Config: SoundEmitterPoint
A point in space that emits a sound effect. 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 | SMG2 | True | Sound Effect ID: The sound effect to be played. | - 0: SE_AT_LV_RIVER_S
- 1: SE_AT_LV_RIVER_M
- 2: SE_OJ_LV_BIG_FAN_MOVE
- 3: SE_OJ_LV_JRSHIP_FAN
- 4: SE_OJ_LV_MECHA_CONVEYOR_STEP_MV
- 5: SE_OJ_LV_GHOST_CONVEYOR_STEP_MV
- 6: SE_OJ_LV_TWIN_FALL
- 7: SE_OJ_LV_TWIN_FALL_BASIN
- 8: SE_AT_LV_MAGMA_WIND
- 9: SE_OJ_LV_KOOPA_STEP_GEAR_MV
- 10: SE_AT_LV_MAGMA_WIND_STRONG
- 11: SE_AT_LV_MAGMA_WIND_MID_HIGH
- 12: SE_AT_SEA_SHORE
- 13: SE_AT_LV_WATERFALL_S
- 14: SE_AT_LV_WATERFALL_L
- 15: SE_AT_LV_WATERFALL_UPPER_S
- 16: SE_AT_LV_WATERFALL_UPPER_L
- 17: SE_AT_LV_KARAKARA_WIND_RAIL
- 18: SE_AT_LV_KARAKARA_RAIL_CONVEYOR
- 19: SE_OJ_LV_GHOST_CONVEYOR_STEP_MV
- 20: SE_AT_LV_WATERFALL_SS
- 21: SE_AT_LV_SAND_FALL
- 22: SE_AT_LV_SAND_FALL_BASIN
- 23: SE_AT_LV_SAND_FALL_SANDY_SPOT
- 24: SE_AT_LV_SAND_FALL_SANDY_SPOT_ALL
- 25: SE_AT_LV_PIRAMID_FALL_SAND_L
- 26: SE_AT_LV_PIRAMID_FALL_SAND_H
- 27: SE_AT_LV_RIVER_S_WEAK
- 28: SE_AT_LV_WATER_ONIMASU_G
- 29: SE_OJ_LV_KOOPA_F_LIFT_MV
- 30: SE_OJ_LV_KOOPA_F_R_LIFT_MV
- 31: SE_SY_APPLAUSE
- 32: SE_SY_LV_TIMER_B_2
- 33: SE_SY_LV_TIMER_B_0
- 34: SE_OJ_LV_MECHA_STEP_ROTATE
- 35: SE_OJ_LV_MECHA_STEP2_ROTATE
- 36: SE_OJ_LV_BIG_FAN_MOVE
- 37: SE_AT_LV_JG_WATER_FALL_S
- 38: SE_AT_LV_JG_WATER_FALL_L/SE_AT_LV_JG_WATER_FALL_L_NEAR
- 39: SE_AT_LV_JG_CAVE_RIVER
- 40: SE_AT_LV_JG_WATER_FALL_CAVE
- 41: SE_AT_LV_JG_WATER_FALL_LAST
- 42: SE_OJ_LV_MARIOSHIP_ENGINE_MOVE
- 43: SE_OJ_LV_MARIOSHIP_ENGINE_PARTS
- 44: SE_OJ_LV_MARIOSHIP_ENGINE_GEAR
- 45: SE_AT_LV_SMALL_RIVER_FSHIP
- 46: SE_AT_LV_JG_WATER_FALL_LL/SE_AT_LV_JG_WATER_FALL_LL_FAR
- 47: SE_AT_LV_JG_WATER_FALL_L_NEAR
- 48: SE_OJ_LV_JRROBOT_BROKEN_STILL
- 49: SE_OJ_LV_JRROBOT_BROKEN_MOVE
- 50: SE_OJ_LV_OP_KOOPA_BACK_EFFECT
- 51: SE_OJ_LV_DEMO_BLACKHOLE
- 52: SE_OJ_LV_OP_METEOR_BURNING/SE_OJ_LV_OP_METEOR_BURNING_NEAR
|
Obj_arg1 | Integer | SMG2 | False | Sound Position: The point to use for calculating stereo sounds. | - -1: Camera view position
- 0: Camera target position
|
Obj_arg2 | Integer | SMG2 | False | Cutscene Functionality: Determines what cutscenes the object registers to. | - -1: Sound effect plays during all cutscenes
- 0: Disabled during any cutscene
- 1: Sound effect plays during specific story cutscenes
|
Obj_arg3 | Integer | SMG2 | False | SW_A Setting: How SW_A functions. | - -1: SW_A kills the emitter
- 0: SW_A starts the sound effect if SW_APPEAR is used and not activated
|
Switches
Name | Games | Required? | Description |
SW_APPEAR | SMG2 | False | Appears when this switch is activated. |
SW_A | SMG2 | False | If Obj_arg3 is -1, the emitter will be killed once activated. If Obj_arg3 is 0, the sound effect will start playing if SW_APPEAR is used and not activated. |
Setup
Name | Games | Required? | Description | Values |
Rail | SMG2 | False | If used, the entire path emits the sound effect. | |
DemoCast | SMG2 | False | If Obj_arg2 is set to 1, it will try to register to the cutscenes with the names ピーチからの手紙, ベビチコ出会い, ピーチ誘拐, スピンドライバ初出, クッパ最終戦突入, ノーマルエンディング1, ノーマルエンディング2, ノーマルエンディング3 and ノーマルエンディング4. | |
Properties
Name | Games | Description |
DemoSimpleCast | SMG2 | If Obj_arg2 is set to -1, Continues movement during cutscenes, NPC conversations, etc. |