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			59 lines
		
	
	
		
			No EOL
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			No EOL
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #ifndef LUIGI_SOUNDS_H
 | |
| #define LUIGI_SOUNDS_H
 | |
| 
 | |
| /* Luigi Sound Effects */
 | |
| // A random number 0-2 is added to the sound ID before playing, producing Yah/Wah/Hoo
 | |
| #define SOUND_LUIGI_YAH_WAH_HOO                 SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x00, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_HOOHOO                      SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x03, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_YAHOO                       SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x04, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_UH                          SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x05, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
 | |
| #define SOUND_LUIGI_HRMM                        SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x06, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
 | |
| #define SOUND_LUIGI_WAH2                        SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x07, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
 | |
| #define SOUND_LUIGI_WHOA                        SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x08, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
 | |
| #define SOUND_LUIGI_EEUH                        SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x09, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
 | |
| #define SOUND_LUIGI_ATTACKED                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0A, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_OOOF                        SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_OOOF2                       SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0B, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_HERE_WE_GO                  SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_YAWNING                     SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_SNORING1                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0E, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_SNORING2                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x0F, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_WAAAOOOW                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x10, 0xC0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_HAHA                        SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x11, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_HAHA_2                      SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x11, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_UH2                         SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x13, 0xD0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_UH2_2                       SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x13, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_ON_FIRE                     SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x14, 0xA0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_DYING                       SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x15, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
 | |
| #define SOUND_LUIGI_PANTING_COLD                SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x16, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| 
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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(SOUND_BANK_LUIGI_VOICE, 0x18, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| 
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| #define SOUND_LUIGI_COUGHING1                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_COUGHING2                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1C, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_COUGHING3                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1D, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_PUNCH_YAH                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1E, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_PUNCH_HOO                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x1F, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_MAMA_MIA                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x20, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_OKEY_DOKEY                  SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x21, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_NO_VOLUME_LOSS | SOUND_CONSTANT_FREQUENCY | SOUND_DISCRETE)
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| #define SOUND_LUIGI_GROUND_POUND_WAH            SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x22, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_DROWNING                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x23, 0xF0, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_PUNCH_WAH                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x24, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| 
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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(SOUND_BANK_LUIGI_VOICE, 0x2B, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| 
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| #define SOUND_LUIGI_DOH                         SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x30, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_GAME_OVER                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x31, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_HELLO                       SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x32, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_PRESS_START_TO_PLAY         SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x33, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_NO_ECHO | SOUND_DISCRETE)
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| #define SOUND_LUIGI_TWIRL_BOUNCE                SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x34, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_SNORING3                    SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x35, 0x00, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_SO_LONGA_BOWSER             SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x36, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| #define SOUND_LUIGI_IMA_TIRED                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x37, 0x80, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| 
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| #define SOUND_LUIGI_LETS_A_GO                   SOUND_ARG_LOAD(SOUND_BANK_LUIGI_VOICE, 0x38, 0xFF, SOUND_NO_PRIORITY_LOSS | SOUND_DISCRETE)
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| 
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| #endif // LUIGI_SOUNDS_H
 | 
