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f07585191b
(no actual SLOC changes)
550 lines
7.8 KiB
C
550 lines
7.8 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file sounds.h
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/// \brief Sound and music info
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#ifndef __SOUNDS__
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#define __SOUNDS__
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// Customisable sounds for Skins
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typedef enum
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{
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SKSSPIN,
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SKSPUTPUT,
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SKSPUDPUD,
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SKSPLPAN1, // Ouchies
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SKSPLPAN2,
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SKSPLPAN3,
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SKSPLPAN4,
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SKSPLDET1, // Deaths
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SKSPLDET2,
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SKSPLDET3,
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SKSPLDET4,
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SKSPLVCT1, // Victories
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SKSPLVCT2,
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SKSPLVCT3,
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SKSPLVCT4,
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SKSTHOK,
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SKSSPNDSH,
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SKSZOOM,
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SKSSKID,
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SKSGASP,
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SKSJUMP,
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NUMSKINSOUNDS
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} skinsound_t;
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// free sfx for S_AddSoundFx()
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#define NUMSFXFREESLOTS 800 // Matches SOC Editor.
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#define NUMSKINSFXSLOTS (MAXSKINS*NUMSKINSOUNDS)
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//
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// SoundFX struct.
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//
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typedef struct sfxinfo_struct sfxinfo_t;
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struct sfxinfo_struct
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{
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// up to 6-character name
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const char *name;
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// Sfx singularity (only one at a time)
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boolean singularity;
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// Sfx priority
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INT32 priority;
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// pitch if a link
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INT32 pitch;
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// volume if a link
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INT32 volume;
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// sound data
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void *data;
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// length of sound data
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size_t length;
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// sound that can be remapped for a skin, indexes skins[].skinsounds
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// 0 up to (NUMSKINSOUNDS-1), -1 = not skin specifc
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INT32 skinsound;
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// this is checked every second to see if sound
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// can be thrown out (if 0, then decrement, if -1,
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// then throw out, if > 0, then it is in use)
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INT32 usefulness;
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// lump number of sfx
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lumpnum_t lumpnum;
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};
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// the complete set of sound effects
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extern sfxinfo_t S_sfx[];
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//
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// Identifiers for all sfx in game.
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//
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// List of sounds (don't modify this comment!)
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typedef enum
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{
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sfx_None,
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// Skin Sounds
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sfx_altdi1,
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sfx_altdi2,
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sfx_altdi3,
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sfx_altdi4,
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sfx_altow1,
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sfx_altow2,
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sfx_altow3,
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sfx_altow4,
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sfx_victr1,
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sfx_victr2,
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sfx_victr3,
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sfx_victr4,
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sfx_gasp,
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sfx_jump,
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sfx_pudpud,
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sfx_putput,
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sfx_spin,
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sfx_spndsh,
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sfx_thok,
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sfx_zoom,
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sfx_skid,
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// Ambience/background objects/etc
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sfx_ambint,
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sfx_alarm,
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sfx_buzz1,
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sfx_buzz2,
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sfx_buzz3,
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sfx_buzz4,
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sfx_crumbl,
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sfx_fire,
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sfx_grind,
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sfx_laser,
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sfx_mswing,
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sfx_pstart,
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sfx_pstop,
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sfx_steam1,
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sfx_steam2,
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sfx_wbreak,
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sfx_rainin,
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sfx_litng1,
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sfx_litng2,
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sfx_litng3,
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sfx_litng4,
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sfx_athun1,
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sfx_athun2,
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sfx_amwtr1,
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sfx_amwtr2,
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sfx_amwtr3,
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sfx_amwtr4,
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sfx_amwtr5,
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sfx_amwtr6,
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sfx_amwtr7,
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sfx_amwtr8,
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sfx_bubbl1,
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sfx_bubbl2,
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sfx_bubbl3,
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sfx_bubbl4,
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sfx_bubbl5,
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sfx_floush,
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sfx_splash,
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sfx_splish,
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sfx_wdrip1,
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sfx_wdrip2,
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sfx_wdrip3,
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sfx_wdrip4,
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sfx_wdrip5,
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sfx_wdrip6,
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sfx_wdrip7,
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sfx_wdrip8,
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sfx_wslap,
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sfx_doora1,
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sfx_doorb1,
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sfx_doorc1,
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sfx_doorc2,
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sfx_doord1,
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sfx_doord2,
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sfx_eleva1,
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sfx_eleva2,
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sfx_eleva3,
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sfx_elevb1,
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sfx_elevb2,
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sfx_elevb3,
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sfx_ambin2,
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sfx_lavbub,
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sfx_rocks1,
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sfx_rocks2,
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sfx_rocks3,
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sfx_rocks4,
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sfx_rumbam,
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sfx_rumble,
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// Game objects, etc
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sfx_appear,
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sfx_bkpoof,
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sfx_bnce1,
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sfx_bnce2,
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sfx_cannon,
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sfx_cgot,
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sfx_cybdth,
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sfx_deton,
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sfx_ding, // old sfx_appear sound
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sfx_dmpain,
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sfx_drown,
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sfx_fizzle,
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sfx_gbeep,
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sfx_gclose,
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sfx_ghit,
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sfx_gloop,
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sfx_gspray,
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sfx_gravch,
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sfx_itemup,
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sfx_jet,
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sfx_jshard,
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sfx_lose,
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sfx_lvpass,
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sfx_mindig,
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sfx_mixup,
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sfx_pogo,
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sfx_pop,
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sfx_rail1,
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sfx_rail2,
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sfx_rlaunc,
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sfx_shield,
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sfx_shldls,
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sfx_spdpad,
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sfx_spkdth,
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sfx_spring,
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sfx_statu1,
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sfx_statu2,
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sfx_strpst,
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sfx_supert,
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sfx_telept,
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sfx_tink,
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sfx_token,
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sfx_trfire,
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sfx_trpowr,
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sfx_turhit,
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sfx_wdjump,
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sfx_mswarp,
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sfx_mspogo,
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// Menu, interface
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sfx_chchng,
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sfx_dwnind,
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sfx_emfind,
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sfx_flgcap,
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sfx_menu1,
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sfx_oneup,
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sfx_ptally,
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sfx_radio,
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sfx_wepchg,
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sfx_wtrdng,
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sfx_zelda,
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// NiGHTS
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sfx_ideya,
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sfx_xideya, // Xmas
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sfx_nbmper,
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sfx_nxbump, // Xmas
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sfx_ncitem,
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sfx_nxitem, // Xmas
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sfx_ngdone,
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sfx_nxdone, // Xmas
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sfx_drill1,
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sfx_drill2,
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sfx_ncspec,
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sfx_nghurt,
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sfx_ngskid,
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sfx_hoop1,
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sfx_hoop2,
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sfx_hoop3,
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sfx_hidden,
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sfx_prloop,
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sfx_timeup, // Was gonna be played when less than ten seconds are on the clock; uncomment uses of this to see it in-context
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// Mario
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sfx_koopfr,
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sfx_mario1,
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sfx_mario2,
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sfx_mario3,
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sfx_mario4,
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sfx_mario5,
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sfx_mario6,
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sfx_mario7,
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sfx_mario8,
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sfx_mario9,
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sfx_marioa,
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sfx_thwomp,
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// Black Eggman
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sfx_bebomb,
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sfx_bechrg,
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sfx_becrsh,
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sfx_bedeen,
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sfx_bedie1,
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sfx_bedie2,
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sfx_beeyow,
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sfx_befall,
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sfx_befire,
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sfx_beflap,
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sfx_begoop,
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sfx_begrnd,
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sfx_behurt,
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sfx_bejet1,
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sfx_belnch,
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sfx_beoutb,
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sfx_beragh,
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sfx_beshot,
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sfx_bestep,
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sfx_bestp2,
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sfx_bewar1,
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sfx_bewar2,
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sfx_bewar3,
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sfx_bewar4,
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sfx_bexpld,
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sfx_bgxpld,
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// Cy-Brak-Demon
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sfx_beelec, // Electric barrier ambience
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sfx_brakrl, // Rocket launcher
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sfx_brakrx, // Rocket explodes
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// S3&K sounds
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sfx_s3k33,
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sfx_s3k34,
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sfx_s3k35,
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sfx_s3k36,
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sfx_s3k37,
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sfx_s3k38,
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sfx_s3k39,
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sfx_s3k3a,
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sfx_s3k3b,
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sfx_s3k3c,
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sfx_s3k3d,
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sfx_s3k3e,
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sfx_s3k3f,
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sfx_s3k40,
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sfx_s3k41,
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sfx_s3k42,
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sfx_s3k43,
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sfx_s3k44,
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sfx_s3k45,
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sfx_s3k46,
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sfx_s3k47,
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sfx_s3k48,
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sfx_s3k49,
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sfx_s3k4a,
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sfx_s3k4b,
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sfx_s3k4c,
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sfx_s3k4d,
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sfx_s3k4e,
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sfx_s3k4f,
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sfx_s3k50,
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sfx_s3k51,
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sfx_s3k52,
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sfx_s3k53,
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sfx_s3k54,
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sfx_s3k55,
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sfx_s3k56,
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sfx_s3k57,
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sfx_s3k58,
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sfx_s3k59,
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sfx_s3k5a,
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sfx_s3k5b,
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sfx_s3k5c,
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sfx_s3k5d,
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sfx_s3k5e,
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sfx_s3k5f,
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sfx_s3k60,
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sfx_s3k61,
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sfx_s3k62,
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sfx_s3k63,
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sfx_s3k64,
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sfx_s3k65,
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sfx_s3k66,
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sfx_s3k67,
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sfx_s3k68,
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sfx_s3k69,
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sfx_s3k6a,
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sfx_s3k6b,
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sfx_s3k6c,
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sfx_s3k6d,
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sfx_s3k6e,
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sfx_s3k6f,
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sfx_s3k70,
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sfx_s3k71,
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sfx_s3k72,
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sfx_s3k73,
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sfx_s3k74,
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sfx_s3k75,
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sfx_s3k76,
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sfx_s3k77,
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sfx_s3k78,
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sfx_s3k79,
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sfx_s3k7a,
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sfx_s3k7b,
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sfx_s3k7c,
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sfx_s3k7d,
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sfx_s3k7e,
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sfx_s3k7f,
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sfx_s3k80,
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sfx_s3k81,
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sfx_s3k82,
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sfx_s3k83,
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sfx_s3k84,
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sfx_s3k85,
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sfx_s3k86,
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sfx_s3k87,
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sfx_s3k88,
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sfx_s3k89,
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sfx_s3k8a,
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sfx_s3k8b,
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sfx_s3k8c,
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sfx_s3k8d,
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sfx_s3k8e,
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sfx_s3k8f,
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sfx_s3k90,
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sfx_s3k91,
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sfx_s3k92,
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sfx_s3k93,
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sfx_s3k94,
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sfx_s3k95,
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sfx_s3k96,
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sfx_s3k97,
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sfx_s3k98,
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sfx_s3k99,
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sfx_s3k9a,
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sfx_s3k9b,
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sfx_s3k9c,
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sfx_s3k9d,
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sfx_s3k9e,
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sfx_s3k9f,
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sfx_s3ka0,
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sfx_s3ka1,
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sfx_s3ka2,
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sfx_s3ka3,
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sfx_s3ka4,
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sfx_s3ka5,
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sfx_s3ka6,
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sfx_s3ka7,
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sfx_s3ka8,
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sfx_s3ka9,
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sfx_s3kaa,
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sfx_s3kab,
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sfx_s3kac,
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sfx_s3kad,
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sfx_s3kae,
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sfx_s3kaf,
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sfx_s3kb0,
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sfx_s3kb1,
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sfx_s3kb2,
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sfx_s3kb3,
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sfx_s3kb4,
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sfx_s3kb5,
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sfx_s3kb6,
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sfx_s3kb7,
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sfx_s3kb8,
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sfx_s3kb9,
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sfx_s3kba,
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sfx_s3kbb,
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sfx_s3kbcs,
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sfx_s3kbcl,
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sfx_s3kbds,
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sfx_s3kbdl,
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sfx_s3kbes,
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sfx_s3kbel,
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sfx_s3kbfs,
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sfx_s3kbfl,
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sfx_s3kc0s,
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sfx_s3kc0l,
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sfx_s3kc1s,
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sfx_s3kc1l,
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sfx_s3kc2s,
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sfx_s3kc2l,
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sfx_s3kc3s,
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sfx_s3kc3l,
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sfx_s3kc4s,
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sfx_s3kc4l,
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sfx_s3kc5s,
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sfx_s3kc5l,
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sfx_s3kc6s,
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sfx_s3kc6l,
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sfx_s3kc7,
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sfx_s3kc8s,
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sfx_s3kc8l,
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sfx_s3kc9s,
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sfx_s3kc9l,
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sfx_s3kcas,
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sfx_s3kcal,
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sfx_s3kcbs,
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sfx_s3kcbl,
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sfx_s3kccs,
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sfx_s3kccl,
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sfx_s3kcds,
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sfx_s3kcdl,
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sfx_s3kces,
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sfx_s3kcel,
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sfx_s3kcfs,
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sfx_s3kcfl,
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sfx_s3kd0s,
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sfx_s3kd0l,
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sfx_s3kd1s,
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sfx_s3kd1l,
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sfx_s3kd2s,
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sfx_s3kd2l,
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sfx_s3kd3s,
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sfx_s3kd3l,
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sfx_s3kd4s,
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sfx_s3kd4l,
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sfx_s3kd5s,
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sfx_s3kd5l,
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sfx_s3kd6s,
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sfx_s3kd6l,
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sfx_s3kd7s,
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sfx_s3kd7l,
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sfx_s3kd8s,
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sfx_s3kd8l,
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sfx_s3kd9s,
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sfx_s3kd9l,
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sfx_s3kdas,
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sfx_s3kdal,
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sfx_s3kdbs,
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sfx_s3kdbl,
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// free slots for S_AddSoundFx() at run-time --------------------
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sfx_freeslot0,
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//
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// ... 60 free sounds here ...
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//
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sfx_lastfreeslot = sfx_freeslot0 + NUMSFXFREESLOTS-1,
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// end of freeslots ---------------------------------------------
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sfx_skinsoundslot0,
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sfx_lastskinsoundslot = sfx_skinsoundslot0 + NUMSKINSFXSLOTS-1,
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NUMSFX
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} sfxenum_t;
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void S_InitRuntimeSounds(void);
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sfxenum_t S_AddSoundFx(const char *name, boolean singular, INT32 flags, boolean skinsound);
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void S_RemoveSoundFx(sfxenum_t id);
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#endif
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