/** * File: sfx.h * Description: SOTN Sound Effects * * Glossary: * NA = North America * JP = Japan * SE = Sound Effect * SY = System * PL = Player * WP = Weapon * EV = Environment * CS = Cutscene * IT = Item * EN = Enemy * VO = Voice * BO = Boss * DR = Dracula * DE = Death * SH = Shaft * ML = Master Librarian * FE = Ferryman * AL = Alucard * MA = Maria * RI = Richter * WO = Form of Wolf * BT = Form of Bat * MU = Music */ // playSfx flags typedef enum { MONO_SOUND, STEREO_SOUND } soundMode; #define SET_SOUNDMODE_MONO 5 #define SET_SOUNDMODE_STEREO 6 #define SET_STOP_MUSIC 0xA #define SET_UNK_0B 0xB #define SET_UNK_12 0x12 // XA music tracks // LOOP_POINT means it starts playing from part way into the song #define MU_LOST_PAINTING 0x301 #define MU_LOST_PAINTING_LOOP_POINT 0x302 #define MU_CURSE_ZONE 0x303 #define MU_CURSE_ZONE_LOOP_POINT 0x304 #define MU_REQUIEM_FOR_THE_GODS 0x305 #define MU_REQUIEM_FOR_THE_GODS_LOOP_POINT 0x306 #define MU_RAINBOW_CEMETERY 0x307 #define MU_RAINBOW_CEMETERY_LOOP_POINT 0x308 #define MU_WOOD_CARVING_PARTITA 0x309 // 0x30A seems to be blank #define MU_CRYSTAL_TEARDROPS 0x30B #define MU_CRYSTAL_TEARDROPS_LOOP_POINT 0x30C #define MU_MARBLE_GALLERY 0x30D #define MU_MARBLE_GALLERY_LOOP_POINT 0x30E #define MU_DRACULAS_CASTLE 0x30F #define MU_DRACULAS_CASTLE_LOOP_POINT 0x310 #define MU_THE_TRAGIC_PRINCE 0x311 #define MU_THE_TRAGIC_PRINCE_LOOP_POINT 0x312 #define MU_TOWER_OF_MIST 0x313 #define MU_TOWER_OF_MIST_LOOP_POINT 0x314 #define MU_DOOR_OF_HOLY_SPIRITS 0x315 #define MU_DOOR_OF_HOLY_SPIRITS_LOOP_POINT 0x316 #define MU_DANCE_OF_PALES 0x317 #define MU_DANCE_OF_PALES_LOOP_POINT 0x318 #define MU_ABANDONED_PIT 0x319 #define MU_ABANDONED_PIT_LOOP_POINT 0x31A #define MU_HEAVENLY_DOORWAY 0x31B // 0x31C empty #define MU_FESTIVAL_OF_SERVANTS 0x31D #define MU_FESTIVAL_OF_SERVANTS_LOOP_POINT 0x31E #define MU_DANCE_OF_ILLUSIONS 0x31F #define MU_DANCE_OF_ILLUSIONS_LOOP_POINT 0x320 #define MU_PROLOGUE 0x321 #define MU_PROLOGUE_LOOP_POINT 0x322 #define MU_WANDERING_GHOSTS 0x323 #define MU_WANDERING_GHOSTS_LOOP_POINT 0x324 #define MU_THE_DOOR_TO_THE_ABYSS 0x325 #define MU_THE_DOOR_TO_THE_ABYSS_LOOP_POINT 0x326 #define MU_METAMORPHOSIS 0x327 #define MU_METAMORPHOSIS_II 0x328 // 0x329 blank #define SE_INTRO_WIND 0x32A // wind sound from intro #define SE_INTRO_WIND_LOOP_POINT 0x32B #define SE_INTRO_WIND_QUIET 0x32C // quieter wind #define SE_INTRO_WIND_QUIET_LOOP_POINT 0x32D #define MU_DANCE_OF_GOLD 0x32E #define MU_DANCE_OF_GOLD_LOOP_POINT 0x32F #define MU_ENCHANTED_BANQUET 0x330 #define MU_ENCHANTED_BANQUET_LOOP_POINT 0x331 #define MU_PRAYER 0x332 #define MU_PRAYER_LOOP_POINT 0x333 #define MU_DEATH_BALLAD 0x334 #define MU_DEATH_BALLAD_LOOP_POINT 0x335 #define MU_BLOOD_RELATIONS 0x336 #define MU_BLOOD_RELATIONS_LOOP_POINT 0x337 #define MU_FINAL_TOCATTA 0x338 #define MU_FINAL_TOCATTA_LOOP_POINT 0x339 #define MU_BLACK_BANQUET 0x33A #define MU_BLACK_BANQUET_LOOP_POINT 0x33B #define MU_I_AM_THE_WIND 0x33C #define MU_SILENCE 0x33D #define MU_LAND_OF_BENEDICTION 0x33E #define MU_JP_FAIRY_SONG 0x33F // japanese version of fairy song #define MU_MOONLIGHT_NOCTURNE 0x340 // music during intro scrolling text // japanese intro narration #define JP_VO_KATSUTE 0x341 // Narrator says "Katsute ..." #define JP_VO_SOSHITE \ 0x342 // Narrator says "Soshite 5 nen no tsukihi ga nagareta" #define JP_VO_AKUMAJO \ 0x343 // Narrator says "Akumajo Dracula X Gekka no Yasoukyoku" // japanese voice actor messages #define JP_VO_FUKAMI_RIKA_MESSAGE 0x344 // Message from Fukami Rika #define JP_VO_SHIINA_HEKIRU_MESSAGE 0x345 // Message from Shiina Hekiru #define JP_VO_YANADA_KIYOYUKI_MESSAGE 0x346 // Message from Yanada Kiyoyuki #define JP_VO_OKIAYU_RYOUTAROU_MESSAGE 0x347 // Message from Okiayu Ryoutarou #define JP_VO_SATOU_MASAHARU_MESSAGE 0x348 // Message from Satou Masaharu #define JP_VO_WAKAMOTO_NORIO_MESSAGE 0x349 // Message from Wakamoto Norio #define JP_VO_YOKOYAMA_CHISA_MESSAGE 0x34A // Message from Yokoyama Chisa #define JP_VO_YANAMI_JYOUJI_MESSAGE 0x34B // Message from Yanami Jyouji // various voice actors saying konami #define JP_VO_KONAMI_1 0x34C // woman says konami #define JP_VO_KONAMI_2 0x34D // woman says konami #define JP_VO_KONAMI_3 0x34E // woman says konami #define JP_VO_KONAMI_4 0x34F // man says kona (mi cut off?) #define JP_VO_KONAMI_5 0x350 // man says kona (mi cut off?) #define JP_VO_KONAMI_6 0x351 // man says konami #define JP_VO_KONAMI_7 0x352 // man says konami #define JP_VO_KONAMI_8 0x353 // man says konami #define JP_VO_KONAMI_9 0x354 // woman says konami #define JP_VO_KONAMI_10 0x355 // woman says konami #define JP_VO_KONAMI_11 0x356 // man says konami #define JP_VO_KONAMI_12 0x357 // man says konami // Prologue cutscene #define NA_VO_RI_DIE_MONSTER 0x358 // Richter says "Die monster ..." #define NA_VO_DR_IT_WAS_NOT 0x359 // Dracula says "It was not by my hand ..." #define NA_VO_RI_TRIBUTE 0x35A // Richter says "Tribute? ..." #if defined(VERSION_US) #define NA_VO_MA_IF_YOU_WEAR \ 0x3CE // Maria: If you wear these, you can see beyond evil illusions. #define NA_VO_RI_IMPRESSIVE_WHIP \ 0x3DA // Richter: Impressive, you were able to avoid my whip. Let's see how // you like this! #define NA_VO_RI_IMPRESSIVE_ESCAPE \ 0x3DB // Richter: Impressive, but you can't escape this. #define NA_VO_RI_ONLY_THE_COUNT \ 0x3DC // Richter: Hah, I knew it. Only the count is a true match for me. #define NA_VO_AL_DEATH_DREAM_WORLD \ 0x391 // Alucard: Death in the dream world will set your soul wandering for // eternity, demon. #define JP_VO_SH_GROAN 0x52E // Shaft groans #define JP_VO_SH_SCREAM 0x52F // Shaft screams #define JP_VO_SH_SONO_TEIDO 0x530 // Shaft: Sono teido no chikara de tatakai... #endif // This sound plays when MAX UP spawns and during Dracula transformation #define NA_SE_UNK_62F 0x62F #define NA_SE_EV_HEAVY_BLOCK_DRAG 0x609 #define NA_SE_EN_BLOOD_ZOMBIE_SWORD_SLASH 0x60B #define NA_SE_AL_BACKSLIDE 0x617 #define NA_SE_EV_VASE_BREAK 0x61D #define NA_SE_PL_BT_ECHO 0x61F #define NA_SE_EN_SKELETON_DESTROY 0x62B #define NA_SE_EV_GLASS_BREAK 0x632 #define NA_SE_BREAK_CANDLE 0x634 #define NA_SE_PL_WARP 0x636 #define NA_SE_EN_OPEN_DOOR 0x642 #define NA_SE_EN_COG_CLICK 0x642 #define NA_SE_EN_ROCK_BREAK 0x644 #define NA_SE_EN_SLOGRA_FLOOR_STOMP 0x64F #define NA_SE_EN_GAIBON_SMALL_FIREBALL 0x652 #define NA_SE_EN_GAIBON_BIG_FIREBALL 0x655 #define NA_SE_SECRET_STAIRS NA_SE_EN_ROCK_BREAK #define NA_SE_EN_ZOMBIE_EXPLODE 0x65E #define NA_SE_EN_GAIBON_FLAME_OUT 0x65E #define NA_SE_EN_DR_FIREBALL 0x660 #define NA_SE_EN_AXE_KNIGHT_BREAK_AXE 0x66B #define NA_SE_EN_BONE_SCIMITAR_SWORD_SLASH 0x66D #define NA_SE_EN_GAIBON_COLLAPSE 0x672 #define NA_SE_EV_SWITCH_CLICK 0x676 #define NA_SE_PL_COLLECT_HEART 0x67A #define NA_SE_SY_MOVE_MENU_CURSOR 0x67B #define NA_SE_PL_IT_PICKUP 0x67C #define NA_SE_PL_MP_GAUGE 0x67D #define NA_SE_PL_BT_FIREBALL 0x680 #define NA_SE_PL_MAX_HP_MP_INCREASED 0x687 #define NA_SE_BREAK_GLASS 0x68B #define NA_SE_EN_GAIBON_FLAP_WINGS 0x68D #define NA_SE_EN_SLOGRA_SPEAR_PROJECTILE 0x690 #define NA_SE_EN_GAIBON_FLAME 0x691 #define NA_SE_EN_EXPLOSIVE_DEATH 0x693 #define NA_SE_EN_SLOGRA_DEATH_EXPLOSION 0x697 #define NA_SE_EV_CLOCK_TICK 0x6A1 #define NA_SE_PL_COLLECT_GOLD 0x6A9 #define NA_SE_EN_SLOGRA_SPEAR_SLASH 0x6C6 #define NA_SE_EN_SLOGRA_BEAK_ATTACK 0x6C8 #define NA_SE_EN_SKELETON_THROW_BONE 0x6C8 #define NA_SE_EN_BLOOD_SKELETON_DISASSEMBLES 0x6CB #define NA_SE_EN_BLOOD_SKELETON_REASSEMBLES 0x6CC #define NA_SE_PL_RIC_UNK_6E2 0x6E2 #define NA_SE_VO_AL_PUNCH 0x6F1 #define NA_SE_VO_AL_WHAT 0x6F2 #define NA_SE_VO_AL_DARK_METAMORPHOSIS 0x6F3 #define NA_SE_VO_AL_SOUL_STEAL 0x6F4 #define NA_SE_VO_AL_DYING 0x6F6 #define NA_SE_VO_WO_BARK 0x706 #define NA_SE_EN_SLOGRA_HISSING 0x709 #define NA_SE_EN_GAIBON_SCREAM 0x70B #define NA_SE_EN_SLOGRA_HURT_2 0x70A #define NA_SE_EN_SLOGRA_HURT 0x70C #define NA_SE_EN_SPITTLEBONE_ACID_SPLAT 0x73C #define NA_SE_EN_BLOODY_ZOMBIE_INJURED_SCREAM 0x746 #define NA_SE_EN_BLOODY_ZOMBIE_DEATH_SCREAM 0x747 #define NA_SE_EN_BLOODY_ZOMBIE_INJURED 0x748 #define NA_SE_EN_BLOODY_ZOMBIE_HEMORRHAGE 0x749 #define NA_SE_VO_AXE_KNIGHT_THROW 0x766 #define NA_SE_VO_AXE_KNIGHT_SCREAM 0x767 #define NA_SE_EV_WATER_SPLASH 0x7C2 #define NA_SE_BO_DEFEATED 0x7D2 #define NA_SE_VO_DR_TAUNT_1 0x84F #define NA_SE_VO_DR_TAUNT_2 0x850 #define NA_SE_VO_DR_HURT_1 0x853 #define NA_SE_VO_DR_HERE_IS_TRUE_POWER 0x855 #define NA_SE_VO_DR_GRANT_ME_POWER 0x857 #define NA_SE_VO_DR_PLAYTIME_IS_OVER 0x858 #define NA_SE_VO_DR_HURT_2 0x85B #define NA_SE_VO_DR_HURT_3 0x85C #define NA_SE_VO_DR_HURT_4 0x85D #define NA_SE_PL_TELEPORT 0x8BA #define NA_SE_CS_BURNING_PHOTOGRAPH 0x8BE