Config: SoundEmitterCube
A cube-shaped area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.
Arguments
Name | Type | Games | Required? | Description | Values |
Obj_arg0 | Integer | Both | False | Sound Effect ID: The sound effect to be played. Sound effects 4 and above were added in SMG2. | - 0: SE_AT_LV_GRAVE
- 1: SE_AT_LV_KOOPA_WIND
- 2: SE_AT_LV_WIND_DESERT
- 3: SE_AT_LV_WIND_ICE_MT_TOP
- 4: SE_AT_LV_SEA_ALL_CUBE
- 5: SE_AT_LV_SMALL_SEA_CUBE
- 6: SE_AT_LV_MID_WIND_CUBE
- 7: SE_AT_LV_STRONG_WIND_CUBE
- 8: SE_AT_LV_SAND_FALL_CUBE
- 9: SE_AT_LV_MAGMA_WIND_MID_HIGH
- 10: SE_AT_LV_MAGMA_WIND_STRONG
- 11: SE_AT_LV_MAGMA_FALL_MID
- 12: SE_AT_LV_MAGMA_FALL_MID_HIGH
- 13: SE_AT_LV_GRASSWIND_CUBE_MID_HIGH
- 14: SE_AT_LV_GRASSWIND_CUBE_MIDDLE
- 15: SE_AT_LV_GRASSWIND_CUBE_WEAK
- 16: SE_AT_LV_MID_HIGH_WIND_CUBE
- 17: SE_AT_LV_SMALL_SEA_CUBE_MIDH
- 18: SE_AT_LV_MAGMA_CUBE_STRONG
- 19: SE_AT_LV_MAGMA_CUBE
- 20: SE_OJ_LV_MAGMA_WAVE_MV
- 21: SE_AT_LV_GLIDER_LAVA
- 22: SE_AT_LV_PEACH_CASTLE_JINARI
- 23: SE_OJ_LV_MARIOSHIP_ENGINE_OUT_ALL
- 24: SE_OJ_LV_MARIOSHIP_ENGINE_OUT_NEAR
- 25: SE_AT_LV_FSHIP_MECHA_ATMOS
- 26: SE_AT_LV_JUNGLE_BIRD_ATMOS
- 27: SE_AT_LV_WIND_HYU
- 28: SE_OJ_WMAP_MSHIP_BLACKHOLE
- 29: SE_AT_LV_KOOPA_WIND_DEMO_CUBE
- 30: SE_AT_LV_WIND_HYU_MID_HIGH
|
Obj_arg1 | Integer | Both | False | Sound Position: The point to use for calculating stereo sounds. | - -1: Camera view position
- 0: Camera target position
|
Switches
Name | Games | Required? | Description |
SW_APPEAR | Both | False | Appears when this switch is activated. |
SW_AWAKE | Both | False | Enables rendering and resumes updates when this switch is active. |
Setup
Name | Games | Required? | Description | Values |
BaseMtxFollower | Both | False | Can follow another BaseMtxFollowTarget object. | |
Properties
Name | Games | Description |
DemoSimpleCast | Both | Continues movement during cutscenes, NPC conversations, etc. |