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_S1: SE_AT_LV_RIVER_M2: SE_OJ_LV_BIG_FAN_MOVE3: SE_OJ_LV_JRSHIP_FAN4: SE_OJ_LV_MECHA_CONVEYOR_STEP_MV5: SE_OJ_LV_GHOST_CONVEYOR_STEP_MV6: SE_OJ_LV_TWIN_FALL7: SE_OJ_LV_TWIN_FALL_BASIN8: SE_AT_LV_MAGMA_WIND9: SE_OJ_LV_KOOPA_STEP_GEAR_MV10: SE_AT_LV_MAGMA_WIND_STRONG11: SE_AT_LV_MAGMA_WIND_MID_HIGH12: SE_AT_SEA_SHORE13: SE_AT_LV_WATERFALL_S14: SE_AT_LV_WATERFALL_L15: SE_AT_LV_WATERFALL_UPPER_S16: SE_AT_LV_WATERFALL_UPPER_L17: SE_AT_LV_KARAKARA_WIND_RAIL18: SE_AT_LV_KARAKARA_RAIL_CONVEYOR19: SE_OJ_LV_GHOST_CONVEYOR_STEP_MV20: SE_AT_LV_WATERFALL_SS21: SE_AT_LV_SAND_FALL22: SE_AT_LV_SAND_FALL_BASIN23: SE_AT_LV_SAND_FALL_SANDY_SPOT24: SE_AT_LV_SAND_FALL_SANDY_SPOT_ALL25: SE_AT_LV_PIRAMID_FALL_SAND_L26: SE_AT_LV_PIRAMID_FALL_SAND_H27: SE_AT_LV_RIVER_S_WEAK28: SE_AT_LV_WATER_ONIMASU_G29: SE_OJ_LV_KOOPA_F_LIFT_MV30: SE_OJ_LV_KOOPA_F_R_LIFT_MV31: SE_SY_APPLAUSE32: SE_SY_LV_TIMER_B_233: SE_SY_LV_TIMER_B_034: SE_OJ_LV_MECHA_STEP_ROTATE35: SE_OJ_LV_MECHA_STEP2_ROTATE36: SE_OJ_LV_BIG_FAN_MOVE37: SE_AT_LV_JG_WATER_FALL_S38: SE_AT_LV_JG_WATER_FALL_L/SE_AT_LV_JG_WATER_FALL_L_NEAR39: SE_AT_LV_JG_CAVE_RIVER40: SE_AT_LV_JG_WATER_FALL_CAVE41: SE_AT_LV_JG_WATER_FALL_LAST42: SE_OJ_LV_MARIOSHIP_ENGINE_MOVE43: SE_OJ_LV_MARIOSHIP_ENGINE_PARTS44: SE_OJ_LV_MARIOSHIP_ENGINE_GEAR45: SE_AT_LV_SMALL_RIVER_FSHIP46: SE_AT_LV_JG_WATER_FALL_LL/SE_AT_LV_JG_WATER_FALL_LL_FAR47: SE_AT_LV_JG_WATER_FALL_L_NEAR48: SE_OJ_LV_JRROBOT_BROKEN_STILL49: SE_OJ_LV_JRROBOT_BROKEN_MOVE50: SE_OJ_LV_OP_KOOPA_BACK_EFFECT51: SE_OJ_LV_DEMO_BLACKHOLE52: 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 position0: Camera target position
 | 
				| Obj_arg2 | Integer | SMG2 | False | Cutscene Functionality: Determines what cutscenes the object registers to. | -1: Sound effect plays during all cutscenes0: Disabled during any cutscene1: Sound effect plays during specific story cutscenes
 | 
				| Obj_arg3 | Integer | SMG2 | False | SW_A Setting: How SW_A functions. | -1: SW_A kills the emitter0: 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. |