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464 lines
15 KiB
C
464 lines
15 KiB
C
#ifndef SFX_H
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#define SFX_H
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/**
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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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* SU = Succubus
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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_VOLUME_22_23 1
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#define SET_SOUNDMODE_MONO 5
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#define SET_SOUNDMODE_STEREO 6
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#define SET_STOP_SEQ 7
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#define SET_STOP_MUSIC 0xA
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#define SET_UNK_0B 0xB
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#define SET_PAUSE_SFX_SCRIPTS 0xE
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#define SET_UNPAUSE_SFX_SCRIPTS 0xF
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#define SET_UNK_10 0x10
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#define SET_UNK_11 0x11
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#define SET_UNK_12 0x12
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#define SET_RELEASE_RATE_LOW_20_21 0xa3
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#define SET_RELEASE_RATE_LOW_22_23 0xa7
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#define SET_KEY_ON_20_21 0xa4
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#define SET_KEY_ON_22_23 0xa8
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#define CD_SOUND_COMMAND_FADE_OUT_2 2
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#define CD_SOUND_COMMAND_FADE_OUT_1 3
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#define CD_SOUND_COMMAND_START_XA 4
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#define CD_SOUND_COMMAND_6 6
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#define CD_SOUND_COMMAND_8 8
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#define CD_SOUND_COMMAND_10 10
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#define CD_SOUND_COMMAND_12 12
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#define CD_SOUND_COMMAND_14 14
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#define CD_SOUND_COMMAND_16 16
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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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#if defined(VERSION_US)
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#define NA_VO_MA_IF_YOU_WEAR \
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0x3CE // Maria: If you wear these, you can see beyond evil illusions.
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#define NA_VO_RI_IMPRESSIVE_WHIP \
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0x3DA // Richter: Impressive, you were able to avoid my whip. Let's see how
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// you like this!
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#define NA_VO_RI_IMPRESSIVE_ESCAPE \
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0x3DB // Richter: Impressive, but you can't escape this.
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#define NA_VO_RI_ONLY_THE_COUNT \
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0x3DC // Richter: Hah, I knew it. Only the count is a true match for me.
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#define NA_VO_AL_DEATH_DREAM_WORLD \
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0x391 // Alucard: Death in the dream world will set your soul wandering for
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// eternity, demon.
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#define JP_VO_SH_GROAN 0x52E // Shaft groans
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#define JP_VO_SH_SCREAM 0x52F // Shaft screams
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#define JP_VO_SH_SONO_TEIDO 0x530 // Shaft: Sono teido no chikara de tatakai...
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#endif
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#define SFX_UNK_669 0x669
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#define NA_SE_EN_AXE_KNIGHT_BREAK_AXE 0x66B
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#define NA_SE_EN_BONE_SCIMITAR_SWORD_SLASH 0x66D
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#define NA_SE_EN_GAIBON_COLLAPSE 0x672
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#define NA_SE_EV_SWITCH_CLICK 0x676
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#define NA_SE_SY_MOVE_MENU_CURSOR 0x67B
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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 SFX_UNK_689 0x689
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#define NA_SE_BREAK_GLASS 0x68B
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#define NA_SE_EN_GAIBON_FLAP_WINGS 0x68D
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#define NA_SE_EN_SLOGRA_SPEAR_PROJECTILE 0x690
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#define NA_SE_EN_GAIBON_FLAME 0x691
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#define NA_SE_EN_EXPLOSIVE_DEATH 0x693
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#define NA_SE_EN_SLOGRA_DEATH_EXPLOSION 0x697
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#define SFX_UNK_69A 0x69A
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#define SFX_UNK_69D 0x69D
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#define SFX_UNK_6A0 0x6A0
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#define SFX_UNK_6A3 0x6A3
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#define NA_SE_EV_CLOCK_TICK 0x6A1
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#define REBOUND_STONE_BOUNCE 0x6A4
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#define SFX_UNK_6AD 0x6AD
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#define SFX_UNK_6B0 0x6B0 // Used for Shaman Shield, could be same as petal
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#define SFX_UNK_6B1 0x6B1
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#define NA_SE_EN_SLOGRA_SPEAR_SLASH 0x6C6
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#define NA_SE_EN_SLOGRA_BEAK_ATTACK 0x6C8
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#define NA_SE_EN_SKELETON_THROW_BONE 0x6C8
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#define NA_SE_EN_BLOOD_SKELETON_DISASSEMBLES 0x6CB
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#define NA_SE_EN_BLOOD_SKELETON_REASSEMBLES 0x6CC
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#define SFX_UNK_6DF 0x6DF
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#define SFX_UNK_6E0 0x6E0
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#define NA_SE_PL_RIC_UNK_6E2 0x6E2
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#define SFX_UNK_6E7 0x6E7
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#define SFX_UNK_6E8 0x6E8
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#define SFX_UNK_6E9 0x6E9
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#define SFX_UNK_6EA 0x6EA
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#define SFX_UNK_6EB 0x6EB
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#define SFX_UNK_6EC 0x6EC
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#define SFX_UNK_6ED 0x6ED
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#define SFX_UNK_6EE 0x6EE
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#define SFX_UNK_6EF 0x6EF
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#define SFX_UNK_6F0 0x6F0
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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 SFX_UNK_6FF 0x6FF
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#define SFX_RICHTER_ATTACK_HIT 0x705
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#define ALUCARD_DARK_METAMORPHOSIS 0x705
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#define NA_SE_VO_WO_BARK 0x706
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#define NA_SE_EN_SLOGRA_HISSING 0x709
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#define NA_SE_EN_GAIBON_SCREAM 0x70B
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#define NA_SE_EN_SLOGRA_HURT_2 0x70A
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#define NA_SE_EN_SLOGRA_HURT 0x70C
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#define NA_SE_EN_SPITTLEBONE_ACID_SPLAT 0x73C
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#define NA_SE_EN_BLOODY_ZOMBIE_INJURED_SCREAM 0x746
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#define NA_SE_EN_BLOODY_ZOMBIE_DEATH_SCREAM 0x747
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#define NA_SE_EN_BLOODY_ZOMBIE_INJURED 0x748
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#define NA_SE_EN_BLOODY_ZOMBIE_HEMORRHAGE 0x749
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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_EV_WATER_SPLASH 0x7C2
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#define NA_SE_VO_DR_TAUNT_1 0x84F
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#define NA_SE_VO_DR_TAUNT_2 0x850
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#define NA_SE_VO_DR_HURT_1 0x853
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#define NA_SE_VO_DR_HERE_IS_TRUE_POWER 0x855
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#define NA_SE_VO_DR_GRANT_ME_POWER 0x857
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#define NA_SE_VO_DR_PLAYTIME_IS_OVER 0x858
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#define NA_SE_VO_DR_HURT_2 0x85B
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#define NA_SE_VO_DR_HURT_3 0x85C
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#define NA_SE_VO_DR_HURT_4 0x85D
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#define NA_SE_PL_TELEPORT 0x8BA
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#define SFX_UNK_8BB 0x8BB
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#define NA_SE_CS_BURNING_PHOTOGRAPH 0x8BE
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// plays every 10 frames while using bible subweapon
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#define BIBLE_SUBWPN_SWOOSH 0x8C3
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// STAGE DRE
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#define NA_VO_SU_CRYSTAL_2 0x6AF
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#define NA_SE_SU_FLAPPING_WINGS 0x6C6
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#define NA_SE_SU_PETAL_ATTACK 0x6B0
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#define NA_SE_SU_CREATE_CLONES 0x6D5
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#define NA_SE_SU_CHARGE_PINKBALLS 0x6E2
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#define NA_VO_SU_LAUGH 0x86E
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// Blank, may be a leftover from the Jap version.
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#define NA_VO_SU_BLANK 0x86F
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#define NA_VO_SU_GRUNT_1 0x870
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#define NA_VO_SU_GRUNT_2 0x872
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#define NA_VO_SU_GRUNT_3 0x874
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#define NA_VO_SU_HURT_1 0x879
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#define NA_VO_SU_HURT_2 0x87A
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#define NA_VO_SU_CRYSTAL_1 0x87C
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#define NA_VO_SU_SUCK_YOU_DRY 0x876
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#define NA_VO_SU_NO_SCREAM 0x87B
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#define NA_VO_SU_DELICIOUS 0x8D1
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// STAGE NO3 / NP3
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#define NA_SE_EV_WINDOW_LATCH 0x79D
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#define SE_DEATH_TAKES_ITEMS 0x7A0
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#define NA_VO_DEATH_LAUGH 0x7A1
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#define SE_ITEM_YOINK 0x7A2
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#define SE_TREE_BRANCH_SNAP 0x7A4
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#define SE_CASTLE_GATE_RISE 0x7A5
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// SHARED SOUNDS
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// These are sounds that are shared across multiple BIN files
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#define SE_BOSS_DEFEATED 0x7D2
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// UI SOUNDS
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#define SE_UI_SELECT 0x67B
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#define SE_UI_MAIN_MENU_SELECT 0x67D
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#define SE_UI_ERROR 0x686
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#define SE_UI_DEBUG_SELECT 0x688
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#define SE_UI_OVERWRITE_SELECT 0x6A4
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#define SE_UI_OVERWRITE_MSG 0x6AD
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// DRA
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#define SFX_UNK_683 0x683
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#define SE_HEALTH_REGAINED 0x68E
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#define SFX_UNK_6B2 0x6B2
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#define SFX_UNK_6F7 0x6F7
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// WEAPON SOUNDS
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#define SE_WPN_POWER_OF_SIRE 0x66A
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#define SE_WPN_ALUCARD_SWORD_SWING 0x6A8
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#define SE_WPN_PENTAGRAM 0x6E4
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#define SFX_KARMA_COIN 0x682
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#define SFX_KARMA_COIN_HEADS 0x6B1
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// UNUSED SOUNDS
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#define SE_UNK_TE1_66F 0x66F
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#define SE_UNK_TE3_679 0x679
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#define SE_UNK_TE1_692 0x692
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#define SE_UNK_TE1_6B3 0x6B3
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#define SE_UNK_TE2_6B4 0x6B4
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#define SE_UNK_TE2_6B6 0x6B6
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#define SE_UNK_TE3_6B8 0x6B8
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#define NA_VO_MAR_AIM_HEAD 0x87F
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// The VAB IDs appear in large chunks so all sounds proceeding
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// a vabid label comment will belong in that VAB group unless noted.
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#ifdef VERSION_BETA
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// MAD uses an earlier build and has different sfx IDs
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enum Sfx {
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SFX_METAL_CLANG_E = 0x611, // Same ID as final
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SFX_WEAPON_STAB_B = 0x630,
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SFX_CANDLE_HIT = 0x635,
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SFX_DOOR_OPEN = 0x640,
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SFX_DOOR_CLOSE_A = 0x64D,
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SFX_HEART_PICKUP = 0x670,
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SFX_ITEM_PICKUP = 0x672,
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SFX_GOLD_PICKUP = 0x69D,
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SFX_WEAPON_HIT = 0x6DB
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};
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#else
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enum Sfx {
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// vabid 0
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SFX_HARPY_WING_FLAP = 0x601,
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SFX_RIC_WHIP_RATTLE_A,
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SFX_RIC_WHIP_RATTLE_B, // (B through E appear to be unused)
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SFX_RIC_WHIP_RATTLE_C,
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SFX_RIC_WHIP_RATTLE_D,
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SFX_RIC_WHIP_RATTLE_E,
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SFX_STONE_MOVE_A,
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SFX_STONE_MOVE_B,
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SFX_STONE_MOVE_C,
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SFX_WEAPON_SWISH_A,
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SFX_WEAPON_SWISH_B,
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SFX_WEAPON_SWISH_C,
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SFX_METAL_CLANG_A,
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SFX_METAL_CLANG_B,
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SFX_METAL_CLANG_C,
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SFX_METAL_CLANG_D, // 0x610
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SFX_METAL_CLANG_E, // Stone Skull Hit
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SFX_METAL_CLANG_F,
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SFX_UNK_CROW,
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SFX_ELECTRICITY,
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SFX_SCRAPE_A,
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SFX_SCRAPE_B,
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SFX_SCRAPE_C, // Alucard backslide
|
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// vabid 9
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SFX_UNK_618, // Referenced in ST0, TE1, TE2
|
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// vabid 0
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SFX_GLASS_BREAK_A,
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SFX_GLASS_BREAK_B,
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SFX_GLASS_BREAK_C,
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SFX_GLASS_BREAK_D,
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SFX_GLASS_BREAK_E, // Vase Break
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SFX_BAT_ECHO_A,
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SFX_BAT_ECHO_B, // Alucard Echo of Bat
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SFX_BAT_ECHO_C, // 0x620
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SFX_BAT_ECHO_D,
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SFX_SKULL_BONK,
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SFX_RIC_RSTONE_TINK, // Rebound Stone
|
|
SFX_SMALL_BURST,
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|
SFX_ARROW_SHOT_A, // Magic Missile Shot
|
|
SFX_ARROW_SHOT_B,
|
|
SFX_ARROW_SHOT_C,
|
|
SFX_ARROW_SHOT_D,
|
|
SFX_SKELETON_DEATH_A,
|
|
SFX_SKELETON_DEATH_B,
|
|
SFX_SKELETON_DEATH_C,
|
|
SFX_FIRE_SHOT,
|
|
SFX_WEAPON_STAB_A,
|
|
SFX_WEAPON_STAB_B, // Common stab sfx
|
|
SFX_WEAPON_APPEAR, // Item Crash, Neutron Bomb
|
|
SFX_UNK_BETA_630, // 0x630 (MAD, TE1, TE2, TE3, TE4, TE5)
|
|
SFX_DEATH_AMBIENCE, // BGM ambience during first Death cutscene
|
|
SFX_MAGIC_GLASS_BREAK, // Subweapon Container
|
|
SFX_UI_CONFIRM,
|
|
SFX_CANDLE_HIT,
|
|
SFX_TELEPORT_BANG_A, // Used when teleport starts
|
|
SFX_TELEPORT_BANG_B, // Used when teleport ends, but is also Warp Enter
|
|
SFX_SUC_APPEAR, // Succubus reveal
|
|
SFX_UNK_SCRAPE_A,
|
|
SFX_UNK_SCRAPE_B,
|
|
SFX_UNK_SCRAPE_C,
|
|
SFX_UNK_UI_SELECT,
|
|
SFX_START_SLAM_A, // Dark Shield
|
|
SFX_START_SLAM_B, // "Press Start", Door Open, Dracula Stomp, etc.
|
|
SFX_START_SLAM_C,
|
|
SFX_ANIME_SWORD_A,
|
|
SFX_ANIME_SWORD_B, // 0x640, Holy Rod ("Anime shing" element)
|
|
SFX_ANIME_SWORD_C,
|
|
SFX_DOOR_OPEN,
|
|
SFX_WALL_DEBRIS_A,
|
|
SFX_WALL_DEBRIS_B, // Warp Exit & Wall Break
|
|
SFX_WALL_DEBRIS_C,
|
|
SFX_STOMP_HARD_A,
|
|
SFX_STOMP_HARD_B, // Alucard Landing (Hard)
|
|
SFX_STOMP_HARD_C,
|
|
SFX_STOMP_HARD_D,
|
|
SFX_STOMP_HARD_E,
|
|
SFX_STOMP_SOFT_A, // Richter Landing (Hard)
|
|
SFX_STOMP_SOFT_B, // Alucard Landing (Normal)
|
|
SFX_SAVE_HEARTBEAT,
|
|
SFX_BAT_SCREECH,
|
|
SFX_DOOR_CLOSE_A,
|
|
SFX_DOOR_CLOSE_B, // 0x650
|
|
SFX_UNK_UI_ERROR,
|
|
SFX_EXPLODE_FAST_A, // Explosion "stutter" effect
|
|
SFX_EXPLODE_FAST_B,
|
|
SFX_EXPLODE_A,
|
|
SFX_EXPLODE_B,
|
|
SFX_EXPLODE_C,
|
|
SFX_EXPLODE_D,
|
|
SFX_EXPLODE_E,
|
|
SFX_EXPLODE_F,
|
|
SFX_FM_EXPLODE_A, // FM synth explosion
|
|
SFX_FM_EXPLODE_B,
|
|
SFX_FM_EXPLODE_C,
|
|
SFX_FM_EXPLODE_D,
|
|
SFX_EXPLODE_SMALL, // Zombie death explosion
|
|
SFX_UNK_FIRE_WHOOSH,
|
|
SFX_FIREBALL_SHOT_A, // 0x660
|
|
SFX_FIREBALL_SHOT_B,
|
|
SFX_FIREBALL_SHOT_C,
|
|
SFX_GUNSHOT,
|
|
SFX_THUNDER_A,
|
|
SFX_THUNDER_B,
|
|
SFX_THUNDER_C,
|
|
SFX_UNK_LOW_UI,
|
|
SFX_TRANSFORM,
|
|
SFX_WEAPON_HIT = 0x678,
|
|
SFX_HEART_PICKUP = 0x67A,
|
|
SFX_ITEM_PICKUP = 0x67C,
|
|
SFX_GOLD_PICKUP = 0x6A9,
|
|
};
|
|
|
|
#endif
|
|
|
|
#endif
|