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https://github.com/Xeeynamo/sotn-decomp.git
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61373e862c
NZ0: EntityAxeKnight (I'm proud to present the first enemy decompiled in the project perhaps?) Here is the scratch in case somebody wants to tune it and provide changes: https://decomp.me/scratch/LKkYQ EntitySubWeaponContainer EntityBloodSplatter func_801B69E8 func_801C0D08 func_801C9E98 NP3: EntityBloodSplatter EntityZombie func_801B8CC0
176 lines
6.2 KiB
C
176 lines
6.2 KiB
C
/**
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* File: sfx.h
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* Description: SOTN Sound Effects
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*
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* Glossary:
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* NA = North America
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* JP = Japan
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* SE = Sound Effect
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* SY = System
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* PL = Player
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* WP = Weapon
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* EV = Environment
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* CS = Cutscene
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* IT = Item
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* EN = Enemy
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* VO = Voice
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* BO = Boss
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* DR = Dracula
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* DE = Death
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* SH = Shaft
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* ML = Master Librarian
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* FE = Ferryman
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* AL = Alucard
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* MA = Maria
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* RI = Richter
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* WO = Form of Wolf
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* BT = Form of Bat
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* MU = Music
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*/
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// playSfx flags
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typedef enum { MONO_SOUND, STEREO_SOUND } soundMode;
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#define SET_SOUNDMODE_MONO 5
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#define SET_SOUNDMODE_STEREO 6
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// XA music tracks
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// LOOP_POINT means it starts playing from part way into the song
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#define MU_LOST_PAINTING 0x301
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#define MU_LOST_PAINTING_LOOP_POINT 0x302
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#define MU_CURSE_ZONE 0x303
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#define MU_CURSE_ZONE_LOOP_POINT 0x304
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#define MU_REQUIEM_FOR_THE_GODS 0x305
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#define MU_REQUIEM_FOR_THE_GODS_LOOP_POINT 0x306
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#define MU_RAINBOW_CEMETERY 0x307
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#define MU_RAINBOW_CEMETERY_LOOP_POINT 0x308
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#define MU_WOOD_CARVING_PARTITA 0x309
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// 0x30A seems to be blank
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#define MU_CRYSTAL_TEARDROPS 0x30B
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#define MU_CRYSTAL_TEARDROPS_LOOP_POINT 0x30C
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#define MU_MARBLE_GALLERY 0x30D
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#define MU_MARBLE_GALLERY_LOOP_POINT 0x30E
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#define MU_DRACULAS_CASTLE 0x30F
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#define MU_DRACULAS_CASTLE_LOOP_POINT 0x310
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#define MU_THE_TRAGIC_PRINCE 0x311
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#define MU_THE_TRAGIC_PRINCE_LOOP_POINT 0x312
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#define MU_TOWER_OF_MIST 0x313
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#define MU_TOWER_OF_MIST_LOOP_POINT 0x314
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#define MU_DOOR_OF_HOLY_SPIRITS 0x315
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#define MU_DOOR_OF_HOLY_SPIRITS_LOOP_POINT 0x316
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#define MU_DANCE_OF_PALES 0x317
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#define MU_DANCE_OF_PALES_LOOP_POINT 0x318
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#define MU_ABANDONED_PIT 0x319
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#define MU_ABANDONED_PIT_LOOP_POINT 0x31A
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#define MU_HEAVENLY_DOORWAY 0x31B
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// 0x31C empty
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#define MU_FESTIVAL_OF_SERVANTS 0x31D
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#define MU_FESTIVAL_OF_SERVANTS_LOOP_POINT 0x31E
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#define MU_DANCE_OF_ILLUSIONS 0x31F
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#define MU_DANCE_OF_ILLUSIONS_LOOP_POINT 0x320
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#define MU_PROLOGUE 0x321
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#define MU_PROLOGUE_LOOP_POINT 0x322
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#define MU_WANDERING_GHOSTS 0x323
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#define MU_WANDERING_GHOSTS_LOOP_POINT 0x324
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#define MU_THE_DOOR_TO_THE_ABYSS 0x325
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#define MU_THE_DOOR_TO_THE_ABYSS_LOOP_POINT 0x326
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#define MU_METAMORPHOSIS 0x327
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#define MU_METAMORPHOSIS_II 0x328
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// 0x329 blank
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#define SE_INTRO_WIND 0x32A // wind sound from intro
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#define SE_INTRO_WIND_LOOP_POINT 0x32B
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#define SE_INTRO_WIND_QUIET 0x32C // quieter wind
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#define SE_INTRO_WIND_QUIET_LOOP_POINT 0x32D
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#define MU_DANCE_OF_GOLD 0x32E
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#define MU_DANCE_OF_GOLD_LOOP_POINT 0x32F
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#define MU_ENCHANTED_BANQUET 0x330
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#define MU_ENCHANTED_BANQUET_LOOP_POINT 0x331
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#define MU_PRAYER 0x332
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#define MU_PRAYER_LOOP_POINT 0x333
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#define MU_DEATH_BALLAD 0x334
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#define MU_DEATH_BALLAD_LOOP_POINT 0x335
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#define MU_BLOOD_RELATIONS 0x336
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#define MU_BLOOD_RELATIONS_LOOP_POINT 0x337
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#define MU_FINAL_TOCATTA 0x338
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#define MU_FINAL_TOCATTA_LOOP_POINT 0x339
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#define MU_BLACK_BANQUET 0x33A
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#define MU_BLACK_BANQUET_LOOP_POINT 0x33B
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#define MU_I_AM_THE_WIND 0x33C
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#define MU_SILENCE 0x33D
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#define MU_LAND_OF_BENEDICTION 0x33E
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#define MU_JP_FAIRY_SONG 0x33F // japanese version of fairy song
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#define MU_MOONLIGHT_NOCTURNE 0x340 // music during intro scrolling text
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// japanese intro narration
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#define JP_VO_KATSUTE 0x341 // Narrator says "Katsute ..."
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#define JP_VO_SOSHITE \
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0x342 // Narrator says "Soshite 5 nen no tsukihi ga nagareta"
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#define JP_VO_AKUMAJO \
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0x343 // Narrator says "Akumajo Dracula X Gekka no Yasoukyoku"
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// japanese voice actor messages
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#define JP_VO_FUKAMI_RIKA_MESSAGE 0x344 // Message from Fukami Rika
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#define JP_VO_SHIINA_HEKIRU_MESSAGE 0x345 // Message from Shiina Hekiru
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#define JP_VO_YANADA_KIYOYUKI_MESSAGE 0x346 // Message from Yanada Kiyoyuki
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#define JP_VO_OKIAYU_RYOUTAROU_MESSAGE 0x347 // Message from Okiayu Ryoutarou
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#define JP_VO_SATOU_MASAHARU_MESSAGE 0x348 // Message from Satou Masaharu
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#define JP_VO_WAKAMOTO_NORIO_MESSAGE 0x349 // Message from Wakamoto Norio
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#define JP_VO_YOKOYAMA_CHISA_MESSAGE 0x34A // Message from Yokoyama Chisa
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#define JP_VO_YANAMI_JYOUJI_MESSAGE 0x34B // Message from Yanami Jyouji
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// various voice actors saying konami
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#define JP_VO_KONAMI_1 0x34C // woman says konami
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#define JP_VO_KONAMI_2 0x34D // woman says konami
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#define JP_VO_KONAMI_3 0x34E // woman says konami
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#define JP_VO_KONAMI_4 0x34F // man says kona (mi cut off?)
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#define JP_VO_KONAMI_5 0x350 // man says kona (mi cut off?)
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#define JP_VO_KONAMI_6 0x351 // man says konami
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#define JP_VO_KONAMI_7 0x352 // man says konami
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#define JP_VO_KONAMI_8 0x353 // man says konami
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#define JP_VO_KONAMI_9 0x354 // woman says konami
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#define JP_VO_KONAMI_10 0x355 // woman says konami
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#define JP_VO_KONAMI_11 0x356 // man says konami
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#define JP_VO_KONAMI_12 0x357 // man says konami
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// Prologue cutscene
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#define NA_VO_RI_DIE_MONSTER 0x358 // Richter says "Die monster ..."
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#define NA_VO_DR_IT_WAS_NOT 0x359 // Dracula says "It was not by my hand ..."
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#define NA_VO_RI_TRIBUTE 0x35A // Richter says "Tribute? ..."
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// This sound plays when MAX UP spawns and during Dracula transformation
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#define NA_SE_UNK_62F 0x62F
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#define NA_SE_EV_HEAVY_BLOCK_DRAG 0x609
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#define NA_SE_AL_BACKSLIDE 0x617
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#define NA_SE_EV_VASE_BREAK 0x61D
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#define NA_SE_PL_BT_ECHO 0x61F
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#define NA_SE_EV_GLASS_BREAK 0x632
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#define NA_SE_BREAK_CANDLE 0x634
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#define NA_SE_PL_WARP 0x636
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#define NA_SE_EN_OPEN_DOOR 0x642
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#define NA_SE_EN_COG_CLICK 0x642
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#define NA_SE_EN_ROCK_BREAK 0x644
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#define NA_SE_EN_ZOMBIE_EXPLODE 0x65E
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#define NA_SE_SECRET_STAIRS NA_SE_EN_ROCK_BREAK
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#define NA_SE_EV_SWITCH_CLICK 0x676
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#define NA_SE_PL_COLLECT_HEART 0x67A
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#define NA_SE_SY_MOVE_MENU_CURSOR 0x67B
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#define NA_SE_PL_IT_PICKUP 0x67C
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#define NA_SE_PL_MP_GAUGE 0x67D
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#define NA_SE_PL_BT_FIREBALL 0x680
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#define NA_SE_PL_MAX_HP_MP_INCREASED 0x687
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#define NA_SE_BREAK_GLASS 0x68B
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#define NA_SE_EV_CLOCK_TICK 0x6A1
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#define NA_SE_PL_COLLECT_GOLD 0x6A9
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#define NA_SE_PL_RIC_UNK_6E2 0x6E2
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#define NA_SE_VO_AL_PUNCH 0x6F1
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#define NA_SE_VO_AL_WHAT 0x6F2
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#define NA_SE_VO_AL_DARK_METAMORPHOSIS 0x6F3
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#define NA_SE_VO_AL_SOUL_STEAL 0x6F4
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#define NA_SE_VO_AL_DYING 0x6F6
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#define NA_SE_VO_WO_BARK 0x706
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#define NA_SE_VO_AXE_KNIGHT_THROW 0x766
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#define NA_SE_VO_AXE_KNIGHT_SCREAM 0x767
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#define NA_SE_BO_DEFEATED 0x7D2
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#define NA_SE_PL_TELEPORT 0x8BA
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#define NA_SE_CS_BURNING_PHOTOGRAPH 0x8BE
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