List of Sound Effects: Difference between revisions
More additions and corrections |
A few more identified sounds, filling out map/scene examples, updating Event Sub SE to match newer SkyTemple versions |
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| Line 409: | Line 409: | ||
|SE_NUM_EFF_DEFENCE_UP | |SE_NUM_EFF_DEFENCE_UP | ||
|P01P04A | |P01P04A | ||
| | |s30a0701 | ||
|Defense up. | |Defense up. | ||
|- | |- | ||
| Line 430: | Line 430: | ||
|SE_NUM_EFF_DEFENCE_DOWN | |SE_NUM_EFF_DEFENCE_DOWN | ||
|P01P04A | |P01P04A | ||
| | |s30a0701 | ||
|Defense lowered. | |Defense lowered. | ||
|- | |- | ||
| Line 893: | Line 893: | ||
|0x50B | |0x50B | ||
|SE_NUM_EFF_STRENGTH_UP | |SE_NUM_EFF_STRENGTH_UP | ||
| | |Swagger. | ||
|- | |- | ||
|1292 | |1292 | ||
|0x50C | |0x50C | ||
|SE_NUM_EFF_TOBIGERI | |SE_NUM_EFF_TOBIGERI | ||
| | |(Hi) Jump Kick, Low Kick, Double/Triple Kick and Rolling Kick. | ||
|- | |- | ||
|1293 | |1293 | ||
| Line 938: | Line 938: | ||
|0x514 | |0x514 | ||
|SE_NUM_EFF_AURORA | |SE_NUM_EFF_AURORA | ||
| | |Aurora Beam. | ||
|- | |- | ||
|1301 | |1301 | ||
| Line 1,327: | Line 1,327: | ||
|0x806 | |0x806 | ||
|SE_NUM_EFF_DENJIFUYUU | |SE_NUM_EFF_DENJIFUYUU | ||
|Magnet Rise. | |Magnet Rise. Identical to the sound used by Croagunk's Swap Shop (#8718). | ||
|- | |- | ||
|2055 | |2055 | ||
| Line 1,347: | Line 1,347: | ||
|0x80A | |0x80A | ||
|SE_NUM_EFF_DOUBLE_ATTACK | |SE_NUM_EFF_DOUBLE_ATTACK | ||
| | |Double Hit. | ||
|- | |- | ||
|2059 | |2059 | ||
| Line 2,099: | Line 2,099: | ||
|0xC1A | |0xC1A | ||
|SE_NUM_EFF_ANGEL_KISS | |SE_NUM_EFF_ANGEL_KISS | ||
| | |Sweet Kiss. | ||
|- | |- | ||
|3099 | |3099 | ||
| Line 2,794: | Line 2,794: | ||
|0x110C | |0x110C | ||
|SE_NUM_EFF_SUN | |SE_NUM_EFF_SUN | ||
| | |Morning Sun. | ||
|- | |- | ||
|4365 | |4365 | ||
| Line 3,058: | Line 3,058: | ||
|None | |None | ||
|None | |None | ||
|Stomach growling | |Stomach growling (Belly warning). Identical to the cutscene sound (#8720). | ||
|- | |- | ||
|4868 | |4868 | ||
| Line 3,255: | Line 3,255: | ||
|0x1402 | |0x1402 | ||
|SE_NUM_EVENT_MOTION_WING_01 | |SE_NUM_EVENT_MOTION_WING_01 | ||
| | |G01P03A | ||
| | |m02a0302 | ||
|Chatot flapping his wings. | |Chatot flapping his wings. | ||
|- | |- | ||
| Line 3,262: | Line 3,262: | ||
|0x1403 | |0x1403 | ||
|SE_NUM_EVENT_EFF_BELL_01 | |SE_NUM_EVENT_EFF_BELL_01 | ||
| | |G01P06B | ||
| | |m04a0301 | ||
|Chimecho's | |Chimecho's bell. | ||
|- | |- | ||
|5124 | |5124 | ||
| Line 3,332: | Line 3,332: | ||
|0x140D | |0x140D | ||
|SE_NUM_EVENT_EFF_JIKUU_MEMAI | |SE_NUM_EVENT_EFF_JIKUU_MEMAI | ||
| | |T01P01A | ||
| | |m03a0401 | ||
|Dimensional Scream beginning, getting dizzy. | |Dimensional Scream beginning, getting dizzy. "Jikuu Memai" is the Japanese name for the Scream. | ||
|- | |- | ||
|5134 | |5134 | ||
| Line 3,341: | Line 3,341: | ||
|None | |None | ||
|None | |None | ||
|(Loop) Dimensional Scream beginning, getting dizzy. | |(Loop) Dimensional Scream beginning, getting dizzy. Does not appear to be used in favor of the unlooped version. | ||
|- | |- | ||
|5135 | |5135 | ||
| Line 3,353: | Line 3,353: | ||
|0x1410 | |0x1410 | ||
|SE_NUM_EVENT_EFF_WIPE_01 | |SE_NUM_EVENT_EFF_WIPE_01 | ||
| | |D31P41A | ||
| | |s01p0604 | ||
| | |The main boss wipe sound. Most commonly called along with its effect by using <code>CallCommon(CORO_BOSS_WIPE_FUNC);</code>, but it does see separate use as well like in the script example. | ||
|- | |- | ||
|5137 | |5137 | ||
| Line 3,362: | Line 3,362: | ||
|G01P04A | |G01P04A | ||
|m11a0201 | |m11a0201 | ||
|(Loop) Clapping, used with actor SetEffect( | |(Loop) Clapping, used with actor <code>SetEffect(EFFECT_JOYOUS, 3);</code>. Only used in first Dusknoir scene at the guild. | ||
|- | |- | ||
|5138 | |5138 | ||
|0x1412 | |0x1412 | ||
|SE_NUM_EVENT_MOTION_CLAP_02_L | |SE_NUM_EVENT_MOTION_CLAP_02_L | ||
| | |G01P04A | ||
| | |c00a0501 | ||
|(Loop) Big cheering! Usually used with actor execute <code>ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0);</code> or <code>SetEffect( | |(Loop) Big cheering/clapping! Usually used with actor execute <code>ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0);</code> or <code>SetEffect(EFFECT_JOYOUS, 3);</code> | ||
|- | |- | ||
|5139 | |5139 | ||
|0x1413 | |0x1413 | ||
|SE_NUM_EVENT_EFF_JIKUU_WIPE_02 | |SE_NUM_EVENT_EFF_JIKUU_WIPE_02 | ||
| | |P03P01A | ||
| | |m09d0614 | ||
|Dimensional Scream end. | |Dimensional Scream end. | ||
|- | |- | ||
| Line 3,402: | Line 3,402: | ||
|0x1417 | |0x1417 | ||
|SE_NUM_EVENT_EFF_FLASH_HEAVY | |SE_NUM_EVENT_EFF_FLASH_HEAVY | ||
| | |D01P41A | ||
| | |m01a0401 | ||
| | |Screen flash sound used a few times right before a boss fight wipe. | ||
|- | |- | ||
|5144 | |5144 | ||
| Line 3,517: | Line 3,517: | ||
|0x190E | |0x190E | ||
|SE_NUM_EVENT_MAIN03_SLEEP_01 | |SE_NUM_EVENT_MAIN03_SLEEP_01 | ||
| | |T01P01A | ||
| | |m03a0401 | ||
|Drowzee | |Drowzee accidentally bumping into the hero. Also used by Diglett popping up in two scenes (m21a0101 for example). | ||
|- | |- | ||
|6415 | |6415 | ||
| Line 3,545: | Line 3,545: | ||
|0x1912 | |0x1912 | ||
|SE_NUM_EVENT_MAIN03_JIBACOIL | |SE_NUM_EVENT_MAIN03_JIBACOIL | ||
| | |D03P11A | ||
| | |m03a1002 | ||
|Magnezone police. | |Magnezone police. | ||
|- | |- | ||
| Line 3,554: | Line 3,554: | ||
|None | |None | ||
|None | |None | ||
| | |"Kuufuku" translates to empty stomach; this and its position suggests it was intended for the post-Waterfall Cave scene at the guild. Appears to be unused. | ||
|- | |- | ||
|6420 | |6420 | ||
|0x1914 | |0x1914 | ||
|SE_NUM_EVENT_MAIN03_JUPUTORU_01_L | |SE_NUM_EVENT_MAIN03_JUPUTORU_01_L | ||
| | |V03P11A | ||
| | |m03a1310 | ||
|(Loop) Grovyle running. | |(Loop) Grovyle running. | ||
|- | |- | ||
| Line 3,566: | Line 3,566: | ||
|0x1915 | |0x1915 | ||
|SE_NUM_EVENT_MAIN03_JUPUTORU_02 | |SE_NUM_EVENT_MAIN03_JUPUTORU_02 | ||
| | |V03P11A | ||
| | |m03a1312 | ||
|Grovyle dashing. | |Grovyle dashing. | ||
|- | |- | ||
| Line 3,573: | Line 3,573: | ||
|0x1916 | |0x1916 | ||
|SE_NUM_EVENT_MAIN04_DIGDA | |SE_NUM_EVENT_MAIN04_DIGDA | ||
| | |G01P04A | ||
| | |m04a0101 | ||
|Diglett | |Diglett digging and leaving. | ||
|- | |- | ||
|6423 | |6423 | ||
| Line 4,818: | Line 4,818: | ||
|0x2206 | |0x2206 | ||
|SE_NUM_EVENT_MOTION_ITEM | |SE_NUM_EVENT_MOTION_ITEM | ||
| | |D01P41A | ||
| | |m01a0701 | ||
|Giving an item. Used in many scenes. | |Giving/picking up an item. Used in many scenes. | ||
|- | |- | ||
|8711 | |8711 | ||
|0x2207 | |0x2207 | ||
|SE_NUM_EVENT_MOTION_DOOR | |SE_NUM_EVENT_MOTION_DOOR | ||
| | |G01P04A | ||
| | |m02a0202 | ||
|Wigglytuff's door opening (such as in Chapter 2). | |Wigglytuff's door opening (such as in Chapter 2). | ||
|- | |- | ||
| Line 4,839: | Line 4,839: | ||
|0x2209 | |0x2209 | ||
|SE_NUM_DUN_MOTION_MONEY | |SE_NUM_DUN_MOTION_MONEY | ||
| | |G01P03A | ||
| | |m02a1001 | ||
|Collecting coins. | |Collecting coins. Only used during Chatot's tax scene and Bidoof looking at his coins in SE1. | ||
|- | |- | ||
|8714 | |8714 | ||
| Line 4,875: | Line 4,875: | ||
|SE_NUM_DUN_EFF_DENJIFUYUU | |SE_NUM_DUN_EFF_DENJIFUYUU | ||
|G01P04A | |G01P04A | ||
| | |enter05 | ||
|Swap Shop. | |Croagunk's Swap Shop cauldron swapping an Exclusive Item. | ||
|- | |- | ||
|8719 | |8719 | ||
| Line 4,890: | Line 4,890: | ||
|G01P03A | |G01P03A | ||
|m03a1203 | |m03a1203 | ||
|Belly/Hungry, often used with actor effect <code>SetEffect( | |Belly/Hungry, often used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>. Identical to the dungeon sound (#4867). | ||
|- | |- | ||
|8721 | |8721 | ||
| Line 4,919: | Line 4,919: | ||
|0x2301 | |0x2301 | ||
|SE_NUM_EVENT_SIGN_ASE_01 | |SE_NUM_EVENT_SIGN_ASE_01 | ||
| | |G01P03A | ||
| | |m02a0108 | ||
|Sweat drop sound, to be used with actor effect <code>SetEffect( | |Sweat drop sound, to be used with actor effect <code>SetEffect(EFFECT_SWEAT_DROP, 3);</code> This sound is intended for the '''slow drop from the side'''. | ||
|- | |- | ||
|8962 | |8962 | ||
|0x2302 | |0x2302 | ||
|SE_NUM_EVENT_SIGN_HATENA_02 | |SE_NUM_EVENT_SIGN_HATENA_02 | ||
| | |G01P03A | ||
| | |m02a0108 | ||
|Question. Confused. Wondering. To be used with actor effect <code>SetEffect( | |Question. Confused. Wondering. To be used with actor effect <code>SetEffect(EFFECT_QUESTION_MARK, 3);</code> | ||
|- | |- | ||
|8963 | |8963 | ||
|0x2303 | |0x2303 | ||
|SE_NUM_EVENT_SIGN_HATENA_03 | |SE_NUM_EVENT_SIGN_HATENA_03 | ||
| | |D05P31A | ||
| | |m07a0701 | ||
|Doubled version of #8962. | |Doubled version of #8962. Usually used for looking around along with <code>ExecuteCommon(CORO_LOOK_AROUND_FUNC_SERIES, 0);</code> or simply manually, but it is also used for questioning (s03p2003). | ||
|- | |- | ||
|8964 | |8964 | ||
|0x2304 | |0x2304 | ||
|SE_NUM_EVENT_SIGN_NOTICE_01 | |SE_NUM_EVENT_SIGN_NOTICE_01 | ||
| | |D01P41A | ||
| | |m01a0401 | ||
|Exclamation mark. | |Exclamation mark. Usually used in a "surprised!" context, with some exceptions. To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> | ||
|- | |- | ||
|8965 | |8965 | ||
|0x2305 | |0x2305 | ||
|SE_NUM_EVENT_SIGN_NOTICE_02 | |SE_NUM_EVENT_SIGN_NOTICE_02 | ||
| | |G01P01C | ||
| | |m11a0303 | ||
| | |Higher pitched; idea! Noticed something! To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> | ||
|- | |- | ||
|8966 | |8966 | ||
|0x2306 | |0x2306 | ||
|SE_NUM_EVENT_SIGN_NOTICE_03 | |SE_NUM_EVENT_SIGN_NOTICE_03 | ||
| | |G01P03A | ||
| | |m03a0506 | ||
|Making a discovery. | |Making a discovery. | ||
|- | |- | ||
| Line 4,961: | Line 4,961: | ||
|0x2307 | |0x2307 | ||
|SE_NUM_EVENT_SIGN_NOTICE_04 | |SE_NUM_EVENT_SIGN_NOTICE_04 | ||
| | |D10P21A | ||
| | |m10a0701 | ||
|Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect <code>SetEffect( | |Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> or <code>SetEffect(EFFECT_SHOCKED, 3);</code>. Sometimes used in a negative context (m03a0801). | ||
|- | |- | ||
|8968 | |8968 | ||
|0x2308 | |0x2308 | ||
|SE_NUM_EVENT_SIGN_SHOCK_01 | |SE_NUM_EVENT_SIGN_SHOCK_01 | ||
| | |D01P41A | ||
| | |m01a0401 | ||
|Shocked! To be used with actor effect <code>SetEffect( | |Shocked! To be used with actor effect <code>SetEffect(EFFECT_SHOCKED, 3);</code> or <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3); | ||
|- | |- | ||
|8969 | |8969 | ||
| Line 4,982: | Line 4,982: | ||
|0x230A | |0x230A | ||
|SE_NUM_EVENT_SIGN_ANGER_01 | |SE_NUM_EVENT_SIGN_ANGER_01 | ||
| | |T01P02A | ||
| | |m12a0601 | ||
|Loudred | |Loudred's wake-up call. Also used as a general "very angry" sound. It's a doubled version of #8971. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>, rarely with actor effect <code>SetEffect(EFFECT_ANGRY, 3);</code> (m13a0101) | ||
|- | |- | ||
|8971 | |8971 | ||
|0x230B | |0x230B | ||
|SE_NUM_EVENT_SIGN_ANGER_02 | |SE_NUM_EVENT_SIGN_ANGER_02 | ||
| | |G01P03A | ||
| | |m02a0302 | ||
|Angry, used with actor effect <code>SetEffect( | |Angry, used with actor effect <code>SetEffect(EFFECT_ANGRY, 3);</code> or <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>. | ||
|- | |- | ||
|8972 | |8972 | ||
|0x230C | |0x230C | ||
|SE_NUM_EVENT_SIGN_TENSION_01 | |SE_NUM_EVENT_SIGN_TENSION_01 | ||
| | |G01P03A | ||
| | |m02a0108 | ||
|Sweat drop, being surprised, "stunned" sort of sound, used with actor effect <code>SetEffect( | |Sweat drop, being surprised, "stunned" sort of sound, used with actor effect <code>SetEffect(EFFECT_SWEAT_DROPS_FROM_BOTH_SIDES_MEDIUM, 3);</code>. Intended for the '''multiple small drops'''. | ||
|- | |- | ||
|8973 | |8973 | ||
|0x230D | |0x230D | ||
|SE_NUM_EVENT_SIGN_SHOCK_03 | |SE_NUM_EVENT_SIGN_SHOCK_03 | ||
| | |G01P04A | ||
| | |m08a0503 | ||
| | |Surprised? Being found out? Used with <code>SetEffect(EFFECT_SHOCKED, 3);</code>, <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3);</code> or <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> depending on the character. | ||
|- | |- | ||
|8974 | |8974 | ||
|0x230E | |0x230E | ||
|SE_NUM_EVENT_MOTION_JUNP_01 | |SE_NUM_EVENT_MOTION_JUNP_01 | ||
| | |G01P04A | ||
| | |m05a0705 | ||
|Surprised short jump, to be used with actor execute common: <code>ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)</code> | |Surprised short jump, to be used with actor execute common: <code>ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)</code> | ||
|- | |- | ||
| Line 5,017: | Line 5,017: | ||
|0x230F | |0x230F | ||
|SE_NUM_EVENT_MOTION_JUNP_02 | |SE_NUM_EVENT_MOTION_JUNP_02 | ||
| | |P19P02A | ||
| | |n02a1002 | ||
| | |Excited double short jump! Also used for emphasis and sometimes anger. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>. '''Despite the name, this execute common is often not used in angry context!''' | ||
|- | |- | ||
|8976 | |8976 | ||
| Line 5,038: | Line 5,038: | ||
|0x2312 | |0x2312 | ||
|SE_NUM_EVENT_SIGN_NOTICE_05 | |SE_NUM_EVENT_SIGN_NOTICE_05 | ||
| | |G01P03A | ||
| | |m02a0108 | ||
|Being noticed, "Hey!". To be used with actor effect <code>SetEffect( | |Being noticed, "Hey!". To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> or <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);</code> | ||
|- | |- | ||
|8979 | |8979 | ||
| Line 5,321: | Line 5,321: | ||
|SE_NUM_EV_S03_TOUCH | |SE_NUM_EV_S03_TOUCH | ||
|P19P01A | |P19P01A | ||
| | |n03a0401 | ||
|(Loop) Igglybuff "hitting" the Kangaskhan Rock. | |(Loop) Igglybuff "hitting" the Kangaskhan Rock. | ||
|- | |- | ||