mm/include/sequence.h
engineer124 6685a4775e
Audio sequence.c OK and documented (#1201)
* import sequence docs

* cleanup

* do not need raw hex
2023-03-30 19:53:47 +11:00

290 lines
16 KiB
C

#ifndef SEQUENCE_H
#define SEQUENCE_H
#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
#define NA_BGM_CHASE 0x03 // Forest Chase
#define NA_BGM_MAJORAS_THEME 0x04 // Majora's Theme "STALKID"
#define NA_BGM_CLOCK_TOWER 0x05 // The Clock Tower
#define NA_BGM_STONE_TOWER_TEMPLE 0x06 // Stone Tower Temple
#define NA_BGM_INV_STONE_TOWER_TEMPLE 0x07 // Stone Tower Temple Inverted
#define NA_BGM_FAILURE_0 0x08 // Missed Event 1
#define NA_BGM_FAILURE_1 0x09 // Title
#define NA_BGM_HAPPY_MASK_SALESMAN 0x0A // Mask Salesman "OMENYA"
#define NA_BGM_SONG_OF_HEALING 0x0B // Song of Healing "DEMO_CURE"
#define NA_BGM_SWAMP_REGION 0x0C // Southern Swamp and Woodfall "DAMP_AREA"
#define NA_BGM_ALIEN_INVASION 0x0D // Ghost Attack "UFO"
#define NA_BGM_SWAMP_CRUISE 0x0E // Mini Game "JUNGLE_CREWS"
#define NA_BGM_SHARPS_CURSE 0x0F // Sharp's Curse
#define NA_BGM_GREAT_BAY_REGION 0x10 // Great Bay Coast "SEA_AREA"
#define NA_BGM_IKANA_REGION 0x11 // Ikana Valley
#define NA_BGM_DEKU_KING 0x12 // Court of the Deku King
#define NA_BGM_MOUNTAIN_REGION 0x13 // Mountain Village "SNOW_AREA"
#define NA_BGM_PIRATES_FORTRESS 0x14 // Pirates' Fortress "PIRATE_AREA"
#define NA_BGM_CLOCK_TOWN_DAY_1 0x15 // Clock Town Day 1 This song's filename is dummied out in MM3D "DUMMY_21"
#define NA_BGM_CLOCK_TOWN_DAY_2 0x16 // Clock Town Day 2 his song's filename is dummied out in MM3D "DUMMY_22"
#define NA_BGM_CLOCK_TOWN_DAY_3 0x17 // Clock Town Day 3 This song's filename is dummied out in MM3D "DUMMY_23"
#define NA_BGM_FILE_SELECT 0x18 // This song has no track name, as it's a duplicate of the Fairy's Fountain
#define NA_BGM_CLEAR_EVENT 0x19 // Event Clear
#define NA_BGM_ENEMY 0x1A // Battle
#define NA_BGM_BOSS 0x1B // Boss Battle
#define NA_BGM_WOODFALL_TEMPLE 0x1C // Woodfall Temple "JUNGLE_DUNGEON"
#define NA_BGM_MARKET 0x1D // Clock Town Day 1 Duplicate of #15. Interesting filename in MM3D. ✘
#define NA_BGM_OPENING 0x1E // Forest Ambush
#define NA_BGM_INSIDE_A_HOUSE 0x1F // House "LINK_HOUSE"
#define NA_BGM_GAME_OVER 0x20 // Game Over
#define NA_BGM_CLEAR_BOSS 0x21 // Boss Clear
#define NA_BGM_GET_ITEM 0x22 // Item Catch
#define NA_BGM_GATE_OPEN 0x23 // Clock Town Day 2 Duplicate of #16. In MM3D, it shares its filename with the Door of Time song from OoT
#define NA_BGM_GET_HEART 0x24 // Complete a Heart Piece
#define NA_BGM_TIMED_MINI_GAME 0x25 // Playing a timed Minigame
#define NA_BGM_GORON_RACE 0x26 // Goron Race
#define NA_BGM_MUSIC_BOX_HOUSE 0x27 // Music Box House "ORGEL_HOUSE"
#define NA_BGM_FAIRY_FOUNTAIN 0x28 // Fairy's Fountain In MM3D, it shares its filename with the Door of Time song from OoT "GODESS"
#define NA_BGM_ZELDAS_LULLABY 0x29 // Zelda's Lullaby "HIME"
#define NA_BGM_ROSA_SISTERS 0x2A // Rosa Sisters' Dance "SISTER_DANCER"
#define NA_BGM_OPEN_CHEST 0x2B // Open Chest "OPEN_TRE_BOX"
#define NA_BGM_MARINE_RESEARCH_LAB 0x2C // Marine Research Laboratory "DRUGSTORE"
#define NA_BGM_GIANTS_THEME 0x2D // The Four Giants "KYOJIN_ROOM"
#define NA_BGM_SONG_OF_STORMS 0x2E // Guru-Guru's Song "FUSHA"
#define NA_BGM_ROMANI_RANCH 0x2F // Romani Ranch "RONRON"
#define NA_BGM_GORON_VILLAGE 0x30 // Goron Village
#define NA_BGM_MAYORS_OFFICE 0x31 // Mayor Dotour "MEETING"
#define NA_BGM_OCA_EPONA 0x32 // Ocarina Epona's Song
#define NA_BGM_OCA_SUNS 0x33 // Ocarina Sun's Song
#define NA_BGM_OCA_TIME 0x34 // Ocarina Song of Time "TIME_NORMAL"
#define NA_BGM_OCA_STORM 0x35 // Ocarina Song of Storms
#define NA_BGM_ZORA_HALL 0x36 // Zora Hall
#define NA_BGM_GET_NEW_MASK 0x37 // A New Mask
#define NA_BGM_MINI_BOSS 0x38 // Mini Boss "MIDDLE_BOSS"
#define NA_BGM_GET_SMALL_ITEM 0x39 // Small Item Catch "S_ITEM_GET"
#define NA_BGM_ASTRAL_OBSERVATORY 0x3A // Astral Observatory "TENMONDAI"
#define NA_BGM_CAVERN 0x3B // Clock Town Cavern "NORMAL_DUNGEON"
#define NA_BGM_MILK_BAR 0x3C // Milk Bar Latte
#define NA_BGM_ZELDA_APPEAR 0x3D // Meet Zelda (OoT)
#define NA_BGM_SARIAS_SONG 0x3E // Saria's Theme Song from OoT "MAYOIMORI"
#define NA_BGM_GORON_GOAL 0x3F // Goron Race Goal
#define NA_BGM_HORSE 0x40 // Gorman Race
#define NA_BGM_HORSE_GOAL 0x41 // Race Finish
#define NA_BGM_INGO 0x42 // Gorman Bros. "INGO"
#define NA_BGM_KOTAKE_POTION_SHOP 0x43 // Kotake's Potion Shop "KOTAKE_KOUME"
#define NA_BGM_SHOP 0x44 // Store
#define NA_BGM_OWL 0x45 // Gaebora's Theme
#define NA_BGM_MINI_GAME 0x46 // Target Practice
#define NA_BGM_OCA_SOARING 0x47 // Ocarina Song of Soaring "OCA_BIGWING"
#define NA_BGM_OCA_HEALING 0x48 // Ocarina Song of Healing "OCA_CURE"
#define NA_BGM_INVERTED_SONG_OF_TIME 0x49 // Inverted Song of Time "_SPEED"
#define NA_BGM_SONG_OF_DOUBLE_TIME 0x4A // Song of Double Time "TIME_JUMP"
#define NA_BGM_SONATA_OF_AWAKENING 0x4B // Sonata of Awakening "DEMO_AWAKING"
#define NA_BGM_GORON_LULLABY 0x4C // Goron Lullaby "DEMO_LULLABY"
#define NA_BGM_NEW_WAVE_BOSSA_NOVA 0x4D // New Wave Bossa Nova "DEMO_TIDE"
#define NA_BGM_ELEGY_OF_EMPTINESS 0x4E // Elegy of Emptiness "DEMO_SHELL"
#define NA_BGM_OATH_TO_ORDER 0x4F // Oath to Order "DEMO_PLEDGE"
#define NA_BGM_SWORD_TRAINING_HALL 0x50 // Sword Training "EXERCISE_HALL"
#define NA_BGM_GORON_LULLABY_INTRO 0x51 // Ocarina Goron Lullaby Intro "DEMO_LULLABY_HALF"
#define NA_BGM_OCA_FAIRY 0x52 // New Song "OCA_YOUSEI"
#define NA_BGM_BREMEN_MARCH 0x53 // Bremen March "FACEMASK"
#define NA_BGM_BALLAD_OF_THE_WIND_FISH 0x54 // Quartet performed in on the milk bar stage "QUARTET"
#define NA_BGM_SONG_OF_SOARING 0x55 // Song of Soaring "WING_WARP"
#define NA_BGM_MILK_BAR_DUPLICATE 0x56 // Milk Bar Latte Duplicate. "MILK_BAR_DUMMY"
#define NA_BGM_FINAL_HOURS 0x57 // Final Hours "TIME_LIMIT"
#define NA_BGM_MIKAU_RIFF 0x58 // Mikau's Tale "MIKAU_LIFF"
#define NA_BGM_MIKAU_FINALE 0x59 // A single guitar chord. "MIKAU_FIN"
#define NA_BGM_FROG_SONG 0x5A // Don Gero's Song
#define NA_BGM_OCA_SONATA 0x5B // Ocarina Sonata of Awakening "OCA_AWAKING"
#define NA_BGM_OCA_LULLABY 0x5C // Ocarina Goron Lullaby "OCA_LULLABY"
#define NA_BGM_OCA_NEW_WAVE 0x5D // Ocarina New Wave Bossa Nova "OCA_TIDE"
#define NA_BGM_OCA_ELEGY 0x5E // Ocarina Elegy of Emptiness "OCA_SHELL"
#define NA_BGM_OCA_OATH 0x5F // Ocarina Oath to Order "OCA_PLEDGE"
#define NA_BGM_MAJORAS_LAIR 0x60 // "LAST_DUNGEON"
#define NA_BGM_OCA_LULLABY_INTRO 0x61 // "OCA_LULLABY_HALF"
#define NA_BGM_OCA_GUITAR_BASS_SESSION 0x62 // Bass and Guitar Session "OCA_SESSION"
#define NA_BGM_PIANO_SESSION 0x63 // Piano Solo "DEMO_SESSION"
#define NA_BGM_INDIGO_GO_SESSION 0x64 // The Indigo-Go's Rehearsal "ALLPART_SESSION"
#define NA_BGM_SNOWHEAD_TEMPLE 0x65 // Snowhead Temple "SILVER_DUNGEON"
#define NA_BGM_GREAT_BAY_TEMPLE 0x66 // Great Bay Temple "DEEPBLUE_DUNGEON"
#define NA_BGM_NEW_WAVE_SAXOPHONE 0x67 // "DEMO_TIDE_SAX"
#define NA_BGM_NEW_WAVE_VOCAL 0x68 // "DEMO_TIDE_VOCAL"
#define NA_BGM_MAJORAS_WRATH 0x69 // Majora's Wrath "MUJURA_1"
#define NA_BGM_MAJORAS_INCARNATION 0x6A // Majora's Incarnation "MUJURA_2"
#define NA_BGM_MAJORAS_MASK 0x6B // Majora's Mask Battle "MUJURA_3"
#define NA_BGM_BASS_PLAY 0x6C // Bass Practice "BASS_PLAY"
#define NA_BGM_DRUMS_PLAY 0x6D // Drums Practice "DRUMS_PLAY"
#define NA_BGM_PIANO_PLAY 0x6E // Piano Practice "PIANO_PLAY"
#define NA_BGM_IKANA_CASTLE 0x6F // Ikana Castle
#define NA_BGM_GATHERING_GIANTS 0x70 // Calling the Four Giants
#define NA_BGM_KAMARO_DANCE 0x71 // Kamaro's Dance "CAMARO_DANCE"
#define NA_BGM_CREMIA_CARRIAGE 0x72 // Cremia's Carriage "DONKEY_CART"
#define NA_BGM_KEATON_QUIZ 0x73 // Keaton "QUIZ"
#define NA_BGM_END_CREDITS_1 0x74 // The End/Credits I "END_DEMO"
#define NA_BGM_OPENING_LOOP 0x75 // Forest Ambush (?) Duplicate.
#define NA_BGM_TITLE_THEME 0x76 // Title Screen
#define NA_BGM_DUNGEON_APPEAR 0x77 // Surfacing of Woodfall
#define NA_BGM_WOODFALL_CLEAR 0x78 // Woodfall Clear "PURIFICATION_0"
#define NA_BGM_SNOWHEAD_CLEAR 0x79 // Snowhead Clear "PURIFICATION_1"
#define NA_BGM_INTO_THE_MOON 0x7B // To the Moon
#define NA_BGM_GOODBYE_GIANT 0x7C //
#define NA_BGM_TATL_AND_TAEL 0x7D // Tatl and Tael "CHAT"
#define NA_BGM_MOONS_DESTRUCTION 0x7E // Moon's Destruction "MOON_VANISH"
#define NA_BGM_NO_MUSIC 0x7F //
#define NA_BGM_END_CREDITS_2 0x82 // The End/Credits II "STAFFROLL2"
#define NA_BGM_DISABLED 0xFFFF
#define SEQ_FLAG_ASYNC 0x8000
typedef enum {
/* 0 */ SEQ_PLAYER_BGM_MAIN,
/* 1 */ SEQ_PLAYER_FANFARE,
/* 2 */ SEQ_PLAYER_SFX,
/* 3 */ SEQ_PLAYER_BGM_SUB,
/* 4 */ SEQ_PLAYER_AMBIENCE,
/* 5 */ SEQ_PLAYER_MAX,
/* 0xFF */ SEQ_PLAYER_INVALID = 0xFF
} SequencePlayerId;
typedef enum {
/* 0 */ SEQ_MODE_DEFAULT,
/* 1 */ SEQ_MODE_ENEMY,
/* 2 */ SEQ_MODE_STILL, // Not moving or first-person view
/* 3 */ SEQ_MODE_IGNORE
} SequenceMode;
typedef enum {
/* 0x0 */ CHANNEL_IO_PORT_0,
/* 0x1 */ CHANNEL_IO_PORT_1,
/* 0x2 */ CHANNEL_IO_PORT_2,
/* 0x3 */ CHANNEL_IO_PORT_3,
/* 0x4 */ CHANNEL_IO_PORT_4,
/* 0x5 */ CHANNEL_IO_PORT_5,
/* 0x6 */ CHANNEL_IO_PORT_6,
/* 0x7 */ CHANNEL_IO_PORT_7
} ChannelIOPort;
typedef enum {
/* 0 */ VOL_SCALE_INDEX_BGM_MAIN,
/* 1 */ VOL_SCALE_INDEX_FANFARE,
/* 2 */ VOL_SCALE_INDEX_SFX,
/* 3 */ VOL_SCALE_INDEX_BGM_SUB,
/* 4 */ VOL_SCALE_INDEX_MAX
} VolumeScaleIndex; // May be worth using SequencePlayerId instead
typedef enum {
/* 0x0 */ AMBIENCE_CHANNEL_STREAM_0,
/* 0x1 */ AMBIENCE_CHANNEL_CRITTER_0,
/* 0x2 */ AMBIENCE_CHANNEL_CRITTER_1,
/* 0x3 */ AMBIENCE_CHANNEL_CRITTER_2,
/* 0x4 */ AMBIENCE_CHANNEL_CRITTER_3,
/* 0x5 */ AMBIENCE_CHANNEL_CRITTER_4,
/* 0x6 */ AMBIENCE_CHANNEL_CRITTER_5,
/* 0x7 */ AMBIENCE_CHANNEL_CRITTER_6,
/* 0x8 */ AMBIENCE_CHANNEL_CRITTER_7,
/* 0xC */ AMBIENCE_CHANNEL_STREAM_1 = 12,
/* 0xD */ AMBIENCE_CHANNEL_SOUND_MODE,
/* 0xE */ AMBIENCE_CHANNEL_RAIN,
/* 0xF */ AMBIENCE_CHANNEL_LIGHTNING
} AmbienceChannelIndex; // seqPlayerIndex = SEQ_PLAYER_AMBIENCE
typedef enum {
/* 0x00 */ AMBIENCE_ID_00,
/* 0x01 */ AMBIENCE_ID_01,
/* 0x02 */ AMBIENCE_ID_02,
/* 0x03 */ AMBIENCE_ID_03,
/* 0x04 */ AMBIENCE_ID_04,
/* 0x05 */ AMBIENCE_ID_05,
/* 0x06 */ AMBIENCE_ID_06,
/* 0x07 */ AMBIENCE_ID_07,
/* 0x08 */ AMBIENCE_ID_08,
/* 0x09 */ AMBIENCE_ID_09,
/* 0x0A */ AMBIENCE_ID_0A,
/* 0x0B */ AMBIENCE_ID_0B,
/* 0x0C */ AMBIENCE_ID_0C,
/* 0x0D */ AMBIENCE_ID_0D,
/* 0x0E */ AMBIENCE_ID_0E,
/* 0x0F */ AMBIENCE_ID_0F,
/* 0x10 */ AMBIENCE_ID_10,
/* 0x11 */ AMBIENCE_ID_11,
/* 0x12 */ AMBIENCE_ID_12,
/* 0x13 */ AMBIENCE_ID_13,
/* 0xFF */ AMBIENCE_ID_DISABLED = 0xFF
} AmbienceId; // seqPlayerIndex = SEQ_PLAYER_AMBIENCE
typedef enum {
/* 0x00 */ AMBIENCE_STREAM_0,
/* 0x01 */ AMBIENCE_STREAM_1,
/* 0x02 */ AMBIENCE_STREAM_2,
/* 0x03 */ AMBIENCE_STREAM_3
} AmbienceStreamId;
typedef enum {
/* 0x00 */ AMBIENCE_CRITTER_00,
/* 0x01 */ AMBIENCE_CRITTER_01,
/* 0x02 */ AMBIENCE_CRITTER_02,
/* 0x03 */ AMBIENCE_CRITTER_03,
/* 0x04 */ AMBIENCE_CRITTER_04,
/* 0x05 */ AMBIENCE_CRITTER_05,
/* 0x06 */ AMBIENCE_CRITTER_06,
/* 0x07 */ AMBIENCE_CRITTER_07,
/* 0x08 */ AMBIENCE_CRITTER_08,
/* 0x09 */ AMBIENCE_CRITTER_09,
/* 0x0A */ AMBIENCE_CRITTER_10,
/* 0x0B */ AMBIENCE_CRITTER_11,
/* 0x0C */ AMBIENCE_CRITTER_12,
/* 0x0D */ AMBIENCE_CRITTER_13,
/* 0x0E */ AMBIENCE_CRITTER_14,
/* 0x0F */ AMBIENCE_CRITTER_15,
/* 0x10 */ AMBIENCE_CRITTER_16,
/* 0x11 */ AMBIENCE_CRITTER_17,
/* 0x12 */ AMBIENCE_CRITTER_18,
/* 0x13 */ AMBIENCE_CRITTER_19
} AmbienceCritterId;
#define AMBIENCE_IO_CRITTER_0_TYPE(type) AMBIENCE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_0_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_0_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_0_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_CRITTER_1_TYPE(type) AMBIENCE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_1_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_1_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_1_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_1, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_CRITTER_2_TYPE(type) AMBIENCE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_2_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_2_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_2_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_2, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_CRITTER_3_TYPE(type) AMBIENCE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_3_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_3_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_3_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_3, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_CRITTER_4_TYPE(type) AMBIENCE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_4_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_4_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_4_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_4, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_CRITTER_5_TYPE(type) AMBIENCE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_5_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_5_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_5_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_5, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_CRITTER_6_TYPE(type) AMBIENCE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_CRITTER_6_BEND_PITCH(bend) AMBIENCE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_3, bend
#define AMBIENCE_IO_CRITTER_6_NUM_LAYERS(num) AMBIENCE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_4, num
#define AMBIENCE_IO_CRITTER_6_PORT5(reverb) AMBIENCE_CHANNEL_CRITTER_6, CHANNEL_IO_PORT_5, reverb
#define AMBIENCE_IO_STREAM_0_TYPE(type) AMBIENCE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_STREAM_0_PORT3(data) AMBIENCE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_3, data
#define AMBIENCE_IO_STREAM_0_PORT4(data) AMBIENCE_CHANNEL_STREAM_0, CHANNEL_IO_PORT_4, data
#define AMBIENCE_IO_STREAM_1_TYPE(type) AMBIENCE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_2, type
#define AMBIENCE_IO_STREAM_1_PORT3(data) AMBIENCE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_3, data
#define AMBIENCE_IO_STREAM_1_PORT4(data) AMBIENCE_CHANNEL_STREAM_1, CHANNEL_IO_PORT_4, data
#define AMBIENCE_IO_RAIN_PORT4(data) AMBIENCE_CHANNEL_RAIN, CHANNEL_IO_PORT_4, data
#define AMBIENCE_IO_ENTRIES_END 0xFF
#endif