| !World Sound Type Enums | Sound ID | Volume | Delay | Reverb Vol | Volume Group | Notes | How To Trigger | |||||||
| PWRUPSFX_GEN_ACQUIRE | SFXPWRUP_GEN_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Not in the game. Generic Powerup Acquire Sound that plays when a powerup is acquired. This shouldn't ever play - should be overriden by the specific powerup's Acquire sound. | ||||||||
| PWRUPSFX_SHELL_GEN_ACTIVATE | SFXPWRUP_SHELL_GEN_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Not in the game. Plays when a generic shell powerup is activated. This shouldn't ever play - should be overriden by the specific shell's Activate sound. | ||||||||
| PWRUPSFX_SHELL_GEN_MOVE | SFXPWRUP_SHELL_GEN_Move | 0.400 | 0.000 | 0.500 | 1 | In Game (Powerups) - Not in the game. Plays when a generic shell powerup is moving. This shouldn't ever play - should be overriden by the specific shell's Move sound. | ||||||||
| PWRUPSFX_SHELL_GEN_HIT | SFXPWRUP_SHELL_GEN_Hit | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Not in the game. Plays when a generic shell powerup hits destroys itself (non explosion) or hits a fielder. This shouldn't ever play - should be overriden by the specific shell's Hit sound. | ||||||||
| PWRUPSFX_SHELL_GEN_BOUNCE | SFXPWRUP_SHELL_GEN_Bounce | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Not in the game. Plays when a generic shell powerup bounces off the force field.. This shouldn't ever play - should be overriden by the specific shell's Bounce sound. | ||||||||
| PWRUPSFX_SHELL_RED_ACQUIRE | SFXPWRUP_SHELL_RED_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a red shell powerup is acquired. | ||||||||
| PWRUPSFX_SHELL_RED_ACTIVATE | SFXPWRUP_SHELL_RED_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a red shell powerup is activated. | ||||||||
| PWRUPSFX_SHELL_RED_MOVE | SFXPWRUP_SHELL_RED_Move | 0.400 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays while a red shell powerup is moving. DISABLED until we find a good way to represent this with multiple shells. | ||||||||
| PWRUPSFX_SHELL_RED_HIT | SFXPWRUP_SHELL_RED_Hit | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a red shell powerup destroys itself (non-explosion) or hits a fielder. | ||||||||
| PWRUPSFX_SHELL_RED_BOUNCE | SFXPWRUP_SHELL_RED_Bounce | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a red shell powerup bounces off the force field. | ||||||||
| PWRUPSFX_SHELL_GREEN_ACQUIRE | SFXPWRUP_SHELL_GREEN_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a green shell powerup is acquired. | ||||||||
| PWRUPSFX_SHELL_GREEN_ACTIVATE | SFXPWRUP_SHELL_GREEN_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a green shell powerup is activated. | ||||||||
| PWRUPSFX_SHELL_GREEN_MOVE | SFXPWRUP_SHELL_GREEN_Move | 0.400 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays while a green shell powerup is moving. DISABLED until we find a good way to represent this with multiple shells. | ||||||||
| PWRUPSFX_SHELL_GREEN_HIT | SFXPWRUP_SHELL_GREEN_Hit | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a green shell powerup destroys itself (non-explosion) or hits a fielder. | ||||||||
| PWRUPSFX_SHELL_GREEN_BOUNCE | SFXPWRUP_SHELL_GREEN_Bounce | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a green shell powerup bounces off the force field. | ||||||||
| PWRUPSFX_SHELL_FREEZE_ACQUIRE | SFXPWRUP_SHELL_FREEZE_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a freeze shell powerup is acquired. | ||||||||
| PWRUPSFX_SHELL_FREEZE_ACTIVATE | SFXPWRUP_SHELL_FREEZE_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a freeze shell powerup is activated. | ||||||||
| PWRUPSFX_SHELL_FREEZE_MOVE | SFXPWRUP_SHELL_FREEZE_Move | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays while a freeze shell powerup is moving. DISABLED until we find a good way to represent this with multiple shells. | ||||||||
| PWRUPSFX_SHELL_FREEZE_HIT | SFXPWRUP_SHELL_FREEZE_Hit | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a freeze shell powerup destroys itself (non-explosion) or hits a fielder. | ||||||||
| PWRUPSFX_SHELL_FREEZE_BOUNCE | SFXPWRUP_SHELL_FREEZE_Bounce | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a freeze shell powerup bounces off the force field. | ||||||||
| PWRUPSFX_SHELL_SPINY_ACQUIRE | SFXPWRUP_SHELL_SPINY_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a spiny shell powerup is acquired. | ||||||||
| PWRUPSFX_SHELL_SPINY_ACTIVATE | SFXPWRUP_SHELL_SPINY_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a spiny shell powerup is activated. | ||||||||
| PWRUPSFX_SHELL_SPINY_MOVE | SFXPWRUP_SHELL_SPINY_Move | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays while a spiny shell powerup is moving. DISABLED until we find a good way to represent this with multiple shells. | ||||||||
| PWRUPSFX_SHELL_SPINY_HIT | SFXPWRUP_SHELL_SPINY_Hit | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a spiny shell powerup destroys itself (non-explosion) or hits a fielder. | ||||||||
| PWRUPSFX_SHELL_SPINY_BOUNCE | SFXPWRUP_SHELL_SPINY_Bounce | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a spiny shell powerup bounces off the force field. | ||||||||
| PWRUPSFX_MUSH_ACQUIRE | SFXPWRUP_MUSH_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a mushroom powerup is acquired. | ||||||||
| PWRUPSFX_MUSH_ACTIVATE | SFXPWRUP_MUSH_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays while a mushroom powerup is activated. | ||||||||
| PWRUPSFX_MUSH_END | SFXPWRUP_MUSH_End | 0.500 | 0.000 | 0.500 | 1 | Not in the game and not needed because the CHARSFX_PWRUP_MUSH_IN_EFFECT (in the character spreadsheets) has a shutoff envelope which accomplishes this. | ||||||||
| PWRUPSFX_BANA_ACQUIRE | SFXPWRUP_BANA_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a banana powerup is acquired. | ||||||||
| PWRUPSFX_BANA_ACTIVATE | SFXPWRUP_BANA_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a banana powerup is activated. | ||||||||
| PWRUPSFX_BANA_BOUNCE | SFXPWRUP_BANA_Bounce | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - This was originally in the game to simulate bananas bouncing - but that was taken out. This should play when a banana bounces off the force field - but I'm not sure. Might be good to test this. | ||||||||
| PWRUPSFX_BANA_HIT | SFXPWRUP_BANA_Hit | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a banana powerup destroys itself (not sure if that still happens) or when a fielder collides with it (non explosion). | ||||||||
| PWRUPSFX_STAR_ACQUIRE | SFXPWRUP_STAR_Aquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a star powerup is acquired. | ||||||||
| PWRUPSFX_STAR_ACTIVATE | SFXPWRUP_STAR_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a star powerup is activated | ||||||||
| PWRUPSFX_STAR_HIT | SFXPWRUP_STAR_Hit | 0.800 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a star powerup's effects end. | ||||||||
| PWRUPSFX_STAR_END | SFXPWRUP_STAR_End | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a fielder under the effect of a star powerup collides with an opponent fielder. | ||||||||
| PWRUPSFX_BOMB_ACQUIRE | SFXPWRUP_BOMB_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a BoBomb powerup is acquired. | ||||||||
| PWRUPSFX_BOMB_ACTIVATE | SFXPWRUP_BOMB_Activate | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a BoBomb powerup is activated. | ||||||||
| PWRUPSFX_BOMB_MOVE | SFXPWRUP_BOMB_Move | 0.200 | 0.000 | 0.500 | 1 | In Game (Powerups) - Fuse sound that plays while a BoBomb exists (either in the air when thrown, or left on the ground unexploded). | ||||||||
| PWRUPSFX_BOMB_HIT | SFXPWRUP_BOMB_Hit | 1.000 | 0.000 | 0.500 | 1 | In Game (Powerups) - Explosion (variation 1). Plays for exploding variations of shells and bananas. Randomized between this and Bomb_End. | ||||||||
| PWRUPSFX_BOMB_END | SFXPWRUP_BOMB_END | 1.000 | 0.000 | 0.500 | 1 | In Game (Powerups) - Explosion (variation 2). Plays for exploding variations of shells and bananas. Randomized between this and Bomb_Hit. | ||||||||
| PWRUPSFX_CHOMP_ACQUIRE | SFXPWRUP_CHOMP_Acquire | 0.500 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a chain chomp powerup is acquired. | ||||||||
| PWRUPSFX_CHOMP_ACTIVATE | SFXPWRUP_CHOMP_Activate | 0.600 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a chain chomp powerup is activated. (Falling through the air sound) | ||||||||
| PWRUPSFX_CHOMP_MOVE | SFXPWRUP_CHOMP_Move | 0.400 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays while a chain chomp is moving on the field (metallic clanks). | ||||||||
| PWRUPSFX_CHOMP_HIT | SFXPWRUP_CHOMP_Hit | 0.400 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a chain chomp hits a fielder. | ||||||||
| PWRUPSFX_CHOMP_BOUNCE | SFXPWRUP_CHOMP_Bounce | 1.000 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays when a chain chomp drops into the ground. | ||||||||
| PWRUPSFX_CHOMP_BARK | SFXPWRUP_CHOMP_Bark | 0.800 | 0.000 | 0.500 | 1 | In Game (Powerups) - Plays at intervals while a chain chomp is moving on the field. | ||||||||