* 0x8E4 */ DEFINE_SFX(NA_SE_PL_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x8E5 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_DEMO, 0x30, 0, 0, 0, 0)
/* 0x8E6 */ DEFINE_SFX(NA_SE_PL_GORON_TO_BALL, 0x30, 0, 0, 0, 0)
/* 0x8E7 */ DEFINE_SFX(NA_SE_PL_BALL_TO_GORON, 0x30, 0, 0, 0, 0)
/* 0x8E8 */ DEFINE_SFX(NA_SE_PL_GORON_PUNCH, 0x50, 3, 1, 0, 0)
/* 0x8E9 */ DEFINE_SFX(NA_SE_PL_SINK_ON_SAND, 0x30, 0, 0, 0, 0)
/* 0x8EA */ DEFINE_SFX(NA_SE_PL_SINK_ON_SNOW, 0x30, 0, 0, 0, 0)
/* 0x8EB */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x8EC */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_DASH, 0x30, 0, 0, 0, 0)
/* 0x8ED */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_LV, 0x30, 0, 0, 0, 0)
/* 0x8EE */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_ROLL, 0x30, 0, 0, 0, 0)
/* 0x8EF */ DEFINE_SFX(NA_SE_PL_GORON_SQUAT, 0x30, 0, 0, 0, 0)
/* 0x8F0 */ DEFINE_SFX(NA_SE_PL_DUMMY_240, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F1 */ DEFINE_SFX(NA_SE_PL_DUMMY_241, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F2 */ DEFINE_SFX(NA_SE_PL_DUMMY_242, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F3 */ DEFINE_SFX(NA_SE_PL_DUMMY_243, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F4 */ DEFINE_SFX(NA_SE_PL_DUMMY_244, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F5 */ DEFINE_SFX(NA_SE_PL_DUMMY_245, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F6 */ DEFINE_SFX(NA_SE_PL_DUMMY_246, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F7 */ DEFINE_SFX(NA_SE_PL_DUMMY_247, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F8 */ DEFINE_SFX(NA_SE_PL_DUMMY_248, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F9 */ DEFINE_SFX(NA_SE_PL_DUMMY_249, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FA */ DEFINE_SFX(NA_SE_PL_DUMMY_250, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FB */ DEFINE_SFX(NA_SE_PL_DUMMY_251, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FC */ DEFINE_SFX(NA_SE_PL_DUMMY_252, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FD */ DEFINE_SFX(NA_SE_PL_DUMMY_253, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FE */ DEFINE_SFX(NA_SE_PL_DUMMY_254, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FF */ DEFINE_SFX(NA_SE_PL_DUMMY_255, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x900 */ DEFINE_SFX(NA_SE_PL_DUMMY_256, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x901 */ DEFINE_SFX(NA_SE_PL_DUMMY_257, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x902 */ DEFINE_SFX(NA_SE_PL_DUMMY_258, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x903 */ DEFINE_SFX(NA_SE_PL_DUMMY_259, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x904 */ DEFINE_SFX(NA_SE_PL_DUMMY_260, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x905 */ DEFINE_SFX(NA_SE_PL_DUMMY_261, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x906 */ DEFINE_SFX(NA_SE_PL_DUMMY_262, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x907 */ DEFINE_SFX(NA_SE_PL_DUMMY_263, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x908 */ DEFINE_SFX(NA_SE_PL_DUMMY_264, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x909 */ DEFINE_SFX(NA_SE_PL_DUMMY_265, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90A */ DEFINE_SFX(NA_SE_PL_DUMMY_266, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90B */ DEFINE_SFX(NA_SE_PL_DUMMY_267, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90C */ DEFINE_SFX(NA_SE_PL_DUMMY_268, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90D */ DEFINE_SFX(NA_SE_PL_DUMMY_269, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90E */ DEFINE_SFX(NA_SE_PL_DUMMY_270, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90F */ DEFINE_SFX(NA_SE_PL_DUMMY_271, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x910 */ DEFINE_SFX(NA_SE_PL_DUMMY_272, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x911 */ DEFINE_SFX(NA_SE_PL_DUMMY_273, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x912 */ DEFINE_SFX(NA_SE_PL_DUMMY_274, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x913 */ DEFINE_SFX(NA_SE_PL_DUMMY_275, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x914 */ DEFINE_SFX(NA_SE_PL_DUMMY_276, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x915 */ DEFINE_SFX(NA_SE_PL_DUMMY_277, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x916 */ DEFINE_SFX(NA_SE_PL_DUMMY_278, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x917 */ DEFINE_SFX(NA_SE_PL_DUMMY_279, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x918 */ DEFINE_SFX(NA_SE_PL_DUMMY_280, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x919 */ DEFINE_SFX(NA_SE_PL_DUMMY_281, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91A */ DEFINE_SFX(NA_SE_PL_DUMMY_282, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91B */ DEFINE_SFX(NA_SE_PL_DUMMY_283, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91C */ DEFINE_SFX(NA_SE_PL_DUMMY_284, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91D */ DEFINE_SFX(NA_SE_PL_DUMMY_285, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91E */ DEFINE_SFX(NA_SE_PL_DUMMY_286, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91F */ DEFINE_SFX(NA_SE_PL_DUMMY_287, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x920 */ DEFINE_SFX(NA_SE_PL_DUMMY_288, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x921 */ DEFINE_SFX(NA_SE_PL_DUMMY_289, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x922 */ DEFINE_SFX(NA_SE_PL_DUMMY_290, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x923 */ DEFINE_SFX(NA_SE_PL_DUMMY_291, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x924 */ DEFINE_SFX(NA_SE_PL_DUMMY_292, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x925 */ DEFINE_SFX(NA_SE_PL_DUMMY_293, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x926 */ DEFINE_SFX(NA_SE_PL_DUMMY_294, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x927 */ DEFINE_SFX(NA_SE_PL_DUMMY_295, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x928 */ DEFINE_SFX(NA_SE_PL_DUMMY_296, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x929 */ DEFINE_SFX(NA_SE_PL_DUMMY_297, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92A */ DEFINE_SFX(NA_SE_PL_DUMMY_298, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92B */ DEFINE_SFX(NA_SE_PL_DUMMY_299, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92C */ DEFINE_SFX(NA_SE_PL_DUMMY_300, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92D */ DEFINE_SFX(NA_SE_PL_DUMMY_301, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92E */ DEFINE_SFX(NA_SE_PL_DUMMY_302, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92F */ DEFINE_SFX(NA_SE_PL_DUMMY_303, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x930 */ DEFINE_SFX(NA_SE_PL_DUMMY_304, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x931 */ DEFINE_SFX(NA_SE_PL_DUMMY_305, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x932 */ DEFINE_SFX(NA_SE_PL_DUMMY_306, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x933 */ DEFINE_SFX(NA_SE_PL_DUMMY_307, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x934 */ DEFINE_SFX(NA_SE_PL_DUMMY_308, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x935 */ DEFINE_SFX(NA_SE_PL_DUMMY_309, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x936 */ DEFINE_SFX(NA_SE_PL_DUMMY_310, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x937 */ DEFINE_SFX(NA_SE_PL_DUMMY_311, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x938 */ DEFINE_SFX(NA_SE_PL_DUMMY_312, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x939 */ DEFINE_SFX(NA_SE_PL_DUMMY_313, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93A */ DEFINE_SFX(NA_SE_PL_DUMMY_314, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93B */ DEFINE_SFX(NA_SE_PL_DUMMY_315, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93C */ DEFINE_SFX(NA_SE_PL_DUMMY_316, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93D */ DEFINE_SFX(NA_SE_PL_DUMMY_317, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93E */ DEFINE_SFX(NA_SE_PL_DUMMY_318, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93F */ DEFINE_SFX(NA_SE_PL_DUMMY_319, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x940 */ DEFINE_SFX(NA_SE_PL_DUMMY_320, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x941 */ DEFINE_SFX(NA_SE_PL_DUMMY_321, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x942 */ DEFINE_SFX(NA_SE_PL_DUMMY_322, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x943 */ DEFINE_SFX(NA_SE_PL_DUMMY_323, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x944 */ DEFINE_SFX(NA_SE_PL_DUMMY_324, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x945 */ DEFINE_SFX(NA_SE_PL_DUMMY_325, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x946 */ DEFINE_SFX(NA_SE_PL_DUMMY_326, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x947 */ DEFINE_SFX(NA_SE_PL_DUMMY_327, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x948 */ DEFINE_SFX(NA_SE_PL_DUMMY_328, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x949 */ DEFINE_SFX(NA_SE_PL_DUMMY_329, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94A */ DEFINE_SFX(NA_SE_PL_DUMMY_330, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94B */ DEFINE_SFX(NA_SE_PL_DUMMY_331, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94C */ DEFINE_SFX(NA_SE_PL_DUMMY_332, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94D */ DEFINE_SFX(NA_SE_PL_DUMMY_333, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94E */ DEFINE_SFX(NA_SE_PL_DUMMY_334, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94F */ DEFINE_SFX(NA_SE_PL_DUMMY_335, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x950 */ DEFINE_SFX(NA_SE_PL_DUMMY_336, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x951 */ DEFINE_SFX(NA_SE_PL_DUMMY_337, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x952 */ DEFINE_SFX(NA_SE_PL_DUMMY_338, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x953 */ DEFINE_SFX(NA_SE_PL_DUMMY_339, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x954 */ DEFINE_SFX(NA_SE_PL_DUMMY_340, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x955 */ DEFINE_SFX(NA_SE_PL_DUMMY_341, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x956 */ DEFINE_SFX(NA_SE_PL_DUMMY_342, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x957 */ DEFINE_SFX(NA_SE_PL_DUMMY_343, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x958 */ DEFINE_SFX(NA_SE_PL_DUMMY_344, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x959 */ DEFINE_SFX(NA_SE_PL_DUMMY_345, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95A */ DEFINE_SFX(NA_SE_PL_DUMMY_346, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95B */ DEFINE_SFX(NA_SE_PL_DUMMY_347, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95C */ DEFINE_SFX(NA_SE_PL_DUMMY_348, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95D */ DEFINE_SFX(NA_SE_PL_DUMMY_349, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95E */ DEFINE_SFX(NA_SE_PL_DUMMY_350, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95F */ DEFINE_SFX(NA_SE_PL_DUMMY_351, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x960 */ DEFINE_SFX(NA_SE_EV_MARATHONMAN_RISE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x961 */ DEFINE_SFX(NA_SE_PL_DUMMY_353, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x962 */ DEFINE_SFX(NA_SE_PL_DUMMY_354, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x963 */ DEFINE_SFX(NA_SE_PL_DUMMY_355, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x964 */ DEFINE_SFX(NA_SE_PL_DUMMY_356, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x965 */ DEFINE_SFX(NA_SE_PL_DUMMY_357, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x966 */ DEFINE_SFX(NA_SE_PL_DUMMY_358, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x967 */ DEFINE_SFX(NA_SE_PL_DUMMY_359, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x968 */ DEFINE_SFX(NA_SE_PL_DUMMY_360, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x969 */ DEFINE_SFX(NA_SE_PL_DUMMY_361, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96A */ DEFINE_SFX(NA_SE_PL_DUMMY_362, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96B */ DEFINE_SFX(NA_SE_PL_DUMMY_363, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96C */ DEFINE_SFX(NA_SE_PL_DUMMY_364, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96D */ DEFINE_SFX(NA_SE_PL_DUMMY_365, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96E */ DEFINE_SFX(NA_SE_PL_DUMMY_366, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96F */ DEFINE_SFX(NA_SE_PL_DUMMY_367, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x970 */ DEFINE_SFX(NA_SE_EV_MARATHONMAN_LAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x971 */ DEFINE_SFX(NA_SE_PL_DUMMY_369, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x972 */ DEFINE_SFX(NA_SE_PL_DUMMY_370, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x973 */ DEFINE_SFX(NA_SE_PL_DUMMY_371, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x974 */ DEFINE_SFX(NA_SE_PL_DUMMY_372, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x975 */ DEFINE_SFX(NA_SE_PL_DUMMY_373, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x976 */ DEFINE_SFX(NA_SE_PL_DUMMY_374, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x977 */ DEFINE_SFX(NA_SE_PL_DUMMY_375, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x978 */ DEFINE_SFX(NA_SE_PL_DUMMY_376, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x979 */ DEFINE_SFX(NA_SE_PL_DUMMY_377, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97A */ DEFINE_SFX(NA_SE_PL_DUMMY378, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97B */ DEFINE_SFX(NA_SE_PL_DUMMY_379, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97C */ DEFINE_SFX(NA_SE_PL_DUMMY_380, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97D */ DEFINE_SFX(NA_SE_PL_DUMMY_381, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97E */ DEFINE_SFX(NA_SE_PL_DUMMY_382, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97F */ DEFINE_SFX(NA_SE_PL_DUMMY_383, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x980 */ DEFINE_SFX(NA_SE_PL_GORON_CHG_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x981 */ DEFINE_SFX(NA_SE_PL_DUMMY_385, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x982 */ DEFINE_SFX(NA_SE_PL_DUMMY_386, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x983 */ DEFINE_SFX(NA_SE_PL_DUMMY_387, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x984 */ DEFINE_SFX(NA_SE_PL_DUMMY_388, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x985 */ DEFINE_SFX(NA_SE_PL_DUMMY_389, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x986 */ DEFINE_SFX(NA_SE_PL_DUMMY_390, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x987 */ DEFINE_SFX(NA_SE_PL_DUMMY_391, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x988 */ DEFINE_SFX(NA_SE_PL_DUMMY_392, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x989 */ DEFINE_SFX(NA_SE_PL_DUMMY_393, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98A */ DEFINE_SFX(NA_SE_PL_DUMMY_394, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98B */ DEFINE_SFX(NA_SE_PL_DUMMY_395, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98C */ DEFINE_SFX(NA_SE_PL_DUMMY_396, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98D */ DEFINE_SFX(NA_SE_PL_DUMMY_397, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98E */ DEFINE_SFX(NA_SE_PL_DUMMY_398, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98F */ DEFINE_SFX(NA_SE_PL_GORON_CHG_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x990 */ DEFINE_SFX(NA_SE_PL_GORON_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x991 */ DEFINE_SFX(NA_SE_PL_DUMMY_401, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x992 */ DEFINE_SFX(NA_SE_PL_DUMMY_402, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x993 */ DEFINE_SFX(NA_SE_PL_DUMMY_403, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x994 */ DEFINE_SFX(NA_SE_PL_DUMMY_404, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x995 */ DEFINE_SFX(NA_SE_PL_DUMMY_405, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x996 */ DEFINE_SFX(NA_SE_PL_DUMMY_406, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x997 */ DEFINE_SFX(NA_SE_PL_DUMMY_407, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x998 */ DEFINE_SFX(NA_SE_PL_DUMMY_408, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x999 */ DEFINE_SFX(NA_SE_PL_DUMMY_409, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99A */ DEFINE_SFX(NA_SE_PL_DUMMY_410, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99B */ DEFINE_SFX(NA_SE_PL_DUMMY_411, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99C */ DEFINE_SFX(NA_SE_PL_DUMMY_412, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99D */ DEFINE_SFX(NA_SE_PL_DUMMY_413, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99E */ DEFINE_SFX(NA_SE_PL_DUMMY_414, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99F */ DEFINE_SFX(NA_SE_PL_GORON_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_BUD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A1 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_BUBLE_BREATH, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A2 */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE_FAILED, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A3 */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE_DASH, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A4 */ DEFINE_SFX(NA_SE_PL_FACE_CHANGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A5 */ DEFINE_SFX(NA_SE_PL_FACE_UP_S, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A6 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_STRUGGLE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A7 */ DEFINE_SFX(NA_SE_PL_WARP_PLATE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A8 */ DEFINE_SFX(NA_SE_PL_WARP_PLATE_OUT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A9 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_ATTACK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AA */ DEFINE_SFX(NA_SE_PL_TRANSFORM_VOICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AB */ DEFINE_SFX(NA_SE_PL_FACE_RETURN, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AC */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AD */ DEFINE_SFX(NA_SE_PL_GORON_SLIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AE */ DEFINE_SFX(NA_SE_PL_ROLL_SNOW_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x9AF */ DEFINE_SFX(NA_SE_PL_ZORA_SPARK_BARRIER, 0x40, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B1 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B2 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP3, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B3 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP4, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B4 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP5, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B5 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP6, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B6 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP7, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B7 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP8, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B8 */ DEFINE_SFX(NA_SE_PL_GORON_STOMACH_EXPLOSION, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B9 */ DEFINE_SFX(NA_SE_PL_GORON_DRINK_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BA */ DEFINE_SFX(NA_SE_PL_GET_UP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BB */ DEFINE_SFX(NA_SE_PL_WARP_WING_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BC */ DEFINE_SFX(NA_SE_PL_WARP_WING_CLOSE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BD */ DEFINE_SFX(NA_SE_PL_WARP_WING_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BE */ DEFINE_SFX(NA_SE_PL_WARP_WING_VANISH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BF */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_MISS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C0 */ DEFINE_SFX(NA_SE_PL_FLYING_AIR, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C1 */ DEFINE_SFX(NA_SE_PL_FIREWORKS, 0x30, 3, 1, 0, 0)
/* 0x9C2 */ DEFINE_SFX(NA_SE_PL_FIREWORKS_DUMMY, 0x30, 3, 1, 0, 0)
/* 0x9C3 */ DEFINE_SFX(NA_SE_PL_PULL_UP_SNOWBALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C4 */ DEFINE_SFX(NA_SE_PL_WARP_WING_ROLL_2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C5 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_GIANT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C6 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_NORAML, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C7 */ DEFINE_SFX(NA_SE_PL_LI_OKARINATORI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C8 */ DEFINE_SFX(NA_SE_PL_LI_FUTTOBI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C9 */ DEFINE_SFX(NA_SE_PL_LI_OP_OKIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CA */ DEFINE_SFX(NA_SE_PL_LI_OP_TATIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CB */ DEFINE_SFX(NA_SE_PL_JUMP_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CC */ DEFINE_SFX(NA_SE_PL_LAND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CD */ DEFINE_SFX(NA_SE_PL_BOUND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CE */ DEFINE_SFX(NA_SE_PL_WALK_WALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CF */ DEFINE_SFX(NA_SE_PL_WALK_WALL_DEKU, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x800 */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_WALK_GROUND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x801 */ DEFINE_SFX(CHAN_04EA, NA_SE_PL_WALK_SAND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x802 */ DEFINE_SFX(CHAN_04F6, NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x803 */ DEFINE_SFX(CHAN_0505, NA_SE_PL_WALK_DIRT, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x804 */ DEFINE_SFX(CHAN_0515, NA_SE_PL_WALK_WATER0, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x805 */ DEFINE_SFX(CHAN_0521, NA_SE_PL_WALK_WATER1, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x806 */ DEFINE_SFX(CHAN_052D, NA_SE_PL_WALK_WATER2, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x807 */ DEFINE_SFX(CHAN_0540, NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x808 */ DEFINE_SFX(CHAN_055A, NA_SE_PL_WALK_GRASS, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x809 */ DEFINE_SFX(CHAN_056A, NA_SE_PL_WALK_IRON, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80A */ DEFINE_SFX(CHAN_0576, NA_SE_PL_WALK_LADDER, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80B */ DEFINE_SFX(CHAN_0582, NA_SE_PL_WALK_GLASS, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80C */ DEFINE_SFX(CHAN_058E, NA_SE_PL_WALK_METAL1, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80D */ DEFINE_SFX(CHAN_05A3, NA_CODE_DIRT_DEEP, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80E */ DEFINE_SFX(CHAN_05B3, NA_SE_PL_WALK_SNOW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x80F */ DEFINE_SFX(CHAN_05BF, NA_SE_PL_WALK_ICE, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x810 */ DEFINE_SFX(CHAN_05CB, NA_SE_PL_JUMP_GROUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x811 */ DEFINE_SFX(CHAN_05FA, NA_SE_PL_JUMP_SAND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x812 */ DEFINE_SFX(CHAN_060E, NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x813 */ DEFINE_SFX(CHAN_0627, NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x814 */ DEFINE_SFX(CHAN_063B, NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x815 */ DEFINE_SFX(CHAN_064D, NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x816 */ DEFINE_SFX(CHAN_065F, NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x817 */ DEFINE_SFX(CHAN_0678, NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x818 */ DEFINE_SFX(CHAN_069A, NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x819 */ DEFINE_SFX(CHAN_06AE, NA_SE_PL_JUMP_IRON, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81A */ DEFINE_SFX(CHAN_06C2, NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81B */ DEFINE_SFX(CHAN_06D4, NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_28, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81D */ DEFINE_SFX(CHAN_06E6, NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81E */ DEFINE_SFX(CHAN_06F8, NA_SE_PL_JUMP_SNOW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x81F */ DEFINE_SFX(CHAN_070C, NA_SE_PL_JUMP_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x820 */ DEFINE_SFX(CHAN_0720, NA_SE_PL_LAND_GROUND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x821 */ DEFINE_SFX(CHAN_074F, NA_SE_PL_LAND_SAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x822 */ DEFINE_SFX(CHAN_0761, NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x823 */ DEFINE_SFX(CHAN_077A, NA_SE_PL_LAND_DIRT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x824 */ DEFINE_SFX(CHAN_078C, NA_SE_PL_LAND_WATER0, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x825 */ DEFINE_SFX(CHAN_079E, NA_SE_PL_LAND_WATER1, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x826 */ DEFINE_SFX(CHAN_07B0, NA_SE_PL_LAND_WATER2, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x827 */ DEFINE_SFX(CHAN_07C9, NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x828 */ DEFINE_SFX(CHAN_07E9, NA_SE_PL_LAND_GRASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x829 */ DEFINE_SFX(CHAN_07FD, NA_SE_PL_LAND_IRON, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82A */ DEFINE_SFX(CHAN_0811, NA_SE_PL_LAND_LADDER, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82B */ DEFINE_SFX(CHAN_0823, NA_SE_PL_LAND_GLASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_44, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82D */ DEFINE_SFX(CHAN_0835, NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82E */ DEFINE_SFX(CHAN_0847, NA_SE_PL_LAND_SNOW, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x82F */ DEFINE_SFX(CHAN_0859, NA_SE_PL_LAND_ICE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x830 */ DEFINE_SFX(CHAN_086B, NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0, 0)
/* 0x831 */ DEFINE_SFX(CHAN_087C, NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0, 0)
/* 0x832 */ DEFINE_SFX(CHAN_0889, NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0, 0)
/* 0x833 */ DEFINE_SFX(CHAN_0896, NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0, 0)
/* 0x834 */ DEFINE_SFX(CHAN_08A7, NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x835 */ DEFINE_SFX(CHAN_08C4, NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x836 */ DEFINE_SFX(CHAN_08E7, NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x837 */ DEFINE_SFX(CHAN_08F5, NA_SE_PL_DIVE_INTO_WATER, 0x30, 0, 1, 0, 0)
/* 0x838 */ DEFINE_SFX(CHAN_0909, NA_SE_PL_JUMP_OUT_WATER, 0x30, 0, 1, 0, 0)
/* 0x839 */ DEFINE_SFX(CHAN_091B, NA_SE_PL_SWIM, 0x30, 0, 2, 0, 0)
/* 0x83A */ DEFINE_SFX(CHAN_092D, NA_SE_PL_THROW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83B */ DEFINE_SFX(CHAN_093B, NA_SE_PL_BODY_BOUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83C */ DEFINE_SFX(CHAN_0958, NA_SE_PL_ROLL, 0x40, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83D */ DEFINE_SFX(CHAN_096A, NA_SE_PL_SKIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83E */ DEFINE_SFX(CHAN_097A, NA_SE_PL_BODY_HIT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x83F */ DEFINE_SFX(CHAN_0991, NA_SE_PL_DAMAGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x840 */ DEFINE_SFX(CHAN_09BD, NA_SE_PL_SLIP, 0x30, 0, 1, 0, 0)
/* 0x841 */ DEFINE_SFX(CHAN_09C7, NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0, 0)
/* 0x842 */ DEFINE_SFX(CHAN_09CE, NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0, 0)
/* 0x843 */ DEFINE_SFX(CHAN_09D5, NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0, 0)
/* 0x844 */ DEFINE_SFX(CHAN_09DC, NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0, 0)
/* 0x845 */ DEFINE_SFX(CHAN_09E3, NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0, 0)
/* 0x846 */ DEFINE_SFX(CHAN_09EA, NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0, 0)
/* 0x847 */ DEFINE_SFX(CHAN_09F1, NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0, 0)
/* 0x848 */ DEFINE_SFX(CHAN_09F8, NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0, 0)
/* 0x849 */ DEFINE_SFX(CHAN_09FF, NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0, 0)
/* 0x84A */ DEFINE_SFX(CHAN_0A06, NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0, 0)
/* 0x84B */ DEFINE_SFX(CHAN_0A0D, NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0, 0)
/* 0x84C */ DEFINE_SFX(CHAN_0515, NA_SE_PL_DUMMY76, 0x30, 0, 0, 0, 0)
/* 0x84D */ DEFINE_SFX(CHAN_09D5, NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0, 0)
/* 0x84E */ DEFINE_SFX(CHAN_0A14, NA_SE_PL_SLIP_SNOW, 0x30, 0, 0, 0, 0)
/* 0x84F */ DEFINE_SFX(CHAN_09CE, NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0, 0)
/* 0x850 */ DEFINE_SFX(CHAN_0A1B, NA_SE_PL_BOUND, 0x80, 0, 0, 0, 0)
/* 0x851 */ DEFINE_SFX(CHAN_0A38, NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0, 0)
/* 0x852 */ DEFINE_SFX(CHAN_0A42, NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0, 0)
/* 0x853 */ DEFINE_SFX(CHAN_0A4C, NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0, 0)
/* 0x854 */ DEFINE_SFX(CHAN_0A56, NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0, 0)
/* 0x855 */ DEFINE_SFX(CHAN_0A62, NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0, 0)
/* 0x856 */ DEFINE_SFX(CHAN_0A6C, NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0, 0)
/* 0x857 */ DEFINE_SFX(CHAN_0A76, NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0, 0)
/* 0x858 */ DEFINE_SFX(CHAN_0A80, NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0, 0)
/* 0x859 */ DEFINE_SFX(CHAN_0A8A, NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0, 0)
/* 0x85A */ DEFINE_SFX(CHAN_0A94, NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0, 0)
/* 0x85B */ DEFINE_SFX(CHAN_0A9E, NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0, 0)
/* 0x85C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0, 0)
/* 0x85D */ DEFINE_SFX(CHAN_0A94, NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0, 0)
/* 0x85E */ DEFINE_SFX(CHAN_0AA9, NA_SE_PL_BOUND_SNOW, 0x80, 0, 0, 0, 0)
/* 0x85F */ DEFINE_SFX(CHAN_0AB4, NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0, 0)
/* 0x860 */ DEFINE_SFX(CHAN_1ACA, NA_SE_PL_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x861 */ DEFINE_SFX(CHAN_06E6, NA_SE_PL_MEATL_BOOTS_JUMP, 0x30, 0, 0, 0, 0)
/* 0x862 */ DEFINE_SFX(CHAN_0835, NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0, 0)
/* 0x863 */ DEFINE_SFX(CHAN_0ABF, NA_SE_PL_FACE_UP, 0x30, 0, 0, 0, 0)
/* 0x864 */ DEFINE_SFX(CHAN_0ADE, NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x865 */ DEFINE_SFX(CHAN_0AF1, NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x866 */ DEFINE_SFX(CHAN_0B03, NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x867 */ DEFINE_SFX(CHAN_0B07, NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x868 */ DEFINE_SFX(CHAN_0B0B, NA_SE_PL_SPARK, 0x30, 0, 0, 0, 0)
/* 0x869 */ DEFINE_SFX(CHAN_0B31, NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0, 0)
/* 0x86A */ DEFINE_SFX(CHAN_0B43, NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0, 0)
/* 0x86B */ DEFINE_SFX(CHAN_0B67, NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x86C */ DEFINE_SFX(CHAN_0B77, NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0, 0)
/* 0x86D */ DEFINE_SFX(CHAN_0B80, NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x86E */ DEFINE_SFX(CHAN_0B91, NA_SE_PL_FREEZE, 0x30, 0, 0, 0, 0)
/* 0x86F */ DEFINE_SFX(CHAN_0BB0, NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0, 0)
/* 0x870 */ DEFINE_SFX(CHAN_0BC7, NA_SE_PL_KNOCK, 0x30, 0, 0, 0, 0)
/* 0x871 */ DEFINE_SFX(CHAN_0BD5, NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0, 0)
/* 0x872 */ DEFINE_SFX(CHAN_0BE3, NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0, 0)
/* 0x873 */ DEFINE_SFX(CHAN_0BF1, NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0, 0)
/* 0x874 */ DEFINE_SFX(CHAN_0C10, NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0, 0)
/* 0x875 */ DEFINE_SFX(CHAN_0C2D, NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0, 0)
/* 0x876 */ DEFINE_SFX(CHAN_0C3C, NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0, 0)
/* 0x877 */ DEFINE_SFX(CHAN_0C4A, NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0, 0)
/* 0x878 */ DEFINE_SFX(CHAN_0C5E, NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0, 0)
/* 0x879 */ DEFINE_SFX(CHAN_0C68, NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0, 0)
/* 0x87A */ DEFINE_SFX(CHAN_0CA3, NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0, 0)
/* 0x87B */ DEFINE_SFX(CHAN_0CE4, NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
/* 0x87C */ DEFINE_SFX(CHAN_0D00, NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x87D */ DEFINE_SFX(CHAN_0D30, NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x87E */ DEFINE_SFX(CHAN_0D5F, NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x87F */ DEFINE_SFX(CHAN_0D85, NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x880 */ DEFINE_SFX(CHAN_0DA1, NA_SE_DUMMY_128, 0x20, 0, 2, 0, 0)
/* 0x881 */ DEFINE_SFX(CHAN_0DBC, NA_SE_DUMMY_129, 0x20, 0, 2, 0, 0)
/* 0x882 */ DEFINE_SFX(CHAN_0DC0, NA_SE_DUMMY_130, 0x20, 0, 2, 0, 0)
/* 0x883 */ DEFINE_SFX(CHAN_0DC4, NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0, 0)
/* 0x884 */ DEFINE_SFX(CHAN_0DC8, NA_SE_DUMMY_132, 0x20, 0, 1, 0, 0)
/* 0x885 */ DEFINE_SFX(CHAN_0DCC, NA_SE_DUMMY_133, 0x20, 0, 1, 0, 0)
/* 0x886 */ DEFINE_SFX(CHAN_0DD0, NA_SE_DUMMY_134, 0x20, 0, 1, 0, 0)
/* 0x887 */ DEFINE_SFX(CHAN_0DD4, NA_SE_DUMMY_135, 0x20, 0, 1, 0, 0)
/* 0x888 */ DEFINE_SFX(CHAN_0DD8, NA_SE_DUMMY_136, 0x20, 0, 2, 0, 0)
/* 0x889 */ DEFINE_SFX(CHAN_0DDC, NA_SE_DUMMY_137, 0x20, 0, 2, 0, 0)
/* 0x88A */ DEFINE_SFX(CHAN_0DE0, NA_SE_DUMMY_138, 0x20, 0, 2, 0, 0)
/* 0x88B */ DEFINE_SFX(CHAN_0DE4, NA_SE_DUMMY_139, 0x20, 0, 0, 0, 0)
/* 0x88C */ DEFINE_SFX(CHAN_0DE8, NA_SE_DUMMY_140, 0x20, 0, 0, 0, 0)
/* 0x88D */ DEFINE_SFX(CHAN_0DEF, NA_SE_DUMMY_141, 0x20, 0, 0, 0, 0)
/* 0x88E */ DEFINE_SFX(CHAN_0DF6, NA_SE_DUMMY_142, 0x20, 0, 0, 0, 0)
/* 0x88F */ DEFINE_SFX(CHAN_0DFD, NA_SE_DUMMY_143, 0x20, 0, 0, 0, 0)
/* 0x890 */ DEFINE_SFX(CHAN_0E01, NA_SE_DUMMY_144, 0x30, 0, 0, 0, 0)
/* 0x891 */ DEFINE_SFX(CHAN_0E21, NA_SE_DUMMY_145, 0x30, 0, 0, 0, 0)
/* 0x892 */ DEFINE_SFX(CHAN_0E28, NA_SE_DUMMY_146, 0x30, 0, 0, 0, 0)
/* 0x893 */ DEFINE_SFX(CHAN_0E2F, NA_SE_DUMMY_147, 0x30, 0, 0, 0, 0)
/* 0x894 */ DEFINE_SFX(CHAN_0E36, NA_SE_DUMMY_148, 0x30, 0, 0, 0, 0)
/* 0x895 */ DEFINE_SFX(CHAN_0E3D, NA_SE_DUMMY_149, 0x30, 0, 0, 0, 0)
/* 0x896 */ DEFINE_SFX(CHAN_0E41, NA_SE_DUMMY_150, 0x30, 0, 0, 0, 0)
/* 0x897 */ DEFINE_SFX(CHAN_0E48, NA_SE_DUMMY_151, 0x30, 0, 0, 0, 0)
/* 0x898 */ DEFINE_SFX(CHAN_0E4F, NA_SE_DUMMY_152, 0x30, 0, 0, 0, 0)
/* 0x899 */ DEFINE_SFX(CHAN_0E56, NA_SE_DUMMY_153, 0x30, 0, 0, 0, 0)
/* 0x89A */ DEFINE_SFX(CHAN_0E5D, NA_SE_DUMMY_154, 0x30, 0, 0, 0, 0)
/* 0x89B */ DEFINE_SFX(CHAN_0E64, NA_SE_DUMMY_155, 0x30, 0, 0, 0, 0)
/* 0x89C */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_156, 0x30, 0, 0, 0, 0)
/* 0x89D */ DEFINE_SFX(CHAN_0E6B, NA_SE_DUMMY_157, 0x30, 0, 0, 0, 0)
/* 0x89E */ DEFINE_SFX(CHAN_0E72, NA_SE_DUMMY_158, 0x30, 0, 0, 0, 0)
/* 0x89F */ DEFINE_SFX(CHAN_0E79, NA_SE_DUMMY_159, 0x30, 0, 0, 0, 0)
/* 0x8A0 */ DEFINE_SFX(CHAN_0E80, NA_SE_DUMMY_160, 0x40, 0, 0, 0, 0)
/* 0x8A1 */ DEFINE_SFX(CHAN_0E9E, NA_SE_DUMMY_161, 0x40, 0, 0, 0, 0)
/* 0x8A2 */ DEFINE_SFX(CHAN_0EA5, NA_SE_DUMMY_162, 0x40, 0, 0, 0, 0)
/* 0x8A3 */ DEFINE_SFX(CHAN_0EAC, NA_SE_DUMMY_163, 0x40, 0, 0, 0, 0)
/* 0x8A4 */ DEFINE_SFX(CHAN_0EB3, NA_SE_DUMMY_164, 0x40, 0, 0, 0, 0)
/* 0x8A5 */ DEFINE_SFX(CHAN_0EBA, NA_SE_DUMMY_165, 0x40, 0, 0, 0, 0)
/* 0x8A6 */ DEFINE_SFX(CHAN_0EBE, NA_SE_DUMMY_166, 0x40, 0, 0, 0, 0)
/* 0x8A7 */ DEFINE_SFX(CHAN_0EC5, NA_SE_DUMMY_167, 0x40, 0, 0, 0, 0)
/* 0x8A8 */ DEFINE_SFX(CHAN_0ECC, NA_SE_DUMMY_168, 0x40, 0, 0, 0, 0)
/* 0x8A9 */ DEFINE_SFX(CHAN_0ED3, NA_SE_DUMMY_169, 0x40, 0, 0, 0, 0)
/* 0x8AA */ DEFINE_SFX(CHAN_0EDA, NA_SE_DUMMY_170, 0x40, 0, 0, 0, 0)
/* 0x8AB */ DEFINE_SFX(CHAN_0EE1, NA_SE_DUMMY_171, 0x40, 0, 0, 0, 0)
/* 0x8AC */ DEFINE_SFX(CHAN_0DA1, NA_SE_DUMMY_172, 0x40, 0, 0, 0, 0)
/* 0x8AD */ DEFINE_SFX(CHAN_0EE8, NA_SE_DUMMY_173, 0x40, 0, 0, 0, 0)
/* 0x8AE */ DEFINE_SFX(CHAN_0EEF, NA_SE_DUMMY_174, 0x40, 0, 0, 0, 0)
/* 0x8AF */ DEFINE_SFX(CHAN_0EF6, NA_SE_DUMMY_175, 0x40, 0, 0, 0, 0)
/* 0x8B0 */ DEFINE_SFX(CHAN_0EFD, NA_SE_PL_CRAWL, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B1 */ DEFINE_SFX(CHAN_0F08, NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B2 */ DEFINE_SFX(CHAN_0F13, NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B3 */ DEFINE_SFX(CHAN_0F1E, NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B4 */ DEFINE_SFX(CHAN_0F29, NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B5 */ DEFINE_SFX(CHAN_0F34, NA_SE_DUMMY_181, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B6 */ DEFINE_SFX(CHAN_0F3F, NA_SE_DUMMY_182, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B7 */ DEFINE_SFX(CHAN_0F4A, NA_SE_DUMMY_183, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B8 */ DEFINE_SFX(CHAN_0F55, NA_SE_DUMMY_184, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8B9 */ DEFINE_SFX(CHAN_0F60, NA_SE_DUMMY_185, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BA */ DEFINE_SFX(CHAN_0F6B, NA_SE_DUMMY_186, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BB */ DEFINE_SFX(CHAN_0F76, NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BC */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_188, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BD */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_189, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BE */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_190, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8BF */ DEFINE_SFX(CHAN_0F81, NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8C0 */ DEFINE_SFX(CHAN_0F8C, NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8C1 */ DEFINE_SFX(CHAN_0F93, NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x8C2 */ DEFINE_SFX(CHAN_0FAD, NA_SE_DUMMY_194, 0x30, 0, 0, 0, 0)
/* 0x8C3 */ DEFINE_SFX(CHAN_0FBE, NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0, 0)
/* 0x8C4 */ DEFINE_SFX(CHAN_0FD5, NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0, 0)
/* 0x8C5 */ DEFINE_SFX(CHAN_0A23, NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0, 0)
/* 0x8C6 */ DEFINE_SFX(CHAN_101F, NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x8C7 */ DEFINE_SFX(CHAN_0FFF, NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0, 0)
/* 0x8C8 */ DEFINE_SFX(CHAN_1024, NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0, 0)
/* 0x8C9 */ DEFINE_SFX(CHAN_1039, NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0, 0)
/* 0x8CA */ DEFINE_SFX(CHAN_104F, NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0, 0)
/* 0x8CB */ DEFINE_SFX(CHAN_2AFF, NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
/* 0x8CC */ DEFINE_SFX(CHAN_105E, NA_SE_PL_PLANT_GROW_BIG, 0x30, 0, 0, 0, 0)
/* 0x8CD */ DEFINE_SFX(CHAN_107B, NA_SE_PL_TELESCOPE_MOVEMENT, 0x30, 0, 0, 0, 0)
/* 0x8CE */ DEFINE_SFX(CHAN_1088, NA_SE_PL_GIANT_WALK, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8CF */ DEFINE_SFX(CHAN_454E, NA_SE_PL_CHIBI_FAIRY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x8D0 */ DEFINE_SFX(CHAN_10A2, NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D1 */ DEFINE_SFX(CHAN_10B2, NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D2 */ DEFINE_SFX(CHAN_10BA, NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D3 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D4 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D5 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D6 */ DEFINE_SFX(CHAN_10D2, NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D7 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D8 */ DEFINE_SFX(CHAN_10E2, NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D9 */ DEFINE_SFX(CHAN_10A2, NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DA */ DEFINE_SFX(CHAN_10EA, NA_SE_PL_SLIP_LADDER_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DB */ DEFINE_SFX(CHAN_10EA, NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DC */ DEFINE_SFX(CHAN_0515, NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0, 0)
/* 0x8DD */ DEFINE_SFX(CHAN_10EA, NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DE */ DEFINE_SFX(CHAN_10FA, NA_SE_PL_DUMMY_222, 0x30, 0, 0, 0, 0)
/* 0x8DF */ DEFINE_SFX(CHAN_10BA, NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8E0 */ DEFINE_SFX(CHAN_110A, NA_SE_PL_DEKUNUTS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8E1 */ DEFINE_SFX(CHAN_111F, NA_SE_PL_GORON_BALLJUMP, 0x60, 0, 1, 0, 0)
/* 0x8E2 */ DEFINE_SFX(CHAN_1133, NA_SE_PL_DEKUNUTS_IN_GRD, 0x40, 0, 0, 0, 0)
/* 0x8E3 */ DEFINE_SFX(CHAN_115D, NA_SE_PL_DEKUNUTS_OUT_GRD, 0x30, 0, 0, 0, 0)
/* 0x8E4 */ DEFINE_SFX(CHAN_118D, NA_SE_PL_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x8E5 */ DEFINE_SFX(CHAN_11BD, NA_SE_PL_TRANSFORM_DEMO, 0x30, 0, 0, 0, 0)
/* 0x8E6 */ DEFINE_SFX(CHAN_11BD, NA_SE_PL_GORON_TO_BALL, 0x30, 0, 0, 0, 0)
/* 0x8E7 */ DEFINE_SFX(CHAN_11D1, NA_SE_PL_BALL_TO_GORON, 0x30, 0, 0, 0, 0)
/* 0x8E8 */ DEFINE_SFX(CHAN_11E3, NA_SE_PL_GORON_PUNCH, 0x50, 3, 1, 0, 0)
/* 0x8E9 */ DEFINE_SFX(CHAN_11FA, NA_SE_PL_SINK_ON_SAND, 0x30, 0, 0, 0, 0)
/* 0x8EA */ DEFINE_SFX(CHAN_1211, NA_SE_PL_SINK_ON_SNOW, 0x30, 0, 0, 0, 0)
/* 0x8EB */ DEFINE_SFX(CHAN_1226, NA_SE_PL_GORON_BALL_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x8EC */ DEFINE_SFX(CHAN_124F, NA_SE_PL_ZORA_SWIM_DASH, 0x30, 0, 0, 0, 0)
/* 0x8ED */ DEFINE_SFX(CHAN_1275, NA_SE_PL_ZORA_SWIM_LV, 0x30, 0, 0, 0, 0)
/* 0x8EE */ DEFINE_SFX(CHAN_12A1, NA_SE_PL_ZORA_SWIM_ROLL, 0x30, 0, 0, 0, 0)
/* 0x8EF */ DEFINE_SFX(CHAN_12B1, NA_SE_PL_GORON_SQUAT, 0x30, 0, 0, 0, 0)
/* 0x8F0 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_240, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F1 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_241, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F2 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_242, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F3 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_243, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F4 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_244, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F5 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_245, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F6 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_246, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F7 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_247, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F8 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_248, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8F9 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_249, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FA */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_250, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FB */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_251, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FC */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_252, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FD */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_253, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FE */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_254, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x8FF */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_255, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x900 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_256, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x901 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_257, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x902 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_258, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x903 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_259, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x904 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_260, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x905 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_261, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x906 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_262, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x907 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_263, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x908 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_264, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x909 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_265, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90A */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_266, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90B */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_267, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90C */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_268, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90D */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_269, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90E */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_270, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x90F */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_271, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x910 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_272, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x911 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_273, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x912 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_274, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x913 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_275, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x914 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_276, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x915 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_277, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x916 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_278, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x917 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_279, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x918 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_280, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x919 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_281, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91A */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_282, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91B */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_283, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_284, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91D */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_285, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91E */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_286, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x91F */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_287, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x920 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_288, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x921 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_289, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x922 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_290, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x923 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_291, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x924 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_292, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x925 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_293, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x926 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_294, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x927 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_295, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x928 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_296, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x929 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_297, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92A */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_298, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92B */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_299, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92C */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_300, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92D */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_301, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92E */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_302, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x92F */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_303, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x930 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_304, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x931 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_305, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x932 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_306, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x933 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_307, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x934 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_308, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x935 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_309, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x936 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_310, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x937 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_311, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x938 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_312, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x939 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_313, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93A */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_314, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93B */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_315, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93C */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_316, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93D */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_317, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93E */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_318, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x93F */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_319, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x940 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_320, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x941 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_321, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x942 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_322, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x943 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_323, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x944 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_324, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x945 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_325, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x946 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_326, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x947 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_327, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x948 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_328, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x949 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_329, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94A */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_330, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94B */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_331, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94C */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_332, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94D */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_333, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94E */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_334, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x94F */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_335, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x950 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_336, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x951 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_337, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x952 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_338, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x953 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_339, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x954 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_340, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x955 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_341, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x956 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_342, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x957 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_343, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x958 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_344, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x959 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_345, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95A */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_346, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95B */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_347, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95C */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_348, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95D */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_349, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95E */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_350, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x95F */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_351, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x960 */ DEFINE_SFX(CHAN_136C, NA_SE_EV_MARATHONMAN_RISE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x961 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_353, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x962 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_354, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x963 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_355, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x964 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_356, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x965 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_357, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x966 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_358, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x967 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_359, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x968 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_360, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x969 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_361, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96A */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_362, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96B */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_363, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96C */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_364, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96D */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_365, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96E */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_366, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x96F */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_367, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x970 */ DEFINE_SFX(CHAN_1384, NA_SE_EV_MARATHONMAN_LAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x971 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_369, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x972 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_370, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x973 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_371, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x974 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_372, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x975 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_373, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x976 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_374, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x977 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_375, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x978 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_376, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x979 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_377, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97A */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY378, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97B */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_379, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97C */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_380, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97D */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_381, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97E */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_382, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x97F */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_383, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x980 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_GORON_CHG_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x981 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_385, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x982 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_386, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x983 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_387, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x984 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_388, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x985 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_389, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x986 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_390, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x987 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_391, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x988 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_392, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x989 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_393, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98A */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_394, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98B */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_395, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98C */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_396, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98D */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_397, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98E */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_398, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x98F */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_GORON_CHG_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x990 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_GORON_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x991 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_401, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x992 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_402, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x993 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_403, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x994 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_404, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x995 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_405, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x996 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_406, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x997 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_407, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x998 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_408, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x999 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_409, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99A */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_410, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99B */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_411, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99C */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_412, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99D */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_413, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99E */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_414, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x99F */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_GORON_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A0 */ DEFINE_SFX(CHAN_13EB, NA_SE_PL_DEKUNUTS_BUD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A1 */ DEFINE_SFX(CHAN_1415, NA_SE_PL_DEKUNUTS_BUBLE_BREATH, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A2 */ DEFINE_SFX(CHAN_1446, NA_SE_PL_GORON_BALL_CHARGE_FAILED, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A3 */ DEFINE_SFX(CHAN_1469, NA_SE_PL_GORON_BALL_CHARGE_DASH, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A4 */ DEFINE_SFX(CHAN_14A5, NA_SE_PL_FACE_CHANGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A5 */ DEFINE_SFX(CHAN_14DA, NA_SE_PL_FACE_UP_S, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A6 */ DEFINE_SFX(CHAN_14E8, NA_SE_PL_DEKUNUTS_STRUGGLE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A7 */ DEFINE_SFX(CHAN_14FF, NA_SE_PL_WARP_PLATE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A8 */ DEFINE_SFX(CHAN_1531, NA_SE_PL_WARP_PLATE_OUT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9A9 */ DEFINE_SFX(CHAN_154B, NA_SE_PL_DEKUNUTS_ATTACK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AA */ DEFINE_SFX(CHAN_156C, NA_SE_PL_TRANSFORM_VOICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AB */ DEFINE_SFX(CHAN_158F, NA_SE_PL_FACE_RETURN, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AC */ DEFINE_SFX(CHAN_38A0, NA_SE_PL_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AD */ DEFINE_SFX(CHAN_15B5, NA_SE_PL_GORON_SLIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9AE */ DEFINE_SFX(CHAN_15CA, NA_SE_PL_ROLL_SNOW_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
/* 0x9AF */ DEFINE_SFX(CHAN_15D5, NA_SE_PL_ZORA_SPARK_BARRIER, 0x40, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B0 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B1 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B2 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP3, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B3 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP4, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B4 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP5, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B5 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP6, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B6 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP7, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B7 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP8, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B8 */ DEFINE_SFX(CHAN_1637, NA_SE_PL_GORON_STOMACH_EXPLOSION, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9B9 */ DEFINE_SFX(CHAN_164A, NA_SE_PL_GORON_DRINK_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BA */ DEFINE_SFX(CHAN_165A, NA_SE_PL_GET_UP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BB */ DEFINE_SFX(CHAN_1678, NA_SE_PL_WARP_WING_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BC */ DEFINE_SFX(CHAN_169E, NA_SE_PL_WARP_WING_CLOSE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BD */ DEFINE_SFX(CHAN_16BD, NA_SE_PL_WARP_WING_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BE */ DEFINE_SFX(CHAN_172D, NA_SE_PL_WARP_WING_VANISH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9BF */ DEFINE_SFX(CHAN_1756, NA_SE_PL_DEKUNUTS_MISS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C0 */ DEFINE_SFX(CHAN_3B15, NA_SE_PL_FLYING_AIR, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C1 */ DEFINE_SFX(CHAN_1776, NA_SE_PL_FIREWORKS, 0x30, 3, 1, 0, 0)
/* 0x9C2 */ DEFINE_SFX(CHAN_1776, NA_SE_PL_FIREWORKS_DUMMY, 0x30, 3, 1, 0, 0)
/* 0x9C3 */ DEFINE_SFX(CHAN_17E8, NA_SE_PL_PULL_UP_SNOWBALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C4 */ DEFINE_SFX(CHAN_1800, NA_SE_PL_WARP_WING_ROLL_2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C5 */ DEFINE_SFX(CHAN_1871, NA_SE_PL_TRANSFORM_GIANT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C6 */ DEFINE_SFX(CHAN_18A9, NA_SE_PL_TRANSFORM_NORAML, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C7 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_LI_OKARINATORI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C8 */ DEFINE_SFX(CHAN_1637, NA_SE_PL_LI_FUTTOBI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9C9 */ DEFINE_SFX(CHAN_164A, NA_SE_PL_LI_OP_OKIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CA */ DEFINE_SFX(CHAN_165A, NA_SE_PL_LI_OP_TATIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CB */ DEFINE_SFX(CHAN_1678, NA_SE_PL_JUMP_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CC */ DEFINE_SFX(CHAN_169E, NA_SE_PL_LAND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CD */ DEFINE_SFX(CHAN_16BD, NA_SE_PL_BOUND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CE */ DEFINE_SFX(CHAN_172D, NA_SE_PL_WALK_WALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x9CF */ DEFINE_SFX(CHAN_1756, NA_SE_PL_WALK_WALL_DEKU, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)

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@ -2,108 +2,107 @@
* Sfx System Bank
*
* DEFINE_SFX should be used for all sfx define in the system bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - Argument 0: Channel name for sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the system bank in sequence 0
* - Argument 6: Various flags to add properties to the sfx
*/
/* 0x4800 */ DEFINE_SFX(NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0, 0)
/* 0x4801 */ DEFINE_SFX(NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0, 0)
/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4803 */ DEFINE_SFX(NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0, 0)
/* 0x4804 */ DEFINE_SFX(NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0, 0)
/* 0x4805 */ DEFINE_SFX(NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0, 0)
/* 0x4806 */ DEFINE_SFX(NA_SE_SY_ERROR, 0x50, 0, 0, 0, 0)
/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4808 */ DEFINE_SFX(NA_SE_SY_DECIDE, 0x30, 0, 0, 0, 0)
/* 0x4809 */ DEFINE_SFX(NA_SE_SY_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x480A */ DEFINE_SFX(NA_SE_SY_CANCEL, 0x30, 0, 0, 0, 0)
/* 0x480B */ DEFINE_SFX(NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0, 0)
/* 0x480C */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0, 0)
/* 0x480D */ DEFINE_SFX(NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0, 0)
/* 0x480E */ DEFINE_SFX(NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0, 0)
/* 0x480F */ DEFINE_SFX(NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0, 0)
/* 0x4810 */ DEFINE_SFX(NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0, 0)
/* 0x4811 */ DEFINE_SFX(NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0, 0)
/* 0x4812 */ DEFINE_SFX(NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0, 0)
/* 0x4813 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0, 0)
/* 0x4814 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0, 0)
/* 0x4815 */ DEFINE_SFX(NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0, 0)
/* 0x4816 */ DEFINE_SFX(NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0, 0)
/* 0x4817 */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0, 0)
/* 0x4818 */ DEFINE_SFX(NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0, 0)
/* 0x4819 */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0, 0)
/* 0x481A */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0, 0)
/* 0x481B */ DEFINE_SFX(NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0, 0)
/* 0x481C */ DEFINE_SFX(NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0, 0)
/* 0x481D */ DEFINE_SFX(NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0, 0)
/* 0x481E */ DEFINE_SFX(NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0, 0)
/* 0x481F */ DEFINE_SFX(NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0, 0)
/* 0x4820 */ DEFINE_SFX(NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0, 0)
/* 0x4821 */ DEFINE_SFX(NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0, 0)
/* 0x4822 */ DEFINE_SFX(NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0, 0)
/* 0x4823 */ DEFINE_SFX(NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0, 0)
/* 0x4824 */ DEFINE_SFX(NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0, 0)
/* 0x4825 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0, 0)
/* 0x4826 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0, 0)
/* 0x4827 */ DEFINE_SFX(NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0, 0)
/* 0x4828 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0, 0)
/* 0x4829 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0, 0)
/* 0x482A */ DEFINE_SFX(NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0, 0)
/* 0x482B */ DEFINE_SFX(NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0, 0)
/* 0x482C */ DEFINE_SFX(NA_SE_SY_FOUND, 0x60, 0, 0, 0, 0)
/* 0x482D */ DEFINE_SFX(NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x482E */ DEFINE_SFX(NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0, 0)
/* 0x482F */ DEFINE_SFX(NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0, 0)
/* 0x4830 */ DEFINE_SFX(NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0, 0)
/* 0x4831 */ DEFINE_SFX(NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0, 0)
/* 0x4832 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_INTO_MOON, 0x30, 0, 0, 0, 0)
/* 0x4833 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0, 0)
/* 0x4834 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0, 0)
/* 0x4835 */ DEFINE_SFX(NA_SE_SY_START_SHOT, 0x30, 0, 0, 0, 0)
/* 0x4836 */ DEFINE_SFX(NA_SE_SY_METRONOME, 0x30, 0, 0, 0, 0)
/* 0x4837 */ DEFINE_SFX(NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0, 0)
/* 0x4838 */ DEFINE_SFX(NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0, 0)
/* 0x4839 */ DEFINE_SFX(NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x483A */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0, 0)
/* 0x483B */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0, 0)
/* 0x483C */ DEFINE_SFX(NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x483D */ DEFINE_SFX(NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0, 0)
/* 0x483E */ DEFINE_SFX(NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0, 0)
/* 0x483F */ DEFINE_SFX(NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4840 */ DEFINE_SFX(NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4841 */ DEFINE_SFX(NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4842 */ DEFINE_SFX(NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0, 0)
/* 0x4843 */ DEFINE_SFX(NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x4844 */ DEFINE_SFX(NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0, 0)
/* 0x4845 */ DEFINE_SFX(NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0, 0)
/* 0x4846 */ DEFINE_SFX(NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0, 0)
/* 0x4847 */ DEFINE_SFX(NA_SE_SY_METRONOME_TEMPO, 0x30, 0, 0, 0, 0)
/* 0x4848 */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_0, 0x30, 0, 0, 0, 0)
/* 0x4849 */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_1, 0x30, 0, 0, 0, 0)
/* 0x484A */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_LAST, 0x30, 0, 0, 0, 0)
/* 0x484B */ DEFINE_SFX(NA_SE_SY_SOUT_DEMO, 0x30, 0, 0, 0, 0)
/* 0x484C */ DEFINE_SFX(NA_SE_SY_TIMESIGNAL_BELL, 0x30, 0, 0, 0, 0)
/* 0x484D */ DEFINE_SFX(NA_SE_SY_DEKUNUTS_JUMP_FAILED, 0x30, 0, 0, 0, 0)
/* 0x484E */ DEFINE_SFX(NA_SE_SY_ATTENTION_SOUND, 0x30, 0, 0, 0, 0)
/* 0x484F */ DEFINE_SFX(NA_SE_SY_TRANSFORM_MASK_FLASH, 0x30, 0, 0, 0, 0)
/* 0x4850 */ DEFINE_SFX(NA_SE_SY_CAMERA_SHUTTER, 0x30, 0, 0, 0, 0)
/* 0x4851 */ DEFINE_SFX(NA_SE_SY_STALKIDS_PSYCHO, 0x60, 0, 0, 0, 0)
/* 0x4852 */ DEFINE_SFX(NA_SE_SY_CHICK_JOIN_CHIME, 0x30, 0, 0, 0, 0)
/* 0x4853 */ DEFINE_SFX(NA_SE_SY_HIT_SOUND_L, 0x30, 0, 0, 0, 0)
/* 0x4854 */ DEFINE_SFX(NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4855 */ DEFINE_SFX(NA_SE_SY_SCHEDULE_WRITE, 0x60, 0, 0, 0, 0)
/* 0x4856 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_3, 0x30, 0, 0, 0, 0)
/* 0x4857 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_INF, 0x30, 0, 0, 0, 0)
/* 0x4858 */ DEFINE_SFX(NA_SE_SY_EARTHQUAKE_OUTDOOR, 0x30, 0, 0, 0, 0)
/* 0x4859 */ DEFINE_SFX(NA_SE_SY_SPIRAL_DASH, 0x30, 0, 0, 0, 0)
/* 0x485A */ DEFINE_SFX(NA_SE_SY_QUIZ_CORRECT, 0x30, 0, 0, 0, 0)
/* 0x485B */ DEFINE_SFX(NA_SE_SY_QUIZ_INCORRECT, 0x30, 0, 0, 0, 0)
/* 0x485C */ DEFINE_SFX(NA_SE_SY_DIZZY_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x485D */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x485E */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x485F */ DEFINE_SFX(NA_SE_SY_SECOM_WARNING, 0x30, 0, 0, 0, 0)
/* 0x4800 */ DEFINE_SFX(CHAN_A581, NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0, 0)
/* 0x4801 */ DEFINE_SFX(CHAN_A5BE, NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0, 0)
/* 0x4802 */ DEFINE_SFX(CHAN_A5FB, NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4803 */ DEFINE_SFX(CHAN_A629, NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0, 0)
/* 0x4804 */ DEFINE_SFX(CHAN_A648, NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0, 0)
/* 0x4805 */ DEFINE_SFX(CHAN_A656, NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0, 0)
/* 0x4806 */ DEFINE_SFX(CHAN_A656, NA_SE_SY_ERROR, 0x50, 0, 0, 0, 0)
/* 0x4807 */ DEFINE_SFX(CHAN_A667, NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4808 */ DEFINE_SFX(CHAN_A6B1, NA_SE_SY_DECIDE, 0x30, 0, 0, 0, 0)
/* 0x4809 */ DEFINE_SFX(CHAN_A6FB, NA_SE_SY_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x480A */ DEFINE_SFX(CHAN_A710, NA_SE_SY_CANCEL, 0x30, 0, 0, 0, 0)
/* 0x480B */ DEFINE_SFX(CHAN_A735, NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0, 0)
/* 0x480C */ DEFINE_SFX(CHAN_A755, NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0, 0)
/* 0x480D */ DEFINE_SFX(CHAN_A7CA, NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0, 0)
/* 0x480E */ DEFINE_SFX(CHAN_A771, NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0, 0)
/* 0x480F */ DEFINE_SFX(CHAN_A793, NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0, 0)
/* 0x4810 */ DEFINE_SFX(CHAN_A7AD, NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0, 0)
/* 0x4811 */ DEFINE_SFX(CHAN_A7CA, NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0, 0)
/* 0x4812 */ DEFINE_SFX(CHAN_A7E3, NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0, 0)
/* 0x4813 */ DEFINE_SFX(CHAN_A7FC, NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0, 0)
/* 0x4814 */ DEFINE_SFX(CHAN_A80F, NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0, 0)
/* 0x4815 */ DEFINE_SFX(CHAN_A7FC, NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0, 0)
/* 0x4816 */ DEFINE_SFX(CHAN_A7FC, NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0, 0)
/* 0x4817 */ DEFINE_SFX(CHAN_A822, NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0, 0)
/* 0x4818 */ DEFINE_SFX(CHAN_A82C, NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0, 0)
/* 0x4819 */ DEFINE_SFX(CHAN_A83A, NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0, 0)
/* 0x481A */ DEFINE_SFX(CHAN_A84E, NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0, 0)
/* 0x481B */ DEFINE_SFX(CHAN_A86D, NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0, 0)
/* 0x481C */ DEFINE_SFX(CHAN_A87F, NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0, 0)
/* 0x481D */ DEFINE_SFX(CHAN_A8A2, NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0, 0)
/* 0x481E */ DEFINE_SFX(CHAN_A8C3, NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0, 0)
/* 0x481F */ DEFINE_SFX(CHAN_A8E2, NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0, 0)
/* 0x4820 */ DEFINE_SFX(CHAN_A90F, NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0, 0)
/* 0x4821 */ DEFINE_SFX(CHAN_A929, NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0, 0)
/* 0x4822 */ DEFINE_SFX(CHAN_A941, NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0, 0)
/* 0x4823 */ DEFINE_SFX(CHAN_A948, NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0, 0)
/* 0x4824 */ DEFINE_SFX(CHAN_A989, NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0, 0)
/* 0x4825 */ DEFINE_SFX(CHAN_A9AB, NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0, 0)
/* 0x4826 */ DEFINE_SFX(CHAN_A9D5, NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0, 0)
/* 0x4827 */ DEFINE_SFX(CHAN_A9E7, NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0, 0)
/* 0x4828 */ DEFINE_SFX(CHAN_A9F4, NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0, 0)
/* 0x4829 */ DEFINE_SFX(CHAN_AA0B, NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0, 0)
/* 0x482A */ DEFINE_SFX(CHAN_AA22, NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0, 0)
/* 0x482B */ DEFINE_SFX(CHAN_AA33, NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0, 0)
/* 0x482C */ DEFINE_SFX(CHAN_AA44, NA_SE_SY_FOUND, 0x60, 0, 0, 0, 0)
/* 0x482D */ DEFINE_SFX(CHAN_AA51, NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x482E */ DEFINE_SFX(CHAN_AA67, NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0, 0)
/* 0x482F */ DEFINE_SFX(CHAN_AA81, NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0, 0)
/* 0x4830 */ DEFINE_SFX(CHAN_AA9A, NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0, 0)
/* 0x4831 */ DEFINE_SFX(CHAN_AAA6, NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0, 0)
/* 0x4832 */ DEFINE_SFX(CHAN_AAC0, NA_SE_SY_WHITE_OUT_INTO_MOON, 0x30, 0, 0, 0, 0)
/* 0x4833 */ DEFINE_SFX(CHAN_AAF6, NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0, 0)
/* 0x4834 */ DEFINE_SFX(CHAN_AB19, NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0, 0)
/* 0x4835 */ DEFINE_SFX(CHAN_AB3A, NA_SE_SY_START_SHOT, 0x30, 0, 0, 0, 0)
/* 0x4836 */ DEFINE_SFX(CHAN_AB4F, NA_SE_SY_METRONOME, 0x30, 0, 0, 0, 0)
/* 0x4837 */ DEFINE_SFX(CHAN_AB59, NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0, 0)
/* 0x4838 */ DEFINE_SFX(CHAN_AB63, NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0, 0)
/* 0x4839 */ DEFINE_SFX(CHAN_AB6E, NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x483A */ DEFINE_SFX(CHAN_AB96, NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0, 0)
/* 0x483B */ DEFINE_SFX(CHAN_ABB3, NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0, 0)
/* 0x483C */ DEFINE_SFX(CHAN_ABD3, NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x483D */ DEFINE_SFX(CHAN_ABEB, NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0, 0)
/* 0x483E */ DEFINE_SFX(CHAN_AC02, NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0, 0)
/* 0x483F */ DEFINE_SFX(CHAN_AC0C, NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4840 */ DEFINE_SFX(CHAN_AC16, NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4841 */ DEFINE_SFX(CHAN_AC20, NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4842 */ DEFINE_SFX(CHAN_AC29, NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0, 0)
/* 0x4843 */ DEFINE_SFX(CHAN_AC35, NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x4844 */ DEFINE_SFX(CHAN_AC63, NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0, 0)
/* 0x4845 */ DEFINE_SFX(CHAN_AC80, NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0, 0)
/* 0x4846 */ DEFINE_SFX(CHAN_AC95, NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0, 0)
/* 0x4847 */ DEFINE_SFX(CHAN_AC9F, NA_SE_SY_METRONOME_TEMPO, 0x30, 0, 0, 0, 0)
/* 0x4848 */ DEFINE_SFX(CHAN_ACBA, NA_SE_SY_COMICAL_SOUND0_0, 0x30, 0, 0, 0, 0)
/* 0x4849 */ DEFINE_SFX(CHAN_ACCE, NA_SE_SY_COMICAL_SOUND0_1, 0x30, 0, 0, 0, 0)
/* 0x484A */ DEFINE_SFX(CHAN_ACD3, NA_SE_SY_COMICAL_SOUND0_LAST, 0x30, 0, 0, 0, 0)
/* 0x484B */ DEFINE_SFX(CHAN_ACE7, NA_SE_SY_SOUT_DEMO, 0x30, 0, 0, 0, 0)
/* 0x484C */ DEFINE_SFX(CHAN_AD61, NA_SE_SY_TIMESIGNAL_BELL, 0x30, 0, 0, 0, 0)
/* 0x484D */ DEFINE_SFX(CHAN_AD99, NA_SE_SY_DEKUNUTS_JUMP_FAILED, 0x30, 0, 0, 0, 0)
/* 0x484E */ DEFINE_SFX(CHAN_ADC6, NA_SE_SY_ATTENTION_SOUND, 0x30, 0, 0, 0, 0)
/* 0x484F */ DEFINE_SFX(CHAN_ADF9, NA_SE_SY_TRANSFORM_MASK_FLASH, 0x30, 0, 0, 0, 0)
/* 0x4850 */ DEFINE_SFX(CHAN_AE1A, NA_SE_SY_CAMERA_SHUTTER, 0x30, 0, 0, 0, 0)
/* 0x4851 */ DEFINE_SFX(CHAN_AE30, NA_SE_SY_STALKIDS_PSYCHO, 0x60, 0, 0, 0, 0)
/* 0x4852 */ DEFINE_SFX(CHAN_AE37, NA_SE_SY_CHICK_JOIN_CHIME, 0x30, 0, 0, 0, 0)
/* 0x4853 */ DEFINE_SFX(CHAN_AEA8, NA_SE_SY_HIT_SOUND_L, 0x30, 0, 0, 0, 0)
/* 0x4854 */ DEFINE_SFX(CHAN_AEC0, NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x4855 */ DEFINE_SFX(CHAN_AEEF, NA_SE_SY_SCHEDULE_WRITE, 0x60, 0, 0, 0, 0)
/* 0x4856 */ DEFINE_SFX(CHAN_AF41, NA_SE_SY_STOPWATCH_TIMER_3, 0x30, 0, 0, 0, 0)
/* 0x4857 */ DEFINE_SFX(CHAN_AF63, NA_SE_SY_STOPWATCH_TIMER_INF, 0x30, 0, 0, 0, 0)
/* 0x4858 */ DEFINE_SFX(CHAN_AF7B, NA_SE_SY_EARTHQUAKE_OUTDOOR, 0x30, 0, 0, 0, 0)
/* 0x4859 */ DEFINE_SFX(CHAN_AFAE, NA_SE_SY_SPIRAL_DASH, 0x30, 0, 0, 0, 0)
/* 0x485A */ DEFINE_SFX(CHAN_B007, NA_SE_SY_QUIZ_CORRECT, 0x30, 0, 0, 0, 0)
/* 0x485B */ DEFINE_SFX(CHAN_B021, NA_SE_SY_QUIZ_INCORRECT, 0x30, 0, 0, 0, 0)
/* 0x485C */ DEFINE_SFX(CHAN_B035, NA_SE_SY_DIZZY_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x485D */ DEFINE_SFX(CHAN_B081, NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x485E */ DEFINE_SFX(CHAN_B0C2, NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
/* 0x485F */ DEFINE_SFX(CHAN_B0E6, NA_SE_SY_SECOM_WARNING, 0x30, 0, 0, 0, 0)

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@ -2,412 +2,423 @@
* Sfx Voice Bank
*
* DEFINE_SFX should be used for all sfx define in the voice bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - Argument 0: Channel name for sequence 0
* - Argument 1: Enum value for this sfx
* - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
*
* WARNING: entries must align with the table defined for the voice bank in sequence 0
* - Argument 6: Various flags to add properties to the sfx
*/
/* 0x6800 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6801 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6802 */ DEFINE_SFX(NA_SE_VO_LI_LASH, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6803 */ DEFINE_SFX(NA_SE_VO_LI_HANG, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6804 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6805 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6806 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6807 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6808 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6809 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680B */ DEFINE_SFX(NA_SE_VO_LI_DOWN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680D */ DEFINE_SFX(NA_SE_VO_LI_HELD, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6810 */ DEFINE_SFX(NA_SE_VO_LI_DRINK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6811 */ DEFINE_SFX(NA_SE_VO_LI_RELAX, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6812 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6813 */ DEFINE_SFX(NA_SE_VO_LI_GROAN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6814 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6815 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6816 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6817 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6818 */ DEFINE_SFX(NA_SE_VO_LI_PUSH, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6819 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681B */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_START, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681D */ DEFINE_SFX(NA_SE_VO_BL_DOWN, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681F */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N_copy30, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6820 */ DEFINE_SFX(NA_SE_VO_DUMMY_32, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6821 */ DEFINE_SFX(NA_SE_VO_DUMMY_33, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6822 */ DEFINE_SFX(NA_SE_VO_DUMMY_34, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6823 */ DEFINE_SFX(NA_SE_VO_DUMMY_35, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6824 */ DEFINE_SFX(NA_SE_VO_DUMMY_36, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6825 */ DEFINE_SFX(NA_SE_VO_DUMMY_37, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6826 */ DEFINE_SFX(NA_SE_VO_DUMMY_38, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6827 */ DEFINE_SFX(NA_SE_VO_DUMMY_39, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6828 */ DEFINE_SFX(NA_SE_VO_NAVY_ENEMY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6829 */ DEFINE_SFX(NA_SE_VO_NAVY_HELLO, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682A */ DEFINE_SFX(NA_SE_VO_NAVY_HEAR, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682B */ DEFINE_SFX(NA_SE_VO_DUMMY_43, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682C */ DEFINE_SFX(NA_SE_VO_DUMMY_44, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682D */ DEFINE_SFX(NA_SE_VO_DUMMY_45, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682E */ DEFINE_SFX(NA_SE_VO_DUMMY_46, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682F */ DEFINE_SFX(NA_SE_VO_DUMMY_47, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6830 */ DEFINE_SFX(NA_SE_VO_DUMMY_48, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6831 */ DEFINE_SFX(NA_SE_VO_DUMMY_49, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6832 */ DEFINE_SFX(NA_SE_VO_DUMMY_50, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6833 */ DEFINE_SFX(NA_SE_VO_DUMMY_51, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6834 */ DEFINE_SFX(NA_SE_VO_DUMMY_52, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6835 */ DEFINE_SFX(NA_SE_VO_DUMMY_53, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6836 */ DEFINE_SFX(NA_SE_VO_DUMMY_54, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6837 */ DEFINE_SFX(NA_SE_VO_DUMMY_55, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6838 */ DEFINE_SFX(NA_SE_VO_DUMMY_56, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6839 */ DEFINE_SFX(NA_SE_VO_DUMMY_57, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683A */ DEFINE_SFX(NA_SE_VO_DUMMY_58, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683B */ DEFINE_SFX(NA_SE_VO_DUMMY_59, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683C */ DEFINE_SFX(NA_SE_VO_DUMMY_60, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683D */ DEFINE_SFX(NA_SE_VO_DUMMY_61, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683E */ DEFINE_SFX(NA_SE_VO_DUMMY_62, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683F */ DEFINE_SFX(NA_SE_VO_DUMMY_63, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6840 */ DEFINE_SFX(NA_SE_VO_LK_WAKE_UP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6841 */ DEFINE_SFX(NA_SE_VO_LK_CATCH_DEMO, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6842 */ DEFINE_SFX(NA_SE_VO_LK_DRAGGED_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x6843 */ DEFINE_SFX(NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x6844 */ DEFINE_SFX(NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0, 0)
/* 0x6845 */ DEFINE_SFX(NA_SE_VO_CHAT_MESSAGE_CALL, 0x30, 0, 0, 0, 0)
/* 0x6846 */ DEFINE_SFX(NA_SE_VO_BELL_MESSAGE, 0x30, 0, 0, 0, 0)
/* 0x6847 */ DEFINE_SFX(NA_SE_VO_MONDO_MESSAGE, 0x30, 0, 0, 0, 0)
/* 0x6848 */ DEFINE_SFX(NA_SE_VO_LK_USING_UP_ENERGY, 0x30, 0, 0, 0, 0)
/* 0x6849 */ DEFINE_SFX(NA_SE_VO_DUMMY_73, 0x30, 0, 0, 0, 0)
/* 0x684A */ DEFINE_SFX(NA_SE_VO_GO_SLEEP, 0x30, 0, 0, 0, 0)
/* 0x684B */ DEFINE_SFX(NA_SE_VO_NP_SLEEP_OUT, 0x30, 0, 0, 0, 0)
/* 0x684C */ DEFINE_SFX(NA_SE_VO_DUMMY_76, 0x30, 0, 0, 0, 0)
/* 0x684D */ DEFINE_SFX(NA_SE_VO_DUMMY_77, 0x30, 0, 0, 0, 0)
/* 0x684E */ DEFINE_SFX(NA_SE_VO_NP_DRINK, 0x30, 0, 0, 0, 0)
/* 0x684F */ DEFINE_SFX(NA_SE_VO_DUMMY_79, 0x30, 0, 0, 0, 0)
/* 0x6850 */ DEFINE_SFX(NA_SE_VO_NARRATION_0, 0x30, 0, 0, 0, 0)
/* 0x6851 */ DEFINE_SFX(NA_SE_VO_TA_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x6852 */ DEFINE_SFX(NA_SE_VO_TA_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6853 */ DEFINE_SFX(NA_SE_VO_TA_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6854 */ DEFINE_SFX(NA_SE_VO_IN_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6855 */ DEFINE_SFX(NA_SE_VO_IN_LOST, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6856 */ DEFINE_SFX(NA_SE_VO_IN_LASH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6857 */ DEFINE_SFX(NA_SE_VO_IN_LASH_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6858 */ DEFINE_SFX(NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6859 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685A */ DEFINE_SFX(NA_SE_VO_NB_AGONY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685B */ DEFINE_SFX(NA_SE_VO_NB_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685C */ DEFINE_SFX(NA_SE_VO_NB_NOTICE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685D */ DEFINE_SFX(NA_SE_VO_NA_HELLO_0, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685E */ DEFINE_SFX(NA_SE_VO_NA_HELLO_1, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685F */ DEFINE_SFX(NA_SE_VO_NA_HELLO_2, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6860 */ DEFINE_SFX(NA_SE_VO_RT_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6861 */ DEFINE_SFX(NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6862 */ DEFINE_SFX(NA_SE_VO_RT_FALL, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6863 */ DEFINE_SFX(NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6864 */ DEFINE_SFX(NA_SE_VO_RT_LIFT, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6865 */ DEFINE_SFX(NA_SE_VO_RT_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6866 */ DEFINE_SFX(NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6867 */ DEFINE_SFX(NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6868 */ DEFINE_SFX(NA_SE_VO_ST_ATTACK, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6869 */ DEFINE_SFX(NA_SE_VO_Z0_HURRY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686A */ DEFINE_SFX(NA_SE_VO_Z0_MEET, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686B */ DEFINE_SFX(NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686C */ DEFINE_SFX(NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686D */ DEFINE_SFX(NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686E */ DEFINE_SFX(NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686F */ DEFINE_SFX(NA_SE_VO_Z0_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6870 */ DEFINE_SFX(NA_SE_VO_SK_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6871 */ DEFINE_SFX(NA_SE_VO_SK_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6872 */ DEFINE_SFX(NA_SE_VO_SK_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6873 */ DEFINE_SFX(NA_SE_VO_NA_LISTEN, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6874 */ DEFINE_SFX(NA_SE_VO_SK_SHOUT, 0x30, 1, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6875 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6876 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6877 */ DEFINE_SFX(NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6878 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6879 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687A */ DEFINE_SFX(NA_SE_VO_KZ_MOVE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687B */ DEFINE_SFX(NA_SE_VO_NB_LAUGH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687C */ DEFINE_SFX(NA_SE_VO_IN_JOY0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687D */ DEFINE_SFX(NA_SE_VO_IN_JOY1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687E */ DEFINE_SFX(NA_SE_VO_IN_JOY2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687F */ DEFINE_SFX(NA_SE_VO_DUMMY_127, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6880 */ DEFINE_SFX(NA_SE_VO_DUMMY_128, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6881 */ DEFINE_SFX(NA_SE_VO_DUMMY_129, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6882 */ DEFINE_SFX(NA_SE_VO_DUMMY_130, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6883 */ DEFINE_SFX(NA_SE_VO_DUMMY_131, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6884 */ DEFINE_SFX(NA_SE_VO_DUMMY_132, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6885 */ DEFINE_SFX(NA_SE_VO_DUMMY_133, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6886 */ DEFINE_SFX(NA_SE_VO_DUMMY_134, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6887 */ DEFINE_SFX(NA_SE_VO_DUMMY_135, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6888 */ DEFINE_SFX(NA_SE_VO_DUMMY_136, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6889 */ DEFINE_SFX(NA_SE_VO_DUMMY_137, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688A */ DEFINE_SFX(NA_SE_VO_DUMMY_138, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688B */ DEFINE_SFX(NA_SE_VO_DUMMY_139, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688C */ DEFINE_SFX(NA_SE_VO_DUMMY_140, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688D */ DEFINE_SFX(NA_SE_VO_DUMMY_141, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688E */ DEFINE_SFX(NA_SE_VO_DUMMY_142, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688F */ DEFINE_SFX(NA_SE_VO_DUMMY_143, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6890 */ DEFINE_SFX(NA_SE_VO_DUMMY_144, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6891 */ DEFINE_SFX(NA_SE_VO_DUMMY_145, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6892 */ DEFINE_SFX(NA_SE_VO_DUMMY_146, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6893 */ DEFINE_SFX(NA_SE_VO_DUMMY_147, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6894 */ DEFINE_SFX(NA_SE_VO_DUMMY_148, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6895 */ DEFINE_SFX(NA_SE_VO_DUMMY_149, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6896 */ DEFINE_SFX(NA_SE_VO_DUMMY_150, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6897 */ DEFINE_SFX(NA_SE_VO_DUMMY_151, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6898 */ DEFINE_SFX(NA_SE_VO_DUMMY_152, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6899 */ DEFINE_SFX(NA_SE_VO_DUMMY_153, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689A */ DEFINE_SFX(NA_SE_VO_DUMMY_154, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689B */ DEFINE_SFX(NA_SE_VO_DUMMY_155, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689C */ DEFINE_SFX(NA_SE_VO_DUMMY_156, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689D */ DEFINE_SFX(NA_SE_VO_DUMMY_157, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689E */ DEFINE_SFX(NA_SE_VO_DUMMY_158, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689F */ DEFINE_SFX(NA_SE_VO_DUMMY_159, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A0 */ DEFINE_SFX(NA_SE_VO_DUMMY_160, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A1 */ DEFINE_SFX(NA_SE_VO_DUMMY_161, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A2 */ DEFINE_SFX(NA_SE_VO_DUMMY_162, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A3 */ DEFINE_SFX(NA_SE_VO_DUMMY_163, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A4 */ DEFINE_SFX(NA_SE_VO_DUMMY_164, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A5 */ DEFINE_SFX(NA_SE_VO_DUMMY_165, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A6 */ DEFINE_SFX(NA_SE_VO_DUMMY_166, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A7 */ DEFINE_SFX(NA_SE_VO_DUMMY_167, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A8 */ DEFINE_SFX(NA_SE_VO_DUMMY_168, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A9 */ DEFINE_SFX(NA_SE_VO_DUMMY_169, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AA */ DEFINE_SFX(NA_SE_VO_DUMMY_170, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AB */ DEFINE_SFX(NA_SE_VO_DUMMY_171, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AC */ DEFINE_SFX(NA_SE_VO_DUMMY_172, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AD */ DEFINE_SFX(NA_SE_VO_DUMMY_173, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AE */ DEFINE_SFX(NA_SE_VO_DUMMY_174, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AF */ DEFINE_SFX(NA_SE_VO_DUMMY_175, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B0 */ DEFINE_SFX(NA_SE_VO_DUMMY_176, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B1 */ DEFINE_SFX(NA_SE_VO_DUMMY_177, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B2 */ DEFINE_SFX(NA_SE_VO_DUMMY_178, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B3 */ DEFINE_SFX(NA_SE_VO_DUMMY_179, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B4 */ DEFINE_SFX(NA_SE_VO_DUMMY_180, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B5 */ DEFINE_SFX(NA_SE_VO_DUMMY_181, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B6 */ DEFINE_SFX(NA_SE_VO_DUMMY_182, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B7 */ DEFINE_SFX(NA_SE_VO_DUMMY_183, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B8 */ DEFINE_SFX(NA_SE_VO_DUMMY_184, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B9 */ DEFINE_SFX(NA_SE_VO_DUMMY_185, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BA */ DEFINE_SFX(NA_SE_VO_DUMMY_186, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BB */ DEFINE_SFX(NA_SE_VO_DUMMY_187, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BC */ DEFINE_SFX(NA_SE_VO_DUMMY_188, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BD */ DEFINE_SFX(NA_SE_VO_DUMMY_189, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BE */ DEFINE_SFX(NA_SE_VO_DUMMY_190, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BF */ DEFINE_SFX(NA_SE_VO_DUMMY_191, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C0 */ DEFINE_SFX(NA_SE_VO_DUMMY_192, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C1 */ DEFINE_SFX(NA_SE_VO_DUMMY_193, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C2 */ DEFINE_SFX(NA_SE_VO_DUMMY_194, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C3 */ DEFINE_SFX(NA_SE_VO_DUMMY_195, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C4 */ DEFINE_SFX(NA_SE_VO_DUMMY_196, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C5 */ DEFINE_SFX(NA_SE_VO_DUMMY_197, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C6 */ DEFINE_SFX(NA_SE_VO_DUMMY_198, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C7 */ DEFINE_SFX(NA_SE_VO_DUMMY_199, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C8 */ DEFINE_SFX(NA_SE_VO_DUMMY_200, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C9 */ DEFINE_SFX(NA_SE_VO_DUMMY_201, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CA */ DEFINE_SFX(NA_SE_VO_DUMMY_202, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CB */ DEFINE_SFX(NA_SE_VO_DUMMY_203, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CC */ DEFINE_SFX(NA_SE_VO_DUMMY_204, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CD */ DEFINE_SFX(NA_SE_VO_DUMMY_205, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CE */ DEFINE_SFX(NA_SE_VO_DUMMY_206, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CF */ DEFINE_SFX(NA_SE_VO_DUMMY_207, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D0 */ DEFINE_SFX(NA_SE_VO_DUMMY_208, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D1 */ DEFINE_SFX(NA_SE_VO_DUMMY_209, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D2 */ DEFINE_SFX(NA_SE_VO_DUMMY_210, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D3 */ DEFINE_SFX(NA_SE_VO_DUMMY_211, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D4 */ DEFINE_SFX(NA_SE_VO_DUMMY_212, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D5 */ DEFINE_SFX(NA_SE_VO_DUMMY_213, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D6 */ DEFINE_SFX(NA_SE_VO_DUMMY_214, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D7 */ DEFINE_SFX(NA_SE_VO_DUMMY_215, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D8 */ DEFINE_SFX(NA_SE_VO_DUMMY_216, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D9 */ DEFINE_SFX(NA_SE_VO_DUMMY_217, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DA */ DEFINE_SFX(NA_SE_VO_DUMMY_218, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DB */ DEFINE_SFX(NA_SE_VO_DUMMY_219, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DC */ DEFINE_SFX(NA_SE_VO_DUMMY_220, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DD */ DEFINE_SFX(NA_SE_VO_DUMMY_221, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DE */ DEFINE_SFX(NA_SE_VO_DUMMY_222, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DF */ DEFINE_SFX(NA_SE_VO_DUMMY_223, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E0 */ DEFINE_SFX(NA_SE_VO_LI_POO_WAIT, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E1 */ DEFINE_SFX(NA_SE_VO_DUMMY_225, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E2 */ DEFINE_SFX(NA_SE_VO_DUMMY_226, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E3 */ DEFINE_SFX(NA_SE_VO_DUMMY_227, 0x20, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E4 */ DEFINE_SFX(NA_SE_VO_DUMMY_228, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E5 */ DEFINE_SFX(NA_SE_VO_DUMMY_229, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E6 */ DEFINE_SFX(NA_SE_VO_DUMMY_230, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E7 */ DEFINE_SFX(NA_SE_VO_DUMMY_231, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E8 */ DEFINE_SFX(NA_SE_VO_DUMMY_232, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E9 */ DEFINE_SFX(NA_SE_VO_DUMMY_233, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EA */ DEFINE_SFX(NA_SE_VO_DUMMY_234, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EB */ DEFINE_SFX(NA_SE_VO_DUMMY_235, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EC */ DEFINE_SFX(NA_SE_VO_DUMMY_236, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68ED */ DEFINE_SFX(NA_SE_VO_DUMMY_237, 0x50, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EE */ DEFINE_SFX(NA_SE_VO_DUMMY_238, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EF */ DEFINE_SFX(NA_SE_VO_DUMMY_239, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F0 */ DEFINE_SFX(NA_SE_VO_DUMMY_240, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F1 */ DEFINE_SFX(NA_SE_VO_DUMMY_241, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F2 */ DEFINE_SFX(NA_SE_VO_DUMMY_242, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F3 */ DEFINE_SFX(NA_SE_VO_DUMMY_243, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F4 */ DEFINE_SFX(NA_SE_VO_DUMMY_244, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F5 */ DEFINE_SFX(NA_SE_VO_DUMMY_245, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F6 */ DEFINE_SFX(NA_SE_VO_DUMMY_246, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F7 */ DEFINE_SFX(NA_SE_VO_DUMMY_247, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F8 */ DEFINE_SFX(NA_SE_VO_DUMMY_248, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F9 */ DEFINE_SFX(NA_SE_VO_DUMMY_249, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FA */ DEFINE_SFX(NA_SE_VO_DUMMY_250, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FB */ DEFINE_SFX(NA_SE_VO_DUMMY_251, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FC */ DEFINE_SFX(NA_SE_VO_DUMMY_252, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FD */ DEFINE_SFX(NA_SE_VO_DUMMY_253, 0x80, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FE */ DEFINE_SFX(NA_SE_VO_DUMMY_254, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FF */ DEFINE_SFX(NA_SE_VO_DUMMY_255, 0x30, 2, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6900 */ DEFINE_SFX(NA_SE_VO_JMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6901 */ DEFINE_SFX(NA_SE_VO_JMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6902 */ DEFINE_SFX(NA_SE_VO_CDVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6903 */ DEFINE_SFX(NA_SE_VO_CDVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6904 */ DEFINE_SFX(NA_SE_VO_CDVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6905 */ DEFINE_SFX(NA_SE_VO_CDVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6906 */ DEFINE_SFX(NA_SE_VO_BBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6907 */ DEFINE_SFX(NA_SE_VO_BBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6908 */ DEFINE_SFX(NA_SE_VO_BBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6909 */ DEFINE_SFX(NA_SE_VO_BBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690A */ DEFINE_SFX(NA_SE_VO_BBVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690B */ DEFINE_SFX(NA_SE_VO_BBVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690C */ DEFINE_SFX(NA_SE_VO_OBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690D */ DEFINE_SFX(NA_SE_VO_ARVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690E */ DEFINE_SFX(NA_SE_VO_ARVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690F */ DEFINE_SFX(NA_SE_VO_MMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6910 */ DEFINE_SFX(NA_SE_VO_MMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6911 */ DEFINE_SFX(NA_SE_VO_MMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6912 */ DEFINE_SFX(NA_SE_VO_MMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6913 */ DEFINE_SFX(NA_SE_VO_MMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6914 */ DEFINE_SFX(NA_SE_VO_MMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6915 */ DEFINE_SFX(NA_SE_VO_ABVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6916 */ DEFINE_SFX(NA_SE_VO_ABVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6917 */ DEFINE_SFX(NA_SE_VO_NPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6918 */ DEFINE_SFX(NA_SE_VO_FPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6919 */ DEFINE_SFX(NA_SE_VO_FPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691A */ DEFINE_SFX(NA_SE_VO_FPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691B */ DEFINE_SFX(NA_SE_VO_FPVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691C */ DEFINE_SFX(NA_SE_VO_ROVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691D */ DEFINE_SFX(NA_SE_VO_ROVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691E */ DEFINE_SFX(NA_SE_VO_RYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691F */ DEFINE_SFX(NA_SE_VO_RYVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6920 */ DEFINE_SFX(NA_SE_VO_RYVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6921 */ DEFINE_SFX(NA_SE_VO_RYVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6922 */ DEFINE_SFX(NA_SE_VO_ANVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6923 */ DEFINE_SFX(NA_SE_VO_ANVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6924 */ DEFINE_SFX(NA_SE_VO_ANVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6925 */ DEFINE_SFX(NA_SE_VO_ANVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6926 */ DEFINE_SFX(NA_SE_VO_CRVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6927 */ DEFINE_SFX(NA_SE_VO_CRVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6928 */ DEFINE_SFX(NA_SE_VO_CRVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6929 */ DEFINE_SFX(NA_SE_VO_CRVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692A */ DEFINE_SFX(NA_SE_VO_HNVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692B */ DEFINE_SFX(NA_SE_VO_HNVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692C */ DEFINE_SFX(NA_SE_VO_HNVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692D */ DEFINE_SFX(NA_SE_VO_RMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692E */ DEFINE_SFX(NA_SE_VO_RMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692F */ DEFINE_SFX(NA_SE_VO_RMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6930 */ DEFINE_SFX(NA_SE_VO_PMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6931 */ DEFINE_SFX(NA_SE_VO_PMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6932 */ DEFINE_SFX(NA_SE_VO_PMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6933 */ DEFINE_SFX(NA_SE_VO_DHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6934 */ DEFINE_SFX(NA_SE_VO_DHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6935 */ DEFINE_SFX(NA_SE_VO_DHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6936 */ DEFINE_SFX(NA_SE_VO_DHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6937 */ DEFINE_SFX(NA_SE_VO_DHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6938 */ DEFINE_SFX(NA_SE_VO_TFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6939 */ DEFINE_SFX(NA_SE_VO_ANVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693A */ DEFINE_SFX(NA_SE_VO_ANVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693B */ DEFINE_SFX(NA_SE_VO_PMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693C */ DEFINE_SFX(NA_SE_VO_CHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693D */ DEFINE_SFX(NA_SE_VO_CHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693E */ DEFINE_SFX(NA_SE_VO_CHVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693F */ DEFINE_SFX(NA_SE_VO_CHVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6940 */ DEFINE_SFX(NA_SE_VO_CHVO07, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6941 */ DEFINE_SFX(NA_SE_VO_CHVO08, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6942 */ DEFINE_SFX(NA_SE_VO_CHVO09, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6943 */ DEFINE_SFX(NA_SE_VO_DPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6944 */ DEFINE_SFX(NA_SE_VO_DPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6945 */ DEFINE_SFX(NA_SE_VO_DPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6946 */ DEFINE_SFX(NA_SE_VO_SKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6947 */ DEFINE_SFX(NA_SE_VO_SKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6948 */ DEFINE_SFX(NA_SE_VO_KHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6949 */ DEFINE_SFX(NA_SE_VO_KHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694A */ DEFINE_SFX(NA_SE_VO_KHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694B */ DEFINE_SFX(NA_SE_VO_SHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694C */ DEFINE_SFX(NA_SE_VO_SHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694D */ DEFINE_SFX(NA_SE_VO_KAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694E */ DEFINE_SFX(NA_SE_VO_KAVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694F */ DEFINE_SFX(NA_SE_VO_MTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6950 */ DEFINE_SFX(NA_SE_VO_TTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6951 */ DEFINE_SFX(NA_SE_VO_ITVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6952 */ DEFINE_SFX(NA_SE_VO_ITVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6953 */ DEFINE_SFX(NA_SE_VO_ITVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6954 */ DEFINE_SFX(NA_SE_VO_KMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6955 */ DEFINE_SFX(NA_SE_VO_KMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6956 */ DEFINE_SFX(NA_SE_VO_JOVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6957 */ DEFINE_SFX(NA_SE_VO_JYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6958 */ DEFINE_SFX(NA_SE_VO_DTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6959 */ DEFINE_SFX(NA_SE_VO_GUVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695A */ DEFINE_SFX(NA_SE_VO_KTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695B */ DEFINE_SFX(NA_SE_VO_KTVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695C */ DEFINE_SFX(NA_SE_VO_KTVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695D */ DEFINE_SFX(NA_SE_VO_ZBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695E */ DEFINE_SFX(NA_SE_VO_ZBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695F */ DEFINE_SFX(NA_SE_VO_DAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6960 */ DEFINE_SFX(NA_SE_VO_SHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6961 */ DEFINE_SFX(NA_SE_VO_GBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6962 */ DEFINE_SFX(NA_SE_VO_GBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6963 */ DEFINE_SFX(NA_SE_VO_PFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6964 */ DEFINE_SFX(NA_SE_VO_PFVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6965 */ DEFINE_SFX(NA_SE_VO_GAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6966 */ DEFINE_SFX(NA_SE_VO_GAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6967 */ DEFINE_SFX(NA_SE_VO_DJVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6968 */ DEFINE_SFX(NA_SE_VO_DJVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6969 */ DEFINE_SFX(NA_SE_VO_MSVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696A */ DEFINE_SFX(NA_SE_VO_MSVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696B */ DEFINE_SFX(NA_SE_VO_JPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696C */ DEFINE_SFX(NA_SE_VO_HYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696D */ DEFINE_SFX(NA_SE_VO_HYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696E */ DEFINE_SFX(NA_SE_VO_BAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696F */ DEFINE_SFX(NA_SE_VO_POVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6970 */ DEFINE_SFX(NA_SE_VO_DAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6971 */ DEFINE_SFX(NA_SE_VO_DAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6972 */ DEFINE_SFX(NA_SE_VO_MKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6973 */ DEFINE_SFX(NA_SE_VO_MKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6974 */ DEFINE_SFX(NA_SE_VO_MKVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6975 */ DEFINE_SFX(NA_SE_VO_MKVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6976 */ DEFINE_SFX(NA_SE_VO_MKVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6977 */ DEFINE_SFX(NA_SE_VO_TIVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6978 */ DEFINE_SFX(NA_SE_VO_TIVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6979 */ DEFINE_SFX(NA_SE_VO_TIVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697A */ DEFINE_SFX(NA_SE_VO_TIVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697B */ DEFINE_SFX(NA_SE_VO_TIVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697C */ DEFINE_SFX(NA_SE_VO_TIVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697D */ DEFINE_SFX(NA_SE_VO_OMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697E */ DEFINE_SFX(NA_SE_VO_OMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697F */ DEFINE_SFX(NA_SE_VO_OMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6980 */ DEFINE_SFX(NA_SE_VO_OMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6981 */ DEFINE_SFX(NA_SE_VO_OMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6982 */ DEFINE_SFX(NA_SE_VO_OMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6983 */ DEFINE_SFX(NA_SE_VO_OMVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6984 */ DEFINE_SFX(NA_SE_VO_DEMO_FALL2, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6985 */ DEFINE_SFX(NA_SE_VO_DEMO_384, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6986 */ DEFINE_SFX(NA_SE_VO_DEMO_385, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6987 */ DEFINE_SFX(NA_SE_VO_DEMO_386, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6988 */ DEFINE_SFX(NA_SE_VO_DEMO_387, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6989 */ DEFINE_SFX(NA_SE_VO_DEMO_388, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698A */ DEFINE_SFX(NA_SE_VO_DEMO_389, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698B */ DEFINE_SFX(NA_SE_VO_DEMO_390, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698C */ DEFINE_SFX(NA_SE_VO_DEMO_391, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698D */ DEFINE_SFX(NA_SE_VO_DEMO_392, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698E */ DEFINE_SFX(NA_SE_VO_DEMO_393, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698E */ DEFINE_SFX(NA_SE_VO_DEMO_394, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* Player Voices: Fierce Deity Link */
/* 0x6800 */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6801 */ DEFINE_SFX(CHAN_B6A8, NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6802 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_LASH, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6803 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_HANG, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6804 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6805 */ DEFINE_SFX(CHAN_B72A, NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6806 */ DEFINE_SFX(CHAN_B744, NA_SE_VO_LI_FREEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6807 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_FALL_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6808 */ DEFINE_SFX(CHAN_B776, NA_SE_VO_LI_FALL_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6809 */ DEFINE_SFX(CHAN_B78E, NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680A */ DEFINE_SFX(CHAN_B7A6, NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680B */ DEFINE_SFX(CHAN_B7AE, NA_SE_VO_LI_DOWN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680C */ DEFINE_SFX(CHAN_B7BF, NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680D */ DEFINE_SFX(CHAN_B7D7, NA_SE_VO_LI_HELD, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680E */ DEFINE_SFX(CHAN_B7DA, NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x680F */ DEFINE_SFX(CHAN_B7E0, NA_SE_VO_LI_SWEAT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6810 */ DEFINE_SFX(CHAN_B7E6, NA_SE_VO_LI_DRINK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6811 */ DEFINE_SFX(CHAN_B7EC, NA_SE_VO_LI_RELAX, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6812 */ DEFINE_SFX(CHAN_B7F2, NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6813 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_LI_GROAN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6814 */ DEFINE_SFX(CHAN_B7FD, NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6815 */ DEFINE_SFX(CHAN_B821, NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6816 */ DEFINE_SFX(CHAN_B82C, NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6817 */ DEFINE_SFX(CHAN_B832, NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6818 */ DEFINE_SFX(CHAN_B83D, NA_SE_VO_LI_PUSH, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6819 */ DEFINE_SFX(CHAN_B84E, NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681A */ DEFINE_SFX(CHAN_B859, NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681B */ DEFINE_SFX(CHAN_B864, NA_SE_VO_LI_MAGIC_START, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681C */ DEFINE_SFX(CHAN_B86A, NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681D */ DEFINE_SFX(CHAN_B776, NA_SE_VO_BL_DOWN, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681E */ DEFINE_SFX(CHAN_B870, NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x681F */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_LI_SWORD_N_copy30, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* Player Voices: Human Link */
/* 0x6820 */ DEFINE_SFX(CHAN_B882, NA_SE_VO_DUMMY_32, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6821 */ DEFINE_SFX(CHAN_B89E, NA_SE_VO_DUMMY_33, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6822 */ DEFINE_SFX(CHAN_B8C8, NA_SE_VO_DUMMY_34, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6823 */ DEFINE_SFX(CHAN_B8E3, NA_SE_VO_DUMMY_35, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6824 */ DEFINE_SFX(CHAN_B90F, NA_SE_VO_DUMMY_36, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6825 */ DEFINE_SFX(CHAN_B927, NA_SE_VO_DUMMY_37, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6826 */ DEFINE_SFX(CHAN_B941, NA_SE_VO_DUMMY_38, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6827 */ DEFINE_SFX(CHAN_B95B, NA_SE_VO_DUMMY_39, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6828 */ DEFINE_SFX(CHAN_B973, NA_SE_VO_NAVY_ENEMY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6829 */ DEFINE_SFX(CHAN_B98B, NA_SE_VO_NAVY_HELLO, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682A */ DEFINE_SFX(CHAN_B9A3, NA_SE_VO_NAVY_HEAR, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682B */ DEFINE_SFX(CHAN_B9AB, NA_SE_VO_DUMMY_43, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682C */ DEFINE_SFX(CHAN_B9BB, NA_SE_VO_DUMMY_44, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682D */ DEFINE_SFX(CHAN_B9D3, NA_SE_VO_DUMMY_45, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682E */ DEFINE_SFX(CHAN_B9DE, NA_SE_VO_DUMMY_46, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x682F */ DEFINE_SFX(CHAN_B9F4, NA_SE_VO_DUMMY_47, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6830 */ DEFINE_SFX(CHAN_BA06, NA_SE_VO_DUMMY_48, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6831 */ DEFINE_SFX(CHAN_BA0F, NA_SE_VO_DUMMY_49, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6832 */ DEFINE_SFX(CHAN_BA20, NA_SE_VO_DUMMY_50, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6833 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_51, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6834 */ DEFINE_SFX(CHAN_BA35, NA_SE_VO_DUMMY_52, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6835 */ DEFINE_SFX(CHAN_BA61, NA_SE_VO_DUMMY_53, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6836 */ DEFINE_SFX(CHAN_BA6C, NA_SE_VO_DUMMY_54, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6837 */ DEFINE_SFX(CHAN_BA76, NA_SE_VO_DUMMY_55, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6838 */ DEFINE_SFX(CHAN_BA81, NA_SE_VO_DUMMY_56, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6839 */ DEFINE_SFX(CHAN_BA8C, NA_SE_VO_DUMMY_57, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683A */ DEFINE_SFX(CHAN_BA97, NA_SE_VO_DUMMY_58, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683B */ DEFINE_SFX(CHAN_BAA2, NA_SE_VO_DUMMY_59, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683C */ DEFINE_SFX(CHAN_BAAD, NA_SE_VO_DUMMY_60, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683D */ DEFINE_SFX(CHAN_B973, NA_SE_VO_DUMMY_61, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683E */ DEFINE_SFX(CHAN_BAB8, NA_SE_VO_DUMMY_62, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x683F */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_63, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* */
/* 0x6840 */ DEFINE_SFX(CHAN_BB2C, NA_SE_VO_LK_WAKE_UP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6841 */ DEFINE_SFX(CHAN_BB37, NA_SE_VO_LK_CATCH_DEMO, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6842 */ DEFINE_SFX(CHAN_BB42, NA_SE_VO_LK_DRAGGED_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x6843 */ DEFINE_SFX(CHAN_BBB6, NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
/* 0x6844 */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0, 0)
/* 0x6845 */ DEFINE_SFX(CHAN_BBB6, NA_SE_VO_CHAT_MESSAGE_CALL, 0x30, 0, 0, 0, 0)
/* 0x6846 */ DEFINE_SFX(CHAN_BBCF, NA_SE_VO_BELL_MESSAGE, 0x30, 0, 0, 0, 0)
/* 0x6847 */ DEFINE_SFX(CHAN_BBE2, NA_SE_VO_MONDO_MESSAGE, 0x30, 0, 0, 0, 0)
/* 0x6848 */ DEFINE_SFX(CHAN_BB56, NA_SE_VO_LK_USING_UP_ENERGY, 0x30, 0, 0, 0, 0)
/* 0x6849 */ DEFINE_SFX(CHAN_BB64, NA_SE_VO_DUMMY_73, 0x30, 0, 0, 0, 0)
/* 0x684A */ DEFINE_SFX(CHAN_BB73, NA_SE_VO_GO_SLEEP, 0x30, 0, 0, 0, 0)
/* 0x684B */ DEFINE_SFX(CHAN_BB7E, NA_SE_VO_NP_SLEEP_OUT, 0x30, 0, 0, 0, 0)
/* 0x684C */ DEFINE_SFX(CHAN_BB8D, NA_SE_VO_DUMMY_76, 0x30, 0, 0, 0, 0)
/* 0x684D */ DEFINE_SFX(CHAN_BB98, NA_SE_VO_DUMMY_77, 0x30, 0, 0, 0, 0)
/* 0x684E */ DEFINE_SFX(CHAN_BBA3, NA_SE_VO_NP_DRINK, 0x30, 0, 0, 0, 0)
/* 0x684F */ DEFINE_SFX(CHAN_BBB6, NA_SE_VO_DUMMY_79, 0x30, 0, 0, 0, 0)
/* 0x6850 */ DEFINE_SFX(CHAN_BBF8, NA_SE_VO_NARRATION_0, 0x30, 0, 0, 0, 0)
/* 0x6851 */ DEFINE_SFX(CHAN_BC19, NA_SE_VO_TA_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x6852 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_TA_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6853 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_TA_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6854 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6855 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_LOST, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6856 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_LASH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6857 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_LASH_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6858 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6859 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685A */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_NB_AGONY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685B */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_NB_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685C */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_NB_NOTICE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685D */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_0, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685E */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_1, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x685F */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_2, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6860 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6861 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6862 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_FALL, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6863 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6864 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_LIFT, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6865 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6866 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6867 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6868 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_ST_ATTACK, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6869 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_HURRY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686A */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_MEET, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686B */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686C */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686D */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686E */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x686F */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6870 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6871 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6872 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6873 */ DEFINE_SFX(CHAN_BC3A, NA_SE_VO_NA_LISTEN, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6874 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_SHOUT, 0x30, 1, 0, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6875 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6876 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6877 */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6878 */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_FR_SMILE_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x6879 */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_FR_SMILE_2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687A */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_KZ_MOVE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687B */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_NB_LAUGH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687C */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_IN_JOY0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687D */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_IN_JOY1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687E */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_IN_JOY2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* 0x687F */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_DUMMY_127, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
/* Player Voices: Deku Link */
/* 0x6880 */ DEFINE_SFX(CHAN_BC69, NA_SE_VO_DUMMY_128, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6881 */ DEFINE_SFX(CHAN_BC6F, NA_SE_VO_DUMMY_129, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6882 */ DEFINE_SFX(CHAN_BC69, NA_SE_VO_DUMMY_130, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6883 */ DEFINE_SFX(CHAN_BC75, NA_SE_VO_DUMMY_131, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6884 */ DEFINE_SFX(CHAN_BC7D, NA_SE_VO_DUMMY_132, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6885 */ DEFINE_SFX(CHAN_BC83, NA_SE_VO_DUMMY_133, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6886 */ DEFINE_SFX(CHAN_BC89, NA_SE_VO_DUMMY_134, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6887 */ DEFINE_SFX(CHAN_BC8F, NA_SE_VO_DUMMY_135, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6888 */ DEFINE_SFX(CHAN_BC95, NA_SE_VO_DUMMY_136, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6889 */ DEFINE_SFX(CHAN_BC9B, NA_SE_VO_DUMMY_137, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688A */ DEFINE_SFX(CHAN_BCA1, NA_SE_VO_DUMMY_138, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688B */ DEFINE_SFX(CHAN_BCAE, NA_SE_VO_DUMMY_139, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688C */ DEFINE_SFX(CHAN_BCB4, NA_SE_VO_DUMMY_140, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688D */ DEFINE_SFX(CHAN_BCBA, NA_SE_VO_DUMMY_141, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688E */ DEFINE_SFX(CHAN_B9DE, NA_SE_VO_DUMMY_142, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x688F */ DEFINE_SFX(CHAN_B9F4, NA_SE_VO_DUMMY_143, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6890 */ DEFINE_SFX(CHAN_BCC0, NA_SE_VO_DUMMY_144, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6891 */ DEFINE_SFX(CHAN_BA0F, NA_SE_VO_DUMMY_145, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6892 */ DEFINE_SFX(CHAN_BA20, NA_SE_VO_DUMMY_146, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6893 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_147, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6894 */ DEFINE_SFX(CHAN_BCCE, NA_SE_VO_DUMMY_148, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6895 */ DEFINE_SFX(CHAN_BA61, NA_SE_VO_DUMMY_149, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6896 */ DEFINE_SFX(CHAN_BCDA, NA_SE_VO_DUMMY_150, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6897 */ DEFINE_SFX(CHAN_BA76, NA_SE_VO_DUMMY_151, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6898 */ DEFINE_SFX(CHAN_BCE7, NA_SE_VO_DUMMY_152, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6899 */ DEFINE_SFX(CHAN_BA8C, NA_SE_VO_DUMMY_153, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689A */ DEFINE_SFX(CHAN_BCED, NA_SE_VO_DUMMY_154, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689B */ DEFINE_SFX(CHAN_BAA2, NA_SE_VO_DUMMY_155, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689C */ DEFINE_SFX(CHAN_BAAD, NA_SE_VO_DUMMY_156, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689D */ DEFINE_SFX(CHAN_B973, NA_SE_VO_DUMMY_157, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689E */ DEFINE_SFX(CHAN_BAB8, NA_SE_VO_DUMMY_158, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x689F */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_159, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* Player Voices: Zora Link */
/* 0x68A0 */ DEFINE_SFX(CHAN_BCFE, NA_SE_VO_DUMMY_160, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A1 */ DEFINE_SFX(CHAN_BD04, NA_SE_VO_DUMMY_161, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A2 */ DEFINE_SFX(CHAN_BD0A, NA_SE_VO_DUMMY_162, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A3 */ DEFINE_SFX(CHAN_BD10, NA_SE_VO_DUMMY_163, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A4 */ DEFINE_SFX(CHAN_BD16, NA_SE_VO_DUMMY_164, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A5 */ DEFINE_SFX(CHAN_BD1C, NA_SE_VO_DUMMY_165, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A6 */ DEFINE_SFX(CHAN_BD22, NA_SE_VO_DUMMY_166, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A7 */ DEFINE_SFX(CHAN_BD28, NA_SE_VO_DUMMY_167, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A8 */ DEFINE_SFX(CHAN_BD2E, NA_SE_VO_DUMMY_168, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68A9 */ DEFINE_SFX(CHAN_BD34, NA_SE_VO_DUMMY_169, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AA */ DEFINE_SFX(CHAN_BD3A, NA_SE_VO_DUMMY_170, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AB */ DEFINE_SFX(CHAN_BD47, NA_SE_VO_DUMMY_171, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AC */ DEFINE_SFX(CHAN_BD5A, NA_SE_VO_DUMMY_172, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AD */ DEFINE_SFX(CHAN_BD60, NA_SE_VO_DUMMY_173, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AE */ DEFINE_SFX(CHAN_B7DA, NA_SE_VO_DUMMY_174, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68AF */ DEFINE_SFX(CHAN_B7E0, NA_SE_VO_DUMMY_175, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B0 */ DEFINE_SFX(CHAN_BD66, NA_SE_VO_DUMMY_176, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B1 */ DEFINE_SFX(CHAN_B7EC, NA_SE_VO_DUMMY_177, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B2 */ DEFINE_SFX(CHAN_BCFE, NA_SE_VO_DUMMY_178, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B3 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_179, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B4 */ DEFINE_SFX(CHAN_BD6C, NA_SE_VO_DUMMY_180, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B5 */ DEFINE_SFX(CHAN_B821, NA_SE_VO_DUMMY_181, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B6 */ DEFINE_SFX(CHAN_B82C, NA_SE_VO_DUMMY_182, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B7 */ DEFINE_SFX(CHAN_B832, NA_SE_VO_DUMMY_183, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B8 */ DEFINE_SFX(CHAN_BD78, NA_SE_VO_DUMMY_184, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68B9 */ DEFINE_SFX(CHAN_B84E, NA_SE_VO_DUMMY_185, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BA */ DEFINE_SFX(CHAN_BD7E, NA_SE_VO_DUMMY_186, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BB */ DEFINE_SFX(CHAN_B864, NA_SE_VO_DUMMY_187, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BC */ DEFINE_SFX(CHAN_B86A, NA_SE_VO_DUMMY_188, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BD */ DEFINE_SFX(CHAN_B776, NA_SE_VO_DUMMY_189, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BE */ DEFINE_SFX(CHAN_B870, NA_SE_VO_DUMMY_190, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68BF */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_191, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* Player Voices: Goron Link */
/* 0x68C0 */ DEFINE_SFX(CHAN_BD8B, NA_SE_VO_DUMMY_192, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C1 */ DEFINE_SFX(CHAN_BD91, NA_SE_VO_DUMMY_193, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C2 */ DEFINE_SFX(CHAN_BD8B, NA_SE_VO_DUMMY_194, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C3 */ DEFINE_SFX(CHAN_BD97, NA_SE_VO_DUMMY_195, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C4 */ DEFINE_SFX(CHAN_BD9D, NA_SE_VO_DUMMY_196, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C5 */ DEFINE_SFX(CHAN_BDA3, NA_SE_VO_DUMMY_197, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C6 */ DEFINE_SFX(CHAN_BDA9, NA_SE_VO_DUMMY_198, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C7 */ DEFINE_SFX(CHAN_BDAF, NA_SE_VO_DUMMY_199, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C8 */ DEFINE_SFX(CHAN_BDB5, NA_SE_VO_DUMMY_200, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68C9 */ DEFINE_SFX(CHAN_BDBB, NA_SE_VO_DUMMY_201, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CA */ DEFINE_SFX(CHAN_BDC1, NA_SE_VO_DUMMY_202, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CB */ DEFINE_SFX(CHAN_BDCB, NA_SE_VO_DUMMY_203, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CC */ DEFINE_SFX(CHAN_BDD5, NA_SE_VO_DUMMY_204, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CD */ DEFINE_SFX(CHAN_BDDB, NA_SE_VO_DUMMY_205, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CE */ DEFINE_SFX(CHAN_B7DA, NA_SE_VO_DUMMY_206, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68CF */ DEFINE_SFX(CHAN_B7E0, NA_SE_VO_DUMMY_207, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D0 */ DEFINE_SFX(CHAN_BDE1, NA_SE_VO_DUMMY_208, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D1 */ DEFINE_SFX(CHAN_B7EC, NA_SE_VO_DUMMY_209, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D2 */ DEFINE_SFX(CHAN_B7F2, NA_SE_VO_DUMMY_210, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D3 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_211, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D4 */ DEFINE_SFX(CHAN_BDAF, NA_SE_VO_DUMMY_212, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D5 */ DEFINE_SFX(CHAN_B821, NA_SE_VO_DUMMY_213, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D6 */ DEFINE_SFX(CHAN_B82C, NA_SE_VO_DUMMY_214, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D7 */ DEFINE_SFX(CHAN_B832, NA_SE_VO_DUMMY_215, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D8 */ DEFINE_SFX(CHAN_BDEC, NA_SE_VO_DUMMY_216, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68D9 */ DEFINE_SFX(CHAN_B84E, NA_SE_VO_DUMMY_217, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DA */ DEFINE_SFX(CHAN_BDF7, NA_SE_VO_DUMMY_218, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DB */ DEFINE_SFX(CHAN_B864, NA_SE_VO_DUMMY_219, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DC */ DEFINE_SFX(CHAN_B86A, NA_SE_VO_DUMMY_220, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DD */ DEFINE_SFX(CHAN_B776, NA_SE_VO_DUMMY_221, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DE */ DEFINE_SFX(CHAN_B870, NA_SE_VO_DUMMY_222, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68DF */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_223, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* Player Voices: Mask of Scents */
/* 0x68E0 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_LI_POO_WAIT, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E1 */ DEFINE_SFX(CHAN_BE0C, NA_SE_VO_DUMMY_225, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E2 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_226, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E3 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_227, 0x20, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E4 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_228, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E5 */ DEFINE_SFX(CHAN_BE16, NA_SE_VO_DUMMY_229, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E6 */ DEFINE_SFX(CHAN_BE20, NA_SE_VO_DUMMY_230, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E7 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_231, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E8 */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_232, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68E9 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_233, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EA */ DEFINE_SFX(CHAN_BE3E, NA_SE_VO_DUMMY_234, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EB */ DEFINE_SFX(CHAN_BE48, NA_SE_VO_DUMMY_235, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EC */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_236, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68ED */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_237, 0x50, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EE */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_238, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68EF */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_239, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F0 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_240, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F1 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_241, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F2 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_242, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F3 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_243, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F4 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_244, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F5 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_245, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F6 */ DEFINE_SFX(CHAN_BE3E, NA_SE_VO_DUMMY_246, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F7 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_247, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F8 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_248, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68F9 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_249, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FA */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_250, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FB */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_251, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FC */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_252, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FD */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_253, 0x80, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FE */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_254, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x68FF */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_255, 0x30, 2, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* */
/* 0x6900 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_JMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6901 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_JMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6902 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6903 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6904 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6905 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6906 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6907 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6908 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6909 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_OBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ARVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ARVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x690F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6910 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6911 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6912 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6913 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6914 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6915 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ABVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6916 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ABVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6917 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_NPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6918 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6919 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ROVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ROVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x691F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6920 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6921 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6922 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6923 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6924 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6925 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6926 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6927 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6928 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6929 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_HNVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_HNVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_HNVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x692F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6930 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6931 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6932 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6933 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6934 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6935 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6936 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6937 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6938 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_TFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6939 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x693F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6940 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_CHVO07, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6941 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_CHVO08, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6942 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_CHVO09, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6943 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6944 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6945 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6946 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6947 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6948 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6949 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KAVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x694F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6950 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6951 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ITVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6952 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ITVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6953 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ITVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6954 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6955 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6956 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_JOVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6957 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_JYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6958 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6959 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GUVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KTVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KTVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ZBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ZBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x695F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6960 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6961 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6962 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6963 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_PFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6964 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_PFVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6965 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6966 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6967 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DJVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6968 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DJVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6969 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MSVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MSVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_JPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_HYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_HYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_BAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x696F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_POVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6970 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6971 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6972 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6973 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6974 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6975 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6976 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6977 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6978 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6979 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_OMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_OMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x697F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_OMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6980 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6981 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6982 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6983 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6984 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_FALL2, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6985 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_384, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6986 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_385, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6987 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_386, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
#ifndef _LANGUAGE_ASEQ
//! @bug These SFX ids have entries in sfx_params.c but no implementation in sequence 0.
//! Playing these SFX will index out of bounds of the table in sequence 0.
/* 0x6988 */ DEFINE_SFX(__X, NA_SE_VO_DEMO_387, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x6989 */ DEFINE_SFX(__X, NA_SE_VO_DEMO_388, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698A */ DEFINE_SFX(__X, NA_SE_VO_DEMO_389, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698B */ DEFINE_SFX(__X, NA_SE_VO_DEMO_390, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698C */ DEFINE_SFX(__X, NA_SE_VO_DEMO_391, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698D */ DEFINE_SFX(__X, NA_SE_VO_DEMO_392, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698E */ DEFINE_SFX(__X, NA_SE_VO_DEMO_393, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
/* 0x698E */ DEFINE_SFX(__X, NA_SE_VO_DEMO_394, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
#endif

129
spec
View File

@ -299,7 +299,130 @@ endseg
beginseg
name "Audioseq"
include "$(BUILD_DIR)/baserom/Audioseq.o"
address 0
include "$(BUILD_DIR)/assets/audio/sequences/seq_0.prg.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_1.prg.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_2.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_3.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_4.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_5.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_6.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_7.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_8.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_9.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_10.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_11.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_12.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_13.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_14.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_15.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_16.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_17.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_18.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_19.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_20.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_21.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_22.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_23.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_24.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_25.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_26.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_27.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_28.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_29.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_30.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_31.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_32.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_33.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_34.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_36.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_37.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_38.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_39.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_41.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_42.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_43.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_44.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_45.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_46.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_47.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_48.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_49.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_50.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_51.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_52.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_53.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_54.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_55.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_56.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_57.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_58.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_59.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_60.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_61.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_62.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_63.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_64.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_65.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_66.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_67.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_68.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_69.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_70.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_71.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_72.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_73.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_74.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_75.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_76.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_77.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_78.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_79.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_80.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_81.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_82.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_83.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_84.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_85.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_87.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_88.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_89.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_90.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_91.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_92.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_93.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_94.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_95.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_98.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_99.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_100.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_101.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_102.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_103.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_104.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_105.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_106.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_107.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_108.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_109.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_110.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_111.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_112.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_113.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_114.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_115.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_116.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_117.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_118.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_119.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_120.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_121.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_122.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_123.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_124.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_125.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_126.o"
include "$(BUILD_DIR)/assets/audio/sequences/seq_127.o"
endseg
beginseg
@ -653,8 +776,8 @@ beginseg
include_data_with_rodata "$(BUILD_DIR)/src/code/z_game_over.o"
include "$(BUILD_DIR)/src/code/z_construct.o"
include "$(BUILD_DIR)/src/audio/tables/soundfont_table.o"
include "$(BUILD_DIR)/data/code/audio_sequence_font_table.rodata.o"
include "$(BUILD_DIR)/data/code/audio_sequence_table.rodata.o"
include "$(BUILD_DIR)/assets/audio/sequence_font_table.o"
include "$(BUILD_DIR)/src/audio/tables/sequence_table.o"
include "$(BUILD_DIR)/src/audio/tables/samplebank_table.o"
include "$(BUILD_DIR)/data/code/aspMain.rodata.o"
include "$(BUILD_DIR)/data/code/gspF3DZEX2.NoN.PosLight.fifo.rodata.o"

View File

@ -179,12 +179,37 @@ u16 sCustomSequencePc;
// Sfx Data
// If the Sfx Bank has more than 255 values (max value of u8)
u8 gIsLargeSfxBank[] = {
true, false, true, true, false, false, true,
#define DEFINE_SFX(_0, _1, _2, _3, _4, _5, _6) 1 +
u8 gIsLargeSfxBank[7] = {
(
#include "tables/sfx/playerbank_table.h"
0) > UINT8_MAX,
(
#include "tables/sfx/itembank_table.h"
0) > UINT8_MAX,
(
#include "tables/sfx/environmentbank_table.h"
0) > UINT8_MAX,
(
#include "tables/sfx/enemybank_table.h"
0) > UINT8_MAX,
(
#include "tables/sfx/systembank_table.h"
0) > UINT8_MAX,
(
#include "tables/sfx/ocarinabank_table.h"
0) > UINT8_MAX,
(
#include "tables/sfx/voicebank_table.h"
0) > UINT8_MAX,
};
#undef DEFINE_SFX
// TODO generate this similarly to above?
u8 D_801D6608[] = {
true, true, true, true, true, false, true,
};
u8 gChannelsPerBank[4][7] = {
{ 3, 2, 3, 3, 2, 1, 2 },
{ 3, 2, 2, 2, 2, 2, 2 },
@ -279,136 +304,13 @@ u8 sObjSoundMainBgmSeqId = NA_BGM_GENERAL_SFX;
// Unused, repurposed for SubBgm
#define SEQ_FLAG_NO_AMBIENCE (1 << 7)
#define DEFINE_SEQUENCE(name, seqId, storageMedium, cachePolicy, seqFlags) seqFlags,
#define DEFINE_SEQUENCE_PTR(seqIdReal, seqId, storageMediumReal, cachePolicyReal, seqFlags) seqFlags,
u8 sSeqFlags[] = {
SEQ_FLAG_FANFARE | SEQ_FLAG_ENEMY, // NA_BGM_GENERAL_SFX
SEQ_FLAG_ENEMY, // NA_BGM_AMBIENCE
SEQ_FLAG_ENEMY, // NA_BGM_TERMINA_FIELD
SEQ_FLAG_RESTORE, // NA_BGM_CHASE
0, // NA_BGM_MAJORAS_THEME
0, // NA_BGM_CLOCK_TOWER
SEQ_FLAG_ENEMY, // NA_BGM_STONE_TOWER_TEMPLE
SEQ_FLAG_ENEMY, // NA_BGM_INV_STONE_TOWER_TEMPLE
SEQ_FLAG_FANFARE, // NA_BGM_FAILURE_0
SEQ_FLAG_FANFARE, // NA_BGM_FAILURE_1
0, // NA_BGM_HAPPY_MASK_SALESMAN
0, // NA_BGM_SONG_OF_HEALING
SEQ_FLAG_ENEMY, // NA_BGM_SWAMP_REGION
0, // NA_BGM_ALIEN_INVASION
SEQ_FLAG_FANFARE, // NA_BGM_SWAMP_CRUISE
0, // NA_BGM_SHARPS_CURSE
SEQ_FLAG_ENEMY, // NA_BGM_GREAT_BAY_REGION
SEQ_FLAG_ENEMY, // NA_BGM_IKANA_REGION
0, // NA_BGM_DEKU_PALACE
SEQ_FLAG_ENEMY, // NA_BGM_MOUNTAIN_REGION
0, // NA_BGM_PIRATES_FORTRESS
0, // NA_BGM_CLOCK_TOWN_DAY_1
0, // NA_BGM_CLOCK_TOWN_DAY_2
0, // NA_BGM_CLOCK_TOWN_DAY_3
SEQ_FLAG_SKIP_HARP_INTRO, // NA_BGM_FILE_SELECT
SEQ_FLAG_RESUME, // NA_BGM_CLEAR_EVENT
0, // NA_BGM_ENEMY
SEQ_FLAG_RESTORE, // NA_BGM_BOSS
SEQ_FLAG_ENEMY, // NA_BGM_WOODFALL_TEMPLE
0, // NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE
0, // NA_BGM_OPENING
SEQ_FLAG_RESUME_PREV, // NA_BGM_INSIDE_A_HOUSE
SEQ_FLAG_FANFARE, // NA_BGM_GAME_OVER
0, // NA_BGM_CLEAR_BOSS
SEQ_FLAG_FANFARE, // NA_BGM_GET_ITEM
SEQ_FLAG_FANFARE, // NA_BGM_CLOCK_TOWN_DAY_2_PTR
SEQ_FLAG_FANFARE, // NA_BGM_GET_HEART
SEQ_FLAG_RESTORE, // NA_BGM_TIMED_MINI_GAME
0, // NA_BGM_GORON_RACE
0, // NA_BGM_MUSIC_BOX_HOUSE
0, // NA_BGM_FAIRY_FOUNTAIN
0, // NA_BGM_ZELDAS_LULLABY
0, // NA_BGM_ROSA_SISTERS
SEQ_FLAG_FANFARE, // NA_BGM_OPEN_CHEST
0, // NA_BGM_MARINE_RESEARCH_LAB
SEQ_FLAG_SKIP_HARP_INTRO, // NA_BGM_GIANTS_THEME
0, // NA_BGM_SONG_OF_STORMS
0, // NA_BGM_ROMANI_RANCH
0, // NA_BGM_GORON_VILLAGE
0, // NA_BGM_MAYORS_OFFICE
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_EPONA
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_SUNS
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_TIME
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_STORM
SEQ_FLAG_RESUME, // NA_BGM_ZORA_HALL
SEQ_FLAG_FANFARE, // NA_BGM_GET_NEW_MASK
SEQ_FLAG_RESTORE, // NA_BGM_MINI_BOSS
SEQ_FLAG_FANFARE, // NA_BGM_GET_SMALL_ITEM
0, // NA_BGM_ASTRAL_OBSERVATORY
SEQ_FLAG_ENEMY, // NA_BGM_CAVERN
SEQ_FLAG_RESUME | SEQ_FLAG_ENEMY, // NA_BGM_MILK_BAR
SEQ_FLAG_FANFARE, // NA_BGM_ZELDA_APPEAR
0, // NA_BGM_SARIAS_SONG
0, // NA_BGM_GORON_GOAL
0, // NA_BGM_HORSE
0, // NA_BGM_HORSE_GOAL
0, // NA_BGM_INGO
0, // NA_BGM_KOTAKE_POTION_SHOP
SEQ_FLAG_RESUME_PREV, // NA_BGM_SHOP
SEQ_FLAG_FANFARE, // NA_BGM_OWL
SEQ_FLAG_RESUME_PREV, // NA_BGM_SHOOTING_GALLERY
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_SOARING
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_HEALING
SEQ_FLAG_FANFARE, // NA_BGM_INVERTED_SONG_OF_TIME
SEQ_FLAG_FANFARE, // NA_BGM_SONG_OF_DOUBLE_TIME
SEQ_FLAG_FANFARE, // NA_BGM_SONATA_OF_AWAKENING
SEQ_FLAG_FANFARE, // NA_BGM_GORON_LULLABY
SEQ_FLAG_FANFARE, // NA_BGM_NEW_WAVE_BOSSA_NOVA
SEQ_FLAG_FANFARE, // NA_BGM_ELEGY_OF_EMPTINESS
SEQ_FLAG_FANFARE, // NA_BGM_OATH_TO_ORDER
0, // NA_BGM_SWORD_TRAINING_HALL
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_LULLABY_INTRO
SEQ_FLAG_FANFARE, // NA_BGM_LEARNED_NEW_SONG
SEQ_FLAG_FANFARE, // NA_BGM_BREMEN_MARCH
SEQ_FLAG_FANFARE, // NA_BGM_BALLAD_OF_THE_WIND_FISH
SEQ_FLAG_RESTORE, // NA_BGM_SONG_OF_SOARING
0, // NA_BGM_MILK_BAR_DUPLICATE
0, // NA_BGM_FINAL_HOURS
SEQ_FLAG_FANFARE, // NA_BGM_MIKAU_RIFF
SEQ_FLAG_FANFARE, // NA_BGM_MIKAU_FINALE
0, // NA_BGM_FROG_SONG
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_SONATA
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_LULLABY
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_NEW_WAVE
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_ELEGY
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_OATH
0, // NA_BGM_MAJORAS_LAIR
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_LULLABY_INTRO_PTR
SEQ_FLAG_FANFARE, // NA_BGM_OCARINA_GUITAR_BASS_SESSION
SEQ_FLAG_FANFARE, // NA_BGM_PIANO_SESSION
SEQ_FLAG_FANFARE, // NA_BGM_INDIGO_GO_SESSION
SEQ_FLAG_ENEMY, // NA_BGM_SNOWHEAD_TEMPLE
SEQ_FLAG_ENEMY, // NA_BGM_GREAT_BAY_TEMPLE
SEQ_FLAG_FANFARE, // NA_BGM_NEW_WAVE_SAXOPHONE
SEQ_FLAG_FANFARE, // NA_BGM_NEW_WAVE_VOCAL
0, // NA_BGM_MAJORAS_WRATH
0, // NA_BGM_MAJORAS_INCARNATION
0, // NA_BGM_MAJORAS_MASK
SEQ_FLAG_FANFARE, // NA_BGM_BASS_PLAY
SEQ_FLAG_FANFARE, // NA_BGM_DRUMS_PLAY
SEQ_FLAG_FANFARE, // NA_BGM_PIANO_PLAY
SEQ_FLAG_ENEMY, // NA_BGM_IKANA_CASTLE
0, // NA_BGM_GATHERING_GIANTS
SEQ_FLAG_FANFARE_KAMARO, // NA_BGM_KAMARO_DANCE
0, // NA_BGM_CREMIA_CARRIAGE
SEQ_FLAG_FANFARE, // NA_BGM_KEATON_QUIZ
0, // NA_BGM_END_CREDITS_1
0, // NA_BGM_OPENING_LOOP
0, // NA_BGM_TITLE_THEME
SEQ_FLAG_FANFARE, // NA_BGM_DUNGEON_APPEAR
SEQ_FLAG_FANFARE, // NA_BGM_WOODFALL_CLEAR
SEQ_FLAG_FANFARE, // NA_BGM_SNOWHEAD_CLEAR
0, //
0, // NA_BGM_INTO_THE_MOON
0, // NA_BGM_GOODBYE_GIANT
0, // NA_BGM_TATL_AND_TAEL
0, // NA_BGM_MOONS_DESTRUCTION
0, // NA_BGM_END_CREDITS_SECOND_HALF
#include "tables/sequence_table.h"
};
#undef DEFINE_SEQUENCE
#undef DEFINE_SEQUENCE_PTR
s8 sSpecReverbs[] = {
0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,

View File

@ -1,6 +1,6 @@
#include "global.h"
#define DEFINE_SFX(_0, importance, distParam, randParam, flags2, flags1) \
#define DEFINE_SFX(_0, _1, importance, distParam, randParam, flags2, flags1) \
{ importance, flags2, \
((((distParam) << SFX_PARAM_DIST_RANGE_SHIFT) & SFX_PARAM_DIST_RANGE_MASK) | \
(((randParam) << SFX_PARAM_RAND_FREQ_RAISE_SHIFT) & SFX_PARAM_RAND_FREQ_RAISE_MASK) | (flags1)) },

View File

@ -0,0 +1,51 @@
#include "attributes.h"
#include "z64audio.h"
// Symbol definition
extern AudioTable gSequenceTable;
#pragma weak gSequenceTable = sSequenceTableHeader
// Externs for table
#define DEFINE_SEQUENCE(name, seqId, storageMedium, cachePolicy, seqFlags) \
extern u8 name##_Start[]; \
extern u8 name##_Size[];
#define DEFINE_SEQUENCE_PTR(seqIdReal, seqId, storageMediumReal, cachePolicyReal, seqFlags) /*empty*/
#include "tables/sequence_table.h"
#undef DEFINE_SEQUENCE
#undef DEFINE_SEQUENCE_PTR
// Table header
NO_REORDER AudioTableHeader sSequenceTableHeader = {
// The table contains the number of sequences, count them with the preprocessor
#define DEFINE_SEQUENCE(name, seqId, storageMedium, cachePolicy, seqFlags) 1 +
#define DEFINE_SEQUENCE_PTR(seqIdReal, seqId, storageMediumReal, cachePolicyReal, seqFlags) 1 +
#include "tables/sequence_table.h"
#undef DEFINE_SEQUENCE
#undef DEFINE_SEQUENCE_PTR
0,
0,
0x00000000,
{ 0, 0, 0, 0, 0, 0, 0, 0 },
};
// Table body
NO_REORDER AudioTableEntry sSequenceTableEntries[] = {
#define DEFINE_SEQUENCE(name, seqId, storageMedium, cachePolicy, seqFlags) \
{ (u32)name##_Start, (u32)name##_Size, (storageMedium), (cachePolicy), 0, 0, 0 },
#define DEFINE_SEQUENCE_PTR(seqIdReal, seqId, storageMediumReal, cachePolicyReal, seqFlags) \
{ (seqIdReal), 0, (storageMediumReal), (cachePolicyReal), 0, 0, 0 },
#include "tables/sequence_table.h"
#undef DEFINE_SEQUENCE
#undef DEFINE_SEQUENCE_PTR
};

View File

@ -8,6 +8,7 @@
*/
#include <assert.h>
#include <ctype.h>
#include <regex.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
@ -17,24 +18,9 @@
#include "samplebank.h"
#include "soundfont.h"
#include "xml.h"
#include "elf32.h"
#include "util.h"
/* Utility */
static bool
is_xml(const char *path)
{
size_t len = strlen(path);
if (len < 4)
return false;
if (path[len - 4] == '.' && tolower(path[len - 3]) == 'x' && tolower(path[len - 2]) == 'm' &&
tolower(path[len - 1]) == 'l')
return true;
return false;
}
/* Samplebanks */
static int
@ -46,8 +32,9 @@ tablegen_samplebanks(const char *sb_hdr_out, const char **samplebanks_paths, int
for (int i = 0; i < num_samplebank_files; i++) {
const char *path = samplebanks_paths[i];
size_t pathlen = strlen(path);
if (!is_xml(path))
if (!str_endswith(path, pathlen, ".xml"))
error("Not an xml file? (\"%s\")", path);
xmlDocPtr document = xmlReadFile(path, NULL, XML_PARSE_NONET);
@ -189,7 +176,7 @@ validate_samplebank_index(soundfont *sf, samplebank *sb, int ptr_idx)
}
}
int
static int
tablegen_soundfonts(const char *sf_hdr_out, char **soundfonts_paths, int num_soundfont_files)
{
soundfont *soundfonts = malloc(num_soundfont_files * sizeof(soundfont));
@ -197,8 +184,9 @@ tablegen_soundfonts(const char *sf_hdr_out, char **soundfonts_paths, int num_sou
for (int i = 0; i < num_soundfont_files; i++) {
char *path = soundfonts_paths[i];
size_t pathlen = strlen(path);
if (!is_xml(path))
if (!str_endswith(path, pathlen, ".xml"))
error("Not an xml file? (\"%s\")", path);
xmlDocPtr document = xmlReadFile(path, NULL, XML_PARSE_NONET);
@ -213,7 +201,6 @@ tablegen_soundfonts(const char *sf_hdr_out, char **soundfonts_paths, int num_sou
// Transform the xml path into a header include path
// Assumption: replacing .xml -> .h forms a valid header include path
size_t pathlen = strlen(path);
path[pathlen - 3] = 'h';
path[pathlen - 2] = '\0';
@ -290,6 +277,298 @@ tablegen_soundfonts(const char *sf_hdr_out, char **soundfonts_paths, int num_sou
return EXIT_SUCCESS;
}
/* Sequences */
struct seq_order_entry {
const char *name;
const char *enum_name;
bool isptr;
};
struct seq_order {
size_t num_sequences;
struct seq_order_entry *entries;
void *filedata;
};
static void
read_seq_order(struct seq_order *order, const char *path)
{
// Read from file, we assume the file has been preprocessed with cpp so that whitespace is collapsed and each line
// has the form:
// (name,enum_name) or *(name,enum_name)
UNUSED size_t data_size;
char *filedata = util_read_whole_file(path, &data_size);
// We expect one entry per line, gather the total length
size_t total_size = 0;
for (char *p = filedata; *p != '\0'; p++) {
if (*p == '\n') {
total_size++;
} else if (isspace(*p)) {
// There should be no whitespace in the input file besides newlines
goto malformed;
}
}
// Alloc entries
struct seq_order_entry *entries = malloc(total_size * sizeof(struct seq_order_entry));
enum matchno {
MATCH_ALL,
MATCH_PTR,
MATCH_NAME,
MATCH_ENUM,
MATCH_NUM
};
regmatch_t match[MATCH_NUM];
regex_t re;
// Matches either
// (<c_identifier>,<c_identifier>) for non-pointer entries
// or
// *(<c_identifier>,<c_identifier>) for pointer entries
const char *line_regexp = "^(\\*?)\\(([_a-zA-Z][_a-zA-Z0-9]*),([_a-zA-Z][_a-zA-Z0-9]*)\\)$";
int status = regcomp(&re, line_regexp, REG_EXTENDED);
assert(status == 0 && "Failed to compile sequence order regular expression?");
char *lstart = filedata;
for (size_t i = 0; i < total_size; i++) {
// find end of line
char *p = lstart;
while (*p != '\n') {
assert(*p != '\0');
p++;
}
char *lend = p;
// null-terminate the line (replaces the newline)
*lend = '\0';
// try to match the regular expression
status = regexec(&re, lstart, MATCH_NUM, match, 0);
if (status != 0) {
// failed to match, malformed input file
char ebuf[128];
regerror(status, &re, ebuf, sizeof(ebuf));
fprintf(stderr, "Failed to match line %lu: \"%s\"\nregexec error: \"%s\"\n", i, lstart, ebuf);
goto malformed;
}
// if the group is empty we're not a pointer, else we are
entries[i].isptr = match[MATCH_PTR].rm_so != match[MATCH_PTR].rm_eo;
// get the name
entries[i].name = &lstart[match[MATCH_NAME].rm_so];
lstart[match[MATCH_NAME].rm_eo] = '\0'; // replaces ,
// get the enum name
entries[i].enum_name = &lstart[match[MATCH_ENUM].rm_so];
lstart[match[MATCH_ENUM].rm_eo] = '\0'; // replaces )
// next line
lstart = lend + 1;
}
assert(*lstart == '\0');
// Write results
order->num_sequences = total_size;
order->entries = entries;
order->filedata = filedata;
return;
malformed:
error("Malformed %s?", path);
}
struct seqdata {
const char *elf_path;
const char *name;
uint32_t font_section_offset;
size_t font_section_size;
};
static int
tablegen_sequences(const char *seq_font_tbl_out, const char *seq_order_path, const char **sequences_paths,
int num_sequence_files)
{
struct seq_order order;
read_seq_order(&order, seq_order_path);
#ifdef SEQ_DEBUG
// Print the sequence order
printf("Sequence order:\n");
for (size_t i = 0; i < order.num_sequences; i++) {
printf(" name=\"%s\" enum=\"%s\" ptr=%d\n", order.entries[i].name, order.entries[i].enum_name,
order.entries[i].isptr);
}
#endif
struct seqdata *file_data = malloc(num_sequence_files * sizeof(struct seqdata));
// Read and validate the sequence object files
for (int i = 0; i < num_sequence_files; i++) {
const char *path = sequences_paths[i];
if (!str_endswith(path, strlen(path), ".o"))
error("Not a .o file? (\"%s\")", path);
// Open ELF file
size_t data_size;
void *data = elf32_read(path, &data_size);
Elf32_Shdr *symtab = elf32_get_symtab(data, data_size);
if (symtab == NULL)
error("ELF file \"%s\" has no symbol table?", path);
Elf32_Shdr *shstrtab = elf32_get_shstrtab(data, data_size);
if (shstrtab == NULL)
error("ELF file \"%s\" has no section header string table?", path);
// The .fonts and .name sections are written when assembling the sequence:
// The .fonts section contains a list of bytes for each soundfont the sequences uses
// The .name section contains the null-terminated name of the sequence as set by .startseq
Elf32_Shdr *font_section = elf32_section_forname(".fonts", shstrtab, data, data_size);
if (font_section == NULL)
error("Sequence file \"%s\" has no fonts section?", path);
uint32_t font_section_offset = elf32_read32(font_section->sh_offset);
uint32_t font_section_size = elf32_read32(font_section->sh_size);
validate_read(font_section_offset, font_section_size, data_size);
Elf32_Shdr *name_section = elf32_section_forname(".name", shstrtab, data, data_size);
if (name_section == NULL)
error("Sequence file \"%s\" has no name section?", path);
uint32_t name_section_offset = elf32_read32(name_section->sh_offset);
uint32_t name_section_size = elf32_read32(name_section->sh_size);
validate_read(name_section_offset, name_section_size, data_size);
const char *seq_name = GET_PTR(data, name_section_offset);
if (strnlen(seq_name, name_section_size + 1) >= name_section_size)
error("Sequence file \"%s\" name is not properly terminated?", path);
// Populate new data
struct seqdata *seqdata = &file_data[i];
seqdata->elf_path = strdup(path);
seqdata->name = strdup(seq_name);
seqdata->font_section_offset = font_section_offset;
seqdata->font_section_size = font_section_size;
free(data);
}
#ifdef SEQ_DEBUG
// Debugging: Print the findings for each sequence object
printf("\nNum files: %d\n\n", num_sequence_files);
for (int i = 0; i < num_sequence_files; i++) {
struct seqdata *seqdata = &file_data[i];
printf(
// clang-format off
" elf path : \"%s\"" "\n"
" name : \"%s\"" "\n"
" font offset : 0x%X" "\n"
" num fonts : %lu" "\n\n",
// clang-format on
seqdata->elf_path, seqdata->name, seqdata->font_section_offset, seqdata->font_section_size);
}
#endif
// Link against the sequence order coming from the sequence table header
struct seqdata **final_seqdata = calloc(order.num_sequences, sizeof(struct seqdata *));
for (size_t i = 0; i < order.num_sequences; i++) {
// Skip pointers for now
if (order.entries[i].isptr)
continue;
// If it's not a pointer, "name" is the name as it appears in a sequence file, find it in the list of sequences
const char *name = order.entries[i].name;
// Find the object file with this name
for (int j = 0; j < num_sequence_files; j++) {
struct seqdata *seqdata = &file_data[j];
if (strequ(name, seqdata->name)) {
// Found name, done
final_seqdata[i] = seqdata;
break;
}
}
}
for (size_t i = 0; i < order.num_sequences; i++) {
// Now we only care about pointers
if (!order.entries[i].isptr)
continue;
// If it's a pointer, "name" is the ENUM name of the sequence it points to
const char *name = order.entries[i].name;
for (size_t j = 0; j < order.num_sequences; j++) {
// Skip pointers, the system doesn't allow multiple indirection so this must point to a non-pointer entry.
if (order.entries[j].isptr)
continue;
if (strequ(name, order.entries[j].enum_name)) {
// For pointers, we just duplicate the fonts for the original into the pointer entry.
// TODO ideally we would allow fonts to be different when a sequence is accessed by pointer, but how
// to supply this info?
final_seqdata[i] = final_seqdata[j];
break;
}
}
}
// Make sure we found an object file for all declared sequences
for (size_t i = 0; i < order.num_sequences; i++) {
if (final_seqdata[i] == NULL)
error("Could not find object file for sequence %lu : %s", i, order.entries[i].name);
}
// Write the sequence font table out
FILE *out = fopen(seq_font_tbl_out, "w");
if (out == NULL)
error("Failed to open output file \"%s\" for writing", seq_font_tbl_out);
fprintf(out,
// clang-format off
"\n"
".section .rodata" "\n"
"\n"
".global gSequenceFontTable" "\n"
"gSequenceFontTable:" "\n"
// clang-format on
);
// Write the 16-bit offsets for each sequence
for (size_t i = 0; i < order.num_sequences; i++) {
fprintf(out, " .half Fonts_%lu - gSequenceFontTable\n", i);
}
fprintf(out, "\n");
// Write the fonts for each sequence: number of fonts followed by an incbin for the rest.
for (size_t i = 0; i < order.num_sequences; i++) {
fprintf(out,
// clang-format off
"Fonts_%lu:" "\n"
" .byte %ld" "\n"
" .incbin \"%s\", 0x%X, %lu" "\n"
"\n",
// clang-format on
i, final_seqdata[i]->font_section_size, final_seqdata[i]->elf_path,
final_seqdata[i]->font_section_offset, final_seqdata[i]->font_section_size);
}
fprintf(out, ".balign 16\n");
fclose(out);
return EXIT_SUCCESS;
}
/* Common */
static int
@ -297,12 +576,13 @@ usage(const char *progname)
{
fprintf(stderr,
// clang-format off
"%s: Generate code tables for audio data" "\n"
"Usage:" "\n"
" %s --banks <samplebank_table.h> <samplebank xml files...>" "\n"
" %s --fonts <soundfont_table.h> <soundfont xml files...>" "\n",
"%s: Generate code tables for audio data" "\n"
"Usage:" "\n"
" %s --banks <samplebank_table.h> <samplebank xml files...>" "\n"
" %s --fonts <soundfont_table.h> <soundfont xml files...>" "\n"
" %s --sequences <seq_font_table.s> <sequence_order.in> <sequence object files...>" "\n",
// clang-format on
progname, progname, progname);
progname, progname, progname, progname);
return EXIT_FAILURE;
}
@ -336,6 +616,16 @@ main(int argc, char **argv)
int num_soundfont_files = argc - 3;
ret = tablegen_soundfonts(sf_hdr_out, soundfonts_paths, num_soundfont_files);
} else if (strequ(mode, "--sequences")) {
if (argc < 5)
return usage(progname);
const char *seq_font_tbl_out = argv[2];
const char *seq_order_path = argv[3];
const char **sequences_paths = (const char **)&argv[4];
int num_sequence_files = argc - 4;
ret = tablegen_sequences(seq_font_tbl_out, seq_order_path, sequences_paths, num_sequence_files);
} else {
return usage(progname);
}

View File

@ -303,7 +303,7 @@ def extract_sequences(audioseq_seg : memoryview, extracted_dir : str, version_in
disassemble_one_sequence(extracted_dir, version_info, soundfonts, seq_enum_names, *job)
dt = time.time() - t
print(f"Sequences extraction took {dt:.3f}")
print(f"Sequences extraction took {dt:.3f}s")
def extract_audio_for_version(version_info : GameVersionInfo, extracted_dir : str, read_xml : bool, write_xml : bool):
print("Setting up...")

View File

@ -122,7 +122,7 @@ class MMLArg:
class MMLArgBits(MMLArg):
def read(self, disas):
return disas.read_bits(type(self).NBITS)
return disas.bits_val
class ArgU8(MMLArg):
def read(self, disas):
@ -226,6 +226,17 @@ class ArgStereoConfig(ArgU8):
strong_rvrb_left = (self.value >> 0) & 1
return f"{type}, {strong_right}, {strong_left}, {strong_rvrb_right}, {strong_rvrb_left}"
class ArgEffectsConfig(ArgU8):
def emit(self, disas):
assert (self.value & 0b01000000) == 0
headset = str(bool((self.value >> 7) & 1)).upper()
type = (self.value >> 4) & 0b11
strong_right = (self.value >> 3) & 1
strong_left = (self.value >> 2) & 1
strong_rvrb_right = (self.value >> 1) & 1
strong_rvrb_left = (self.value >> 0) & 1
return f"{headset}, {type}, {strong_right}, {strong_left}, {strong_rvrb_right}, {strong_rvrb_left}"
class ArgPortamentoTime(ArgVar):
def read(self, disas):
if disas.portamento_is_special:
@ -368,6 +379,20 @@ class ArgUnkPtr(ArgAddr):
def analyze(self, disas):
disas.add_ref(self.value, SqSection.UNKNOWN)
class ArgLdSampleInst(MMLArg):
def read(self, disas):
return None
def emit(self, disas):
return "LDSAMPLE_INST"
class ArgLdSampleSfx(MMLArg):
def read(self, disas):
return None
def emit(self, disas):
return "LDSAMPLE_SFX"
#
# COMMANDS
#
@ -474,7 +499,7 @@ CMD_SPEC = (
MMLCmd(0xEC, 'vibreset', sections=(SqSection.CHAN,)),
MMLCmd(0xEB, 'fontinstr', sections=(SqSection.CHAN,), args=(ArgFontId, ArgInstr)),
MMLCmd(0xEA, 'stop', sections=(SqSection.CHAN,)),
MMLCmd(0xE9, 'notepri', sections=(SqSection.CHAN,), args=(ArgU8,)),
MMLCmd(0xE9, 'notepri', sections=(SqSection.CHAN,), args=(ArgU4x2,)),
MMLCmd(0xE8, 'params', sections=(SqSection.CHAN,), args=(ArgU8, ArgU8, ArgU8, ArgS8, ArgS8, ArgU8, ArgU8, ArgU8,)),
MMLCmd(0xE7, 'ldparams', sections=(SqSection.CHAN,), args=(ArgAddr,)),
MMLCmd(0xE6, 'samplebook', sections=(SqSection.CHAN,), args=(ArgU8,)),
@ -497,7 +522,7 @@ CMD_SPEC = (
MMLCmd(0xD3, 'bend', sections=(SqSection.CHAN,), args=(ArgS8,)),
MMLCmd(0xD2, 'sustain', sections=(SqSection.CHAN,), args=(ArgU8,)),
MMLCmd(0xD1, 'notealloc', sections=(SqSection.CHAN,), args=(ArgU8,)),
MMLCmd(0xD0, 'effects', sections=(SqSection.CHAN,), args=(ArgU8,)),
MMLCmd(0xD0, 'effects', sections=(SqSection.CHAN,), args=(ArgEffectsConfig,)),
MMLCmd(0xCF, 'stptrtoseq', sections=(SqSection.CHAN,), args=(ArgAddr,)),
MMLCmd(0xCE, 'ldptr', sections=(SqSection.CHAN,), args=(ArgAddr,)),
MMLCmd(0xCD, 'stopchan', sections=(SqSection.CHAN,), args=(ArgU8,)),
@ -529,20 +554,19 @@ CMD_SPEC = (
MMLCmd(0xB2, 'ldseqtoptr', sections=(SqSection.CHAN,), args=(ArgTblPtr,)),
MMLCmd(0xB1, 'freefilter', sections=(SqSection.CHAN,)),
MMLCmd(0xB0, 'ldfilter', sections=(SqSection.CHAN,), args=(ArgFilterPtr,)),
MMLCmd(0xAA, 'unk_AA', sections=(SqSection.CHAN,), args=(), version=(MMLVersion.MM,)),
MMLCmd(0xA8, 'randptr', sections=(SqSection.CHAN,), args=(ArgU16, ArgU16,), version=(MMLVersion.MM,)),
MMLCmd(0xA7, 'unk_A7', sections=(SqSection.CHAN,), args=(ArgVar,), version=(MMLVersion.MM,)),
MMLCmd(0xA6, 'unk_A6', sections=(SqSection.CHAN,), args=(ArgVar, ArgVar,), version=(MMLVersion.MM,)),
MMLCmd(0xA7, 'unk_A7', sections=(SqSection.CHAN,), args=(ArgHex8,), version=(MMLVersion.MM,)),
MMLCmd(0xA6, 'unk_A6', sections=(SqSection.CHAN,), args=(ArgU8, ArgS16,), version=(MMLVersion.MM,)),
MMLCmd(0xA5, 'unk_A5', sections=(SqSection.CHAN,), args=(), version=(MMLVersion.MM,)),
MMLCmd(0xA4, 'unk_A4', sections=(SqSection.CHAN,), args=(ArgVar,), version=(MMLVersion.MM,)),
MMLCmd(0xA4, 'unk_A4', sections=(SqSection.CHAN,), args=(ArgU8,), version=(MMLVersion.MM,)),
MMLCmd(0xA3, 'unk_A3', sections=(SqSection.CHAN,), args=(), version=(MMLVersion.MM,)),
MMLCmd(0xA2, 'unk_A2', sections=(SqSection.CHAN,), args=(ArgVar,), version=(MMLVersion.MM,)),
MMLCmd(0xA2, 'unk_A2', sections=(SqSection.CHAN,), args=(ArgS16,), version=(MMLVersion.MM,)),
MMLCmd(0xA1, 'unk_A1', sections=(SqSection.CHAN,), args=(), version=(MMLVersion.MM,)),
MMLCmd(0xA0, 'unk_A0', sections=(SqSection.CHAN,), args=(ArgVar,), version=(MMLVersion.MM,)),
MMLCmd(0xA0, 'unk_A0', sections=(SqSection.CHAN,), args=(ArgS16,), version=(MMLVersion.MM,)),
# argbits commands
MMLCmd(0x00, 'cdelay', sections=(SqSection.CHAN,), args=(ArgBits4,)),
MMLCmd(0x10, 'sample', sections=(SqSection.CHAN,), args=(ArgBits3, ArgAddr,)),
MMLCmd(0x18, 'sampleptr', sections=(SqSection.CHAN,), args=(ArgBits3, ArgAddr,)),
MMLCmd(0x10, 'ldsample', sections=(SqSection.CHAN,), args=(ArgLdSampleInst, IOPort3,)),
MMLCmd(0x18, 'ldsample', sections=(SqSection.CHAN,), args=(ArgLdSampleSfx, IOPort3,)),
MMLCmd(0x20, 'ldchan', sections=(SqSection.CHAN,), args=(ArgBits4, ArgChanPtr,)),
MMLCmd(0x30, 'stcio', sections=(SqSection.CHAN,), args=(ArgBits4, IOPort8,)),
MMLCmd(0x40, 'ldcio', sections=(SqSection.CHAN,), args=(ArgBits4, IOPort8,)),
@ -688,10 +712,11 @@ class SequenceDisassembler:
continue
# find number of lsbits that don't contribute to the command id
if len(cmd.args) > 0 and issubclass(cmd.args[0], MMLArgBits):
nbits = cmd.args[0].NBITS
else:
nbits = 0
nbits = 0
for arg in cmd.args:
if issubclass(arg, MMLArgBits):
assert nbits == 0, f"Multiple argbits-type arguments: {cmd}"
nbits = arg.NBITS
id = cmd.cmd_id
@ -700,6 +725,7 @@ class SequenceDisassembler:
for i in range(1 << nbits):
new = cmd
new.mask = (1 << nbits) - 1
old = cmds_s.get(id + i, None)
if old is not None:
assert old.mnemonic in ("notedvg", "notedv", "notevg"), (old.mnemonic, cmd.mnemonic)
@ -732,9 +758,6 @@ class SequenceDisassembler:
# general helpers
def read_bits(self, nbits):
return self.bits_val
def read_u8(self):
if self.hit_eof:
raise Exception()
@ -763,10 +786,7 @@ class SequenceDisassembler:
cmd = cmd[int(not self.large_notes)]
# part of the command byte may be an arg, save the value
mask = 0
if len(cmd.args) > 0 and issubclass(cmd.args[0], MMLArgBits):
mask = (1 << cmd.args[0].NBITS) - 1
self.bits_val = id & mask
self.bits_val = id & cmd.mask
return cmd

View File

@ -154,12 +154,13 @@ assetsTracker = dict()
# Assets that we don't have a proper way of tracking right now
ignoredAssets = {
"archives",
"code",
}
# Manual fixer for files that would be counted in wrong categories
# "filename": "correctSection"
fileSectionFixer = {
"osFlash": "code" # Currently in `src/libultra` (would be counted as boot)
"sequence_font_table": "code", # Currently in assets (would be counted as an audio asset)
}
for assetCat in assetsCategories:
@ -222,10 +223,9 @@ for line in map_file:
srcCat = srcCategoriesFixer[srcCat]
if objFileName in fileSectionFixer:
correctSection = fileSectionFixer[objFileName]
if correctSection in srcTracker:
srcTracker[correctSection]["totalSize"] += file_size
elif obj_file.startswith("build/n64-us/src"):
srcCat = fileSectionFixer[objFileName]
if obj_file.startswith("build/n64-us/src"):
if srcCat in srcTracker:
srcTracker[srcCat]["totalSize"] += file_size
elif (obj_file.startswith("build/n64-us/asm")):
@ -238,6 +238,10 @@ for line in map_file:
assetCat = obj_file.split("/")[4]
else:
assetCat = obj_file.split("/")[3]
if objFileName in fileSectionFixer:
assetCat = fileSectionFixer[objFileName]
if assetCat in assetsTracker:
assetsTracker[assetCat]["currentSize"] += file_size
elif assetCat in ignoredAssets: