| !Char Sound Type Enums | Sound ID | Volume | Delay | Reverb Vol | Volume Group | Notes | How To Trigger | ||||||||
| CHARSFX_RUN_GRASS_LEFT | SFXCHAR_GEN_Run_Grass_Left | 0.500 | 0.000 | 0.500 | 1 | In Game - CURRENTLY DISABLED (except for DK). Plays when the character steps on his left foot. | |||||||||
| CHARSFX_RUN_GRASS_RIGHT | SFXCHAR_GEN_Run_Grass_Right | 0.500 | 0.000 | 0.500 | 1 | In Game - CURRENTLY DISABLED (except for DK). Plays when the character steps on his left foot. | |||||||||
| CHARSFX_WALK_GRASS_LEFT | SFXCHAR_GEN_Walk_Grass_Left | 0.500 | 0.000 | 0.500 | 1 | Currently not used, but could be w/ new art/animation. Not put in because footstep sounds are disabled and the lack of walking actions for each character (most are running). | |||||||||
| CHARSFX_WALK_GRASS_RIGHT | SFXCHAR_GEN_Walk_Grass_Right | 0.500 | 0.000 | 0.500 | 1 | Currently not used, but could be w/ new art/animation. Not put in because footstep sounds are disabled and the lack of walking actions for each character (most are running). | |||||||||
| CHARSFX_LAND_GRASS | SFXCHAR_GEN_Land_Grass | 0.500 | 0.000 | 0.500 | 1 | In Game - Plays when the character lands on his feet. | |||||||||
| CHARSFX_SLIDE_GRASS | SFXCHAR_GEN_Slide_Grass | 0.500 | 0.000 | 0.500 | 1 | In Game - Grass sound effect that plays when the character does a slide tackle. | |||||||||
| CHARSFX_JUMP_GRASS | SFXCHAR_GEN_Jump_Grass | 0.500 | 0.000 | 0.500 | 1 | In Game - Plays when the character jumps. | |||||||||
| CHARSFX_TURN_GRASS | SFXCHAR_GEN_Turn_Grass | 0.300 | 0.000 | 0.500 | 1 | In Game - Plays when the turns 180 degrees. | |||||||||
| CHARSFX_KICK_ATTEMPT | SFXCHAR_GEN_Kick | 0.300 | 0.000 | 0.500 | 1 | In Game - Plays when the character attempts a kick - most apparent when a character misses a one-timer. | |||||||||
| CHARSFX_SHOT_WINDUP | SFXCHAR_GEN_Windup | 0.900 | 0.000 | 0.500 | 1 | In Game - Plays while the character charges up a shot. | |||||||||
| CHARSFX_HIT_REACT | SFXCHAR_GEN_GetHit | 0.500 | 0.000 | 0.500 | 1 | In Game - Thump sound effect that plays when the character gets hit. | |||||||||
| CHARSFX_BODYFALL_GRASS | SFXCHAR_GEN_Bodyfall_Grass | 0.500 | 0.000 | 0.500 | 1 | In Game - Plays when the character falls down. | |||||||||
| CHARSFX_BODYFALL_DUSTCLOUD | SFXCHAR_GEN_Bodyfall_DustCloud | 0.500 | 0.000 | 0.500 | 1 | Currently not used. | |||||||||
| CHARSFX_BODYFALL_BIG | SFXCHAR_GEN_BODYFALL_Big | 0.500 | 0.000 | 0.500 | 1 | In Game - Plays when the character falls down hard (after a bobomb explosion). | |||||||||
| CHARSFX_SUPER_KICK_WINDUP | SFXCHAR_GEN_Kick_Super | 0.500 | 0.000 | 0.500 | 1 | In Game - (Whoosh sound). Plays when the shoot to score meter appears. | |||||||||
| CHARSFX_BACK_FLIP | SFXCHAR_GEN_BackFlip | 0.300 | 0.000 | 0.500 | 1 | Currently not used. | |||||||||
| CHARSFX_INTERCEPT | SFXCHAR_GEN_Intercept | 0.500 | 0.000 | 0.500 | 1 | TO BE MOVED - Ball sound effect that plays when a pass is intercepted or a one-timer blocked. | |||||||||
| CHARSFX_DEKE_LEFT | SFXCHAR_GEN_Deek_Left | 0.300 | 0.000 | 0.500 | 1 | In Game - Plays when the character dekes left. Currently the same sound as Turn_Grass. | |||||||||
| CHARSFX_DEKE_RIGHT | SFXCHAR_GEN_Deek_Right | 0.300 | 0.000 | 0.500 | 1 | In Game - Plays when the character dekes right. Currently the same sound as Turn_Grass. | |||||||||
| CHARSFX_PWRUP_MUSH_IN_EFFECT | SFXPWRUP_MUSH_In_Effect | 0.850 | 0.000 | 0.500 | 1 | In Game - Looping sound effect which is attached to the character while the mushroom powerup is in effect. | |||||||||
| CHARSFX_PWRUP_STAR_IN_EFFECT | SFXPWRUP_STAR_In_Effect | 0.700 | 0.000 | 0.500 | 1 | In Game - Sound effect which is attached to the character while the star powerup is in effect. | |||||||||
| CHARSFX_SHELL_FREEZE_HIT | SFXCHAR_GEN_SHELL_FREEZE_Hit | 0.700 | 0.000 | 0.500 | 1 | In Game - Sound effect that plays when a freeze shell hits the character. | |||||||||
| CHARSFX_SHELL_FREEZE_END | SFXCHAR_GEN_SHELL_FREEZE_End | 0.700 | 0.000 | 0.500 | 1 | In Game - Sound effect that plays when a frozen character "breaks out". | |||||||||
| CHARSFX_EFFORTS_ATTACK_01 | SFXCHAR_HAM_EFFORTS_Attack_01 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Attack variation 1 - Randomized, plays when a character initiates a hard/slide tackle. Also plays for the goalie w/ the ball when he knocks away fielders and when he attacks a fielder in the middle of a shoot to score. | |||||||||
| CHARSFX_EFFORTS_ATTACK_02 | SFXCHAR_HAM_EFFORTS_Attack_02 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Attack variation 2 - Randomized, plays when a character initiates a hard/slide tackle. Also plays for the goalie w/ the ball when he knocks away fielders and when he attacks a fielder in the middle of a shoot to score. | |||||||||
| CHARSFX_EFFORTS_ATTACK_03 | SFXCHAR_HAM_EFFORTS_Attack_03 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Attack variation 3 - Randomized, plays when a character initiates a hard/slide tackle. Also plays for the goalie w/ the ball when he knocks away fielders and when he attacks a fielder in the middle of a shoot to score. | |||||||||
| CHARSFX_EFFORTS_HIT_01 | SFXCHAR_HAM_EFFORTS_Hit_01 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Hit variation 1 - Randomized, plays when a character gets hit/slides on banana. Also plays for the goalie when he makes some saves. | |||||||||
| CHARSFX_EFFORTS_HIT_02 | SFXCHAR_HAM_EFFORTS_Hit_02 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Hit variation 2 - Randomized, plays when a character gets hit/slides on banana. Also plays for the goalie when he makes some saves. | |||||||||
| CHARSFX_EFFORTS_HIT_03 | SFXCHAR_HAM_EFFORTS_Hit_03 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Hit variation 3 - Randomized, plays when a character gets hit/slides on banana. Also plays for the goalie when he makes some saves. | |||||||||
| CHARSFX_EFFORTS_PAIN_01 | SFXCHAR_HAM_EFFORTS_Pain_01 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Pain variation 1 - Randomized, plays when a character falls down to the ground (after getting hit). Also plays for the goalie when he gets hit with a shoot to score shot and when he is dejected. | |||||||||
| CHARSFX_EFFORTS_PAIN_02 | SFXCHAR_HAM_EFFORTS_Pain_02 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Pain variation 2 - Randomized, plays when a character falls down to the ground (after getting hit). Also plays for the goalie when he gets hit with a shoot to score shot and when he is dejected. | |||||||||
| CHARSFX_EFFORTS_PAIN_03 | SFXCHAR_HAM_EFFORTS_Pain_03 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Pain variation 3 - Randomized, plays when a character falls down to the ground (after getting hit). Also plays for the goalie when he gets hit with a shoot to score shot and when he is dejected. | |||||||||
| CHARSFX_EFFORTS_PAIN_04 | SFXCHAR_HAM_EFFORTS_Pain_04 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Pain variation 4 - Randomized, plays when a character falls down to the ground (after getting hit). Also plays for the goalie when he gets hit with a shoot to score shot and when he is dejected. | |||||||||
| CHARSFX_EFFORTS_PAIN_05 | SFXCHAR_HAM_EFFORTS_Pain_05 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Pain variation 5 - Randomized, plays when a character falls down to the ground (after getting hit). Also plays for the goalie when he gets hit with a shoot to score shot and when he is dejected. | |||||||||
| CHARSFX_EFFORTS_ELECTROCUTE_01 | SFXCHAR_GEN_EFFORTS_Electrocute_01 | 0.800 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Electrocution Pain variation 1 - Randomized, plays when a character gets hard tackled into the electric fence. | |||||||||
| CHARSFX_EFFORTS_ELECTROCUTE_02 | SFXCHAR_GEN_EFFORTS_Electrocute_02 | 0.800 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Electrocution Pain variation 2 - Randomized, plays when a character gets hard tackled into the electric fence. | |||||||||
| CHARSFX_EFFORTS_ELECTROCUTE_03 | SFXCHAR_GEN_EFFORTS_Electrocute_03 | 0.800 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Electrocution Pain variation 3 - Randomized, plays when a character gets hard tackled into the electric fence. | |||||||||
| CHARSFX_EFFORTS_EXERT_01 | SFXCHAR_GEN_EFFORTS_Exert_01 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Exertion variation 1 - Randomized, plays when a character is about to exert force (kicking the ball, jumping, etc.). Also plays for the goalie when he jumps to make saves. | |||||||||
| CHARSFX_EFFORTS_EXERT_02 | SFXCHAR_GEN_EFFORTS_Exert_02 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Exertion variation 2 - Randomized, plays when a character is about to exert force (kicking the ball, jumping, etc.). Also plays for the goalie when he jumps to make saves. | |||||||||
| CHARSFX_EFFORTS_EXERT_03 | SFXCHAR_GEN_EFFORTS_Exert_03 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Exertion variation 3 - Randomized, plays when a character is about to exert force (kicking the ball, jumping, etc.). Also plays for the goalie when he jumps to make saves. | |||||||||
| CHARSFX_EFFORTS_DAZED | SFXBALL_Chest | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Plays when the character is dazed/has stars over his head (goalie: from tough shots, fielders: from chain chomp/dazing powerups). | |||||||||
| CHARSFX_EFFORTS_HEAD_SHAKE | SFXBALL_Chest | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - GOALIE ONLY. Plays when the goalie shakes his head to clear the dazed status (stars over his head). | |||||||||
| CHARSFX_CALL_HEY_01 | SFXCHAR_HAM_CALL_Hey_01 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Hey variation 1 - Randomized, plays when a character waves for a pass. | |||||||||
| CHARSFX_CALL_HEY_02 | SFXCHAR_HAM_CALL_Hey_02 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Hey variation 2 - Randomized, plays when a character waves for a pass. | |||||||||
| CHARSFX_CALL_WO_01 | SFXCHAR_HAM_CALL_Wo_01 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Wo variation 1 - Randomized, plays when a character waves for a pass. | |||||||||
| CHARSFX_CALL_WO_02 | SFXCHAR_HAM_CALL_Wo_02 | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - Wo variation 2 - Randomized, plays when a character waves for a pass. | |||||||||
| CHARSFX_BREATH_WITH_BALL | SFXBALL_Chest | 0.500 | 0.000 | 0.500 | 4 | In Game (Dialogue) - DK ONLY. Plays while DK has the ball. | |||||||||
| CHARSFX_DAZED | SFXCHAR_GEN_Dazed | 0.500 | 0.000 | 0.500 | 1 | In Game (Dialogue) - NON-GOALIE ONLY. Plays when the fielder shakes his head to clear the dazed status (stars over his head). This should be consolidated into CHARSFX_EFFORTS_DAZED | |||||||||
| CHARSFX_ELECTROCUTED | SFXSTAD_GEN_Electrocute | 0.500 | 0.000 | 0.500 | 1 | In Game - Sound effect that plays while the character is being electrocuted. | |||||||||
| CHARSFX_SWISH_UP_01 | SFXCHAR_GEN_Swish_Up_01 | 0.500 | 0.000 | 0.500 | 1 | Currently not in the game yet. Supposed to be randomized variations for character limb movements (such as kick attempts) | |||||||||
| CHARSFX_SWISH_UP_02 | SFXCHAR_GEN_Swish_Up_02 | 0.500 | 0.000 | 0.500 | 1 | Currently not in the game yet. Supposed to be randomized variations for character limb movements (such as kick attempts) | |||||||||
| CHARSFX_SWISH_UP_03 | SFXCHAR_GEN_Swish_Up_03 | 0.500 | 0.000 | 0.500 | 1 | Currently not in the game yet. Supposed to be randomized variations for character limb movements (such as kick attempts) | |||||||||
| CHARSFX_SWISH_DOWN_01 | SFXCHAR_GEN_Swish_Down_01 | 0.500 | 0.000 | 0.500 | 1 | Currently not in the game yet. Supposed to be randomized variations for character limb movements (such as kick attempts) | |||||||||
| CHARSFX_SWISH_DOWN_02 | SFXCHAR_GEN_Swish_Dn_02 | 0.500 | 0.000 | 0.500 | 1 | Currently not in the game yet. Supposed to be randomized variations for character limb movements (such as kick attempts) | |||||||||
| CHARSFX_SWISH_DOWN_03 | SFXCHAR_GEN_Swish_Dn_03 | 0.500 | 0.000 | 0.500 | 1 | Currently not in the game yet. Supposed to be randomized variations for character limb movements (such as kick attempts) | |||||||||
| CHARSFX_GEN_STOS_JUMP | SFXCHAR_GEN_StoS_Jump | 0.700 | 0.000 | 0.500 | 1 | In Game - (Airplane sound). Plays when the shoot to score sequence is initiated. | |||||||||