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			57 lines
		
	
	
		
			No EOL
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			No EOL
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef LUIGI_AUDIO_DEFINES_H
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#define LUIGI_AUDIO_DEFINES_H
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/* Mario Sound Effects */
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// A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
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#define SOUND_LUIGI_YAH_WAH_HOO      SOUND_ARG_LOAD(0x0A, 4, 0x00, 0x80, 8)
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#define SOUND_LUIGI_HOOHOO           SOUND_ARG_LOAD(0x0A, 4, 0x03, 0x80, 8)
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#define SOUND_LUIGI_YAHOO            SOUND_ARG_LOAD(0x0A, 4, 0x04, 0x80, 8)
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#define SOUND_LUIGI_UH               SOUND_ARG_LOAD(0x0A, 4, 0x05, 0x80, 8)
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#define SOUND_LUIGI_HRMM             SOUND_ARG_LOAD(0x0A, 4, 0x06, 0x80, 8)
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#define SOUND_LUIGI_WAH2             SOUND_ARG_LOAD(0x0A, 4, 0x07, 0x80, 8)
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#define SOUND_LUIGI_WHOA             SOUND_ARG_LOAD(0x0A, 4, 0x08, 0xC0, 8)
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#define SOUND_LUIGI_EEUH             SOUND_ARG_LOAD(0x0A, 4, 0x09, 0x80, 8)
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#define SOUND_LUIGI_ATTACKED         SOUND_ARG_LOAD(0x0A, 4, 0x0A, 0xFF, 8)
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#define SOUND_LUIGI_OOOF             SOUND_ARG_LOAD(0x0A, 4, 0x0B, 0x80, 8)
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#define SOUND_LUIGI_OOOF2            SOUND_ARG_LOAD(0x0A, 4, 0x0B, 0xD0, 8)
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#define SOUND_LUIGI_HERE_WE_GO       SOUND_ARG_LOAD(0x0A, 4, 0x0C, 0x80, 8)
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#define SOUND_LUIGI_YAWNING          SOUND_ARG_LOAD(0x0A, 4, 0x0D, 0x80, 8)
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#define SOUND_LUIGI_SNORING1         SOUND_ARG_LOAD(0x0A, 4, 0x0E, 0x80, 8)
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#define SOUND_LUIGI_SNORING2         SOUND_ARG_LOAD(0x0A, 4, 0x0F, 0x80, 8)
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#define SOUND_LUIGI_WAAAOOOW         SOUND_ARG_LOAD(0x0A, 4, 0x10, 0xC0, 8)
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#define SOUND_LUIGI_HAHA             SOUND_ARG_LOAD(0x0A, 4, 0x11, 0x80, 8)
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#define SOUND_LUIGI_HAHA_2           SOUND_ARG_LOAD(0x0A, 4, 0x11, 0xF0, 8)
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#define SOUND_LUIGI_UH2              SOUND_ARG_LOAD(0x0A, 4, 0x13, 0xD0, 8)
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#define SOUND_LUIGI_UH2_2            SOUND_ARG_LOAD(0x0A, 4, 0x13, 0x80, 8)
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#define SOUND_LUIGI_ON_FIRE          SOUND_ARG_LOAD(0x0A, 4, 0x14, 0xA0, 8)
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#define SOUND_LUIGI_DYING            SOUND_ARG_LOAD(0x0A, 4, 0x15, 0xFF, 8)
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#define SOUND_LUIGI_PANTING_COLD     SOUND_ARG_LOAD(0x0A, 4, 0x16, 0x80, 8)
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// A random number 0-2 is added to the sound ID before playing
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#define SOUND_LUIGI_PANTING                     SOUND_ARG_LOAD(0x0A, 4, 0x18, 0x80, 8)
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#define SOUND_LUIGI_COUGHING1                   SOUND_ARG_LOAD(0x0A, 4, 0x1B, 0x80, 8)
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#define SOUND_LUIGI_COUGHING2                   SOUND_ARG_LOAD(0x0A, 4, 0x1C, 0x80, 8)
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#define SOUND_LUIGI_COUGHING3                   SOUND_ARG_LOAD(0x0A, 4, 0x1D, 0x80, 8)
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#define SOUND_LUIGI_PUNCH_YAH                   SOUND_ARG_LOAD(0x0A, 4, 0x1E, 0x80, 8)
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#define SOUND_LUIGI_PUNCH_HOO                   SOUND_ARG_LOAD(0x0A, 4, 0x1F, 0x80, 8)
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#define SOUND_LUIGI_MAMA_MIA                    SOUND_ARG_LOAD(0x0A, 4, 0x20, 0x80, 8)
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//#define SOUND_LUIGI_OKEY_DOKEY                  0x2021
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#define SOUND_LUIGI_GROUND_POUND_WAH            SOUND_ARG_LOAD(0x0A, 4, 0x22, 0x80, 8)
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#define SOUND_LUIGI_DROWNING                    SOUND_ARG_LOAD(0x0A, 4, 0x23, 0xF0, 8)
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#define SOUND_LUIGI_PUNCH_WAH                   SOUND_ARG_LOAD(0x0A, 4, 0x24, 0x80, 8)
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// A random number 0-4 is added to the sound ID before playing, producing one of
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// Yahoo! (60% chance), Waha! (20%), or Yippee! (20%).
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#define SOUND_LUIGI_YAHOO_WAHA_YIPPEE           SOUND_ARG_LOAD(0x0A, 4, 0x2B, 0x80, 8)
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#define SOUND_LUIGI_DOH                         SOUND_ARG_LOAD(0x0A, 4, 0x30, 0x80, 8)
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#define SOUND_LUIGI_GAME_OVER                   SOUND_ARG_LOAD(0x0A, 4, 0x31, 0xFF, 8)
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#define SOUND_LUIGI_HELLO                       SOUND_ARG_LOAD(0x0A, 4, 0x32, 0xFF, 8)
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#define SOUND_LUIGI_PRESS_START_TO_PLAY         SOUND_ARG_LOAD(0x0A, 4, 0x33, 0xFF, 0xA)
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#define SOUND_LUIGI_TWIRL_BOUNCE                SOUND_ARG_LOAD(0x0A, 4, 0x34, 0x80, 8)
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#define SOUND_LUIGI_SNORING3                    SOUND_ARG_LOAD(0x0A, 4, 0x35, 0xFF, 8)
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#define SOUND_LUIGI_SO_LONGA_BOWSER             SOUND_ARG_LOAD(0x0A, 4, 0x36, 0x80, 8)
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#define SOUND_LUIGI_IMA_TIRED                   SOUND_ARG_LOAD(0x0A, 4, 0x37, 0x80, 8)
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#endif // LUIGI_AUDIO_DEFINES_H
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