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-rw-r--r--include/audio/aseq.h2344
-rw-r--r--include/sequence.h137
-rw-r--r--include/sfx.h2321
-rw-r--r--include/tables/sequence_table.h274
-rw-r--r--include/tables/sfx/enemybank_table.h1489
-rw-r--r--include/tables/sfx/environmentbank_table.h941
-rw-r--r--include/tables/sfx/itembank_table.h237
-rw-r--r--include/tables/sfx/ocarinabank_table.h45
-rw-r--r--include/tables/sfx/playerbank_table.h941
-rw-r--r--include/tables/sfx/systembank_table.h205
-rw-r--r--include/tables/sfx/voicebank_table.h825
11 files changed, 4975 insertions, 4784 deletions
diff --git a/include/audio/aseq.h b/include/audio/aseq.h
new file mode 100644
index 000000000..1c66a3a2c
--- /dev/null
+++ b/include/audio/aseq.h
@@ -0,0 +1,2344 @@
+/**
+ * @file aseq.h
+ * Zelda64 Music Macro Language (MML) Assembler Definitions
+ *
+ * This file implements the assembler for Zelda64 Music Macro Language. MML is an interpreted language that combines
+ * general MIDI with arithmetic and control flow instructions.
+ *
+ * There are multiple distinct sections:
+ * - .sequence: The top level of the program, this is unique and executes sequentially.
+ * - .channel: Spawned by the top-level sequence, there can be up to 16 channels active at any time that execute in
+ * parallel. Channels map directly to MIDI channels, control changes made in channels affect the notes
+ * in the layers spawned by the channel.
+ * - .layer: Spawned by channels, up to 4 layers per channel. These execute in parallel. The purpose of layers is
+ * to allow overlapping notes.
+ * - .table: Contains dyntable labels.
+ * - .array: Contains array-like data that can be read using sequence IO instructions.
+ * - .filter: Contains filter structures.
+ * - .envelope: Contains envelope scripts.
+ * - .buffer: Contains arbitrary data.
+ *
+ * Execution begins in the sequence section at position 0 of the sequence with no channels or layers initialized.
+ *
+ * Execution flows until it blocks on certain commands that induce delays for a fixed number of ticks (it is to be
+ * understood that ticks in this context refers to seqTicks in code), such as the delay instructions or note
+ * instructions. If this happens in a channel or layer, the other channels/layers will continue execution until they
+ * hit their own delays.
+ *
+ * Sequences can self-modify. The ldseq, stseq and related instructions can perform loads and stores to any location
+ * in a sequence, including the executable sections. This can be used to make up for the lack of registers and
+ * arithmetic instructions by replacing immediate values in the instructions themselves.
+ *
+ * The maximum call depth is 4. Call depth applies to both loops and subroutines. Loops are implemented like
+ * subroutines in that starting a loop pushes a return address onto the call stack and reaching the end of the loop
+ * decrements the loop counter. If the loop has iterations left, it jumps to the return address. When a loop completes
+ * all the iterations, or when the break instruction is executed, the return address is popped from the call stack and
+ * no jump occurs.
+ *
+ * In the instruction descriptions, we use a number of conventions for referring to various internal state:
+ * - PC : The location of the current instruction, within the respective sequence/channel/layer
+ * - SEQ : The sequence data, viewed as an array of s8/u8
+ * - TR : Temporary s8 register
+ * - TP : Temporary u16 register
+ * - CIO[15..0][7..0] : Channel IO
+ * - SIO[7..0] : Sequence IO
+ * - DYNTBL : Current dyntable, DYNTBL16 and DYNTBL8 are different views into the same memory
+ * - DYNTBL16 : Current dyntable, viewed as an array of s16/u16
+ * - DYNTBL8 : Current dyntable, viewed as an array of s8/u8
+ * - CALLDEPTH : The current subroutine nesting level
+ * - SHORTVELTBL : Current short notes velocity table
+ * - SHORTGATETBL : Current short notes gate time table
+ */
+#ifndef ASEQ_H
+#define ASEQ_H
+
+/**
+ * IO Ports
+ */
+
+#define IO_PORT_0 0
+#define IO_PORT_1 1
+#define IO_PORT_2 2
+#define IO_PORT_3 3
+#define IO_PORT_4 4
+#define IO_PORT_5 5
+#define IO_PORT_6 6
+#define IO_PORT_7 7
+
+
+
+/**
+ * Parameter Constants
+ */
+
+#define TRUE 1
+#define FALSE 0
+
+#define PITCH_A0 0
+#define PITCH_BF0 1
+#define PITCH_B0 2
+#define PITCH_C1 3
+#define PITCH_DF1 4
+#define PITCH_D1 5
+#define PITCH_EF1 6
+#define PITCH_E1 7
+#define PITCH_F1 8
+#define PITCH_GF1 9
+#define PITCH_G1 10
+#define PITCH_AF1 11
+#define PITCH_A1 12
+#define PITCH_BF1 13
+#define PITCH_B1 14
+#define PITCH_C2 15
+#define PITCH_DF2 16
+#define PITCH_D2 17
+#define PITCH_EF2 18
+#define PITCH_E2 19
+#define PITCH_F2 20
+#define PITCH_GF2 21
+#define PITCH_G2 22
+#define PITCH_AF2 23
+#define PITCH_A2 24
+#define PITCH_BF2 25
+#define PITCH_B2 26
+#define PITCH_C3 27
+#define PITCH_DF3 28
+#define PITCH_D3 29
+#define PITCH_EF3 30
+#define PITCH_E3 31
+#define PITCH_F3 32
+#define PITCH_GF3 33
+#define PITCH_G3 34
+#define PITCH_AF3 35
+#define PITCH_A3 36
+#define PITCH_BF3 37
+#define PITCH_B3 38
+#define PITCH_C4 39
+#define PITCH_DF4 40
+#define PITCH_D4 41
+#define PITCH_EF4 42
+#define PITCH_E4 43
+#define PITCH_F4 44
+#define PITCH_GF4 45
+#define PITCH_G4 46
+#define PITCH_AF4 47
+#define PITCH_A4 48
+#define PITCH_BF4 49
+#define PITCH_B4 50
+#define PITCH_C5 51
+#define PITCH_DF5 52
+#define PITCH_D5 53
+#define PITCH_EF5 54
+#define PITCH_E5 55
+#define PITCH_F5 56
+#define PITCH_GF5 57
+#define PITCH_G5 58
+#define PITCH_AF5 59
+#define PITCH_A5 60
+#define PITCH_BF5 61
+#define PITCH_B5 62
+#define PITCH_C6 63
+#define PITCH_DF6 64
+#define PITCH_D6 65
+#define PITCH_EF6 66
+#define PITCH_E6 67
+#define PITCH_F6 68
+#define PITCH_GF6 69
+#define PITCH_G6 70
+#define PITCH_AF6 71
+#define PITCH_A6 72
+#define PITCH_BF6 73
+#define PITCH_B6 74
+#define PITCH_C7 75
+#define PITCH_DF7 76
+#define PITCH_D7 77
+#define PITCH_EF7 78
+#define PITCH_E7 79
+#define PITCH_F7 80
+#define PITCH_GF7 81
+#define PITCH_G7 82
+#define PITCH_AF7 83
+#define PITCH_A7 84
+#define PITCH_BF7 85
+#define PITCH_B7 86
+#define PITCH_C8 87
+#define PITCH_DF8 88
+#define PITCH_D8 89
+#define PITCH_EF8 90
+#define PITCH_E8 91
+#define PITCH_F8 92
+#define PITCH_GF8 93
+#define PITCH_G8 94
+#define PITCH_AF8 95
+#define PITCH_A8 96
+#define PITCH_BF8 97
+#define PITCH_B8 98
+#define PITCH_C9 99
+#define PITCH_DF9 100
+#define PITCH_D9 101
+#define PITCH_EF9 102
+#define PITCH_E9 103
+#define PITCH_F9 104
+#define PITCH_GF9 105
+#define PITCH_G9 106
+#define PITCH_AF9 107
+#define PITCH_A9 108
+#define PITCH_BF9 109
+#define PITCH_B9 110
+#define PITCH_C10 111
+#define PITCH_DF10 112
+#define PITCH_D10 113
+#define PITCH_EF10 114
+#define PITCH_E10 115
+#define PITCH_F10 116
+#define PITCH_BFNEG1 117
+#define PITCH_BNEG1 118
+#define PITCH_C0 119
+#define PITCH_DF0 120
+#define PITCH_D0 121
+#define PITCH_EF0 122
+#define PITCH_E0 123
+#define PITCH_F0 124
+#define PITCH_GF0 125
+#define PITCH_G0 126
+#define PITCH_AF0 127
+
+// Hardcoded Instruments
+#define FONTANY_INSTR_SFX 126
+#define FONTANY_INSTR_DRUM 127
+// Instruments implemented in gWaveSamples
+#define FONTANY_INSTR_SAWTOOTH 128
+#define FONTANY_INSTR_TRIANGLE 129
+#define FONTANY_INSTR_SINE 130
+#define FONTANY_INSTR_SQUARE 131
+#define FONTANY_INSTR_NOISE 132
+#define FONTANY_INSTR_BELL 133
+#define FONTANY_INSTR_8PULSE 134
+#define FONTANY_INSTR_4PULSE 135
+#define FONTANY_INSTR_ASM_NOISE 136
+
+
+
+#ifdef _LANGUAGE_ASEQ
+
+/**
+ * MML Version
+ */
+
+#ifndef MML_VERSION
+ #error "MML version not defined, define MML_VERSION in the cpp invocation"
+#endif
+
+#define MML_VERSION_OOT 0
+#define MML_VERSION_MM 1
+
+
+
+/**
+ * IDENT
+ */
+
+.ident "Zelda64 Audio Sequence compiled with GNU AS + aseq.h"
+#if (MML_VERSION == MML_VERSION_OOT)
+ .ident "MML VERSION OOT"
+#else
+ .ident "MML VERSION MM"
+#endif
+
+
+
+/**
+ * Sequence IDs
+ */
+
+// Some sequence instructions such as runseq would like sequence names for certain arguments.
+// This facilitates making the sequence enum names available in sequence assembly files.
+
+.set __SEQ_ID_CTR, 0
+
+#define DEFINE_SEQUENCE(name, seqId, storageMedium, cachePolicy, seqFlags) \
+ .internal seqId; \
+ .set seqId, __SEQ_ID_CTR; \
+ .set __SEQ_ID_CTR, __SEQ_ID_CTR + 1
+
+#define DEFINE_SEQUENCE_PTR(seqIdReal, seqId, storageMediumReal, cachePolicyReal, seqFlags) \
+ .internal seqId; \
+ .set seqId, __SEQ_ID_CTR; \
+ .set __SEQ_ID_CTR, __SEQ_ID_CTR + 1
+
+#include "tables/sequence_table.h"
+
+#undef DEFINE_SEQUENCE
+#undef DEFINE_SEQUENCE_PTR
+
+// Mark the counter as internal for the symbol table
+.internal __SEQ_ID_CTR
+
+
+
+/**
+ * STSEQ offsets
+ */
+
+#define STSEQ_HERE (. + 1)
+
+// stores 1 byte (stseq)
+#define STSEQ_LOOP_COUNT 1
+#define STSEQ_VOL 1
+#define STSEQ_PAN 1
+#define STSEQ_REVERB 1
+#define STSEQ_UNK_A4 1
+#define STSEQ_FILTER_IDX 1
+#define STSEQ_COMBFILTER_ARG1_HI 2
+#define STSEQ_NOTEDV_OPCODE_PITCH 0
+#define STSEQ_NOTEDV_DELAY 1
+#define STSEQ_NOTEDV_DELAY_HI 1
+#define STSEQ_NOTEDV_DELAY_LO 2
+#define STSEQ_NOTEDV_VELOCITY 3
+#define STSEQ_NOTEDV_VELOCITY_2 2
+#define STSEQ_LDI_IMM 1
+#define STSEQ_TRANSPOSITION 1
+#define STSEQ_PORTAMENTO_MODE 1
+#define STSEQ_PORTAMENTO_PITCH 2
+#define STSEQ_PORTAMENTO_TIME 3
+#define STSEQ_NOTEPAN 1
+#define STSEQ_LDELAY 1
+#define STSEQ_STSEQ_IMM 1
+#define STSEQ_RAND 1
+#define STSEQ_SURROUNDEFFECT 1
+#define STSEQ_GENERAL_OPCODE 0
+#define STSEQ_STEREO 1
+#define STSEQ_BENDFINE 1
+#define STSEQ_NOTEDVG_OPCODE_PITCH 0
+#define STSEQ_NOTEDVG_DELAY_HI 1
+#define STSEQ_NOTEDVG_DELAY_LO 2
+#define STSEQ_NOTEDVG_VELOCITY_LONGDELAY 3
+#define STSEQ_NOTEDVG_DELAY_SHORT 1
+#define STSEQ_NOTEDVG_VELOCITY_SHORTDELAY 2
+#define STSEQ_GAIN 1
+#define STSEQ_INSTR 1
+#define STSEQ_VIBDEPTH 1
+#define STSEQ_SUB_IMM 1
+#define STSEQ_INITCHAN_HI 1
+#define STSEQ_INITCHAN_LO 2
+#define STSEQ_VOLEXP 1
+#define STSEQ_BEND 1
+#define STSEQ_LDSEQ_SEQ_ID 1
+
+// stores 2 bytes (stptrtoseq)
+#define STSEQ_PTR_DYNTBL 1
+#define STSEQ_PTR_LDLAYER 1
+#define STSEQ_PTR_LDSEQ 1
+#define STSEQ_PTR_STSEQ 2
+
+// stores 2 bytes (so should be used with stptrtoseq)
+#define STSEQ_ENVELOPE_POINT(n) (2 * (n))
+
+
+
+/**
+ * Sequence Sections
+ */
+
+.internal ASEQ_MODE_NONE; .set ASEQ_MODE_NONE, 0
+.internal ASEQ_MODE_SEQUENCE; .set ASEQ_MODE_SEQUENCE, 1
+.internal ASEQ_MODE_CHANNEL; .set ASEQ_MODE_CHANNEL, 2
+.internal ASEQ_MODE_LAYER; .set ASEQ_MODE_LAYER, 3
+.internal ASEQ_MODE_TABLE; .set ASEQ_MODE_TABLE, 4
+.internal ASEQ_MODE_ARRAY; .set ASEQ_MODE_ARRAY, 5
+.internal ASEQ_MODE_FILTER; .set ASEQ_MODE_FILTER, 6
+.internal ASEQ_MODE_ENVELOPE; .set ASEQ_MODE_ENVELOPE, 7
+.internal ASEQ_MODE_BUFFER; .set ASEQ_MODE_BUFFER, 8
+
+
+/* Macros that change structure based on current section */
+.macro _RESET_SECTION
+ .purgem ldseq
+ .macro ldseq
+ .error "Invalid section for `ldseq`"
+ .endm
+
+ .purgem filter
+ .macro filter
+ .error "Invalid section for `filter`"
+ .endm
+
+ .purgem env
+ .macro env
+ .error "Invalid section for `env`"
+ .endm
+.endm
+
+/* Dummy macro definitions for above so purgem doesn't error on first run */
+.macro ldseq
+.endm
+.macro filter
+.endm
+.macro env
+.endm
+
+/* Instantiate above macros */
+_RESET_SECTION
+
+/**
+ * Begin a sequence code section.
+ */
+.macro .sequence name
+ _RESET_SECTION
+
+ /* `ldseq` changes structure based on current section. */
+ .purgem ldseq
+ .macro ldseq ioPortNum, seqId, label
+ _wr_cmd_id ldseq, 0xB0,,,,,,,, \ioPortNum, 4
+ _wr_u8 \seqId
+ _wr_lbl \label
+ .endm
+
+ .set ASEQ_MODE, ASEQ_MODE_SEQUENCE
+ \name:
+.endm
+
+/**
+ * Begin a channel code section.
+ */
+.macro .channel name
+ _RESET_SECTION
+
+ /* `ldseq` changes structure based on current section. */
+ .purgem ldseq
+ .macro ldseq label
+ _wr_cmd_id ldseq, ,0xCB,,,,,,, 0, 0
+ _wr_lbl \label
+ .endm
+
+ /* `filter` changes structure based on current section. */
+ .purgem filter
+ .macro filter lowpassCutoff, highpassCutoff
+ _check_arg_bitwidth_u \lowpassCutoff, 4
+ _check_arg_bitwidth_u \highpassCutoff, 4
+
+ _wr_cmd_id filter, ,0xB3,,,,,,, 0, 0
+ _wr_u8 (\lowpassCutoff << 4) | (\highpassCutoff)
+ .endm
+
+ /* `env` changes structure based on current section. */
+ .purgem env
+ .macro env label
+ _wr_cmd_id env, ,0xDA,,,,,,, 0, 0
+ _wr_lbl \label
+ .endm
+
+ .set ASEQ_MODE, ASEQ_MODE_CHANNEL
+ \name:
+.endm
+
+/**
+ * Begin a layer code section.
+ */
+.macro .layer name
+ _RESET_SECTION
+
+ /* `env` changes structure based on current section. */
+ .purgem env
+ .macro env label, arg
+ _wr_cmd_id env, ,,0xCB,,,,,, 0, 0
+ _wr_lbl \label
+ _wr_u8 \arg
+ .endm
+
+ .set ASEQ_MODE, ASEQ_MODE_LAYER
+ \name:
+.endm
+
+/**
+ * Begin a table section.
+ */
+.macro .table name
+ .balign 2
+ .table_unaligned \name
+.endm
+
+/**
+ * Begin a table section at an unaligned offset.
+ */
+.macro .table_unaligned name
+ _RESET_SECTION
+
+ .set ASEQ_MODE, ASEQ_MODE_TABLE
+ \name:
+.endm
+
+/**
+ * Begin an array section.
+ */
+.macro .array name
+ _RESET_SECTION
+
+ .set ASEQ_MODE, ASEQ_MODE_ARRAY
+ \name:
+.endm
+
+/**
+ * Begin a filter section.
+ */
+.macro .filter name
+ _RESET_SECTION
+
+ /* `filter` changes structure based on current section. */
+ .purgem filter
+ .macro filter a0, a1, a2, a3, a4, a5, a6, a7
+ _wr_s16 \a0
+ _wr_s16 \a1
+ _wr_s16 \a2
+ _wr_s16 \a3
+ _wr_s16 \a4
+ _wr_s16 \a5
+ _wr_s16 \a6
+ _wr_s16 \a7
+ .endm
+
+ .set ASEQ_MODE, ASEQ_MODE_FILTER
+ .balign 16
+ \name:
+.endm
+
+/**
+ * Begin an envelope section.
+ */
+.macro .envelope name
+ _RESET_SECTION
+
+ .set ASEQ_MODE, ASEQ_MODE_ENVELOPE
+ .balign 2
+ \name:
+.endm
+
+/**
+ * Begin a buffer section.
+ */
+.macro .buffer name
+ _RESET_SECTION
+
+ .set ASEQ_MODE, ASEQ_MODE_BUFFER
+ .balign 16
+ \name:
+.endm
+
+
+.macro _section_invalid macro_name
+ .if ASEQ_MODE == ASEQ_MODE_SEQUENCE
+ .error "Invalid section for `\macro_name`: Sequence"
+ .elseif ASEQ_MODE == ASEQ_MODE_CHANNEL
+ .error "Invalid section for `\macro_name`: Channel"
+ .elseif ASEQ_MODE == ASEQ_MODE_LAYER
+ .error "Invalid section for `\macro_name`: Layer"
+ .elseif ASEQ_MODE == ASEQ_MODE_TABLE
+ .error "Invalid section for `\macro_name`: Table"
+ .elseif ASEQ_MODE == ASEQ_MODE_ARRAY
+ .error "Invalid section for `\macro_name`: Array"
+ .elseif ASEQ_MODE == ASEQ_MODE_FILTER
+ .error "Invalid section for `\macro_name`: Filter"
+ .elseif ASEQ_MODE == ASEQ_MODE_ENVELOPE
+ .error "Invalid section for `\macro_name`: Envelope"
+ .elseif ASEQ_MODE == ASEQ_MODE_BUFFER
+ .error "Invalid section for `\macro_name`: Buffer"
+ .else
+ .error "Invalid section"
+ .endif
+.endm
+
+
+
+/**
+ * Sequence Start/End
+ */
+
+.macro .startseq name
+ /* Begin a sequence. */
+
+ /* Write the sequence name into a special .name section */
+ .pushsection .name, "", @note
+ .asciz "\name"
+ .balign 4
+ .popsection
+
+ /* Reset section and write start symbol. */
+ .section .data, "wa", @progbits
+ .set ASEQ_MODE, ASEQ_MODE_NONE
+ .balign 16
+ .global \name\()_Start
+ \name\()_Start:
+ _seq_start:
+.endm
+
+.macro .endseq name
+ /* End a sequence. Align to 16 bytes, write end and size symbols. */
+ .balign 16
+ _seq_end:
+ .global \name\()_End
+ \name\()_End:
+ .global \name\()_Size
+ .set \name\()_Size, _seq_end - _seq_start
+ /* Mark ASEQ_MODE as an internal symbol at the very end since it is redefined many times */
+ .internal ASEQ_MODE
+.endm
+
+
+
+/**
+ * Parameters
+ */
+
+.macro _check_arg_bitwidth_u value, num
+ /* Checks if the unsigned integer `value` fits within `num` bits. */
+ .if (\value & ((1 << \num) - 1)) != \value
+ .error "value \value out of range for unsigned \num\()-bit argument"
+ .endif
+.endm
+
+.macro _check_arg_bitwidth_s value, num
+ /* Checks if the signed integer `value` fits within `num` bits. */
+ .if (\value & ((1 << (\num - 1)) - 1)) - (\value & (1 << (\num - 1))) != \value
+ .error "value \value out of range for signed \num\()-bit argument"
+ .endif
+.endm
+
+/* Long encoded numbers a la MIDI */
+.macro _var_long x
+ _check_arg_bitwidth_u \x, 15
+
+ .byte (0x80 | (\x & 0x7f00) >> 8), (\x & 0xff)
+.endm
+
+/* Potentially long encoded numbers, but may not be. */
+.macro _var x
+ .if (\x >= 0x80)
+ _var_long \x
+ .else
+ _check_arg_bitwidth_u \x, 8
+ .byte \x
+ .endif
+.endm
+
+.macro _wr8 value
+ /* Write 8 bits */
+ .byte (\value) & 0xFF
+.endm
+
+.macro _wr16 value
+ /* Write 16 bits (big-endian) */
+ .byte (\value) >> 8, (\value) & 0xFF
+.endm
+
+.macro _wr_s8 value
+ /* Ensure the provided arg value fits in 8 bits (signed) */
+ _check_arg_bitwidth_s \value, 8
+ _wr8 \value
+.endm
+
+.macro _wr_u8 value
+ /* Ensure the provided arg value fits in 8 bits (unsigned) */
+ _check_arg_bitwidth_u \value, 8
+ _wr8 \value
+.endm
+
+.macro _wr_s16 value
+ /* Ensure the provided arg value fits in 16 bits (signed) */
+ _check_arg_bitwidth_s \value, 16
+ _wr16 \value
+.endm
+
+.macro _wr_u16 value
+ /* Ensure the provided arg value fits in 16 bits (unsigned) */
+ _check_arg_bitwidth_u \value, 16
+ _wr16 \value
+.endm
+
+.macro _wr_lbl value
+ /* Subtract sequence start label to get a numeric offset that can be written at assembling time */
+ _wr16 (\value - _seq_start)
+.endm
+
+.macro _wr_16_rel value
+ /* Turn label into relative offset.
+ * Can't check encoding, complains about non-constant value.. */
+ _wr16 (\value - $reladdr\@)
+$reladdr\@:
+.endm
+
+.macro _wr_8_rel value
+ /* Turn label into relative offset.
+ * Can't check encoding, complains about non-constant value.. */
+ _wr8 (\value - $reladdr\@)
+$reladdr\@:
+.endm
+
+.macro _wr_cmd_id cmd_name, seq_id=-1, chan_id=-1, layer_id=-1, tbl_id=-1, arr_id=-1, filt_id=-1, env_id=-1, buf_id=-1, lo_bits, n_lo_bits
+ /* Helper for writing command ids. Will write the command id appropriate for the current section, optionally
+ * packing in low-order bits if a command uses them for an argument. */
+ _check_arg_bitwidth_u \lo_bits, \n_lo_bits
+
+ .if ASEQ_MODE == ASEQ_MODE_SEQUENCE && \seq_id != -1
+ _check_arg_bitwidth_u \seq_id, 8
+ .byte (\seq_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_CHANNEL && \chan_id != -1
+ _check_arg_bitwidth_u \chan_id, 8
+ .byte (\chan_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_LAYER && \layer_id != -1
+ _check_arg_bitwidth_u \layer_id, 8
+ .byte (\layer_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_TABLE && \tbl_id != -1
+ _check_arg_bitwidth_u \tbl_id, 8
+ .byte (\tbl_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_ARRAY && \arr_id != -1
+ _check_arg_bitwidth_u \arr_id, 8
+ .byte (\arr_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_FILTER && \filt_id != -1
+ _check_arg_bitwidth_u \filt_id, 8
+ .byte (\filt_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_ENVELOPE && \env_id != -1
+ _check_arg_bitwidth_u \env_id, 8
+ .byte (\env_id & 0xFF) | (\lo_bits)
+ .elseif ASEQ_MODE == ASEQ_MODE_BUFFER && \buf_id != -1
+ _check_arg_bitwidth_u \buf_id, 8
+ .byte (\buf_id & 0xFF) | (\lo_bits)
+ .else
+ _section_invalid \cmd_name
+ .endif
+.endm
+
+.macro .ptr value
+ _wr_lbl \value
+.endm
+
+.macro .ptr_raw value
+ _wr16 \value
+.endm
+
+
+
+/**
+ * Instructions
+ */
+
+/**
+ * end
+ *
+ * Marks the end of an executable section.
+ *
+ * If CALLDEPTH is not 0 (that is, execution is currently in a subroutine)
+ * the current subroutine is exited and execution continues at the saved
+ * return address. If CALLDEPTH is 0, the current layer/channel/sequence is
+ * closed. If the sequence is closed, all execution ends. If a channel is
+ * closed, so are its layers.
+ */
+.macro end
+ _wr_cmd_id end, 0xFF,0xFF,0xFF,,,,,, 0, 0
+.endm
+
+/**
+ * delay1
+ *
+ * Delays for one tick.
+ */
+.macro delay1
+ _wr_cmd_id delay1, 0xFE,0xFE,,,,,,, 0, 0
+.endm
+
+/**
+ * delay <delay:var>
+ *
+ * Delays for `delay` ticks.
+ */
+.macro delay delay
+ _wr_cmd_id delay, 0xFD,0xFD,,,,,,, 0, 0
+ _var \delay
+.endm
+
+/**
+ * call <label:lbl>
+ *
+ * Unconditionally enters a subroutine at `label`. Execution will resume following this instruction once the
+ * subroutine encounters an `end` instruction.
+ */
+.macro call label
+ _wr_cmd_id call, 0xFC,0xFC,0xFC,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * jump <label:lbl>
+ *
+ * Branches to `label` unconditionally.
+ */
+.macro jump label
+ _wr_cmd_id jump, 0xFB,0xFB,0xFB,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * beqz <label:lbl>
+ *
+ * Branches to `label` if TR == 0.
+ */
+.macro beqz label
+ _wr_cmd_id beqz, 0xFA,0xFA,0xFA,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * bltz <label:lbl>
+ *
+ * Branches to `label` if TR < 0.
+ */
+.macro bltz label
+ _wr_cmd_id beqz, 0xF9,0xF9,0xF9,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * loop <num:u8>
+ *
+ * Begin a loop for `num` iterations, pushing the address of the next
+ * instruction to the call stack.
+ *
+ * Maximum loop nesting level is 4 - CALLDEPTH, after this the call stack
+ * becomes full.
+ */
+.macro loop num
+ _wr_cmd_id loop, 0xF8,0xF8,0xF8,,,,,, 0, 0
+ _wr_u8 \num
+.endm
+
+/**
+ * loopend
+ *
+ * Indicates the end of a loop body. Whenever the instruction is executed
+ * the loop counter decrements and either branches back to the loop start
+ * if there are remaining iterations or exits the loop if all iterations
+ * have been completed. When the loop is to be exited, the top of the call
+ * stack is popped.
+ */
+.macro loopend
+ _wr_cmd_id loopend, 0xF7,0xF7,0xF7,,,,,, 0, 0
+.endm
+
+/**
+ * break
+ *
+ * Immediately ends the current loop, popping it from the call stack, but
+ * does not branch to the end of the loop.
+ *
+ * Programming Note: Do not allow execution to later flow into loopend, as
+ * the call stack would be popped twice.
+ */
+.macro break
+ _wr_cmd_id break, 0xF6,0xF6,0xF6,,,,,, 0, 0
+.endm
+
+/**
+ * bgez <label:lbl>
+ *
+ * Branches to `label` if TR >= 0.
+ */
+.macro bgez label
+ _wr_cmd_id bgez, 0xF5,0xF5,0xF5,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * rjump <label:lbl>
+ *
+ * Branches to `label` unconditionally.
+ * `label` is a relative offset rather than an absolute offset, making it appropriate
+ * for use in position-independent code.
+ * Note that the range is reduced compared to absolute jumps, only labels within a
+ * signed 8-bit (+/-128) range are reachable.
+ */
+.macro rjump label
+ _wr_cmd_id rjump, 0xF4,0xF4,0xF4,,,,,, 0, 0
+ _wr_8_rel \label
+.endm
+
+/**
+ * rbeqz <label:lbl>
+ *
+ * Branches to `label` if TR == 0.
+ * `label` is a relative offset rather than an absolute offset, making it appropriate
+ * for use in position-independent code.
+ * Note that the range is reduced compared to absolute branches, only labels within a
+ * signed 8-bit (+/-128) range are reachable.
+ */
+.macro rbeqz label
+ _wr_cmd_id rbeqz, 0xF3,0xF3,0xF3,,,,,, 0, 0
+ _wr_8_rel \label
+.endm
+
+/**
+ * rbltz <label:lbl>
+ *
+ * Branches to `label` if TR < 0.
+ * `label` is a relative offset rather than an absolute offset, making it appropriate
+ * for use in position-independent code.
+ * Note that the range is reduced compared to absolute branches, only labels within a
+ * signed 8-bit (+/-128) range are reachable.
+ */
+.macro rbltz label
+ _wr_cmd_id rbltz, 0xF2,0xF2,0xF2,,,,,, 0, 0
+ _wr_8_rel \label
+.endm
+
+/**
+ * allocnotelist <num:u8>
+ *
+ * Clears the channel note pool and reallocates it with space for `num` notes.
+ */
+.macro allocnotelist num
+ _wr_cmd_id allocnotelist, 0xF1,0xF1,,,,,,, 0, 0
+ _wr_u8 \num
+.endm
+
+/**
+ * freenotelist
+ *
+ * Clears the channel note pool.
+ */
+.macro freenotelist
+ _wr_cmd_id freenotelist, 0xF0,0xF0,,,,,,, 0, 0
+.endm
+
+/**
+ * unk_EF
+ *
+ * Has no function.
+ */
+.macro unk_EF arg1, arg2
+ _wr_cmd_id unk_EF, 0xEF,,,,,,,, 0, 0
+ _wr_s16 \arg1
+ _w_u8 \arg2
+.endm
+
+/**
+ * bendfine <amt:s8>
+ *
+ * Fine-tunes the pitch bend amount for the channel or layer.
+ */
+.macro bendfine amt
+ _wr_cmd_id bendfine, ,0xEE,0xCE,,,,,, 0, 0
+ _wr_s8 \amt
+.endm
+
+/**
+ * gain <value:u8>
+ *
+ * Sets the channel gain (multiplicative volume scale factor) to the provided qu4.4 fixed-point value.
+ */
+.macro gain value
+ _wr_cmd_id gain, ,0xED,,,,,,, 0, 0
+ _wr_u8 \value
+.endm
+
+/**
+ * vibreset
+ *
+ * Resets channel vibrato, filter, gain, sustain, etc. state.
+ */
+.macro vibreset
+ _wr_cmd_id vibreset, ,0xEC,,,,,,, 0, 0
+.endm
+
+/**
+ * fontinstr <fontId:u8> <instId:u8>
+ *
+ * Updates the soundfont and instrument for the channel simultaneously.
+ */
+.macro fontinstr fontId, instId
+ _wr_cmd_id fontinstr, ,0xEB,,,,,,, 0, 0
+ _wr_u8 \fontId
+ _wr_u8 \instId
+.endm
+
+/**
+ * notepri <priority1:u4> <priority2:u4>
+ *
+ * Set note priorities.
+ */
+.macro notepri priority1, priority2
+ _check_arg_bitwidth_u \priority1, 4
+ _check_arg_bitwidth_u \priority2, 4
+ _wr_cmd_id notepri, ,0xE9,,,,,,, 0, 0
+ _wr_u8 (\priority1 << 4) | \priority2
+.endm
+
+/**
+ * params <muteBhv:u8> <noteAllocPolicy:u8> <channelPriority:u8> <transposition:u8>
+ * <pan:u8> <panWeight:u8> <reverb:u8> <reverbIndex:u8>
+ *
+ * Sets various channel parameters.
+ */
+.macro params muteBhv, noteAllocPolicy, channelPriority, transposition, pan, panWeight, reverb, reverbIndex
+ _wr_cmd_id params, ,0xE8,,,,,,, 0, 0
+ _wr_u8 \muteBhv
+ _wr_u8 \noteAllocPolicy
+ _wr_u8 \channelPriority
+ _wr_u8 \transposition
+ _wr_u8 \pan
+ _wr_u8 \panWeight
+ _wr_u8 \reverb
+ _wr_u8 \reverbIndex
+.endm
+
+/**
+ * ldparams <label:lbl>
+ *
+ * Sets various channel parameters by loading them from `label`. The data
+ * is ordered in the same way as the arguments in `params`.
+ */
+.macro ldparams label
+ _wr_cmd_id ldparams, ,0xE7,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * samplebook <value:u8>
+ *
+ * Sets the sample book mode.
+ */
+.macro samplebook value
+ _wr_cmd_id samplebook, ,0xE6,,,,,,, 0, 0
+ _wr_u8 \value
+.endm
+
+/**
+ * reverbidx <arg:u8>
+ *
+ * Sets the channel reverb.
+ */
+.macro reverbidx arg
+ _wr_cmd_id reverbidx, ,0xE5,,,,,,, 0, 0
+ _wr_u8 \arg
+.endm
+
+/**
+ * reverbidx <arg:u8>
+ *
+ * Sets the channel vibrato delay.
+ */
+.macro vibdelay arg
+ _wr_cmd_id vibdelay, ,0xE3,,,,,,, 0, 0
+ _wr_u8 \arg
+.endm
+
+/**
+ * vibdepthgrad <extentStart:u8> <extentTarget:u8> <extentChangeDelay:u8>
+ *
+ * Sets the vibrato extent.
+ */
+.macro vibdepthgrad arg0, arg1, arg2
+ _wr_cmd_id vibdepthgrad, ,0xE2,,,,,,, 0, 0
+ _wr_u8 \arg0
+ _wr_u8 \arg1
+ _wr_u8 \arg2
+.endm
+
+/**
+ * vibfreqgrad <rateStart:u8> <rateTarget:u8> <rateChangeDelay:u8>
+ *
+ * Sets the vibrato rate.
+ */
+.macro vibfreqgrad arg0, arg1, arg2
+ _wr_cmd_id vibfreqgrad, ,0xE1,,,,,,, 0, 0
+ _wr_u8 \arg0
+ _wr_u8 \arg1
+ _wr_u8 \arg2
+.endm
+
+/**
+ * volexp <amt:u8>
+ *
+ * Changes the expression amount for the channel.
+ */
+.macro volexp amt
+ _wr_cmd_id volexp, ,0xE0,,,,,,, 0, 0
+ _wr_u8 \amt
+.endm
+
+/**
+ * transpose <semitones:s8>
+ *
+ * Sets the transposition amount. Transposition shifts all note pitches by the
+ * provided number of semitones.
+ */
+.macro transpose semitones
+ _wr_cmd_id transpose, 0xDF,0xDB,0xC2,,,,,, 0, 0
+ _wr_s8 \semitones
+.endm
+
+/**
+ * rtranspose <semitones:s8>
+ *
+ * Adjusts the transposition amount. This is only available at the top sequence level.
+ */
+.macro rtranspose semitones
+ _wr_cmd_id rtranspose, 0xDE,,,,,,,, 0, 0
+ _wr_s8 \semitones
+.endm
+
+/**
+ * freqscale <arg:s16>
+ *
+ * Sets the freqScale for the current channel.
+ */
+.macro freqscale arg
+ _wr_cmd_id freqscale, ,0xDE,,,,,,, 0, 0
+ _wr_s16 \arg
+.endm
+
+/**
+ * tempo <bpm:u8>
+ *
+ * Changes the tempo of the sequence.
+ */
+.macro tempo bpm
+ _wr_cmd_id tempo, 0xDD,,,,,,,, 0, 0
+ _wr_u8 \bpm
+.endm
+
+/**
+ * tempochg <arg:s8>
+ *
+ * Sets the tempoChange for the sequence.
+ */
+.macro tempochg arg
+ _wr_cmd_id tempochg, 0xDC,,,,,,,, 0, 0
+ _wr_s8 \arg
+.endm
+
+/**
+ * pan <amt:u8>
+ *
+ * Changes the pan amount for a channel.
+ */
+.macro pan pan
+ /* pan can only take values in 0..127 */
+ _check_arg_bitwidth_u \pan, 7
+ _wr_cmd_id pan, ,0xDD,,,,,,, 0, 0
+ _wr_u8 \pan
+.endm
+
+/**
+ * panweight <weight:u8>
+ *
+ * Controls how much the final pan value is influenced by the channel pan and layer pan.
+ * The layer pan is set by the drum instrument pan.
+ * A value of 0 ignores channel pan, while a value of 127 ignores layer pan.
+ *
+ * finalPan = (weight * channelPan + (128 - weight) * layerPan) / 128
+ */
+.macro panweight weight
+ /* weight can only take values in 0..127 */
+ _check_arg_bitwidth_u \weight, 7
+ _wr_cmd_id panweight, ,0xDC,,,,,,, 0, 0
+ _wr_u8 \weight
+.endm
+
+/**
+ * vol <amt:u8>
+ *
+ * Sets the volume amount for this sequence or channel.
+ */
+.macro vol amt
+ _wr_cmd_id vol, 0xDB,0xDF,,,,,,, 0, 0
+ _wr_u8 \amt
+.endm
+
+/**
+ * volmode <mode:u8> <fadeTimer:s16>
+ *
+ * TODO DESCRIPTION
+ */
+.macro volmode mode, fadeTimer
+ _wr_cmd_id volmode, 0xDA,,,,,,,, 0, 0
+ _wr_u8 \mode
+ _wr_u16 \fadeTimer
+.endm
+
+/**
+ * volscale <arg:u8>
+ *
+ * Sets the fadeVolumeScale for the sequence.
+ */
+.macro volscale arg
+ _wr_cmd_id volscale, 0xD9,,,,,,,, 0, 0
+ _wr_u8 \arg
+.endm
+
+/**
+ * releaserate <release:u8>
+ *
+ * Sets the envelope release rate for this channel or layer.
+ */
+.macro releaserate release
+ _wr_cmd_id releaserate, ,0xD9,0xCF,,,,,, 0, 0
+ _wr_u8 \release
+.endm
+
+/**
+ * vibdepth <arg:u8>
+ *
+ * Sets the vibrato depth for the channel.
+ */
+.macro vibdepth arg
+ _wr_cmd_id vibdepth, ,0xD8,,,,,,, 0, 0
+ _wr_u8 \arg
+.endm
+
+/**
+ * vibfreq <arg:u8>
+ *
+ * Sets the vibrato rate for the channel.
+ */
+.macro vibfreq arg
+ _wr_cmd_id vibfreq, ,0xD7,,,,,,, 0, 0
+ _wr_u8 \arg
+.endm
+
+/**
+ * initchan <bitmask:u16>
+ *
+ * Initializes the channels marked in the provided bitmask.
+ *
+ * e.g. initchan 0b1 initializes channel 0.
+ * initchan 0b101 initializes channels 0 and 2.
+ */
+.macro initchan bitmask
+ _wr_cmd_id initchan, 0xD7,,,,,,,, 0, 0
+ _wr_u16 \bitmask
+.endm
+
+/**
+ * freechan <bitmask:u16>
+ *
+ * Frees the channels marked in the provided bitmask.
+ */
+.macro freechan bitmask
+ _wr_cmd_id freechan, 0xD6,,,,,,,, 0, 0
+ _wr_u16 \bitmask
+.endm
+
+/**
+ * mutescale <arg:s8>
+ *
+ * Sets the muteVolumeScale for the sequence.
+ */
+.macro mutescale arg
+ _wr_cmd_id mutescale, 0xD5,,,,,,,, 0, 0
+ _wr_s8 \arg
+.endm
+
+/**
+ * mute
+ *
+ * Mutes the sequence player.
+ */
+.macro mute
+ _wr_cmd_id mute, 0xD4,,,,,,,, 0, 0
+.endm
+
+/**
+ * reverb <amt:u8>
+ *
+ * Sets the reverb amount for this channel.
+ */
+.macro reverb amt
+ _wr_cmd_id reverb, ,0xD4,,,,,,, 0, 0
+ _wr_u8 \amt
+.endm
+
+/**
+ * mutebhv <flags:u8>
+ *
+ * Sets mute behavior for this sequence or channel.
+ */
+.macro mutebhv flags
+ _wr_cmd_id mutebhv, 0xD3,0xCA,,,,,,, 0, 0
+ _wr_u8 \flags
+.endm
+
+/**
+ * bend <amt:s8>
+ *
+ * Sets the pitch bend amount for this channel.
+ */
+.macro bend amt
+ _wr_cmd_id bend, ,0xD3,,,,,,, 0, 0
+ _wr_s8 \amt
+.endm
+
+/**
+ * ldshortvelarr <label:lbl>
+ *
+ * Sets the location of SHORTVELTBL.
+ */
+.macro ldshortvelarr label
+ _wr_cmd_id ldshortvelarr, 0xD2,,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * sustain <value:u8>
+ *
+ * Sets the adsr sustain value for this channel.
+ */
+.macro sustain value
+ _wr_cmd_id sustain, ,0xD2,,,,,,, 0, 0
+ _wr_u8 \value
+.endm
+
+/**
+ * ldshortgatearr <label:lbl>
+ *
+ * Sets the location of SHORTGATETBL.
+ */
+.macro ldshortgatearr label
+ _wr_cmd_id ldshortgatearr, 0xD1,,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * notealloc <arg:u8>
+ *
+ * Sets the noteAllocPolicy for either the sequence or the current channel.
+ */
+.macro notealloc arg
+ _wr_cmd_id notealloc, 0xD0,0xD1,,,,,,, 0, 0
+ _wr_u8 \arg
+.endm
+
+/**
+ * effects <headset:bool> <type:b2> <strongR:b1> <strongL:b1> <strongRvrbR:b1> <strongRvrbL:b1>
+ *
+ * Sets stereo effects.
+ */
+.macro effects headset, type, strongR, strongL, strongRvrbR, strongRvrbL
+ _check_arg_bitwidth_u \headset, 1
+ _check_arg_bitwidth_u \type, 2
+ _check_arg_bitwidth_u \strongR, 1
+ _check_arg_bitwidth_u \strongL, 1
+ _check_arg_bitwidth_u \strongRvrbR, 1
+ _check_arg_bitwidth_u \strongRvrbL, 1
+
+ _wr_cmd_id effects, ,0xD0,,,,,,, 0, 0
+ _wr_u8 (\headset << 7) | (\type << 4) | (\strongR << 3) | (\strongL << 2) | (\strongRvrbR << 1) | (\strongRvrbL << 0)
+.endm
+
+/**
+ * stptrtoseq <label:lbl>
+ *
+ * Stores TP -> label
+ */
+.macro stptrtoseq label
+ _wr_cmd_id stptrtoseq, ,0xCF,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * ldptr <label:lbl>
+ *
+ * Loads label -> TP
+ */
+.macro ldptr label
+ _wr_cmd_id ldptr, ,0xCE,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * ldptr <imm:u16>
+ *
+ * Loads imm -> TP
+ */
+.macro ldptri imm
+ _wr_cmd_id ldptr, ,0xCE,,,,,,, 0, 0
+ _wr_u16 \imm
+.endm
+
+/**
+ * rand <max:u8>
+ *
+ * Stores a random number in the range [0, max) into TR. If max is 0 the range is [0, 255]
+ */
+.macro rand max
+ _wr_cmd_id rand, 0xCE,0xB8,,,,,,, 0, 0
+ _wr_u8 \max
+.endm
+
+/**
+ * [sequence] dyncall <table:lbl>
+ *
+ * Jumps to table[TR], treating table as a u16 array, pushing the next PC to the call stack
+ *
+ * [channel] dyncall
+ *
+ * Jumps to DYNTBL16[TR], pushing the next PC to the call stack
+ */
+.macro dyncall table=-1
+ .if \table == -1
+ _wr_cmd_id dyncall, ,0xE4,,,,,,, 0, 0
+ .else
+ _wr_cmd_id dyncall, 0xCD,,,,,,,, 0, 0
+ _wr_lbl \table
+ .endif
+.endm
+
+/**
+ * ldi <imm:u8>
+ *
+ * Loads the immediate value `imm` into TR.
+ */
+.macro ldi imm
+ _wr_cmd_id ldi, 0xCC,0xCC,,,,,,, 0, 0
+ _wr_u8 \imm
+.endm
+
+/**
+ * and <imm:u8>
+ *
+ * Computes TR = TR & imm
+ */
+.macro and imm
+ _wr_cmd_id and, 0xC9,0xC9,,,,,,, 0, 0
+ _wr_u8 \imm
+.endm
+
+/**
+ * sub <imm:u8>
+ *
+ * Computes TR = TR - imm
+ */
+.macro sub imm
+ _wr_cmd_id sub, 0xC8,0xC8,,,,,,, 0, 0
+ _wr_u8 \imm
+.endm
+
+/**
+ * stseq <imm:u8> <label:lbl>
+ *
+ * Stores the u8 value `TR + imm` to the location specified by `label`.
+ */
+.macro stseq imm, label
+ _wr_cmd_id stseq, 0xC7,0xC7,,,,,,, 0, 0
+ _wr_u8 \imm
+ _wr_lbl \label
+.endm
+
+/**
+ * stop
+ *
+ * Immediately stops the sequence or channel.
+ */
+.macro stop
+ _wr_cmd_id stop, 0xC6,0xEA,,,,,,, 0, 0
+.endm
+
+/**
+ * font <fontId:u8>
+ *
+ * Set the current soundfont for this channel to `fontId`.
+ */
+.macro font fontId
+ _wr_cmd_id font, ,0xC6,,,,,,, 0, 0
+ _wr_u8 \fontId
+.endm
+
+/**
+ * scriptctr <arg:u16>
+ *
+ * Sets scriptCounter to arg.
+ *
+ * scriptCounter usually increments every time the sequence is updated but is otherwise
+ * never used, so changing it with this instruction has no useful effects.
+ */
+.macro scriptctr arg
+ _wr_cmd_id scriptctr, 0xC5,,,,,,,, 0, 0
+ _wr_u16 \arg
+.endm
+
+/**
+ * dyntbllookup
+ *
+ * Loads DYNTBL16[TR] -> DYNTBL
+ * unless TR is -1, in which case nothing happens.
+ */
+.macro dyntbllookup
+ _wr_cmd_id dyntbllookup, ,0xC5,,,,,,, 0, 0
+.endm
+
+/**
+ * runseq <seqPlayer:u8> <seqId:u8>
+ *
+ * Plays the sequence seqId on seqPlayer.
+ */
+.macro runseq seqPlayer, seqId
+ _wr_cmd_id runseq, 0xC4,,,,,,,, 0, 0
+ _wr_u8 \seqPlayer
+ _wr_u8 \seqId
+.endm
+
+#if (MML_VERSION == MML_VERSION_MM)
+
+ /**
+ * mutechan <arg0:s16>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro mutechan arg0
+ _wr_cmd_id mutechan, 0xC3,,,,,,,, 0, 0
+ _wr_s16 \arg0
+ .endm
+
+#endif
+
+/**
+ * noshort
+ *
+ * Disable short notes encoding.
+ */
+.macro noshort
+ _wr_cmd_id noshort, ,0xC4,,,,,,, 0, 0
+.endm
+
+/**
+ * short
+ *
+ * Enable short notes encoding.
+ */
+.macro short
+ _wr_cmd_id short, ,0xC3,,,,,,, 0, 0
+.endm
+
+/**
+ * dyntbl <label:lbl>
+ *
+ * Loads label -> DYNTBL
+ */
+.macro dyntbl label
+ _wr_cmd_id dyntbl, ,0xC2,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * instr <instNum:u8>
+ *
+ * Set instrument `instNum` from the current soundfont as the active instrument for this channel or layer.
+ */
+.macro instr instNum
+ _wr_cmd_id instr, ,0xC1,0xC6,,,,,, 0, 0
+ _wr_u8 \instNum
+.endm
+
+#if (MML_VERSION == MML_VERSION_MM)
+
+ /**
+ * unk_BE <arg0:u8>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_BE arg0
+ _wr_cmd_id unk_BE, ,0xBE,,,,,,, 0, 0
+ _wr_u8 \arg0
+ .endm
+
+#endif
+
+/**
+ * randptr <range:u16> <offset:u16>
+ *
+ * Assigns a random number sampled from [offset,offset+range) -> TP
+ *
+ * If range is 0, it is treated as 65536.
+ */
+.macro randptr range, offset
+ #if (MML_VERSION == MML_VERSION_OOT)
+ _wr_cmd_id randptr, ,0xBD,,,,,,, 0, 0
+ #else
+ _wr_cmd_id randptr, ,0xA8,,,,,,, 0, 0
+ #endif
+ _wr_u16 \range
+ _wr_u16 \offset
+.endm
+
+#if (MML_VERSION == MML_VERSION_MM)
+
+ /**
+ * samplestart <arg0:u8>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro samplestart arg
+ _wr_cmd_id samplestart, ,0xBD,,,,,,, 0, 0
+ _wr_u8 \arg
+ .endm
+
+ /**
+ * unk_A7 <arg:u8>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A7 arg
+ _wr_cmd_id unk_A7, ,0xA7,,,,,,, 0, 0
+ _wr_u8 \arg
+ .endm
+
+ /**
+ * unk_A6 <arg0:u8> <arg1:s16>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A6 arg0, arg1
+ _wr_cmd_id unk_A6, ,0xA6,,,,,,, 0, 0
+ _wr_u8 \arg0
+ _wr_s16 \arg1
+ .endm
+
+ /**
+ * unk_A5
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A5
+ _wr_cmd_id unk_A5, ,0xA5,,,,,,, 0, 0
+ .endm
+
+ /**
+ * unk_A4 <arg:u8>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A4 arg
+ _wr_cmd_id unk_A4, ,0xA4,,,,,,, 0, 0
+ _wr_u8 \arg
+ .endm
+
+ /**
+ * unk_A3
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A3
+ _wr_cmd_id unk_A3, ,0xA3,,,,,,, 0, 0
+ .endm
+
+ /**
+ * unk_A2 <arg:s16>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A2 arg
+ _wr_cmd_id unk_A2, ,0xA2,,,,,,, 0, 0
+ _wr_s16 \arg
+ .endm
+
+ /**
+ * unk_A1
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A1
+ _wr_cmd_id unk_A1, ,0xA1,,,,,,, 0, 0
+ .endm
+
+ /**
+ * unk_A0 <arg:s16>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_A0 arg
+ _wr_cmd_id unk_A0, ,0xA0,,,,,,, 0, 0
+ _wr_s16 \arg
+ .endm
+
+#endif
+
+/**
+ * ptradd <value:lbl>
+ *
+ * Computes TP += value
+ */
+.macro ptradd value
+ _wr_cmd_id ptradd, ,0xBC,,,,,,, 0, 0
+ _wr_lbl \value
+.endm
+
+/**
+ * ptraddi <value:u16>
+ *
+ * Like ptradd but for immediates instead of labels
+ *
+ * Computes TP += value
+ */
+.macro ptraddi value
+ _wr_cmd_id ptradd, ,0xBC,,,,,,, 0, 0
+ _wr_u16 \value
+.endm
+
+/**
+ * combfilter <arg0:u8> <arg1:u16>
+ *
+ * Enable comb filter.
+ * TODO args? arg0=16,arg1=val<<8 maps well to midi chorus
+ */
+.macro combfilter arg0, arg1
+ _wr_cmd_id combfilter, ,0xBB,,,,,,, 0, 0
+ _wr_u8 \arg0
+ _wr_u16 \arg1
+.endm
+
+/**
+ * randgate <range:u8>
+ *
+ * Sets the range of random note gateTime fluctuations.
+ *
+ * NOTE: This feature is bugged. If this is non-zero it will actually use the range set by randvel.
+ */
+.macro randgate range
+ _wr_cmd_id randgate, ,0xBA,,,,,,, 0, 0
+ _wr_u8 \range
+.endm
+
+/**
+ * randvel <range:u8>
+ *
+ * Sets the range for random note velocity fluctuations.
+ */
+.macro randvel range
+ _wr_cmd_id randvel, ,0xB9,,,,,,, 0, 0
+ _wr_u8 \range
+.endm
+
+/**
+ * rand <max:u16>
+ *
+ * Stores a random number in the range [0, max) into TP. If max is 0 the range is [0, 65535]
+ */
+.macro randtoptr max
+ _wr_cmd_id randtoptr, ,0xB7,,,,,,, 0, 0
+ _wr_u16 \max
+.endm
+
+/**
+ * dyntblv
+ *
+ * Loads DYNTBL8[TR] -> TR
+ */
+.macro dyntblv
+ _wr_cmd_id dyntblv, ,0xB6,,,,,,, 0, 0
+.endm
+
+/**
+ * dyntbltoptr
+ *
+ * Loads DYNTBL16[TR] -> TP
+ */
+.macro dyntbltoptr
+ _wr_cmd_id dyntbltoptr, ,0xB5,,,,,,, 0, 0
+.endm
+
+/**
+ * ptrtodyntbl
+ *
+ * Transfers TP -> DYNTBL
+ */
+.macro ptrtodyntbl
+ _wr_cmd_id ptrtodyntbl, ,0xB4,,,,,,, 0, 0
+.endm
+
+/**
+ * ldseqtoptr <label:lbl>
+ *
+ * Loads SEQ[label + TR * 2] -> TP
+ *
+ * Note that TR acts as an index into an array of u16 starting at label.
+ */
+.macro ldseqtoptr label
+ _wr_cmd_id ldseqtoptr, ,0xB2,,,,,,, 0, 0
+ _wr_lbl \label
+.endm
+
+/**
+ * freefilter
+ *
+ * Invalidates the current active filter buffer.
+ */
+.macro freefilter
+ _wr_cmd_id freefilter, ,0xB1,,,,,,, 0, 0
+.endm
+
+/**
+ * ldfilter <filter:lbl>
+ *
+ * Sets the active filter buffer to the location specified by `filter`.
+ */
+.macro ldfilter filter
+ _wr_cmd_id ldfilter, ,0xB0,,,,,,, 0, 0
+ _wr_lbl \filter
+.endm
+
+/**
+ * cdelay <delay:b4>
+ *
+ * Short delay encoding for channel sections.
+ * Delays by `delay` ticks.
+ */
+.macro cdelay delay
+ _wr_cmd_id cdelay, ,0x00,,,,,,, \delay, 4
+.endm
+
+/**
+ * ldsample <portNum:b3>
+ *
+ * Triggers an async load of a sample belonging to either:
+ * - The Instrument ID in TR, if type is LDSAMPLE_INST.
+ * - The Sound Effect ID in TP, if type is LDSAMPLE_SFX.
+ *
+ * Load status is made available in CIO[CUR_CHANNEL][portNum].
+ */
+.macro ldsample type, portNum
+ .if \type == LDSAMPLE_INST
+ _wr_cmd_id ldsample, ,0x10,,,,,,, \portNum, 3
+ .elif \type == LDSAMPLE_SFX
+ _wr_cmd_id ldsample, ,0x18,,,,,,, \portNum, 3
+ .else
+ .error "ldsample: invalid type"
+ .endif
+.endm
+#define LDSAMPLE_INST 0
+#define LDSAMPLE_SFX 1
+
+/**
+ * stcio <channelNum:b4> <portNum:u8>
+ *
+ * Stores the contents of TR into CIO[channelNum][portNum]
+ */
+.macro stcio channelNum, portNum
+ _wr_cmd_id stcio, ,0x30,,,,,,, \channelNum, 4
+ _wr_u8 \portNum
+.endm
+
+/**
+ * ldcio <channelNum:b4> <portNum:u8>
+ *
+ * Loads the contents of CIO[channelNum][portNum] into TR.
+ */
+.macro ldcio channelNum, portNum
+ _wr_cmd_id ldcio, ,0x40,,,,,,, \channelNum, 4
+ _wr_u8 \portNum
+.endm
+
+/**
+ * rldlayer <layerNum:b3> <label:rel_lbl>
+ *
+ * Opens the note layer at `label` for index `layerNum`.
+ * `label` is a relative offset rather than an absolute offset, making it appropriate
+ * for use in position-independent code.
+ */
+.macro rldlayer layerNum, label
+ _wr_cmd_id rldlayer, ,0x78,,,,,,, \layerNum, 3
+ _wr_16_rel \label
+.endm
+
+/**
+ * testlayer <layerNum:b3>
+ *
+ * Tests if the layer specified by `layerNum` is finished.
+ * Stores result to TR:
+ * - 1 if layer is finished.
+ * - 0 if layer is not finished.
+ * - -1 if layer does not exist.
+ */
+.macro testlayer layerNum
+ _wr_cmd_id testlayer, ,0x80,,,,,,, \layerNum, 3
+.endm
+
+/**
+ * ldlayer <layerNum:b3> <label:lbl>
+ *
+ * Opens the note layer at `label` for index `layerNum`.
+ */
+.macro ldlayer layerNum, label
+ _wr_cmd_id ldlayer, ,0x88,,,,,,, \layerNum, 3
+ _wr_lbl \label
+.endm
+
+/**
+ * dellayer <layerNum:b3>
+ *
+ * Deletes the layer specified by index `layerNum`.
+ */
+.macro dellayer arg
+ _wr_cmd_id dellayer, ,0x90,,,,,,, \arg, 3
+.endm
+
+/**
+ * dynldlayer <arg:b3>
+ *
+ * Allocates a new layer starting at the pointer read from DYNTBL16[TR]
+ */
+.macro dynldlayer arg
+ _wr_cmd_id dynldlayer, ,0x98,,,,,,, \arg, 3
+.endm
+
+/**
+ * testchan <channelNum:b4>
+ *
+ * Tests if the channel specified by index `channelNum` is enabled.
+ * Stores result to TR:
+ * - 0 if enabled
+ * - 1 if disabled
+ */
+.macro testchan channelNum
+ _wr_cmd_id testchan, 0x00,,,,,,,, \channelNum, 4
+.endm
+
+/**
+ * stopchan <channelNum:b4>
+ *
+ * Disables the channel specified by channel `channelNum`.
+ */
+.macro stopchan channelNum
+ .if ASEQ_MODE == ASEQ_MODE_SEQUENCE
+ _wr_cmd_id stopchan, 0x40,,,,,,,, \channelNum, 4
+ .else
+ _wr_cmd_id stopchan, ,0xCD,,,,,,, 0, 0
+ _wr_u8 \channelNum
+ .endif
+.endm
+
+/**
+ * subio <portNum:b4>
+ *
+ * In sequence section:
+ * Computes TR = TR - SIO[portNum]
+ *
+ * In channel section:
+ * Computes TR = TR - CIO[CUR_CHANNEL][portNum]
+ */
+.macro subio portNum
+ _wr_cmd_id subio, 0x50,0x50,,,,,,, \portNum, 4
+.endm
+
+/**
+ * ldres <portNum:b4> <resType:u8> <resId:u8>
+ *
+ * Load Resource.
+ * resType (sync with SampleBankTableType)
+ * - 0 = Sequence
+ * - 1 = Font
+ * - 2 = Sample
+ *
+ * resId is either a sequence id, soundfont id or samplebank id.
+ *
+ * Load status is made available in SIO[portNum].
+ */
+.macro ldres portNum, resType, resId
+ _wr_cmd_id ldres, 0x60,,,,,,,, \portNum, 4
+ _wr_u8 \resType
+ _wr_u8 \resId
+.endm
+
+/**
+ * Sequence Section: stio <portNum:b4>
+ * Channel Section: stio <portNum:b3>
+ *
+ * Moves the contents of TR to either SIO[portNum] or CIO[CUR_CHANNEL][portNum]
+ * depending on current section.
+ */
+.macro stio portNum
+ .if ASEQ_MODE == ASEQ_MODE_CHANNEL
+ _wr_cmd_id stio, ,0x70,,,,,,, \portNum, 3
+ .else
+ _wr_cmd_id stio, 0x70,,,,,,,, \portNum, 4
+ .endif
+.endm
+
+/**
+ * ldio <portNum:b4>
+ *
+ * Moves the contents of either SIO[portNum] or CIO[CUR_CHANNEL][portNum] to TR
+ * depending on current section.
+ */
+.macro ldio portNum
+ _wr_cmd_id ldio, 0x80,0x60,,,,,,, \portNum, 4
+.endm
+
+/**
+ * ldchan <channelNum:b4> <label:lbl>
+ *
+ * Opens the sequence channel for index `channelNum` with data beginning at `label`.
+ */
+.macro ldchan channelNum, label
+ _wr_cmd_id ldchan, 0x90,0x20,,,,,,, \channelNum, 4
+ _wr_lbl \label
+.endm
+
+/**
+ * rldchan <channelNum:b4> <label:rel_lbl>
+ *
+ * Opens the sequence channel for index `channelNum` with data beginning at `label`.
+ * `label` is a relative offset rather than an absolute offset, making it appropriate
+ * for use in position-independent code.
+ */
+.macro rldchan channelNum, label
+ _wr_cmd_id rldchan, 0xA0,,,,,,,, \channelNum, 4
+ _wr_16_rel \label
+.endm
+
+/**
+ * ldelay <delay:var>
+ *
+ * Delay for `delay` ticks.
+ */
+.macro ldelay delay
+ _wr_cmd_id ldelay, ,,0xC0,,,,,, 0, 0
+ _var \delay
+.endm
+
+/**
+ * Workaround for bugged delays using a larger encoding than is needed.
+ * Acts like ldelay but forces a long var encoding even if the arg can fit
+ * in a smaller encoding.
+ * Should never be used when not required for matching purposes.
+ */
+.macro lldelay delay
+ _wr_cmd_id lldelay, ,0xFD,0xC0,,,,,, 0, 0
+ _var_long \delay
+.endm
+
+/**
+ * shortvel <velocity:u8>
+ *
+ * Set velocity used by short notes.
+ */
+.macro shortvel velocity
+ _wr_cmd_id shortvel, ,,0xC1,,,,,, 0, 0
+ _wr_u8 \velocity
+.endm
+
+/**
+ * shortdelay <delay:var>
+ *
+ * Set delay used by short notes.
+ */
+.macro shortdelay delay
+ _wr_cmd_id shortdelay, ,,0xC3,,,,,, 0, 0
+ _var \delay
+.endm
+
+/**
+ * legato
+ *
+ * Enables legato on the current layer.
+ */
+.macro legato
+ _wr_cmd_id legato, ,,0xC4,,,,,, 0, 0
+.endm
+
+/**
+ * nolegato
+ *
+ * Disables legato on the current layer.
+ */
+.macro nolegato
+ _wr_cmd_id nolegato, ,,0xC5,,,,,, 0, 0
+.endm
+
+/**
+ * portamento <mode> <target:u8> <time:u8/var>
+ *
+ * The time argument is either a var or a u8 depending on mode
+ */
+.macro portamento mode, target, time
+ _wr_cmd_id portamento, ,,0xC7,,,,,, 0, 0
+ _wr_u8 \mode
+ _wr_u8 \target
+ .if (\mode & 0x80) != 0
+ _wr_u8 \time
+ .else
+ _var \time
+ .endif
+.endm
+
+/**
+ * noportamento
+ *
+ * Disables portamento on the current layer.
+ */
+.macro noportamento
+ _wr_cmd_id noportamento, ,,0xC8,,,,,, 0, 0
+.endm
+
+/**
+ * shortgate <gateTime:u8>
+ *
+ * Sets gate time for short notes.
+ */
+.macro shortgate gateTime
+ _wr_cmd_id shortgate, ,,0xC9,,,,,, 0, 0
+ _wr_u8 \gateTime
+.endm
+
+/**
+ * notepan <pan:u8>
+ *
+ * Sets the pan for this layer. A value of 64 is center.
+ */
+.macro notepan pan
+ /* pan can only take values in 0..127 */
+ _check_arg_bitwidth_u \pan, 7
+ _wr_cmd_id notepan, ,,0xCA,,,,,, 0, 0
+ _wr_u8 \pan
+.endm
+
+/**
+ * nodrumpan
+ *
+ * Instructs the layer to ignore the pan value in drum instruments and only
+ * use pan set in the layer.
+ */
+.macro nodrumpan
+ _wr_cmd_id nodrumpan, ,,0xCC,,,,,, 0, 0
+.endm
+
+/**
+ * stereo <type:b2> <strongR:b1> <strongL:b1> <strongRvrbR:b1> <strongRvrbL:b1>
+ *
+ * TODO DESCRIPTION
+ */
+#define STEREO_OPCODE 0xCD
+.macro stereo type, strongR, strongL, strongRvrbR, strongRvrbL
+ _check_arg_bitwidth_u \type, 2
+ _check_arg_bitwidth_u \strongR, 1
+ _check_arg_bitwidth_u \strongL, 1
+ _check_arg_bitwidth_u \strongRvrbR, 1
+ _check_arg_bitwidth_u \strongRvrbL, 1
+
+ _wr_cmd_id stereo, ,,STEREO_OPCODE,,,,,, 0, 0
+ _wr_u8 (\type << 4) | (\strongR << 3) | (\strongL << 2) | (\strongRvrbR << 1) | (\strongRvrbL << 0)
+.endm
+
+/**
+ * ldshortvel <velocity:b4>
+ *
+ * Sets the velocity used in short notes by reading from SHORTVELTBL[velocity]
+ */
+.macro ldshortvel velocity
+ _wr_cmd_id ldshortvel, ,,0xD0,,,,,, \velocity, 4
+.endm
+
+/**
+ * ldshortgate <gateTime:b4>
+ *
+ * Sets the gate time used in short notes by reading from SHORTGATETBL[gateTime]
+ */
+.macro ldshortgate gateTime
+ _wr_cmd_id ldshortgate, ,,0xE0,,,,,, \gateTime, 4
+.endm
+
+#if (MML_VERSION == MML_VERSION_MM)
+
+ /**
+ * unk_F0 <arg:s16>
+ *
+ * TODO DESCRIPTION
+ */
+ .macro unk_F0 arg
+ _wr_cmd_id unk_F0, ,,0xF0,,,,,, 0, 0
+ _wr_s16 \arg
+ .endm
+
+ /**
+ * surroundeffect <arg:u8>
+ *
+ * TODO DESCRIPTION
+ */
+ #define SURROUNDEFFECT_OPCODE 0xF1
+ .macro surroundeffect arg
+ _wr_cmd_id surroundeffect, ,,SURROUNDEFFECT_OPCODE,,,,,, 0, 0
+ _wr_u8 \arg
+ .endm
+
+#endif
+
+/**
+ * notedvg <pitch:b6> <delay:var> <velocity:u8> <gateTime:u8>
+ *
+ * Plays a note with the current instrument settings for a specified length of time.
+ *
+ * pitch : The note to play. Since pitch is only 6 bits it can only hold values 0..63, for access to more values
+ * use `transpose` first to shift the base pitch.
+ * delay : The time to play the note for, plus the delay before executing the next instruction.
+ * velocity : The relative volume.
+ * gateTime : The proportion of the delay for which the sound does not play.
+ *
+ * This instruction must only be used when long notes are enabled with the noshort instruction.
+ */
+#define NOTEDVG_OPCODE 0x00
+.macro notedvg pitch, delay, velocity, gateTime
+ _wr_cmd_id notedvg, ,,0x00,,,,,, \pitch, 6
+ _var \delay
+ _wr_u8 \velocity
+ _wr_u8 \gateTime
+.endm
+
+/**
+ * notedv <pitch:b6> <delay:var> <velocity:u8>
+ *
+ * Like notedvg, but gateTime is fixed to 0 so there is no delay between when the sound stops and the next instruction.
+ *
+ * This instruction must only be used when long notes are enabled with the noshort instruction.
+ */
+#define NOTEDV_OPCODE 0x40
+.macro notedv pitch, delay, velocity
+ _wr_cmd_id notedv, ,,NOTEDV_OPCODE,,,,,, \pitch, 6
+ _var \delay
+ _wr_u8 \velocity
+.endm
+
+/* Workaround for bugs in vanilla sequences, force long encoding for delay. This should not typically be used. */
+.macro noteldv pitch, delay, velocity
+ _wr_cmd_id noteldv, ,,0x40,,,,,, \pitch, 6
+ _var_long \delay
+ _wr_u8 \velocity
+.endm
+
+/**
+ * notevg <pitch:b6> <velocity:u8> <gateTime:u8>
+ *
+ * Like notedvg, but delay is assumed to be the same as the delay for a previous note instruction.
+ *
+ * This instruction must only be used when long notes are enabled with the noshort instruction.
+ */
+.macro notevg pitch, velocity, gateTime
+ _wr_cmd_id notevg, ,,0x80,,,,,, \pitch, 6
+ _wr_u8 \velocity
+ _wr_u8 \gateTime
+.endm
+
+/**
+ * shortdvg <pitch:b6> <delay:var>
+ *
+ * Like notedvg, but encodes shorter by requiring that the velocity and gateTime be specified in advance using the
+ * shortvel and shortgate instructions.
+ *
+ * This instruction must only be used when short notes are enabled with the short instruction.
+ */
+.macro shortdvg pitch, delay
+ _wr_cmd_id shortdvg, ,,0x00,,,,,, \pitch, 6
+ _var \delay
+.endm
+
+/**
+ * shortdv <pitch:b6>
+ *
+ * Like shortdvg, but gateTime is fixed to 0 so there is no delay between when the sound stops and the next
+ * instruction. Uses the delay set by shortdelay, and the velocity set by shortvel.
+ *
+ * This instruction must only be used when short notes are enabled with the short instruction.
+ */
+.macro shortdv pitch
+ _wr_cmd_id shortdv, ,,0x40,,,,,, \pitch, 6
+.endm
+
+/**
+ * shortvg <pitch:b6>
+ *
+ * Like shortdvg, but delay is assumed to be the same as the delay for a previous note instruction. Uses the velocity
+ * set by shortvel.
+ *
+ * This instruction must only be used when short notes are enabled with the short instruction.
+ */
+.macro shortvg pitch
+ _wr_cmd_id shortvg, ,,0x80,,,,,, \pitch, 6
+.endm
+
+/**
+ * entry <label:lbl>
+ *
+ * For dyntable entries.
+ */
+.macro entry label
+ _wr_lbl \label
+.endm
+
+/**
+ * point <delay:s16> <arg:s16>
+ *
+ * Envelope point
+ */
+.macro point delay, arg
+ .if ASEQ_MODE != ASEQ_MODE_ENVELOPE
+ _section_invalid point
+ .endif
+
+ _wr_s16 \delay
+ _wr_s16 \arg
+.endm
+
+/**
+ * disable
+ *
+ * Envelope disable
+ */
+.macro disable
+ .if ASEQ_MODE != ASEQ_MODE_ENVELOPE
+ _section_invalid disable
+ .endif
+
+ _wr_u16 0
+ _wr_s16 0
+.endm
+
+/**
+ * hang
+ *
+ * Envelope hang
+ */
+.macro hang
+ .if ASEQ_MODE != ASEQ_MODE_ENVELOPE
+ _section_invalid hang
+ .endif
+
+ _wr_u16 0xFFFF // -1
+ _wr_s16 0
+.endm
+
+/**
+ * goto <index:s16>
+ *
+ * Envelope goto
+ */
+.macro goto index
+ .if ASEQ_MODE != ASEQ_MODE_ENVELOPE
+ _section_invalid goto
+ .endif
+
+ _wr_u16 0xFFFE // -2
+ _wr_s16 \index
+.endm
+
+/**
+ * restart
+ *
+ * Envelope restart
+ */
+.macro restart
+ .if ASEQ_MODE != ASEQ_MODE_ENVELOPE
+ _section_invalid restart
+ .endif
+
+ _wr_u16 0xFFFD // -3
+ _wr_s16 0
+.endm
+
+#endif /* _LANGUAGE_ASEQ */
+
+#endif /* ASEQ_H */
diff --git a/include/sequence.h b/include/sequence.h
index 26a81658c..745166ff4 100644
--- a/include/sequence.h
+++ b/include/sequence.h
@@ -4,135 +4,14 @@
#include "PR/ultratypes.h"
#include "z64math.h"
-// For the defines below, the names in quotes come from the official soundtrack,
-// and the names in parentheses are internal names that come from MM3D.
-#define NA_BGM_GENERAL_SFX 0x00 // General Sound Effects
-#define NA_BGM_AMBIENCE 0x01 // Ambient background noises
-#define NA_BGM_TERMINA_FIELD 0x02 // "Termina Field" (NA_BGM_FIELD)
-#define NA_BGM_CHASE 0x03 // "Chase" (NA_BGM_CHASE)
-#define NA_BGM_MAJORAS_THEME 0x04 // "Majora's Theme" (NA_BGM_STALKID)
-#define NA_BGM_CLOCK_TOWER 0x05 // "Clock Tower" (NA_BGM_CLOCK_TOWER)
-#define NA_BGM_STONE_TOWER_TEMPLE 0x06 // "Stone Tower Temple" - used for both Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_FRONT)
-#define NA_BGM_INV_STONE_TOWER_TEMPLE 0x07 // "Stone Tower Temple Upside-down" - used for both Inverted Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_REVERSE)
-#define NA_BGM_FAILURE_0 0x08 // "Missed Event 1" (NA_BGM_FAILURE_0)
-#define NA_BGM_FAILURE_1 0x09 // "Missed Event 2" - used for failing the Milk Run (NA_BGM_FAILURE_1)
-#define NA_BGM_HAPPY_MASK_SALESMAN 0x0A // "Happy Mask Saleman's Theme" (NA_BGM_OMENYA)
-#define NA_BGM_SONG_OF_HEALING 0x0B // "Song Of Healing" (NA_BGM_DEMO_CURE)
-#define NA_BGM_SWAMP_REGION 0x0C // "Southern Swamp" - used for both Southern Swamp and Woodfall (NA_BGM_DAMP_AREA)
-#define NA_BGM_ALIEN_INVASION 0x0D // "Ghost Attack" (NA_BGM_UFO)
-#define NA_BGM_SWAMP_CRUISE 0x0E // "Boat Cruise" (NA_BGM_JUNGLE_CREWS)
-#define NA_BGM_SHARPS_CURSE 0x0F // "Sharp's Curse" (NA_BGM_SHARP)
-#define NA_BGM_GREAT_BAY_REGION 0x10 // "Great Bay Coast" - used for Great Bay Coast, Zora Cape, and Pinnacle Rock (NA_BGM_SEA_AREA)
-#define NA_BGM_IKANA_REGION 0x11 // "Ikana Valley" (NA_BGM_IKANA_AREA)
-#define NA_BGM_DEKU_PALACE 0x12 // "Deku Palace" (NA_BGM_DEKU_KING)
-#define NA_BGM_MOUNTAIN_REGION 0x13 // "Mountain Village" - used for Mountain Village, Snowhead, and Goron Village exterior (NA_BGM_SNOW_AREA)
-#define NA_BGM_PIRATES_FORTRESS 0x14 // "Pirates' Fortress" (NA_BGM_PIRATE_AREA)
-#define NA_BGM_CLOCK_TOWN_DAY_1 0x15 // "Clock Town, First Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_21)
-#define NA_BGM_CLOCK_TOWN_DAY_2 0x16 // "Clock Town, Second Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_22)
-#define NA_BGM_CLOCK_TOWN_DAY_3 0x17 // "Clock Town, Third Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_23)
-#define NA_BGM_FILE_SELECT 0x18 // File Select (NA_BGM_FILE_SELECT)
-#define NA_BGM_CLEAR_EVENT 0x19 // "Event Clear" (NA_BGM_EVENT_CLEAR)
-#define NA_BGM_ENEMY 0x1A // "Battle" (NA_BGM_ENEMY)
-#define NA_BGM_BOSS 0x1B // "Boss Battle" (NA_BGM_BOSS00)
-#define NA_BGM_WOODFALL_TEMPLE 0x1C // "Woodfall Temple" (NA_BGM_JUNGLE_DUNGEON)
-#define NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE 0x1D // Loads one of sequences 0x15, 0x16, or 0x17. Will also play the "morning theme" if it is the start of a day (NA_BGM_MARKET)
-#define NA_BGM_OPENING 0x1E // "Opening" - plays during the ambush in the opening forest area (NA_BGM_OPENING)
-#define NA_BGM_INSIDE_A_HOUSE 0x1F // "House" (NA_BGM_LINK_HOUSE)
-#define NA_BGM_GAME_OVER 0x20 // "Game Over" (NA_BGM_GAME_OVER)
-#define NA_BGM_CLEAR_BOSS 0x21 // "Boss Clear" (NA_BGM_BOSS_CLEAR)
-#define NA_BGM_GET_ITEM 0x22 // "Item Catch" (NA_BGM_ITEM_GET)
-#define NA_BGM_CLOCK_TOWN_DAY_2_PTR 0x23 // Just points to the "Clock Town, Second Day" sequence (sequence 0x16) (NA_BGM_GATE_OPEN, same name as the Door of Time song from OoT)
-#define NA_BGM_GET_HEART 0x24 // "Get A Heart Container!" (NA_BGM_HEART_GET)
-#define NA_BGM_TIMED_MINI_GAME 0x25 // "Mini Game" (NA_BGM_MINI_GAME_2)
-#define NA_BGM_GORON_RACE 0x26 // "Goron Race" (NA_BGM_GORON_RACE)
-#define NA_BGM_MUSIC_BOX_HOUSE 0x27 // "Music Box House" (NA_BGM_ORGEL_HOUSE)
-#define NA_BGM_FAIRY_FOUNTAIN 0x28 // "Fairy's Fountain" - just points to the File Select sequence (sequence 0x18) (NA_BGM_GODESS)
-#define NA_BGM_ZELDAS_LULLABY 0x29 // "Zelda's Theme" (NA_BGM_HIME)
-#define NA_BGM_ROSA_SISTERS 0x2A // "Rosa Sisters" (NA_BGM_SISTER_DANCER)
-#define NA_BGM_OPEN_CHEST 0x2B // "Open Treasure Box" (NA_BGM_OPEN_TRE_BOX)
-#define NA_BGM_MARINE_RESEARCH_LAB 0x2C // "Marine Research Laboratory" (NA_BGM_DRUGSTORE)
-#define NA_BGM_GIANTS_THEME 0x2D // "Giants' Theme" (NA_BGM_KYOJIN_ROOM)
-#define NA_BGM_SONG_OF_STORMS 0x2E // "Guru-Guru's Song" (NA_BGM_FUSHA)
-#define NA_BGM_ROMANI_RANCH 0x2F // "Romani Ranch" (NA_BGM_RONRON)
-#define NA_BGM_GORON_VILLAGE 0x30 // "Goron Village" (NA_BGM_GORON)
-#define NA_BGM_MAYORS_OFFICE 0x31 // "Mayor's Meeting" (NA_BGM_MEETING)
-#define NA_BGM_OCARINA_EPONA 0x32 // "Ocarina “Epona's Song”" (NA_BGM_OCA_EPONA)
-#define NA_BGM_OCARINA_SUNS 0x33 // "Ocarina “Sun's Song”" - leftover from OoT (NA_BGM_OCA_SUNS)
-#define NA_BGM_OCARINA_TIME 0x34 // "Ocarina “Song Of Time”" (NA_BGM_TIME_NORMAL)
-#define NA_BGM_OCARINA_STORM 0x35 // "Ocarina “Song Of Storms”" (NA_BGM_OCA_STORM)
-#define NA_BGM_ZORA_HALL 0x36 // "Zora Hall" (NA_BGM_ZORA)
-#define NA_BGM_GET_NEW_MASK 0x37 // "Get A Mask!" (NA_BGM_MASK_GET)
-#define NA_BGM_MINI_BOSS 0x38 // "Middle Boss Battle" (NA_BGM_MIDDLE_BOSS)
-#define NA_BGM_GET_SMALL_ITEM 0x39 // "Small Item Catch" (NA_BGM_S_ITEM_GET)
-#define NA_BGM_ASTRAL_OBSERVATORY 0x3A // "Astral Observatory" (NA_BGM_TENMONDAI)
-#define NA_BGM_CAVERN 0x3B // "Cavern" - used for grottos (NA_BGM_NORMAL_DUNGEON)
-#define NA_BGM_MILK_BAR 0x3C // "Milk Bar" (NA_BGM_MILK_BAR)
-#define NA_BGM_ZELDA_APPEAR 0x3D // "Enter Zelda" - leftover from OoT (NA_BGM_APPEAR)
-#define NA_BGM_SARIAS_SONG 0x3E // "Woods Of Mystery" - Saria's Song from OoT, also used when dancing with the scarecrow (NA_BGM_MAYOIMORI)
-#define NA_BGM_GORON_GOAL 0x3F // "Goron Race Goal" (NA_BGM_GORON_GOAL)
-#define NA_BGM_HORSE 0x40 // "Horse Race" (NA_BGM_HORSE)
-#define NA_BGM_HORSE_GOAL 0x41 // "Horse Race Goal" (NA_BGM_HORSE_GOAL)
-#define NA_BGM_INGO 0x42 // "Gorman Track" (NA_BGM_INGO)
-#define NA_BGM_KOTAKE_POTION_SHOP 0x43 // "Magic Hags' Potion Shop" (NA_BGM_KOTAKE_KOUME)
-#define NA_BGM_SHOP 0x44 // "Shop" (NA_BGM_SHOP)
-#define NA_BGM_OWL 0x45 // "Owl" (NA_BGM_OWL)
-#define NA_BGM_SHOOTING_GALLERY 0x46 // "Shooting Gallery" (NA_BGM_MINI_GAME)
-#define NA_BGM_OCARINA_SOARING 0x47 // "Ocarina “Song Of Soaring”" (NA_BGM_OCA_BIGWING)
-#define NA_BGM_OCARINA_HEALING 0x48 // "Ocarina “Song Of Healing”" (NA_BGM_OCA_CURE)
-#define NA_BGM_INVERTED_SONG_OF_TIME 0x49 // "Ocarina “Inverted Song Of Time”" (NA_BGM_TIME_SPEED)
-#define NA_BGM_SONG_OF_DOUBLE_TIME 0x4A // "Ocarina “Song Of Double Time”" (NA_BGM_TIME_JUMP)
-#define NA_BGM_SONATA_OF_AWAKENING 0x4B // "Sonata of Awakening" (NA_BGM_DEMO_AWAKING)
-#define NA_BGM_GORON_LULLABY 0x4C // "Goron Lullaby" (NA_BGM_DEMO_LULLABY)
-#define NA_BGM_NEW_WAVE_BOSSA_NOVA 0x4D // "New Wave Bossa Nova" - both saxophone and vocals (NA_BGM_DEMO_TIDE)
-#define NA_BGM_ELEGY_OF_EMPTINESS 0x4E // "Elegy Of Emptiness" (NA_BGM_DEMO_SHELL)
-#define NA_BGM_OATH_TO_ORDER 0x4F // "Oath To Order" (NA_BGM_DEMO_PLEDGE)
-#define NA_BGM_SWORD_TRAINING_HALL 0x50 // "Swordsman's School" (NA_BGM_EXERCISE_HALL)
-#define NA_BGM_OCARINA_LULLABY_INTRO 0x51 // "Ocarina “Goron Lullaby Intro”" (NA_BGM_DEMO_LULLABY_HALF)
-#define NA_BGM_LEARNED_NEW_SONG 0x52 // "Get The Ocarina!" (NA_BGM_OCA_YOUSEI)
-#define NA_BGM_BREMEN_MARCH 0x53 // "Bremen March" (NA_BGM_FACEMASK)
-#define NA_BGM_BALLAD_OF_THE_WIND_FISH 0x54 // "Ballad Of The Wind Fish" - quartet performed in on the Milk Bar stage (NA_BGM_QUARTET)
-#define NA_BGM_SONG_OF_SOARING 0x55 // "Song Of Soaring" (NA_BGM_WING_WARP)
-#define NA_BGM_MILK_BAR_DUPLICATE 0x56 // Just points to the "Milk Bar" sequence (sequence 0x3C) (NA_BGM_MILK_BAR_DUMMY)
-#define NA_BGM_FINAL_HOURS 0x57 // "Last Day" (NA_BGM_TIME_LIMIT)
-#define NA_BGM_MIKAU_RIFF 0x58 // "Mikau" - looping part of the song (NA_BGM_MIKAU_LIFF)
-#define NA_BGM_MIKAU_FINALE 0x59 // "Mikau" - a single guitar chord to end the song (NA_BGM_MIKAU_FIN)
-#define NA_BGM_FROG_SONG 0x5A // "Frog Song" - conducting the frogs with Don Gero's Mask (NA_BGM_FROG_SONG)
-#define NA_BGM_OCARINA_SONATA 0x5B // "Ocarina “Sonata Of Awakening”" (NA_BGM_OCA_AWAKING)
-#define NA_BGM_OCARINA_LULLABY 0x5C // "Ocarina “Goron Lullaby”" (NA_BGM_OCA_LULLABY)
-#define NA_BGM_OCARINA_NEW_WAVE 0x5D // "Ocarina “New Wave Bossa Nova”" (NA_BGM_OCA_TIDE)
-#define NA_BGM_OCARINA_ELEGY 0x5E // "Ocarina “Elegy of Emptiness”" (NA_BGM_OCA_SHELL)
-#define NA_BGM_OCARINA_OATH 0x5F // "Ocarina “Oath To Order”" (NA_BGM_OCA_PLEDGE)
-#define NA_BGM_MAJORAS_LAIR 0x60 // Majora Boss Room. Just points to the "Last Day" sequence (sequence 0x57) (NA_BGM_LAST_DUNGEON)
-#define NA_BGM_OCARINA_LULLABY_INTRO_PTR 0x61 // Just points to the "Ocarina “Goron Lullaby Intro”" sequence (sequence 0x51) (NA_BGM_OCA_LULLABY_HALF)
-#define NA_BGM_OCARINA_GUITAR_BASS_SESSION 0x62 // "Bass & Guitar Session" (NA_BGM_OCA_SESSION)
-#define NA_BGM_PIANO_SESSION 0x63 // "Piano Solo" (NA_BGM_DEMO_SESSION)
-#define NA_BGM_INDIGO_GO_SESSION 0x64 // "The Indigo-Go's" (NA_BGM_ALLPART_SESSION)
-#define NA_BGM_SNOWHEAD_TEMPLE 0x65 // "Snowhead Temple" (NA_BGM_SILVER_DUNGEON)
-#define NA_BGM_GREAT_BAY_TEMPLE 0x66 // "Great Bay Temple" (NA_BGM_DEEPBLUE_DUNGEON)
-#define NA_BGM_NEW_WAVE_SAXOPHONE 0x67 // "New Wave Bossa Nova" - saxophone only, no vocals (NA_BGM_DEMO_TIDE_SAX)
-#define NA_BGM_NEW_WAVE_VOCAL 0x68 // "New Wave Bossa Nova" - vocals only, no saxophone (NA_BGM_DEMO_TIDE_VOCAL)
-#define NA_BGM_MAJORAS_WRATH 0x69 // "Majora's Wrath Battle" (NA_BGM_MUJURA_1)
-#define NA_BGM_MAJORAS_INCARNATION 0x6A // "Majora's Incarnate Battle" (NA_BGM_MUJURA_2)
-#define NA_BGM_MAJORAS_MASK 0x6B // "Majora's Mask Battle" (NA_BGM_MUJURA_3)
-#define NA_BGM_BASS_PLAY 0x6C // "Bass Practice" (NA_BGM_BASS_PLAY)
-#define NA_BGM_DRUMS_PLAY 0x6D // "Drums Practice" (NA_BGM_DRUMS_PLAY)
-#define NA_BGM_PIANO_PLAY 0x6E // "Piano Practice" (NA_BGM_PIANO_PLAY)
-#define NA_BGM_IKANA_CASTLE 0x6F // "Ikana Castle" (NA_BGM_IKANA_CASTLE)
-#define NA_BGM_GATHERING_GIANTS 0x70 // "Calling The Four Giants" (NA_BGM_GATHERING)
-#define NA_BGM_KAMARO_DANCE 0x71 // "Kamaro's Dance" (NA_BGM_CAMARO_DANCE)
-#define NA_BGM_CREMIA_CARRIAGE 0x72 // "Cremia's Carriage" (NA_BGM_DONKEY_CART)
-#define NA_BGM_KEATON_QUIZ 0x73 // "Keaton's Quiz" (NA_BGM_QUIZ)
-#define NA_BGM_END_CREDITS 0x74 // "The End / Credits" - plays the first half, then loads sequence 0x7F for the second half (NA_BGM_END_DEMO)
-#define NA_BGM_OPENING_LOOP 0x75 // Similar to "Opening" (sequence 0x1E), but the intro loops endlessly (NA_BGM_OPENING_LOOP)
-#define NA_BGM_TITLE_THEME 0x76 // "Title Theme" (NA_BGM_TITLE)
-#define NA_BGM_DUNGEON_APPEAR 0x77 // "Woodfall Rises" (NA_BGM_DUNGEON_APPEAR)
-#define NA_BGM_WOODFALL_CLEAR 0x78 // "Southern Swamp Clears" (NA_BGM_PURIFICATION_0)
-#define NA_BGM_SNOWHEAD_CLEAR 0x79 // "Snowhead Clear" (NA_BGM_PURIFICATION_1)
-#define NA_BGM_INTO_THE_MOON 0x7B // "To The Moon" (NA_BGM_INTO_THE_MOON)
-#define NA_BGM_GOODBYE_GIANT 0x7C // "The Giants' Exit" (NA_BGM_GOODBYE_GIANT)
-#define NA_BGM_TATL_AND_TAEL 0x7D // "Tatl & Tael" (NA_BGM_CHAT)
-#define NA_BGM_MOONS_DESTRUCTION 0x7E // "Moon's Destruction" (NA_BGM_MOON_VANISH)
-#define NA_BGM_END_CREDITS_SECOND_HALF 0x7F // "The End / Credits" - second half. Sequence 0x74 loads this after playing the first half (NA_BGM_OCA_MUS)
+#define DEFINE_SEQUENCE(_0, seqId, _2, _3, _4) seqId,
+#define DEFINE_SEQUENCE_PTR(_0, seqId, _2, _3, _4) seqId,
+typedef enum {
+#include "tables/sequence_table.h"
+ NA_BGM_MAX
+} NA_BGM;
+#undef DEFINE_SEQUENCE
+#undef DEFINE_SEQUENCE_PTR
// This is used as a placeholder in scene commands to indicate to use the nature ambience instead.
#define NA_BGM_NO_MUSIC 0x7F
diff --git a/include/sfx.h b/include/sfx.h
index bfb42119d..719422dfe 100644
--- a/include/sfx.h
+++ b/include/sfx.h
@@ -19,2324 +19,10 @@
#define SFX_FLAG_MASK 0xC00
#define SFX_FLAG 0x800
-#define NA_SE_NONE 0
+#define DEFINE_SFX(_0, enum, _2, _3, _4, _5, _6) enum,
-// ------------ PLAYER ------------
-
-#define NA_SE_PL_WALK_GROUND 0x800
-#define NA_SE_PL_WALK_SAND 0x801
-#define NA_SE_PL_WALK_CONCRETE 0x802
-#define NA_SE_PL_WALK_DIRT 0x803
-#define NA_SE_PL_WALK_WATER0 0x804
-#define NA_SE_PL_WALK_WATER1 0x805
-#define NA_SE_PL_WALK_WATER2 0x806
-#define NA_SE_PL_WALK_MAGMA 0x807
-#define NA_SE_PL_WALK_GRASS 0x808
-#define NA_SE_PL_WALK_IRON 0x809
-#define NA_SE_PL_WALK_LADDER 0x80A
-#define NA_SE_PL_WALK_GLASS 0x80B
-#define NA_SE_PL_WALK_METAL1 0x80C
-#define NA_CODE_DIRT_DEEP 0x80D
-#define NA_SE_PL_WALK_SNOW 0x80E
-#define NA_SE_PL_WALK_ICE 0x80F
-#define NA_SE_PL_JUMP_GROUND 0x810
-#define NA_SE_PL_JUMP_SAND 0x811
-#define NA_SE_PL_JUMP_CONCRETE 0x812
-#define NA_SE_PL_JUMP_DIRT 0x813
-#define NA_SE_PL_JUMP_WATER0 0x814
-#define NA_SE_PL_JUMP_WATER1 0x815
-#define NA_SE_PL_JUMP_WATER2 0x816
-#define NA_SE_PL_JUMP_MAGMA 0x817
-#define NA_SE_PL_JUMP_GRASS 0x818
-#define NA_SE_PL_JUMP_IRON 0x819
-#define NA_SE_PL_JUMP_LADDER 0x81A
-#define NA_SE_PL_JUMP_GLASS 0x81B
-#define NA_SE_PL_DUMMY_28 0x81C
-#define NA_SE_PL_JUMP_HEAVYBOOTS 0x81D
-#define NA_SE_PL_JUMP_SNOW 0x81E
-#define NA_SE_PL_JUMP_ICE 0x81F
-#define NA_SE_PL_LAND_GROUND 0x820
-#define NA_SE_PL_LAND_SAND 0x821
-#define NA_SE_PL_LAND_CONCRETE 0x822
-#define NA_SE_PL_LAND_DIRT 0x823
-#define NA_SE_PL_LAND_WATER0 0x824
-#define NA_SE_PL_LAND_WATER1 0x825
-#define NA_SE_PL_LAND_WATER2 0x826
-#define NA_SE_PL_LAND_MAGMA 0x827
-#define NA_SE_PL_LAND_GRASS 0x828
-#define NA_SE_PL_LAND_IRON 0x829
-#define NA_SE_PL_LAND_LADDER 0x82A
-#define NA_SE_PL_LAND_GLASS 0x82B
-#define NA_SE_PL_DUMMY_44 0x82C
-#define NA_SE_PL_LAND_HEAVYBOOTS 0x82D
-#define NA_SE_PL_LAND_SNOW 0x82E
-#define NA_SE_PL_LAND_ICE 0x82F
-#define NA_SE_PL_SLIPDOWN 0x830
-#define NA_SE_PL_CLIMB_CLIFF 0x831
-#define NA_SE_PL_SIT_ON_HORSE 0x832
-#define NA_SE_PL_GET_OFF_HORSE 0x833
-#define NA_SE_PL_TAKE_OUT_SHIELD 0x834
-#define NA_SE_PL_CHANGE_ARMS 0x835
-#define NA_SE_PL_CATCH_BOOMERANG 0x836
-#define NA_SE_PL_DIVE_INTO_WATER 0x837
-#define NA_SE_PL_JUMP_OUT_WATER 0x838
-#define NA_SE_PL_SWIM 0x839
-#define NA_SE_PL_THROW 0x83A
-#define NA_SE_PL_BODY_BOUND 0x83B
-#define NA_SE_PL_ROLL 0x83C
-#define NA_SE_PL_SKIP 0x83D
-#define NA_SE_PL_BODY_HIT 0x83E
-#define NA_SE_PL_DAMAGE 0x83F
-#define NA_SE_PL_SLIP 0x840
-#define NA_SE_PL_SLIP_SAND 0x841
-#define NA_SE_PL_SLIP_CONCRETE 0x842
-#define NA_SE_PL_SLIP_DIRT 0x843
-#define NA_SE_PL_SLIP_WATER0 0x844
-#define NA_SE_PL_SLIP_WATER1 0x845
-#define NA_SE_PL_SLIP_WATER2 0x846
-#define NA_SE_PL_SLIP_MAGMA 0x847
-#define NA_SE_PL_SLIP_GRASS 0x848
-#define NA_SE_PL_SLIP_IRON 0x849
-#define NA_SE_PL_SLIP_LADDER 0x84A
-#define NA_SE_PL_SLIP_GLASS 0x84B
-#define NA_SE_PL_DUMMY76 0x84C
-#define NA_SE_PL_SLIP_HEAVYBOOTS 0x84D
-#define NA_SE_PL_SLIP_SNOW 0x84E
-#define NA_SE_PL_SLIP_ICE 0x84F
-#define NA_SE_PL_BOUND 0x850
-#define NA_SE_PL_BOUND_SAND 0x851
-#define NA_SE_PL_BOUND_CONCRETE 0x852
-#define NA_SE_PL_BOUND_DIRT 0x853
-#define NA_SE_PL_BOUND_WATER0 0x854
-#define NA_SE_PL_BOUND_WATER1 0x855
-#define NA_SE_PL_BOUND_WATER2 0x856
-#define NA_SE_PL_BOUND_MAGMA 0x857
-#define NA_SE_PL_BOUND_GRASS 0x858
-#define NA_SE_PL_BOUND_IRON 0x859
-#define NA_SE_PL_BOUND_LADDER 0x85A
-#define NA_SE_PL_BOUND_WOOD 0x85B
-#define NA_SE_PL_DUMMY_92 0x85C
-#define NA_SE_PL_BOUND_HEAVYBOOTS 0x85D
-#define NA_SE_PL_BOUND_SNOW 0x85E
-#define NA_SE_PL_BOUND_ICE 0x85F
-#define NA_SE_PL_BOW_DRAW 0x860
-#define NA_SE_PL_MEATL_BOOTS_JUMP 0x861
-#define NA_SE_PL_DUMMY_98 0x862
-#define NA_SE_PL_FACE_UP 0x863
-#define NA_SE_PL_DIVE_BUBBLE 0x864
-#define NA_SE_PL_MOVE_BUBBLE 0x865
-#define NA_SE_PL_METALEFFECT_KID 0x866
-#define NA_SE_PL_METALEFFECT_ADULT 0x867
-#define NA_SE_PL_SPARK 0x868
-#define NA_SE_PL_PULL_UP_PLANT 0x869
-#define NA_SE_PL_PULL_UP_ROCK 0x86A
-#define NA_SE_PL_IN_BUBBLE 0x86B
-#define NA_SE_PL_PULL_UP_BIGROCK 0x86C
-#define NA_SE_PL_SWORD_CHARGE 0x86D
-#define NA_SE_PL_FREEZE 0x86E
-#define NA_SE_PL_PULL_UP_POT 0x86F
-#define NA_SE_PL_KNOCK 0x870
-#define NA_SE_PL_CALM_HIT 0x871
-#define NA_SE_PL_CALM_PAT 0x872
-#define NA_SE_PL_SUBMERGE 0x873
-#define NA_SE_PL_FREEZE_S 0x874
-#define NA_SE_PL_ICE_BROKEN 0x875
-#define NA_SE_PL_SLIP_ICE_LELEL 0x876
-#define NA_SE_PL_PUT_OUT_ITEM 0x877
-#define NA_SE_PL_PULL_UP_WOODBOX 0x878
-#define NA_SE_PL_MAGIC_FIRE 0x879
-#define NA_SE_PL_MAGIC_WIND_NORMAL 0x87A
-#define NA_SE_PL_MAGIC_WIND_WARP 0x87B
-#define NA_SE_PL_MAGIC_SOUL_NORMAL 0x87C
-#define NA_SE_PL_ARROW_CHARGE_FIRE 0x87D
-#define NA_SE_PL_ARROW_CHARGE_ICE 0x87E
-#define NA_SE_PL_ARROW_CHARGE_LIGHT 0x87F
-#define NA_SE_DUMMY_128 0x880
-#define NA_SE_DUMMY_129 0x881
-#define NA_SE_DUMMY_130 0x882
-#define NA_SE_PL_PULL_UP_RUTO 0x883
-#define NA_SE_DUMMY_132 0x884
-#define NA_SE_DUMMY_133 0x885
-#define NA_SE_DUMMY_134 0x886
-#define NA_SE_DUMMY_135 0x887
-#define NA_SE_DUMMY_136 0x888
-#define NA_SE_DUMMY_137 0x889
-#define NA_SE_DUMMY_138 0x88A
-#define NA_SE_DUMMY_139 0x88B
-#define NA_SE_DUMMY_140 0x88C
-#define NA_SE_DUMMY_141 0x88D
-#define NA_SE_DUMMY_142 0x88E
-#define NA_SE_DUMMY_143 0x88F
-#define NA_SE_DUMMY_144 0x890
-#define NA_SE_DUMMY_145 0x891
-#define NA_SE_DUMMY_146 0x892
-#define NA_SE_DUMMY_147 0x893
-#define NA_SE_DUMMY_148 0x894
-#define NA_SE_DUMMY_149 0x895
-#define NA_SE_DUMMY_150 0x896
-#define NA_SE_DUMMY_151 0x897
-#define NA_SE_DUMMY_152 0x898
-#define NA_SE_DUMMY_153 0x899
-#define NA_SE_DUMMY_154 0x89A
-#define NA_SE_DUMMY_155 0x89B
-#define NA_SE_DUMMY_156 0x89C
-#define NA_SE_DUMMY_157 0x89D
-#define NA_SE_DUMMY_158 0x89E
-#define NA_SE_DUMMY_159 0x89F
-#define NA_SE_DUMMY_160 0x8A0
-#define NA_SE_DUMMY_161 0x8A1
-#define NA_SE_DUMMY_162 0x8A2
-#define NA_SE_DUMMY_163 0x8A3
-#define NA_SE_DUMMY_164 0x8A4
-#define NA_SE_DUMMY_165 0x8A5
-#define NA_SE_DUMMY_166 0x8A6
-#define NA_SE_DUMMY_167 0x8A7
-#define NA_SE_DUMMY_168 0x8A8
-#define NA_SE_DUMMY_169 0x8A9
-#define NA_SE_DUMMY_170 0x8AA
-#define NA_SE_DUMMY_171 0x8AB
-#define NA_SE_DUMMY_172 0x8AC
-#define NA_SE_DUMMY_173 0x8AD
-#define NA_SE_DUMMY_174 0x8AE
-#define NA_SE_DUMMY_175 0x8AF
-#define NA_SE_PL_CRAWL 0x8B0
-#define NA_SE_PL_CRAWL_SAND 0x8B1
-#define NA_SE_PL_CRAWL_CONCRETE 0x8B2
-#define NA_SE_PL_CRAWL_DIRT 0x8B3
-#define NA_SE_PL_CRAWL_WATER0 0x8B4
-#define NA_SE_DUMMY_181 0x8B5
-#define NA_SE_DUMMY_182 0x8B6
-#define NA_SE_DUMMY_183 0x8B7
-#define NA_SE_DUMMY_184 0x8B8
-#define NA_SE_DUMMY_185 0x8B9
-#define NA_SE_DUMMY_186 0x8BA
-#define NA_SE_PL_CRAWL_WOOD 0x8BB
-#define NA_SE_DUMMY_188 0x8BC
-#define NA_SE_DUMMY_189 0x8BD
-#define NA_SE_DUMMY_190 0x8BE
-#define NA_SE_PL_CRAWL_ICE 0x8BF
-#define NA_SE_PL_MAGIC_SOUL_FLASH 0x8C0
-#define NA_SE_PL_ROLL_DUST 0x8C1
-#define NA_SE_DUMMY_194 0x8C2
-#define NA_SE_PL_MAGIC_SOUL_BALL 0x8C3
-#define NA_SE_PL_SPIRAL_HEAL_BEAM 0x8C4
-#define NA_SE_PL_BOUND_NOWEAPON 0x8C5
-#define NA_SE_PL_PLANT_GROW_UP 0x8C6
-#define NA_SE_PL_PLANT_TALLER 0x8C7
-#define NA_SE_PL_MAGIC_WIND_VANISH 0x8C8
-#define NA_SE_PL_HOBBERBOOTS_LV 0x8C9
-#define NA_SE_PL_PLANT_MOVE 0x8CA
-#define NA_SE_EV_WALL_MOVE_SP 0x8CB
-#define NA_SE_PL_PLANT_GROW_BIG 0x8CC
-#define NA_SE_PL_TELESCOPE_MOVEMENT 0x8CD
-#define NA_SE_PL_GIANT_WALK 0x8CE
-#define NA_SE_PL_CHIBI_FAIRY_HEAL 0x8CF
-#define NA_SE_PL_SLIP_LEVEL 0x8D0
-#define NA_SE_PL_SLIP_SAND_LEVEL 0x8D1
-#define NA_SE_PL_SLIP_CONCRETE_LEVEL 0x8D2
-#define NA_SE_PL_SLIP_DIRT_LEVEL 0x8D3
-#define NA_SE_PL_SLIP_WATER0_LEVEL 0x8D4
-#define NA_SE_PL_SLIP_WATER1_LEVEL 0x8D5
-#define NA_SE_PL_SLIP_WATER2_LEVEL 0x8D6
-#define NA_SE_PL_SLIP_MAGMA_LEVEL 0x8D7
-#define NA_SE_PL_SLIP_GRASS_LEVEL 0x8D8
-#define NA_SE_PL_SLIP_IRON_LEVEL 0x8D9
-#define NA_SE_PL_SLIP_LADDER_LEVEL 0x8DA
-#define NA_SE_PL_SLIP_GLASS_LEVEL 0x8DB
-#define NA_SE_PL_DUMMY_220 0x8DC
-#define NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL 0x8DD
-#define NA_SE_PL_DUMMY_222 0x8DE
-#define NA_SE_PL_SLIP_ICE_LEVEL 0x8DF
-#define NA_SE_PL_DEKUNUTS_FIRE 0x8E0
-#define NA_SE_PL_GORON_BALLJUMP 0x8E1
-#define NA_SE_PL_DEKUNUTS_IN_GRD 0x8E2
-#define NA_SE_PL_DEKUNUTS_OUT_GRD 0x8E3
-#define NA_SE_PL_TRANSFORM 0x8E4
-#define NA_SE_PL_TRANSFORM_DEMO 0x8E5
-#define NA_SE_PL_GORON_TO_BALL 0x8E6
-#define NA_SE_PL_BALL_TO_GORON 0x8E7
-#define NA_SE_PL_GORON_PUNCH 0x8E8
-#define NA_SE_PL_SINK_ON_SAND 0x8E9
-#define NA_SE_PL_SINK_ON_SNOW 0x8EA
-#define NA_SE_PL_GORON_BALL_CHARGE 0x8EB
-#define NA_SE_PL_ZORA_SWIM_DASH 0x8EC
-#define NA_SE_PL_ZORA_SWIM_LV 0x8ED
-#define NA_SE_PL_ZORA_SWIM_ROLL 0x8EE
-#define NA_SE_PL_GORON_SQUAT 0x8EF
-#define NA_SE_PL_DUMMY_240 0x8F0
-#define NA_SE_PL_DUMMY_241 0x8F1
-#define NA_SE_PL_DUMMY_242 0x8F2
-#define NA_SE_PL_DUMMY_243 0x8F3
-#define NA_SE_PL_DUMMY_244 0x8F4
-#define NA_SE_PL_DUMMY_245 0x8F5
-#define NA_SE_PL_DUMMY_246 0x8F6
-#define NA_SE_PL_DUMMY_247 0x8F7
-#define NA_SE_PL_DUMMY_248 0x8F8
-#define NA_SE_PL_DUMMY_249 0x8F9
-#define NA_SE_PL_DUMMY_250 0x8FA
-#define NA_SE_PL_DUMMY_251 0x8FB
-#define NA_SE_PL_DUMMY_252 0x8FC
-#define NA_SE_PL_DUMMY_253 0x8FD
-#define NA_SE_PL_DUMMY_254 0x8FE
-#define NA_SE_PL_DUMMY_255 0x8FF
-#define NA_SE_PL_DUMMY_256 0x900
-#define NA_SE_PL_DUMMY_257 0x901
-#define NA_SE_PL_DUMMY_258 0x902
-#define NA_SE_PL_DUMMY_259 0x903
-#define NA_SE_PL_DUMMY_260 0x904
-#define NA_SE_PL_DUMMY_261 0x905
-#define NA_SE_PL_DUMMY_262 0x906
-#define NA_SE_PL_DUMMY_263 0x907
-#define NA_SE_PL_DUMMY_264 0x908
-#define NA_SE_PL_DUMMY_265 0x909
-#define NA_SE_PL_DUMMY_266 0x90A
-#define NA_SE_PL_DUMMY_267 0x90B
-#define NA_SE_PL_DUMMY_268 0x90C
-#define NA_SE_PL_DUMMY_269 0x90D
-#define NA_SE_PL_DUMMY_270 0x90E
-#define NA_SE_PL_DUMMY_271 0x90F
-#define NA_SE_PL_DUMMY_272 0x910
-#define NA_SE_PL_DUMMY_273 0x911
-#define NA_SE_PL_DUMMY_274 0x912
-#define NA_SE_PL_DUMMY_275 0x913
-#define NA_SE_PL_DUMMY_276 0x914
-#define NA_SE_PL_DUMMY_277 0x915
-#define NA_SE_PL_DUMMY_278 0x916
-#define NA_SE_PL_DUMMY_279 0x917
-#define NA_SE_PL_DUMMY_280 0x918
-#define NA_SE_PL_DUMMY_281 0x919
-#define NA_SE_PL_DUMMY_282 0x91A
-#define NA_SE_PL_DUMMY_283 0x91B
-#define NA_SE_PL_DUMMY_284 0x91C
-#define NA_SE_PL_DUMMY_285 0x91D
-#define NA_SE_PL_DUMMY_286 0x91E
-#define NA_SE_PL_DUMMY_287 0x91F
-#define NA_SE_PL_DUMMY_288 0x920
-#define NA_SE_PL_DUMMY_289 0x921
-#define NA_SE_PL_DUMMY_290 0x922
-#define NA_SE_PL_DUMMY_291 0x923
-#define NA_SE_PL_DUMMY_292 0x924
-#define NA_SE_PL_DUMMY_293 0x925
-#define NA_SE_PL_DUMMY_294 0x926
-#define NA_SE_PL_DUMMY_295 0x927
-#define NA_SE_PL_DUMMY_296 0x928
-#define NA_SE_PL_DUMMY_297 0x929
-#define NA_SE_PL_DUMMY_298 0x92A
-#define NA_SE_PL_DUMMY_299 0x92B
-#define NA_SE_PL_DUMMY_300 0x92C
-#define NA_SE_PL_DUMMY_301 0x92D
-#define NA_SE_PL_DUMMY_302 0x92E
-#define NA_SE_PL_DUMMY_303 0x92F
-#define NA_SE_PL_DUMMY_304 0x930
-#define NA_SE_PL_DUMMY_305 0x931
-#define NA_SE_PL_DUMMY_306 0x932
-#define NA_SE_PL_DUMMY_307 0x933
-#define NA_SE_PL_DUMMY_308 0x934
-#define NA_SE_PL_DUMMY_309 0x935
-#define NA_SE_PL_DUMMY_310 0x936
-#define NA_SE_PL_DUMMY_311 0x937
-#define NA_SE_PL_DUMMY_312 0x938
-#define NA_SE_PL_DUMMY_313 0x939
-#define NA_SE_PL_DUMMY_314 0x93A
-#define NA_SE_PL_DUMMY_315 0x93B
-#define NA_SE_PL_DUMMY_316 0x93C
-#define NA_SE_PL_DUMMY_317 0x93D
-#define NA_SE_PL_DUMMY_318 0x93E
-#define NA_SE_PL_DUMMY_319 0x93F
-#define NA_SE_PL_DUMMY_320 0x940
-#define NA_SE_PL_DUMMY_321 0x941
-#define NA_SE_PL_DUMMY_322 0x942
-#define NA_SE_PL_DUMMY_323 0x943
-#define NA_SE_PL_DUMMY_324 0x944
-#define NA_SE_PL_DUMMY_325 0x945
-#define NA_SE_PL_DUMMY_326 0x946
-#define NA_SE_PL_DUMMY_327 0x947
-#define NA_SE_PL_DUMMY_328 0x948
-#define NA_SE_PL_DUMMY_329 0x949
-#define NA_SE_PL_DUMMY_330 0x94A
-#define NA_SE_PL_DUMMY_331 0x94B
-#define NA_SE_PL_DUMMY_332 0x94C
-#define NA_SE_PL_DUMMY_333 0x94D
-#define NA_SE_PL_DUMMY_334 0x94E
-#define NA_SE_PL_DUMMY_335 0x94F
-#define NA_SE_PL_DUMMY_336 0x950
-#define NA_SE_PL_DUMMY_337 0x951
-#define NA_SE_PL_DUMMY_338 0x952
-#define NA_SE_PL_DUMMY_339 0x953
-#define NA_SE_PL_DUMMY_340 0x954
-#define NA_SE_PL_DUMMY_341 0x955
-#define NA_SE_PL_DUMMY_342 0x956
-#define NA_SE_PL_DUMMY_343 0x957
-#define NA_SE_PL_DUMMY_344 0x958
-#define NA_SE_PL_DUMMY_345 0x959
-#define NA_SE_PL_DUMMY_346 0x95A
-#define NA_SE_PL_DUMMY_347 0x95B
-#define NA_SE_PL_DUMMY_348 0x95C
-#define NA_SE_PL_DUMMY_349 0x95D
-#define NA_SE_PL_DUMMY_350 0x95E
-#define NA_SE_PL_DUMMY_351 0x95F
-#define NA_SE_EV_MARATHONMAN_RISE 0x960
-#define NA_SE_PL_DUMMY_353 0x961
-#define NA_SE_PL_DUMMY_354 0x962
-#define NA_SE_PL_DUMMY_355 0x963
-#define NA_SE_PL_DUMMY_356 0x964
-#define NA_SE_PL_DUMMY_357 0x965
-#define NA_SE_PL_DUMMY_358 0x966
-#define NA_SE_PL_DUMMY_359 0x967
-#define NA_SE_PL_DUMMY_360 0x968
-#define NA_SE_PL_DUMMY_361 0x969
-#define NA_SE_PL_DUMMY_362 0x96A
-#define NA_SE_PL_DUMMY_363 0x96B
-#define NA_SE_PL_DUMMY_364 0x96C
-#define NA_SE_PL_DUMMY_365 0x96D
-#define NA_SE_PL_DUMMY_366 0x96E
-#define NA_SE_PL_DUMMY_367 0x96F
-#define NA_SE_EV_MARATHONMAN_LAND 0x970
-#define NA_SE_PL_DUMMY_369 0x971
-#define NA_SE_PL_DUMMY_370 0x972
-#define NA_SE_PL_DUMMY_371 0x973
-#define NA_SE_PL_DUMMY_372 0x974
-#define NA_SE_PL_DUMMY_373 0x975
-#define NA_SE_PL_DUMMY_374 0x976
-#define NA_SE_PL_DUMMY_375 0x977
-#define NA_SE_PL_DUMMY_376 0x978
-#define NA_SE_PL_DUMMY_377 0x979
-#define NA_SE_PL_DUMMY378 0x97A
-#define NA_SE_PL_DUMMY_379 0x97B
-#define NA_SE_PL_DUMMY_380 0x97C
-#define NA_SE_PL_DUMMY_381 0x97D
-#define NA_SE_PL_DUMMY_382 0x97E
-#define NA_SE_PL_DUMMY_383 0x97F
-#define NA_SE_PL_GORON_CHG_ROLL 0x980
-#define NA_SE_PL_DUMMY_385 0x981
-#define NA_SE_PL_DUMMY_386 0x982
-#define NA_SE_PL_DUMMY_387 0x983
-#define NA_SE_PL_DUMMY_388 0x984
-#define NA_SE_PL_DUMMY_389 0x985
-#define NA_SE_PL_DUMMY_390 0x986
-#define NA_SE_PL_DUMMY_391 0x987
-#define NA_SE_PL_DUMMY_392 0x988
-#define NA_SE_PL_DUMMY_393 0x989
-#define NA_SE_PL_DUMMY_394 0x98A
-#define NA_SE_PL_DUMMY_395 0x98B
-#define NA_SE_PL_DUMMY_396 0x98C
-#define NA_SE_PL_DUMMY_397 0x98D
-#define NA_SE_PL_DUMMY_398 0x98E
-#define NA_SE_PL_GORON_CHG_ROLL_ICE 0x98F
-#define NA_SE_PL_GORON_ROLL 0x990
-#define NA_SE_PL_DUMMY_401 0x991
-#define NA_SE_PL_DUMMY_402 0x992
-#define NA_SE_PL_DUMMY_403 0x993
-#define NA_SE_PL_DUMMY_404 0x994
-#define NA_SE_PL_DUMMY_405 0x995
-#define NA_SE_PL_DUMMY_406 0x996
-#define NA_SE_PL_DUMMY_407 0x997
-#define NA_SE_PL_DUMMY_408 0x998
-#define NA_SE_PL_DUMMY_409 0x999
-#define NA_SE_PL_DUMMY_410 0x99A
-#define NA_SE_PL_DUMMY_411 0x99B
-#define NA_SE_PL_DUMMY_412 0x99C
-#define NA_SE_PL_DUMMY_413 0x99D
-#define NA_SE_PL_DUMMY_414 0x99E
-#define NA_SE_PL_GORON_ROLL_ICE 0x99F
-#define NA_SE_PL_DEKUNUTS_BUD 0x9A0
-#define NA_SE_PL_DEKUNUTS_BUBLE_BREATH 0x9A1
-#define NA_SE_PL_GORON_BALL_CHARGE_FAILED 0x9A2
-#define NA_SE_PL_GORON_BALL_CHARGE_DASH 0x9A3
-#define NA_SE_PL_FACE_CHANGE 0x9A4
-#define NA_SE_PL_FACE_UP_S 0x9A5
-#define NA_SE_PL_DEKUNUTS_STRUGGLE 0x9A6
-#define NA_SE_PL_WARP_PLATE 0x9A7
-#define NA_SE_PL_WARP_PLATE_OUT 0x9A8
-#define NA_SE_PL_DEKUNUTS_ATTACK 0x9A9
-#define NA_SE_PL_TRANSFORM_VOICE 0x9AA
-#define NA_SE_PL_FACE_RETURN 0x9AB
-#define NA_SE_PL_DEKUNUTS_DROP_BOMB 0x9AC
-#define NA_SE_PL_GORON_SLIP 0x9AD
-#define NA_SE_PL_ROLL_SNOW_DUST 0x9AE
-#define NA_SE_PL_ZORA_SPARK_BARRIER 0x9AF
-#define NA_SE_PL_DEKUNUTS_JUMP 0x9B0
-#define NA_SE_PL_DEKUNUTS_JUMP2 0x9B1
-#define NA_SE_PL_DEKUNUTS_JUMP3 0x9B2
-#define NA_SE_PL_DEKUNUTS_JUMP4 0x9B3
-#define NA_SE_PL_DEKUNUTS_JUMP5 0x9B4
-#define NA_SE_PL_DEKUNUTS_JUMP6 0x9B5
-#define NA_SE_PL_DEKUNUTS_JUMP7 0x9B6
-#define NA_SE_PL_DEKUNUTS_JUMP8 0x9B7
-#define NA_SE_PL_GORON_STOMACH_EXPLOSION 0x9B8
-#define NA_SE_PL_GORON_DRINK_BOMB 0x9B9
-#define NA_SE_PL_GET_UP 0x9BA
-#define NA_SE_PL_WARP_WING_OPEN 0x9BB
-#define NA_SE_PL_WARP_WING_CLOSE 0x9BC
-#define NA_SE_PL_WARP_WING_ROLL 0x9BD
-#define NA_SE_PL_WARP_WING_VANISH 0x9BE
-#define NA_SE_PL_DEKUNUTS_MISS_FIRE 0x9BF
-#define NA_SE_PL_FLYING_AIR 0x9C0
-#define NA_SE_PL_FIREWORKS 0x9C1
-#define NA_SE_PL_FIREWORKS_DUMMY 0x9C2
-#define NA_SE_PL_PULL_UP_SNOWBALL 0x9C3
-#define NA_SE_PL_WARP_WING_ROLL_2 0x9C4
-#define NA_SE_PL_TRANSFORM_GIANT 0x9C5
-#define NA_SE_PL_TRANSFORM_NORAML 0x9C6
-#define NA_SE_PL_LI_OKARINATORI 0x9C7
-#define NA_SE_PL_LI_FUTTOBI 0x9C8
-#define NA_SE_PL_LI_OP_OKIAGARI 0x9C9
-#define NA_SE_PL_LI_OP_TATIAGARI 0x9CA
-#define NA_SE_PL_JUMP_METAL 0x9CB
-#define NA_SE_PL_LAND_METAL 0x9CC
-#define NA_SE_PL_BOUND_METAL 0x9CD
-#define NA_SE_PL_WALK_WALL 0x9CE
-#define NA_SE_PL_WALK_WALL_DEKU 0x9CF
-
-// ------------ ITEM ------------
-
-#define NA_SE_IT_SWORD_IMPACT 0x1800
-#define NA_SE_IT_SWORD_SWING 0x1801
-#define NA_SE_IT_SWORD_PUTAWAY 0x1802
-#define NA_SE_IT_SWORD_PICKOUT 0x1803
-#define NA_SE_IT_ARROW_SHOT 0x1804
-#define NA_SE_IT_BOOMERANG_THROW 0x1805
-#define NA_SE_IT_SHIELD_BOUND 0x1806
-#define NA_SE_IT_BOW_DRAW 0x1807
-#define NA_SE_IT_SHIELD_REFLECT_SW 0x1808
-#define NA_SE_IT_ARROW_STICK_HRAD 0x1809
-#define NA_SE_IT_HAMMER_HIT 0x180A
-#define NA_SE_IT_HOOKSHOT_CHAIN 0x180B
-#define NA_SE_IT_SHIELD_REFLECT_MG 0x180C
-#define NA_SE_IT_BOMB_IGNIT 0x180D
-#define NA_SE_IT_BOMB_EXPLOSION 0x180E
-#define NA_SE_IT_BOMB_UNEXPLOSION 0x180F
-#define NA_SE_IT_BOOMERANG_FLY 0x1810
-#define NA_SE_IT_SWORD_STRIKE 0x1811
-#define NA_SE_IT_HAMMER_SWING 0x1812
-#define NA_SE_IT_HOOKSHOT_REFLECT 0x1813
-#define NA_SE_IT_HOOKSHOT_STICK_CRE 0x1814
-#define NA_SE_IT_ARROW_STICK_OBJ 0x1815
-#define NA_SE_IT_SWORD_SLASH 0x1816
-#define NA_SE_IT_SWORD_SLASH_HARD 0x1817
-#define NA_SE_IT_SWORD_SWING_HARD 0x1818
-#define NA_SE_IT_BOMB_BOUND 0x1819
-#define NA_SE_IT_WALL_HIT_HARD 0x181A
-#define NA_SE_IT_WALL_HIT_SOFT 0x181B
-#define NA_SE_IT_STONE_HIT 0x181C
-#define NA_SE_IT_WOODSTICK_BROKEN 0x181D
-#define NA_SE_IT_LASH 0x181E
-#define NA_SE_IT_SHIELD_SWING 0x181F
-#define NA_SE_IT_SLING_SHOT 0x1820
-#define NA_SE_IT_SLING_DRAW 0x1821
-#define NA_SE_IT_SWORD_CHARGE 0x1822
-#define NA_SE_IT_ROLLING_CUT 0x1823
-#define NA_SE_IT_SWORD_STRIKE_HARD 0x1824
-#define NA_SE_IT_SLING_REFLECT 0x1825
-#define NA_SE_IT_SHIELD_REMOVE 0x1826
-#define NA_SE_IT_HOOKSHOT_READY 0x1827
-#define NA_SE_IT_HOOKSHOT_RECEIVE 0x1828
-#define NA_SE_IT_HOOKSHOT_STICK_OBJ 0x1829
-#define NA_SE_IT_SWORD_REFLECT_MG 0x182A
-#define NA_SE_IT_DEKU 0x182B
-#define NA_SE_IT_WALL_HIT_BUYO 0x182C
-#define NA_SE_IT_SWORD_PUTAWAY_STN 0x182D
-#define NA_SE_IT_ROLLING_CUT_LV1 0x182E
-#define NA_SE_IT_ROLLING_CUT_LV2 0x182F
-#define NA_SE_IT_BOW_FLICK 0x1830
-#define NA_SE_IT_BOMBCHU_MOVE 0x1831
-#define NA_SE_IT_SHIELD_CHARGE_LV1 0x1832
-#define NA_SE_IT_SHIELD_CHARGE_LV2 0x1833
-#define NA_SE_IT_SHIELD_CHARGE_LV3 0x1834
-#define NA_SE_IT_SLING_FLICK 0x1835
-#define NA_SE_IT_SWORD_STICK_STN 0x1836
-#define NA_SE_IT_REFLECTION_WOOD 0x1837
-#define NA_SE_IT_SHIELD_REFLECT_MG2 0x1838
-#define NA_SE_IT_MAGIC_ARROW_SHOT 0x1839
-#define NA_SE_IT_EXPLOSION_FRAME 0x183A
-#define NA_SE_IT_EXPLOSION_ICE 0x183B
-#define NA_SE_IT_EXPLOSION_LIGHT 0x183C
-#define NA_SE_IT_FISHING_REEL_SLOW 0x183D
-#define NA_SE_IT_FISHING_REEL_HIGH 0x183E
-#define NA_SE_IT_PULL_FISHING_ROD 0x183F
-#define NA_SE_IT_DM_FLYING_GOD_PASS 0x1840
-#define NA_SE_IT_DM_FLYING_GOD_DASH 0x1841
-#define NA_SE_IT_DM_RING_EXPLOSION 0x1842
-#define NA_SE_IT_DM_RING_GATHER 0x1843
-#define NA_SE_IT_INGO_HORSE_NEIGH 0x1844
-#define NA_SE_IT_EARTHQUAKE 0x1845
-#define NA_SE_IT_ERUPTION_PILLAR 0x1846
-#define NA_SE_IT_KAKASHI_JUMP 0x1847
-#define NA_SE_IT_FLAME 0x1848
-#define NA_SE_IT_SHIELD_BEAM 0x1849
-#define NA_SE_IT_FISHING_HIT 0x184A
-#define NA_SE_IT_GOODS_APPEAR 0x184B
-#define NA_SE_IT_MAJIN_SWORD_BROKEN 0x184C
-#define NA_SE_IT_HAND_CLAP 0x184D
-#define NA_SE_IT_MASTER_SWORD_SWING 0x184E
-#define NA_SE_IT_GORON_BALLFANG 0x184F
-#define NA_SE_IT_DEKUNUTS_FLOWER_OPEN 0x1850
-#define NA_SE_IT_DEKUNUTS_FLOWER_ROLL 0x1851
-#define NA_SE_IT_DEKUNUTS_FLOWER_CLOSE 0x1852
-#define NA_SE_IT_DEKUNUTS_BUBLE_BROKEN 0x1853
-#define NA_SE_IT_DEKUNUTS_BUBLE_VANISH 0x1854
-#define NA_SE_IT_DEKUNUTS_DROP_BOMB 0x1855
-#define NA_SE_IT_SET_TRANSFORM_MASK 0x1856
-#define NA_SE_IT_GORON_PUNCH_SWING 0x1857
-#define NA_SE_IT_TRANSFORM_MASK_BROKEN 0x1858
-#define NA_SE_IT_ZORA_KICK_SWING 0x1859
-#define NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL 0x185A
-#define NA_SE_IT_BIG_BOMB_IGNIT 0x185B
-#define NA_SE_IT_BIG_BOMB_EXPLOSION 0x185C
-#define NA_SE_IT_REFLECTION_SNOW 0x185D
-#define NA_SE_IT_GORON_ROLLING_REFLECTION 0x185E
-#define NA_SE_IT_MASK_BOUND_0 0x185F
-#define NA_SE_IT_MASK_BOUND_1 0x1860
-#define NA_SE_IT_MASK_BOUND_SAND 0x1861
-#define NA_SE_IT_REFLECTION_WATER 0x1862
-#define NA_SE_IT_KYOJIN_BEARING 0x1863
-#define NA_SE_FISHING_REEL_SLOW2 0x1864
-#define NA_SE_IT_LURE_LAND1 0x1865
-#define NA_SE_IT_ROD_THROW 0x1866
-#define NA_SE_IT_REFLECT_BOSS 0x1867
-#define NA_SE_IT_SHIELD_SWING_ZORA 0x1868
-#define NA_SE_IT_SHIELD_REMOVE_ZORA 0x1869
-#define NA_SE_IT_BOMB_EXPLOSION2 0x186A
-#define NA_SE_IT_FISHING_REEL_REVERSE 0x186B
-#define NA_SE_IT_FISHING_WORM_BOUND 0x186C
-#define NA_SE_IT_DUMMY_109 0x186D
-#define NA_SE_IT_DUMMY_110 0x186E
-#define NA_SE_IT_DUMMY_111 0x186F
-
-// ------------ ENVIRONMENT ------------
-
-#define NA_SE_EV_DOOR_OPEN 0x2800
-#define NA_SE_EV_DOOR_CLOSE 0x2801
-#define NA_SE_EV_EXPLOSION 0x2802
-#define NA_SE_EV_HORSE_WALK 0x2803
-#define NA_SE_EV_HORSE_RUN 0x2804
-#define NA_SE_EV_HORSE_NEIGH 0x2805
-#define NA_SE_EV_RIVER_STREAM 0x2806
-#define NA_SE_EV_WATER_WALL_BIG 0x2807
-#define NA_SE_EV_OUT_OF_WATER 0x2808
-#define NA_SE_EV_DIVE_WATER 0x2809
-#define NA_SE_EV_ROCK_SLIDE 0x280A
-#define NA_SE_EV_MAGMA_LEVEL 0x280B
-#define NA_SE_EV_BRIDGE_OPEN 0x280C
-#define NA_SE_EV_BRIDGE_CLOSE 0x280D
-#define NA_SE_EV_BRIDGE_OPEN_STOP 0x280E
-#define NA_SE_EV_BRIDGE_CLOSE_STOP 0x280F
-#define NA_SE_EV_WALL_BROKEN 0x2810
-#define NA_SE_EV_CHICKEN_CRY_N 0x2811
-#define NA_SE_EV_CHICKEN_CRY_A 0x2812
-#define NA_SE_EV_CHICKEN_CRY_M 0x2813
-#define NA_SE_EV_SLIDE_DOOR_OPEN 0x2814
-#define NA_SE_EV_FOOT_SWITCH 0x2815
-#define NA_SE_EV_HORSE_GROAN 0x2816
-#define NA_SE_EV_BOMB_DROP_WATER 0x2817
-#define NA_SE_EV_HORSE_JUMP 0x2818
-#define NA_SE_EV_HORSE_LAND 0x2819
-#define NA_SE_EV_HORSE_SLIP 0x281A
-#define NA_SE_EV_WHITE_FAIRY_DASH 0x281B
-#define NA_SE_EV_SLIDE_DOOR_CLOSE 0x281C
-#define NA_SE_EV_BIGWALL_BOUND 0x281D
-#define NA_SE_EV_STONE_STATUE_OPEN 0x281E
-#define NA_SE_EV_TBOX_UNLOCK 0x281F
-#define NA_SE_EV_TBOX_OPEN 0x2820
-#define NA_SE_SY_TIMER 0x2821
-#define NA_SE_EV_FLAME_IGNITION 0x2822
-#define NA_SE_EV_SPEAR_HIT 0x2823
-#define NA_SE_EV_ELEVATOR_MOVE 0x2824
-#define NA_SE_EV_WARP_HOLE 0x2825
-#define NA_SE_EV_LINK_WARP 0x2826
-#define NA_SE_EV_PILLAR_SINK 0x2827
-#define NA_SE_EV_WATER_WALL 0x2828
-#define NA_SE_EV_RIVER_STREAM_S 0x2829
-#define NA_SE_EV_RIVER_STREAM_F 0x282A
-#define NA_SE_EV_KID_HORSE_LAND2 0x282B
-#define NA_SE_EV_KID_HORSE_SANDDUST 0x282C
-#define NA_SE_EV_DUMMY_45 0x282D
-#define NA_SE_EV_LIGHTNING 0x282E
-#define NA_SE_EV_BOMB_BOUND 0x282F
-#define NA_SE_EV_WATERDROP 0x2830
-#define NA_SE_EV_TORCH 0x2831
-#define NA_SE_EV_MAGMA_LEVEL_M 0x2832
-#define NA_SE_EV_FIRE_PILLAR 0x2833
-#define NA_SE_EV_FIRE_PLATE 0x2834
-#define NA_SE_EV_BLOCK_BOUND 0x2835
-#define NA_SE_EV_METALDOOR_SLIDE 0x2836
-#define NA_SE_EV_METALDOOR_STOP 0x2837
-#define NA_SE_EV_BLOCK_SHAKE 0x2838
-#define NA_SE_EV_BOX_BREAK 0x2839
-#define NA_SE_EV_HAMMER_SWITCH 0x283A
-#define NA_SE_EV_MAGMA_LEVEL_L 0x283B
-#define NA_SE_EV_SPEAR_FENCE 0x283C
-#define NA_SE_EV_WATERDROP_GRD 0x283D
-#define NA_SE_EV_EXPLSION_LONG 0x283E
-#define NA_SE_EV_WATER_WALL_BIG_SILENT 0x283F
-#define NA_SE_EV_DESERT_WARPHOLE 0x2840
-#define NA_SE_EV_FOUNTAIN 0x2841
-#define NA_SE_EV_KID_HORSE_WALK 0x2842
-#define NA_SE_EV_KID_HORSE_RUN 0x2843
-#define NA_SE_EV_KID_HORSE_NEIGH 0x2844
-#define NA_SE_EV_KID_HORSE_GROAN 0x2845
-#define NA_SE_EV_S_STONE_FLASH 0x2846
-#define NA_SE_EV_LIGHT_GATHER 0x2847
-#define NA_SE_EV_TREE_CUT 0x2848
-#define NA_SE_EV_VOLCANO 0x2849
-#define NA_SE_EV_POSTMAN_WALK 0x284A
-#define NA_SE_EV_POSTMACHINE_HIT_OPEN 0x284B
-#define NA_SE_EV_POSTMACHINE_OPEN 0x284C
-#define NA_SE_EV_CHINETRAP_DOWN 0x284D
-#define NA_SE_EV_PLANT_BROKEN 0x284E
-#define NA_SE_EV_STONE_SWITCH_ON 0x284F
-#define NA_SE_EV_FLUTTER_FLAG 0x2850
-#define NA_SE_EV_TRAP_BOUND 0x2851
-#define NA_SE_EV_ROCK_BROKEN 0x2852
-#define NA_SE_EV_FANTOM_WARP_S2 0x2853
-#define NA_SE_EV_FANTOM_WARP_L2 0x2854
-#define NA_SE_EV_COFFIN_CAP_OPEN 0x2855
-#define NA_SE_EV_TRE_BOX_BOUND 0x2856
-#define NA_SE_EV_WIND_TRAP 0x2857
-#define NA_SE_EV_TRAP_OBJ_SLIDE 0x2858
-#define NA_SE_EV_METALDOOR_OPEN 0x2859
-#define NA_SE_EV_METALDOOR_CLOSE 0x285A
-#define NA_SE_EV_BURN_OUT 0x285B
-#define NA_SE_EV_BLOCKSINK 0x285C
-#define NA_SE_EV_CROWD 0x285D
-#define NA_SE_EV_WATER_LEVEL_DOWN 0x285E
-#define NA_SE_EV_NAVY_VANISH 0x285F
-#define NA_SE_EV_STONE_SWITCH_OFF 0x2860
-#define NA_SE_EV_WEB_VIBRATION 0x2861
-#define NA_SE_EV_ICE_STAND_APPEAR 0x2862
-#define NA_SE_EV_ROLL_STAND 0x2863
-#define NA_SE_EV_SEESAW_WATER_BOUND 0x2864
-#define NA_SE_EV_SECOM_CONVEYOR 0x2865
-#define NA_SE_EV_WOODDOOR_OPEN 0x2866
-#define NA_SE_EV_METALGATE_OPEN 0x2867
-#define NA_SE_IT_SCOOP_UP_WATER 0x2868
-#define NA_SE_EV_FISH_LEAP 0x2869
-#define NA_SE_EV_KAKASHI_SWING 0x286A
-#define NA_SE_EV_KAKASHI_ROLL 0x286B
-#define NA_SE_EV_BOTTLE_CAP_OPEN 0x286C
-#define NA_SE_EV_G_STONE_CRUSH 0x286D
-#define NA_SE_EV_KAKASH_LONGI_ROLL 0x286E
-#define NA_SE_EV_SUN_MARK_FLASH 0x286F
-#define NA_SE_EV_FALL_DOWN_DIRT 0x2870
-#define NA_SE_EV_SEESAW_BOUND 0x2871
-#define NA_SE_EV_FAIRY_ATTACK 0x2872
-#define NA_SE_EV_WOOD_HIT 0x2873
-#define NA_SE_EV_SCOOPUP_WATER 0x2874
-#define NA_SE_EV_DROP_FALL 0x2875
-#define NA_SE_EV_WOOD_GEAR 0x2876
-#define NA_SE_EV_TREE_SWING 0x2877
-#define NA_SE_EV_AUTO_DOOR_CLOSE 0x2878
-#define NA_SE_EV_NAVY_FLY_REBIRTH 0x2879
-#define NA_SE_EV_CHAINLIFT_STOP 0x287A
-#define NA_SE_EV_TRE_BOX_APPEAR 0x287B
-#define NA_SE_EV_CHAIN_KEY_UNLOCK 0x287C
-#define NA_SE_EV_SPINE_TRAP_MOVE 0x287D
-#define NA_SE_EV_HEALING 0x287E
-#define NA_SE_EV_GREAT_FAIRY_APPEAR 0x287F
-#define NA_SE_EV_GREAT_FAIRY_VANISH 0x2880
-#define NA_SE_EV_RED_EYE 0x2881
-#define NA_SE_EV_ROLL_STAND_2 0x2882
-#define NA_SE_EV_WALL_SLIDE 0x2883
-#define NA_SE_EV_TRE_BOX_FLASH 0x2884
-#define NA_SE_EV_WINDMILL_LEVEL 0x2885
-#define NA_SE_EV_GOTO_HEAVEN 0x2886
-#define NA_SE_EV_POT_BROKEN 0x2887
-#define NA_SE_PL_PUT_DOWN_POT 0x2888
-#define NA_SE_EV_DIVE_INTO_WATER 0x2889
-#define NA_SE_EV_JUMP_OUT_WATER 0x288A
-#define NA_SE_EV_ICE_PIECE 0x288B
-#define NA_SE_EV_TRIFORCE 0x288C
-#define NA_SE_EV_AURORA 0x288D
-#define NA_SE_EV_CHIBI_FAIRY_SAVED 0x288E
-#define NA_SE_EV_BUYOSTAND_RISING 0x288F
-#define NA_SE_EV_BUYOSTAND_FALL 0x2890
-#define NA_SE_EV_MILK_POT_BROKEN 0x2891
-#define NA_SE_EV_CHAIR_ROLL 0x2892
-#define NA_SE_EV_STONEDOOR_STOP 0x2893
-#define NA_SE_EV_S_STONE_REVIVAL 0x2894
-#define NA_SE_EV_WATER_TANK 0x2895
-#define NA_SE_EV_HUMAN_BOUND 0x2896
-#define NA_SE_EV_TOILET_WATER 0x2897
-#define NA_SE_EV_EARTHQUAKE 0x2898
-#define NA_SE_EV_SWEEP 0x2899
-#define NA_SE_EV_GOD_LIGHTBALL_2 0x289A
-#define NA_SE_EV_RUN_AROUND 0x289B
-#define NA_SE_EV_CONSENTRATION 0x289C
-#define NA_SE_EV_TIMETRIP_LIGHT 0x289D
-#define NA_SE_EV_DOOR_BELL 0x289E
-#define NA_SE_EV_BOUND_ON_MAGMA 0x289F
-#define NA_SE_EV_HONEYCOMB_FALL 0x28A0
-#define NA_SE_EV_JUMP_CONC 0x28A1
-#define NA_SE_EV_ICE_MELT 0x28A2
-#define NA_SE_EV_FIRE_PILLAR_S 0x28A3
-#define NA_SE_EV_BLOCK_RISING 0x28A4
-#define NA_SE_EV_CHINCLE_SPELL_EFFECT 0x28A5
-#define NA_SE_EV_LINK_WARP_IN 0x28A6
-#define NA_SE_EV_LINK_WARP_OUT 0x28A7
-#define NA_SE_EV_FIATY_HEAL 0x28A8
-#define NA_SE_EV_CHAIN_KEY_UNLOCK_B 0x28A9
-#define NA_SE_EV_WOODBOX_BREAK 0x28AA
-#define NA_SE_EV_PUT_DOWN_WOODBOX 0x28AB
-#define NA_SE_EV_LAND_DIRT 0x28AC
-#define NA_SE_EV_FLOOR_ROLLING 0x28AD
-#define NA_SE_EV_DOG_CRY_EVENING 0x28AE
-#define NA_SE_EV_JABJAB_HICCUP 0x28AF
-#define NA_SE_EV_STICK_SWING 0x28B0
-#define NA_SE_EV_FROG_JUMP 0x28B1
-#define NA_SE_EV_ICE_FREEZE 0x28B2
-#define NA_SE_EV_BURNING 0x28B3
-#define NA_SE_EV_WOODPLATE_BOUND 0x28B4
-#define NA_SE_EV_MOON_CRY 0x28B5
-#define NA_SE_EV_JABJAB_GROAN 0x28B6
-#define NA_SE_EV_WAVE_S 0x28B7
-#define NA_SE_EV_BIGBALL_ROLL 0x28B8
-#define NA_SE_EV_ELEVATOR_MOVE3 0x28B9
-#define NA_SE_EV_DIAMOND_SWITCH 0x28BA
-#define NA_SE_EV_FLAME_OF_FIRE 0x28BB
-#define NA_SE_EV_FISH_GROW_UP 0x28BC
-#define NA_SE_EV_FLYING_AIR 0x28BD
-#define NA_SE_EV_PASS_AIR 0x28BE
-#define NA_SE_EV_COME_UP_DEKU_JR 0x28BF
-#define NA_SE_EV_SAND_STORM 0x28C0
-#define NA_SE_EV_BOILED_WATER_S 0x28C1
-#define NA_SE_EV_GRAVE_EXPLOSION 0x28C2
-#define NA_SE_EV_LURE_MOVE_W 0x28C3
-#define NA_SE_EV_POT_MOVE_START 0x28C4
-#define NA_SE_EV_DIVE_INTO_WATER_L 0x28C5
-#define NA_SE_EV_OUT_OF_WATER_L 0x28C6
-#define NA_SE_EV_BOILED_WATER_L 0x28C7
-#define NA_SE_EV_DIG_UP 0x28C8
-#define NA_SE_EV_WOOD_BOUND 0x28C9
-#define NA_SE_EV_WATER_BUBBLE 0x28CA
-#define NA_SE_EV_ICE_BROKEN 0x28CB
-#define NA_SE_EV_FROG_GROW_UP 0x28CC
-#define NA_SE_EV_WATER_CONVECTION 0x28CD
-#define NA_SE_EV_GROUND_GATE_OPEN 0x28CE
-#define NA_SE_EV_FACE_BREAKDOWN 0x28CF
-#define NA_SE_EV_TOILET_HAND_APPEAR 0x28D0
-#define NA_SE_EV_TOILET_HAND_VANISH 0x28D1
-#define NA_SE_EV_ROUND_TRAP_MOVE 0x28D2
-#define NA_SE_EV_HIT_SOUND 0x28D3
-#define NA_SE_EV_ICE_SWING 0x28D4
-#define NA_SE_EV_DOWN_TO_GROUND 0x28D5
-#define NA_SE_EV_BIG_TORTOISE_SWIM 0x28D6
-#define NA_SE_EV_TORTOISE_WAKE_UP 0x28D7
-#define NA_SE_EV_SMALL_DOG_BARK 0x28D8
-#define NA_SE_EV_RUPY_FALL 0x28D9
-#define NA_SE_EV_RAIN 0x28DA
-#define NA_SE_EV_IRON_DOOR_OPEN 0x28DB
-#define NA_SE_EV_IRON_DOOR_CLOSE 0x28DC
-#define NA_SE_EV_WHIRLPOOL 0x28DD
-#define NA_SE_EV_BIG_TORTOISE_ROLL 0x28DE
-#define NA_SE_EV_COW_CRY 0x28DF
-#define NA_SE_EV_METAL_BOX_BOUND 0x28E0
-#define NA_SE_EV_ELECTRIC_EXPLOSION 0x28E1
-#define NA_SE_EV_HEAVY_THROW 0x28E2
-#define NA_SE_EV_FROG_CRY_0 0x28E3
-#define NA_SE_EV_FROG_CRY_1 0x28E4
-#define NA_SE_EV_COW_CRY_LV 0x28E5
-#define NA_SE_EV_RONRON_DOOR_CLOSE 0x28E6
-#define NA_SE_EV_BUTTERFRY_TO_FAIRY 0x28E7
-#define NA_SE_EV_FIVE_COUNT_LUPY 0x28E8
-#define NA_SE_EV_STONE_GROW_UP 0x28E9
-#define NA_SE_EV_STONE_LAUNCH 0x28EA
-#define NA_SE_EV_STONE_ROLLING 0x28EB
-#define NA_SE_EV_TOGE_STICK_ROLLING 0x28EC
-#define NA_SE_EV_TOWER_ENERGY 0x28ED
-#define NA_SE_EV_MOON_LIGHT_PILLAR 0x28EE
-#define NA_SE_EV_MONKEY_WALK 0x28EF
-#define NA_SE_EV_KNIGHT_WALK 0x28F0
-#define NA_SE_EV_PILLAR_MOVE_STOP 0x28F1
-#define NA_SE_EV_WAVE 0x28F2
-#define NA_SE_EV_BIGBELL 0x28F3
-#define NA_SE_EV_NUTS_BROKEN 0x28F4
-#define NA_SE_EV_SNOWBALL_BROKEN 0x28F5
-#define NA_SE_EV_SMALLBALL_ROLL 0x28F6
-#define NA_SE_EV_FLOWERPETAL_MOVE 0x28F7
-#define NA_SE_EV_FLOWERPETAL_STOP 0x28F8
-#define NA_SE_EV_FLOWER_ROLLING 0x28F9
-#define NA_SE_EV_GLASSBROKEN_IMPACT 0x28FA
-#define NA_SE_EV_GLASSBROKEN_BOUND 0x28FB
-#define NA_SE_EV_BIGBALL_ROLL_SR 0x28FC
-#define NA_SE_EV_SMALL_SNOWBALL_BROKEN 0x28FD
-#define NA_SE_EV_STATUE_VANISH 0x28FE
-#define NA_SE_EV_BIGBALL_BOUND 0x28FF
-#define NA_SE_EV_MONKEY_VO_WALK 0x2900
-#define NA_SE_EV_MONKEY_VO_JOY 0x2901
-#define NA_SE_EV_WALK_WATER 0x2902
-#define NA_SE_EV_PLATE_LIFT_LEVEL 0x2903
-#define NA_SE_EV_BIGBALL_ROLL_2 0x2904
-#define NA_SE_EV_BIGBALL_ROLL_SR_2 0x2905
-#define NA_SE_EV_BIGBALL_ROLL_3 0x2906
-#define NA_SE_EV_BIGBALL_ROLL_SR_3 0x2907
-#define NA_SE_EV_BEAVER_SWIM_MOTOR 0x2908
-#define NA_SE_EV_BEAVER_SWIM_HAND 0x2909
-#define NA_SE_EV_SMALL_DOG_CRY 0x290A
-#define NA_SE_EV_SMALL_DOG_GROAN 0x290B
-#define NA_SE_EV_SMALL_DOG_ATK_BARK 0x290C
-#define NA_SE_EV_ICE_PILLAR_RISING 0x290D
-#define NA_SE_EV_ICE_PILLAR_FALL 0x290E
-#define NA_SE_EV_GORON_CHEER 0x290F
-#define NA_SE_EV_SMALL_DOG_ANG_BARK 0x2910
-#define NA_SE_EV_COMICAL_JUMP 0x2911
-#define NA_SE_EV_LIGHTNING_HARD 0x2912
-#define NA_SE_EV_SMALL_DOG_WHINE 0x2913
-#define NA_SE_EV_PANIC_IN_HOUSE 0x2914
-#define NA_SE_EV_CLOCK_TOWER_BELL 0x2915
-#define NA_SE_EV_CLOCK_TOWER_SECOND_HAND 0x2916
-#define NA_SE_EV_SIGNAL_BIGBELL 0x2917
-#define NA_SE_EV_DUMMY_280 0x2918
-#define NA_SE_EV_BEAVER_VOICE_0 0x2919
-#define NA_SE_EV_BEAVER_VOICE_1 0x291A
-#define NA_SE_EV_WATERWHEEL_LEVEL 0x291B
-#define NA_SE_EV_WOOD_GATE_OPEN_N 0x291C
-#define NA_SE_EV_INVISIBLE_MONKEY 0x291D
-#define NA_SE_EV_CRUISER 0x291E
-#define NA_SE_EV_SECRET_CHEER 0x291F
-#define NA_SE_EV_BOTTLE_WATERING 0x2920
-#define NA_SE_EV_MONKEY_VO_SADNESS 0x2921
-#define NA_SE_EV_SNOWSTORM_HARD 0x2922
-#define NA_SE_EV_UNSKILLFUL_OCARINA 0x2923
-#define NA_SE_EV_BLACK_FAIRY_DASH 0x2924
-#define NA_SE_EV_FAIRY_SURPRISE 0x2925
-#define NA_SE_EV_MONDO_SURPRISE 0x2926
-#define NA_SE_EV_SPOT_LIGHT_OPEN 0x2927
-#define NA_SE_EV_HOUSE_BROKEN 0x2928
-#define NA_SE_EV_MOON_FALL 0x2929
-#define NA_SE_EV_OCARINA_BOUND_0 0x292A
-#define NA_SE_EV_OCARINA_BOUND_1 0x292B
-#define NA_SE_EV_BOMBERS_WALK 0x292C
-#define NA_SE_EV_BOMBERS_LAND 0x292D
-#define NA_SE_EV_BOMBERS_SHOT_BREATH 0x292E
-#define NA_SE_EV_BOMBERS_SHOT_EXPLOSUIN 0x292F
-#define NA_SE_EV_BOMBERS_JUMP 0x2930
-#define NA_SE_EV_SOLDIER_WALK 0x2931
-#define NA_SE_EV_ROCK_CUBE_RISING 0x2932
-#define NA_SE_EV_ROCK_CUBE_FALL 0x2933
-#define NA_SE_EV_BELL_SPIT 0x2934
-#define NA_SE_EV_BELL_SIGH 0x2935
-#define NA_SE_EV_BELL_BRAKE 0x2936
-#define NA_SE_EV_DOG_SWIM 0x2937
-#define NA_SE_EV_CHIBI_FAIRY_HEAL_ORG 0x2938
-#define NA_SE_EV_BOMBERS_CLIMB 0x2939
-#define NA_SE_EV_WOODPLATE_BROKEN 0x293A
-#define NA_SE_EV_WATER_LEVEL_DOWN_FIX 0x293B
-#define NA_SE_EV_HONEYCOMB_BROKEN 0x293C
-#define NA_SE_EV_CLOCK_TOWER_UP 0x293D
-#define NA_SE_EV_CLOCK_TOWER_STOP 0x293E
-#define NA_SE_EV_CLOCK_TOWER_FALL 0x293F
-#define NA_SE_EV_CLOCK_TOWER_BOUND_0 0x2940
-#define NA_SE_EV_CLOCK_TOWER_BOUND_1 0x2941
-#define NA_SE_EV_CLOCK_TOWER_BOUND_2 0x2942
-#define NA_SE_EV_STONEDOOR_OPEN_S 0x2943
-#define NA_SE_EV_ICE_MELT_LEVEL 0x2944
-#define NA_SE_EV_CLOCK_TOWER_STAIR_MOVE 0x2945
-#define NA_SE_EV_DUMMY_326 0x2946
-#define NA_SE_EV_OBJECT_STICK 0x2947
-#define NA_SE_EV_CHICK_TO_CHICKEN 0x2948
-#define NA_SE_EV_MUJURA_BALLOON_BROKEN 0x2949
-#define NA_SE_EV_BALLOON_SWELL 0x294A
-#define NA_SE_EV_SEAHORSE_OUT_BOTTLE 0x294B
-#define NA_SE_EV_KYOJIN_VOICE_SUCCESS 0x294C
-#define NA_SE_EV_KYOJIN_VOICE_FAIL 0x294D
-#define NA_SE_EV_KYOJIN_WALK 0x294E
-#define NA_SE_EV_MOON_FALL_LAST 0x294F
-#define NA_SE_EV_EARTHQUAKE_LAST 0x2950
-#define NA_SE_EV_SEAHORSE_SWIM 0x2951
-#define NA_SE_EV_OPEN_AMBRELLA 0x2952
-#define NA_SE_EV_BUTLER_FRY 0x2953
-#define NA_SE_EV_PIRATE_SHIP 0x2954
-#define NA_SE_EV_DRAIN 0x2955
-#define NA_SE_EV_DORA_L 0x2956
-#define NA_SE_EV_LOG_BOUND 0x2957
-#define NA_SE_EV_CART_WHEEL 0x2958
-#define NA_SE_EV_EARTHQUAKE_LAST2 0x2959
-#define NA_SE_EV_DORA_S 0x295A
-#define NA_SE_EV_ROCK_FALL 0x295B
-#define NA_SE_EV_FREEZE_S 0x295C
-#define NA_SE_EV_WOOD_BOUND_S 0x295D
-#define NA_SE_EV_CLOSE_AMBRELLA 0x295E
-#define NA_SE_EV_OBJECT_SLIDE 0x295F
-#define NA_SE_EV_ROLL_AND_FALL 0x2960
-#define NA_SE_EV_GORON_BOUND_0 0x2961
-#define NA_SE_EV_GORON_BOUND_1 0x2962
-#define NA_SE_EV_MONKEY_VO_DAMAGE 0x2963
-#define NA_SE_EV_FORT_RISING 0x2964
-#define NA_SE_EV_MONKEY_VO_REWARD 0x2965
-#define NA_SE_EV_WATER_PURIFICATION 0x2966
-#define NA_SE_EV_OWL_WARP_SWITCH_ON 0x2967
-#define NA_SE_EV_BIG_WATER_WHEEL_RR 0x2968
-#define NA_SE_EV_BIG_WATER_WHEEL_LR 0x2969
-#define NA_SE_EV_SMALL_WATER_WHEEL 0x296A
-#define NA_SE_EV_COCK_SWITCH_ROLL 0x296B
-#define NA_SE_EV_COCK_SWITCH_STOP 0x296C
-#define NA_SE_EV_PIPE_STREAM_START 0x296D
-#define NA_SE_EV_WATER_PILLAR 0x296E
-#define NA_SE_EV_SEESAW_INCLINE 0x296F
-#define NA_SE_EV_ZORA_WALK 0x2970
-#define NA_SE_EV_PIRATE_WALK 0x2971
-#define NA_SE_EV_PILLAR_UP_FAST 0x2972
-#define NA_SE_EV_DUMMY_WATER_WHEEL_RR 0x2973
-#define NA_SE_EV_DUMMY_WATER_WHEEL_LR 0x2974
-#define NA_SE_EV_MUJURA_FOLLOWERS_FLY 0x2975
-#define NA_SE_EV_MAKE_TURRET 0x2976
-#define NA_SE_EV_CHANDELIER_ROLL 0x2977
-#define NA_SE_EV_CHANDELIER_BROKEN 0x2978
-#define NA_SE_EV_SINK_WOOD_FLOOR 0x2979
-#define NA_SE_EV_REBOUND_WOOD_FLOOR 0x297A
-#define NA_SE_EV_UFO_APPEAR 0x297B
-#define NA_SE_EV_UFO_DASH 0x297C
-#define NA_SE_EV_TORNADE 0x297D
-#define NA_SE_EV_MILK_POT_DAMAGE 0x297E
-#define NA_SE_EV_DUMMY_383 0x297F
-#define NA_SE_EV_KYOJIN_SIGN 0x2980
-#define NA_SE_EV_KYOJIN_GRATITUDE0 0x2981
-#define NA_SE_EV_KYOJIN_GRATITUDE1 0x2982
-#define NA_SE_EV_KYOJIN_GRATITUDE2 0x2983
-#define NA_SE_EV_IKANA_DOOR_OPEN 0x2984
-#define NA_SE_EV_IKANA_DOOR_CLOSE 0x2985
-#define NA_SE_EV_MOONSTONE_FALL 0x2986
-#define NA_SE_EV_COMING_FIRE 0x2987
-#define NA_SE_EV_FAIRY_GROUP_FRY 0x2988
-#define NA_SE_EV_FAIRY_GROUP_HEAL 0x2989
-#define NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY 0x298A
-#define NA_SE_EV_PAMERA_WALK 0x298B
-#define NA_SE_EV_G_STONE_CHANGE_COLOR 0x298C
-#define NA_SE_EV_CURTAIN_DOWN 0x298D
-#define NA_SE_EV_GORON_HAND_HIT 0x298E
-#define NA_SE_EV_SMALL_WOODPLATE_BOUND_0 0x298F
-#define NA_SE_EV_GET_UP_ON_BED 0x2990
-#define NA_SE_EV_LIE_DOWN_ON_BED 0x2991
-#define NA_SE_EV_BANK_MAN_HAND_HIT 0x2992
-#define NA_SE_EV_HANKO 0x2993
-#define NA_SE_EV_CHICK_SONG 0x2994
-#define NA_SE_EV_LAND_SAND 0x2995
-#define NA_SE_EV_JUMP_SAND 0x2996
-#define NA_SE_EV_SECRET_LADDER_APPEAR 0x2997
-#define NA_SE_EV_CLAPPING_2P 0x2998
-#define NA_SE_EV_DIVE_INTO_WEED 0x2999
-#define NA_SE_EV_FAIRY_SHIVER 0x299A
-#define NA_SE_EV_MASK_RISING 0x299B
-#define NA_SE_EV_MOON_EYE_FLASH 0x299C
-#define NA_SE_EV_SLIP_MOON 0x299D
-#define NA_SE_EV_FALL_POWER 0x299E
-#define NA_SE_EV_BELL_DASH_NORMAL 0x299F
-#define NA_SE_EV_IKANA_BLOCK_MOVE_X 0x29A0
-#define NA_SE_EV_IKANA_BLOCK_MOVE_Z 0x29A1
-#define NA_SE_EV_IKANA_BLOCK_MOVE_Y 0x29A2
-#define NA_SE_EV_IKANA_BLOCK_STOP_C 0x29A3
-#define NA_SE_EV_IKANA_BLOCK_STOP_F 0x29A4
-#define NA_SE_EV_BELL_ANGER 0x29A5
-#define NA_SE_EV_IKANA_BLOCK_SWITCH 0x29A6
-#define NA_SE_EV_BAT_FLY 0x29A7
-#define NA_SE_EV_UFO_LIGHT_BEAM 0x29A8
-#define NA_SE_EV_DOOR_UNLOCK 0x29A9
-#define NA_SE_EV_WOOD_WATER_WHEEL 0x29AA
-#define NA_SE_EV_CONVEYOR_SHUTTER_OPEN 0x29AB
-#define NA_SE_EV_CONVEYOR_SHUTTER_CLOSE 0x29AC
-#define NA_SE_EV_ROOM_CARTAIN 0x29AD
-#define NA_SE_EV_ZORA_KIDS_BORN 0x29AE
-#define NA_SE_EV_ZORA_KIDS_SWIM_0 0x29AF
-#define NA_SE_EV_ZORA_KIDS_SWIM_1 0x29B0
-#define NA_SE_EV_MOON_EXPLOSION 0x29B1
-#define NA_SE_EV_RAINBOW 0x29B2
-#define NA_SE_EV_OMENYA_WALK 0x29B3
-#define NA_SE_EV_KYOJIN_GROAN 0x29B4
-#define NA_SE_EV_UFO_FLY 0x29B5
-#define NA_SE_EV_GRASS_WALL_BROKEN 0x29B6
-#define NA_SE_EV_WARP_HOLE_ENERGY 0x29B7
-#define NA_SE_EV_BOSS_WARP_HOLE 0x29B8
-#define NA_SE_EV_FIREWORKS_LAUNCH 0x29B9
-#define NA_SE_EV_IKANA_SOUL_LV 0x29BA
-#define NA_SE_EV_IKANA_PURIFICATION 0x29BB
-#define NA_SE_EV_ZORA_KIDS_SWIM_2 0x29BC
-#define NA_SE_EV_DARUMA_VANISH 0x29BD
-#define NA_SE_EV_IKANA_SOUL_TRANSFORM 0x29BE
-#define NA_SE_EV_ROMANI_BOW_FLICK 0x29BF
-#define NA_SE_EV_WHITE_FAIRY_SHOT_DASH 0x29C0
-#define NA_SE_EV_BLACK_FAIRY_SHOT_DASH 0x29C1
-#define NA_SE_EV_SWORD_FORGE 0x29C2
-#define NA_SE_EV_STONEDOOR_CLOSE_S 0x29C3
-#define NA_SE_EV_BOTTLE_CAP_CLOSE 0x29C4
-#define NA_SE_EV_PAMET_ROCK_CRASH 0x29C5
-#define NA_SE_EV_GUILLOTINE_UP 0x29C6
-#define NA_SE_EV_ROCK_BROKEN2 0x29C7
-#define NA_SE_EV_OBJECT_STICK2 0x29C8
-#define NA_SE_EV_WOODBOX_BOUND2 0x29C9
-#define NA_SE_EV_DEMO_KID_ATOZUSARI 0x29CA
-#define NA_SE_EV_UNDER_WATER 0x29CB
-#define NA_SE_EV_FREEZE2 0x29CC
-#define NA_SE_EV_DEMO_KID_SAGURU 0x29CD
-#define NA_SE_EV_WATER_WALL3 0x29CE
-#define NA_SE_EV_BOMBERS_TAORE 0x29CF
-
-// ------------ ENEMY ------------
-
-#define NA_SE_EN_DODO_J_WALK 0x3800
-#define NA_SE_EN_DODO_J_CRY 0x3801
-#define NA_SE_EN_DODO_J_FIRE 0x3802
-#define NA_SE_EN_DODO_J_DAMAGE 0x3803
-#define NA_SE_EN_DODO_J_DEAD 0x3804
-#define NA_SE_EN_BAKUO_ROLL 0x3805
-#define NA_SE_EN_MIZUBABA2_VOICE 0x3806
-#define NA_SE_EN_MIZUBABA2_DAMAGE 0x3807
-#define NA_SE_EN_MIBOSS_FALL_OLD_OLD 0x3808
-#define NA_SE_EN_MIBOSS_DAMAGE_OLD 0x3809
-#define NA_SE_EN_MIBOSS_DASH_OLD 0x380A
-#define NA_SE_EN_MIBOSS_DEAD_OLD 0x380B
-#define NA_SE_EN_MIBOSS_GND1_OLD 0x380C
-#define NA_SE_EN_GOMA_DOWN 0x380D
-#define NA_SE_EN_MIBOSS_GND2_OLD 0x380E
-#define NA_SE_EN_MIBOSS_UNARI_OLD 0x380F
-#define NA_SE_EN_MIBOSS_RHYTHM_OLD 0x3810
-#define NA_SE_EN_MIBOSS_SWORD_OLD 0x3811
-#define NA_SE_EN_ANSATSUSYA_ENTRY 0x3812
-#define NA_SE_EN_MIBOSS_JUMP1 0x3813
-#define NA_SE_EN_MIBOSS_JUMP2 0x3814
-#define NA_SE_EN_MIBOSS_VOICE1_OLD 0x3815
-#define NA_SE_EN_MIBOSS_VOICE2_OLD 0x3816
-#define NA_SE_EN_MIBOSS_VOICE3_OLD 0x3817
-#define NA_SE_EN_INBOSS_SAND_OLD 0x3818
-#define NA_SE_EN_INBOSS_ROAR_OLD 0x3819
-#define NA_SE_EN_INBOSS_DAMAGE_OLD 0x381A
-#define NA_SE_EN_COMMON_WEAKENED 0x381B
-#define NA_SE_EN_MIBOSS_FAINT_OLD 0x381C
-#define NA_SE_EN_MIBOSS_ROLLING_OLD 0x381D
-#define NA_SE_EN_MIZUBABA1_DAMAGE 0x381E
-#define NA_SE_EN_MIZUBABA_DEAD 0x381F
-#define NA_SE_EN_DODO_M_CRY 0x3820
-#define NA_SE_EN_DODO_M_DEAD 0x3821
-#define NA_SE_EN_DODO_M_MOVE 0x3822
-#define NA_SE_EN_DODO_M_DOWN 0x3823
-#define NA_SE_EN_DODO_M_UP 0x3824
-#define NA_SE_EN_MIZUBABA_TRANSFORM 0x3825
-#define NA_SE_EN_DODO_M_EAT 0x3826
-#define NA_SE_EN_MIZUBABA2_WALK 0x3827
-#define NA_SE_EN_BOMCHU_WALK 0x3828
-#define NA_SE_EN_RIZA_CRY 0x3829
-#define NA_SE_EN_RIZA_ATTACK 0x382A
-#define NA_SE_EN_RIZA_DAMAGE 0x382B
-#define NA_SE_EN_RIZA_WARAU 0x382C
-#define NA_SE_EN_RIZA_DEAD 0x382D
-#define NA_SE_EN_RIZA_WALK 0x382E
-#define NA_SE_EN_RIZA_JUMP 0x382F
-#define NA_SE_EN_STALKID_WALK 0x3830
-#define NA_SE_EN_STALKID_ATTACK 0x3831
-#define NA_SE_EN_STALKID_DAMAGE 0x3832
-#define NA_SE_EN_STALKID_DEAD 0x3833
-#define NA_SE_EN_FLOORMASTER_SLIDING 0x3834
-#define NA_SE_EN_TEKU_WALK_WATER 0x3835
-#define NA_SE_EN_LIGHT_ARROW_HIT 0x3836
-#define NA_SE_EN_MIZUBABA2_ATTACK 0x3837
-#define NA_SE_EN_STAL_WARAU 0x3838
-#define NA_SE_EN_STAL_SAKEBI 0x3839
-#define NA_SE_EN_STAL_DAMAGE 0x383A
-#define NA_SE_EN_STAL_DEAD 0x383B
-#define NA_SE_EN_WOLFOS_APPEAR 0x383C
-#define NA_SE_EN_STAL_WALK 0x383D
-#define NA_SE_EN_WOLFOS_CRY 0x383E
-#define NA_SE_EN_WOLFOS_ATTACK 0x383F
-#define NA_SE_EN_FFLY_ATTACK 0x3840
-#define NA_SE_EN_FFLY_FLY 0x3841
-#define NA_SE_EN_FFLY_DEAD 0x3842
-#define NA_SE_EN_WOLFOS_DAMAGE 0x3843
-#define NA_SE_EN_AMOS_WALK 0x3844
-#define NA_SE_EN_AMOS_WAVE 0x3845
-#define NA_SE_EN_EYEGOLE_DEAD 0x3846
-#define NA_SE_EN_EYEGOLE_DAMAGE 0x3847
-#define NA_SE_EN_AMOS_VOICE 0x3848
-#define NA_SE_EN_KUSAMUSHI_VIBE 0x3849
-#define NA_SE_EN_BEE_FLY 0x384A
-#define NA_SE_EN_WOLFOS_DEAD 0x384B
-#define NA_SE_EN_COMMON_E_BALL 0x384C
-#define NA_SE_EN_COMMON_THUNDER_THR 0x384D
-#define NA_SE_EN_COMMON_E_BALL_HIT 0x384E
-#define NA_SE_EN_COMMON_ELEC_ARK 0x384F
-#define NA_SE_EN_SUISEN_EAT 0x3850
-#define NA_SE_EN_SUISEN_DEAD 0x3851
-#define NA_SE_EN_COMMON_E_BALL_THR 0x3852
-#define NA_SE_EN_UTSUBO_APPEAR 0x3853
-#define NA_SE_EN_BOMCHU_VOICE 0x3854
-#define NA_SE_EN_BOMCHU_AIM 0x3855
-#define NA_SE_EN_BOMCHU_RUN 0x3856
-#define NA_SE_EN_UTSUBO_BACK 0x3857
-#define NA_SE_EN_DODO_J_BREATH 0x3858
-#define NA_SE_EN_DODO_J_TAIL 0x3859
-#define NA_SE_EN_WOLFOS_WALK 0x385A
-#define NA_SE_EN_DODO_J_EAT 0x385B
-#define NA_SE_EN_DEKU_MOUTH 0x385C
-#define NA_SE_EN_DEKU_ATTACK 0x385D
-#define NA_SE_EN_DEKU_DAMAGE 0x385E
-#define NA_SE_EN_DEKU_DEAD 0x385F
-#define NA_SE_EN_MIZUBABA1_MOUTH 0x3860
-#define NA_SE_EN_MIZUBABA1_ATTACK 0x3861
-#define NA_SE_EN_DEKU_JR_DEAD 0x3862
-#define NA_SE_EN_DEKU_SCRAPE 0x3863
-#define NA_SE_EN_TAIL_FLY 0x3864
-#define NA_SE_EN_TAIL_CRY 0x3865
-#define NA_SE_EN_TAIL_DEAD 0x3866
-#define NA_SE_EN_GOLON_STAND_IMT 0x3867
-#define NA_SE_EN_STALTU_DOWN 0x3868
-#define NA_SE_EN_STALTU_UP 0x3869
-#define NA_SE_EN_STALTU_LAUGH 0x386A
-#define NA_SE_EN_STALTU_DAMAGE 0x386B
-#define NA_SE_EN_TEKU_JUMP 0x386C
-#define NA_SE_EN_TEKU_DAMAGE 0x386D
-#define NA_SE_EN_TEKU_DEAD 0x386E
-#define NA_SE_EN_TEKU_WALK 0x386F
-#define NA_SE_EN_PO_KANTERA 0x3870
-#define NA_SE_EN_PO_FLY 0x3871
-#define NA_SE_EN_PO_AWAY 0x3872
-#define NA_SE_EN_STALKIDS_APPEAR 0x3873
-#define NA_SE_EN_PO_DISAPPEAR 0x3874
-#define NA_SE_EN_PO_DAMAGE 0x3875
-#define NA_SE_EN_PO_DEAD 0x3876
-#define NA_SE_EN_WIZ_DISAPPEAR 0x3877
-#define NA_SE_EN_EXTINCT 0x3878
-#define NA_SE_EN_GOLON_LAND_BIG 0x3879
-#define NA_SE_EN_GERUDOFT_DOWN 0x387A
-#define NA_SE_EN_EYEGOLE_ATTACK 0x387B
-#define NA_SE_EN_NUTS_UP 0x387C
-#define NA_SE_EN_NUTS_DOWN 0x387D
-#define NA_SE_EN_NUTS_THROW 0x387E
-#define NA_SE_EN_NUTS_WALK 0x387F
-#define NA_SE_EN_NUTS_DAMAGE 0x3880
-#define NA_SE_EN_NUTS_DEAD 0x3881
-#define NA_SE_EN_NUT_FAINT 0x3882
-#define NA_SE_EN_PO_BIG_GET 0x3883
-#define NA_SE_EN_STALTU_ROLL 0x3884
-#define NA_SE_EN_STALTU_DEAD 0x3885
-#define NA_SE_EN_PO_SISTER_DEAD 0x3886
-#define NA_SE_EN_BARI_SPLIT 0x3887
-#define NA_SE_EN_LAST1_GROW_HEAD 0x3888
-#define NA_SE_EN_NUTS_VOICE 0x3889
-#define NA_SE_EN_TEKU_LAND_WATER 0x388A
-#define NA_SE_EN_LAST_DAMAGE 0x388B
-#define NA_SE_EN_STALWALL_ROLL 0x388C
-#define NA_SE_EN_STALWALL_DASH 0x388D
-#define NA_SE_EN_TEKU_JUMP_WATER 0x388E
-#define NA_SE_EN_TEKU_LAND_WATER2 0x388F
-#define NA_SE_EN_FALL_AIM 0x3890
-#define NA_SE_EN_FALL_UP 0x3891
-#define NA_SE_EN_FALL_CATCH 0x3892
-#define NA_SE_EN_FALL_LAND 0x3893
-#define NA_SE_EN_FALL_WALK 0x3894
-#define NA_SE_EN_FALL_DAMAGE 0x3895
-#define NA_SE_EN_DAIOCTA_REVERSE 0x3896
-#define NA_SE_EN_KAICHO_FLUTTER 0x3897
-#define NA_SE_EN_BIRI_FLY 0x3898
-#define NA_SE_EN_BIRI_JUMP 0x3899
-#define NA_SE_EN_BIRI_SPARK 0x389A
-#define NA_SE_EN_BIRI_DEAD 0x389B
-#define NA_SE_EN_COMMON_WATER_DEEP 0x389C
-#define NA_SE_EN_BARI_ROLL 0x389D
-#define NA_SE_EN_COMMON_FREEZE 0x389E
-#define NA_SE_EN_BARI_DEAD 0x389F
-#define NA_SE_EN_BATTA_FLY 0x38A0
-#define NA_SE_EN_BATTA_ATTACK 0x38A1
-#define NA_SE_EN_BATTA_DAMAGE 0x38A2
-#define NA_SE_EN_BATTA_DEAD 0x38A3
-#define NA_SE_EN_WIZ_UNARI 0x38A4
-#define NA_SE_EN_WIZ_RUN 0x38A5
-#define NA_SE_EN_WIZ_VOICE 0x38A6
-#define NA_SE_EN_WIZ_LAUGH 0x38A7
-#define NA_SE_EN_WIZ_ATTACK 0x38A8
-#define NA_SE_EN_WIZ_DAMAGE 0x38A9
-#define NA_SE_EN_WIZ_DEAD 0x38AA
-#define NA_SE_EN_WIZ_EXP 0x38AB
-#define NA_SE_EN_DAIOCTA_DEAD 0x38AC
-#define NA_SE_EN_DAIOCTA_DEAD2 0x38AD
-#define NA_SE_EN_FANTOM_DAMAGE 0x38AE
-#define NA_SE_EN_DAIOCTA_DAMAGE 0x38AF
-#define NA_SE_EN_WIZ_LAUGH2 0x38B0
-#define NA_SE_EN_GOLON_SIT_IMT 0x38B1
-#define NA_SE_EN_FANTOM_VOICE 0x38B2
-#define NA_SE_EN_KAICHO_DAMAGE 0x38B3
-#define NA_SE_EN_GOLON_COLD 0x38B4
-#define NA_SE_EN_GOLON_JUMP 0x38B5
-#define NA_SE_EN_KAICHO_CRY 0x38B6
-#define NA_SE_EN_KAICHO_ATTACK 0x38B7
-#define NA_SE_EN_GOLON_WALK 0x38B8
-#define NA_SE_EN_SLIME_JUMP 0x38B9
-#define NA_SE_EN_SLIME_DAMAGE 0x38BA
-#define NA_SE_EN_SLIME_BREAK 0x38BB
-#define NA_SE_EN_KUROSUKE_MOVE 0x38BC
-#define NA_SE_EN_KUROSUKE_ATTACK 0x38BD
-#define NA_SE_EN_SLIME_DEAD 0x38BE
-#define NA_SE_EN_SLIME_DEFENCE 0x38BF
-#define NA_SE_EN_OCTAROCK_ROCK 0x38C0
-#define NA_SE_EN_COMMON_WATER_SLW 0x38C1
-#define NA_SE_EN_OCTAROCK_JUMP 0x38C2
-#define NA_SE_EN_DAIOCTA_LAND 0x38C3
-#define NA_SE_EN_DAIOCTA_SINK 0x38C4
-#define NA_SE_EN_COMMON_WATER_MID 0x38C5
-#define NA_SE_EN_OCTAROCK_DEAD1 0x38C6
-#define NA_SE_EN_OCTAROCK_DEAD2 0x38C7
-#define NA_SE_EN_BUBLE_WING 0x38C8
-#define NA_SE_EN_BUBLE_MOUTH 0x38C9
-#define NA_SE_EN_BUBLE_LAUGH 0x38CA
-#define NA_SE_EN_BUBLE_BITE 0x38CB
-#define NA_SE_EN_BUBLE_UP 0x38CC
-#define NA_SE_EN_BUBLE_DOWN 0x38CD
-#define NA_SE_EN_BUBLE_DEAD 0x38CE
-#define NA_SE_EN_BUBLEFALL_FIRE 0x38CF
-#define NA_SE_EN_UTSUBO_DEAD 0x38D0
-#define NA_SE_EN_UTSUBO_DAMAGE 0x38D1
-#define NA_SE_EN_FROG_REAL 0x38D2
-#define NA_SE_EN_FROG_DAMAGE 0x38D3
-#define NA_SE_EN_B_SLIME_EAT 0x38D4
-#define NA_SE_EN_B_SLIME_LAUGH 0x38D5
-#define NA_SE_EN_FROG_DEAD 0x38D6
-#define NA_SE_EN_UTSUBO_BITE 0x38D7
-#define NA_SE_EN_B_SLIME_REVERSE 0x38D8
-#define NA_SE_EN_SLIME_JUMP1 0x38D9
-#define NA_SE_EN_SLIME_JUMP2 0x38DA
-#define NA_SE_EN_B_SLIME_BREAK 0x38DB
-#define NA_SE_EN_BARI_DAMAGE 0x38DC
-#define NA_SE_EN_HIPLOOP_LAND 0x38DD
-#define NA_SE_EN_MOFER_CORE_MOVE_WT 0x38DE
-#define NA_SE_EN_MOFER_CORE_SMJUMP 0x38DF
-#define NA_SE_EN_MONBLIN_GNDWAVE 0x38E0
-#define NA_SE_EN_MONBLIN_HAM_DOWN 0x38E1
-#define NA_SE_EN_MONBLIN_HAM_UP 0x38E2
-#define NA_SE_EN_BUBLE_DAMAGE 0x38E3
-#define NA_SE_EN_REDEAD_CRY 0x38E4
-#define NA_SE_EN_REDEAD_AIM 0x38E5
-#define NA_SE_EN_REDEAD_DAMAGE 0x38E6
-#define NA_SE_EN_REDEAD_DEAD 0x38E7
-#define NA_SE_EN_REDEAD_ATTACK 0x38E8
-#define NA_SE_EN_GOLON_KID_SOB 0x38E9
-#define NA_SE_EN_GOLON_KID_CRY 0x38EA
-#define NA_SE_EN_KAICHO_DEAD 0x38EB
-#define NA_SE_EN_PO_LAUGH 0x38EC
-#define NA_SE_EN_PO_CRY 0x38ED
-#define NA_SE_EN_PO_ROLL 0x38EE
-#define NA_SE_EN_PO_LAUGH2 0x38EF
-#define NA_SE_EN_GOLON_ROLLING 0x38F0
-#define NA_SE_EN_GOLON_READY 0x38F1
-#define NA_SE_EN_GOLON_DASH 0x38F2
-#define NA_SE_EN_PAMET_VOICE 0x38F3
-#define NA_SE_EN_PAMET_ROLL 0x38F4
-#define NA_SE_EN_PAMET_WALK 0x38F5
-#define NA_SE_EN_PAMET_ROAR 0x38F6
-#define NA_SE_EN_PAMET_WAKEUP 0x38F7
-#define NA_SE_EN_PAMET_REVERSE 0x38F8
-#define NA_SE_EN_PAMET_DAMAGE 0x38F9
-#define NA_SE_EN_PAMET_DEAD 0x38FA
-#define NA_SE_EN_BAKUO_VOICE 0x38FB
-#define NA_SE_EN_GOLON_WAKE_UP 0x38FC
-#define NA_SE_EN_GOLON_SIT_DOWN 0x38FD
-#define NA_SE_EN_DAIGOLON_SLEEP3 0x38FE
-#define NA_SE_EN_CHICKEN_FLUTTER 0x38FF
-#define NA_SE_EN_KOUME_ILL 0x3900
-#define NA_SE_EN_KOUME_REGAIN 0x3901
-#define NA_SE_EN_KOUME_DRINK 0x3902
-#define NA_SE_EN_KOUME_LAUGH 0x3903
-#define NA_SE_EN_KOUME_FLY 0x3904
-#define NA_SE_EN_KOUME_AWAY 0x3905
-#define NA_SE_EN_KOUME_MAGIC 0x3906
-#define NA_SE_EN_DAIGOLON_SLEEP2 0x3907
-#define NA_SE_EN_STALKIDS_JUMP 0x3908
-#define NA_SE_EN_STALKIDS_FADEOUT 0x3909
-#define NA_SE_EN_STALKIDS_LAUGH 0x390A
-#define NA_SE_EN_STALKIDS_SHAKEHEAD 0x390B
-#define NA_SE_EN_STALKIDS_ONGND 0x390C
-#define NA_SE_EN_STALKIDS_SURPRISED 0x390D
-#define NA_SE_EN_STALKIDS_WALK 0x390E
-#define NA_SE_EN_STALKIDS_REVERSE 0x390F
-#define NA_SE_EN_STALKIDS_FLOAT 0x3910
-#define NA_SE_EN_EYEGOLE_EYE 0x3911
-#define NA_SE_EN_STALKIDS_CAUGHT 0x3912
-#define NA_SE_EN_STALKIDS_MASK_ON 0x3913
-#define NA_SE_EN_TWINROBA_CUTBODY 0x3914
-#define NA_SE_EN_STALKIDS_MASK_OFF 0x3915
-#define NA_SE_EN_STALKIDS_RIDE 0x3916
-#define NA_SE_EN_DEKNUTS_DANCE 0x3917
-#define NA_SE_EN_DEKNUTS_DANCE1 0x3918
-#define NA_SE_EN_DEKNUTS_DANCE2 0x3919
-#define NA_SE_EN_DEKNUTS_DANCE_BIG 0x391A
-#define NA_SE_EN_EYEGOLE_BEAM 0x391B
-#define NA_SE_EN_GOLON_EYE_BIG 0x391C
-#define NA_SE_EN_GOLON_GOOD_BIG 0x391D
-#define NA_SE_EN_STALKIDS_LAUGH_MID 0x391E
-#define NA_SE_EN_STALKIDS_FLOAT_COPY 0x391F
-#define NA_SE_EN_STALKIDS_TURN 0x3920
-#define NA_SE_EN_STALKIDS_DAMAGE 0x3921
-#define NA_SE_EN_STALKIDS_SCREAM 0x3922
-#define NA_SE_EN_STALKIDS_OTEDAMA2 0x3923
-#define NA_SE_EN_STALKIDS_STRETCH 0x3924
-#define NA_SE_EN_STALKIDS_LAUGH_MD2 0x3925
-#define NA_SE_EN_OWL_FLUTTER 0x3926
-#define NA_SE_EN_VALVAISA_LAND 0x3927
-#define NA_SE_EN_IRONNACK_WALK 0x3928
-#define NA_SE_EN_IRONNACK_SWING_AXE 0x3929
-#define NA_SE_EN_STALKIDS_OTEDAMA1 0x392A
-#define NA_SE_EN_PAMET_CUTTER_ON 0x392B
-#define NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO 0x392C
-#define NA_SE_EN_PAMET_CUTTER_OFF 0x392D
-#define NA_SE_EN_B_SLIME_JUMP1 0x392E
-#define NA_SE_EN_B_SLIME_JUMP2 0x392F
-#define NA_SE_EN_FLOORMASTER_ATTACK 0x3930
-#define NA_SE_EN_FLOORMASTER_SM_WALK 0x3931
-#define NA_SE_EN_FLOORMASTER_SM_DEAD 0x3932
-#define NA_SE_EN_FLOORMASTER_RESTORE 0x3933
-#define NA_SE_EN_FLOORMASTER_EXPAND 0x3934
-#define NA_SE_EN_KUSAMUSHI_HIDE 0x3935
-#define NA_SE_EN_FLOORMASTER_SM_STICK 0x3936
-#define NA_SE_EN_FLOORMASTER_SM_LAND 0x3937
-#define NA_SE_EN_B_SLIME_COMBINE 0x3938
-#define NA_SE_EN_B_SLIME_PUNCH_MOVE 0x3939
-#define NA_SE_EN_IRONNACK_ARMOR_HIT 0x393A
-#define NA_SE_EN_CUTBODY 0x393B
-#define NA_SE_EN_LAST1_TRANSFORM 0x393C
-#define NA_SE_EN_LAST1_DEMO_BREAK 0x393D
-#define NA_SE_EN_LAST1_DEMO_WALL 0x393E
-#define NA_SE_EN_B_PAMET_BREAK 0x393F
-#define NA_SE_EN_KONB_DEMO_MOVE_OLD 0x3940
-#define NA_SE_EN_KONB_JUMP_OLD 0x3941
-#define NA_SE_EN_KONB_SINK_OLD 0x3942
-#define NA_SE_EN_UTSUBO_EAT 0x3943
-#define NA_SE_EN_YMAJIN_HOLD_SNOW 0x3944
-#define NA_SE_EN_KONB_DAMAGE_OLD 0x3945
-#define NA_SE_EN_KONB_DEAD_OLD 0x3946
-#define NA_SE_EN_KONB_BOUND_OLD 0x3947
-#define NA_SE_EN_AWA_BOUND 0x3948
-#define NA_SE_EN_AWA_BREAK 0x3949
-#define NA_SE_EN_ICEB_FOOTSTEP_OLD 0x394A
-#define NA_SE_EN_COMMON_THUNDER 0x394B
-#define NA_SE_EN_ICEB_CRY_OLD 0x394C
-#define NA_SE_EN_ICEB_STEAM_LONG_OLD 0x394D
-#define NA_SE_EN_ICEB_STEAMS_DEMO_OLD 0x394E
-#define NA_SE_EN_ICEB_STEAM_DEMO_UP_OLD 0x394F
-#define NA_SE_EN_ICEB_DEAD_OLD 0x3950
-#define NA_SE_EN_ICEB_DAMAGE_OLD 0x3951
-#define NA_SE_EN_KONB_INIT_OLD 0x3952
-#define NA_SE_EN_KONB_DEAD2_OLD 0x3953
-#define NA_SE_EN_PIHAT_UP 0x3954
-#define NA_SE_EN_PIHAT_FLY 0x3955
-#define NA_SE_EN_PIHAT_DAMAGE 0x3956
-#define NA_SE_EN_PIHAT_LAND 0x3957
-#define NA_SE_EN_KONB_BOUND2_OLD 0x3958
-#define NA_SE_EN_KONB_DEAD_JUMP_OLD 0x3959
-#define NA_SE_EN_KONB_DEAD_JUMP2_OLD 0x395A
-#define NA_SE_EN_FROG_JUMP 0x395B
-#define NA_SE_EN_FROG_GREET 0x395C
-#define NA_SE_EN_FROG_HOLD_SLIME 0x395D
-#define NA_SE_EN_FROG_THROW_SLIME 0x395E
-#define NA_SE_EN_FROG_JUMP_MID 0x395F
-#define NA_SE_EN_KONB_BITE_OLD 0x3960
-#define NA_SE_EN_FROG_PUNCH1 0x3961
-#define NA_SE_EN_FROG_PUNCH2 0x3962
-#define NA_SE_EN_UTSUBO_APPEAR_TRG 0x3963
-#define NA_SE_EN_FROG_DOWN 0x3964
-#define NA_SE_EN_FROG_JUMP_ABOVE 0x3965
-#define NA_SE_EN_FROG_KICK 0x3966
-#define NA_SE_EN_YMAJIN_MINI_HOLD 0x3967
-#define NA_SE_EN_YMAJIN_MINI_THROW 0x3968
-#define NA_SE_EN_YMAJIN_MOVE 0x3969
-#define NA_SE_EN_YMAJIN_MINI_MOVE 0x396A
-#define NA_SE_EN_YMAJIN_SURFACE 0x396B
-#define NA_SE_EN_YMAJIN_HIDE 0x396C
-#define NA_SE_EN_YMAJIN_SPLIT 0x396D
-#define NA_SE_EN_YMAJIN_UNITE 0x396E
-#define NA_SE_EN_YMAJIN_DEAD_BREAK 0x396F
-#define NA_SE_EN_BIMOS_ROLL_HEAD 0x3970
-#define NA_SE_EN_BIMOS_LAZER 0x3971
-#define NA_SE_EN_BIMOS_LAZER_GND 0x3972
-#define NA_SE_EN_BIMOS_AIM 0x3973
-#define NA_SE_EN_BUBLEWALK_WALK 0x3974
-#define NA_SE_EN_BUBLEWALK_AIM 0x3975
-#define NA_SE_EN_BUBLEWALK_REVERSE 0x3976
-#define NA_SE_EN_BUBLEWALK_DAMAGE 0x3977
-#define NA_SE_EN_BUBLEWALK_DEAD 0x3978
-#define NA_SE_EN_HIPLOOP_RUN 0x3979
-#define NA_SE_EN_HIPLOOP_PAUSE 0x397A
-#define NA_SE_EN_HIPLOOP_MASC_OFF 0x397B
-#define NA_SE_EN_HIPLOOP_FOOT 0x397C
-#define NA_SE_EN_HIPLOOP_DAMAGE 0x397D
-#define NA_SE_EN_HIPLOOP_DEAD 0x397E
-#define NA_SE_EN_HIPLOOP_FOOTSTEP 0x397F
-#define NA_SE_EN_DEKUHIME_WALK 0x3980
-#define NA_SE_EN_DEKUHIME_TURN 0x3981
-#define NA_SE_EN_DEKUHIME_GREET 0x3982
-#define NA_SE_EN_DEKUHIME_GREET2 0x3983
-#define NA_SE_EN_PIHAT_SM_FLY 0x3984
-#define NA_SE_EN_PIHAT_SM_DEAD 0x3985
-#define NA_SE_EN_STALKID_APPEAR 0x3986
-#define NA_SE_EN_AKINDONUTS_HIDE 0x3987
-#define NA_SE_EN_RIVA_DAMAGE 0x3988
-#define NA_SE_EN_RIVA_DEAD 0x3989
-#define NA_SE_EN_RIVA_MOVE 0x398A
-#define NA_SE_EN_DEKUHIME_VOICE_SAD 0x398B
-#define NA_SE_EN_DEKUHIME_VOICE_JOY 0x398C
-#define NA_SE_EN_NUTS_JUMP 0x398D
-#define NA_SE_EN_NUTS_CLOTHES 0x398E
-#define NA_SE_EN_SITSUJI_VOICE 0x398F
-#define NA_SE_EN_LIKE_WALK 0x3990
-#define NA_SE_EN_LIKE_UNARI 0x3991
-#define NA_SE_EN_SUISEN_DRINK 0x3992
-#define NA_SE_EN_EYEGOLE_DEMO_EYE 0x3993
-#define NA_SE_EN_SUISEN_THROW 0x3994
-#define NA_SE_EN_LIKE_DAMAGE 0x3995
-#define NA_SE_EN_LIKE_DEAD 0x3996
-#define NA_SE_EN_MGANON_SWORD 0x3997
-#define NA_SE_EN_PIRATE_ATTACK 0x3998
-#define NA_SE_EN_PIRATE_DAMAGE 0x3999
-#define NA_SE_EN_PIRATE_DEAD 0x399A
-#define NA_SE_EN_MB_MOTH_FLY 0x399B
-#define NA_SE_EN_MB_MOTH_DEAD 0x399C
-#define NA_SE_EN_MB_INSECT_WALK 0x399D
-#define NA_SE_EN_B_PAMET_ROLL 0x399E
-#define NA_SE_EN_FROG_VOICE1 0x399F
-#define NA_SE_EN_GERUDOFT_WALK 0x39A0
-#define NA_SE_EN_FROG_VOICE2 0x39A1
-#define NA_SE_EN_B_PAMET_VOICE 0x39A2
-#define NA_SE_EN_B_PAMET_REVERSE 0x39A3
-#define NA_SE_EN_FREEZAD_BREATH 0x39A4
-#define NA_SE_EN_FREEZAD_DAMAGE 0x39A5
-#define NA_SE_EN_FREEZAD_DEAD 0x39A6
-#define NA_SE_EN_DEKUHIMA_VOICE_HURY 0x39A7
-#define NA_SE_EN_KINGNUTS_VOICE 0x39A8
-#define NA_SE_EN_FROG_RUNAWAY 0x39A9
-#define NA_SE_EN_LAST3_DEAD_DEAD1_OLD 0x39AA
-#define NA_SE_EN_LAST3_DEAD_DEAD2_OLD 0x39AB
-#define NA_SE_EN_FROG_RUNAWAY2 0x39AC
-#define NA_SE_EN_DAIGOLON_SLEEP1 0x39AD
-#define NA_SE_EN_IRONNACK_HIT_GND 0x39AE
-#define NA_SE_EN_LAST3_DEAD_WIND1_OLD 0x39AF
-#define NA_SE_EN_TWINROBA_LAUGH 0x39B0
-#define NA_SE_EN_TWINROBA_LAUGH2 0x39B1
-#define NA_SE_EN_IRONNACK_PULLOUT 0x39B2
-#define NA_SE_EN_TWINROBA_SHOOT_VOICE 0x39B3
-#define NA_SE_EN_LAST3_DEAD_WIND2_OLD 0x39B4
-#define NA_SE_EN_LAST3_DEAD_WIND3_OLD 0x39B5
-#define NA_SE_EN_LAST3_DEAD_LIGHTS_OLD 0x39B6
-#define NA_SE_EN_PIRATE_BREATH 0x39B7
-#define NA_SE_EN_LAST3_DEAD_ROD 0x39B8
-#define NA_SE_EN_LAST2_SHOUT 0x39B9
-#define NA_SE_EN_LAST2_PUMP_UP_OLD 0x39BA
-#define NA_SE_EN_LAST2_GROW_HEAD_OLD 0x39BB
-#define NA_SE_EN_LAST2_HEARTBEAT_OLD 0x39BC
-#define NA_SE_EN_ANSATSUSYA_MOVING 0x39BD
-#define NA_SE_EN_ANSATSUSYA_DASH_2 0x39BE
-#define NA_SE_EN_LAST3_DEAD_FLOAT 0x39BF
-#define NA_SE_EN_ANSATSUSYA_CRYING 0x39C0
-#define NA_SE_EN_ANSATSUSYA_SKIP 0x39C1
-#define NA_SE_EN_STALTURA_APPEAR 0x39C2
-#define NA_SE_EN_ANSATSUSYA_JUMP 0x39C3
-#define NA_SE_EN_ANSATSUSYA_FALL 0x39C4
-#define NA_SE_EN_ANSATSUSYA_DAMAGE 0x39C5
-#define NA_SE_EN_ANSATSUSYA_DEAD 0x39C6
-#define NA_SE_EN_ANSATSUSYA_SWORD 0x39C7
-#define NA_SE_EN_BAKUO_DEAD 0x39C8
-#define NA_SE_EN_BAKUO_APPEAR 0x39C9
-#define NA_SE_EN_LAST3_ROD_WIND_OLD 0x39CA
-#define NA_SE_EN_LAST3_ROD_FLOOR_OLD 0x39CB
-#define NA_SE_EN_LAST3_ROD_DANCE_OLD 0x39CC
-#define NA_SE_EN_LAST3_ROD_HOP_OLD 0x39CD
-#define NA_SE_EN_LAST3_ROD_HOP2_OLD 0x39CE
-#define NA_SE_EN_GANON_RESTORE 0x39CF
-#define NA_SE_EN_GOLON_CIRCLE 0x39D0
-#define NA_SE_EN_GOLON_CIRCLE_OFF 0x39D1
-#define NA_SE_EN_LAST1_BLOW_OLD 0x39D2
-#define NA_SE_EN_LAST1_BEAM_OLD 0x39D3
-#define NA_SE_EN_LAST1_ATTACK_OLD 0x39D4
-#define NA_SE_EN_LAST1_DAMAGE1_OLD 0x39D5
-#define NA_SE_EN_LAST1_DAMAGE2_OLD 0x39D6
-#define NA_SE_EN_LAST1_FALL_OLD 0x39D7
-#define NA_SE_EN_MGANON_STAND 0x39D8
-#define NA_SE_EN_LAST2_FIRE_OLD 0x39D9
-#define NA_SE_EN_STALGOLD_ROLL 0x39DA
-#define NA_SE_EN_LAST2_WALK_OLD 0x39DB
-#define NA_SE_EN_LAST2_WAIT_OLD 0x39DC
-#define NA_SE_EN_LAST2_JUMP_OLD 0x39DD
-#define NA_SE_EN_LAST2_BIRD_OLD 0x39DE
-#define NA_SE_EN_LAST2_BIRD2_OLD 0x39DF
-#define NA_SE_EN_STALTU_WAVE 0x39E0
-#define NA_SE_EN_STALTU_DOWN_SET 0x39E1
-#define NA_SE_EN_DEKU_WAKEUP 0x39E2
-#define NA_SE_EN_LAST2_WALK2_OLD 0x39E3
-#define NA_SE_EN_LAST1_FLOAT_OLD 0x39E4
-#define NA_SE_EN_LAST1_ATTACK_2ND_OLD 0x39E5
-#define NA_SE_EN_LAST1_ROLLING_OLD 0x39E6
-#define NA_SE_EN_LAST3_GET_LINK_OLD 0x39E7
-#define NA_SE_EN_PO_BIG_CRY 0x39E8
-#define NA_SE_EN_STALTURA_BOUND 0x39E9
-#define NA_SE_EN_STALGOLD_UP_CRY 0x39EA
-#define NA_SE_EN_GOLON_CRY 0x39EB
-#define NA_SE_EN_LAST3_ROD_SOFT 0x39EC
-#define NA_SE_EN_LAST3_ROD_MID_OLD 0x39ED
-#define NA_SE_EN_RIVA_BIG_APPEAR 0x39EE
-#define NA_SE_EN_LAST3_ROD_HARD 0x39EF
-#define NA_SE_EN_MUSI_WALK 0x39F0
-#define NA_SE_EN_LAST3_COIL_ATTACK_OLD 0x39F1
-#define NA_SE_EN_STALWALL_LAUGH 0x39F2
-#define NA_SE_EN_PIRANHA_EXIST 0x39F3
-#define NA_SE_EN_PIRANHA_ATTACK 0x39F4
-#define NA_SE_EN_PIRANHA_DEAD 0x39F5
-#define NA_SE_EN_KINGNUTS_DAMAGE 0x39F6
-#define NA_SE_EN_COMMON_DEADLIGHT 0x39F7
-#define NA_SE_EN_GOLONKID_WALK 0x39F8
-#define NA_SE_EN_YMAJIN_MINI_DAMAGE 0x39F9
-#define NA_SE_EN_YMAJIN_DAMAGE 0x39FA
-#define NA_SE_EN_KOTAKE_SURPRISED 0x39FB
-#define NA_SE_EN_HANDW_GET 0x39FC
-#define NA_SE_EN_HANDW_RELEASE 0x39FD
-#define NA_SE_EN_SLIME_SURFACE 0x39FE
-#define NA_SE_EN_KOTAKE_SLEEP 0x39FF
-#define NA_SE_EN_KOTAKE_SURPRISED2 0x3A00
-#define NA_SE_EN_NEMURI_SLEEP 0x3A01
-#define NA_SE_EN_LAST1_DEAD_OLD 0x3A02
-#define NA_SE_EN_GOLON_SIRLOIN_ROLL 0x3A03
-#define NA_SE_EN_GOLON_VOICE_EATFULL 0x3A04
-#define NA_SE_EN_GOLON_SIRLOIN_EAT 0x3A05
-#define NA_SE_EN_EYEGOLE_WALK 0x3A06
-#define NA_SE_EN_EYEGOLE_STAND 0x3A07
-#define NA_SE_EN_EYEGOLE_SIT 0x3A08
-#define NA_SE_EN_INVADER_DEAD 0x3A09
-#define NA_SE_EN_FOLLOWERS_BEAM_PRE 0x3A0A
-#define NA_SE_EN_FOLLOWERS_BEAM 0x3A0B
-#define NA_SE_EN_FOLLOWERS_DAMAGE 0x3A0C
-#define NA_SE_EN_FOLLOWERS_DEAD 0x3A0D
-#define NA_SE_EN_INBOSS_DEAD_PRE2_OLD 0x3A0E
-#define NA_SE_EN_IKURA_JUMP1 0x3A0F
-#define NA_SE_EN_IKURA_JUMP2 0x3A10
-#define NA_SE_EN_IKURA_DAMAGE 0x3A11
-#define NA_SE_EN_IKURA_DEAD 0x3A12
-#define NA_SE_EN_ME_DAMAGE 0x3A13
-#define NA_SE_EN_ME_DEAD 0x3A14
-#define NA_SE_EN_ME_EXIST 0x3A15
-#define NA_SE_EN_ME_ATTACK 0x3A16
-#define NA_SE_EN_GOLONKID_SOB_TALK 0x3A17
-#define NA_SE_EN_GOLONKID_YAWN 0x3A18
-#define NA_SE_EN_GOLONKID_SNORE 0x3A19
-#define NA_SE_EN_GOLON_SNORE1 0x3A1A
-#define NA_SE_EN_GOLON_SNORE2 0x3A1B
-#define NA_SE_EN_BUBLEFALL_APPEAR 0x3A1C
-#define NA_SE_EN_INBOSS_DEAD_OLD 0x3A1D
-#define NA_SE_EN_LAST1_BEAM2_OLD 0x3A1E
-#define NA_SE_EN_COMMON_EXTINCT_LEV 0x3A1F
-#define NA_SE_EN_BOSU_HEAD_MID 0x3A20
-#define NA_SE_EN_BOSU_HEAD_SHORT 0x3A21
-#define NA_SE_EN_DEBU_HEAD_MID 0x3A22
-#define NA_SE_EN_DEBU_HEAD_SHORT 0x3A23
-#define NA_SE_EN_YASE_HEAD_MID 0x3A24
-#define NA_SE_EN_YASE_HEAD_SHORT 0x3A25
-#define NA_SE_EN_BOSU_WALK 0x3A26
-#define NA_SE_EN_DEBU_WALK 0x3A27
-#define NA_SE_EN_YASE_WALK 0x3A28
-#define NA_SE_EN_BOSU_SIT 0x3A29
-#define NA_SE_EN_BOSU_STAND 0x3A2A
-#define NA_SE_EN_BOSU_HAND 0x3A2B
-#define NA_SE_EN_LAST3_KOMA_OLD 0x3A2C
-#define NA_SE_EN_KONB_PREATTACK_OLD 0x3A2D
-#define NA_SE_EN_BOSU_SHOCK 0x3A2E
-#define NA_SE_EN_BOSU_SHIT 0x3A2F
-#define NA_SE_EN_BOSU_ATTACK 0x3A30
-#define NA_SE_EN_BOSU_CYNICAL 0x3A31
-#define NA_SE_EN_BOSU_LAUGH 0x3A32
-#define NA_SE_EN_BOSU_LAUGH_DEMO 0x3A33
-#define NA_SE_EN_DEBU_ATTACK 0x3A34
-#define NA_SE_EN_DEBU_LAUGH 0x3A35
-#define NA_SE_EN_DEBU_PAUSE 0x3A36
-#define NA_SE_EN_YASE_ATTACK 0x3A37
-#define NA_SE_EN_YASE_LAUGH 0x3A38
-#define NA_SE_EN_YASE_PAUSE 0x3A39
-#define NA_SE_EN_BOSU_DAMAGE 0x3A3A
-#define NA_SE_EN_DEBU_DAMAGE 0x3A3B
-#define NA_SE_EN_YASE_DAMAGE 0x3A3C
-#define NA_SE_EN_BOSU_DEAD 0x3A3D
-#define NA_SE_EN_DEBU_DEAD 0x3A3E
-#define NA_SE_EN_YASE_DEAD 0x3A3F
-#define NA_SE_EN_DEBU_PAUSE_K 0x3A40
-#define NA_SE_EN_DEBU_LAUGH_SHORT_K 0x3A41
-#define NA_SE_EN_DEBU_LAUGH_K 0x3A42
-#define NA_SE_EN_YASE_PAUSE_K 0x3A43
-#define NA_SE_EN_YASE_LAUGH_K 0x3A44
-#define NA_SE_EN_BOSU_LAUGH_DEMO_K 0x3A45
-#define NA_SE_EN_DEBU_LAUGH_SHORT 0x3A46
-#define NA_SE_EN_BOSU_LAUGH_K 0x3A47
-#define NA_SE_EN_DEBU_ATTACK_W 0x3A48
-#define NA_SE_EN_YASE_ATTACK_W 0x3A49
-#define NA_SE_EN_BOSU_ATTACK_W 0x3A4A
-#define NA_SE_EN_STAL_FREEZE_LIGHTS 0x3A4B
-#define NA_SE_EN_BOSU_ATTACK_K 0x3A4C
-#define NA_SE_EN_BOSU_SWORD 0x3A4D
-#define NA_SE_EN_KONB_JUMP_LEV_OLD 0x3A4E
-#define NA_SE_EN_MIBOSS_FREEZE_OLD 0x3A4F
-#define NA_SE_EN_YMAJIN_THROW 0x3A50
-#define NA_SE_EN_BOSU_HEAD_BITE 0x3A51
-#define NA_SE_EN_BOSU_HEAD_FLOAT 0x3A52
-#define NA_SE_EN_LAST3_VOICE_KICK_OLD 0x3A53
-#define NA_SE_EN_LAST3_VOICE_KOMA_OLD 0x3A54
-#define NA_SE_EN_LAST3_VOICE_ROD_OLD 0x3A55
-#define NA_SE_EN_LAST3_VOICE_THROW_OLD 0x3A56
-#define NA_SE_EN_LAST3_VOICE_LAUGH_OLD 0x3A57
-#define NA_SE_EN_LAST3_VOICE_DAMAGE_OLD 0x3A58
-#define NA_SE_EN_LAST3_VOICE_DAMAGE2_OLD 0x3A59
-#define NA_SE_EN_LAST3_VOICE_DEAD_OLD 0x3A5A
-#define NA_SE_EN_BOSU_DEAD_VOICE 0x3A5B
-#define NA_SE_EN_DEBU_DEAD_VOICE 0x3A5C
-#define NA_SE_EN_YASE_DEAD_VOICE 0x3A5D
-#define NA_SE_EN_LAST2_BALLET_OLD 0x3A5E
-#define NA_SE_EN_LAST2_MOONWALK_OLD 0x3A5F
-#define NA_SE_EN_SHARP_FLOAT 0x3A60
-#define NA_SE_EN_SHARP_REACTION 0x3A61
-#define NA_SE_EN_REDEAD_WEAKENED1 0x3A62
-#define NA_SE_EN_REDEAD_WEAKENED_L1 0x3A63
-#define NA_SE_EN_REDEAD_WEAKENED2 0x3A64
-#define NA_SE_EN_REDEAD_WEAKENED_L2 0x3A65
-#define NA_SE_EN_PIRATE_ONGND 0x3A66
-#define NA_SE_EN_FOLLOWERS_STAY 0x3A67
-#define NA_SE_EN_LAST2_VOICE_BALLET 0x3A68
-#define NA_SE_EN_LAST2_VOICE_UAUOO1_OLD 0x3A69
-#define NA_SE_EN_LAST2_VOICE_UAUOO2_OLD 0x3A6A
-#define NA_SE_EN_LAST2_VOICE_SURPRISED_OLD 0x3A6B
-#define NA_SE_EN_LAST2_DAMAGE_OLD 0x3A6C
-#define NA_SE_EN_LAST2_DAMAGE2_OLD 0x3A6D
-#define NA_SE_EN_LAST2_DEAD_OLD 0x3A6E
-#define NA_SE_EN_LAST2_UAUOO_OLD 0x3A6F
-#define NA_SE_EN_LAST2_GYM_B_OLD 0x3A70
-#define NA_SE_EN_PIRATE_COOL_LAUGH 0x3A71
-#define NA_SE_EN_PIRATE_CYNICAL 0x3A72
-#define NA_SE_EN_PIRATE_DAMM_BREATH 0x3A73
-#define NA_SE_EN_PIRATE_SHOUT 0x3A74
-#define NA_SE_EN_STAL01_LAUGH 0x3A75
-#define NA_SE_EN_STAL02_LAUGH_SHORT 0x3A76
-#define NA_SE_EN_STAL03_LAUGH_BIG 0x3A77
-#define NA_SE_EN_STAL04_ANGER 0x3A78
-#define NA_SE_EN_STAL05_CYNICAL 0x3A79
-#define NA_SE_EN_STAL06_SURPRISED 0x3A7A
-#define NA_SE_EN_STAL07_ANTONISHED 0x3A7B
-#define NA_SE_EN_STAL08_CRY_BIG 0x3A7C
-#define NA_SE_EN_STAL09_SCREAM 0x3A7D
-#define NA_SE_EN_STAL10_LAUGH_SHY 0x3A7E
-#define NA_SE_EN_STAL11_LAUGH_SHY2 0x3A7F
-#define NA_SE_EN_STAL12_LAUGH_KIDLY 0x3A80
-#define NA_SE_EN_STAL20_CALL_MOON 0x3A81
-#define NA_SE_EN_STAL20_CALL_MOON2 0x3A82
-#define NA_SE_EN_STAL21_PSYCHO_VOICE 0x3A83
-#define NA_SE_EN_STALKIDS_DOWN_K 0x3A84
-#define NA_SE_EN_AKINDO_FLY 0x3A85
-#define NA_SE_EN_NPC_APPEAR 0x3A86
-#define NA_SE_EN_NPC_FADEAWAY 0x3A87
-#define NA_SE_EN_DEBU_PAUSEx2 0x3A88
-#define NA_SE_EN_YASE_PAUSEx2 0x3A89
-#define NA_SE_EN_DEBU_HEAD_UP 0x3A8A
-#define NA_SE_EN_YASE_HEAD_UP 0x3A8B
-#define NA_SE_EN_STAL22_LAUGH_KID_L 0x3A8C
-#define NA_SE_EN_EVIL_POWER 0x3A8D
-#define NA_SE_NE_STAL23_COLD 0x3A8E
-#define NA_SE_EN_STALKIDS_GASAGOSO 0x3A8F
-#define NA_SE_EN_BOSU_TALK 0x3A90
-#define NA_SE_EN_FAMOS_REVERSE1 0x3A91
-#define NA_SE_EN_FAMOS_REVERSE2 0x3A92
-#define NA_SE_EN_FAMOS_FLOAT 0x3A93
-#define NA_SE_EN_FAMOS_FLOAT_REVERSE 0x3A94
-#define NA_SE_EN_KOTAKE_ROLL 0x3A95
-#define NA_SE_EN_KOTAKE_FLY 0x3A96
-#define NA_SE_EN_THIEFBIRD_VOICE 0x3A97
-#define NA_SE_EN_THIEFBIRD_DAMAGE 0x3A98
-#define NA_SE_EN_THIEFBIRD_DEAD 0x3A99
-#define NA_SE_EN_STALKIDS_BODY 0x3A9A
-#define NA_SE_EN_STALKIDS_BODY_LEV 0x3A9B
-#define NA_SE_EN_BOSU_STAND_RAPID 0x3A9C
-#define NA_SE_EN_STAL24_SCREAM2 0x3A9D
-#define NA_SE_EN_STALKIDS_EARTHQUAKE 0x3A9E
-#define NA_SE_EN_MASK_FLOAT 0x3A9F
-#define NA_SE_EN_STALKIDS_PULLED 0x3AA0
-#define NA_SE_EN_KITA_SALUTE 0x3AA1
-#define NA_SE_EN_KTIA_WALK 0x3AA2
-#define NA_SE_EN_KTIA_PAUSE_K 0x3AA3
-#define NA_SE_EN_KITA_LAUGH_K 0x3AA4
-#define NA_SE_EN_KITA_DAMAGE 0x3AA5
-#define NA_SE_EN_KITA_DEAD 0x3AA6
-#define NA_SE_EN_STALBABY_LAUGH 0x3AA7
-#define NA_SE_EN_STALBABY_SURPRISED 0x3AA8
-#define NA_SE_EN_KITA_BREAK 0x3AA9
-#define NA_SE_EN_KITA_ATTACK_W 0x3AAA
-#define NA_SE_EN_KONB_WAIT_OLD 0x3AAB
-#define NA_SE_EN_DEATH_SCYTHE 0x3AAC
-#define NA_SE_EN_DEATH_ROLL 0x3AAD
-#define NA_SE_EN_DEATH_SCYTHE_LEV 0x3AAE
-#define NA_SE_EN_DEATH_SCYTHE_ONGND 0x3AAF
-#define NA_SE_EN_DEATH_VOICE 0x3AB0
-#define NA_SE_EN_DEATH_DAMAGE 0x3AB1
-#define NA_SE_EN_DEATH_DEAD 0x3AB2
-#define NA_SE_EN_DEATH_ATTACK 0x3AB3
-#define NA_SE_EN_DEATH_APPEAR 0x3AB4
-#define NA_SE_EN_DEATH_HEARTBREAK 0x3AB5
-#define NA_SE_EN_KONB_MINI_DEAD 0x3AB6
-#define NA_SE_EN_HALF_REDEAD_LOOP 0x3AB7
-#define NA_SE_EN_HALF_REDEAD_SURPRISE 0x3AB8
-#define NA_SE_EN_HALF_REDEAD_SCREAME 0x3AB9
-#define NA_SE_EN_HALF_REDEAD_TRANS 0x3ABA
-#define NA_SE_EN_GOLON_VOICE_GENERAL 0x3ABB
-#define NA_SE_EN_IWAIGORON_EVERYBODY 0x3ABC
-#define NA_SE_EN_IWAIGORON_SOLO 0x3ABD
-#define NA_SE_EN_ROMANI_WALK 0x3ABE
-#define NA_SE_EN_MOON_SCREAM1 0x3ABF
-#define NA_SE_EN_MOON_SCREAM2 0x3AC0
-#define NA_SE_EN_MOON_SCREAM3 0x3AC1
-#define NA_SE_EN_MOON_SCREAM4 0x3AC2
-#define NA_SE_EN_STALKIDS_HEADACHE 0x3AC3
-#define NA_SE_EN_BIGNUTS_WALK 0x3AC4
-#define NA_SE_EN_KITA_PAUSE 0x3AC5
-#define NA_SE_EN_ANSATSUSYA_LAUGH 0x3AC6
-#define NA_SE_EN__copy514 0x3AC7
-#define NA_SE_EN__copy515 0x3AC8
-#define NA_SE_EN__copy516 0x3AC9
-#define NA_SE_EN__copy517 0x3ACA
-#define NA_SE_EN__copy518 0x3ACB
-#define NA_SE_EN__copy519 0x3ACC
-#define NA_SE_EN_DALMANI_A 0x3ACD
-#define NA_SE_EN_DALMANI_B 0x3ACE
-#define NA_SE_EN_DALMANI_C 0x3ACF
-#define NA_SE_EN_DALMANI_D 0x3AD0
-#define NA_SE_EN__2d1 0x3AD1
-#define NA_SE_EN__2d2 0x3AD2
-#define NA_SE_EN_EVIL_POWER_PREDEMO 0x3AD3
-#define NA_SE_EN_KOUME_DAMAGE 0x3AD4
-#define NA_SE_EN_KOUME_DAMAGE2 0x3AD5
-#define NA_SE_EN_KONB_MINI_APPEAR 0x3AD6
-#define NA_SE_EN_IRONNACK_DAMAGE 0x3AD7
-#define NA_SE_EN_IRONNACK_DEAD 0x3AD8
-#define NA_SE_EN_ANSATSUSYA_ONGND 0x3AD9
-#define NA_SE_EN_ANSATSUSYA_ROCK 0x3ADA
-#define NA_SE_EN_REDEAD_REVERSE 0x3ADB
-#define NA_SE_EN_STALKIDS_NOSE 0x3ADC
-#define NA_SE_EN_KITA_SNORE 0x3ADD
-#define NA_SE_EN_IRONNACK_DASH 0x3ADE
-#define NA_SE_EN_TUBOOCK_FLY 0x3ADF
-
-// ------------ SYSTEM ------------
-
-#define NA_SE_SY_WIN_OPEN 0x4800
-#define NA_SE_SY_WIN_CLOSE 0x4801
-#define NA_SE_SY_CORRECT_CHIME 0x4802
-#define NA_SE_SY_GET_RUPY 0x4803
-#define NA_SE_SY_MESSAGE_WOMAN 0x4804
-#define NA_SE_SY_MESSAGE_MAN 0x4805
-#define NA_SE_SY_ERROR 0x4806
-#define NA_SE_SY_TRE_BOX_APPEAR 0x4807
-#define NA_SE_SY_DECIDE 0x4808
-#define NA_SE_SY_CURSOR 0x4809
-#define NA_SE_SY_CANCEL 0x480A
-#define NA_SE_SY_HP_RECOVER 0x480B
-#define NA_SE_SY_ATTENTION_ON 0x480C
-#define NA_SE_SY_DUMMY_13 0x480D
-#define NA_SE_SY_DUMMY_14 0x480E
-#define NA_SE_SY_LOCK_OFF 0x480F
-#define NA_SE_SY_LOCK_ON_HUMAN 0x4810
-#define NA_SE_SY_DUMMY_17 0x4811
-#define NA_SE_SY_DUMMY_18 0x4812
-#define NA_SE_SY_CAMERA_ZOOM_UP 0x4813
-#define NA_SE_SY_CAMERA_ZOOM_DOWN 0x4814
-#define NA_SE_SY_DUMMY_21 0x4815
-#define NA_SE_SY_DUMMY_22 0x4816
-#define NA_SE_SY_ATTENTION_ON_OLD 0x4817
-#define NA_SE_SY_MESSAGE_PASS 0x4818
-#define NA_SE_SY_WARNING_COUNT_N 0x4819
-#define NA_SE_SY_WARNING_COUNT_E 0x481A
-#define NA_SE_SY_HITPOINT_ALARM 0x481B
-#define NA_SE_SY_DUMMY_28 0x481C
-#define NA_SE_SY_DEMO_CUT 0x481D
-#define NA_SE_SY_NAVY_CALL 0x481E
-#define NA_SE_SY_GAUGE_UP 0x481F
-#define NA_SE_SY_DUMMY_32 0x4820
-#define NA_SE_SY_DUMMY_33 0x4821
-#define NA_SE_SY_DUMMY_34 0x4822
-#define NA_SE_SY_PIECE_OF_HEART 0x4823
-#define NA_SE_SY_GET_ITEM 0x4824
-#define NA_SE_SY_WIN_SCROLL_LEFT 0x4825
-#define NA_SE_SY_WIN_SCROLL_RIGHT 0x4826
-#define NA_SE_SY_OCARINA_ERROR 0x4827
-#define NA_SE_SY_CAMERA_ZOOM_UP_2 0x4828
-#define NA_SE_SY_CAMERA_ZOOM_DOWN_2 0x4829
-#define NA_SE_SY_GLASSMODE_ON 0x482A
-#define NA_SE_SY_GLASSMODE_OFF 0x482B
-#define NA_SE_SY_FOUND 0x482C
-#define NA_SE_SY_HIT_SOUND 0x482D
-#define NA_SE_SY_MESSAGE_END 0x482E
-#define NA_SE_SY_RUPY_COUNT 0x482F
-#define NA_SE_SY_LOCK_ON 0x4830
-#define NA_SE_SY_GET_BOXITEM 0x4831
-#define NA_SE_SY_WHITE_OUT_INTO_MOON 0x4832
-#define NA_SE_SY_WHITE_OUT_S 0x4833
-#define NA_SE_SY_WHITE_OUT_T 0x4834
-#define NA_SE_SY_START_SHOT 0x4835
-#define NA_SE_SY_METRONOME 0x4836
-#define NA_SE_SY_ATTENTION_URGENCY 0x4837
-#define NA_SE_SY_METRONOME_LV 0x4838
-#define NA_SE_SY_FSEL_CURSOR 0x4839
-#define NA_SE_SY_FSEL_DECIDE_S 0x483A
-#define NA_SE_SY_FSEL_DECIDE_L 0x483B
-#define NA_SE_SY_FSEL_CLOSE 0x483C
-#define NA_SE_SY_FSEL_ERROR 0x483D
-#define NA_SE_SY_SET_FIRE_ARROW 0x483E
-#define NA_SE_SY_SET_ICE_ARROW 0x483F
-#define NA_SE_SY_SET_LIGHT_ARROW 0x4840
-#define NA_SE_SY_SYNTH_MAGIC_ARROW 0x4841
-#define NA_SE_SY_METRONOME_2 0x4842
-#define NA_SE_SY_KINSTA_MARK_APPEAR 0x4843
-#define NA_SE_SY_FIVE_COUNT_LUPY 0x4844
-#define NA_SE_SY_CARROT_RECOVER 0x4845
-#define NA_SE_EV_FAIVE_LUPY_COUNT 0x4846
-#define NA_SE_SY_METRONOME_TEMPO 0x4847
-#define NA_SE_SY_COMICAL_SOUND0_0 0x4848
-#define NA_SE_SY_COMICAL_SOUND0_1 0x4849
-#define NA_SE_SY_COMICAL_SOUND0_LAST 0x484A
-#define NA_SE_SY_SOUT_DEMO 0x484B
-#define NA_SE_SY_TIMESIGNAL_BELL 0x484C
-#define NA_SE_SY_DEKUNUTS_JUMP_FAILED 0x484D
-#define NA_SE_SY_ATTENTION_SOUND 0x484E
-#define NA_SE_SY_TRANSFORM_MASK_FLASH 0x484F
-#define NA_SE_SY_CAMERA_SHUTTER 0x4850
-#define NA_SE_SY_STALKIDS_PSYCHO 0x4851
-#define NA_SE_SY_CHICK_JOIN_CHIME 0x4852
-#define NA_SE_SY_HIT_SOUND_L 0x4853
-#define NA_SE_SY_FAIRY_MASK_SUCCESS 0x4854
-#define NA_SE_SY_SCHEDULE_WRITE 0x4855
-#define NA_SE_SY_STOPWATCH_TIMER_3 0x4856
-#define NA_SE_SY_STOPWATCH_TIMER_INF 0x4857
-#define NA_SE_SY_EARTHQUAKE_OUTDOOR 0x4858
-#define NA_SE_SY_SPIRAL_DASH 0x4859
-#define NA_SE_SY_QUIZ_CORRECT 0x485A
-#define NA_SE_SY_QUIZ_INCORRECT 0x485B
-#define NA_SE_SY_DIZZY_EFFECT 0x485C
-#define NA_SE_SY_TIME_CONTROL_SLOW 0x485D
-#define NA_SE_SY_TIME_CONTROL_NORMAL 0x485E
-#define NA_SE_SY_SECOM_WARNING 0x485F
-
-// ------------ OCARINA ------------
-
-#define NA_SE_OC_OCARINA 0x5800
-#define NA_SE_OC_ABYSS 0x5801
-#define NA_SE_OC_DOOR_OPEN 0x5802
-#define NA_SE_OC_SECRET_WARP_IN 0x5803
-#define NA_SE_OC_SECRET_WARP_OUT 0x5804
-#define NA_SE_OC_SECRET_HOLE_OUT 0x5805
-#define NA_SE_OC_REVENGE 0x5806
-#define NA_SE_OC_TUNAMI 0x5807
-#define NA_SE_OC_TELOP_IMPACT 0x5808
-#define NA_SE_OC_WOOD_GATE_OPEN 0x5809
-#define NA_SE_OC_FIREWORKS 0x580A
-#define NA_SE_OC_WHITE_OUT_INTO_KYOJIN 0x580B
-#define NA_SE_OC_12 0x580C
-#define NA_SE_OC_13 0x580D
-#define NA_SE_OC_14 0x580E
-#define NA_SE_OC_15 0x580F
-
-// ------------ VOICE ------------
-
-#define NA_SE_VO_LI_SWORD_N 0x6800
-#define NA_SE_VO_LI_SWORD_L 0x6801
-#define NA_SE_VO_LI_LASH 0x6802
-#define NA_SE_VO_LI_HANG 0x6803
-#define NA_SE_VO_LI_CLIMB_END 0x6804
-#define NA_SE_VO_LI_DAMAGE_S 0x6805
-#define NA_SE_VO_LI_FREEZE 0x6806
-#define NA_SE_VO_LI_FALL_S 0x6807
-#define NA_SE_VO_LI_FALL_L 0x6808
-#define NA_SE_VO_LI_BREATH_REST 0x6809
-#define NA_SE_VO_LI_BREATH_DRINK 0x680A
-#define NA_SE_VO_LI_DOWN 0x680B
-#define NA_SE_VO_LI_TAKEN_AWAY 0x680C
-#define NA_SE_VO_LI_HELD 0x680D
-#define NA_SE_VO_LI_SNEEZE 0x680E
-#define NA_SE_VO_LI_SWEAT 0x680F
-#define NA_SE_VO_LI_DRINK 0x6810
-#define NA_SE_VO_LI_RELAX 0x6811
-#define NA_SE_VO_LI_SWORD_PUTAWAY 0x6812
-#define NA_SE_VO_LI_GROAN 0x6813
-#define NA_SE_VO_LI_AUTO_JUMP 0x6814
-#define NA_SE_VO_LI_MAGIC_NALE 0x6815
-#define NA_SE_VO_LI_SURPRISE 0x6816
-#define NA_SE_VO_LI_MAGIC_FROL 0x6817
-#define NA_SE_VO_LI_PUSH 0x6818
-#define NA_SE_VO_LI_HOOKSHOT_HANG 0x6819
-#define NA_SE_VO_LI_LAND_DAMAGE_S 0x681A
-#define NA_SE_VO_LI_MAGIC_START 0x681B
-#define NA_SE_VO_LI_MAGIC_ATTACK 0x681C
-#define NA_SE_VO_BL_DOWN 0x681D
-#define NA_SE_VO_LI_DEMO_DAMAGE 0x681E
-#define NA_SE_VO_LI_SWORD_N_copy30 0x681F
-#define NA_SE_VO_DUMMY_32 0x6820
-#define NA_SE_VO_DUMMY_33 0x6821
-#define NA_SE_VO_DUMMY_34 0x6822
-#define NA_SE_VO_DUMMY_35 0x6823
-#define NA_SE_VO_DUMMY_36 0x6824
-#define NA_SE_VO_DUMMY_37 0x6825
-#define NA_SE_VO_DUMMY_38 0x6826
-#define NA_SE_VO_DUMMY_39 0x6827
-#define NA_SE_VO_NAVY_ENEMY 0x6828
-#define NA_SE_VO_NAVY_HELLO 0x6829
-#define NA_SE_VO_NAVY_HEAR 0x682A
-#define NA_SE_VO_DUMMY_43 0x682B
-#define NA_SE_VO_DUMMY_44 0x682C
-#define NA_SE_VO_DUMMY_45 0x682D
-#define NA_SE_VO_DUMMY_46 0x682E
-#define NA_SE_VO_DUMMY_47 0x682F
-#define NA_SE_VO_DUMMY_48 0x6830
-#define NA_SE_VO_DUMMY_49 0x6831
-#define NA_SE_VO_DUMMY_50 0x6832
-#define NA_SE_VO_DUMMY_51 0x6833
-#define NA_SE_VO_DUMMY_52 0x6834
-#define NA_SE_VO_DUMMY_53 0x6835
-#define NA_SE_VO_DUMMY_54 0x6836
-#define NA_SE_VO_DUMMY_55 0x6837
-#define NA_SE_VO_DUMMY_56 0x6838
-#define NA_SE_VO_DUMMY_57 0x6839
-#define NA_SE_VO_DUMMY_58 0x683A
-#define NA_SE_VO_DUMMY_59 0x683B
-#define NA_SE_VO_DUMMY_60 0x683C
-#define NA_SE_VO_DUMMY_61 0x683D
-#define NA_SE_VO_DUMMY_62 0x683E
-#define NA_SE_VO_DUMMY_63 0x683F
-#define NA_SE_VO_LK_WAKE_UP 0x6840
-#define NA_SE_VO_LK_CATCH_DEMO 0x6841
-#define NA_SE_VO_LK_DRAGGED_DAMAGE 0x6842
-#define NA_SE_VO_NAVY_CALL 0x6843
-#define NA_SE_VO_NA_HELLO_3 0x6844
-#define NA_SE_VO_CHAT_MESSAGE_CALL 0x6845
-#define NA_SE_VO_BELL_MESSAGE 0x6846
-#define NA_SE_VO_MONDO_MESSAGE 0x6847
-#define NA_SE_VO_LK_USING_UP_ENERGY 0x6848
-#define NA_SE_VO_DUMMY_73 0x6849
-#define NA_SE_VO_GO_SLEEP 0x684A
-#define NA_SE_VO_NP_SLEEP_OUT 0x684B
-#define NA_SE_VO_DUMMY_76 0x684C
-#define NA_SE_VO_DUMMY_77 0x684D
-#define NA_SE_VO_NP_DRINK 0x684E
-#define NA_SE_VO_DUMMY_79 0x684F
-#define NA_SE_VO_NARRATION_0 0x6850
-#define NA_SE_VO_TA_SURPRISE 0x6851
-#define NA_SE_VO_TA_CRY_0 0x6852
-#define NA_SE_VO_TA_CRY_1 0x6853
-#define NA_SE_VO_IN_CRY_0 0x6854
-#define NA_SE_VO_IN_LOST 0x6855
-#define NA_SE_VO_IN_LASH_0 0x6856
-#define NA_SE_VO_IN_LASH_1 0x6857
-#define NA_SE_VO_FR_LAUGH_0 0x6858
-#define NA_SE_VO_FR_SMILE_0 0x6859
-#define NA_SE_VO_NB_AGONY 0x685A
-#define NA_SE_VO_NB_CRY_0 0x685B
-#define NA_SE_VO_NB_NOTICE 0x685C
-#define NA_SE_VO_NA_HELLO_0 0x685D
-#define NA_SE_VO_NA_HELLO_1 0x685E
-#define NA_SE_VO_NA_HELLO_2 0x685F
-#define NA_SE_VO_RT_CRASH 0x6860
-#define NA_SE_VO_RT_DISCOVER 0x6861
-#define NA_SE_VO_RT_FALL 0x6862
-#define NA_SE_VO_RT_LAUGH_0 0x6863
-#define NA_SE_VO_RT_LIFT 0x6864
-#define NA_SE_VO_RT_THROW 0x6865
-#define NA_SE_VO_RT_UNBALLANCE 0x6866
-#define NA_SE_VO_ST_DAMAGE 0x6867
-#define NA_SE_VO_ST_ATTACK 0x6868
-#define NA_SE_VO_Z0_HURRY 0x6869
-#define NA_SE_VO_Z0_MEET 0x686A
-#define NA_SE_VO_Z0_QUESTION 0x686B
-#define NA_SE_VO_Z0_SIGH_0 0x686C
-#define NA_SE_VO_Z0_SMILE_0 0x686D
-#define NA_SE_VO_Z0_SURPRISE 0x686E
-#define NA_SE_VO_Z0_THROW 0x686F
-#define NA_SE_VO_SK_CRY_0 0x6870
-#define NA_SE_VO_SK_CRY_1 0x6871
-#define NA_SE_VO_SK_CRASH 0x6872
-#define NA_SE_VO_NA_LISTEN 0x6873
-#define NA_SE_VO_SK_SHOUT 0x6874
-#define NA_SE_VO_Z1_CRY_0 0x6875
-#define NA_SE_VO_Z1_CRY_1 0x6876
-#define NA_SE_VO_Z1_OPENDOOR 0x6877
-#define NA_SE_VO_FR_SMILE_1 0x6878
-#define NA_SE_VO_FR_SMILE_2 0x6879
-#define NA_SE_VO_KZ_MOVE 0x687A
-#define NA_SE_VO_NB_LAUGH 0x687B
-#define NA_SE_VO_IN_JOY0 0x687C
-#define NA_SE_VO_IN_JOY1 0x687D
-#define NA_SE_VO_IN_JOY2 0x687E
-#define NA_SE_VO_DUMMY_127 0x687F
-#define NA_SE_VO_DUMMY_128 0x6880
-#define NA_SE_VO_DUMMY_129 0x6881
-#define NA_SE_VO_DUMMY_130 0x6882
-#define NA_SE_VO_DUMMY_131 0x6883
-#define NA_SE_VO_DUMMY_132 0x6884
-#define NA_SE_VO_DUMMY_133 0x6885
-#define NA_SE_VO_DUMMY_134 0x6886
-#define NA_SE_VO_DUMMY_135 0x6887
-#define NA_SE_VO_DUMMY_136 0x6888
-#define NA_SE_VO_DUMMY_137 0x6889
-#define NA_SE_VO_DUMMY_138 0x688A
-#define NA_SE_VO_DUMMY_139 0x688B
-#define NA_SE_VO_DUMMY_140 0x688C
-#define NA_SE_VO_DUMMY_141 0x688D
-#define NA_SE_VO_DUMMY_142 0x688E
-#define NA_SE_VO_DUMMY_143 0x688F
-#define NA_SE_VO_DUMMY_144 0x6890
-#define NA_SE_VO_DUMMY_145 0x6891
-#define NA_SE_VO_DUMMY_146 0x6892
-#define NA_SE_VO_DUMMY_147 0x6893
-#define NA_SE_VO_DUMMY_148 0x6894
-#define NA_SE_VO_DUMMY_149 0x6895
-#define NA_SE_VO_DUMMY_150 0x6896
-#define NA_SE_VO_DUMMY_151 0x6897
-#define NA_SE_VO_DUMMY_152 0x6898
-#define NA_SE_VO_DUMMY_153 0x6899
-#define NA_SE_VO_DUMMY_154 0x689A
-#define NA_SE_VO_DUMMY_155 0x689B
-#define NA_SE_VO_DUMMY_156 0x689C
-#define NA_SE_VO_DUMMY_157 0x689D
-#define NA_SE_VO_DUMMY_158 0x689E
-#define NA_SE_VO_DUMMY_159 0x689F
-#define NA_SE_VO_DUMMY_160 0x68A0
-#define NA_SE_VO_DUMMY_161 0x68A1
-#define NA_SE_VO_DUMMY_162 0x68A2
-#define NA_SE_VO_DUMMY_163 0x68A3
-#define NA_SE_VO_DUMMY_164 0x68A4
-#define NA_SE_VO_DUMMY_165 0x68A5
-#define NA_SE_VO_DUMMY_166 0x68A6
-#define NA_SE_VO_DUMMY_167 0x68A7
-#define NA_SE_VO_DUMMY_168 0x68A8
-#define NA_SE_VO_DUMMY_169 0x68A9
-#define NA_SE_VO_DUMMY_170 0x68AA
-#define NA_SE_VO_DUMMY_171 0x68AB
-#define NA_SE_VO_DUMMY_172 0x68AC
-#define NA_SE_VO_DUMMY_173 0x68AD
-#define NA_SE_VO_DUMMY_174 0x68AE
-#define NA_SE_VO_DUMMY_175 0x68AF
-#define NA_SE_VO_DUMMY_176 0x68B0
-#define NA_SE_VO_DUMMY_177 0x68B1
-#define NA_SE_VO_DUMMY_178 0x68B2
-#define NA_SE_VO_DUMMY_179 0x68B3
-#define NA_SE_VO_DUMMY_180 0x68B4
-#define NA_SE_VO_DUMMY_181 0x68B5
-#define NA_SE_VO_DUMMY_182 0x68B6
-#define NA_SE_VO_DUMMY_183 0x68B7
-#define NA_SE_VO_DUMMY_184 0x68B8
-#define NA_SE_VO_DUMMY_185 0x68B9
-#define NA_SE_VO_DUMMY_186 0x68BA
-#define NA_SE_VO_DUMMY_187 0x68BB
-#define NA_SE_VO_DUMMY_188 0x68BC
-#define NA_SE_VO_DUMMY_189 0x68BD
-#define NA_SE_VO_DUMMY_190 0x68BE
-#define NA_SE_VO_DUMMY_191 0x68BF
-#define NA_SE_VO_DUMMY_192 0x68C0
-#define NA_SE_VO_DUMMY_193 0x68C1
-#define NA_SE_VO_DUMMY_194 0x68C2
-#define NA_SE_VO_DUMMY_195 0x68C3
-#define NA_SE_VO_DUMMY_196 0x68C4
-#define NA_SE_VO_DUMMY_197 0x68C5
-#define NA_SE_VO_DUMMY_198 0x68C6
-#define NA_SE_VO_DUMMY_199 0x68C7
-#define NA_SE_VO_DUMMY_200 0x68C8
-#define NA_SE_VO_DUMMY_201 0x68C9
-#define NA_SE_VO_DUMMY_202 0x68CA
-#define NA_SE_VO_DUMMY_203 0x68CB
-#define NA_SE_VO_DUMMY_204 0x68CC
-#define NA_SE_VO_DUMMY_205 0x68CD
-#define NA_SE_VO_DUMMY_206 0x68CE
-#define NA_SE_VO_DUMMY_207 0x68CF
-#define NA_SE_VO_DUMMY_208 0x68D0
-#define NA_SE_VO_DUMMY_209 0x68D1
-#define NA_SE_VO_DUMMY_210 0x68D2
-#define NA_SE_VO_DUMMY_211 0x68D3
-#define NA_SE_VO_DUMMY_212 0x68D4
-#define NA_SE_VO_DUMMY_213 0x68D5
-#define NA_SE_VO_DUMMY_214 0x68D6
-#define NA_SE_VO_DUMMY_215 0x68D7
-#define NA_SE_VO_DUMMY_216 0x68D8
-#define NA_SE_VO_DUMMY_217 0x68D9
-#define NA_SE_VO_DUMMY_218 0x68DA
-#define NA_SE_VO_DUMMY_219 0x68DB
-#define NA_SE_VO_DUMMY_220 0x68DC
-#define NA_SE_VO_DUMMY_221 0x68DD
-#define NA_SE_VO_DUMMY_222 0x68DE
-#define NA_SE_VO_DUMMY_223 0x68DF
-#define NA_SE_VO_LI_POO_WAIT 0x68E0
-#define NA_SE_VO_DUMMY_225 0x68E1
-#define NA_SE_VO_DUMMY_226 0x68E2
-#define NA_SE_VO_DUMMY_227 0x68E3
-#define NA_SE_VO_DUMMY_228 0x68E4
-#define NA_SE_VO_DUMMY_229 0x68E5
-#define NA_SE_VO_DUMMY_230 0x68E6
-#define NA_SE_VO_DUMMY_231 0x68E7
-#define NA_SE_VO_DUMMY_232 0x68E8
-#define NA_SE_VO_DUMMY_233 0x68E9
-#define NA_SE_VO_DUMMY_234 0x68EA
-#define NA_SE_VO_DUMMY_235 0x68EB
-#define NA_SE_VO_DUMMY_236 0x68EC
-#define NA_SE_VO_DUMMY_237 0x68ED
-#define NA_SE_VO_DUMMY_238 0x68EE
-#define NA_SE_VO_DUMMY_239 0x68EF
-#define NA_SE_VO_DUMMY_240 0x68F0
-#define NA_SE_VO_DUMMY_241 0x68F1
-#define NA_SE_VO_DUMMY_242 0x68F2
-#define NA_SE_VO_DUMMY_243 0x68F3
-#define NA_SE_VO_DUMMY_244 0x68F4
-#define NA_SE_VO_DUMMY_245 0x68F5
-#define NA_SE_VO_DUMMY_246 0x68F6
-#define NA_SE_VO_DUMMY_247 0x68F7
-#define NA_SE_VO_DUMMY_248 0x68F8
-#define NA_SE_VO_DUMMY_249 0x68F9
-#define NA_SE_VO_DUMMY_250 0x68FA
-#define NA_SE_VO_DUMMY_251 0x68FB
-#define NA_SE_VO_DUMMY_252 0x68FC
-#define NA_SE_VO_DUMMY_253 0x68FD
-#define NA_SE_VO_DUMMY_254 0x68FE
-#define NA_SE_VO_DUMMY_255 0x68FF
-#define NA_SE_VO_JMVO02 0x6900
-#define NA_SE_VO_JMVO04 0x6901
-#define NA_SE_VO_CDVO00 0x6902
-#define NA_SE_VO_CDVO01 0x6903
-#define NA_SE_VO_CDVO02 0x6904
-#define NA_SE_VO_CDVO03 0x6905
-#define NA_SE_VO_BBVO00 0x6906
-#define NA_SE_VO_BBVO01 0x6907
-#define NA_SE_VO_BBVO02 0x6908
-#define NA_SE_VO_BBVO03 0x6909
-#define NA_SE_VO_BBVO04 0x690A
-#define NA_SE_VO_BBVO05 0x690B
-#define NA_SE_VO_OBVO01 0x690C
-#define NA_SE_VO_ARVO00 0x690D
-#define NA_SE_VO_ARVO01 0x690E
-#define NA_SE_VO_MMVO00 0x690F
-#define NA_SE_VO_MMVO01 0x6910
-#define NA_SE_VO_MMVO02 0x6911
-#define NA_SE_VO_MMVO03 0x6912
-#define NA_SE_VO_MMVO04 0x6913
-#define NA_SE_VO_MMVO05 0x6914
-#define NA_SE_VO_ABVO00 0x6915
-#define NA_SE_VO_ABVO01 0x6916
-#define NA_SE_VO_NPVO00 0x6917
-#define NA_SE_VO_FPVO00 0x6918
-#define NA_SE_VO_FPVO01 0x6919
-#define NA_SE_VO_FPVO02 0x691A
-#define NA_SE_VO_FPVO03 0x691B
-#define NA_SE_VO_ROVO01 0x691C
-#define NA_SE_VO_ROVO02 0x691D
-#define NA_SE_VO_RYVO01 0x691E
-#define NA_SE_VO_RYVO02 0x691F
-#define NA_SE_VO_RYVO03 0x6920
-#define NA_SE_VO_RYVO04 0x6921
-#define NA_SE_VO_ANVO00 0x6922
-#define NA_SE_VO_ANVO01 0x6923
-#define NA_SE_VO_ANVO02 0x6924
-#define NA_SE_VO_ANVO03 0x6925
-#define NA_SE_VO_CRVO00 0x6926
-#define NA_SE_VO_CRVO01 0x6927
-#define NA_SE_VO_CRVO02 0x6928
-#define NA_SE_VO_CRVO03 0x6929
-#define NA_SE_VO_HNVO00 0x692A
-#define NA_SE_VO_HNVO01 0x692B
-#define NA_SE_VO_HNVO02 0x692C
-#define NA_SE_VO_RMVO00 0x692D
-#define NA_SE_VO_RMVO01 0x692E
-#define NA_SE_VO_RMVO02 0x692F
-#define NA_SE_VO_PMVO01 0x6930
-#define NA_SE_VO_PMVO02 0x6931
-#define NA_SE_VO_PMVO03 0x6932
-#define NA_SE_VO_DHVO00 0x6933
-#define NA_SE_VO_DHVO01 0x6934
-#define NA_SE_VO_DHVO02 0x6935
-#define NA_SE_VO_DHVO03 0x6936
-#define NA_SE_VO_DHVO04 0x6937
-#define NA_SE_VO_TFVO00 0x6938
-#define NA_SE_VO_ANVO04 0x6939
-#define NA_SE_VO_ANVO05 0x693A
-#define NA_SE_VO_PMVO00 0x693B
-#define NA_SE_VO_CHVO03 0x693C
-#define NA_SE_VO_CHVO04 0x693D
-#define NA_SE_VO_CHVO05 0x693E
-#define NA_SE_VO_CHVO06 0x693F
-#define NA_SE_VO_CHVO07 0x6940
-#define NA_SE_VO_CHVO08 0x6941
-#define NA_SE_VO_CHVO09 0x6942
-#define NA_SE_VO_DPVO00 0x6943
-#define NA_SE_VO_DPVO01 0x6944
-#define NA_SE_VO_DPVO02 0x6945
-#define NA_SE_VO_SKVO00 0x6946
-#define NA_SE_VO_SKVO01 0x6947
-#define NA_SE_VO_KHVO00 0x6948
-#define NA_SE_VO_KHVO01 0x6949
-#define NA_SE_VO_KHVO02 0x694A
-#define NA_SE_VO_SHVO00 0x694B
-#define NA_SE_VO_SHVO01 0x694C
-#define NA_SE_VO_KAVO02 0x694D
-#define NA_SE_VO_KAVO03 0x694E
-#define NA_SE_VO_MTVO00 0x694F
-#define NA_SE_VO_TTVO00 0x6950
-#define NA_SE_VO_ITVO00 0x6951
-#define NA_SE_VO_ITVO01 0x6952
-#define NA_SE_VO_ITVO02 0x6953
-#define NA_SE_VO_KMVO00 0x6954
-#define NA_SE_VO_KMVO01 0x6955
-#define NA_SE_VO_JOVO00 0x6956
-#define NA_SE_VO_JYVO00 0x6957
-#define NA_SE_VO_DTVO00 0x6958
-#define NA_SE_VO_GUVO00 0x6959
-#define NA_SE_VO_KTVO00 0x695A
-#define NA_SE_VO_KTVO01 0x695B
-#define NA_SE_VO_KTVO03 0x695C
-#define NA_SE_VO_ZBVO00 0x695D
-#define NA_SE_VO_ZBVO01 0x695E
-#define NA_SE_VO_DAVO01 0x695F
-#define NA_SE_VO_SHVO04 0x6960
-#define NA_SE_VO_GBVO02 0x6961
-#define NA_SE_VO_GBVO03 0x6962
-#define NA_SE_VO_PFVO00 0x6963
-#define NA_SE_VO_PFVO01 0x6964
-#define NA_SE_VO_GAVO00 0x6965
-#define NA_SE_VO_GAVO01 0x6966
-#define NA_SE_VO_DJVO00 0x6967
-#define NA_SE_VO_DJVO01 0x6968
-#define NA_SE_VO_MSVO00 0x6969
-#define NA_SE_VO_MSVO01 0x696A
-#define NA_SE_VO_JPVO00 0x696B
-#define NA_SE_VO_HYVO00 0x696C
-#define NA_SE_VO_HYVO01 0x696D
-#define NA_SE_VO_BAVO00 0x696E
-#define NA_SE_VO_POVO00 0x696F
-#define NA_SE_VO_DAVO00 0x6970
-#define NA_SE_VO_DAVO02 0x6971
-#define NA_SE_VO_MKVO00 0x6972
-#define NA_SE_VO_MKVO01 0x6973
-#define NA_SE_VO_MKVO02 0x6974
-#define NA_SE_VO_MKVO03 0x6975
-#define NA_SE_VO_MKVO04 0x6976
-#define NA_SE_VO_TIVO00 0x6977
-#define NA_SE_VO_TIVO01 0x6978
-#define NA_SE_VO_TIVO02 0x6979
-#define NA_SE_VO_TIVO03 0x697A
-#define NA_SE_VO_TIVO04 0x697B
-#define NA_SE_VO_TIVO05 0x697C
-#define NA_SE_VO_OMVO00 0x697D
-#define NA_SE_VO_OMVO01 0x697E
-#define NA_SE_VO_OMVO02 0x697F
-#define NA_SE_VO_OMVO03 0x6980
-#define NA_SE_VO_OMVO04 0x6981
-#define NA_SE_VO_OMVO05 0x6982
-#define NA_SE_VO_OMVO06 0x6983
-#define NA_SE_VO_DEMO_FALL2 0x6984
-#define NA_SE_VO_DEMO_384 0x6985
-#define NA_SE_VO_DEMO_385 0x6986
-#define NA_SE_VO_DEMO_386 0x6987
-#define NA_SE_VO_DEMO_387 0x6988
-#define NA_SE_VO_DEMO_388 0x6989
-#define NA_SE_VO_DEMO_389 0x698A
-#define NA_SE_VO_DEMO_390 0x698B
-#define NA_SE_VO_DEMO_391 0x698C
-#define NA_SE_VO_DEMO_392 0x698D
-#define NA_SE_VO_DEMO_393 0x698E
-#define NA_SE_VO_DEMO_394 0x698F
-
-// ------------ Sfx Table ------------
-// TODO: Extract via table after 100% decompilation
-
-/*
-#define DEFINE_SFX(enum, _1, _2, _3, _4, _5) enum,
-
-typedef enum {
+typedef enum SfxId {
+ NA_SE_NONE, // Requesting a sfx with this id will play no sound
NA_SE_PL_BASE = 0x7FF,
#include "tables/sfx/playerbank_table.h"
NA_SE_IT_BASE = 0x17FF,
@@ -2355,7 +41,6 @@ typedef enum {
} SfxId;
#undef DEFINE_SFX
-*/
typedef enum SfxPauseMenu {
/* 0 */ SFX_PAUSE_MENU_CLOSE,
diff --git a/include/tables/sequence_table.h b/include/tables/sequence_table.h
new file mode 100644
index 000000000..cfddd8ff2
--- /dev/null
+++ b/include/tables/sequence_table.h
@@ -0,0 +1,274 @@
+/**
+ * Sequence Table
+ *
+ * DEFINE_SEQUENCE should be used to define sequences
+ * - Argument 0: The name of the sequence, as defined by .startseq in the .seq file
+ * - Argument 1: The sequence id enum name
+ * - Argument 2: Storage medium for the sequence (SampleMedium)
+ * - Argument 3: Cache load policy for the sequence (AudioCacheLoadType)
+ * - Argument 4: Sequence flags
+ *
+ * DEFINE_SEQUENCE_PTR should be used to define pointers to sequences
+ * - Argument 0: The sequence id enum name of the sequence this entry points to
+ * - Argument 1: The sequence id enum name for this pointer
+ * - Argument 2: Storage medium for the sequence (SampleMedium)
+ * - Argument 3: Cache load policy for the sequence (AudioCacheLoadType)
+ * - Argument 4: Sequence flags
+ */
+// For the comments below, the names in quotes come from the official soundtrack, and the names in parentheses are internal names that come from MM3D.
+// General Sound Effects
+DEFINE_SEQUENCE (Sequence_0, NA_BGM_GENERAL_SFX, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_FLAG_FANFARE | SEQ_FLAG_ENEMY)
+// Ambient background noises
+DEFINE_SEQUENCE (Sequence_1, NA_BGM_AMBIENCE, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_FLAG_ENEMY )
+// "Termina Field" (NA_BGM_FIELD)
+DEFINE_SEQUENCE (Sequence_2, NA_BGM_TERMINA_FIELD, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Chase" (NA_BGM_CHASE)
+DEFINE_SEQUENCE (Sequence_3, NA_BGM_CHASE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
+// "Majora's Theme" (NA_BGM_STALKID)
+DEFINE_SEQUENCE (Sequence_4, NA_BGM_MAJORAS_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Clock Tower" (NA_BGM_CLOCK_TOWER)
+DEFINE_SEQUENCE (Sequence_5, NA_BGM_CLOCK_TOWER, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Stone Tower Temple" - used for both Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_FRONT)
+DEFINE_SEQUENCE (Sequence_6, NA_BGM_STONE_TOWER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Stone Tower Temple Upside-down" - used for both Inverted Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_REVERSE)
+DEFINE_SEQUENCE (Sequence_7, NA_BGM_INV_STONE_TOWER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Missed Event 1" (NA_BGM_FAILURE_0)
+DEFINE_SEQUENCE (Sequence_8, NA_BGM_FAILURE_0, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Missed Event 2" - used for failing the Milk Run (NA_BGM_FAILURE_1)
+DEFINE_SEQUENCE (Sequence_9, NA_BGM_FAILURE_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Happy Mask Saleman's Theme" (NA_BGM_OMENYA)
+DEFINE_SEQUENCE (Sequence_10, NA_BGM_HAPPY_MASK_SALESMAN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Song Of Healing" (NA_BGM_DEMO_CURE)
+DEFINE_SEQUENCE (Sequence_11, NA_BGM_SONG_OF_HEALING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Southern Swamp" - used for both Southern Swamp and Woodfall (NA_BGM_DAMP_AREA)
+DEFINE_SEQUENCE (Sequence_12, NA_BGM_SWAMP_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Ghost Attack" (NA_BGM_UFO)
+DEFINE_SEQUENCE (Sequence_13, NA_BGM_ALIEN_INVASION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Boat Cruise" (NA_BGM_JUNGLE_CREWS)
+DEFINE_SEQUENCE (Sequence_14, NA_BGM_SWAMP_CRUISE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Sharp's Curse" (NA_BGM_SHARP)
+DEFINE_SEQUENCE (Sequence_15, NA_BGM_SHARPS_CURSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Great Bay Coast" - used for Great Bay Coast, Zora Cape, and Pinnacle Rock (NA_BGM_SEA_AREA)
+DEFINE_SEQUENCE (Sequence_16, NA_BGM_GREAT_BAY_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Ikana Valley" (NA_BGM_IKANA_AREA)
+DEFINE_SEQUENCE (Sequence_17, NA_BGM_IKANA_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Deku Palace" (NA_BGM_DEKU_KING)
+DEFINE_SEQUENCE (Sequence_18, NA_BGM_DEKU_PALACE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Mountain Village" - used for Mountain Village, Snowhead, and Goron Village exterior (NA_BGM_SNOW_AREA)
+DEFINE_SEQUENCE (Sequence_19, NA_BGM_MOUNTAIN_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Pirates' Fortress" (NA_BGM_PIRATE_AREA)
+DEFINE_SEQUENCE (Sequence_20, NA_BGM_PIRATES_FORTRESS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Clock Town, First Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_21)
+DEFINE_SEQUENCE (Sequence_21, NA_BGM_CLOCK_TOWN_DAY_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Clock Town, Second Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_22)
+DEFINE_SEQUENCE (Sequence_22, NA_BGM_CLOCK_TOWN_DAY_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Clock Town, Third Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_23)
+DEFINE_SEQUENCE (Sequence_23, NA_BGM_CLOCK_TOWN_DAY_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// File Select (NA_BGM_FILE_SELECT)
+DEFINE_SEQUENCE (Sequence_24, NA_BGM_FILE_SELECT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO )
+// "Event Clear" (NA_BGM_EVENT_CLEAR)
+DEFINE_SEQUENCE (Sequence_25, NA_BGM_CLEAR_EVENT, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_RESUME )
+// "Battle" (NA_BGM_ENEMY)
+DEFINE_SEQUENCE (Sequence_26, NA_BGM_ENEMY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Boss Battle" (NA_BGM_BOSS00)
+DEFINE_SEQUENCE (Sequence_27, NA_BGM_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
+// "Woodfall Temple" (NA_BGM_JUNGLE_DUNGEON)
+DEFINE_SEQUENCE (Sequence_28, NA_BGM_WOODFALL_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// Loads one of sequences 0x15, 0x16, or 0x17. Will also play the "morning theme" if it is the start of a day (NA_BGM_MARKET)
+DEFINE_SEQUENCE (Sequence_29, NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Opening" - plays during the ambush in the opening forest area (NA_BGM_OPENING)
+DEFINE_SEQUENCE (Sequence_30, NA_BGM_OPENING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "House" (NA_BGM_LINK_HOUSE)
+DEFINE_SEQUENCE (Sequence_31, NA_BGM_INSIDE_A_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
+// "Game Over" (NA_BGM_GAME_OVER)
+DEFINE_SEQUENCE (Sequence_32, NA_BGM_GAME_OVER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Boss Clear" (NA_BGM_BOSS_CLEAR)
+DEFINE_SEQUENCE (Sequence_33, NA_BGM_CLEAR_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Item Catch" (NA_BGM_ITEM_GET)
+DEFINE_SEQUENCE (Sequence_34, NA_BGM_GET_ITEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// Just points to the "Clock Town, Second Day" sequence (sequence 0x16) (NA_BGM_GATE_OPEN, same name as the Door of Time song from OoT)
+DEFINE_SEQUENCE_PTR(NA_BGM_CLOCK_TOWN_DAY_2, NA_BGM_CLOCK_TOWN_DAY_2_PTR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Get A Heart Container!" (NA_BGM_HEART_GET)
+DEFINE_SEQUENCE (Sequence_36, NA_BGM_GET_HEART, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Mini Game" (NA_BGM_MINI_GAME_2)
+DEFINE_SEQUENCE (Sequence_37, NA_BGM_TIMED_MINI_GAME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
+// "Goron Race" (NA_BGM_GORON_RACE)
+DEFINE_SEQUENCE (Sequence_38, NA_BGM_GORON_RACE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Music Box House" (NA_BGM_ORGEL_HOUSE)
+DEFINE_SEQUENCE (Sequence_39, NA_BGM_MUSIC_BOX_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Fairy's Fountain" - just points to the File Select sequence (sequence 0x18) (NA_BGM_GODESS)
+DEFINE_SEQUENCE_PTR(NA_BGM_FILE_SELECT, NA_BGM_FAIRY_FOUNTAIN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Zelda's Theme" (NA_BGM_HIME)
+DEFINE_SEQUENCE (Sequence_41, NA_BGM_ZELDAS_LULLABY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Rosa Sisters" (NA_BGM_SISTER_DANCER)
+DEFINE_SEQUENCE (Sequence_42, NA_BGM_ROSA_SISTERS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Open Treasure Box" (NA_BGM_OPEN_TRE_BOX)
+DEFINE_SEQUENCE (Sequence_43, NA_BGM_OPEN_CHEST, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Marine Research Laboratory" (NA_BGM_DRUGSTORE)
+DEFINE_SEQUENCE (Sequence_44, NA_BGM_MARINE_RESEARCH_LAB, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Giants' Theme" (NA_BGM_KYOJIN_ROOM)
+DEFINE_SEQUENCE (Sequence_45, NA_BGM_GIANTS_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO )
+// "Guru-Guru's Song" (NA_BGM_FUSHA)
+DEFINE_SEQUENCE (Sequence_46, NA_BGM_SONG_OF_STORMS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Romani Ranch" (NA_BGM_RONRON)
+DEFINE_SEQUENCE (Sequence_47, NA_BGM_ROMANI_RANCH, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Goron Village" (NA_BGM_GORON)
+DEFINE_SEQUENCE (Sequence_48, NA_BGM_GORON_VILLAGE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Mayor's Meeting" (NA_BGM_MEETING)
+DEFINE_SEQUENCE (Sequence_49, NA_BGM_MAYORS_OFFICE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Ocarina “Epona's Song”" (NA_BGM_OCA_EPONA)
+DEFINE_SEQUENCE (Sequence_50, NA_BGM_OCARINA_EPONA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Sun's Song”" - leftover from OoT (NA_BGM_OCA_SUNS)
+DEFINE_SEQUENCE (Sequence_51, NA_BGM_OCARINA_SUNS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Song Of Time”" (NA_BGM_TIME_NORMAL)
+DEFINE_SEQUENCE (Sequence_52, NA_BGM_OCARINA_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Song Of Storms”" (NA_BGM_OCA_STORM)
+DEFINE_SEQUENCE (Sequence_53, NA_BGM_OCARINA_STORM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Zora Hall" (NA_BGM_ZORA)
+DEFINE_SEQUENCE (Sequence_54, NA_BGM_ZORA_HALL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME )
+// "Get A Mask!" (NA_BGM_MASK_GET)
+DEFINE_SEQUENCE (Sequence_55, NA_BGM_GET_NEW_MASK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Middle Boss Battle" (NA_BGM_MIDDLE_BOSS)
+DEFINE_SEQUENCE (Sequence_56, NA_BGM_MINI_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
+// "Small Item Catch" (NA_BGM_S_ITEM_GET)
+DEFINE_SEQUENCE (Sequence_57, NA_BGM_GET_SMALL_ITEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Astral Observatory" (NA_BGM_TENMONDAI)
+DEFINE_SEQUENCE (Sequence_58, NA_BGM_ASTRAL_OBSERVATORY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Cavern" - used for grottos (NA_BGM_NORMAL_DUNGEON)
+DEFINE_SEQUENCE (Sequence_59, NA_BGM_CAVERN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Milk Bar" (NA_BGM_MILK_BAR)
+DEFINE_SEQUENCE (Sequence_60, NA_BGM_MILK_BAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME | SEQ_FLAG_ENEMY )
+// "Enter Zelda" - leftover from OoT (NA_BGM_APPEAR)
+DEFINE_SEQUENCE (Sequence_61, NA_BGM_ZELDA_APPEAR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Woods Of Mystery" - Saria's Song from OoT, also used when dancing with the scarecrow (NA_BGM_MAYOIMORI)
+DEFINE_SEQUENCE (Sequence_62, NA_BGM_SARIAS_SONG, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Goron Race Goal" (NA_BGM_GORON_GOAL)
+DEFINE_SEQUENCE (Sequence_63, NA_BGM_GORON_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Horse Race" (NA_BGM_HORSE)
+DEFINE_SEQUENCE (Sequence_64, NA_BGM_HORSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Horse Race Goal" (NA_BGM_HORSE_GOAL)
+DEFINE_SEQUENCE (Sequence_65, NA_BGM_HORSE_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Gorman Track" (NA_BGM_INGO)
+DEFINE_SEQUENCE (Sequence_66, NA_BGM_INGO, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Magic Hags' Potion Shop" (NA_BGM_KOTAKE_KOUME)
+DEFINE_SEQUENCE (Sequence_67, NA_BGM_KOTAKE_POTION_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Shop" (NA_BGM_SHOP)
+DEFINE_SEQUENCE (Sequence_68, NA_BGM_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
+// "Owl" (NA_BGM_OWL)
+DEFINE_SEQUENCE (Sequence_69, NA_BGM_OWL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Shooting Gallery" (NA_BGM_MINI_GAME)
+DEFINE_SEQUENCE (Sequence_70, NA_BGM_SHOOTING_GALLERY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
+// "Ocarina “Song Of Soaring”" (NA_BGM_OCA_BIGWING)
+DEFINE_SEQUENCE (Sequence_71, NA_BGM_OCARINA_SOARING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Song Of Healing”" (NA_BGM_OCA_CURE)
+DEFINE_SEQUENCE (Sequence_72, NA_BGM_OCARINA_HEALING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Inverted Song Of Time”" (NA_BGM_TIME_SPEED)
+DEFINE_SEQUENCE (Sequence_73, NA_BGM_INVERTED_SONG_OF_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Song Of Double Time”" (NA_BGM_TIME_JUMP)
+DEFINE_SEQUENCE (Sequence_74, NA_BGM_SONG_OF_DOUBLE_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Sonata of Awakening" (NA_BGM_DEMO_AWAKING)
+DEFINE_SEQUENCE (Sequence_75, NA_BGM_SONATA_OF_AWAKENING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Goron Lullaby" (NA_BGM_DEMO_LULLABY)
+DEFINE_SEQUENCE (Sequence_76, NA_BGM_GORON_LULLABY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "New Wave Bossa Nova" - both saxophone and vocals (NA_BGM_DEMO_TIDE)
+DEFINE_SEQUENCE (Sequence_77, NA_BGM_NEW_WAVE_BOSSA_NOVA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Elegy Of Emptiness" (NA_BGM_DEMO_SHELL)
+DEFINE_SEQUENCE (Sequence_78, NA_BGM_ELEGY_OF_EMPTINESS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Oath To Order" (NA_BGM_DEMO_PLEDGE)
+DEFINE_SEQUENCE (Sequence_79, NA_BGM_OATH_TO_ORDER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Swordsman's School" (NA_BGM_EXERCISE_HALL)
+DEFINE_SEQUENCE (Sequence_80, NA_BGM_SWORD_TRAINING_HALL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Ocarina “Goron Lullaby Intro”" (NA_BGM_DEMO_LULLABY_HALF)
+DEFINE_SEQUENCE (Sequence_81, NA_BGM_OCARINA_LULLABY_INTRO, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Get The Ocarina!" (NA_BGM_OCA_YOUSEI)
+DEFINE_SEQUENCE (Sequence_82, NA_BGM_LEARNED_NEW_SONG, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Bremen March" (NA_BGM_FACEMASK)
+DEFINE_SEQUENCE (Sequence_83, NA_BGM_BREMEN_MARCH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ballad Of The Wind Fish" - quartet performed in on the Milk Bar stage (NA_BGM_QUARTET)
+DEFINE_SEQUENCE (Sequence_84, NA_BGM_BALLAD_OF_THE_WIND_FISH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Song Of Soaring" (NA_BGM_WING_WARP)
+DEFINE_SEQUENCE (Sequence_85, NA_BGM_SONG_OF_SOARING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_RESTORE )
+// Just points to the "Milk Bar" sequence (sequence 0x3C) (NA_BGM_MILK_BAR_DUMMY)
+DEFINE_SEQUENCE_PTR(NA_BGM_MILK_BAR, NA_BGM_MILK_BAR_DUPLICATE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Last Day" (NA_BGM_TIME_LIMIT)
+DEFINE_SEQUENCE (Sequence_87, NA_BGM_FINAL_HOURS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Mikau" - looping part of the song (NA_BGM_MIKAU_LIFF)
+DEFINE_SEQUENCE (Sequence_88, NA_BGM_MIKAU_RIFF, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Mikau" - a single guitar chord to end the song (NA_BGM_MIKAU_FIN)
+DEFINE_SEQUENCE (Sequence_89, NA_BGM_MIKAU_FINALE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Frog Song" - conducting the frogs with Don Gero's Mask (NA_BGM_FROG_SONG)
+DEFINE_SEQUENCE (Sequence_90, NA_BGM_FROG_SONG, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Ocarina “Sonata Of Awakening”" (NA_BGM_OCA_AWAKING)
+DEFINE_SEQUENCE (Sequence_91, NA_BGM_OCARINA_SONATA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Goron Lullaby”" (NA_BGM_OCA_LULLABY)
+DEFINE_SEQUENCE (Sequence_92, NA_BGM_OCARINA_LULLABY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “New Wave Bossa Nova”" (NA_BGM_OCA_TIDE)
+DEFINE_SEQUENCE (Sequence_93, NA_BGM_OCARINA_NEW_WAVE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Elegy of Emptiness”" (NA_BGM_OCA_SHELL)
+DEFINE_SEQUENCE (Sequence_94, NA_BGM_OCARINA_ELEGY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ocarina “Oath To Order”" (NA_BGM_OCA_PLEDGE)
+DEFINE_SEQUENCE (Sequence_95, NA_BGM_OCARINA_OATH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// Majora Boss Room. Just points to the "Last Day" sequence (sequence 0x57) (NA_BGM_LAST_DUNGEON)
+DEFINE_SEQUENCE_PTR(NA_BGM_FINAL_HOURS, NA_BGM_MAJORAS_LAIR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// Just points to the "Ocarina “Goron Lullaby Intro”" sequence (sequence 0x51) (NA_BGM_OCA_LULLABY_HALF)
+DEFINE_SEQUENCE_PTR(NA_BGM_OCARINA_LULLABY_INTRO, NA_BGM_OCARINA_LULLABY_INTRO_PTR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Bass & Guitar Session" (NA_BGM_OCA_SESSION)
+DEFINE_SEQUENCE (Sequence_98, NA_BGM_OCARINA_GUITAR_BASS_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Piano Solo" (NA_BGM_DEMO_SESSION)
+DEFINE_SEQUENCE (Sequence_99, NA_BGM_PIANO_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "The Indigo-Go's" (NA_BGM_ALLPART_SESSION)
+DEFINE_SEQUENCE (Sequence_100, NA_BGM_INDIGO_GO_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Snowhead Temple" (NA_BGM_SILVER_DUNGEON)
+DEFINE_SEQUENCE (Sequence_101, NA_BGM_SNOWHEAD_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Great Bay Temple" (NA_BGM_DEEPBLUE_DUNGEON)
+DEFINE_SEQUENCE (Sequence_102, NA_BGM_GREAT_BAY_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "New Wave Bossa Nova" - saxophone only, no vocals (NA_BGM_DEMO_TIDE_SAX)
+DEFINE_SEQUENCE (Sequence_103, NA_BGM_NEW_WAVE_SAXOPHONE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "New Wave Bossa Nova" - vocals only, no saxophone (NA_BGM_DEMO_TIDE_VOCAL)
+DEFINE_SEQUENCE (Sequence_104, NA_BGM_NEW_WAVE_VOCAL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Majora's Wrath Battle" (NA_BGM_MUJURA_1)
+DEFINE_SEQUENCE (Sequence_105, NA_BGM_MAJORAS_WRATH, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Majora's Incarnate Battle" (NA_BGM_MUJURA_2)
+DEFINE_SEQUENCE (Sequence_106, NA_BGM_MAJORAS_INCARNATION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Majora's Mask Battle" (NA_BGM_MUJURA_3)
+DEFINE_SEQUENCE (Sequence_107, NA_BGM_MAJORAS_MASK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Bass Practice" (NA_BGM_BASS_PLAY)
+DEFINE_SEQUENCE (Sequence_108, NA_BGM_BASS_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Drums Practice" (NA_BGM_DRUMS_PLAY)
+DEFINE_SEQUENCE (Sequence_109, NA_BGM_DRUMS_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Piano Practice" (NA_BGM_PIANO_PLAY)
+DEFINE_SEQUENCE (Sequence_110, NA_BGM_PIANO_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "Ikana Castle" (NA_BGM_IKANA_CASTLE)
+DEFINE_SEQUENCE (Sequence_111, NA_BGM_IKANA_CASTLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
+// "Calling The Four Giants" (NA_BGM_GATHERING)
+DEFINE_SEQUENCE (Sequence_112, NA_BGM_GATHERING_GIANTS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Kamaro's Dance" (NA_BGM_CAMARO_DANCE)
+DEFINE_SEQUENCE (Sequence_113, NA_BGM_KAMARO_DANCE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE_KAMARO )
+// "Cremia's Carriage" (NA_BGM_DONKEY_CART)
+DEFINE_SEQUENCE (Sequence_114, NA_BGM_CREMIA_CARRIAGE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Keaton's Quiz" (NA_BGM_QUIZ)
+DEFINE_SEQUENCE (Sequence_115, NA_BGM_KEATON_QUIZ, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
+// "The End / Credits" - plays the first half, then loads sequence 0x7F for the second half (NA_BGM_END_DEMO)
+DEFINE_SEQUENCE (Sequence_116, NA_BGM_END_CREDITS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// Similar to "Opening" (sequence 0x1E), but the intro loops endlessly (NA_BGM_OPENING_LOOP)
+DEFINE_SEQUENCE (Sequence_117, NA_BGM_OPENING_LOOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Title Theme" (NA_BGM_TITLE)
+DEFINE_SEQUENCE (Sequence_118, NA_BGM_TITLE_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Woodfall Rises" (NA_BGM_DUNGEON_APPEAR)
+DEFINE_SEQUENCE (Sequence_119, NA_BGM_DUNGEON_APPEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Southern Swamp Clears" (NA_BGM_PURIFICATION_0)
+DEFINE_SEQUENCE (Sequence_120, NA_BGM_WOODFALL_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+// "Snowhead Clear" (NA_BGM_PURIFICATION_1)
+DEFINE_SEQUENCE (Sequence_121, NA_BGM_SNOWHEAD_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
+//
+DEFINE_SEQUENCE (Sequence_122, NA_BGM_SEQ_122, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "To The Moon" (NA_BGM_INTO_THE_MOON)
+DEFINE_SEQUENCE (Sequence_123, NA_BGM_INTO_THE_MOON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "The Giants' Exit" (NA_BGM_GOODBYE_GIANT)
+DEFINE_SEQUENCE (Sequence_124, NA_BGM_GOODBYE_GIANT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Tatl & Tael" (NA_BGM_CHAT)
+DEFINE_SEQUENCE (Sequence_125, NA_BGM_TATL_AND_TAEL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "Moon's Destruction" (NA_BGM_MOON_VANISH)
+DEFINE_SEQUENCE (Sequence_126, NA_BGM_MOONS_DESTRUCTION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
+// "The End / Credits" - second half. Sequence 0x74 loads this after playing the first half (NA_BGM_OCA_MUS)
+DEFINE_SEQUENCE (Sequence_127, NA_BGM_END_CREDITS_SECOND_HALF, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
diff --git a/include/tables/sfx/enemybank_table.h b/include/tables/sfx/enemybank_table.h
index e969fef59..28d446c60 100644
--- a/include/tables/sfx/enemybank_table.h
+++ b/include/tables/sfx/enemybank_table.h
@@ -2,748 +2,751 @@
* Sfx Enemy Bank
*
* DEFINE_SFX should be used for all sfx define in the enemy bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the enemy bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x3800 */ DEFINE_SFX(NA_SE_EN_DODO_J_WALK, 0x18, 1, 0, 0, 0)
-/* 0x3801 */ DEFINE_SFX(NA_SE_EN_DODO_J_CRY, 0x30, 1, 0, 0, 0)
-/* 0x3802 */ DEFINE_SFX(NA_SE_EN_DODO_J_FIRE, 0x30, 1, 0, 0, 0)
-/* 0x3803 */ DEFINE_SFX(NA_SE_EN_DODO_J_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3804 */ DEFINE_SFX(NA_SE_EN_DODO_J_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3805 */ DEFINE_SFX(NA_SE_EN_BAKUO_ROLL, 0x30, 3, 0, 0, 0)
-/* 0x3806 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_VOICE, 0x36, 0, 0, 0, 0)
-/* 0x3807 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x3808 */ DEFINE_SFX(NA_SE_EN_MIBOSS_FALL_OLD_OLD, 0x40, 3, 0, 0, 0)
-/* 0x3809 */ DEFINE_SFX(NA_SE_EN_MIBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
-/* 0x380A */ DEFINE_SFX(NA_SE_EN_MIBOSS_DASH_OLD, 0x40, 3, 0, 0, 0)
-/* 0x380B */ DEFINE_SFX(NA_SE_EN_MIBOSS_DEAD_OLD, 0x68, 3, 0, 0, SFX_FLAG_REVERB_NO_DIST)
-/* 0x380C */ DEFINE_SFX(NA_SE_EN_MIBOSS_GND1_OLD, 0x40, 3, 0, 0, 0)
-/* 0x380D */ DEFINE_SFX(NA_SE_EN_GOMA_DOWN, 0x30, 3, 0, 0, 0)
-/* 0x380E */ DEFINE_SFX(NA_SE_EN_MIBOSS_GND2_OLD, 0x40, 3, 0, 0, 0)
-/* 0x380F */ DEFINE_SFX(NA_SE_EN_MIBOSS_UNARI_OLD, 0x40, 3, 0, 0, 0)
-/* 0x3810 */ DEFINE_SFX(NA_SE_EN_MIBOSS_RHYTHM_OLD, 0x54, 3, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
-/* 0x3811 */ DEFINE_SFX(NA_SE_EN_MIBOSS_SWORD_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3812 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ENTRY, 0x30, 3, 0, 0, 0)
-/* 0x3813 */ DEFINE_SFX(NA_SE_EN_MIBOSS_JUMP1, 0x40, 3, 0, 0, 0)
-/* 0x3814 */ DEFINE_SFX(NA_SE_EN_MIBOSS_JUMP2, 0x40, 3, 0, 0, 0)
-/* 0x3815 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE1_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3816 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE2_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3817 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE3_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3818 */ DEFINE_SFX(NA_SE_EN_INBOSS_SAND_OLD, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3819 */ DEFINE_SFX(NA_SE_EN_INBOSS_ROAR_OLD, 0x50, 3, 0, 0, 0)
-/* 0x381A */ DEFINE_SFX(NA_SE_EN_INBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
-/* 0x381B */ DEFINE_SFX(NA_SE_EN_COMMON_WEAKENED, 0x38, 3, 0, 0, 0)
-/* 0x381C */ DEFINE_SFX(NA_SE_EN_MIBOSS_FAINT_OLD, 0x50, 3, 0, 0, 0)
-/* 0x381D */ DEFINE_SFX(NA_SE_EN_MIBOSS_ROLLING_OLD, 0x30, 3, 0, 0, 0)
-/* 0x381E */ DEFINE_SFX(NA_SE_EN_MIZUBABA1_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x381F */ DEFINE_SFX(NA_SE_EN_MIZUBABA_DEAD, 0x48, 0, 0, 0, 0)
-/* 0x3820 */ DEFINE_SFX(NA_SE_EN_DODO_M_CRY, 0x30, 0, 0, 0, 0)
-/* 0x3821 */ DEFINE_SFX(NA_SE_EN_DODO_M_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3822 */ DEFINE_SFX(NA_SE_EN_DODO_M_MOVE, 0x18, 0, 0, 0, 0)
-/* 0x3823 */ DEFINE_SFX(NA_SE_EN_DODO_M_DOWN, 0x14, 0, 0, 0, 0)
-/* 0x3824 */ DEFINE_SFX(NA_SE_EN_DODO_M_UP, 0x14, 0, 0, 0, 0)
-/* 0x3825 */ DEFINE_SFX(NA_SE_EN_MIZUBABA_TRANSFORM, 0x30, 0, 0, 0, 0)
-/* 0x3826 */ DEFINE_SFX(NA_SE_EN_DODO_M_EAT, 0x30, 0, 0, 0, 0)
-/* 0x3827 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_WALK, 0x28, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3828 */ DEFINE_SFX(NA_SE_EN_BOMCHU_WALK, 0x28, 0, 0, 0, 0)
-/* 0x3829 */ DEFINE_SFX(NA_SE_EN_RIZA_CRY, 0x30, 2, 0, 0, 0)
-/* 0x382A */ DEFINE_SFX(NA_SE_EN_RIZA_ATTACK, 0x32, 2, 0, 0, 0)
-/* 0x382B */ DEFINE_SFX(NA_SE_EN_RIZA_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x382C */ DEFINE_SFX(NA_SE_EN_RIZA_WARAU, 0x20, 0, 0, 0, 0)
-/* 0x382D */ DEFINE_SFX(NA_SE_EN_RIZA_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x382E */ DEFINE_SFX(NA_SE_EN_RIZA_WALK, 0x18, 0, 0, 0, 0)
-/* 0x382F */ DEFINE_SFX(NA_SE_EN_RIZA_JUMP, 0x28, 0, 0, 0, 0)
-/* 0x3830 */ DEFINE_SFX(NA_SE_EN_STALKID_WALK, 0x18, 0, 1, 0, 0)
-/* 0x3831 */ DEFINE_SFX(NA_SE_EN_STALKID_ATTACK, 0x30, 0, 0, 0, 0)
-/* 0x3832 */ DEFINE_SFX(NA_SE_EN_STALKID_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3833 */ DEFINE_SFX(NA_SE_EN_STALKID_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3834 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SLIDING, 0x14, 0, 0, 0, 0)
-/* 0x3835 */ DEFINE_SFX(NA_SE_EN_TEKU_WALK_WATER, 0x18, 0, 2, 0, 0)
-/* 0x3836 */ DEFINE_SFX(NA_SE_EN_LIGHT_ARROW_HIT, 0x38, 2, 0, 0, 0)
-/* 0x3837 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_ATTACK, 0x34, 0, 0, 0, 0)
-/* 0x3838 */ DEFINE_SFX(NA_SE_EN_STAL_WARAU, 0x28, 1, 0, 0, 0)
-/* 0x3839 */ DEFINE_SFX(NA_SE_EN_STAL_SAKEBI, 0x30, 0, 0, 0, 0)
-/* 0x383A */ DEFINE_SFX(NA_SE_EN_STAL_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x383B */ DEFINE_SFX(NA_SE_EN_STAL_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x383C */ DEFINE_SFX(NA_SE_EN_WOLFOS_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x383D */ DEFINE_SFX(NA_SE_EN_STAL_WALK, 0x18, 0, 0, 0, 0)
-/* 0x383E */ DEFINE_SFX(NA_SE_EN_WOLFOS_CRY, 0x20, 0, 0, 0, 0)
-/* 0x383F */ DEFINE_SFX(NA_SE_EN_WOLFOS_ATTACK, 0x30, 0, 0, 0, 0)
-/* 0x3840 */ DEFINE_SFX(NA_SE_EN_FFLY_ATTACK, 0x32, 0, 0, 0, 0)
-/* 0x3841 */ DEFINE_SFX(NA_SE_EN_FFLY_FLY, 0x20, 1, 0, 0, 0)
-/* 0x3842 */ DEFINE_SFX(NA_SE_EN_FFLY_DEAD, 0x37, 1, 0, 0, 0)
-/* 0x3843 */ DEFINE_SFX(NA_SE_EN_WOLFOS_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3844 */ DEFINE_SFX(NA_SE_EN_AMOS_WALK, 0x30, 0, 0, 0, 0)
-/* 0x3845 */ DEFINE_SFX(NA_SE_EN_AMOS_WAVE, 0x30, 0, 0, 0, 0)
-/* 0x3846 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DEAD, 0x40, 2, 0, 0, 0)
-/* 0x3847 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DAMAGE, 0x38, 2, 0, 0, 0)
-/* 0x3848 */ DEFINE_SFX(NA_SE_EN_AMOS_VOICE, 0x20, 0, 0, 0, 0)
-/* 0x3849 */ DEFINE_SFX(NA_SE_EN_KUSAMUSHI_VIBE, 0x18, 0, 0, 0, 0)
-/* 0x384A */ DEFINE_SFX(NA_SE_EN_BEE_FLY, 0x40, 7, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x384B */ DEFINE_SFX(NA_SE_EN_WOLFOS_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x384C */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL, 0x30, 3, 0, 0, 0)
-/* 0x384D */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER_THR, 0x30, 3, 0, 0, 0)
-/* 0x384E */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL_HIT, 0x30, 3, 0, 0, 0)
-/* 0x384F */ DEFINE_SFX(NA_SE_EN_COMMON_ELEC_ARK, 0x30, 3, 0, 0, 0)
-/* 0x3850 */ DEFINE_SFX(NA_SE_EN_SUISEN_EAT, 0x30, 0, 0, 0, 0)
-/* 0x3851 */ DEFINE_SFX(NA_SE_EN_SUISEN_DEAD, 0x40, 0, 0, 0, 0)
-/* 0x3852 */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL_THR, 0x30, 3, 0, 0, 0)
-/* 0x3853 */ DEFINE_SFX(NA_SE_EN_UTSUBO_APPEAR, 0x30, 3, 0, 0, 0)
-/* 0x3854 */ DEFINE_SFX(NA_SE_EN_BOMCHU_VOICE, 0x34, 0, 0, 0, 0)
-/* 0x3855 */ DEFINE_SFX(NA_SE_EN_BOMCHU_AIM, 0x34, 0, 0, 0, 0)
-/* 0x3856 */ DEFINE_SFX(NA_SE_EN_BOMCHU_RUN, 0x36, 0, 0, 0, 0)
-/* 0x3857 */ DEFINE_SFX(NA_SE_EN_UTSUBO_BACK, 0x30, 3, 0, 0, 0)
-/* 0x3858 */ DEFINE_SFX(NA_SE_EN_DODO_J_BREATH, 0x28, 0, 0, 0, 0)
-/* 0x3859 */ DEFINE_SFX(NA_SE_EN_DODO_J_TAIL, 0x30, 0, 0, 0, 0)
-/* 0x385A */ DEFINE_SFX(NA_SE_EN_WOLFOS_WALK, 0x18, 0, 0, 0, 0)
-/* 0x385B */ DEFINE_SFX(NA_SE_EN_DODO_J_EAT, 0x30, 0, 0, 0, 0)
-/* 0x385C */ DEFINE_SFX(NA_SE_EN_DEKU_MOUTH, 0x28, 0, 3, 0, 0)
-/* 0x385D */ DEFINE_SFX(NA_SE_EN_DEKU_ATTACK, 0x30, 0, 1, 0, 0)
-/* 0x385E */ DEFINE_SFX(NA_SE_EN_DEKU_DAMAGE, 0x38, 1, 1, 0, 0)
-/* 0x385F */ DEFINE_SFX(NA_SE_EN_DEKU_DEAD, 0x40, 1, 1, 0, 0)
-/* 0x3860 */ DEFINE_SFX(NA_SE_EN_MIZUBABA1_MOUTH, 0x30, 0, 0, 0, 0)
-/* 0x3861 */ DEFINE_SFX(NA_SE_EN_MIZUBABA1_ATTACK, 0x36, 0, 0, 0, 0)
-/* 0x3862 */ DEFINE_SFX(NA_SE_EN_DEKU_JR_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3863 */ DEFINE_SFX(NA_SE_EN_DEKU_SCRAPE, 0x14, 0, 0, 0, 0)
-/* 0x3864 */ DEFINE_SFX(NA_SE_EN_TAIL_FLY, 0x30, 0, 0, 0, 0)
-/* 0x3865 */ DEFINE_SFX(NA_SE_EN_TAIL_CRY, 0x20, 0, 0, 0, 0)
-/* 0x3866 */ DEFINE_SFX(NA_SE_EN_TAIL_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3867 */ DEFINE_SFX(NA_SE_EN_GOLON_STAND_IMT, 0x30, 3, 0, 0, 0)
-/* 0x3868 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN, 0x30, 4, 0, 0, 0)
-/* 0x3869 */ DEFINE_SFX(NA_SE_EN_STALTU_UP, 0x30, 4, 0, 0, 0)
-/* 0x386A */ DEFINE_SFX(NA_SE_EN_STALTU_LAUGH, 0x20, 4, 0, 0, 0)
-/* 0x386B */ DEFINE_SFX(NA_SE_EN_STALTU_DAMAGE, 0x38, 4, 0, 0, 0)
-/* 0x386C */ DEFINE_SFX(NA_SE_EN_TEKU_JUMP, 0x20, 3, 0, 0, 0)
-/* 0x386D */ DEFINE_SFX(NA_SE_EN_TEKU_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x386E */ DEFINE_SFX(NA_SE_EN_TEKU_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x386F */ DEFINE_SFX(NA_SE_EN_TEKU_WALK, 0x14, 0, 0, 0, 0)
-/* 0x3870 */ DEFINE_SFX(NA_SE_EN_PO_KANTERA, 0x30, 3, 0, 0, 0)
-/* 0x3871 */ DEFINE_SFX(NA_SE_EN_PO_FLY, 0x20, 1, 0, 0, 0)
-/* 0x3872 */ DEFINE_SFX(NA_SE_EN_PO_AWAY, 0x20, 1, 0, 0, 0)
-/* 0x3873 */ DEFINE_SFX(NA_SE_EN_STALKIDS_APPEAR, 0x30, 2, 0, 0, 0)
-/* 0x3874 */ DEFINE_SFX(NA_SE_EN_PO_DISAPPEAR, 0x35, 2, 0, 0, 0)
-/* 0x3875 */ DEFINE_SFX(NA_SE_EN_PO_DAMAGE, 0x38, 2, 0, 0, 0)
-/* 0x3876 */ DEFINE_SFX(NA_SE_EN_PO_DEAD, 0x48, 2, 0, 0, 0)
-/* 0x3877 */ DEFINE_SFX(NA_SE_EN_WIZ_DISAPPEAR, 0x40, 2, 0, 0, 0)
-/* 0x3878 */ DEFINE_SFX(NA_SE_EN_EXTINCT, 0x45, 1, 2, 0, 0)
-/* 0x3879 */ DEFINE_SFX(NA_SE_EN_GOLON_LAND_BIG, 0x34, 0, 0, 0, 0)
-/* 0x387A */ DEFINE_SFX(NA_SE_EN_GERUDOFT_DOWN, 0x40, 0, 0, 0, 0)
-/* 0x387B */ DEFINE_SFX(NA_SE_EN_EYEGOLE_ATTACK, 0x20, 2, 0, 0, 0)
-/* 0x387C */ DEFINE_SFX(NA_SE_EN_NUTS_UP, 0x28, 0, 0, 0, 0)
-/* 0x387D */ DEFINE_SFX(NA_SE_EN_NUTS_DOWN, 0x28, 0, 0, 0, 0)
-/* 0x387E */ DEFINE_SFX(NA_SE_EN_NUTS_THROW, 0x30, 0, 0, 0, 0)
-/* 0x387F */ DEFINE_SFX(NA_SE_EN_NUTS_WALK, 0x20, 4, 2, 0, 0)
-/* 0x3880 */ DEFINE_SFX(NA_SE_EN_NUTS_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3881 */ DEFINE_SFX(NA_SE_EN_NUTS_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3882 */ DEFINE_SFX(NA_SE_EN_NUT_FAINT, 0x20, 0, 0, 0, 0)
-/* 0x3883 */ DEFINE_SFX(NA_SE_EN_PO_BIG_GET, 0x30, 3, 0, 0, 0)
-/* 0x3884 */ DEFINE_SFX(NA_SE_EN_STALTU_ROLL, 0x30, 4, 0, 0, 0)
-/* 0x3885 */ DEFINE_SFX(NA_SE_EN_STALTU_DEAD, 0x40, 4, 0, 0, 0)
-/* 0x3886 */ DEFINE_SFX(NA_SE_EN_PO_SISTER_DEAD, 0x40, 3, 0, 0, 0)
-/* 0x3887 */ DEFINE_SFX(NA_SE_EN_BARI_SPLIT, 0x40, 1, 0, 0, 0)
-/* 0x3888 */ DEFINE_SFX(NA_SE_EN_LAST1_GROW_HEAD, 0x28, 1, 0, 0, 0)
-/* 0x3889 */ DEFINE_SFX(NA_SE_EN_NUTS_VOICE, 0x30, 3, 0, 0, 0)
-/* 0x388A */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER, 0x20, 0, 0, 0, 0)
-/* 0x388B */ DEFINE_SFX(NA_SE_EN_LAST_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x388C */ DEFINE_SFX(NA_SE_EN_STALWALL_ROLL, 0x30, 4, 0, 0, 0)
-/* 0x388D */ DEFINE_SFX(NA_SE_EN_STALWALL_DASH, 0x30, 0, 0, 0, 0)
-/* 0x388E */ DEFINE_SFX(NA_SE_EN_TEKU_JUMP_WATER, 0x20, 0, 0, 0, 0)
-/* 0x388F */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER2, 0x20, 0, 0, 0, 0)
-/* 0x3890 */ DEFINE_SFX(NA_SE_EN_FALL_AIM, 0x38, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3891 */ DEFINE_SFX(NA_SE_EN_FALL_UP, 0x30, 3, 0, 0, 0)
-/* 0x3892 */ DEFINE_SFX(NA_SE_EN_FALL_CATCH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3893 */ DEFINE_SFX(NA_SE_EN_FALL_LAND, 0x30, 0, 0, 0, 0)
-/* 0x3894 */ DEFINE_SFX(NA_SE_EN_FALL_WALK, 0x14, 0, 0, 0, 0)
-/* 0x3895 */ DEFINE_SFX(NA_SE_EN_FALL_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3896 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_REVERSE, 0x40, 1, 0, 0, 0)
-/* 0x3897 */ DEFINE_SFX(NA_SE_EN_KAICHO_FLUTTER, 0x14, 0, 0, 0, 0)
-/* 0x3898 */ DEFINE_SFX(NA_SE_EN_BIRI_FLY, 0x20, 0, 0, 0, 0)
-/* 0x3899 */ DEFINE_SFX(NA_SE_EN_BIRI_JUMP, 0x20, 0, 0, 0, 0)
-/* 0x389A */ DEFINE_SFX(NA_SE_EN_BIRI_SPARK, 0x30, 0, 0, 0, 0)
-/* 0x389B */ DEFINE_SFX(NA_SE_EN_BIRI_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x389C */ DEFINE_SFX(NA_SE_EN_COMMON_WATER_DEEP, 0x30, 0, 2, 0, 0)
-/* 0x389D */ DEFINE_SFX(NA_SE_EN_BARI_ROLL, 0x30, 0, 0, 0, 0)
-/* 0x389E */ DEFINE_SFX(NA_SE_EN_COMMON_FREEZE, 0x37, 1, 0, 0, 0)
-/* 0x389F */ DEFINE_SFX(NA_SE_EN_BARI_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x38A0 */ DEFINE_SFX(NA_SE_EN_BATTA_FLY, 0x28, 5, 0, 0, 0)
-/* 0x38A1 */ DEFINE_SFX(NA_SE_EN_BATTA_ATTACK, 0x36, 5, 0, 0, 0)
-/* 0x38A2 */ DEFINE_SFX(NA_SE_EN_BATTA_DAMAGE, 0x38, 5, 0, 0, 0)
-/* 0x38A3 */ DEFINE_SFX(NA_SE_EN_BATTA_DEAD, 0x48, 5, 0, 0, 0)
-/* 0x38A4 */ DEFINE_SFX(NA_SE_EN_WIZ_UNARI, 0x30, 3, 0, 0, 0)
-/* 0x38A5 */ DEFINE_SFX(NA_SE_EN_WIZ_RUN, 0x28, 2, 0, 0, 0)
-/* 0x38A6 */ DEFINE_SFX(NA_SE_EN_WIZ_VOICE, 0x30, 3, 0, 0, 0)
-/* 0x38A7 */ DEFINE_SFX(NA_SE_EN_WIZ_LAUGH, 0x30, 3, 0, 0, 0)
-/* 0x38A8 */ DEFINE_SFX(NA_SE_EN_WIZ_ATTACK, 0x34, 3, 0, 0, 0)
-/* 0x38A9 */ DEFINE_SFX(NA_SE_EN_WIZ_DAMAGE, 0x38, 3, 0, 0, 0)
-/* 0x38AA */ DEFINE_SFX(NA_SE_EN_WIZ_DEAD, 0x40, 3, 0, 0, 0)
-/* 0x38AB */ DEFINE_SFX(NA_SE_EN_WIZ_EXP, 0x30, 3, 0, 0, 0)
-/* 0x38AC */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x38AD */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD2, 0x30, 3, 0, 0, 0)
-/* 0x38AE */ DEFINE_SFX(NA_SE_EN_FANTOM_DAMAGE, 0x38, 3, 0, 0, 0)
-/* 0x38AF */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DAMAGE, 0x40, 3, 0, 0, 0)
-/* 0x38B0 */ DEFINE_SFX(NA_SE_EN_WIZ_LAUGH2, 0x30, 3, 0, 0, 0)
-/* 0x38B1 */ DEFINE_SFX(NA_SE_EN_GOLON_SIT_IMT, 0x30, 3, 0, 0, 0)
-/* 0x38B2 */ DEFINE_SFX(NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x38B3 */ DEFINE_SFX(NA_SE_EN_KAICHO_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x38B4 */ DEFINE_SFX(NA_SE_EN_GOLON_COLD, 0x30, 3, 1, 0, 0)
-/* 0x38B5 */ DEFINE_SFX(NA_SE_EN_GOLON_JUMP, 0x30, 3, 0, 0, 0)
-/* 0x38B6 */ DEFINE_SFX(NA_SE_EN_KAICHO_CRY, 0x20, 0, 0, 0, 0)
-/* 0x38B7 */ DEFINE_SFX(NA_SE_EN_KAICHO_ATTACK, 0x34, 0, 0, 0, 0)
-/* 0x38B8 */ DEFINE_SFX(NA_SE_EN_GOLON_WALK, 0x18, 0, 2, 0, 0)
-/* 0x38B9 */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x38BA */ DEFINE_SFX(NA_SE_EN_SLIME_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x38BB */ DEFINE_SFX(NA_SE_EN_SLIME_BREAK, 0x30, 0, 0, 0, 0)
-/* 0x38BC */ DEFINE_SFX(NA_SE_EN_KUROSUKE_MOVE, 0x14, 0, 0, 0, 0)
-/* 0x38BD */ DEFINE_SFX(NA_SE_EN_KUROSUKE_ATTACK, 0x34, 0, 0, 0, 0)
-/* 0x38BE */ DEFINE_SFX(NA_SE_EN_SLIME_DEAD, 0x40, 0, 0, 0, 0)
-/* 0x38BF */ DEFINE_SFX(NA_SE_EN_SLIME_DEFENCE, 0x30, 3, 0, 0, 0)
-/* 0x38C0 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_ROCK, 0x20, 0, 0, 0, 0)
-/* 0x38C1 */ DEFINE_SFX(NA_SE_EN_COMMON_WATER_SLW, 0x30, 0, 2, 0, 0)
-/* 0x38C2 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x38C3 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_LAND, 0x30, 0, 0, 0, 0)
-/* 0x38C4 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_SINK, 0x28, 0, 0, 0, 0)
-/* 0x38C5 */ DEFINE_SFX(NA_SE_EN_COMMON_WATER_MID, 0x30, 0, 2, 0, 0)
-/* 0x38C6 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_DEAD1, 0x40, 1, 0, 0, 0)
-/* 0x38C7 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_DEAD2, 0x40, 1, 0, 0, 0)
-/* 0x38C8 */ DEFINE_SFX(NA_SE_EN_BUBLE_WING, 0x20, 0, 0, 0, 0)
-/* 0x38C9 */ DEFINE_SFX(NA_SE_EN_BUBLE_MOUTH, 0x20, 0, 0, 0, 0)
-/* 0x38CA */ DEFINE_SFX(NA_SE_EN_BUBLE_LAUGH, 0x14, 0, 0, 0, 0)
-/* 0x38CB */ DEFINE_SFX(NA_SE_EN_BUBLE_BITE, 0x30, 0, 0, 0, 0)
-/* 0x38CC */ DEFINE_SFX(NA_SE_EN_BUBLE_UP, 0x30, 0, 0, 0, 0)
-/* 0x38CD */ DEFINE_SFX(NA_SE_EN_BUBLE_DOWN, 0x30, 0, 0, 0, 0)
-/* 0x38CE */ DEFINE_SFX(NA_SE_EN_BUBLE_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x38CF */ DEFINE_SFX(NA_SE_EN_BUBLEFALL_FIRE, 0x30, 0, 0, 0, 0)
-/* 0x38D0 */ DEFINE_SFX(NA_SE_EN_UTSUBO_DEAD, 0x30, 3, 0, 0, 0)
-/* 0x38D1 */ DEFINE_SFX(NA_SE_EN_UTSUBO_DAMAGE, 0x38, 3, 0, 0, 0)
-/* 0x38D2 */ DEFINE_SFX(NA_SE_EN_FROG_REAL, 0x40, 3, 0, 0, 0)
-/* 0x38D3 */ DEFINE_SFX(NA_SE_EN_FROG_DAMAGE, 0x48, 3, 0, 0, 0)
-/* 0x38D4 */ DEFINE_SFX(NA_SE_EN_B_SLIME_EAT, 0x30, 3, 0, 0, 0)
-/* 0x38D5 */ DEFINE_SFX(NA_SE_EN_B_SLIME_LAUGH, 0x34, 3, 0, 0, 0)
-/* 0x38D6 */ DEFINE_SFX(NA_SE_EN_FROG_DEAD, 0x48, 3, 0, 0, 0)
-/* 0x38D7 */ DEFINE_SFX(NA_SE_EN_UTSUBO_BITE, 0x30, 3, 0, 0, 0)
-/* 0x38D8 */ DEFINE_SFX(NA_SE_EN_B_SLIME_REVERSE, 0x34, 3, 0, 0, 0)
-/* 0x38D9 */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP1, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x38DA */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP2, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x38DB */ DEFINE_SFX(NA_SE_EN_B_SLIME_BREAK, 0x40, 3, 0, 0, 0)
-/* 0x38DC */ DEFINE_SFX(NA_SE_EN_BARI_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x38DD */ DEFINE_SFX(NA_SE_EN_HIPLOOP_LAND, 0x30, 1, 0, 0, 0)
-/* 0x38DE */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_MOVE_WT, 0x28, 3, 0, 0, 0)
-/* 0x38DF */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_SMJUMP, 0x28, 3, 0, 0, 0)
-/* 0x38E0 */ DEFINE_SFX(NA_SE_EN_MONBLIN_GNDWAVE, 0x30, 3, 0, 0, 0)
-/* 0x38E1 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_DOWN, 0x30, 3, 0, 0, 0)
-/* 0x38E2 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_UP, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x38E3 */ DEFINE_SFX(NA_SE_EN_BUBLE_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x38E4 */ DEFINE_SFX(NA_SE_EN_REDEAD_CRY, 0x20, 0, 0, 0, 0)
-/* 0x38E5 */ DEFINE_SFX(NA_SE_EN_REDEAD_AIM, 0x34, 0, 0, 0, 0)
-/* 0x38E6 */ DEFINE_SFX(NA_SE_EN_REDEAD_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x38E7 */ DEFINE_SFX(NA_SE_EN_REDEAD_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x38E8 */ DEFINE_SFX(NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x38E9 */ DEFINE_SFX(NA_SE_EN_GOLON_KID_SOB, 0x20, 0, 0, 0, 0)
-/* 0x38EA */ DEFINE_SFX(NA_SE_EN_GOLON_KID_CRY, 0x38, 2, 1, 0, 0)
-/* 0x38EB */ DEFINE_SFX(NA_SE_EN_KAICHO_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x38EC */ DEFINE_SFX(NA_SE_EN_PO_LAUGH, 0x30, 3, 0, 0, 0)
-/* 0x38ED */ DEFINE_SFX(NA_SE_EN_PO_CRY, 0x30, 2, 0, 0, 0)
-/* 0x38EE */ DEFINE_SFX(NA_SE_EN_PO_ROLL, 0x30, 2, 0, 0, 0)
-/* 0x38EF */ DEFINE_SFX(NA_SE_EN_PO_LAUGH2, 0x38, 3, 0, 0, 0)
-/* 0x38F0 */ DEFINE_SFX(NA_SE_EN_GOLON_ROLLING, 0x30, 0, 0, 0, 0)
-/* 0x38F1 */ DEFINE_SFX(NA_SE_EN_GOLON_READY, 0x30, 0, 0, 0, 0)
-/* 0x38F2 */ DEFINE_SFX(NA_SE_EN_GOLON_DASH, 0x34, 0, 0, 0, 0)
-/* 0x38F3 */ DEFINE_SFX(NA_SE_EN_PAMET_VOICE, 0x34, 3, 0, 0, 0)
-/* 0x38F4 */ DEFINE_SFX(NA_SE_EN_PAMET_ROLL, 0x30, 3, 0, 0, 0)
-/* 0x38F5 */ DEFINE_SFX(NA_SE_EN_PAMET_WALK, 0x24, 0, 1, 0, 0)
-/* 0x38F6 */ DEFINE_SFX(NA_SE_EN_PAMET_ROAR, 0x30, 3, 0, 0, 0)
-/* 0x38F7 */ DEFINE_SFX(NA_SE_EN_PAMET_WAKEUP, 0x28, 2, 2, 0, 0)
-/* 0x38F8 */ DEFINE_SFX(NA_SE_EN_PAMET_REVERSE, 0x40, 3, 0, 0, 0)
-/* 0x38F9 */ DEFINE_SFX(NA_SE_EN_PAMET_DAMAGE, 0x40, 3, 0, 0, 0)
-/* 0x38FA */ DEFINE_SFX(NA_SE_EN_PAMET_DEAD, 0x30, 3, 0, 0, 0)
-/* 0x38FB */ DEFINE_SFX(NA_SE_EN_BAKUO_VOICE, 0x34, 3, 0, 0, 0)
-/* 0x38FC */ DEFINE_SFX(NA_SE_EN_GOLON_WAKE_UP, 0x20, 3, 2, 0, 0)
-/* 0x38FD */ DEFINE_SFX(NA_SE_EN_GOLON_SIT_DOWN, 0x20, 0, 0, 0, 0)
-/* 0x38FE */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP3, 0x30, 3, 0, 0, 0)
-/* 0x38FF */ DEFINE_SFX(NA_SE_EN_CHICKEN_FLUTTER, 0x20, 0, 2, 0, 0)
-/* 0x3900 */ DEFINE_SFX(NA_SE_EN_KOUME_ILL, 0x30, 3, 2, 0, 0)
-/* 0x3901 */ DEFINE_SFX(NA_SE_EN_KOUME_REGAIN, 0x18, 3, 2, 0, 0)
-/* 0x3902 */ DEFINE_SFX(NA_SE_EN_KOUME_DRINK, 0x34, 3, 2, 0, 0)
-/* 0x3903 */ DEFINE_SFX(NA_SE_EN_KOUME_LAUGH, 0x30, 3, 2, 0, 0)
-/* 0x3904 */ DEFINE_SFX(NA_SE_EN_KOUME_FLY, 0x38, 3, 0, 0, 0)
-/* 0x3905 */ DEFINE_SFX(NA_SE_EN_KOUME_AWAY, 0x18, 3, 0, 0, 0)
-/* 0x3906 */ DEFINE_SFX(NA_SE_EN_KOUME_MAGIC, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3907 */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP2, 0x38, 3, 0, 0, 0)
-/* 0x3908 */ DEFINE_SFX(NA_SE_EN_STALKIDS_JUMP, 0x30, 3, 0, 0, 0)
-/* 0x3909 */ DEFINE_SFX(NA_SE_EN_STALKIDS_FADEOUT, 0x40, 3, 0, 0, 0)
-/* 0x390A */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH, 0x40, 4, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x390B */ DEFINE_SFX(NA_SE_EN_STALKIDS_SHAKEHEAD, 0x38, 5, 0, 0, 0)
-/* 0x390C */ DEFINE_SFX(NA_SE_EN_STALKIDS_ONGND, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x390D */ DEFINE_SFX(NA_SE_EN_STALKIDS_SURPRISED, 0x30, 3, 0, 0, 0)
-/* 0x390E */ DEFINE_SFX(NA_SE_EN_STALKIDS_WALK, 0x30, 0, 2, 0, 0)
-/* 0x390F */ DEFINE_SFX(NA_SE_EN_STALKIDS_REVERSE, 0x30, 5, 0, 0, 0)
-/* 0x3910 */ DEFINE_SFX(NA_SE_EN_STALKIDS_FLOAT, 0x30, 3, 0, 0, 0)
-/* 0x3911 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_EYE, 0x30, 2, 2, 0, 0)
-/* 0x3912 */ DEFINE_SFX(NA_SE_EN_STALKIDS_CAUGHT, 0x30, 3, 0, 0, 0)
-/* 0x3913 */ DEFINE_SFX(NA_SE_EN_STALKIDS_MASK_ON, 0x30, 5, 0, 0, 0)
-/* 0x3914 */ DEFINE_SFX(NA_SE_EN_TWINROBA_CUTBODY, 0x30, 3, 0, 0, 0)
-/* 0x3915 */ DEFINE_SFX(NA_SE_EN_STALKIDS_MASK_OFF, 0x30, 4, 2, 0, 0)
-/* 0x3916 */ DEFINE_SFX(NA_SE_EN_STALKIDS_RIDE, 0x38, 0, 2, 0, 0)
-/* 0x3917 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3918 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE1, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3919 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE2, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
-/* 0x391A */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE_BIG, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
-/* 0x391B */ DEFINE_SFX(NA_SE_EN_EYEGOLE_BEAM, 0x40, 2, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x391C */ DEFINE_SFX(NA_SE_EN_GOLON_EYE_BIG, 0x18, 3, 2, 0, 0)
-/* 0x391D */ DEFINE_SFX(NA_SE_EN_GOLON_GOOD_BIG, 0x30, 3, 0, 0, 0)
-/* 0x391E */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH_MID, 0x30, 3, 0, 0, 0)
-/* 0x391F */ DEFINE_SFX(NA_SE_EN_STALKIDS_FLOAT_COPY, 0x20, 3, 0, 0, 0)
-/* 0x3920 */ DEFINE_SFX(NA_SE_EN_STALKIDS_TURN, 0x24, 5, 0, 0, 0)
-/* 0x3921 */ DEFINE_SFX(NA_SE_EN_STALKIDS_DAMAGE, 0x28, 3, 0, 0, 0)
-/* 0x3922 */ DEFINE_SFX(NA_SE_EN_STALKIDS_SCREAM, 0x30, 3, 0, 0, 0)
-/* 0x3923 */ DEFINE_SFX(NA_SE_EN_STALKIDS_OTEDAMA2, 0x30, 5, 0, 0, 0)
-/* 0x3924 */ DEFINE_SFX(NA_SE_EN_STALKIDS_STRETCH, 0x30, 5, 0, 0, 0)
-/* 0x3925 */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH_MD2, 0x30, 0, 0, 0, 0)
-/* 0x3926 */ DEFINE_SFX(NA_SE_EN_OWL_FLUTTER, 0x30, 0, 0, 0, 0)
-/* 0x3927 */ DEFINE_SFX(NA_SE_EN_VALVAISA_LAND, 0x30, 3, 0, 0, 0)
-/* 0x3928 */ DEFINE_SFX(NA_SE_EN_IRONNACK_WALK, 0x18, 1, 0, 0, 0)
-/* 0x3929 */ DEFINE_SFX(NA_SE_EN_IRONNACK_SWING_AXE, 0x34, 3, 0, 0, 0)
-/* 0x392A */ DEFINE_SFX(NA_SE_EN_STALKIDS_OTEDAMA1, 0x30, 5, 0, 0, 0)
-/* 0x392B */ DEFINE_SFX(NA_SE_EN_PAMET_CUTTER_ON, 0x34, 3, 0, 0, 0)
-/* 0x392C */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, 0x34, 3, 0, 0, 0)
-/* 0x392D */ DEFINE_SFX(NA_SE_EN_PAMET_CUTTER_OFF, 0x34, 3, 0, 0, 0)
-/* 0x392E */ DEFINE_SFX(NA_SE_EN_B_SLIME_JUMP1, 0x30, 3, 0, 0, 0)
-/* 0x392F */ DEFINE_SFX(NA_SE_EN_B_SLIME_JUMP2, 0x30, 3, 0, 0, 0)
-/* 0x3930 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_ATTACK, 0x30, 1, 0, 0, 0)
-/* 0x3931 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_WALK, 0x14, 0, 0, 0, 0)
-/* 0x3932 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3933 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_RESTORE, 0x30, 1, 0, 0, 0)
-/* 0x3934 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_EXPAND, 0x30, 1, 0, 0, 0)
-/* 0x3935 */ DEFINE_SFX(NA_SE_EN_KUSAMUSHI_HIDE, 0x20, 1, 0, 0, 0)
-/* 0x3936 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_STICK, 0x38, 3, 0, 0, 0)
-/* 0x3937 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_LAND, 0x30, 0, 0, 0, 0)
-/* 0x3938 */ DEFINE_SFX(NA_SE_EN_B_SLIME_COMBINE, 0x40, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3939 */ DEFINE_SFX(NA_SE_EN_B_SLIME_PUNCH_MOVE, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x393A */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_HIT, 0x38, 3, 0, 0, 0)
-/* 0x393B */ DEFINE_SFX(NA_SE_EN_CUTBODY, 0x38, 3, 0, 0, 0)
-/* 0x393C */ DEFINE_SFX(NA_SE_EN_LAST1_TRANSFORM, 0x40, 3, 0, 0, 0)
-/* 0x393D */ DEFINE_SFX(NA_SE_EN_LAST1_DEMO_BREAK, 0x40, 3, 2, 0, 0)
-/* 0x393E */ DEFINE_SFX(NA_SE_EN_LAST1_DEMO_WALL, 0x40, 3, 2, 0, 0)
-/* 0x393F */ DEFINE_SFX(NA_SE_EN_B_PAMET_BREAK, 0x40, 3, 0, 0, 0)
-/* 0x3940 */ DEFINE_SFX(NA_SE_EN_KONB_DEMO_MOVE_OLD, 0x21, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3941 */ DEFINE_SFX(NA_SE_EN_KONB_JUMP_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3942 */ DEFINE_SFX(NA_SE_EN_KONB_SINK_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3943 */ DEFINE_SFX(NA_SE_EN_UTSUBO_EAT, 0x54, 3, 0, 0, 0)
-/* 0x3944 */ DEFINE_SFX(NA_SE_EN_YMAJIN_HOLD_SNOW, 0x34, 2, 0, 0, 0)
-/* 0x3945 */ DEFINE_SFX(NA_SE_EN_KONB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
-/* 0x3946 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_OLD, 0x68, 3, 0, 0, 0)
-/* 0x3947 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND_OLD, 0x50, 3, 3, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3948 */ DEFINE_SFX(NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0, 0)
-/* 0x3949 */ DEFINE_SFX(NA_SE_EN_AWA_BREAK, 0x20, 1, 0, 0, 0)
-/* 0x394A */ DEFINE_SFX(NA_SE_EN_ICEB_FOOTSTEP_OLD, 0x48, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x394B */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x394C */ DEFINE_SFX(NA_SE_EN_ICEB_CRY_OLD, 0x50, 1, 0, 0, 0)
-/* 0x394D */ DEFINE_SFX(NA_SE_EN_ICEB_STEAM_LONG_OLD, 0x50, 1, 0, 0, 0)
-/* 0x394E */ DEFINE_SFX(NA_SE_EN_ICEB_STEAMS_DEMO_OLD, 0x50, 0, 0, 0, 0)
-/* 0x394F */ DEFINE_SFX(NA_SE_EN_ICEB_STEAM_DEMO_UP_OLD, 0x50, 0, 0, 0, 0)
-/* 0x3950 */ DEFINE_SFX(NA_SE_EN_ICEB_DEAD_OLD, 0x68, 3, 0, 0, 0)
-/* 0x3951 */ DEFINE_SFX(NA_SE_EN_ICEB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
-/* 0x3952 */ DEFINE_SFX(NA_SE_EN_KONB_INIT_OLD, 0x90, 3, 0, 0, 0)
-/* 0x3953 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD2_OLD, 0x48, 3, 0, 0, 0)
-/* 0x3954 */ DEFINE_SFX(NA_SE_EN_PIHAT_UP, 0x28, 2, 0, 0, 0)
-/* 0x3955 */ DEFINE_SFX(NA_SE_EN_PIHAT_FLY, 0x30, 0, 0, 0, 0)
-/* 0x3956 */ DEFINE_SFX(NA_SE_EN_PIHAT_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3957 */ DEFINE_SFX(NA_SE_EN_PIHAT_LAND, 0x28, 2, 0, 0, 0)
-/* 0x3958 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND2_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3959 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_JUMP_OLD, 0x50, 3, 0, 0, 0)
-/* 0x395A */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_JUMP2_OLD, 0x50, 3, 0, 0, 0)
-/* 0x395B */ DEFINE_SFX(NA_SE_EN_FROG_JUMP, 0x40, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x395C */ DEFINE_SFX(NA_SE_EN_FROG_GREET, 0x40, 3, 0, 0, 0)
-/* 0x395D */ DEFINE_SFX(NA_SE_EN_FROG_HOLD_SLIME, 0x40, 3, 0, 0, 0)
-/* 0x395E */ DEFINE_SFX(NA_SE_EN_FROG_THROW_SLIME, 0x40, 3, 0, 0, 0)
-/* 0x395F */ DEFINE_SFX(NA_SE_EN_FROG_JUMP_MID, 0x40, 3, 0, 0, 0)
-/* 0x3960 */ DEFINE_SFX(NA_SE_EN_KONB_BITE_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3961 */ DEFINE_SFX(NA_SE_EN_FROG_PUNCH1, 0x40, 3, 0, 0, 0)
-/* 0x3962 */ DEFINE_SFX(NA_SE_EN_FROG_PUNCH2, 0x40, 3, 0, 0, 0)
-/* 0x3963 */ DEFINE_SFX(NA_SE_EN_UTSUBO_APPEAR_TRG, 0x48, 3, 0, 0, 0)
-/* 0x3964 */ DEFINE_SFX(NA_SE_EN_FROG_DOWN, 0x48, 3, 0, 0, 0)
-/* 0x3965 */ DEFINE_SFX(NA_SE_EN_FROG_JUMP_ABOVE, 0x48, 3, 0, 0, 0)
-/* 0x3966 */ DEFINE_SFX(NA_SE_EN_FROG_KICK, 0x40, 3, 0, 0, 0)
-/* 0x3967 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_HOLD, 0x34, 2, 0, 0, 0)
-/* 0x3968 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_THROW, 0x34, 2, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3969 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MOVE, 0x28, 2, 0, 0, 0)
-/* 0x396A */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_MOVE, 0x28, 2, 0, 0, 0)
-/* 0x396B */ DEFINE_SFX(NA_SE_EN_YMAJIN_SURFACE, 0x30, 2, 0, 0, 0)
-/* 0x396C */ DEFINE_SFX(NA_SE_EN_YMAJIN_HIDE, 0x30, 2, 0, 0, 0)
-/* 0x396D */ DEFINE_SFX(NA_SE_EN_YMAJIN_SPLIT, 0x38, 2, 0, 0, 0)
-/* 0x396E */ DEFINE_SFX(NA_SE_EN_YMAJIN_UNITE, 0x38, 2, 0, 0, 0)
-/* 0x396F */ DEFINE_SFX(NA_SE_EN_YMAJIN_DEAD_BREAK, 0x48, 2, 0, 0, 0)
-/* 0x3970 */ DEFINE_SFX(NA_SE_EN_BIMOS_ROLL_HEAD, 0x10, 0, 0, 0, 0)
-/* 0x3971 */ DEFINE_SFX(NA_SE_EN_BIMOS_LAZER, 0x34, 0, 0, 0, 0)
-/* 0x3972 */ DEFINE_SFX(NA_SE_EN_BIMOS_LAZER_GND, 0x18, 0, 0, 0, 0)
-/* 0x3973 */ DEFINE_SFX(NA_SE_EN_BIMOS_AIM, 0x30, 0, 0, 0, 0)
-/* 0x3974 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_WALK, 0x14, 0, 0, 0, 0)
-/* 0x3975 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_AIM, 0x34, 0, 0, 0, 0)
-/* 0x3976 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_REVERSE, 0x28, 1, 0, 0, 0)
-/* 0x3977 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3978 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3979 */ DEFINE_SFX(NA_SE_EN_HIPLOOP_RUN, 0x30, 1, 0, 0, 0)
-/* 0x397A */ DEFINE_SFX(NA_SE_EN_HIPLOOP_PAUSE, 0x38, 1, 0, 0, 0)
-/* 0x397B */ DEFINE_SFX(NA_SE_EN_HIPLOOP_MASC_OFF, 0x36, 1, 0, 0, 0)
-/* 0x397C */ DEFINE_SFX(NA_SE_EN_HIPLOOP_FOOT, 0x34, 1, 0, 0, 0)
-/* 0x397D */ DEFINE_SFX(NA_SE_EN_HIPLOOP_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x397E */ DEFINE_SFX(NA_SE_EN_HIPLOOP_DEAD, 0x48, 1, 0, 0, 0)
-/* 0x397F */ DEFINE_SFX(NA_SE_EN_HIPLOOP_FOOTSTEP, 0x30, 1, 0, 0, 0)
-/* 0x3980 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_WALK, 0x38, 3, 2, 0, 0)
-/* 0x3981 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_TURN, 0x30, 3, 0, 0, 0)
-/* 0x3982 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET, 0x20, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3983 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET2, 0x30, 3, 0, 0, 0)
-/* 0x3984 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_FLY, 0x30, 0, 0, 0, 0)
-/* 0x3985 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3986 */ DEFINE_SFX(NA_SE_EN_STALKID_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x3987 */ DEFINE_SFX(NA_SE_EN_AKINDONUTS_HIDE, 0x20, 0, 0, 0, 0)
-/* 0x3988 */ DEFINE_SFX(NA_SE_EN_RIVA_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3989 */ DEFINE_SFX(NA_SE_EN_RIVA_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x398A */ DEFINE_SFX(NA_SE_EN_RIVA_MOVE, 0x30, 0, 0, 0, 0)
-/* 0x398B */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_SAD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x398C */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_JOY, 0x30, 3, 0, 0, 0)
-/* 0x398D */ DEFINE_SFX(NA_SE_EN_NUTS_JUMP, 0x30, 2, 0, 0, 0)
-/* 0x398E */ DEFINE_SFX(NA_SE_EN_NUTS_CLOTHES, 0x30, 3, 0, 0, 0)
-/* 0x398F */ DEFINE_SFX(NA_SE_EN_SITSUJI_VOICE, 0x30, 3, 0, 0, 0)
-/* 0x3990 */ DEFINE_SFX(NA_SE_EN_LIKE_WALK, 0x18, 0, 0, 0, 0)
-/* 0x3991 */ DEFINE_SFX(NA_SE_EN_LIKE_UNARI, 0x28, 0, 0, 0, 0)
-/* 0x3992 */ DEFINE_SFX(NA_SE_EN_SUISEN_DRINK, 0x34, 2, 0, 0, 0)
-/* 0x3993 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DEMO_EYE, 0x34, 2, 0, 0, 0)
-/* 0x3994 */ DEFINE_SFX(NA_SE_EN_SUISEN_THROW, 0x34, 0, 0, 0, 0)
-/* 0x3995 */ DEFINE_SFX(NA_SE_EN_LIKE_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x3996 */ DEFINE_SFX(NA_SE_EN_LIKE_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x3997 */ DEFINE_SFX(NA_SE_EN_MGANON_SWORD, 0x30, 3, 0, 0, 0)
-/* 0x3998 */ DEFINE_SFX(NA_SE_EN_PIRATE_ATTACK, 0x30, 2, 0, 0, 0)
-/* 0x3999 */ DEFINE_SFX(NA_SE_EN_PIRATE_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x399A */ DEFINE_SFX(NA_SE_EN_PIRATE_DEAD, 0x48, 0, 0, 0, 0)
-/* 0x399B */ DEFINE_SFX(NA_SE_EN_MB_MOTH_FLY, 0x28, 4, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x399C */ DEFINE_SFX(NA_SE_EN_MB_MOTH_DEAD, 0x48, 4, 0, 0, 0)
-/* 0x399D */ DEFINE_SFX(NA_SE_EN_MB_INSECT_WALK, 0x20, 4, 0, 0, 0)
-/* 0x399E */ DEFINE_SFX(NA_SE_EN_B_PAMET_ROLL, 0x25, 3, 0, 0, 0)
-/* 0x399F */ DEFINE_SFX(NA_SE_EN_FROG_VOICE1, 0x40, 2, 0, 0, 0)
-/* 0x39A0 */ DEFINE_SFX(NA_SE_EN_GERUDOFT_WALK, 0x18, 0, 2, 0, 0)
-/* 0x39A1 */ DEFINE_SFX(NA_SE_EN_FROG_VOICE2, 0x44, 3, 0, 0, 0)
-/* 0x39A2 */ DEFINE_SFX(NA_SE_EN_B_PAMET_VOICE, 0x44, 0, 0, 0, 0)
-/* 0x39A3 */ DEFINE_SFX(NA_SE_EN_B_PAMET_REVERSE, 0x18, 0, 0, 0, 0)
-/* 0x39A4 */ DEFINE_SFX(NA_SE_EN_FREEZAD_BREATH, 0x30, 0, 0, 0, 0)
-/* 0x39A5 */ DEFINE_SFX(NA_SE_EN_FREEZAD_DAMAGE, 0x38, 1, 0, 0, 0)
-/* 0x39A6 */ DEFINE_SFX(NA_SE_EN_FREEZAD_DEAD, 0x40, 1, 0, 0, 0)
-/* 0x39A7 */ DEFINE_SFX(NA_SE_EN_DEKUHIMA_VOICE_HURY, 0x18, 3, 0, 0, 0)
-/* 0x39A8 */ DEFINE_SFX(NA_SE_EN_KINGNUTS_VOICE, 0x30, 3, 0, 0, 0)
-/* 0x39A9 */ DEFINE_SFX(NA_SE_EN_FROG_RUNAWAY, 0x38, 3, 1, 0, 0)
-/* 0x39AA */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_DEAD1_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39AB */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_DEAD2_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39AC */ DEFINE_SFX(NA_SE_EN_FROG_RUNAWAY2, 0x30, 3, 0, 0, 0)
-/* 0x39AD */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP1, 0x36, 3, 0, 0, 0)
-/* 0x39AE */ DEFINE_SFX(NA_SE_EN_IRONNACK_HIT_GND, 0x34, 3, 0, 0, 0)
-/* 0x39AF */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND1_OLD, 0x34, 2, 2, 0, 0)
-/* 0x39B0 */ DEFINE_SFX(NA_SE_EN_TWINROBA_LAUGH, 0x58, 3, 0, 0, 0)
-/* 0x39B1 */ DEFINE_SFX(NA_SE_EN_TWINROBA_LAUGH2, 0x68, 3, 0, 0, 0)
-/* 0x39B2 */ DEFINE_SFX(NA_SE_EN_IRONNACK_PULLOUT, 0x30, 3, 0, 0, 0)
-/* 0x39B3 */ DEFINE_SFX(NA_SE_EN_TWINROBA_SHOOT_VOICE, 0x30, 3, 0, 0, 0)
-/* 0x39B4 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND2_OLD, 0x34, 2, 0, 0, 0)
-/* 0x39B5 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND3_OLD, 0x34, 3, 0, 0, 0)
-/* 0x39B6 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_LIGHTS_OLD, 0x40, 0, 0, 0, 0)
-/* 0x39B7 */ DEFINE_SFX(NA_SE_EN_PIRATE_BREATH, 0x30, 3, 0, 0, 0)
-/* 0x39B8 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_ROD, 0x40, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x39B9 */ DEFINE_SFX(NA_SE_EN_LAST2_SHOUT, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x39BA */ DEFINE_SFX(NA_SE_EN_LAST2_PUMP_UP_OLD, 0x30, 0, 3, 0, 0)
-/* 0x39BB */ DEFINE_SFX(NA_SE_EN_LAST2_GROW_HEAD_OLD, 0x30, 0, 3, 0, 0)
-/* 0x39BC */ DEFINE_SFX(NA_SE_EN_LAST2_HEARTBEAT_OLD, 0x40, 0, 0, 0, 0)
-/* 0x39BD */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_MOVING, 0x30, 3, 0, 0, 0)
-/* 0x39BE */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_DASH_2, 0x28, 3, 0, 0, 0)
-/* 0x39BF */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_FLOAT, 0x40, 3, 0, 0, 0)
-/* 0x39C0 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_CRYING, 0x40, 3, 0, 0, 0)
-/* 0x39C1 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_SKIP, 0x30, 3, 0, 0, 0)
-/* 0x39C2 */ DEFINE_SFX(NA_SE_EN_STALTURA_APPEAR, 0x30, 3, 0, 0, 0)
-/* 0x39C3 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_JUMP, 0x30, 3, 0, 0, 0)
-/* 0x39C4 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_FALL, 0x30, 3, 0, 0, 0)
-/* 0x39C5 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_DAMAGE, 0x38, 3, 0, 0, 0)
-/* 0x39C6 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_DEAD, 0x48, 3, 0, 0, 0)
-/* 0x39C7 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_SWORD, 0x20, 3, 0, 0, 0)
-/* 0x39C8 */ DEFINE_SFX(NA_SE_EN_BAKUO_DEAD, 0x48, 3, 0, 0, 0)
-/* 0x39C9 */ DEFINE_SFX(NA_SE_EN_BAKUO_APPEAR, 0x36, 3, 0, 0, 0)
-/* 0x39CA */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_WIND_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39CB */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_FLOOR_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39CC */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_DANCE_OLD, 0x38, 3, 0, 0, 0)
-/* 0x39CD */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HOP_OLD, 0x38, 3, 0, 0, 0)
-/* 0x39CE */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HOP2_OLD, 0x20, 3, 0, 0, 0)
-/* 0x39CF */ DEFINE_SFX(NA_SE_EN_GANON_RESTORE, 0x30, 3, 0, 0, 0)
-/* 0x39D0 */ DEFINE_SFX(NA_SE_EN_GOLON_CIRCLE, 0x44, 3, 0, 0, 0)
-/* 0x39D1 */ DEFINE_SFX(NA_SE_EN_GOLON_CIRCLE_OFF, 0x30, 3, 2, 0, 0)
-/* 0x39D2 */ DEFINE_SFX(NA_SE_EN_LAST1_BLOW_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39D3 */ DEFINE_SFX(NA_SE_EN_LAST1_BEAM_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39D4 */ DEFINE_SFX(NA_SE_EN_LAST1_ATTACK_OLD, 0x34, 3, 0, 0, 0)
-/* 0x39D5 */ DEFINE_SFX(NA_SE_EN_LAST1_DAMAGE1_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39D6 */ DEFINE_SFX(NA_SE_EN_LAST1_DAMAGE2_OLD, 0x30, 3, 0, 0, 0)
-/* 0x39D7 */ DEFINE_SFX(NA_SE_EN_LAST1_FALL_OLD, 0x20, 2, 0, 0, 0)
-/* 0x39D8 */ DEFINE_SFX(NA_SE_EN_MGANON_STAND, 0x34, 3, 0, 0, 0)
-/* 0x39D9 */ DEFINE_SFX(NA_SE_EN_LAST2_FIRE_OLD, 0x20, 3, 2, 0, 0)
-/* 0x39DA */ DEFINE_SFX(NA_SE_EN_STALGOLD_ROLL, 0x30, 4, 0, 0, 0)
-/* 0x39DB */ DEFINE_SFX(NA_SE_EN_LAST2_WALK_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x39DC */ DEFINE_SFX(NA_SE_EN_LAST2_WAIT_OLD, 0x40, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x39DD */ DEFINE_SFX(NA_SE_EN_LAST2_JUMP_OLD, 0x40, 3, 2, 0, 0)
-/* 0x39DE */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x39DF */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD2_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x39E0 */ DEFINE_SFX(NA_SE_EN_STALTU_WAVE, 0x30, 0, 0, 0, 0)
-/* 0x39E1 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN_SET, 0x30, 0, 0, 0, 0)
-/* 0x39E2 */ DEFINE_SFX(NA_SE_EN_DEKU_WAKEUP, 0x30, 1, 0, 0, 0)
-/* 0x39E3 */ DEFINE_SFX(NA_SE_EN_LAST2_WALK2_OLD, 0x32, 2, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x39E4 */ DEFINE_SFX(NA_SE_EN_LAST1_FLOAT_OLD, 0x32, 3, 0, 0, 0)
-/* 0x39E5 */ DEFINE_SFX(NA_SE_EN_LAST1_ATTACK_2ND_OLD, 0x54, 1, 0, 0, 0)
-/* 0x39E6 */ DEFINE_SFX(NA_SE_EN_LAST1_ROLLING_OLD, 0x52, 0, 0, 0, 0)
-/* 0x39E7 */ DEFINE_SFX(NA_SE_EN_LAST3_GET_LINK_OLD, 0x54, 3, 0, 0, 0)
-/* 0x39E8 */ DEFINE_SFX(NA_SE_EN_PO_BIG_CRY, 0x30, 0, 0, 0, 0)
-/* 0x39E9 */ DEFINE_SFX(NA_SE_EN_STALTURA_BOUND, 0x08, 1, 0, 0, 0)
-/* 0x39EA */ DEFINE_SFX(NA_SE_EN_STALGOLD_UP_CRY, 0x30, 1, 0, 0, 0)
-/* 0x39EB */ DEFINE_SFX(NA_SE_EN_GOLON_CRY, 0x30, 3, 0, 0, 0)
-/* 0x39EC */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_SOFT, 0x54, 3, 0, 0, 0)
-/* 0x39ED */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_MID_OLD, 0x54, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x39EE */ DEFINE_SFX(NA_SE_EN_RIVA_BIG_APPEAR, 0x34, 3, 0, 0, 0)
-/* 0x39EF */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HARD, 0x54, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x39F0 */ DEFINE_SFX(NA_SE_EN_MUSI_WALK, 0x08, 0, 0, 0, 0)
-/* 0x39F1 */ DEFINE_SFX(NA_SE_EN_LAST3_COIL_ATTACK_OLD, 0x54, 0, 0, 0, 0)
-/* 0x39F2 */ DEFINE_SFX(NA_SE_EN_STALWALL_LAUGH, 0x34, 0, 0, 0, 0)
-/* 0x39F3 */ DEFINE_SFX(NA_SE_EN_PIRANHA_EXIST, 0x15, 0, 0, 0, 0)
-/* 0x39F4 */ DEFINE_SFX(NA_SE_EN_PIRANHA_ATTACK, 0x35, 0, 0, 0, 0)
-/* 0x39F5 */ DEFINE_SFX(NA_SE_EN_PIRANHA_DEAD, 0x48, 0, 0, 0, 0)
-/* 0x39F6 */ DEFINE_SFX(NA_SE_EN_KINGNUTS_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x39F7 */ DEFINE_SFX(NA_SE_EN_COMMON_DEADLIGHT, 0x30, 0, 0, 0, 0)
-/* 0x39F8 */ DEFINE_SFX(NA_SE_EN_GOLONKID_WALK, 0x30, 2, 3, 0, 0)
-/* 0x39F9 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_DAMAGE, 0x38, 2, 0, 0, 0)
-/* 0x39FA */ DEFINE_SFX(NA_SE_EN_YMAJIN_DAMAGE, 0x38, 2, 0, 0, 0)
-/* 0x39FB */ DEFINE_SFX(NA_SE_EN_KOTAKE_SURPRISED, 0x30, 0, 2, 0, 0)
-/* 0x39FC */ DEFINE_SFX(NA_SE_EN_HANDW_GET, 0x30, 0, 0, 0, 0)
-/* 0x39FD */ DEFINE_SFX(NA_SE_EN_HANDW_RELEASE, 0x30, 0, 0, 0, 0)
-/* 0x39FE */ DEFINE_SFX(NA_SE_EN_SLIME_SURFACE, 0x30, 0, 0, 0, 0)
-/* 0x39FF */ DEFINE_SFX(NA_SE_EN_KOTAKE_SLEEP, 0x30, 0, 0, 0, 0)
-/* 0x3A00 */ DEFINE_SFX(NA_SE_EN_KOTAKE_SURPRISED2, 0x30, 0, 2, SFX_FLAG2_FORCE_RESET, 0)
-/* 0x3A01 */ DEFINE_SFX(NA_SE_EN_NEMURI_SLEEP, 0x30, 6, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER | SFX_FLAG2_SURROUND_NO_HIGHPASS_FILTER | SFX_FLAG2_UNUSED4 | SFX_FLAG2_UNUSED2, 0)
-/* 0x3A02 */ DEFINE_SFX(NA_SE_EN_LAST1_DEAD_OLD, 0x30, 0, 0, 0, 0)
-/* 0x3A03 */ DEFINE_SFX(NA_SE_EN_GOLON_SIRLOIN_ROLL, 0x30, 6, 0, 0, 0)
-/* 0x3A04 */ DEFINE_SFX(NA_SE_EN_GOLON_VOICE_EATFULL, 0x30, 3, 2, 0, 0)
-/* 0x3A05 */ DEFINE_SFX(NA_SE_EN_GOLON_SIRLOIN_EAT, 0x30, 0, 0, 0, 0)
-/* 0x3A06 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_WALK, 0x30, 2, 0, 0, 0)
-/* 0x3A07 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_STAND, 0x30, 2, 0, 0, 0)
-/* 0x3A08 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_SIT, 0x30, 2, 0, 0, 0)
-/* 0x3A09 */ DEFINE_SFX(NA_SE_EN_INVADER_DEAD, 0x48, 2, 0, 0, 0)
-/* 0x3A0A */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_BEAM_PRE, 0x28, 1, 0, 0, 0)
-/* 0x3A0B */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_BEAM, 0x36, 0, 0, 0, 0)
-/* 0x3A0C */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x3A0D */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_DEAD, 0x48, 0, 0, 0, 0)
-/* 0x3A0E */ DEFINE_SFX(NA_SE_EN_INBOSS_DEAD_PRE2_OLD, 0x68, 3, 0, 0, 0)
-/* 0x3A0F */ DEFINE_SFX(NA_SE_EN_IKURA_JUMP1, 0x30, 3, 0, 0, 0)
-/* 0x3A10 */ DEFINE_SFX(NA_SE_EN_IKURA_JUMP2, 0x30, 3, 0, 0, 0)
-/* 0x3A11 */ DEFINE_SFX(NA_SE_EN_IKURA_DAMAGE, 0x38, 3, 0, 0, 0)
-/* 0x3A12 */ DEFINE_SFX(NA_SE_EN_IKURA_DEAD, 0x48, 3, 0, 0, 0)
-/* 0x3A13 */ DEFINE_SFX(NA_SE_EN_ME_DAMAGE, 0x58, 3, 0, 0, 0)
-/* 0x3A14 */ DEFINE_SFX(NA_SE_EN_ME_DEAD, 0x68, 3, 0, 0, 0)
-/* 0x3A15 */ DEFINE_SFX(NA_SE_EN_ME_EXIST, 0x29, 3, 0, 0, 0)
-/* 0x3A16 */ DEFINE_SFX(NA_SE_EN_ME_ATTACK, 0x54, 3, 0, 0, 0)
-/* 0x3A17 */ DEFINE_SFX(NA_SE_EN_GOLONKID_SOB_TALK, 0x30, 0, 0, 0, 0)
-/* 0x3A18 */ DEFINE_SFX(NA_SE_EN_GOLONKID_YAWN, 0x30, 0, 0, 0, 0)
-/* 0x3A19 */ DEFINE_SFX(NA_SE_EN_GOLONKID_SNORE, 0x30, 0, 1, 0, 0)
-/* 0x3A1A */ DEFINE_SFX(NA_SE_EN_GOLON_SNORE1, 0x30, 0, 1, 0, 0)
-/* 0x3A1B */ DEFINE_SFX(NA_SE_EN_GOLON_SNORE2, 0x30, 0, 1, 0, 0)
-/* 0x3A1C */ DEFINE_SFX(NA_SE_EN_BUBLEFALL_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x3A1D */ DEFINE_SFX(NA_SE_EN_INBOSS_DEAD_OLD, 0x68, 3, 0, 0, 0)
-/* 0x3A1E */ DEFINE_SFX(NA_SE_EN_LAST1_BEAM2_OLD, 0x30, 0, 0, 0, 0)
-/* 0x3A1F */ DEFINE_SFX(NA_SE_EN_COMMON_EXTINCT_LEV, 0x45, 2, 0, 0, 0)
-/* 0x3A20 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_MID, 0x40, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A21 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_SHORT, 0x40, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A22 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_MID, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A23 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_SHORT, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A24 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_MID, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A25 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_SHORT, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A26 */ DEFINE_SFX(NA_SE_EN_BOSU_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A27 */ DEFINE_SFX(NA_SE_EN_DEBU_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A28 */ DEFINE_SFX(NA_SE_EN_YASE_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A29 */ DEFINE_SFX(NA_SE_EN_BOSU_SIT, 0x50, 3, 0, 0, 0)
-/* 0x3A2A */ DEFINE_SFX(NA_SE_EN_BOSU_STAND, 0x30, 3, 0, 0, 0)
-/* 0x3A2B */ DEFINE_SFX(NA_SE_EN_BOSU_HAND, 0x30, 3, 0, 0, 0)
-/* 0x3A2C */ DEFINE_SFX(NA_SE_EN_LAST3_KOMA_OLD, 0x10, 0, 0, 0, 0)
-/* 0x3A2D */ DEFINE_SFX(NA_SE_EN_KONB_PREATTACK_OLD, 0x54, 3, 0, 0, 0)
-/* 0x3A2E */ DEFINE_SFX(NA_SE_EN_BOSU_SHOCK, 0x50, 3, 0, 0, 0)
-/* 0x3A2F */ DEFINE_SFX(NA_SE_EN_BOSU_SHIT, 0x50, 3, 0, 0, 0)
-/* 0x3A30 */ DEFINE_SFX(NA_SE_EN_BOSU_ATTACK, 0x54, 3, 1, 0, 0)
-/* 0x3A31 */ DEFINE_SFX(NA_SE_EN_BOSU_CYNICAL, 0x50, 3, 1, 0, 0)
-/* 0x3A32 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH, 0x50, 3, 1, 0, 0)
-/* 0x3A33 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_DEMO, 0x50, 3, 1, 0, 0)
-/* 0x3A34 */ DEFINE_SFX(NA_SE_EN_DEBU_ATTACK, 0x36, 3, 1, 0, 0)
-/* 0x3A35 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH, 0x34, 3, 1, 0, 0)
-/* 0x3A36 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSE, 0x34, 3, 2, 0, 0)
-/* 0x3A37 */ DEFINE_SFX(NA_SE_EN_YASE_ATTACK, 0x36, 3, 1, 0, 0)
-/* 0x3A38 */ DEFINE_SFX(NA_SE_EN_YASE_LAUGH, 0x35, 3, 1, 0, 0)
-/* 0x3A39 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSE, 0x34, 3, 2, 0, 0)
-/* 0x3A3A */ DEFINE_SFX(NA_SE_EN_BOSU_DAMAGE, 0x58, 3, 1, 0, 0)
-/* 0x3A3B */ DEFINE_SFX(NA_SE_EN_DEBU_DAMAGE, 0x68, 3, 1, 0, 0)
-/* 0x3A3C */ DEFINE_SFX(NA_SE_EN_YASE_DAMAGE, 0x38, 3, 1, 0, 0)
-/* 0x3A3D */ DEFINE_SFX(NA_SE_EN_BOSU_DEAD, 0x48, 3, 1, 0, 0)
-/* 0x3A3E */ DEFINE_SFX(NA_SE_EN_DEBU_DEAD, 0x38, 3, 1, 0, 0)
-/* 0x3A3F */ DEFINE_SFX(NA_SE_EN_YASE_DEAD, 0x48, 3, 1, 0, 0)
-/* 0x3A40 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSE_K, 0x34, 3, 2, 0, 0)
-/* 0x3A41 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A42 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A43 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSE_K, 0x34, 3, 2, 0, 0)
-/* 0x3A44 */ DEFINE_SFX(NA_SE_EN_YASE_LAUGH_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A45 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_DEMO_K, 0x50, 3, 1, 0, 0)
-/* 0x3A46 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT, 0x34, 3, 1, 0, 0)
-/* 0x3A47 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_K, 0x50, 3, 1, 0, 0)
-/* 0x3A48 */ DEFINE_SFX(NA_SE_EN_DEBU_ATTACK_W, 0x36, 3, 1, 0, 0)
-/* 0x3A49 */ DEFINE_SFX(NA_SE_EN_YASE_ATTACK_W, 0x36, 3, 1, 0, 0)
-/* 0x3A4A */ DEFINE_SFX(NA_SE_EN_BOSU_ATTACK_W, 0x34, 3, 1, 0, 0)
-/* 0x3A4B */ DEFINE_SFX(NA_SE_EN_STAL_FREEZE_LIGHTS, 0x37, 3, 0, 0, 0)
-/* 0x3A4C */ DEFINE_SFX(NA_SE_EN_BOSU_ATTACK_K, 0x54, 3, 1, 0, 0)
-/* 0x3A4D */ DEFINE_SFX(NA_SE_EN_BOSU_SWORD, 0x40, 3, 0, 0, 0)
-/* 0x3A4E */ DEFINE_SFX(NA_SE_EN_KONB_JUMP_LEV_OLD, 0x40, 3, 0, 0, 0)
-/* 0x3A4F */ DEFINE_SFX(NA_SE_EN_MIBOSS_FREEZE_OLD, 0x57, 3, 0, 0, 0)
-/* 0x3A50 */ DEFINE_SFX(NA_SE_EN_YMAJIN_THROW, 0x34, 2, 0, 0, 0)
-/* 0x3A51 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_BITE, 0x40, 0, 0, 0, 0)
-/* 0x3A52 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_FLOAT, 0x32, 0, 0, 0, 0)
-/* 0x3A53 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_KICK_OLD, 0x50, 3, 2, 0, 0)
-/* 0x3A54 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_KOMA_OLD, 0x50, 3, 2, 0, 0)
-/* 0x3A55 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_ROD_OLD, 0x50, 3, 2, 0, 0)
-/* 0x3A56 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_THROW_OLD, 0x50, 3, 2, 0, 0)
-/* 0x3A57 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_LAUGH_OLD, 0x50, 3, 2, 0, 0)
-/* 0x3A58 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_DAMAGE_OLD, 0x58, 3, 2, 0, 0)
-/* 0x3A59 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_DAMAGE2_OLD, 0x58, 3, 2, 0, 0)
-/* 0x3A5A */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_DEAD_OLD, 0x68, 3, 0, 0, 0)
-/* 0x3A5B */ DEFINE_SFX(NA_SE_EN_BOSU_DEAD_VOICE, 0x68, 3, 0, 0, 0)
-/* 0x3A5C */ DEFINE_SFX(NA_SE_EN_DEBU_DEAD_VOICE, 0x48, 3, 0, 0, 0)
-/* 0x3A5D */ DEFINE_SFX(NA_SE_EN_YASE_DEAD_VOICE, 0x48, 3, 0, 0, 0)
-/* 0x3A5E */ DEFINE_SFX(NA_SE_EN_LAST2_BALLET_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A5F */ DEFINE_SFX(NA_SE_EN_LAST2_MOONWALK_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A60 */ DEFINE_SFX(NA_SE_EN_SHARP_FLOAT, 0x28, 4, 0, 0, 0)
-/* 0x3A61 */ DEFINE_SFX(NA_SE_EN_SHARP_REACTION, 0x34, 2, 0, 0, 0)
-/* 0x3A62 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED1, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A63 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L1, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A64 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED2, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A65 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L2, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A66 */ DEFINE_SFX(NA_SE_EN_PIRATE_ONGND, 0x30, 1, 0, 0, 0)
-/* 0x3A67 */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_STAY, 0x30, 4, 2, 0, 0)
-/* 0x3A68 */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_BALLET, 0x50, 3, 0, 0, 0)
-/* 0x3A69 */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_UAUOO1_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A6A */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_UAUOO2_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A6B */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_SURPRISED_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A6C */ DEFINE_SFX(NA_SE_EN_LAST2_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
-/* 0x3A6D */ DEFINE_SFX(NA_SE_EN_LAST2_DAMAGE2_OLD, 0x58, 3, 0, 0, 0)
-/* 0x3A6E */ DEFINE_SFX(NA_SE_EN_LAST2_DEAD_OLD, 0x68, 3, 0, 0, 0)
-/* 0x3A6F */ DEFINE_SFX(NA_SE_EN_LAST2_UAUOO_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A70 */ DEFINE_SFX(NA_SE_EN_LAST2_GYM_B_OLD, 0x50, 3, 0, 0, 0)
-/* 0x3A71 */ DEFINE_SFX(NA_SE_EN_PIRATE_COOL_LAUGH, 0x30, 1, 0, 0, 0)
-/* 0x3A72 */ DEFINE_SFX(NA_SE_EN_PIRATE_CYNICAL, 0x30, 1, 0, 0, 0)
-/* 0x3A73 */ DEFINE_SFX(NA_SE_EN_PIRATE_DAMM_BREATH, 0x30, 1, 0, 0, 0)
-/* 0x3A74 */ DEFINE_SFX(NA_SE_EN_PIRATE_SHOUT, 0x30, 1, 0, 0, 0)
-/* 0x3A75 */ DEFINE_SFX(NA_SE_EN_STAL01_LAUGH, 0x34, 0, 2, 0, 0)
-/* 0x3A76 */ DEFINE_SFX(NA_SE_EN_STAL02_LAUGH_SHORT, 0x34, 0, 0, 0, 0)
-/* 0x3A77 */ DEFINE_SFX(NA_SE_EN_STAL03_LAUGH_BIG, 0x34, 0, 0, 0, 0)
-/* 0x3A78 */ DEFINE_SFX(NA_SE_EN_STAL04_ANGER, 0x34, 0, 0, 0, 0)
-/* 0x3A79 */ DEFINE_SFX(NA_SE_EN_STAL05_CYNICAL, 0x34, 0, 0, 0, 0)
-/* 0x3A7A */ DEFINE_SFX(NA_SE_EN_STAL06_SURPRISED, 0x34, 0, 0, 0, 0)
-/* 0x3A7B */ DEFINE_SFX(NA_SE_EN_STAL07_ANTONISHED, 0x34, 0, 0, 0, 0)
-/* 0x3A7C */ DEFINE_SFX(NA_SE_EN_STAL08_CRY_BIG, 0x34, 0, 0, 0, 0)
-/* 0x3A7D */ DEFINE_SFX(NA_SE_EN_STAL09_SCREAM, 0x34, 0, 0, 0, 0)
-/* 0x3A7E */ DEFINE_SFX(NA_SE_EN_STAL10_LAUGH_SHY, 0x34, 0, 0, 0, 0)
-/* 0x3A7F */ DEFINE_SFX(NA_SE_EN_STAL11_LAUGH_SHY2, 0x54, 0, 0, 0, 0)
-/* 0x3A80 */ DEFINE_SFX(NA_SE_EN_STAL12_LAUGH_KIDLY, 0x34, 0, 0, 0, 0)
-/* 0x3A81 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3A82 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON2, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3A83 */ DEFINE_SFX(NA_SE_EN_STAL21_PSYCHO_VOICE, 0x34, 0, 0, 0, 0)
-/* 0x3A84 */ DEFINE_SFX(NA_SE_EN_STALKIDS_DOWN_K, 0x30, 5, 0, 0, 0)
-/* 0x3A85 */ DEFINE_SFX(NA_SE_EN_AKINDO_FLY, 0x30, 1, 0, 0, 0)
-/* 0x3A86 */ DEFINE_SFX(NA_SE_EN_NPC_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x3A87 */ DEFINE_SFX(NA_SE_EN_NPC_FADEAWAY, 0x30, 0, 0, 0, 0)
-/* 0x3A88 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSEx2, 0x34, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A89 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSEx2, 0x34, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A8A */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_UP, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A8B */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_UP, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A8C */ DEFINE_SFX(NA_SE_EN_STAL22_LAUGH_KID_L, 0x34, 0, 0, 0, 0)
-/* 0x3A8D */ DEFINE_SFX(NA_SE_EN_EVIL_POWER, 0x30, 0, 0, 0, 0)
-/* 0x3A8E */ DEFINE_SFX(NA_SE_NE_STAL23_COLD, 0x34, 3, 2, 0, SFX_FLAG_REVERB_NO_DIST)
-/* 0x3A8F */ DEFINE_SFX(NA_SE_EN_STALKIDS_GASAGOSO, 0x30, 5, 0, 0, SFX_FLAG_REVERB_NO_DIST)
-/* 0x3A90 */ DEFINE_SFX(NA_SE_EN_BOSU_TALK, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x3A91 */ DEFINE_SFX(NA_SE_EN_FAMOS_REVERSE1, 0x34, 0, 0, 0, 0)
-/* 0x3A92 */ DEFINE_SFX(NA_SE_EN_FAMOS_REVERSE2, 0x34, 0, 0, 0, 0)
-/* 0x3A93 */ DEFINE_SFX(NA_SE_EN_FAMOS_FLOAT, 0x30, 6, 0, 0, 0)
-/* 0x3A94 */ DEFINE_SFX(NA_SE_EN_FAMOS_FLOAT_REVERSE, 0x30, 6, 0, 0, 0)
-/* 0x3A95 */ DEFINE_SFX(NA_SE_EN_KOTAKE_ROLL, 0x30, 5, 0, 0, 0)
-/* 0x3A96 */ DEFINE_SFX(NA_SE_EN_KOTAKE_FLY, 0x30, 6, 0, 0, 0)
-/* 0x3A97 */ DEFINE_SFX(NA_SE_EN_THIEFBIRD_VOICE, 0x34, 0, 0, 0, 0)
-/* 0x3A98 */ DEFINE_SFX(NA_SE_EN_THIEFBIRD_DAMAGE, 0x38, 0, 0, 0, 0)
-/* 0x3A99 */ DEFINE_SFX(NA_SE_EN_THIEFBIRD_DEAD, 0x48, 0, 0, 0, 0)
-/* 0x3A9A */ DEFINE_SFX(NA_SE_EN_STALKIDS_BODY, 0x30, 0, 2, 0, 0)
-/* 0x3A9B */ DEFINE_SFX(NA_SE_EN_STALKIDS_BODY_LEV, 0x30, 5, 2, 0, 0)
-/* 0x3A9C */ DEFINE_SFX(NA_SE_EN_BOSU_STAND_RAPID, 0x30, 0, 0, 0, 0)
-/* 0x3A9D */ DEFINE_SFX(NA_SE_EN_STAL24_SCREAM2, 0x30, 0, 0, 0, 0)
-/* 0x3A9E */ DEFINE_SFX(NA_SE_EN_STALKIDS_EARTHQUAKE, 0x30, 0, 2, 0, 0)
-/* 0x3A9F */ DEFINE_SFX(NA_SE_EN_MASK_FLOAT, 0x30, 0, 0, 0, 0)
-/* 0x3AA0 */ DEFINE_SFX(NA_SE_EN_STALKIDS_PULLED, 0x30, 0, 0, 0, 0)
-/* 0x3AA1 */ DEFINE_SFX(NA_SE_EN_KITA_SALUTE, 0x40, 2, 0, 0, 0)
-/* 0x3AA2 */ DEFINE_SFX(NA_SE_EN_KTIA_WALK, 0x32, 0, 2, 0, 0)
-/* 0x3AA3 */ DEFINE_SFX(NA_SE_EN_KTIA_PAUSE_K, 0x50, 2, 0, 0, 0)
-/* 0x3AA4 */ DEFINE_SFX(NA_SE_EN_KITA_LAUGH_K, 0x50, 2, 0, 0, 0)
-/* 0x3AA5 */ DEFINE_SFX(NA_SE_EN_KITA_DAMAGE, 0x58, 2, 0, 0, 0)
-/* 0x3AA6 */ DEFINE_SFX(NA_SE_EN_KITA_DEAD, 0x68, 2, 0, 0, 0)
-/* 0x3AA7 */ DEFINE_SFX(NA_SE_EN_STALBABY_LAUGH, 0x30, 0, 0, 0, 0)
-/* 0x3AA8 */ DEFINE_SFX(NA_SE_EN_STALBABY_SURPRISED, 0x30, 0, 0, 0, 0)
-/* 0x3AA9 */ DEFINE_SFX(NA_SE_EN_KITA_BREAK, 0x50, 2, 0, 0, 0)
-/* 0x3AAA */ DEFINE_SFX(NA_SE_EN_KITA_ATTACK_W, 0x50, 2, 0, 0, 0)
-/* 0x3AAB */ DEFINE_SFX(NA_SE_EN_KONB_WAIT_OLD, 0x30, 3, 0, 0, 0)
-/* 0x3AAC */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE, 0x54, 5, 0, 0, 0)
-/* 0x3AAD */ DEFINE_SFX(NA_SE_EN_DEATH_ROLL, 0x28, 5, 0, 0, 0)
-/* 0x3AAE */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_LEV, 0x78, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AAF */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_ONGND, 0x78, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AB0 */ DEFINE_SFX(NA_SE_EN_DEATH_VOICE, 0x50, 3, 0, 0, 0)
-/* 0x3AB1 */ DEFINE_SFX(NA_SE_EN_DEATH_DAMAGE, 0x58, 3, 0, 0, 0)
-/* 0x3AB2 */ DEFINE_SFX(NA_SE_EN_DEATH_DEAD, 0x68, 3, 0, 0, 0)
-/* 0x3AB3 */ DEFINE_SFX(NA_SE_EN_DEATH_ATTACK, 0x54, 3, 0, 0, 0)
-/* 0x3AB4 */ DEFINE_SFX(NA_SE_EN_DEATH_APPEAR, 0x40, 3, 0, 0, 0)
-/* 0x3AB5 */ DEFINE_SFX(NA_SE_EN_DEATH_HEARTBREAK, 0x78, 3, 0, 0, 0)
-/* 0x3AB6 */ DEFINE_SFX(NA_SE_EN_KONB_MINI_DEAD, 0x48, 0, 0, 0, 0)
-/* 0x3AB7 */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_LOOP, 0x30, 3, 2, 0, 0)
-/* 0x3AB8 */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_SURPRISE, 0x30, 3, 2, 0, 0)
-/* 0x3AB9 */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_SCREAME, 0x30, 3, 2, 0, 0)
-/* 0x3ABA */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_TRANS, 0x30, 3, 0, 0, 0)
-/* 0x3ABB */ DEFINE_SFX(NA_SE_EN_GOLON_VOICE_GENERAL, 0x30, 0, 0, 0, 0)
-/* 0x3ABC */ DEFINE_SFX(NA_SE_EN_IWAIGORON_EVERYBODY, 0x30, 0, 0, 0, 0)
-/* 0x3ABD */ DEFINE_SFX(NA_SE_EN_IWAIGORON_SOLO, 0x30, 3, 3, 0, 0)
-/* 0x3ABE */ DEFINE_SFX(NA_SE_EN_ROMANI_WALK, 0x30, 0, 2, 0, 0)
-/* 0x3ABF */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AC0 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AC1 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM3, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AC2 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM4, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AC3 */ DEFINE_SFX(NA_SE_EN_STALKIDS_HEADACHE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AC4 */ DEFINE_SFX(NA_SE_EN_BIGNUTS_WALK, 0x30, 5, 1, 0, 0)
-/* 0x3AC5 */ DEFINE_SFX(NA_SE_EN_KITA_PAUSE, 0x60, 2, 0, 0, 0)
-/* 0x3AC6 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_LAUGH, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x3AC7 */ DEFINE_SFX(NA_SE_EN__copy514, 0x30, 0, 2, 0, 0)
-/* 0x3AC8 */ DEFINE_SFX(NA_SE_EN__copy515, 0x30, 0, 2, 0, 0)
-/* 0x3AC9 */ DEFINE_SFX(NA_SE_EN__copy516, 0x30, 0, 2, 0, 0)
-/* 0x3ACA */ DEFINE_SFX(NA_SE_EN__copy517, 0x30, 0, 2, 0, 0)
-/* 0x3ACB */ DEFINE_SFX(NA_SE_EN__copy518, 0x30, 0, 2, 0, 0)
-/* 0x3ACC */ DEFINE_SFX(NA_SE_EN__copy519, 0x30, 0, 2, 0, 0)
-/* 0x3ACD */ DEFINE_SFX(NA_SE_EN_DALMANI_A, 0x30, 0, 2, 0, 0)
-/* 0x3ACE */ DEFINE_SFX(NA_SE_EN_DALMANI_B, 0x30, 0, 2, 0, 0)
-/* 0x3ACF */ DEFINE_SFX(NA_SE_EN_DALMANI_C, 0x30, 0, 2, 0, 0)
-/* 0x3AD0 */ DEFINE_SFX(NA_SE_EN_DALMANI_D, 0x30, 0, 2, 0, 0)
-/* 0x3AD1 */ DEFINE_SFX(NA_SE_EN__2d1, 0x30, 0, 0, 0, 0)
-/* 0x3AD2 */ DEFINE_SFX(NA_SE_EN__2d2, 0x30, 0, 0, 0, 0)
-/* 0x3AD3 */ DEFINE_SFX(NA_SE_EN_EVIL_POWER_PREDEMO, 0x30, 7, 0, 0, 0)
-/* 0x3AD4 */ DEFINE_SFX(NA_SE_EN_KOUME_DAMAGE, 0x30, 4, 1, 0, 0)
-/* 0x3AD5 */ DEFINE_SFX(NA_SE_EN_KOUME_DAMAGE2, 0x30, 4, 1, 0, 0)
-/* 0x3AD6 */ DEFINE_SFX(NA_SE_EN_KONB_MINI_APPEAR, 0x30, 3, 2, 0, 0)
-/* 0x3AD7 */ DEFINE_SFX(NA_SE_EN_IRONNACK_DAMAGE, 0x48, 3, 0, 0, 0)
-/* 0x3AD8 */ DEFINE_SFX(NA_SE_EN_IRONNACK_DEAD, 0x58, 3, 0, 0, 0)
-/* 0x3AD9 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ONGND, 0x30, 0, 0, 0, 0)
-/* 0x3ADA */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ROCK, 0x30, 3, 0, 0, 0)
-/* 0x3ADB */ DEFINE_SFX(NA_SE_EN_REDEAD_REVERSE, 0x36, 0, 0, 0, 0)
-/* 0x3ADC */ DEFINE_SFX(NA_SE_EN_STALKIDS_NOSE, 0x40, 2, 0, 0, 0)
-/* 0x3ADD */ DEFINE_SFX(NA_SE_EN_KITA_SNORE, 0x30, 0, 0, 0, 0)
-/* 0x3ADE */ DEFINE_SFX(NA_SE_EN_IRONNACK_DASH, 0x30, 0, 0, 0, 0)
-/* 0x3ADF */ DEFINE_SFX(NA_SE_EN_TUBOOCK_FLY, 0x30, 0, 0, 0, 0)
+/* 0x3800 */ DEFINE_SFX(CHAN_5CC6, NA_SE_EN_DODO_J_WALK, 0x18, 1, 0, 0, 0)
+/* 0x3801 */ DEFINE_SFX(CHAN_5CD7, NA_SE_EN_DODO_J_CRY, 0x30, 1, 0, 0, 0)
+/* 0x3802 */ DEFINE_SFX(CHAN_5CE1, NA_SE_EN_DODO_J_FIRE, 0x30, 1, 0, 0, 0)
+/* 0x3803 */ DEFINE_SFX(CHAN_5CED, NA_SE_EN_DODO_J_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3804 */ DEFINE_SFX(CHAN_5D05, NA_SE_EN_DODO_J_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3805 */ DEFINE_SFX(CHAN_6D54, NA_SE_EN_BAKUO_ROLL, 0x30, 3, 0, 0, 0)
+/* 0x3806 */ DEFINE_SFX(CHAN_7968, NA_SE_EN_MIZUBABA2_VOICE, 0x36, 0, 0, 0, 0)
+/* 0x3807 */ DEFINE_SFX(CHAN_78B9, NA_SE_EN_MIZUBABA2_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x3808 */ DEFINE_SFX(CHAN_7402, NA_SE_EN_MIBOSS_FALL_OLD_OLD, 0x40, 3, 0, 0, 0)
+/* 0x3809 */ DEFINE_SFX(CHAN_741E, NA_SE_EN_MIBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
+/* 0x380A */ DEFINE_SFX(CHAN_7433, NA_SE_EN_MIBOSS_DASH_OLD, 0x40, 3, 0, 0, 0)
+/* 0x380B */ DEFINE_SFX(CHAN_743D, NA_SE_EN_MIBOSS_DEAD_OLD, 0x68, 3, 0, 0, SFX_FLAG_REVERB_NO_DIST)
+/* 0x380C */ DEFINE_SFX(CHAN_744F, NA_SE_EN_MIBOSS_GND1_OLD, 0x40, 3, 0, 0, 0)
+/* 0x380D */ DEFINE_SFX(CHAN_5D22, NA_SE_EN_GOMA_DOWN, 0x30, 3, 0, 0, 0)
+/* 0x380E */ DEFINE_SFX(CHAN_7462, NA_SE_EN_MIBOSS_GND2_OLD, 0x40, 3, 0, 0, 0)
+/* 0x380F */ DEFINE_SFX(CHAN_7470, NA_SE_EN_MIBOSS_UNARI_OLD, 0x40, 3, 0, 0, 0)
+/* 0x3810 */ DEFINE_SFX(CHAN_74C6, NA_SE_EN_MIBOSS_RHYTHM_OLD, 0x54, 3, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
+/* 0x3811 */ DEFINE_SFX(CHAN_7482, NA_SE_EN_MIBOSS_SWORD_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3812 */ DEFINE_SFX(CHAN_74A2, NA_SE_EN_ANSATSUSYA_ENTRY, 0x30, 3, 0, 0, 0)
+/* 0x3813 */ DEFINE_SFX(CHAN_74BC, NA_SE_EN_MIBOSS_JUMP1, 0x40, 3, 0, 0, 0)
+/* 0x3814 */ DEFINE_SFX(CHAN_740A, NA_SE_EN_MIBOSS_JUMP2, 0x40, 3, 0, 0, 0)
+/* 0x3815 */ DEFINE_SFX(CHAN_74FA, NA_SE_EN_MIBOSS_VOICE1_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3816 */ DEFINE_SFX(CHAN_7509, NA_SE_EN_MIBOSS_VOICE2_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3817 */ DEFINE_SFX(CHAN_7518, NA_SE_EN_MIBOSS_VOICE3_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3818 */ DEFINE_SFX(CHAN_8F9B, NA_SE_EN_INBOSS_SAND_OLD, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3819 */ DEFINE_SFX(CHAN_8FAE, NA_SE_EN_INBOSS_ROAR_OLD, 0x50, 3, 0, 0, 0)
+/* 0x381A */ DEFINE_SFX(CHAN_8FBE, NA_SE_EN_INBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
+/* 0x381B */ DEFINE_SFX(CHAN_8343, NA_SE_EN_COMMON_WEAKENED, 0x38, 3, 0, 0, 0)
+/* 0x381C */ DEFINE_SFX(CHAN_74D8, NA_SE_EN_MIBOSS_FAINT_OLD, 0x50, 3, 0, 0, 0)
+/* 0x381D */ DEFINE_SFX(CHAN_74EB, NA_SE_EN_MIBOSS_ROLLING_OLD, 0x30, 3, 0, 0, 0)
+/* 0x381E */ DEFINE_SFX(CHAN_789A, NA_SE_EN_MIZUBABA1_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x381F */ DEFINE_SFX(CHAN_78D4, NA_SE_EN_MIZUBABA_DEAD, 0x48, 0, 0, 0, 0)
+/* 0x3820 */ DEFINE_SFX(CHAN_5DEF, NA_SE_EN_DODO_M_CRY, 0x30, 0, 0, 0, 0)
+/* 0x3821 */ DEFINE_SFX(CHAN_5E12, NA_SE_EN_DODO_M_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3822 */ DEFINE_SFX(CHAN_5E57, NA_SE_EN_DODO_M_MOVE, 0x18, 0, 0, 0, 0)
+/* 0x3823 */ DEFINE_SFX(CHAN_5E61, NA_SE_EN_DODO_M_DOWN, 0x14, 0, 0, 0, 0)
+/* 0x3824 */ DEFINE_SFX(CHAN_5EA1, NA_SE_EN_DODO_M_UP, 0x14, 0, 0, 0, 0)
+/* 0x3825 */ DEFINE_SFX(CHAN_78F4, NA_SE_EN_MIZUBABA_TRANSFORM, 0x30, 0, 0, 0, 0)
+/* 0x3826 */ DEFINE_SFX(CHAN_5EC6, NA_SE_EN_DODO_M_EAT, 0x30, 0, 0, 0, 0)
+/* 0x3827 */ DEFINE_SFX(CHAN_792B, NA_SE_EN_MIZUBABA2_WALK, 0x28, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3828 */ DEFINE_SFX(CHAN_6202, NA_SE_EN_BOMCHU_WALK, 0x28, 0, 0, 0, 0)
+/* 0x3829 */ DEFINE_SFX(CHAN_61B5, NA_SE_EN_RIZA_CRY, 0x30, 2, 0, 0, 0)
+/* 0x382A */ DEFINE_SFX(CHAN_61D6, NA_SE_EN_RIZA_ATTACK, 0x32, 2, 0, 0, 0)
+/* 0x382B */ DEFINE_SFX(CHAN_5ED2, NA_SE_EN_RIZA_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x382C */ DEFINE_SFX(CHAN_5EFC, NA_SE_EN_RIZA_WARAU, 0x20, 0, 0, 0, 0)
+/* 0x382D */ DEFINE_SFX(CHAN_5F0A, NA_SE_EN_RIZA_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x382E */ DEFINE_SFX(CHAN_5F34, NA_SE_EN_RIZA_WALK, 0x18, 0, 0, 0, 0)
+/* 0x382F */ DEFINE_SFX(CHAN_5F40, NA_SE_EN_RIZA_JUMP, 0x28, 0, 0, 0, 0)
+/* 0x3830 */ DEFINE_SFX(CHAN_9107, NA_SE_EN_STALKID_WALK, 0x18, 0, 1, 0, 0)
+/* 0x3831 */ DEFINE_SFX(CHAN_72CB, NA_SE_EN_STALKID_ATTACK, 0x30, 0, 0, 0, 0)
+/* 0x3832 */ DEFINE_SFX(CHAN_90EE, NA_SE_EN_STALKID_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3833 */ DEFINE_SFX(CHAN_90FC, NA_SE_EN_STALKID_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3834 */ DEFINE_SFX(CHAN_66D8, NA_SE_EN_FLOORMASTER_SLIDING, 0x14, 0, 0, 0, 0)
+/* 0x3835 */ DEFINE_SFX(CHAN_67B0, NA_SE_EN_TEKU_WALK_WATER, 0x18, 0, 2, 0, 0)
+/* 0x3836 */ DEFINE_SFX(CHAN_68FE, NA_SE_EN_LIGHT_ARROW_HIT, 0x38, 2, 0, 0, 0)
+/* 0x3837 */ DEFINE_SFX(CHAN_7982, NA_SE_EN_MIZUBABA2_ATTACK, 0x34, 0, 0, 0, 0)
+/* 0x3838 */ DEFINE_SFX(CHAN_9184, NA_SE_EN_STAL_WARAU, 0x28, 1, 0, 0, 0)
+/* 0x3839 */ DEFINE_SFX(CHAN_91DA, NA_SE_EN_STAL_SAKEBI, 0x30, 0, 0, 0, 0)
+/* 0x383A */ DEFINE_SFX(CHAN_9191, NA_SE_EN_STAL_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x383B */ DEFINE_SFX(CHAN_91AE, NA_SE_EN_STAL_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x383C */ DEFINE_SFX(CHAN_6950, NA_SE_EN_WOLFOS_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x383D */ DEFINE_SFX(CHAN_9176, NA_SE_EN_STAL_WALK, 0x18, 0, 0, 0, 0)
+/* 0x383E */ DEFINE_SFX(CHAN_6999, NA_SE_EN_WOLFOS_CRY, 0x20, 0, 0, 0, 0)
+/* 0x383F */ DEFINE_SFX(CHAN_695E, NA_SE_EN_WOLFOS_ATTACK, 0x30, 0, 0, 0, 0)
+/* 0x3840 */ DEFINE_SFX(CHAN_5DCA, NA_SE_EN_FFLY_ATTACK, 0x32, 0, 0, 0, 0)
+/* 0x3841 */ DEFINE_SFX(CHAN_5DDA, NA_SE_EN_FFLY_FLY, 0x20, 1, 0, 0, 0)
+/* 0x3842 */ DEFINE_SFX(CHAN_5F93, NA_SE_EN_FFLY_DEAD, 0x37, 1, 0, 0, 0)
+/* 0x3843 */ DEFINE_SFX(CHAN_696F, NA_SE_EN_WOLFOS_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3844 */ DEFINE_SFX(CHAN_9A48, NA_SE_EN_AMOS_WALK, 0x30, 0, 0, 0, 0)
+/* 0x3845 */ DEFINE_SFX(CHAN_9A56, NA_SE_EN_AMOS_WAVE, 0x30, 0, 0, 0, 0)
+/* 0x3846 */ DEFINE_SFX(CHAN_9A8A, NA_SE_EN_EYEGOLE_DEAD, 0x40, 2, 0, 0, 0)
+/* 0x3847 */ DEFINE_SFX(CHAN_9ABA, NA_SE_EN_EYEGOLE_DAMAGE, 0x38, 2, 0, 0, 0)
+/* 0x3848 */ DEFINE_SFX(CHAN_9AA3, NA_SE_EN_AMOS_VOICE, 0x20, 0, 0, 0, 0)
+/* 0x3849 */ DEFINE_SFX(CHAN_841A, NA_SE_EN_KUSAMUSHI_VIBE, 0x18, 0, 0, 0, 0)
+/* 0x384A */ DEFINE_SFX(CHAN_8433, NA_SE_EN_BEE_FLY, 0x40, 7, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x384B */ DEFINE_SFX(CHAN_6984, NA_SE_EN_WOLFOS_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x384C */ DEFINE_SFX(CHAN_835D, NA_SE_EN_COMMON_E_BALL, 0x30, 3, 0, 0, 0)
+/* 0x384D */ DEFINE_SFX(CHAN_8372, NA_SE_EN_COMMON_THUNDER_THR, 0x30, 3, 0, 0, 0)
+/* 0x384E */ DEFINE_SFX(CHAN_8394, NA_SE_EN_COMMON_E_BALL_HIT, 0x30, 3, 0, 0, 0)
+/* 0x384F */ DEFINE_SFX(CHAN_839F, NA_SE_EN_COMMON_ELEC_ARK, 0x30, 3, 0, 0, 0)
+/* 0x3850 */ DEFINE_SFX(CHAN_6A7D, NA_SE_EN_SUISEN_EAT, 0x30, 0, 0, 0, 0)
+/* 0x3851 */ DEFINE_SFX(CHAN_6A87, NA_SE_EN_SUISEN_DEAD, 0x40, 0, 0, 0, 0)
+/* 0x3852 */ DEFINE_SFX(CHAN_8357, NA_SE_EN_COMMON_E_BALL_THR, 0x30, 3, 0, 0, 0)
+/* 0x3853 */ DEFINE_SFX(CHAN_8A8B, NA_SE_EN_UTSUBO_APPEAR, 0x30, 3, 0, 0, 0)
+/* 0x3854 */ DEFINE_SFX(CHAN_9133, NA_SE_EN_BOMCHU_VOICE, 0x34, 0, 0, 0, 0)
+/* 0x3855 */ DEFINE_SFX(CHAN_913D, NA_SE_EN_BOMCHU_AIM, 0x34, 0, 0, 0, 0)
+/* 0x3856 */ DEFINE_SFX(CHAN_9156, NA_SE_EN_BOMCHU_RUN, 0x36, 0, 0, 0, 0)
+/* 0x3857 */ DEFINE_SFX(CHAN_8ACC, NA_SE_EN_UTSUBO_BACK, 0x30, 3, 0, 0, 0)
+/* 0x3858 */ DEFINE_SFX(CHAN_5F87, NA_SE_EN_DODO_J_BREATH, 0x28, 0, 0, 0, 0)
+/* 0x3859 */ DEFINE_SFX(CHAN_6213, NA_SE_EN_DODO_J_TAIL, 0x30, 0, 0, 0, 0)
+/* 0x385A */ DEFINE_SFX(CHAN_98F5, NA_SE_EN_WOLFOS_WALK, 0x18, 0, 0, 0, 0)
+/* 0x385B */ DEFINE_SFX(CHAN_5EC6, NA_SE_EN_DODO_J_EAT, 0x30, 0, 0, 0, 0)
+/* 0x385C */ DEFINE_SFX(CHAN_7802, NA_SE_EN_DEKU_MOUTH, 0x28, 0, 3, 0, 0)
+/* 0x385D */ DEFINE_SFX(CHAN_780E, NA_SE_EN_DEKU_ATTACK, 0x30, 0, 1, 0, 0)
+/* 0x385E */ DEFINE_SFX(CHAN_781E, NA_SE_EN_DEKU_DAMAGE, 0x38, 1, 1, 0, 0)
+/* 0x385F */ DEFINE_SFX(CHAN_7836, NA_SE_EN_DEKU_DEAD, 0x40, 1, 1, 0, 0)
+/* 0x3860 */ DEFINE_SFX(CHAN_7853, NA_SE_EN_MIZUBABA1_MOUTH, 0x30, 0, 0, 0, 0)
+/* 0x3861 */ DEFINE_SFX(CHAN_785D, NA_SE_EN_MIZUBABA1_ATTACK, 0x36, 0, 0, 0, 0)
+/* 0x3862 */ DEFINE_SFX(CHAN_786D, NA_SE_EN_DEKU_JR_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3863 */ DEFINE_SFX(CHAN_7889, NA_SE_EN_DEKU_SCRAPE, 0x14, 0, 0, 0, 0)
+/* 0x3864 */ DEFINE_SFX(CHAN_5FAB, NA_SE_EN_TAIL_FLY, 0x30, 0, 0, 0, 0)
+/* 0x3865 */ DEFINE_SFX(CHAN_5FC8, NA_SE_EN_TAIL_CRY, 0x20, 0, 0, 0, 0)
+/* 0x3866 */ DEFINE_SFX(CHAN_5FDB, NA_SE_EN_TAIL_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3867 */ DEFINE_SFX(CHAN_79E8, NA_SE_EN_GOLON_STAND_IMT, 0x30, 3, 0, 0, 0)
+/* 0x3868 */ DEFINE_SFX(CHAN_6012, NA_SE_EN_STALTU_DOWN, 0x30, 4, 0, 0, 0)
+/* 0x3869 */ DEFINE_SFX(CHAN_5FF7, NA_SE_EN_STALTU_UP, 0x30, 4, 0, 0, 0)
+/* 0x386A */ DEFINE_SFX(CHAN_602F, NA_SE_EN_STALTU_LAUGH, 0x20, 4, 0, 0, 0)
+/* 0x386B */ DEFINE_SFX(CHAN_615A, NA_SE_EN_STALTU_DAMAGE, 0x38, 4, 0, 0, 0)
+/* 0x386C */ DEFINE_SFX(CHAN_60F6, NA_SE_EN_TEKU_JUMP, 0x20, 3, 0, 0, 0)
+/* 0x386D */ DEFINE_SFX(CHAN_68D5, NA_SE_EN_TEKU_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x386E */ DEFINE_SFX(CHAN_610A, NA_SE_EN_TEKU_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x386F */ DEFINE_SFX(CHAN_6042, NA_SE_EN_TEKU_WALK, 0x14, 0, 0, 0, 0)
+/* 0x3870 */ DEFINE_SFX(CHAN_604C, NA_SE_EN_PO_KANTERA, 0x30, 3, 0, 0, 0)
+/* 0x3871 */ DEFINE_SFX(CHAN_605F, NA_SE_EN_PO_FLY, 0x20, 1, 0, 0, 0)
+/* 0x3872 */ DEFINE_SFX(CHAN_6072, NA_SE_EN_PO_AWAY, 0x20, 1, 0, 0, 0)
+/* 0x3873 */ DEFINE_SFX(CHAN_6099, NA_SE_EN_STALKIDS_APPEAR, 0x30, 2, 0, 0, 0)
+/* 0x3874 */ DEFINE_SFX(CHAN_6083, NA_SE_EN_PO_DISAPPEAR, 0x35, 2, 0, 0, 0)
+/* 0x3875 */ DEFINE_SFX(CHAN_60AC, NA_SE_EN_PO_DAMAGE, 0x38, 2, 0, 0, 0)
+/* 0x3876 */ DEFINE_SFX(CHAN_60C6, NA_SE_EN_PO_DEAD, 0x48, 2, 0, 0, 0)
+/* 0x3877 */ DEFINE_SFX(CHAN_6229, NA_SE_EN_WIZ_DISAPPEAR, 0x40, 2, 0, 0, 0)
+/* 0x3878 */ DEFINE_SFX(CHAN_61A4, NA_SE_EN_EXTINCT, 0x45, 1, 2, 0, 0)
+/* 0x3879 */ DEFINE_SFX(CHAN_5D4B, NA_SE_EN_GOLON_LAND_BIG, 0x34, 0, 0, 0, 0)
+/* 0x387A */ DEFINE_SFX(CHAN_5D65, NA_SE_EN_GERUDOFT_DOWN, 0x40, 0, 0, 0, 0)
+/* 0x387B */ DEFINE_SFX(CHAN_5D84, NA_SE_EN_EYEGOLE_ATTACK, 0x20, 2, 0, 0, 0)
+/* 0x387C */ DEFINE_SFX(CHAN_8C03, NA_SE_EN_NUTS_UP, 0x28, 0, 0, 0, 0)
+/* 0x387D */ DEFINE_SFX(CHAN_8C16, NA_SE_EN_NUTS_DOWN, 0x28, 0, 0, 0, 0)
+/* 0x387E */ DEFINE_SFX(CHAN_8C29, NA_SE_EN_NUTS_THROW, 0x30, 0, 0, 0, 0)
+/* 0x387F */ DEFINE_SFX(CHAN_8C39, NA_SE_EN_NUTS_WALK, 0x20, 4, 2, 0, 0)
+/* 0x3880 */ DEFINE_SFX(CHAN_8C46, NA_SE_EN_NUTS_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3881 */ DEFINE_SFX(CHAN_8C5D, NA_SE_EN_NUTS_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3882 */ DEFINE_SFX(CHAN_8C72, NA_SE_EN_NUT_FAINT, 0x20, 0, 0, 0, 0)
+/* 0x3883 */ DEFINE_SFX(CHAN_65C9, NA_SE_EN_PO_BIG_GET, 0x30, 3, 0, 0, 0)
+/* 0x3884 */ DEFINE_SFX(CHAN_6176, NA_SE_EN_STALTU_ROLL, 0x30, 4, 0, 0, 0)
+/* 0x3885 */ DEFINE_SFX(CHAN_618B, NA_SE_EN_STALTU_DEAD, 0x40, 4, 0, 0, 0)
+/* 0x3886 */ DEFINE_SFX(CHAN_6596, NA_SE_EN_PO_SISTER_DEAD, 0x40, 3, 0, 0, 0)
+/* 0x3887 */ DEFINE_SFX(CHAN_6615, NA_SE_EN_BARI_SPLIT, 0x40, 1, 0, 0, 0)
+/* 0x3888 */ DEFINE_SFX(CHAN_6832, NA_SE_EN_LAST1_GROW_HEAD, 0x28, 1, 0, 0, 0)
+/* 0x3889 */ DEFINE_SFX(CHAN_8C87, NA_SE_EN_NUTS_VOICE, 0x30, 3, 0, 0, 0)
+/* 0x388A */ DEFINE_SFX(CHAN_6385, NA_SE_EN_TEKU_LAND_WATER, 0x20, 0, 0, 0, 0)
+/* 0x388B */ DEFINE_SFX(CHAN_64B2, NA_SE_EN_LAST_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x388C */ DEFINE_SFX(CHAN_64C4, NA_SE_EN_STALWALL_ROLL, 0x30, 4, 0, 0, 0)
+/* 0x388D */ DEFINE_SFX(CHAN_64DF, NA_SE_EN_STALWALL_DASH, 0x30, 0, 0, 0, 0)
+/* 0x388E */ DEFINE_SFX(CHAN_6794, NA_SE_EN_TEKU_JUMP_WATER, 0x20, 0, 0, 0, 0)
+/* 0x388F */ DEFINE_SFX(CHAN_67A2, NA_SE_EN_TEKU_LAND_WATER2, 0x20, 0, 0, 0, 0)
+/* 0x3890 */ DEFINE_SFX(CHAN_623E, NA_SE_EN_FALL_AIM, 0x38, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3891 */ DEFINE_SFX(CHAN_624E, NA_SE_EN_FALL_UP, 0x30, 3, 0, 0, 0)
+/* 0x3892 */ DEFINE_SFX(CHAN_67D6, NA_SE_EN_FALL_CATCH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3893 */ DEFINE_SFX(CHAN_5D96, NA_SE_EN_FALL_LAND, 0x30, 0, 0, 0, 0)
+/* 0x3894 */ DEFINE_SFX(CHAN_6261, NA_SE_EN_FALL_WALK, 0x14, 0, 0, 0, 0)
+/* 0x3895 */ DEFINE_SFX(CHAN_6271, NA_SE_EN_FALL_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3896 */ DEFINE_SFX(CHAN_628A, NA_SE_EN_DAIOCTA_REVERSE, 0x40, 1, 0, 0, 0)
+/* 0x3897 */ DEFINE_SFX(CHAN_69F9, NA_SE_EN_KAICHO_FLUTTER, 0x14, 0, 0, 0, 0)
+/* 0x3898 */ DEFINE_SFX(CHAN_62A3, NA_SE_EN_BIRI_FLY, 0x20, 0, 0, 0, 0)
+/* 0x3899 */ DEFINE_SFX(CHAN_62B8, NA_SE_EN_BIRI_JUMP, 0x20, 0, 0, 0, 0)
+/* 0x389A */ DEFINE_SFX(CHAN_62E3, NA_SE_EN_BIRI_SPARK, 0x30, 0, 0, 0, 0)
+/* 0x389B */ DEFINE_SFX(CHAN_6304, NA_SE_EN_BIRI_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x389C */ DEFINE_SFX(CHAN_633C, NA_SE_EN_COMMON_WATER_DEEP, 0x30, 0, 2, 0, 0)
+/* 0x389D */ DEFINE_SFX(CHAN_65CB, NA_SE_EN_BARI_ROLL, 0x30, 0, 0, 0, 0)
+/* 0x389E */ DEFINE_SFX(CHAN_65DD, NA_SE_EN_COMMON_FREEZE, 0x37, 1, 0, 0, 0)
+/* 0x389F */ DEFINE_SFX(CHAN_65EF, NA_SE_EN_BARI_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x38A0 */ DEFINE_SFX(CHAN_6E36, NA_SE_EN_BATTA_FLY, 0x28, 5, 0, 0, 0)
+/* 0x38A1 */ DEFINE_SFX(CHAN_6E80, NA_SE_EN_BATTA_ATTACK, 0x36, 5, 0, 0, 0)
+/* 0x38A2 */ DEFINE_SFX(CHAN_6E47, NA_SE_EN_BATTA_DAMAGE, 0x38, 5, 0, 0, 0)
+/* 0x38A3 */ DEFINE_SFX(CHAN_6E63, NA_SE_EN_BATTA_DEAD, 0x48, 5, 0, 0, 0)
+/* 0x38A4 */ DEFINE_SFX(CHAN_6D8F, NA_SE_EN_WIZ_UNARI, 0x30, 3, 0, 0, 0)
+/* 0x38A5 */ DEFINE_SFX(CHAN_6DA2, NA_SE_EN_WIZ_RUN, 0x28, 2, 0, 0, 0)
+/* 0x38A6 */ DEFINE_SFX(CHAN_6DBF, NA_SE_EN_WIZ_VOICE, 0x30, 3, 0, 0, 0)
+/* 0x38A7 */ DEFINE_SFX(CHAN_6DCD, NA_SE_EN_WIZ_LAUGH, 0x30, 3, 0, 0, 0)
+/* 0x38A8 */ DEFINE_SFX(CHAN_6DD7, NA_SE_EN_WIZ_ATTACK, 0x34, 3, 0, 0, 0)
+/* 0x38A9 */ DEFINE_SFX(CHAN_6DE2, NA_SE_EN_WIZ_DAMAGE, 0x38, 3, 0, 0, 0)
+/* 0x38AA */ DEFINE_SFX(CHAN_6DEF, NA_SE_EN_WIZ_DEAD, 0x40, 3, 0, 0, 0)
+/* 0x38AB */ DEFINE_SFX(CHAN_6E06, NA_SE_EN_WIZ_EXP, 0x30, 3, 0, 0, 0)
+/* 0x38AC */ DEFINE_SFX(CHAN_6B15, NA_SE_EN_DAIOCTA_DEAD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x38AD */ DEFINE_SFX(CHAN_6B32, NA_SE_EN_DAIOCTA_DEAD2, 0x30, 3, 0, 0, 0)
+/* 0x38AE */ DEFINE_SFX(CHAN_5C9A, NA_SE_EN_FANTOM_DAMAGE, 0x38, 3, 0, 0, 0)
+/* 0x38AF */ DEFINE_SFX(CHAN_6AE9, NA_SE_EN_DAIOCTA_DAMAGE, 0x40, 3, 0, 0, 0)
+/* 0x38B0 */ DEFINE_SFX(CHAN_6E29, NA_SE_EN_WIZ_LAUGH2, 0x30, 3, 0, 0, 0)
+/* 0x38B1 */ DEFINE_SFX(CHAN_79D6, NA_SE_EN_GOLON_SIT_IMT, 0x30, 3, 0, 0, 0)
+/* 0x38B2 */ DEFINE_SFX(CHAN_5C77, NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x38B3 */ DEFINE_SFX(CHAN_69A3, NA_SE_EN_KAICHO_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x38B4 */ DEFINE_SFX(CHAN_79AC, NA_SE_EN_GOLON_COLD, 0x30, 3, 1, 0, 0)
+/* 0x38B5 */ DEFINE_SFX(CHAN_79C4, NA_SE_EN_GOLON_JUMP, 0x30, 3, 0, 0, 0)
+/* 0x38B6 */ DEFINE_SFX(CHAN_69CD, NA_SE_EN_KAICHO_CRY, 0x20, 0, 0, 0, 0)
+/* 0x38B7 */ DEFINE_SFX(CHAN_69E0, NA_SE_EN_KAICHO_ATTACK, 0x34, 0, 0, 0, 0)
+/* 0x38B8 */ DEFINE_SFX(CHAN_5C42, NA_SE_EN_GOLON_WALK, 0x18, 0, 2, 0, 0)
+/* 0x38B9 */ DEFINE_SFX(CHAN_6CA3, NA_SE_EN_SLIME_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x38BA */ DEFINE_SFX(CHAN_6CF3, NA_SE_EN_SLIME_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x38BB */ DEFINE_SFX(CHAN_6CE6, NA_SE_EN_SLIME_BREAK, 0x30, 0, 0, 0, 0)
+/* 0x38BC */ DEFINE_SFX(CHAN_6D6C, NA_SE_EN_KUROSUKE_MOVE, 0x14, 0, 0, 0, 0)
+/* 0x38BD */ DEFINE_SFX(CHAN_6D7E, NA_SE_EN_KUROSUKE_ATTACK, 0x34, 0, 0, 0, 0)
+/* 0x38BE */ DEFINE_SFX(CHAN_6CFE, NA_SE_EN_SLIME_DEAD, 0x40, 0, 0, 0, 0)
+/* 0x38BF */ DEFINE_SFX(CHAN_6CDC, NA_SE_EN_SLIME_DEFENCE, 0x30, 3, 0, 0, 0)
+/* 0x38C0 */ DEFINE_SFX(CHAN_6393, NA_SE_EN_OCTAROCK_ROCK, 0x20, 0, 0, 0, 0)
+/* 0x38C1 */ DEFINE_SFX(CHAN_6377, NA_SE_EN_COMMON_WATER_SLW, 0x30, 0, 2, 0, 0)
+/* 0x38C2 */ DEFINE_SFX(CHAN_634F, NA_SE_EN_OCTAROCK_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x38C3 */ DEFINE_SFX(CHAN_6385, NA_SE_EN_DAIOCTA_LAND, 0x30, 0, 0, 0, 0)
+/* 0x38C4 */ DEFINE_SFX(CHAN_635D, NA_SE_EN_DAIOCTA_SINK, 0x28, 0, 0, 0, 0)
+/* 0x38C5 */ DEFINE_SFX(CHAN_636B, NA_SE_EN_COMMON_WATER_MID, 0x30, 0, 2, 0, 0)
+/* 0x38C6 */ DEFINE_SFX(CHAN_6485, NA_SE_EN_OCTAROCK_DEAD1, 0x40, 1, 0, 0, 0)
+/* 0x38C7 */ DEFINE_SFX(CHAN_646D, NA_SE_EN_OCTAROCK_DEAD2, 0x40, 1, 0, 0, 0)
+/* 0x38C8 */ DEFINE_SFX(CHAN_5DDA, NA_SE_EN_BUBLE_WING, 0x20, 0, 0, 0, 0)
+/* 0x38C9 */ DEFINE_SFX(CHAN_63A1, NA_SE_EN_BUBLE_MOUTH, 0x20, 0, 0, 0, 0)
+/* 0x38CA */ DEFINE_SFX(CHAN_63B6, NA_SE_EN_BUBLE_LAUGH, 0x14, 0, 0, 0, 0)
+/* 0x38CB */ DEFINE_SFX(CHAN_6584, NA_SE_EN_BUBLE_BITE, 0x30, 0, 0, 0, 0)
+/* 0x38CC */ DEFINE_SFX(CHAN_63C4, NA_SE_EN_BUBLE_UP, 0x30, 0, 0, 0, 0)
+/* 0x38CD */ DEFINE_SFX(CHAN_63DD, NA_SE_EN_BUBLE_DOWN, 0x30, 0, 0, 0, 0)
+/* 0x38CE */ DEFINE_SFX(CHAN_6555, NA_SE_EN_BUBLE_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x38CF */ DEFINE_SFX(CHAN_5CE1, NA_SE_EN_BUBLEFALL_FIRE, 0x30, 0, 0, 0, 0)
+/* 0x38D0 */ DEFINE_SFX(CHAN_8AF4, NA_SE_EN_UTSUBO_DEAD, 0x30, 3, 0, 0, 0)
+/* 0x38D1 */ DEFINE_SFX(CHAN_8B21, NA_SE_EN_UTSUBO_DAMAGE, 0x38, 3, 0, 0, 0)
+/* 0x38D2 */ DEFINE_SFX(CHAN_8994, NA_SE_EN_FROG_REAL, 0x40, 3, 0, 0, 0)
+/* 0x38D3 */ DEFINE_SFX(CHAN_87A8, NA_SE_EN_FROG_DAMAGE, 0x48, 3, 0, 0, 0)
+/* 0x38D4 */ DEFINE_SFX(CHAN_8A2C, NA_SE_EN_B_SLIME_EAT, 0x30, 3, 0, 0, 0)
+/* 0x38D5 */ DEFINE_SFX(CHAN_875E, NA_SE_EN_B_SLIME_LAUGH, 0x34, 3, 0, 0, 0)
+/* 0x38D6 */ DEFINE_SFX(CHAN_87C8, NA_SE_EN_FROG_DEAD, 0x48, 3, 0, 0, 0)
+/* 0x38D7 */ DEFINE_SFX(CHAN_8B41, NA_SE_EN_UTSUBO_BITE, 0x30, 3, 0, 0, 0)
+/* 0x38D8 */ DEFINE_SFX(CHAN_8A61, NA_SE_EN_B_SLIME_REVERSE, 0x34, 3, 0, 0, 0)
+/* 0x38D9 */ DEFINE_SFX(CHAN_6CBE, NA_SE_EN_SLIME_JUMP1, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x38DA */ DEFINE_SFX(CHAN_6CD0, NA_SE_EN_SLIME_JUMP2, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x38DB */ DEFINE_SFX(CHAN_8A73, NA_SE_EN_B_SLIME_BREAK, 0x40, 3, 0, 0, 0)
+/* 0x38DC */ DEFINE_SFX(CHAN_6304, NA_SE_EN_BARI_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x38DD */ DEFINE_SFX(CHAN_5D84, NA_SE_EN_HIPLOOP_LAND, 0x30, 1, 0, 0, 0)
+/* 0x38DE */ DEFINE_SFX(CHAN_A3CC, NA_SE_EN_MOFER_CORE_MOVE_WT, 0x28, 3, 0, 0, 0)
+/* 0x38DF */ DEFINE_SFX(CHAN_A101, NA_SE_EN_MOFER_CORE_SMJUMP, 0x28, 3, 0, 0, 0)
+/* 0x38E0 */ DEFINE_SFX(CHAN_9FE1, NA_SE_EN_MONBLIN_GNDWAVE, 0x30, 3, 0, 0, 0)
+/* 0x38E1 */ DEFINE_SFX(CHAN_97DF, NA_SE_EN_MONBLIN_HAM_DOWN, 0x30, 3, 0, 0, 0)
+/* 0x38E2 */ DEFINE_SFX(CHAN_8BEE, NA_SE_EN_MONBLIN_HAM_UP, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x38E3 */ DEFINE_SFX(CHAN_6571, NA_SE_EN_BUBLE_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x38E4 */ DEFINE_SFX(CHAN_9717, NA_SE_EN_REDEAD_CRY, 0x20, 0, 0, 0, 0)
+/* 0x38E5 */ DEFINE_SFX(CHAN_9727, NA_SE_EN_REDEAD_AIM, 0x34, 0, 0, 0, 0)
+/* 0x38E6 */ DEFINE_SFX(CHAN_973E, NA_SE_EN_REDEAD_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x38E7 */ DEFINE_SFX(CHAN_9754, NA_SE_EN_REDEAD_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x38E8 */ DEFINE_SFX(CHAN_6418, NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x38E9 */ DEFINE_SFX(CHAN_7A99, NA_SE_EN_GOLON_KID_SOB, 0x20, 0, 0, 0, 0)
+/* 0x38EA */ DEFINE_SFX(CHAN_7A6C, NA_SE_EN_GOLON_KID_CRY, 0x38, 2, 1, 0, 0)
+/* 0x38EB */ DEFINE_SFX(CHAN_69B8, NA_SE_EN_KAICHO_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x38EC */ DEFINE_SFX(CHAN_63F6, NA_SE_EN_PO_LAUGH, 0x30, 3, 0, 0, 0)
+/* 0x38ED */ DEFINE_SFX(CHAN_644F, NA_SE_EN_PO_CRY, 0x30, 2, 0, 0, 0)
+/* 0x38EE */ DEFINE_SFX(CHAN_6407, NA_SE_EN_PO_ROLL, 0x30, 2, 0, 0, 0)
+/* 0x38EF */ DEFINE_SFX(CHAN_643B, NA_SE_EN_PO_LAUGH2, 0x38, 3, 0, 0, 0)
+/* 0x38F0 */ DEFINE_SFX(CHAN_6AB9, NA_SE_EN_GOLON_ROLLING, 0x30, 0, 0, 0, 0)
+/* 0x38F1 */ DEFINE_SFX(CHAN_6ACE, NA_SE_EN_GOLON_READY, 0x30, 0, 0, 0, 0)
+/* 0x38F2 */ DEFINE_SFX(CHAN_6AD9, NA_SE_EN_GOLON_DASH, 0x34, 0, 0, 0, 0)
+/* 0x38F3 */ DEFINE_SFX(CHAN_6FA9, NA_SE_EN_PAMET_VOICE, 0x34, 3, 0, 0, 0)
+/* 0x38F4 */ DEFINE_SFX(CHAN_6FCE, NA_SE_EN_PAMET_ROLL, 0x30, 3, 0, 0, 0)
+/* 0x38F5 */ DEFINE_SFX(CHAN_6FB5, NA_SE_EN_PAMET_WALK, 0x24, 0, 1, 0, 0)
+/* 0x38F6 */ DEFINE_SFX(CHAN_700A, NA_SE_EN_PAMET_ROAR, 0x30, 3, 0, 0, 0)
+/* 0x38F7 */ DEFINE_SFX(CHAN_7016, NA_SE_EN_PAMET_WAKEUP, 0x28, 2, 2, 0, 0)
+/* 0x38F8 */ DEFINE_SFX(CHAN_6FE5, NA_SE_EN_PAMET_REVERSE, 0x40, 3, 0, 0, 0)
+/* 0x38F9 */ DEFINE_SFX(CHAN_7041, NA_SE_EN_PAMET_DAMAGE, 0x40, 3, 0, 0, 0)
+/* 0x38FA */ DEFINE_SFX(CHAN_705F, NA_SE_EN_PAMET_DEAD, 0x30, 3, 0, 0, 0)
+/* 0x38FB */ DEFINE_SFX(CHAN_6D25, NA_SE_EN_BAKUO_VOICE, 0x34, 3, 0, 0, 0)
+/* 0x38FC */ DEFINE_SFX(CHAN_649B, NA_SE_EN_GOLON_WAKE_UP, 0x20, 3, 2, 0, 0)
+/* 0x38FD */ DEFINE_SFX(CHAN_64A5, NA_SE_EN_GOLON_SIT_DOWN, 0x20, 0, 0, 0, 0)
+/* 0x38FE */ DEFINE_SFX(CHAN_7B12, NA_SE_EN_DAIGOLON_SLEEP3, 0x30, 3, 0, 0, 0)
+/* 0x38FF */ DEFINE_SFX(CHAN_66CA, NA_SE_EN_CHICKEN_FLUTTER, 0x20, 0, 2, 0, 0)
+/* 0x3900 */ DEFINE_SFX(CHAN_6E8E, NA_SE_EN_KOUME_ILL, 0x30, 3, 2, 0, 0)
+/* 0x3901 */ DEFINE_SFX(CHAN_6EAE, NA_SE_EN_KOUME_REGAIN, 0x18, 3, 2, 0, 0)
+/* 0x3902 */ DEFINE_SFX(CHAN_6E9B, NA_SE_EN_KOUME_DRINK, 0x34, 3, 2, 0, 0)
+/* 0x3903 */ DEFINE_SFX(CHAN_6F99, NA_SE_EN_KOUME_LAUGH, 0x30, 3, 2, 0, 0)
+/* 0x3904 */ DEFINE_SFX(CHAN_6EE1, NA_SE_EN_KOUME_FLY, 0x38, 3, 0, 0, 0)
+/* 0x3905 */ DEFINE_SFX(CHAN_6EFB, NA_SE_EN_KOUME_AWAY, 0x18, 3, 0, 0, 0)
+/* 0x3906 */ DEFINE_SFX(CHAN_6EB8, NA_SE_EN_KOUME_MAGIC, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3907 */ DEFINE_SFX(CHAN_7AFA, NA_SE_EN_DAIGOLON_SLEEP2, 0x38, 3, 0, 0, 0)
+/* 0x3908 */ DEFINE_SFX(CHAN_72DA, NA_SE_EN_STALKIDS_JUMP, 0x30, 3, 0, 0, 0)
+/* 0x3909 */ DEFINE_SFX(CHAN_72E8, NA_SE_EN_STALKIDS_FADEOUT, 0x40, 3, 0, 0, 0)
+/* 0x390A */ DEFINE_SFX(CHAN_739F, NA_SE_EN_STALKIDS_LAUGH, 0x40, 4, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x390B */ DEFINE_SFX(CHAN_72FB, NA_SE_EN_STALKIDS_SHAKEHEAD, 0x38, 5, 0, 0, 0)
+/* 0x390C */ DEFINE_SFX(CHAN_73D9, NA_SE_EN_STALKIDS_ONGND, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x390D */ DEFINE_SFX(CHAN_71CF, NA_SE_EN_STALKIDS_SURPRISED, 0x30, 3, 0, 0, 0)
+/* 0x390E */ DEFINE_SFX(CHAN_711E, NA_SE_EN_STALKIDS_WALK, 0x30, 0, 2, 0, 0)
+/* 0x390F */ DEFINE_SFX(CHAN_7191, NA_SE_EN_STALKIDS_REVERSE, 0x30, 5, 0, 0, 0)
+/* 0x3910 */ DEFINE_SFX(CHAN_73DD, NA_SE_EN_STALKIDS_FLOAT, 0x30, 3, 0, 0, 0)
+/* 0x3911 */ DEFINE_SFX(CHAN_7B73, NA_SE_EN_EYEGOLE_EYE, 0x30, 2, 2, 0, 0)
+/* 0x3912 */ DEFINE_SFX(CHAN_72C5, NA_SE_EN_STALKIDS_CAUGHT, 0x30, 3, 0, 0, 0)
+/* 0x3913 */ DEFINE_SFX(CHAN_7138, NA_SE_EN_STALKIDS_MASK_ON, 0x30, 5, 0, 0, 0)
+/* 0x3914 */ DEFINE_SFX(CHAN_8333, NA_SE_EN_TWINROBA_CUTBODY, 0x30, 3, 0, 0, 0)
+/* 0x3915 */ DEFINE_SFX(CHAN_7153, NA_SE_EN_STALKIDS_MASK_OFF, 0x30, 4, 2, 0, 0)
+/* 0x3916 */ DEFINE_SFX(CHAN_716E, NA_SE_EN_STALKIDS_RIDE, 0x38, 0, 2, 0, 0)
+/* 0x3917 */ DEFINE_SFX(CHAN_7701, NA_SE_EN_DEKNUTS_DANCE, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3918 */ DEFINE_SFX(CHAN_7669, NA_SE_EN_DEKNUTS_DANCE1, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3919 */ DEFINE_SFX(CHAN_76A6, NA_SE_EN_DEKNUTS_DANCE2, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
+/* 0x391A */ DEFINE_SFX(CHAN_7767, NA_SE_EN_DEKNUTS_DANCE_BIG, 0x38, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER | SFX_FLAG_VOLUME_NO_DIST)
+/* 0x391B */ DEFINE_SFX(CHAN_7B80, NA_SE_EN_EYEGOLE_BEAM, 0x40, 2, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x391C */ DEFINE_SFX(CHAN_6A07, NA_SE_EN_GOLON_EYE_BIG, 0x18, 3, 2, 0, 0)
+/* 0x391D */ DEFINE_SFX(CHAN_6A13, NA_SE_EN_GOLON_GOOD_BIG, 0x30, 3, 0, 0, 0)
+/* 0x391E */ DEFINE_SFX(CHAN_73BC, NA_SE_EN_STALKIDS_LAUGH_MID, 0x30, 3, 0, 0, 0)
+/* 0x391F */ DEFINE_SFX(CHAN_73DD, NA_SE_EN_STALKIDS_FLOAT_COPY, 0x20, 3, 0, 0, 0)
+/* 0x3920 */ DEFINE_SFX(CHAN_7229, NA_SE_EN_STALKIDS_TURN, 0x24, 5, 0, 0, 0)
+/* 0x3921 */ DEFINE_SFX(CHAN_720C, NA_SE_EN_STALKIDS_DAMAGE, 0x28, 3, 0, 0, 0)
+/* 0x3922 */ DEFINE_SFX(CHAN_7296, NA_SE_EN_STALKIDS_SCREAM, 0x30, 3, 0, 0, 0)
+/* 0x3923 */ DEFINE_SFX(CHAN_7237, NA_SE_EN_STALKIDS_OTEDAMA2, 0x30, 5, 0, 0, 0)
+/* 0x3924 */ DEFINE_SFX(CHAN_7243, NA_SE_EN_STALKIDS_STRETCH, 0x30, 5, 0, 0, 0)
+/* 0x3925 */ DEFINE_SFX(CHAN_73C9, NA_SE_EN_STALKIDS_LAUGH_MD2, 0x30, 0, 0, 0, 0)
+/* 0x3926 */ DEFINE_SFX(CHAN_674A, NA_SE_EN_OWL_FLUTTER, 0x30, 0, 0, 0, 0)
+/* 0x3927 */ DEFINE_SFX(CHAN_5D4B, NA_SE_EN_VALVAISA_LAND, 0x30, 3, 0, 0, 0)
+/* 0x3928 */ DEFINE_SFX(CHAN_6511, NA_SE_EN_IRONNACK_WALK, 0x18, 1, 0, 0, 0)
+/* 0x3929 */ DEFINE_SFX(CHAN_652F, NA_SE_EN_IRONNACK_SWING_AXE, 0x34, 3, 0, 0, 0)
+/* 0x392A */ DEFINE_SFX(CHAN_722D, NA_SE_EN_STALKIDS_OTEDAMA1, 0x30, 5, 0, 0, 0)
+/* 0x392B */ DEFINE_SFX(CHAN_7022, NA_SE_EN_PAMET_CUTTER_ON, 0x34, 3, 0, 0, 0)
+/* 0x392C */ DEFINE_SFX(CHAN_66E6, NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, 0x34, 3, 0, 0, 0)
+/* 0x392D */ DEFINE_SFX(CHAN_7037, NA_SE_EN_PAMET_CUTTER_OFF, 0x34, 3, 0, 0, 0)
+/* 0x392E */ DEFINE_SFX(CHAN_8A10, NA_SE_EN_B_SLIME_JUMP1, 0x30, 3, 0, 0, 0)
+/* 0x392F */ DEFINE_SFX(CHAN_8A1E, NA_SE_EN_B_SLIME_JUMP2, 0x30, 3, 0, 0, 0)
+/* 0x3930 */ DEFINE_SFX(CHAN_661F, NA_SE_EN_FLOORMASTER_ATTACK, 0x30, 1, 0, 0, 0)
+/* 0x3931 */ DEFINE_SFX(CHAN_6630, NA_SE_EN_FLOORMASTER_SM_WALK, 0x14, 0, 0, 0, 0)
+/* 0x3932 */ DEFINE_SFX(CHAN_663E, NA_SE_EN_FLOORMASTER_SM_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3933 */ DEFINE_SFX(CHAN_6657, NA_SE_EN_FLOORMASTER_RESTORE, 0x30, 1, 0, 0, 0)
+/* 0x3934 */ DEFINE_SFX(CHAN_6669, NA_SE_EN_FLOORMASTER_EXPAND, 0x30, 1, 0, 0, 0)
+/* 0x3935 */ DEFINE_SFX(CHAN_667F, NA_SE_EN_KUSAMUSHI_HIDE, 0x20, 1, 0, 0, 0)
+/* 0x3936 */ DEFINE_SFX(CHAN_6688, NA_SE_EN_FLOORMASTER_SM_STICK, 0x38, 3, 0, 0, 0)
+/* 0x3937 */ DEFINE_SFX(CHAN_66A2, NA_SE_EN_FLOORMASTER_SM_LAND, 0x30, 0, 0, 0, 0)
+/* 0x3938 */ DEFINE_SFX(CHAN_8A3C, NA_SE_EN_B_SLIME_COMBINE, 0x40, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3939 */ DEFINE_SFX(CHAN_89F2, NA_SE_EN_B_SLIME_PUNCH_MOVE, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x393A */ DEFINE_SFX(CHAN_6938, NA_SE_EN_IRONNACK_ARMOR_HIT, 0x38, 3, 0, 0, 0)
+/* 0x393B */ DEFINE_SFX(CHAN_8333, NA_SE_EN_CUTBODY, 0x38, 3, 0, 0, 0)
+/* 0x393C */ DEFINE_SFX(CHAN_7D9E, NA_SE_EN_LAST1_TRANSFORM, 0x40, 3, 0, 0, 0)
+/* 0x393D */ DEFINE_SFX(CHAN_7DAE, NA_SE_EN_LAST1_DEMO_BREAK, 0x40, 3, 2, 0, 0)
+/* 0x393E */ DEFINE_SFX(CHAN_7DC3, NA_SE_EN_LAST1_DEMO_WALL, 0x40, 3, 2, 0, 0)
+/* 0x393F */ DEFINE_SFX(CHAN_7DE3, NA_SE_EN_B_PAMET_BREAK, 0x40, 3, 0, 0, 0)
+/* 0x3940 */ DEFINE_SFX(CHAN_85B4, NA_SE_EN_KONB_DEMO_MOVE_OLD, 0x21, 3, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3941 */ DEFINE_SFX(CHAN_85C9, NA_SE_EN_KONB_JUMP_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3942 */ DEFINE_SFX(CHAN_85DD, NA_SE_EN_KONB_SINK_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3943 */ DEFINE_SFX(CHAN_8629, NA_SE_EN_UTSUBO_EAT, 0x54, 3, 0, 0, 0)
+/* 0x3944 */ DEFINE_SFX(CHAN_95D2, NA_SE_EN_YMAJIN_HOLD_SNOW, 0x34, 2, 0, 0, 0)
+/* 0x3945 */ DEFINE_SFX(CHAN_862D, NA_SE_EN_KONB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
+/* 0x3946 */ DEFINE_SFX(CHAN_8644, NA_SE_EN_KONB_DEAD_OLD, 0x68, 3, 0, 0, 0)
+/* 0x3947 */ DEFINE_SFX(CHAN_86CC, NA_SE_EN_KONB_BOUND_OLD, 0x50, 3, 3, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3948 */ DEFINE_SFX(CHAN_6736, NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0, 0)
+/* 0x3949 */ DEFINE_SFX(CHAN_6713, NA_SE_EN_AWA_BREAK, 0x20, 1, 0, 0, 0)
+/* 0x394A */ DEFINE_SFX(CHAN_8496, NA_SE_EN_ICEB_FOOTSTEP_OLD, 0x48, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x394B */ DEFINE_SFX(CHAN_837F, NA_SE_EN_COMMON_THUNDER, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x394C */ DEFINE_SFX(CHAN_84E9, NA_SE_EN_ICEB_CRY_OLD, 0x50, 1, 0, 0, 0)
+/* 0x394D */ DEFINE_SFX(CHAN_8517, NA_SE_EN_ICEB_STEAM_LONG_OLD, 0x50, 1, 0, 0, 0)
+/* 0x394E */ DEFINE_SFX(CHAN_852F, NA_SE_EN_ICEB_STEAMS_DEMO_OLD, 0x50, 0, 0, 0, 0)
+/* 0x394F */ DEFINE_SFX(CHAN_8543, NA_SE_EN_ICEB_STEAM_DEMO_UP_OLD, 0x50, 0, 0, 0, 0)
+/* 0x3950 */ DEFINE_SFX(CHAN_8559, NA_SE_EN_ICEB_DEAD_OLD, 0x68, 3, 0, 0, 0)
+/* 0x3951 */ DEFINE_SFX(CHAN_8588, NA_SE_EN_ICEB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
+/* 0x3952 */ DEFINE_SFX(CHAN_873D, NA_SE_EN_KONB_INIT_OLD, 0x90, 3, 0, 0, 0)
+/* 0x3953 */ DEFINE_SFX(CHAN_865E, NA_SE_EN_KONB_DEAD2_OLD, 0x48, 3, 0, 0, 0)
+/* 0x3954 */ DEFINE_SFX(CHAN_6761, NA_SE_EN_PIHAT_UP, 0x28, 2, 0, 0, 0)
+/* 0x3955 */ DEFINE_SFX(CHAN_6893, NA_SE_EN_PIHAT_FLY, 0x30, 0, 0, 0, 0)
+/* 0x3956 */ DEFINE_SFX(CHAN_676F, NA_SE_EN_PIHAT_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3957 */ DEFINE_SFX(CHAN_675D, NA_SE_EN_PIHAT_LAND, 0x28, 2, 0, 0, 0)
+/* 0x3958 */ DEFINE_SFX(CHAN_8718, NA_SE_EN_KONB_BOUND2_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3959 */ DEFINE_SFX(CHAN_86AC, NA_SE_EN_KONB_DEAD_JUMP_OLD, 0x50, 3, 0, 0, 0)
+/* 0x395A */ DEFINE_SFX(CHAN_86B4, NA_SE_EN_KONB_DEAD_JUMP2_OLD, 0x50, 3, 0, 0, 0)
+/* 0x395B */ DEFINE_SFX(CHAN_8873, NA_SE_EN_FROG_JUMP, 0x40, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x395C */ DEFINE_SFX(CHAN_875E, NA_SE_EN_FROG_GREET, 0x40, 3, 0, 0, 0)
+/* 0x395D */ DEFINE_SFX(CHAN_8915, NA_SE_EN_FROG_HOLD_SLIME, 0x40, 3, 0, 0, 0)
+/* 0x395E */ DEFINE_SFX(CHAN_88A6, NA_SE_EN_FROG_THROW_SLIME, 0x40, 3, 0, 0, 0)
+/* 0x395F */ DEFINE_SFX(CHAN_887F, NA_SE_EN_FROG_JUMP_MID, 0x40, 3, 0, 0, 0)
+/* 0x3960 */ DEFINE_SFX(CHAN_874C, NA_SE_EN_KONB_BITE_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3961 */ DEFINE_SFX(CHAN_88CA, NA_SE_EN_FROG_PUNCH1, 0x40, 3, 0, 0, 0)
+/* 0x3962 */ DEFINE_SFX(CHAN_88F3, NA_SE_EN_FROG_PUNCH2, 0x40, 3, 0, 0, 0)
+/* 0x3963 */ DEFINE_SFX(CHAN_8936, NA_SE_EN_UTSUBO_APPEAR_TRG, 0x48, 3, 0, 0, 0)
+/* 0x3964 */ DEFINE_SFX(CHAN_8967, NA_SE_EN_FROG_DOWN, 0x48, 3, 0, 0, 0)
+/* 0x3965 */ DEFINE_SFX(CHAN_8791, NA_SE_EN_FROG_JUMP_ABOVE, 0x48, 3, 0, 0, 0)
+/* 0x3966 */ DEFINE_SFX(CHAN_890A, NA_SE_EN_FROG_KICK, 0x40, 3, 0, 0, 0)
+/* 0x3967 */ DEFINE_SFX(CHAN_94E3, NA_SE_EN_YMAJIN_MINI_HOLD, 0x34, 2, 0, 0, 0)
+/* 0x3968 */ DEFINE_SFX(CHAN_9507, NA_SE_EN_YMAJIN_MINI_THROW, 0x34, 2, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3969 */ DEFINE_SFX(CHAN_952B, NA_SE_EN_YMAJIN_MOVE, 0x28, 2, 0, 0, 0)
+/* 0x396A */ DEFINE_SFX(CHAN_9535, NA_SE_EN_YMAJIN_MINI_MOVE, 0x28, 2, 0, 0, 0)
+/* 0x396B */ DEFINE_SFX(CHAN_953F, NA_SE_EN_YMAJIN_SURFACE, 0x30, 2, 0, 0, 0)
+/* 0x396C */ DEFINE_SFX(CHAN_9555, NA_SE_EN_YMAJIN_HIDE, 0x30, 2, 0, 0, 0)
+/* 0x396D */ DEFINE_SFX(CHAN_956F, NA_SE_EN_YMAJIN_SPLIT, 0x38, 2, 0, 0, 0)
+/* 0x396E */ DEFINE_SFX(CHAN_9584, NA_SE_EN_YMAJIN_UNITE, 0x38, 2, 0, 0, 0)
+/* 0x396F */ DEFINE_SFX(CHAN_959F, NA_SE_EN_YMAJIN_DEAD_BREAK, 0x48, 2, 0, 0, 0)
+/* 0x3970 */ DEFINE_SFX(CHAN_680E, NA_SE_EN_BIMOS_ROLL_HEAD, 0x10, 0, 0, 0, 0)
+/* 0x3971 */ DEFINE_SFX(CHAN_67FE, NA_SE_EN_BIMOS_LAZER, 0x34, 0, 0, 0, 0)
+/* 0x3972 */ DEFINE_SFX(CHAN_681E, NA_SE_EN_BIMOS_LAZER_GND, 0x18, 0, 0, 0, 0)
+/* 0x3973 */ DEFINE_SFX(CHAN_682A, NA_SE_EN_BIMOS_AIM, 0x30, 0, 0, 0, 0)
+/* 0x3974 */ DEFINE_SFX(CHAN_684C, NA_SE_EN_BUBLEWALK_WALK, 0x14, 0, 0, 0, 0)
+/* 0x3975 */ DEFINE_SFX(CHAN_6861, NA_SE_EN_BUBLEWALK_AIM, 0x34, 0, 0, 0, 0)
+/* 0x3976 */ DEFINE_SFX(CHAN_6832, NA_SE_EN_BUBLEWALK_REVERSE, 0x28, 1, 0, 0, 0)
+/* 0x3977 */ DEFINE_SFX(CHAN_631C, NA_SE_EN_BUBLEWALK_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3978 */ DEFINE_SFX(CHAN_6877, NA_SE_EN_BUBLEWALK_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3979 */ DEFINE_SFX(CHAN_8B51, NA_SE_EN_HIPLOOP_RUN, 0x30, 1, 0, 0, 0)
+/* 0x397A */ DEFINE_SFX(CHAN_8BCA, NA_SE_EN_HIPLOOP_PAUSE, 0x38, 1, 0, 0, 0)
+/* 0x397B */ DEFINE_SFX(CHAN_8B57, NA_SE_EN_HIPLOOP_MASC_OFF, 0x36, 1, 0, 0, 0)
+/* 0x397C */ DEFINE_SFX(CHAN_8B81, NA_SE_EN_HIPLOOP_FOOT, 0x34, 1, 0, 0, 0)
+/* 0x397D */ DEFINE_SFX(CHAN_8B97, NA_SE_EN_HIPLOOP_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x397E */ DEFINE_SFX(CHAN_8BB4, NA_SE_EN_HIPLOOP_DEAD, 0x48, 1, 0, 0, 0)
+/* 0x397F */ DEFINE_SFX(CHAN_8BEE, NA_SE_EN_HIPLOOP_FOOTSTEP, 0x30, 1, 0, 0, 0)
+/* 0x3980 */ DEFINE_SFX(CHAN_8CC5, NA_SE_EN_DEKUHIME_WALK, 0x38, 3, 2, 0, 0)
+/* 0x3981 */ DEFINE_SFX(CHAN_8D04, NA_SE_EN_DEKUHIME_TURN, 0x30, 3, 0, 0, 0)
+/* 0x3982 */ DEFINE_SFX(CHAN_8D26, NA_SE_EN_DEKUHIME_GREET, 0x20, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3983 */ DEFINE_SFX(CHAN_8D3C, NA_SE_EN_DEKUHIME_GREET2, 0x30, 3, 0, 0, 0)
+/* 0x3984 */ DEFINE_SFX(CHAN_68B0, NA_SE_EN_PIHAT_SM_FLY, 0x30, 0, 0, 0, 0)
+/* 0x3985 */ DEFINE_SFX(CHAN_5F93, NA_SE_EN_PIHAT_SM_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3986 */ DEFINE_SFX(CHAN_5EB9, NA_SE_EN_STALKID_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x3987 */ DEFINE_SFX(CHAN_5EAE, NA_SE_EN_AKINDONUTS_HIDE, 0x20, 0, 0, 0, 0)
+/* 0x3988 */ DEFINE_SFX(CHAN_5E2A, NA_SE_EN_RIVA_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3989 */ DEFINE_SFX(CHAN_68F0, NA_SE_EN_RIVA_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x398A */ DEFINE_SFX(CHAN_67BE, NA_SE_EN_RIVA_MOVE, 0x30, 0, 0, 0, 0)
+/* 0x398B */ DEFINE_SFX(CHAN_8D55, NA_SE_EN_DEKUHIME_VOICE_SAD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x398C */ DEFINE_SFX(CHAN_8D69, NA_SE_EN_DEKUHIME_VOICE_JOY, 0x30, 3, 0, 0, 0)
+/* 0x398D */ DEFINE_SFX(CHAN_8D89, NA_SE_EN_NUTS_JUMP, 0x30, 2, 0, 0, 0)
+/* 0x398E */ DEFINE_SFX(CHAN_8D9A, NA_SE_EN_NUTS_CLOTHES, 0x30, 3, 0, 0, 0)
+/* 0x398F */ DEFINE_SFX(CHAN_8D9E, NA_SE_EN_SITSUJI_VOICE, 0x30, 3, 0, 0, 0)
+/* 0x3990 */ DEFINE_SFX(CHAN_684C, NA_SE_EN_LIKE_WALK, 0x18, 0, 0, 0, 0)
+/* 0x3991 */ DEFINE_SFX(CHAN_645D, NA_SE_EN_LIKE_UNARI, 0x28, 0, 0, 0, 0)
+/* 0x3992 */ DEFINE_SFX(CHAN_5F76, NA_SE_EN_SUISEN_DRINK, 0x34, 2, 0, 0, 0)
+/* 0x3993 */ DEFINE_SFX(CHAN_60E0, NA_SE_EN_EYEGOLE_DEMO_EYE, 0x34, 2, 0, 0, 0)
+/* 0x3994 */ DEFINE_SFX(CHAN_8C29, NA_SE_EN_SUISEN_THROW, 0x34, 0, 0, 0, 0)
+/* 0x3995 */ DEFINE_SFX(CHAN_5E2A, NA_SE_EN_LIKE_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x3996 */ DEFINE_SFX(CHAN_68C7, NA_SE_EN_LIKE_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x3997 */ DEFINE_SFX(CHAN_5C87, NA_SE_EN_MGANON_SWORD, 0x30, 3, 0, 0, 0)
+/* 0x3998 */ DEFINE_SFX(CHAN_98CE, NA_SE_EN_PIRATE_ATTACK, 0x30, 2, 0, 0, 0)
+/* 0x3999 */ DEFINE_SFX(CHAN_98DB, NA_SE_EN_PIRATE_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x399A */ DEFINE_SFX(CHAN_98E8, NA_SE_EN_PIRATE_DEAD, 0x48, 0, 0, 0, 0)
+/* 0x399B */ DEFINE_SFX(CHAN_7536, NA_SE_EN_MB_MOTH_FLY, 0x28, 4, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x399C */ DEFINE_SFX(CHAN_7586, NA_SE_EN_MB_MOTH_DEAD, 0x48, 4, 0, 0, 0)
+/* 0x399D */ DEFINE_SFX(CHAN_7654, NA_SE_EN_MB_INSECT_WALK, 0x20, 4, 0, 0, 0)
+/* 0x399E */ DEFINE_SFX(CHAN_70DD, NA_SE_EN_B_PAMET_ROLL, 0x25, 3, 0, 0, 0)
+/* 0x399F */ DEFINE_SFX(CHAN_89A3, NA_SE_EN_FROG_VOICE1, 0x40, 2, 0, 0, 0)
+/* 0x39A0 */ DEFINE_SFX(CHAN_98F5, NA_SE_EN_GERUDOFT_WALK, 0x18, 0, 2, 0, 0)
+/* 0x39A1 */ DEFINE_SFX(CHAN_89B7, NA_SE_EN_FROG_VOICE2, 0x44, 3, 0, 0, 0)
+/* 0x39A2 */ DEFINE_SFX(CHAN_70C9, NA_SE_EN_B_PAMET_VOICE, 0x44, 0, 0, 0, 0)
+/* 0x39A3 */ DEFINE_SFX(CHAN_70A3, NA_SE_EN_B_PAMET_REVERSE, 0x18, 0, 0, 0, 0)
+/* 0x39A4 */ DEFINE_SFX(CHAN_64FA, NA_SE_EN_FREEZAD_BREATH, 0x30, 0, 0, 0, 0)
+/* 0x39A5 */ DEFINE_SFX(CHAN_6916, NA_SE_EN_FREEZAD_DAMAGE, 0x38, 1, 0, 0, 0)
+/* 0x39A6 */ DEFINE_SFX(CHAN_6920, NA_SE_EN_FREEZAD_DEAD, 0x40, 1, 0, 0, 0)
+/* 0x39A7 */ DEFINE_SFX(CHAN_8D7D, NA_SE_EN_DEKUHIMA_VOICE_HURY, 0x18, 3, 0, 0, 0)
+/* 0x39A8 */ DEFINE_SFX(CHAN_8DBC, NA_SE_EN_KINGNUTS_VOICE, 0x30, 3, 0, 0, 0)
+/* 0x39A9 */ DEFINE_SFX(CHAN_89BB, NA_SE_EN_FROG_RUNAWAY, 0x38, 3, 1, 0, 0)
+/* 0x39AA */ DEFINE_SFX(CHAN_81F2, NA_SE_EN_LAST3_DEAD_DEAD1_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39AB */ DEFINE_SFX(CHAN_8222, NA_SE_EN_LAST3_DEAD_DEAD2_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39AC */ DEFINE_SFX(CHAN_89A9, NA_SE_EN_FROG_RUNAWAY2, 0x30, 3, 0, 0, 0)
+/* 0x39AD */ DEFINE_SFX(CHAN_7AE2, NA_SE_EN_DAIGOLON_SLEEP1, 0x36, 3, 0, 0, 0)
+/* 0x39AE */ DEFINE_SFX(CHAN_6949, NA_SE_EN_IRONNACK_HIT_GND, 0x34, 3, 0, 0, 0)
+/* 0x39AF */ DEFINE_SFX(CHAN_8235, NA_SE_EN_LAST3_DEAD_WIND1_OLD, 0x34, 2, 2, 0, 0)
+/* 0x39B0 */ DEFINE_SFX(CHAN_5C53, NA_SE_EN_TWINROBA_LAUGH, 0x58, 3, 0, 0, 0)
+/* 0x39B1 */ DEFINE_SFX(CHAN_5C53, NA_SE_EN_TWINROBA_LAUGH2, 0x68, 3, 0, 0, 0)
+/* 0x39B2 */ DEFINE_SFX(CHAN_5C53, NA_SE_EN_IRONNACK_PULLOUT, 0x30, 3, 0, 0, 0)
+/* 0x39B3 */ DEFINE_SFX(CHAN_5C53, NA_SE_EN_TWINROBA_SHOOT_VOICE, 0x30, 3, 0, 0, 0)
+/* 0x39B4 */ DEFINE_SFX(CHAN_825D, NA_SE_EN_LAST3_DEAD_WIND2_OLD, 0x34, 2, 0, 0, 0)
+/* 0x39B5 */ DEFINE_SFX(CHAN_8287, NA_SE_EN_LAST3_DEAD_WIND3_OLD, 0x34, 3, 0, 0, 0)
+/* 0x39B6 */ DEFINE_SFX(CHAN_82B6, NA_SE_EN_LAST3_DEAD_LIGHTS_OLD, 0x40, 0, 0, 0, 0)
+/* 0x39B7 */ DEFINE_SFX(CHAN_5C53, NA_SE_EN_PIRATE_BREATH, 0x30, 3, 0, 0, 0)
+/* 0x39B8 */ DEFINE_SFX(CHAN_8124, NA_SE_EN_LAST3_DEAD_ROD, 0x40, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x39B9 */ DEFINE_SFX(CHAN_7FD9, NA_SE_EN_LAST2_SHOUT, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x39BA */ DEFINE_SFX(CHAN_7F50, NA_SE_EN_LAST2_PUMP_UP_OLD, 0x30, 0, 3, 0, 0)
+/* 0x39BB */ DEFINE_SFX(CHAN_7FA8, NA_SE_EN_LAST2_GROW_HEAD_OLD, 0x30, 0, 3, 0, 0)
+/* 0x39BC */ DEFINE_SFX(CHAN_7F08, NA_SE_EN_LAST2_HEARTBEAT_OLD, 0x40, 0, 0, 0, 0)
+/* 0x39BD */ DEFINE_SFX(CHAN_6BC5, NA_SE_EN_ANSATSUSYA_MOVING, 0x30, 3, 0, 0, 0)
+/* 0x39BE */ DEFINE_SFX(CHAN_6BD6, NA_SE_EN_ANSATSUSYA_DASH_2, 0x28, 3, 0, 0, 0)
+/* 0x39BF */ DEFINE_SFX(CHAN_81E4, NA_SE_EN_LAST3_DEAD_FLOAT, 0x40, 3, 0, 0, 0)
+/* 0x39C0 */ DEFINE_SFX(CHAN_6B46, NA_SE_EN_ANSATSUSYA_CRYING, 0x40, 3, 0, 0, 0)
+/* 0x39C1 */ DEFINE_SFX(CHAN_6BA2, NA_SE_EN_ANSATSUSYA_SKIP, 0x30, 3, 0, 0, 0)
+/* 0x39C2 */ DEFINE_SFX(CHAN_840D, NA_SE_EN_STALTURA_APPEAR, 0x30, 3, 0, 0, 0)
+/* 0x39C3 */ DEFINE_SFX(CHAN_6C0F, NA_SE_EN_ANSATSUSYA_JUMP, 0x30, 3, 0, 0, 0)
+/* 0x39C4 */ DEFINE_SFX(CHAN_6C1F, NA_SE_EN_ANSATSUSYA_FALL, 0x30, 3, 0, 0, 0)
+/* 0x39C5 */ DEFINE_SFX(CHAN_6C38, NA_SE_EN_ANSATSUSYA_DAMAGE, 0x38, 3, 0, 0, 0)
+/* 0x39C6 */ DEFINE_SFX(CHAN_6C57, NA_SE_EN_ANSATSUSYA_DEAD, 0x48, 3, 0, 0, 0)
+/* 0x39C7 */ DEFINE_SFX(CHAN_6C99, NA_SE_EN_ANSATSUSYA_SWORD, 0x20, 3, 0, 0, 0)
+/* 0x39C8 */ DEFINE_SFX(CHAN_6D1A, NA_SE_EN_BAKUO_DEAD, 0x48, 3, 0, 0, 0)
+/* 0x39C9 */ DEFINE_SFX(CHAN_6D2F, NA_SE_EN_BAKUO_APPEAR, 0x36, 3, 0, 0, 0)
+/* 0x39CA */ DEFINE_SFX(CHAN_7FE0, NA_SE_EN_LAST3_ROD_WIND_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39CB */ DEFINE_SFX(CHAN_809E, NA_SE_EN_LAST3_ROD_FLOOR_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39CC */ DEFINE_SFX(CHAN_800F, NA_SE_EN_LAST3_ROD_DANCE_OLD, 0x38, 3, 0, 0, 0)
+/* 0x39CD */ DEFINE_SFX(CHAN_804A, NA_SE_EN_LAST3_ROD_HOP_OLD, 0x38, 3, 0, 0, 0)
+/* 0x39CE */ DEFINE_SFX(CHAN_807B, NA_SE_EN_LAST3_ROD_HOP2_OLD, 0x20, 3, 0, 0, 0)
+/* 0x39CF */ DEFINE_SFX(CHAN_811D, NA_SE_EN_GANON_RESTORE, 0x30, 3, 0, 0, 0)
+/* 0x39D0 */ DEFINE_SFX(CHAN_7A02, NA_SE_EN_GOLON_CIRCLE, 0x44, 3, 0, 0, 0)
+/* 0x39D1 */ DEFINE_SFX(CHAN_7A26, NA_SE_EN_GOLON_CIRCLE_OFF, 0x30, 3, 2, 0, 0)
+/* 0x39D2 */ DEFINE_SFX(CHAN_7D94, NA_SE_EN_LAST1_BLOW_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39D3 */ DEFINE_SFX(CHAN_7D57, NA_SE_EN_LAST1_BEAM_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39D4 */ DEFINE_SFX(CHAN_7BEA, NA_SE_EN_LAST1_ATTACK_OLD, 0x34, 3, 0, 0, 0)
+/* 0x39D5 */ DEFINE_SFX(CHAN_7CAE, NA_SE_EN_LAST1_DAMAGE1_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39D6 */ DEFINE_SFX(CHAN_7CD2, NA_SE_EN_LAST1_DAMAGE2_OLD, 0x30, 3, 0, 0, 0)
+/* 0x39D7 */ DEFINE_SFX(CHAN_7D34, NA_SE_EN_LAST1_FALL_OLD, 0x20, 2, 0, 0, 0)
+/* 0x39D8 */ DEFINE_SFX(CHAN_7E12, NA_SE_EN_MGANON_STAND, 0x34, 3, 0, 0, 0)
+/* 0x39D9 */ DEFINE_SFX(CHAN_7E37, NA_SE_EN_LAST2_FIRE_OLD, 0x20, 3, 2, 0, 0)
+/* 0x39DA */ DEFINE_SFX(CHAN_6A24, NA_SE_EN_STALGOLD_ROLL, 0x30, 4, 0, 0, 0)
+/* 0x39DB */ DEFINE_SFX(CHAN_7E5F, NA_SE_EN_LAST2_WALK_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x39DC */ DEFINE_SFX(CHAN_7E6D, NA_SE_EN_LAST2_WAIT_OLD, 0x40, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x39DD */ DEFINE_SFX(CHAN_7E7D, NA_SE_EN_LAST2_JUMP_OLD, 0x40, 3, 2, 0, 0)
+/* 0x39DE */ DEFINE_SFX(CHAN_7E91, NA_SE_EN_LAST2_BIRD_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x39DF */ DEFINE_SFX(CHAN_7ED3, NA_SE_EN_LAST2_BIRD2_OLD, 0x30, 2, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x39E0 */ DEFINE_SFX(CHAN_6701, NA_SE_EN_STALTU_WAVE, 0x30, 0, 0, 0, 0)
+/* 0x39E1 */ DEFINE_SFX(CHAN_6A4B, NA_SE_EN_STALTU_DOWN_SET, 0x30, 0, 0, 0, 0)
+/* 0x39E2 */ DEFINE_SFX(CHAN_6669, NA_SE_EN_DEKU_WAKEUP, 0x30, 1, 0, 0, 0)
+/* 0x39E3 */ DEFINE_SFX(CHAN_7E00, NA_SE_EN_LAST2_WALK2_OLD, 0x32, 2, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x39E4 */ DEFINE_SFX(CHAN_7C88, NA_SE_EN_LAST1_FLOAT_OLD, 0x32, 3, 0, 0, 0)
+/* 0x39E5 */ DEFINE_SFX(CHAN_7C56, NA_SE_EN_LAST1_ATTACK_2ND_OLD, 0x54, 1, 0, 0, 0)
+/* 0x39E6 */ DEFINE_SFX(CHAN_7C60, NA_SE_EN_LAST1_ROLLING_OLD, 0x52, 0, 0, 0, 0)
+/* 0x39E7 */ DEFINE_SFX(CHAN_80F7, NA_SE_EN_LAST3_GET_LINK_OLD, 0x54, 3, 0, 0, 0)
+/* 0x39E8 */ DEFINE_SFX(CHAN_6A55, NA_SE_EN_PO_BIG_CRY, 0x30, 0, 0, 0, 0)
+/* 0x39E9 */ DEFINE_SFX(CHAN_5E8C, NA_SE_EN_STALTURA_BOUND, 0x08, 1, 0, 0, 0)
+/* 0x39EA */ DEFINE_SFX(CHAN_6172, NA_SE_EN_STALGOLD_UP_CRY, 0x30, 1, 0, 0, 0)
+/* 0x39EB */ DEFINE_SFX(CHAN_6A69, NA_SE_EN_GOLON_CRY, 0x30, 3, 0, 0, 0)
+/* 0x39EC */ DEFINE_SFX(CHAN_80C4, NA_SE_EN_LAST3_ROD_SOFT, 0x54, 3, 0, 0, 0)
+/* 0x39ED */ DEFINE_SFX(CHAN_80E1, NA_SE_EN_LAST3_ROD_MID_OLD, 0x54, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x39EE */ DEFINE_SFX(CHAN_692A, NA_SE_EN_RIVA_BIG_APPEAR, 0x34, 3, 0, 0, 0)
+/* 0x39EF */ DEFINE_SFX(CHAN_80F1, NA_SE_EN_LAST3_ROD_HARD, 0x54, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x39F0 */ DEFINE_SFX(CHAN_5E94, NA_SE_EN_MUSI_WALK, 0x08, 0, 0, 0, 0)
+/* 0x39F1 */ DEFINE_SFX(CHAN_80B3, NA_SE_EN_LAST3_COIL_ATTACK_OLD, 0x54, 0, 0, 0, 0)
+/* 0x39F2 */ DEFINE_SFX(CHAN_602F, NA_SE_EN_STALWALL_LAUGH, 0x34, 0, 0, 0, 0)
+/* 0x39F3 */ DEFINE_SFX(CHAN_8E09, NA_SE_EN_PIRANHA_EXIST, 0x15, 0, 0, 0, 0)
+/* 0x39F4 */ DEFINE_SFX(CHAN_8E23, NA_SE_EN_PIRANHA_ATTACK, 0x35, 0, 0, 0, 0)
+/* 0x39F5 */ DEFINE_SFX(CHAN_8E3B, NA_SE_EN_PIRANHA_DEAD, 0x48, 0, 0, 0, 0)
+/* 0x39F6 */ DEFINE_SFX(CHAN_8DD9, NA_SE_EN_KINGNUTS_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x39F7 */ DEFINE_SFX(CHAN_83E7, NA_SE_EN_COMMON_DEADLIGHT, 0x30, 0, 0, 0, 0)
+/* 0x39F8 */ DEFINE_SFX(CHAN_7A5A, NA_SE_EN_GOLONKID_WALK, 0x30, 2, 3, 0, 0)
+/* 0x39F9 */ DEFINE_SFX(CHAN_95B1, NA_SE_EN_YMAJIN_MINI_DAMAGE, 0x38, 2, 0, 0, 0)
+/* 0x39FA */ DEFINE_SFX(CHAN_9627, NA_SE_EN_YMAJIN_DAMAGE, 0x38, 2, 0, 0, 0)
+/* 0x39FB */ DEFINE_SFX(CHAN_8E62, NA_SE_EN_KOTAKE_SURPRISED, 0x30, 0, 2, 0, 0)
+/* 0x39FC */ DEFINE_SFX(CHAN_8E8D, NA_SE_EN_HANDW_GET, 0x30, 0, 0, 0, 0)
+/* 0x39FD */ DEFINE_SFX(CHAN_8EA8, NA_SE_EN_HANDW_RELEASE, 0x30, 0, 0, 0, 0)
+/* 0x39FE */ DEFINE_SFX(CHAN_8EC3, NA_SE_EN_SLIME_SURFACE, 0x30, 0, 0, 0, 0)
+/* 0x39FF */ DEFINE_SFX(CHAN_8E6C, NA_SE_EN_KOTAKE_SLEEP, 0x30, 0, 0, 0, 0)
+/* 0x3A00 */ DEFINE_SFX(CHAN_8E80, NA_SE_EN_KOTAKE_SURPRISED2, 0x30, 0, 2, SFX_FLAG2_FORCE_RESET, 0)
+/* 0x3A01 */ DEFINE_SFX(CHAN_8DF1, NA_SE_EN_NEMURI_SLEEP, 0x30, 6, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER | SFX_FLAG2_SURROUND_NO_HIGHPASS_FILTER | SFX_FLAG2_UNUSED4 | SFX_FLAG2_UNUSED2, 0)
+/* 0x3A02 */ DEFINE_SFX(CHAN_7CFE, NA_SE_EN_LAST1_DEAD_OLD, 0x30, 0, 0, 0, 0)
+/* 0x3A03 */ DEFINE_SFX(CHAN_7B32, NA_SE_EN_GOLON_SIRLOIN_ROLL, 0x30, 6, 0, 0, 0)
+/* 0x3A04 */ DEFINE_SFX(CHAN_7B52, NA_SE_EN_GOLON_VOICE_EATFULL, 0x30, 3, 2, 0, 0)
+/* 0x3A05 */ DEFINE_SFX(CHAN_7B5C, NA_SE_EN_GOLON_SIRLOIN_EAT, 0x30, 0, 0, 0, 0)
+/* 0x3A06 */ DEFINE_SFX(CHAN_7B90, NA_SE_EN_EYEGOLE_WALK, 0x30, 2, 0, 0, 0)
+/* 0x3A07 */ DEFINE_SFX(CHAN_7BBA, NA_SE_EN_EYEGOLE_STAND, 0x30, 2, 0, 0, 0)
+/* 0x3A08 */ DEFINE_SFX(CHAN_7BD2, NA_SE_EN_EYEGOLE_SIT, 0x30, 2, 0, 0, 0)
+/* 0x3A09 */ DEFINE_SFX(CHAN_8EEC, NA_SE_EN_INVADER_DEAD, 0x48, 2, 0, 0, 0)
+/* 0x3A0A */ DEFINE_SFX(CHAN_8F25, NA_SE_EN_FOLLOWERS_BEAM_PRE, 0x28, 1, 0, 0, 0)
+/* 0x3A0B */ DEFINE_SFX(CHAN_8F3D, NA_SE_EN_FOLLOWERS_BEAM, 0x36, 0, 0, 0, 0)
+/* 0x3A0C */ DEFINE_SFX(CHAN_8F57, NA_SE_EN_FOLLOWERS_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x3A0D */ DEFINE_SFX(CHAN_8F79, NA_SE_EN_FOLLOWERS_DEAD, 0x48, 0, 0, 0, 0)
+/* 0x3A0E */ DEFINE_SFX(CHAN_8FCE, NA_SE_EN_INBOSS_DEAD_PRE2_OLD, 0x68, 3, 0, 0, 0)
+/* 0x3A0F */ DEFINE_SFX(CHAN_9000, NA_SE_EN_IKURA_JUMP1, 0x30, 3, 0, 0, 0)
+/* 0x3A10 */ DEFINE_SFX(CHAN_9012, NA_SE_EN_IKURA_JUMP2, 0x30, 3, 0, 0, 0)
+/* 0x3A11 */ DEFINE_SFX(CHAN_9024, NA_SE_EN_IKURA_DAMAGE, 0x38, 3, 0, 0, 0)
+/* 0x3A12 */ DEFINE_SFX(CHAN_9040, NA_SE_EN_IKURA_DEAD, 0x48, 3, 0, 0, 0)
+/* 0x3A13 */ DEFINE_SFX(CHAN_9063, NA_SE_EN_ME_DAMAGE, 0x58, 3, 0, 0, 0)
+/* 0x3A14 */ DEFINE_SFX(CHAN_907B, NA_SE_EN_ME_DEAD, 0x68, 3, 0, 0, 0)
+/* 0x3A15 */ DEFINE_SFX(CHAN_90AA, NA_SE_EN_ME_EXIST, 0x29, 3, 0, 0, 0)
+/* 0x3A16 */ DEFINE_SFX(CHAN_9098, NA_SE_EN_ME_ATTACK, 0x54, 3, 0, 0, 0)
+/* 0x3A17 */ DEFINE_SFX(CHAN_7AA8, NA_SE_EN_GOLONKID_SOB_TALK, 0x30, 0, 0, 0, 0)
+/* 0x3A18 */ DEFINE_SFX(CHAN_7AB5, NA_SE_EN_GOLONKID_YAWN, 0x30, 0, 0, 0, 0)
+/* 0x3A19 */ DEFINE_SFX(CHAN_7AD3, NA_SE_EN_GOLONKID_SNORE, 0x30, 0, 1, 0, 0)
+/* 0x3A1A */ DEFINE_SFX(CHAN_7A40, NA_SE_EN_GOLON_SNORE1, 0x30, 0, 1, 0, 0)
+/* 0x3A1B */ DEFINE_SFX(CHAN_7A4D, NA_SE_EN_GOLON_SNORE2, 0x30, 0, 1, 0, 0)
+/* 0x3A1C */ DEFINE_SFX(CHAN_90BD, NA_SE_EN_BUBLEFALL_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x3A1D */ DEFINE_SFX(CHAN_8FEF, NA_SE_EN_INBOSS_DEAD_OLD, 0x68, 3, 0, 0, 0)
+/* 0x3A1E */ DEFINE_SFX(CHAN_7D7A, NA_SE_EN_LAST1_BEAM2_OLD, 0x30, 0, 0, 0, 0)
+/* 0x3A1F */ DEFINE_SFX(CHAN_83AB, NA_SE_EN_COMMON_EXTINCT_LEV, 0x45, 2, 0, 0, 0)
+/* 0x3A20 */ DEFINE_SFX(CHAN_91FD, NA_SE_EN_BOSU_HEAD_MID, 0x40, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A21 */ DEFINE_SFX(CHAN_9204, NA_SE_EN_BOSU_HEAD_SHORT, 0x40, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A22 */ DEFINE_SFX(CHAN_920B, NA_SE_EN_DEBU_HEAD_MID, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A23 */ DEFINE_SFX(CHAN_9212, NA_SE_EN_DEBU_HEAD_SHORT, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A24 */ DEFINE_SFX(CHAN_9219, NA_SE_EN_YASE_HEAD_MID, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A25 */ DEFINE_SFX(CHAN_9220, NA_SE_EN_YASE_HEAD_SHORT, 0x30, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A26 */ DEFINE_SFX(CHAN_9288, NA_SE_EN_BOSU_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A27 */ DEFINE_SFX(CHAN_92A0, NA_SE_EN_DEBU_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A28 */ DEFINE_SFX(CHAN_92B8, NA_SE_EN_YASE_WALK, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A29 */ DEFINE_SFX(CHAN_92FF, NA_SE_EN_BOSU_SIT, 0x50, 3, 0, 0, 0)
+/* 0x3A2A */ DEFINE_SFX(CHAN_931A, NA_SE_EN_BOSU_STAND, 0x30, 3, 0, 0, 0)
+/* 0x3A2B */ DEFINE_SFX(CHAN_9337, NA_SE_EN_BOSU_HAND, 0x30, 3, 0, 0, 0)
+/* 0x3A2C */ DEFINE_SFX(CHAN_8327, NA_SE_EN_LAST3_KOMA_OLD, 0x10, 0, 0, 0, 0)
+/* 0x3A2D */ DEFINE_SFX(CHAN_8604, NA_SE_EN_KONB_PREATTACK_OLD, 0x54, 3, 0, 0, 0)
+/* 0x3A2E */ DEFINE_SFX(CHAN_93AC, NA_SE_EN_BOSU_SHOCK, 0x50, 3, 0, 0, 0)
+/* 0x3A2F */ DEFINE_SFX(CHAN_93BC, NA_SE_EN_BOSU_SHIT, 0x50, 3, 0, 0, 0)
+/* 0x3A30 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_BOSU_ATTACK, 0x54, 3, 1, 0, 0)
+/* 0x3A31 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_BOSU_CYNICAL, 0x50, 3, 1, 0, 0)
+/* 0x3A32 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_BOSU_LAUGH, 0x50, 3, 1, 0, 0)
+/* 0x3A33 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_BOSU_LAUGH_DEMO, 0x50, 3, 1, 0, 0)
+/* 0x3A34 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_DEBU_ATTACK, 0x36, 3, 1, 0, 0)
+/* 0x3A35 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_DEBU_LAUGH, 0x34, 3, 1, 0, 0)
+/* 0x3A36 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_DEBU_PAUSE, 0x34, 3, 2, 0, 0)
+/* 0x3A37 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_YASE_ATTACK, 0x36, 3, 1, 0, 0)
+/* 0x3A38 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_YASE_LAUGH, 0x35, 3, 1, 0, 0)
+/* 0x3A39 */ DEFINE_SFX(CHAN_9345, NA_SE_EN_YASE_PAUSE, 0x34, 3, 2, 0, 0)
+/* 0x3A3A */ DEFINE_SFX(CHAN_936A, NA_SE_EN_BOSU_DAMAGE, 0x58, 3, 1, 0, 0)
+/* 0x3A3B */ DEFINE_SFX(CHAN_936A, NA_SE_EN_DEBU_DAMAGE, 0x68, 3, 1, 0, 0)
+/* 0x3A3C */ DEFINE_SFX(CHAN_936A, NA_SE_EN_YASE_DAMAGE, 0x38, 3, 1, 0, 0)
+/* 0x3A3D */ DEFINE_SFX(CHAN_936A, NA_SE_EN_BOSU_DEAD, 0x48, 3, 1, 0, 0)
+/* 0x3A3E */ DEFINE_SFX(CHAN_936A, NA_SE_EN_DEBU_DEAD, 0x38, 3, 1, 0, 0)
+/* 0x3A3F */ DEFINE_SFX(CHAN_936A, NA_SE_EN_YASE_DEAD, 0x48, 3, 1, 0, 0)
+/* 0x3A40 */ DEFINE_SFX(CHAN_93C8, NA_SE_EN_DEBU_PAUSE_K, 0x34, 3, 2, 0, 0)
+/* 0x3A41 */ DEFINE_SFX(CHAN_93DA, NA_SE_EN_DEBU_LAUGH_SHORT_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A42 */ DEFINE_SFX(CHAN_93F6, NA_SE_EN_DEBU_LAUGH_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A43 */ DEFINE_SFX(CHAN_9408, NA_SE_EN_YASE_PAUSE_K, 0x34, 3, 2, 0, 0)
+/* 0x3A44 */ DEFINE_SFX(CHAN_941A, NA_SE_EN_YASE_LAUGH_K, 0x34, 3, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A45 */ DEFINE_SFX(CHAN_942E, NA_SE_EN_BOSU_LAUGH_DEMO_K, 0x50, 3, 1, 0, 0)
+/* 0x3A46 */ DEFINE_SFX(CHAN_93F0, NA_SE_EN_DEBU_LAUGH_SHORT, 0x34, 3, 1, 0, 0)
+/* 0x3A47 */ DEFINE_SFX(CHAN_9440, NA_SE_EN_BOSU_LAUGH_K, 0x50, 3, 1, 0, 0)
+/* 0x3A48 */ DEFINE_SFX(CHAN_9464, NA_SE_EN_DEBU_ATTACK_W, 0x36, 3, 1, 0, 0)
+/* 0x3A49 */ DEFINE_SFX(CHAN_9476, NA_SE_EN_YASE_ATTACK_W, 0x36, 3, 1, 0, 0)
+/* 0x3A4A */ DEFINE_SFX(CHAN_9488, NA_SE_EN_BOSU_ATTACK_W, 0x34, 3, 1, 0, 0)
+/* 0x3A4B */ DEFINE_SFX(CHAN_94A4, NA_SE_EN_STAL_FREEZE_LIGHTS, 0x37, 3, 0, 0, 0)
+/* 0x3A4C */ DEFINE_SFX(CHAN_9452, NA_SE_EN_BOSU_ATTACK_K, 0x54, 3, 1, 0, 0)
+/* 0x3A4D */ DEFINE_SFX(CHAN_949A, NA_SE_EN_BOSU_SWORD, 0x40, 3, 0, 0, 0)
+/* 0x3A4E */ DEFINE_SFX(CHAN_85F5, NA_SE_EN_KONB_JUMP_LEV_OLD, 0x40, 3, 0, 0, 0)
+/* 0x3A4F */ DEFINE_SFX(CHAN_7526, NA_SE_EN_MIBOSS_FREEZE_OLD, 0x57, 3, 0, 0, 0)
+/* 0x3A50 */ DEFINE_SFX(CHAN_9608, NA_SE_EN_YMAJIN_THROW, 0x34, 2, 0, 0, 0)
+/* 0x3A51 */ DEFINE_SFX(CHAN_9656, NA_SE_EN_BOSU_HEAD_BITE, 0x40, 0, 0, 0, 0)
+/* 0x3A52 */ DEFINE_SFX(CHAN_9677, NA_SE_EN_BOSU_HEAD_FLOAT, 0x32, 0, 0, 0, 0)
+/* 0x3A53 */ DEFINE_SFX(CHAN_968E, NA_SE_EN_LAST3_VOICE_KICK_OLD, 0x50, 3, 2, 0, 0)
+/* 0x3A54 */ DEFINE_SFX(CHAN_968E, NA_SE_EN_LAST3_VOICE_KOMA_OLD, 0x50, 3, 2, 0, 0)
+/* 0x3A55 */ DEFINE_SFX(CHAN_968E, NA_SE_EN_LAST3_VOICE_ROD_OLD, 0x50, 3, 2, 0, 0)
+/* 0x3A56 */ DEFINE_SFX(CHAN_968E, NA_SE_EN_LAST3_VOICE_THROW_OLD, 0x50, 3, 2, 0, 0)
+/* 0x3A57 */ DEFINE_SFX(CHAN_968E, NA_SE_EN_LAST3_VOICE_LAUGH_OLD, 0x50, 3, 2, 0, 0)
+/* 0x3A58 */ DEFINE_SFX(CHAN_96AE, NA_SE_EN_LAST3_VOICE_DAMAGE_OLD, 0x58, 3, 2, 0, 0)
+/* 0x3A59 */ DEFINE_SFX(CHAN_96AE, NA_SE_EN_LAST3_VOICE_DAMAGE2_OLD, 0x58, 3, 2, 0, 0)
+/* 0x3A5A */ DEFINE_SFX(CHAN_96AE, NA_SE_EN_LAST3_VOICE_DEAD_OLD, 0x68, 3, 0, 0, 0)
+/* 0x3A5B */ DEFINE_SFX(CHAN_938E, NA_SE_EN_BOSU_DEAD_VOICE, 0x68, 3, 0, 0, 0)
+/* 0x3A5C */ DEFINE_SFX(CHAN_938E, NA_SE_EN_DEBU_DEAD_VOICE, 0x48, 3, 0, 0, 0)
+/* 0x3A5D */ DEFINE_SFX(CHAN_938E, NA_SE_EN_YASE_DEAD_VOICE, 0x48, 3, 0, 0, 0)
+/* 0x3A5E */ DEFINE_SFX(CHAN_9893, NA_SE_EN_LAST2_BALLET_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A5F */ DEFINE_SFX(CHAN_98A2, NA_SE_EN_LAST2_MOONWALK_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A60 */ DEFINE_SFX(CHAN_96CF, NA_SE_EN_SHARP_FLOAT, 0x28, 4, 0, 0, 0)
+/* 0x3A61 */ DEFINE_SFX(CHAN_96E3, NA_SE_EN_SHARP_REACTION, 0x34, 2, 0, 0, 0)
+/* 0x3A62 */ DEFINE_SFX(CHAN_9778, NA_SE_EN_REDEAD_WEAKENED1, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A63 */ DEFINE_SFX(CHAN_9781, NA_SE_EN_REDEAD_WEAKENED_L1, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A64 */ DEFINE_SFX(CHAN_97C8, NA_SE_EN_REDEAD_WEAKENED2, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A65 */ DEFINE_SFX(CHAN_97DF, NA_SE_EN_REDEAD_WEAKENED_L2, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A66 */ DEFINE_SFX(CHAN_9706, NA_SE_EN_PIRATE_ONGND, 0x30, 1, 0, 0, 0)
+/* 0x3A67 */ DEFINE_SFX(CHAN_9834, NA_SE_EN_FOLLOWERS_STAY, 0x30, 4, 2, 0, 0)
+/* 0x3A68 */ DEFINE_SFX(CHAN_9842, NA_SE_EN_LAST2_VOICE_BALLET, 0x50, 3, 0, 0, 0)
+/* 0x3A69 */ DEFINE_SFX(CHAN_9842, NA_SE_EN_LAST2_VOICE_UAUOO1_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A6A */ DEFINE_SFX(CHAN_9842, NA_SE_EN_LAST2_VOICE_UAUOO2_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A6B */ DEFINE_SFX(CHAN_9842, NA_SE_EN_LAST2_VOICE_SURPRISED_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A6C */ DEFINE_SFX(CHAN_9861, NA_SE_EN_LAST2_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
+/* 0x3A6D */ DEFINE_SFX(CHAN_9861, NA_SE_EN_LAST2_DAMAGE2_OLD, 0x58, 3, 0, 0, 0)
+/* 0x3A6E */ DEFINE_SFX(CHAN_9861, NA_SE_EN_LAST2_DEAD_OLD, 0x68, 3, 0, 0, 0)
+/* 0x3A6F */ DEFINE_SFX(CHAN_9882, NA_SE_EN_LAST2_UAUOO_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A70 */ DEFINE_SFX(CHAN_98C2, NA_SE_EN_LAST2_GYM_B_OLD, 0x50, 3, 0, 0, 0)
+/* 0x3A71 */ DEFINE_SFX(CHAN_9903, NA_SE_EN_PIRATE_COOL_LAUGH, 0x30, 1, 0, 0, 0)
+/* 0x3A72 */ DEFINE_SFX(CHAN_9903, NA_SE_EN_PIRATE_CYNICAL, 0x30, 1, 0, 0, 0)
+/* 0x3A73 */ DEFINE_SFX(CHAN_9903, NA_SE_EN_PIRATE_DAMM_BREATH, 0x30, 1, 0, 0, 0)
+/* 0x3A74 */ DEFINE_SFX(CHAN_9903, NA_SE_EN_PIRATE_SHOUT, 0x30, 1, 0, 0, 0)
+/* 0x3A75 */ DEFINE_SFX(CHAN_9B3E, NA_SE_EN_STAL01_LAUGH, 0x34, 0, 2, 0, 0)
+/* 0x3A76 */ DEFINE_SFX(CHAN_9B3E, NA_SE_EN_STAL02_LAUGH_SHORT, 0x34, 0, 0, 0, 0)
+/* 0x3A77 */ DEFINE_SFX(CHAN_9B3E, NA_SE_EN_STAL03_LAUGH_BIG, 0x34, 0, 0, 0, 0)
+/* 0x3A78 */ DEFINE_SFX(CHAN_9B68, NA_SE_EN_STAL04_ANGER, 0x34, 0, 0, 0, 0)
+/* 0x3A79 */ DEFINE_SFX(CHAN_9B68, NA_SE_EN_STAL05_CYNICAL, 0x34, 0, 0, 0, 0)
+/* 0x3A7A */ DEFINE_SFX(CHAN_9B68, NA_SE_EN_STAL06_SURPRISED, 0x34, 0, 0, 0, 0)
+/* 0x3A7B */ DEFINE_SFX(CHAN_9B68, NA_SE_EN_STAL07_ANTONISHED, 0x34, 0, 0, 0, 0)
+/* 0x3A7C */ DEFINE_SFX(CHAN_9B68, NA_SE_EN_STAL08_CRY_BIG, 0x34, 0, 0, 0, 0)
+/* 0x3A7D */ DEFINE_SFX(CHAN_9B94, NA_SE_EN_STAL09_SCREAM, 0x34, 0, 0, 0, 0)
+/* 0x3A7E */ DEFINE_SFX(CHAN_9BAF, NA_SE_EN_STAL10_LAUGH_SHY, 0x34, 0, 0, 0, 0)
+/* 0x3A7F */ DEFINE_SFX(CHAN_9BAF, NA_SE_EN_STAL11_LAUGH_SHY2, 0x54, 0, 0, 0, 0)
+/* 0x3A80 */ DEFINE_SFX(CHAN_9C13, NA_SE_EN_STAL12_LAUGH_KIDLY, 0x34, 0, 0, 0, 0)
+/* 0x3A81 */ DEFINE_SFX(CHAN_9ACF, NA_SE_EN_STAL20_CALL_MOON, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3A82 */ DEFINE_SFX(CHAN_9ACF, NA_SE_EN_STAL20_CALL_MOON2, 0x34, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3A83 */ DEFINE_SFX(CHAN_9AF6, NA_SE_EN_STAL21_PSYCHO_VOICE, 0x34, 0, 0, 0, 0)
+/* 0x3A84 */ DEFINE_SFX(CHAN_727C, NA_SE_EN_STALKIDS_DOWN_K, 0x30, 5, 0, 0, 0)
+/* 0x3A85 */ DEFINE_SFX(CHAN_99D6, NA_SE_EN_AKINDO_FLY, 0x30, 1, 0, 0, 0)
+/* 0x3A86 */ DEFINE_SFX(CHAN_9920, NA_SE_EN_NPC_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x3A87 */ DEFINE_SFX(CHAN_995B, NA_SE_EN_NPC_FADEAWAY, 0x30, 0, 0, 0, 0)
+/* 0x3A88 */ DEFINE_SFX(CHAN_94B7, NA_SE_EN_DEBU_PAUSEx2, 0x34, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A89 */ DEFINE_SFX(CHAN_94C6, NA_SE_EN_YASE_PAUSEx2, 0x34, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A8A */ DEFINE_SFX(CHAN_94D5, NA_SE_EN_DEBU_HEAD_UP, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A8B */ DEFINE_SFX(CHAN_94DC, NA_SE_EN_YASE_HEAD_UP, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A8C */ DEFINE_SFX(CHAN_9BF0, NA_SE_EN_STAL22_LAUGH_KID_L, 0x34, 0, 0, 0, 0)
+/* 0x3A8D */ DEFINE_SFX(CHAN_9998, NA_SE_EN_EVIL_POWER, 0x30, 0, 0, 0, 0)
+/* 0x3A8E */ DEFINE_SFX(CHAN_9B1A, NA_SE_NE_STAL23_COLD, 0x34, 3, 2, 0, SFX_FLAG_REVERB_NO_DIST)
+/* 0x3A8F */ DEFINE_SFX(CHAN_9111, NA_SE_EN_STALKIDS_GASAGOSO, 0x30, 5, 0, 0, SFX_FLAG_REVERB_NO_DIST)
+/* 0x3A90 */ DEFINE_SFX(CHAN_9CAA, NA_SE_EN_BOSU_TALK, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x3A91 */ DEFINE_SFX(CHAN_99F5, NA_SE_EN_FAMOS_REVERSE1, 0x34, 0, 0, 0, 0)
+/* 0x3A92 */ DEFINE_SFX(CHAN_9A10, NA_SE_EN_FAMOS_REVERSE2, 0x34, 0, 0, 0, 0)
+/* 0x3A93 */ DEFINE_SFX(CHAN_9A2B, NA_SE_EN_FAMOS_FLOAT, 0x30, 6, 0, 0, 0)
+/* 0x3A94 */ DEFINE_SFX(CHAN_9A3E, NA_SE_EN_FAMOS_FLOAT_REVERSE, 0x30, 6, 0, 0, 0)
+/* 0x3A95 */ DEFINE_SFX(CHAN_9C23, NA_SE_EN_KOTAKE_ROLL, 0x30, 5, 0, 0, 0)
+/* 0x3A96 */ DEFINE_SFX(CHAN_9C3B, NA_SE_EN_KOTAKE_FLY, 0x30, 6, 0, 0, 0)
+/* 0x3A97 */ DEFINE_SFX(CHAN_9C6D, NA_SE_EN_THIEFBIRD_VOICE, 0x34, 0, 0, 0, 0)
+/* 0x3A98 */ DEFINE_SFX(CHAN_9C7E, NA_SE_EN_THIEFBIRD_DAMAGE, 0x38, 0, 0, 0, 0)
+/* 0x3A99 */ DEFINE_SFX(CHAN_9C92, NA_SE_EN_THIEFBIRD_DEAD, 0x48, 0, 0, 0, 0)
+/* 0x3A9A */ DEFINE_SFX(CHAN_9CBF, NA_SE_EN_STALKIDS_BODY, 0x30, 0, 2, 0, 0)
+/* 0x3A9B */ DEFINE_SFX(CHAN_9CCB, NA_SE_EN_STALKIDS_BODY_LEV, 0x30, 5, 2, 0, 0)
+/* 0x3A9C */ DEFINE_SFX(CHAN_9D13, NA_SE_EN_BOSU_STAND_RAPID, 0x30, 0, 0, 0, 0)
+/* 0x3A9D */ DEFINE_SFX(CHAN_9BD1, NA_SE_EN_STAL24_SCREAM2, 0x30, 0, 0, 0, 0)
+/* 0x3A9E */ DEFINE_SFX(CHAN_9D54, NA_SE_EN_STALKIDS_EARTHQUAKE, 0x30, 0, 2, 0, 0)
+/* 0x3A9F */ DEFINE_SFX(CHAN_9D99, NA_SE_EN_MASK_FLOAT, 0x30, 0, 0, 0, 0)
+/* 0x3AA0 */ DEFINE_SFX(CHAN_9DAD, NA_SE_EN_STALKIDS_PULLED, 0x30, 0, 0, 0, 0)
+/* 0x3AA1 */ DEFINE_SFX(CHAN_9DE2, NA_SE_EN_KITA_SALUTE, 0x40, 2, 0, 0, 0)
+/* 0x3AA2 */ DEFINE_SFX(CHAN_9DF0, NA_SE_EN_KTIA_WALK, 0x32, 0, 2, 0, 0)
+/* 0x3AA3 */ DEFINE_SFX(CHAN_9E29, NA_SE_EN_KTIA_PAUSE_K, 0x50, 2, 0, 0, 0)
+/* 0x3AA4 */ DEFINE_SFX(CHAN_9E43, NA_SE_EN_KITA_LAUGH_K, 0x50, 2, 0, 0, 0)
+/* 0x3AA5 */ DEFINE_SFX(CHAN_9E07, NA_SE_EN_KITA_DAMAGE, 0x58, 2, 0, 0, 0)
+/* 0x3AA6 */ DEFINE_SFX(CHAN_9E18, NA_SE_EN_KITA_DEAD, 0x68, 2, 0, 0, 0)
+/* 0x3AA7 */ DEFINE_SFX(CHAN_9EAE, NA_SE_EN_STALBABY_LAUGH, 0x30, 0, 0, 0, 0)
+/* 0x3AA8 */ DEFINE_SFX(CHAN_9EB2, NA_SE_EN_STALBABY_SURPRISED, 0x30, 0, 0, 0, 0)
+/* 0x3AA9 */ DEFINE_SFX(CHAN_9E6B, NA_SE_EN_KITA_BREAK, 0x50, 2, 0, 0, 0)
+/* 0x3AAA */ DEFINE_SFX(CHAN_9E57, NA_SE_EN_KITA_ATTACK_W, 0x50, 2, 0, 0, 0)
+/* 0x3AAB */ DEFINE_SFX(CHAN_9EB6, NA_SE_EN_KONB_WAIT_OLD, 0x30, 3, 0, 0, 0)
+/* 0x3AAC */ DEFINE_SFX(CHAN_9EE3, NA_SE_EN_DEATH_SCYTHE, 0x54, 5, 0, 0, 0)
+/* 0x3AAD */ DEFINE_SFX(CHAN_9F14, NA_SE_EN_DEATH_ROLL, 0x28, 5, 0, 0, 0)
+/* 0x3AAE */ DEFINE_SFX(CHAN_9F43, NA_SE_EN_DEATH_SCYTHE_LEV, 0x78, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AAF */ DEFINE_SFX(CHAN_9F73, NA_SE_EN_DEATH_SCYTHE_ONGND, 0x78, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AB0 */ DEFINE_SFX(CHAN_9F91, NA_SE_EN_DEATH_VOICE, 0x50, 3, 0, 0, 0)
+/* 0x3AB1 */ DEFINE_SFX(CHAN_9FB2, NA_SE_EN_DEATH_DAMAGE, 0x58, 3, 0, 0, 0)
+/* 0x3AB2 */ DEFINE_SFX(CHAN_9FE1, NA_SE_EN_DEATH_DEAD, 0x68, 3, 0, 0, 0)
+/* 0x3AB3 */ DEFINE_SFX(CHAN_A017, NA_SE_EN_DEATH_ATTACK, 0x54, 3, 0, 0, 0)
+/* 0x3AB4 */ DEFINE_SFX(CHAN_A3D8, NA_SE_EN_DEATH_APPEAR, 0x40, 3, 0, 0, 0)
+/* 0x3AB5 */ DEFINE_SFX(CHAN_A033, NA_SE_EN_DEATH_HEARTBREAK, 0x78, 3, 0, 0, 0)
+/* 0x3AB6 */ DEFINE_SFX(CHAN_A052, NA_SE_EN_KONB_MINI_DEAD, 0x48, 0, 0, 0, 0)
+/* 0x3AB7 */ DEFINE_SFX(CHAN_A06C, NA_SE_EN_HALF_REDEAD_LOOP, 0x30, 3, 2, 0, 0)
+/* 0x3AB8 */ DEFINE_SFX(CHAN_A094, NA_SE_EN_HALF_REDEAD_SURPRISE, 0x30, 3, 2, 0, 0)
+/* 0x3AB9 */ DEFINE_SFX(CHAN_A0AF, NA_SE_EN_HALF_REDEAD_SCREAME, 0x30, 3, 2, 0, 0)
+/* 0x3ABA */ DEFINE_SFX(CHAN_A0CD, NA_SE_EN_HALF_REDEAD_TRANS, 0x30, 3, 0, 0, 0)
+/* 0x3ABB */ DEFINE_SFX(CHAN_A0F5, NA_SE_EN_GOLON_VOICE_GENERAL, 0x30, 0, 0, 0, 0)
+/* 0x3ABC */ DEFINE_SFX(CHAN_A101, NA_SE_EN_IWAIGORON_EVERYBODY, 0x30, 0, 0, 0, 0)
+/* 0x3ABD */ DEFINE_SFX(CHAN_A13C, NA_SE_EN_IWAIGORON_SOLO, 0x30, 3, 3, 0, 0)
+/* 0x3ABE */ DEFINE_SFX(CHAN_A148, NA_SE_EN_ROMANI_WALK, 0x30, 0, 2, 0, 0)
+/* 0x3ABF */ DEFINE_SFX(CHAN_A163, NA_SE_EN_MOON_SCREAM1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AC0 */ DEFINE_SFX(CHAN_A1BD, NA_SE_EN_MOON_SCREAM2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AC1 */ DEFINE_SFX(CHAN_A18A, NA_SE_EN_MOON_SCREAM3, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AC2 */ DEFINE_SFX(CHAN_A1EA, NA_SE_EN_MOON_SCREAM4, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AC3 */ DEFINE_SFX(CHAN_A24D, NA_SE_EN_STALKIDS_HEADACHE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AC4 */ DEFINE_SFX(CHAN_A25B, NA_SE_EN_BIGNUTS_WALK, 0x30, 5, 1, 0, 0)
+/* 0x3AC5 */ DEFINE_SFX(CHAN_9E3D, NA_SE_EN_KITA_PAUSE, 0x60, 2, 0, 0, 0)
+/* 0x3AC6 */ DEFINE_SFX(CHAN_A264, NA_SE_EN_ANSATSUSYA_LAUGH, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x3AC7 */ DEFINE_SFX(CHAN_A289, NA_SE_EN__copy514, 0x30, 0, 2, 0, 0)
+/* 0x3AC8 */ DEFINE_SFX(CHAN_A289, NA_SE_EN__copy515, 0x30, 0, 2, 0, 0)
+/* 0x3AC9 */ DEFINE_SFX(CHAN_A289, NA_SE_EN__copy516, 0x30, 0, 2, 0, 0)
+/* 0x3ACA */ DEFINE_SFX(CHAN_A289, NA_SE_EN__copy517, 0x30, 0, 2, 0, 0)
+/* 0x3ACB */ DEFINE_SFX(CHAN_A289, NA_SE_EN__copy518, 0x30, 0, 2, 0, 0)
+/* 0x3ACC */ DEFINE_SFX(CHAN_6F9D, NA_SE_EN__copy519, 0x30, 0, 2, 0, 0)
+/* 0x3ACD */ DEFINE_SFX(CHAN_A2AE, NA_SE_EN_DALMANI_A, 0x30, 0, 2, 0, 0)
+/* 0x3ACE */ DEFINE_SFX(CHAN_A2CE, NA_SE_EN_DALMANI_B, 0x30, 0, 2, 0, 0)
+/* 0x3ACF */ DEFINE_SFX(CHAN_A2EC, NA_SE_EN_DALMANI_C, 0x30, 0, 2, 0, 0)
+/* 0x3AD0 */ DEFINE_SFX(CHAN_A30C, NA_SE_EN_DALMANI_D, 0x30, 0, 2, 0, 0)
+/* 0x3AD1 */ DEFINE_SFX(CHAN_A32A, NA_SE_EN__2d1, 0x30, 0, 0, 0, 0)
+/* 0x3AD2 */ DEFINE_SFX(CHAN_A34B, NA_SE_EN__2d2, 0x30, 0, 0, 0, 0)
+/* 0x3AD3 */ DEFINE_SFX(CHAN_99A9, NA_SE_EN_EVIL_POWER_PREDEMO, 0x30, 7, 0, 0, 0)
+/* 0x3AD4 */ DEFINE_SFX(CHAN_A351, NA_SE_EN_KOUME_DAMAGE, 0x30, 4, 1, 0, 0)
+/* 0x3AD5 */ DEFINE_SFX(CHAN_A35A, NA_SE_EN_KOUME_DAMAGE2, 0x30, 4, 1, 0, 0)
+/* 0x3AD6 */ DEFINE_SFX(CHAN_A371, NA_SE_EN_KONB_MINI_APPEAR, 0x30, 3, 2, 0, 0)
+/* 0x3AD7 */ DEFINE_SFX(CHAN_A38B, NA_SE_EN_IRONNACK_DAMAGE, 0x48, 3, 0, 0, 0)
+/* 0x3AD8 */ DEFINE_SFX(CHAN_A38B, NA_SE_EN_IRONNACK_DEAD, 0x58, 3, 0, 0, 0)
+/* 0x3AD9 */ DEFINE_SFX(CHAN_A3A9, NA_SE_EN_ANSATSUSYA_ONGND, 0x30, 0, 0, 0, 0)
+/* 0x3ADA */ DEFINE_SFX(CHAN_A3BA, NA_SE_EN_ANSATSUSYA_ROCK, 0x30, 3, 0, 0, 0)
+/* 0x3ADB */ DEFINE_SFX(CHAN_976F, NA_SE_EN_REDEAD_REVERSE, 0x36, 0, 0, 0, 0)
+/* 0x3ADC */ DEFINE_SFX(CHAN_A3CC, NA_SE_EN_STALKIDS_NOSE, 0x40, 2, 0, 0, 0)
+#ifndef _LANGUAGE_ASEQ
+ //! @bug These SFX ids have entries in sfx_params.c but no implementation in sequence 0.
+ //! Playing these SFX will index out of bounds of the table in sequence 0.
+/* 0x3ADD */ DEFINE_SFX(__X, NA_SE_EN_KITA_SNORE, 0x30, 0, 0, 0, 0)
+/* 0x3ADE */ DEFINE_SFX(__X, NA_SE_EN_IRONNACK_DASH, 0x30, 0, 0, 0, 0)
+/* 0x3ADF */ DEFINE_SFX(__X, NA_SE_EN_TUBOOCK_FLY, 0x30, 0, 0, 0, 0)
+#endif
diff --git a/include/tables/sfx/environmentbank_table.h b/include/tables/sfx/environmentbank_table.h
index ab7945c34..900b7f7f7 100644
--- a/include/tables/sfx/environmentbank_table.h
+++ b/include/tables/sfx/environmentbank_table.h
@@ -2,476 +2,475 @@
* Sfx Environment Bank
*
* DEFINE_SFX should be used for all sfx define in the environment bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the environment bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x2800 */ DEFINE_SFX(NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
-/* 0x2801 */ DEFINE_SFX(NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0, 0)
-/* 0x2802 */ DEFINE_SFX(NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0, 0)
-/* 0x2803 */ DEFINE_SFX(NA_SE_EV_HORSE_WALK, 0x60, 0, 1, 0, 0)
-/* 0x2804 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN, 0x60, 0, 1, 0, 0)
-/* 0x2805 */ DEFINE_SFX(NA_SE_EV_HORSE_NEIGH, 0x70, 0, 1, 0, 0)
-/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x2807 */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG, 0x70, 2, 0, 0, 0)
-/* 0x2808 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0, 0)
-/* 0x2809 */ DEFINE_SFX(NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0, 0)
-/* 0x280A */ DEFINE_SFX(NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0, 0)
-/* 0x280B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0, 0)
-/* 0x280C */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0, SFX_FLAG_8)
-/* 0x280D */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0, 0)
-/* 0x280E */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0, 0)
-/* 0x280F */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0, 0)
-/* 0x2810 */ DEFINE_SFX(NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0, 0)
-/* 0x2811 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0, 0)
-/* 0x2812 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0, 0)
-/* 0x2813 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_M, 0x50, 0, 0, 0, 0)
-/* 0x2814 */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 2, 0, 0, 0)
-/* 0x2815 */ DEFINE_SFX(NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0, 0)
-/* 0x2816 */ DEFINE_SFX(NA_SE_EV_HORSE_GROAN, 0x60, 0, 0, 0, 0)
-/* 0x2817 */ DEFINE_SFX(NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0, 0)
-/* 0x2818 */ DEFINE_SFX(NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x2819 */ DEFINE_SFX(NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0, 0)
-/* 0x281A */ DEFINE_SFX(NA_SE_EV_HORSE_SLIP, 0x68, 0, 0, 0, 0)
-/* 0x281B */ DEFINE_SFX(NA_SE_EV_WHITE_FAIRY_DASH, 0x58, 0, 1, 0, 0)
-/* 0x281C */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0, 0)
-/* 0x281D */ DEFINE_SFX(NA_SE_EV_BIGWALL_BOUND, 0x70, 3, 0, 0, 0)
-/* 0x281E */ DEFINE_SFX(NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 1, 0, 0)
-/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0, 0)
-/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_LOWER_VOLUME_BGM)
-/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0, 0)
-/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0, 0)
-/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x2827 */ DEFINE_SFX(NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0, 0)
-/* 0x2828 */ DEFINE_SFX(NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0, 0)
-/* 0x2829 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0, 0)
-/* 0x282A */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0, 0)
-/* 0x282B */ DEFINE_SFX(NA_SE_EV_KID_HORSE_LAND2, 0x60, 0, 0, 0, 0)
-/* 0x282C */ DEFINE_SFX(NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x282D */ DEFINE_SFX(NA_SE_EV_DUMMY_45, 0x30, 0, 0, 0, 0)
-/* 0x282E */ DEFINE_SFX(NA_SE_EV_LIGHTNING, 0x80, 0, 0, 0, 0)
-/* 0x282F */ DEFINE_SFX(NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0, 0)
-/* 0x2830 */ DEFINE_SFX(NA_SE_EV_WATERDROP, 0x30, 0, 1, 0, 0)
-/* 0x2831 */ DEFINE_SFX(NA_SE_EV_TORCH, 0x10, 0, 0, 0, 0)
-/* 0x2832 */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0, 0)
-/* 0x2833 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0, SFX_FLAG_8)
-/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_PRIORITY_NO_DIST)
-/* 0x2835 */ DEFINE_SFX(NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0, 0)
-/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_UNUSED6, 0)
-/* 0x2837 */ DEFINE_SFX(NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0, 0)
-/* 0x2838 */ DEFINE_SFX(NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0, 0)
-/* 0x2839 */ DEFINE_SFX(NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0, 0)
-/* 0x283A */ DEFINE_SFX(NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0, 0)
-/* 0x283B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0, 0)
-/* 0x283C */ DEFINE_SFX(NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0, 0)
-/* 0x283D */ DEFINE_SFX(NA_SE_EV_WATERDROP_GRD, 0x30, 0, 0, 0, 0)
-/* 0x283E */ DEFINE_SFX(NA_SE_EV_EXPLSION_LONG, 0x30, 3, 0, 0, 0)
-/* 0x283F */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG_SILENT, 0x70, 0, 0, 0, 0)
-/* 0x2840 */ DEFINE_SFX(NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x2842 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_WALK, 0x60, 0, 0, 0, 0)
-/* 0x2843 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_RUN, 0x60, 0, 0, 0, 0)
-/* 0x2844 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_NEIGH, 0x60, 0, 0, 0, 0)
-/* 0x2845 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_GROAN, 0x60, 0, 0, 0, 0)
-/* 0x2846 */ DEFINE_SFX(NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2847 */ DEFINE_SFX(NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0, 0)
-/* 0x2848 */ DEFINE_SFX(NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0, 0)
-/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_PRIORITY_NO_DIST)
-/* 0x284A */ DEFINE_SFX(NA_SE_EV_POSTMAN_WALK, 0x30, 0, 1, 0, 0)
-/* 0x284B */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_HIT_OPEN, 0x60, 0, 0, 0, 0)
-/* 0x284C */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_OPEN, 0x60, 3, 0, 0, 0)
-/* 0x284D */ DEFINE_SFX(NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0, 0)
-/* 0x284E */ DEFINE_SFX(NA_SE_EV_PLANT_BROKEN, 0x58, 1, 0, 0, 0)
-/* 0x284F */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_ON, 0x30, 0, 0, 0, 0)
-/* 0x2850 */ DEFINE_SFX(NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0, 0)
-/* 0x2851 */ DEFINE_SFX(NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0, 0)
-/* 0x2852 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN, 0x30, 3, 3, 0, 0)
-/* 0x2853 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0, 0)
-/* 0x2854 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0, 0)
-/* 0x2855 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x2856 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_BOUND, 0x60, 1, 1, 0, 0)
-/* 0x2857 */ DEFINE_SFX(NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0, 0)
-/* 0x2858 */ DEFINE_SFX(NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0, 0)
-/* 0x2859 */ DEFINE_SFX(NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0, 0)
-/* 0x285A */ DEFINE_SFX(NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0, 0)
-/* 0x285B */ DEFINE_SFX(NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0, 0)
-/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0, 0)
-/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_REVERB_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0, 0)
-/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0, 0)
-/* 0x2860 */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_OFF, 0x30, 3, 0, 0, 0)
-/* 0x2861 */ DEFINE_SFX(NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0, 0)
-/* 0x2862 */ DEFINE_SFX(NA_SE_EV_ICE_STAND_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x2863 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0, 0)
-/* 0x2864 */ DEFINE_SFX(NA_SE_EV_SEESAW_WATER_BOUND, 0x30, 0, 1, 0, 0)
-/* 0x2865 */ DEFINE_SFX(NA_SE_EV_SECOM_CONVEYOR, 0x30, 0, 0, 0, 0)
-/* 0x2866 */ DEFINE_SFX(NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x2867 */ DEFINE_SFX(NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x2868 */ DEFINE_SFX(NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0, 0)
-/* 0x2869 */ DEFINE_SFX(NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0, 0)
-/* 0x286A */ DEFINE_SFX(NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0, 0)
-/* 0x286B */ DEFINE_SFX(NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0, 0)
-/* 0x286C */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 3, 0, 0, 0)
-/* 0x286D */ DEFINE_SFX(NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x286E */ DEFINE_SFX(NA_SE_EV_KAKASH_LONGI_ROLL, 0x30, 0, 0, 0, 0)
-/* 0x286F */ DEFINE_SFX(NA_SE_EV_SUN_MARK_FLASH, 0x30, 3, 0, 0, 0)
-/* 0x2870 */ DEFINE_SFX(NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0, 0)
-/* 0x2871 */ DEFINE_SFX(NA_SE_EV_SEESAW_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x2872 */ DEFINE_SFX(NA_SE_EV_FAIRY_ATTACK, 0x30, 0, 2, 0, 0)
-/* 0x2873 */ DEFINE_SFX(NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0, 0)
-/* 0x2874 */ DEFINE_SFX(NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0, 0)
-/* 0x2875 */ DEFINE_SFX(NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0, 0)
-/* 0x2876 */ DEFINE_SFX(NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0, 0)
-/* 0x2877 */ DEFINE_SFX(NA_SE_EV_TREE_SWING, 0x60, 0, 0, 0, 0)
-/* 0x2878 */ DEFINE_SFX(NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
-/* 0x2879 */ DEFINE_SFX(NA_SE_EV_NAVY_FLY_REBIRTH, 0x30, 2, 0, 0, 0)
-/* 0x287A */ DEFINE_SFX(NA_SE_EV_CHAINLIFT_STOP, 0x30, 2, 0, 0, 0)
-/* 0x287B */ DEFINE_SFX(NA_SE_EV_TRE_BOX_APPEAR, 0x80, 2, 0, 0, 0)
-/* 0x287C */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0, 0)
-/* 0x287D */ DEFINE_SFX(NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0, 0)
-/* 0x287E */ DEFINE_SFX(NA_SE_EV_HEALING, 0x30, 0, 0, 0, 0)
-/* 0x287F */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x2880 */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0, 0)
-/* 0x2881 */ DEFINE_SFX(NA_SE_EV_RED_EYE, 0x30, 0, 0, 0, 0)
-/* 0x2882 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0, 0)
-/* 0x2883 */ DEFINE_SFX(NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0, 0)
-/* 0x2884 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0, 0)
-/* 0x2885 */ DEFINE_SFX(NA_SE_EV_WINDMILL_LEVEL, 0x60, 4, 0, 0, 0)
-/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x2887 */ DEFINE_SFX(NA_SE_EV_POT_BROKEN, 0x30, 0, 1, 0, 0)
-/* 0x2888 */ DEFINE_SFX(NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0, 0)
-/* 0x2889 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER, 0x60, 0, 0, 0, 0)
-/* 0x288A */ DEFINE_SFX(NA_SE_EV_JUMP_OUT_WATER, 0x60, 0, 0, 0, 0)
-/* 0x288B */ DEFINE_SFX(NA_SE_EV_ICE_PIECE, 0x30, 0, 0, 0, 0)
-/* 0x288C */ DEFINE_SFX(NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0, 0)
-/* 0x288D */ DEFINE_SFX(NA_SE_EV_AURORA, 0x30, 0, 0, 0, 0)
-/* 0x288E */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_SAVED, 0x60, 3, 0, 0, 0)
-/* 0x288F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0, 0)
-/* 0x2890 */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0, 0)
-/* 0x2891 */ DEFINE_SFX(NA_SE_EV_MILK_POT_BROKEN, 0x80, 0, 0, 0, 0)
-/* 0x2892 */ DEFINE_SFX(NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2893 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0, 0)
-/* 0x2894 */ DEFINE_SFX(NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0, 0)
-/* 0x2895 */ DEFINE_SFX(NA_SE_EV_WATER_TANK, 0x30, 0, 0, 0, 0)
-/* 0x2896 */ DEFINE_SFX(NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0, 0)
-/* 0x2897 */ DEFINE_SFX(NA_SE_EV_TOILET_WATER, 0x30, 0, 0, 0, 0)
-/* 0x2898 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0, 0)
-/* 0x2899 */ DEFINE_SFX(NA_SE_EV_SWEEP, 0x30, 0, 0, 0, 0)
-/* 0x289A */ DEFINE_SFX(NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0, 0)
-/* 0x289B */ DEFINE_SFX(NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0, 0)
-/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x289E */ DEFINE_SFX(NA_SE_EV_DOOR_BELL, 0x30, 2, 0, 0, 0)
-/* 0x289F */ DEFINE_SFX(NA_SE_EV_BOUND_ON_MAGMA, 0x30, 3, 0, 0, 0)
-/* 0x28A0 */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_FALL, 0x30, 0, 0, 0, 0)
-/* 0x28A1 */ DEFINE_SFX(NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0, 0)
-/* 0x28A2 */ DEFINE_SFX(NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0, 0)
-/* 0x28A3 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0, 0)
-/* 0x28A4 */ DEFINE_SFX(NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0, 0)
-/* 0x28A5 */ DEFINE_SFX(NA_SE_EV_CHINCLE_SPELL_EFFECT, 0x30, 0, 0, 0, 0)
-/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x28A7 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0, 0)
-/* 0x28A8 */ DEFINE_SFX(NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0, 0)
-/* 0x28A9 */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0, 0)
-/* 0x28AA */ DEFINE_SFX(NA_SE_EV_WOODBOX_BREAK, 0x70, 2, 0, 0, 0)
-/* 0x28AB */ DEFINE_SFX(NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0, 0)
-/* 0x28AC */ DEFINE_SFX(NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0, 0)
-/* 0x28AD */ DEFINE_SFX(NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0, 0)
-/* 0x28AE */ DEFINE_SFX(NA_SE_EV_DOG_CRY_EVENING, 0x50, 0, 0, 0, 0)
-/* 0x28AF */ DEFINE_SFX(NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0, 0)
-/* 0x28B0 */ DEFINE_SFX(NA_SE_EV_STICK_SWING, 0x30, 0, 0, 0, 0)
-/* 0x28B1 */ DEFINE_SFX(NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x28B3 */ DEFINE_SFX(NA_SE_EV_BURNING, 0x20, 0, 0, 0, 0)
-/* 0x28B4 */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 3, 0, 0)
-/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x28B6 */ DEFINE_SFX(NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0, 0)
-/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x28B8 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0, 0)
-/* 0x28B9 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0, 0)
-/* 0x28BA */ DEFINE_SFX(NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0, 0)
-/* 0x28BB */ DEFINE_SFX(NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0, 0)
-/* 0x28BC */ DEFINE_SFX(NA_SE_EV_FISH_GROW_UP, 0x30, 2, 0, 0, 0)
-/* 0x28BD */ DEFINE_SFX(NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0, 0)
-/* 0x28BE */ DEFINE_SFX(NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0, 0)
-/* 0x28BF */ DEFINE_SFX(NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0, 0)
-/* 0x28C0 */ DEFINE_SFX(NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0, 0)
-/* 0x28C1 */ DEFINE_SFX(NA_SE_EV_BOILED_WATER_S, 0x30, 6, 0, 0, 0)
-/* 0x28C2 */ DEFINE_SFX(NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0, 0)
-/* 0x28C3 */ DEFINE_SFX(NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0, 0)
-/* 0x28C4 */ DEFINE_SFX(NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0, 0)
-/* 0x28C5 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0, 0)
-/* 0x28C6 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0, 0)
-/* 0x28C7 */ DEFINE_SFX(NA_SE_EV_BOILED_WATER_L, 0x30, 0, 0, 0, 0)
-/* 0x28C8 */ DEFINE_SFX(NA_SE_EV_DIG_UP, 0x30, 0, 0, 0, 0)
-/* 0x28C9 */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x28CA */ DEFINE_SFX(NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0, 0)
-/* 0x28CB */ DEFINE_SFX(NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0, 0)
-/* 0x28CC */ DEFINE_SFX(NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0, 0)
-/* 0x28CD */ DEFINE_SFX(NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0, 0)
-/* 0x28CE */ DEFINE_SFX(NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0, 0)
-/* 0x28CF */ DEFINE_SFX(NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0, 0)
-/* 0x28D0 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x28D2 */ DEFINE_SFX(NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0, 0)
-/* 0x28D3 */ DEFINE_SFX(NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0, 0)
-/* 0x28D4 */ DEFINE_SFX(NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0, 0)
-/* 0x28D5 */ DEFINE_SFX(NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0, 0)
-/* 0x28D6 */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_SWIM, 0x60, 3, 2, 0, 0)
-/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x28D8 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_BARK, 0x50, 0, 0, 0, 0)
-/* 0x28D9 */ DEFINE_SFX(NA_SE_EV_RUPY_FALL, 0x60, 0, 0, 0, 0)
-/* 0x28DA */ DEFINE_SFX(NA_SE_EV_RAIN, 0x90, 0, 0, 0, 0)
-/* 0x28DB */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x28DC */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
-/* 0x28DD */ DEFINE_SFX(NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0, 0)
-/* 0x28DE */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x28DF */ DEFINE_SFX(NA_SE_EV_COW_CRY, 0x30, 0, 0, 0, 0)
-/* 0x28E0 */ DEFINE_SFX(NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x28E1 */ DEFINE_SFX(NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0, 0)
-/* 0x28E2 */ DEFINE_SFX(NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0, 0)
-/* 0x28E3 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0, 0)
-/* 0x28E4 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0, 0)
-/* 0x28E5 */ DEFINE_SFX(NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0, 0)
-/* 0x28E6 */ DEFINE_SFX(NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
-/* 0x28E7 */ DEFINE_SFX(NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0, 0)
-/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x28E9 */ DEFINE_SFX(NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0, 0)
-/* 0x28EA */ DEFINE_SFX(NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0, 0)
-/* 0x28EB */ DEFINE_SFX(NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0, 0)
-/* 0x28EC */ DEFINE_SFX(NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0, 0)
-/* 0x28ED */ DEFINE_SFX(NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0, 0)
-/* 0x28EE */ DEFINE_SFX(NA_SE_EV_MOON_LIGHT_PILLAR, 0x30, 3, 0, 0, 0)
-/* 0x28EF */ DEFINE_SFX(NA_SE_EV_MONKEY_WALK, 0x20, 0, 0, 0, 0)
-/* 0x28F0 */ DEFINE_SFX(NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0, 0)
-/* 0x28F1 */ DEFINE_SFX(NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 1, 0, 0)
-/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x28F3 */ DEFINE_SFX(NA_SE_EV_BIGBELL, 0x30, 2, 0, 0, 0)
-/* 0x28F4 */ DEFINE_SFX(NA_SE_EV_NUTS_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x28F5 */ DEFINE_SFX(NA_SE_EV_SNOWBALL_BROKEN, 0x30, 2, 0, 0, 0)
-/* 0x28F6 */ DEFINE_SFX(NA_SE_EV_SMALLBALL_ROLL, 0x30, 5, 0, 0, 0)
-/* 0x28F7 */ DEFINE_SFX(NA_SE_EV_FLOWERPETAL_MOVE, 0x30, 0, 0, 0, 0)
-/* 0x28F8 */ DEFINE_SFX(NA_SE_EV_FLOWERPETAL_STOP, 0x30, 0, 0, 0, 0)
-/* 0x28F9 */ DEFINE_SFX(NA_SE_EV_FLOWER_ROLLING, 0x40, 0, 0, 0, 0)
-/* 0x28FA */ DEFINE_SFX(NA_SE_EV_GLASSBROKEN_IMPACT, 0x30, 0, 0, 0, 0)
-/* 0x28FB */ DEFINE_SFX(NA_SE_EV_GLASSBROKEN_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x28FC */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR, 0x30, 5, 0, 0, 0)
-/* 0x28FD */ DEFINE_SFX(NA_SE_EV_SMALL_SNOWBALL_BROKEN, 0x30, 2, 3, 0, 0)
-/* 0x28FE */ DEFINE_SFX(NA_SE_EV_STATUE_VANISH, 0x30, 0, 0, 0, 0)
-/* 0x28FF */ DEFINE_SFX(NA_SE_EV_BIGBALL_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x2900 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_WALK, 0x30, 0, 2, 0, 0)
-/* 0x2901 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_JOY, 0x30, 0, 2, 0, 0)
-/* 0x2902 */ DEFINE_SFX(NA_SE_EV_WALK_WATER, 0x30, 0, 0, 0, 0)
-/* 0x2903 */ DEFINE_SFX(NA_SE_EV_PLATE_LIFT_LEVEL, 0x30, 2, 0, 0, 0)
-/* 0x2904 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_2, 0x30, 0, 0, 0, 0)
-/* 0x2905 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_2, 0x30, 0, 0, 0, 0)
-/* 0x2906 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_3, 0x30, 0, 0, 0, 0)
-/* 0x2907 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_3, 0x30, 0, 0, 0, 0)
-/* 0x2908 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_MOTOR, 0x68, 2, 0, 0, 0)
-/* 0x2909 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_HAND, 0x30, 2, 0, 0, 0)
-/* 0x290A */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x290B */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_GROAN, 0x30, 0, 0, 0, 0)
-/* 0x290C */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ATK_BARK, 0x30, 0, 0, 0, 0)
-/* 0x290D */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_RISING, 0x30, 2, 0, 0, 0)
-/* 0x290E */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_FALL, 0x30, 2, 0, 0, 0)
-/* 0x290F */ DEFINE_SFX(NA_SE_EV_GORON_CHEER, 0x30, 3, 0, 0, 0)
-/* 0x2910 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ANG_BARK, 0x30, 0, 0, 0, 0)
-/* 0x2911 */ DEFINE_SFX(NA_SE_EV_COMICAL_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x2912 */ DEFINE_SFX(NA_SE_EV_LIGHTNING_HARD, 0x30, 0, 0, 0, 0)
-/* 0x2913 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_WHINE, 0x30, 0, 3, 0, 0)
-/* 0x2914 */ DEFINE_SFX(NA_SE_EV_PANIC_IN_HOUSE, 0x80, 0, 0, 0, 0)
-/* 0x2915 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BELL, 0x30, 0, 0, 0, 0)
-/* 0x2916 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_SECOND_HAND, 0x30, 2, 0, 0, 0)
-/* 0x2917 */ DEFINE_SFX(NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2918 */ DEFINE_SFX(NA_SE_EV_DUMMY_280, 0x30, 0, 0, 0, 0)
-/* 0x2919 */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_0, 0x30, 0, 0, 0, 0)
-/* 0x291A */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_1, 0x30, 0, 0, 0, 0)
-/* 0x291B */ DEFINE_SFX(NA_SE_EV_WATERWHEEL_LEVEL, 0x30, 0, 2, 0, 0)
-/* 0x291C */ DEFINE_SFX(NA_SE_EV_WOOD_GATE_OPEN_N, 0x30, 0, 0, 0, 0)
-/* 0x291D */ DEFINE_SFX(NA_SE_EV_INVISIBLE_MONKEY, 0x30, 5, 2, 0, 0)
-/* 0x291E */ DEFINE_SFX(NA_SE_EV_CRUISER, 0x30, 0, 1, 0, 0)
-/* 0x291F */ DEFINE_SFX(NA_SE_EV_SECRET_CHEER, 0x30, 0, 0, 0, 0)
-/* 0x2920 */ DEFINE_SFX(NA_SE_EV_BOTTLE_WATERING, 0x30, 0, 0, 0, 0)
-/* 0x2921 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_SADNESS, 0x30, 0, 0, 0, 0)
-/* 0x2922 */ DEFINE_SFX(NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2923 */ DEFINE_SFX(NA_SE_EV_UNSKILLFUL_OCARINA, 0x30, 0, 0, 0, 0)
-/* 0x2924 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_DASH, 0x30, 0, 1, 0, 0)
-/* 0x2925 */ DEFINE_SFX(NA_SE_EV_FAIRY_SURPRISE, 0x30, 0, 0, 0, 0)
-/* 0x2926 */ DEFINE_SFX(NA_SE_EV_MONDO_SURPRISE, 0x30, 0, 0, 0, 0)
-/* 0x2927 */ DEFINE_SFX(NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2928 */ DEFINE_SFX(NA_SE_EV_HOUSE_BROKEN, 0x30, 2, 0, 0, 0)
-/* 0x2929 */ DEFINE_SFX(NA_SE_EV_MOON_FALL, 0x30, 3, 0, 0, 0)
-/* 0x292A */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_0, 0x30, 0, 0, 0, 0)
-/* 0x292B */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_1, 0x30, 0, 1, 0, 0)
-/* 0x292C */ DEFINE_SFX(NA_SE_EV_BOMBERS_WALK, 0x30, 0, 1, 0, 0)
-/* 0x292D */ DEFINE_SFX(NA_SE_EV_BOMBERS_LAND, 0x30, 0, 2, 0, 0)
-/* 0x292E */ DEFINE_SFX(NA_SE_EV_BOMBERS_SHOT_BREATH, 0x30, 0, 0, 0, 0)
-/* 0x292F */ DEFINE_SFX(NA_SE_EV_BOMBERS_SHOT_EXPLOSUIN, 0x30, 0, 0, 0, 0)
-/* 0x2930 */ DEFINE_SFX(NA_SE_EV_BOMBERS_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x2931 */ DEFINE_SFX(NA_SE_EV_SOLDIER_WALK, 0x30, 0, 3, 0, 0)
-/* 0x2932 */ DEFINE_SFX(NA_SE_EV_ROCK_CUBE_RISING, 0x30, 0, 0, 0, 0)
-/* 0x2933 */ DEFINE_SFX(NA_SE_EV_ROCK_CUBE_FALL, 0x30, 0, 0, 0, 0)
-/* 0x2934 */ DEFINE_SFX(NA_SE_EV_BELL_SPIT, 0x30, 0, 0, 0, 0)
-/* 0x2935 */ DEFINE_SFX(NA_SE_EV_BELL_SIGH, 0x30, 0, 0, 0, 0)
-/* 0x2936 */ DEFINE_SFX(NA_SE_EV_BELL_BRAKE, 0x30, 0, 0, 0, 0)
-/* 0x2937 */ DEFINE_SFX(NA_SE_EV_DOG_SWIM, 0x30, 0, 0, 0, 0)
-/* 0x2938 */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_HEAL_ORG, 0x80, 0, 0, 0, 0)
-/* 0x2939 */ DEFINE_SFX(NA_SE_EV_BOMBERS_CLIMB, 0x30, 0, 0, 0, 0)
-/* 0x293A */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BROKEN, 0x30, 3, 1, 0, 0)
-/* 0x293B */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x293C */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x293D */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_UP, 0x30, 3, 0, 0, 0)
-/* 0x293E */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STOP, 0x30, 3, 0, 0, 0)
-/* 0x293F */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_FALL, 0x30, 3, 0, 0, 0)
-/* 0x2940 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_0, 0x30, 3, 0, 0, 0)
-/* 0x2941 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_1, 0x30, 3, 0, 0, 0)
-/* 0x2942 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_2, 0x30, 3, 0, 0, 0)
-/* 0x2943 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_OPEN_S, 0x30, 0, 0, 0, 0)
-/* 0x2944 */ DEFINE_SFX(NA_SE_EV_ICE_MELT_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x2945 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STAIR_MOVE, 0x30, 3, 0, 0, 0)
-/* 0x2946 */ DEFINE_SFX(NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x2947 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK, 0x30, 3, 1, 0, 0)
-/* 0x2948 */ DEFINE_SFX(NA_SE_EV_CHICK_TO_CHICKEN, 0x30, 0, 1, 0, 0)
-/* 0x2949 */ DEFINE_SFX(NA_SE_EV_MUJURA_BALLOON_BROKEN, 0x60, 2, 0, 0, 0)
-/* 0x294A */ DEFINE_SFX(NA_SE_EV_BALLOON_SWELL, 0x30, 0, 0, 0, 0)
-/* 0x294B */ DEFINE_SFX(NA_SE_EV_SEAHORSE_OUT_BOTTLE, 0x30, 0, 0, 0, 0)
-/* 0x294C */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x294D */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x294E */ DEFINE_SFX(NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x294F */ DEFINE_SFX(NA_SE_EV_MOON_FALL_LAST, 0x30, 0, 0, 0, 0)
-/* 0x2950 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2951 */ DEFINE_SFX(NA_SE_EV_SEAHORSE_SWIM, 0x30, 0, 0, 0, 0)
-/* 0x2952 */ DEFINE_SFX(NA_SE_EV_OPEN_AMBRELLA, 0x30, 0, 0, 0, 0)
-/* 0x2953 */ DEFINE_SFX(NA_SE_EV_BUTLER_FRY, 0x60, 0, 0, 0, 0)
-/* 0x2954 */ DEFINE_SFX(NA_SE_EV_PIRATE_SHIP, 0x30, 2, 0, 0, 0)
-/* 0x2955 */ DEFINE_SFX(NA_SE_EV_DRAIN, 0x30, 0, 0, 0, 0)
-/* 0x2956 */ DEFINE_SFX(NA_SE_EV_DORA_L, 0x30, 2, 0, 0, 0)
-/* 0x2957 */ DEFINE_SFX(NA_SE_EV_LOG_BOUND, 0x30, 0, 2, 0, 0)
-/* 0x2958 */ DEFINE_SFX(NA_SE_EV_CART_WHEEL, 0x60, 2, 1, 0, 0)
-/* 0x2959 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x295A */ DEFINE_SFX(NA_SE_EV_DORA_S, 0x30, 0, 0, 0, 0)
-/* 0x295B */ DEFINE_SFX(NA_SE_EV_ROCK_FALL, 0x30, 0, 0, 0, 0)
-/* 0x295C */ DEFINE_SFX(NA_SE_EV_FREEZE_S, 0x30, 0, 0, 0, 0)
-/* 0x295D */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND_S, 0x30, 0, 0, 0, 0)
-/* 0x295E */ DEFINE_SFX(NA_SE_EV_CLOSE_AMBRELLA, 0x30, 0, 0, 0, 0)
-/* 0x295F */ DEFINE_SFX(NA_SE_EV_OBJECT_SLIDE, 0x30, 0, 0, 0, 0)
-/* 0x2960 */ DEFINE_SFX(NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2961 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2962 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2963 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_DAMAGE, 0x30, 0, 0, 0, 0)
-/* 0x2964 */ DEFINE_SFX(NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2965 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_REWARD, 0x30, 0, 0, 0, 0)
-/* 0x2966 */ DEFINE_SFX(NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2967 */ DEFINE_SFX(NA_SE_EV_OWL_WARP_SWITCH_ON, 0x80, 0, 0, 0, 0)
-/* 0x2968 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_RR, 0x80, 3, 0, 0, 0)
-/* 0x2969 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_LR, 0x80, 3, 0, 0, 0)
-/* 0x296A */ DEFINE_SFX(NA_SE_EV_SMALL_WATER_WHEEL, 0x30, 3, 0, 0, 0)
-/* 0x296B */ DEFINE_SFX(NA_SE_EV_COCK_SWITCH_ROLL, 0x80, 2, 0, 0, 0)
-/* 0x296C */ DEFINE_SFX(NA_SE_EV_COCK_SWITCH_STOP, 0x80, 2, 0, 0, 0)
-/* 0x296D */ DEFINE_SFX(NA_SE_EV_PIPE_STREAM_START, 0x30, 0, 0, 0, 0)
-/* 0x296E */ DEFINE_SFX(NA_SE_EV_WATER_PILLAR, 0x60, 0, 0, 0, 0)
-/* 0x296F */ DEFINE_SFX(NA_SE_EV_SEESAW_INCLINE, 0x30, 0, 0, 0, 0)
-/* 0x2970 */ DEFINE_SFX(NA_SE_EV_ZORA_WALK, 0x30, 2, 1, 0, 0)
-/* 0x2971 */ DEFINE_SFX(NA_SE_EV_PIRATE_WALK, 0x30, 2, 1, 0, 0)
-/* 0x2972 */ DEFINE_SFX(NA_SE_EV_PILLAR_UP_FAST, 0x30, 3, 1, 0, 0)
-/* 0x2973 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2974 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2975 */ DEFINE_SFX(NA_SE_EV_MUJURA_FOLLOWERS_FLY, 0x30, 0, 0, 0, 0)
-/* 0x2976 */ DEFINE_SFX(NA_SE_EV_MAKE_TURRET, 0x30, 0, 0, 0, 0)
-/* 0x2977 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_ROLL, 0x30, 3, 0, 0, 0)
-/* 0x2978 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x2979 */ DEFINE_SFX(NA_SE_EV_SINK_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
-/* 0x297A */ DEFINE_SFX(NA_SE_EV_REBOUND_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
-/* 0x297B */ DEFINE_SFX(NA_SE_EV_UFO_APPEAR, 0x30, 3, 0, 0, 0)
-/* 0x297C */ DEFINE_SFX(NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x297D */ DEFINE_SFX(NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x297E */ DEFINE_SFX(NA_SE_EV_MILK_POT_DAMAGE, 0x80, 3, 0, 0, 0)
-/* 0x297F */ DEFINE_SFX(NA_SE_EV_DUMMY_383, 0x30, 0, 0, 0, 0)
-/* 0x2980 */ DEFINE_SFX(NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2981 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2982 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2983 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2984 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x2985 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
-/* 0x2986 */ DEFINE_SFX(NA_SE_EV_MOONSTONE_FALL, 0x80, 3, 0, 0, 0)
-/* 0x2987 */ DEFINE_SFX(NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2988 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_FRY, 0x30, 0, 0, 0, 0)
-/* 0x2989 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_HEAL, 0x30, 0, 0, 0, 0)
-/* 0x298A */ DEFINE_SFX(NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY, 0x30, 0, 0, 0, 0)
-/* 0x298B */ DEFINE_SFX(NA_SE_EV_PAMERA_WALK, 0x30, 0, 0, 0, 0)
-/* 0x298C */ DEFINE_SFX(NA_SE_EV_G_STONE_CHANGE_COLOR, 0x30, 0, 0, 0, 0)
-/* 0x298D */ DEFINE_SFX(NA_SE_EV_CURTAIN_DOWN, 0x30, 0, 0, 0, 0)
-/* 0x298E */ DEFINE_SFX(NA_SE_EV_GORON_HAND_HIT, 0x30, 3, 0, 0, 0)
-/* 0x298F */ DEFINE_SFX(NA_SE_EV_SMALL_WOODPLATE_BOUND_0, 0x30, 3, 1, 0, 0)
-/* 0x2990 */ DEFINE_SFX(NA_SE_EV_GET_UP_ON_BED, 0x30, 3, 0, 0, 0)
-/* 0x2991 */ DEFINE_SFX(NA_SE_EV_LIE_DOWN_ON_BED, 0x30, 3, 0, 0, 0)
-/* 0x2992 */ DEFINE_SFX(NA_SE_EV_BANK_MAN_HAND_HIT, 0x30, 0, 0, 0, 0)
-/* 0x2993 */ DEFINE_SFX(NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x2994 */ DEFINE_SFX(NA_SE_EV_CHICK_SONG, 0x10, 7, 0, 0, 0)
-/* 0x2995 */ DEFINE_SFX(NA_SE_EV_LAND_SAND, 0x30, 0, 0, 0, 0)
-/* 0x2996 */ DEFINE_SFX(NA_SE_EV_JUMP_SAND, 0x30, 0, 0, 0, 0)
-/* 0x2997 */ DEFINE_SFX(NA_SE_EV_SECRET_LADDER_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x2998 */ DEFINE_SFX(NA_SE_EV_CLAPPING_2P, 0x30, 0, 0, 0, 0)
-/* 0x2999 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WEED, 0x30, 0, 0, 0, 0)
-/* 0x299A */ DEFINE_SFX(NA_SE_EV_FAIRY_SHIVER, 0x30, 0, 0, 0, 0)
-/* 0x299B */ DEFINE_SFX(NA_SE_EV_MASK_RISING, 0x30, 0, 0, 0, 0)
-/* 0x299C */ DEFINE_SFX(NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x299D */ DEFINE_SFX(NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x299E */ DEFINE_SFX(NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x299F */ DEFINE_SFX(NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
-/* 0x29A0 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_X, 0x60, 3, 0, 0, 0)
-/* 0x29A1 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Z, 0x60, 3, 0, 0, 0)
-/* 0x29A2 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Y, 0x60, 3, 0, 0, 0)
-/* 0x29A3 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_STOP_C, 0x70, 3, 0, 0, 0)
-/* 0x29A4 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_STOP_F, 0x70, 3, 0, 0, 0)
-/* 0x29A5 */ DEFINE_SFX(NA_SE_EV_BELL_ANGER, 0x30, 0, 0, 0, 0)
-/* 0x29A6 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_SWITCH, 0x70, 3, 0, 0, 0)
-/* 0x29A7 */ DEFINE_SFX(NA_SE_EV_BAT_FLY, 0x30, 4, 0, 0, 0)
-/* 0x29A8 */ DEFINE_SFX(NA_SE_EV_UFO_LIGHT_BEAM, 0x30, 3, 0, 0, 0)
-/* 0x29A9 */ DEFINE_SFX(NA_SE_EV_DOOR_UNLOCK, 0x30, 0, 0, 0, 0)
-/* 0x29AA */ DEFINE_SFX(NA_SE_EV_WOOD_WATER_WHEEL, 0x30, 0, 0, 0, 0)
-/* 0x29AB */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_OPEN, 0x60, 0, 0, 0, 0)
-/* 0x29AC */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_CLOSE, 0x60, 0, 0, 0, 0)
-/* 0x29AD */ DEFINE_SFX(NA_SE_EV_ROOM_CARTAIN, 0x30, 0, 0, 0, 0)
-/* 0x29AE */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
-/* 0x29AF */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
-/* 0x29B0 */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
-/* 0x29B1 */ DEFINE_SFX(NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x29B2 */ DEFINE_SFX(NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x29B3 */ DEFINE_SFX(NA_SE_EV_OMENYA_WALK, 0x30, 0, 2, 0, 0)
-/* 0x29B4 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x29B5 */ DEFINE_SFX(NA_SE_EV_UFO_FLY, 0x30, 3, 0, 0, 0)
-/* 0x29B6 */ DEFINE_SFX(NA_SE_EV_GRASS_WALL_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x29B7 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE_ENERGY, 0x60, 3, 0, 0, 0)
-/* 0x29B8 */ DEFINE_SFX(NA_SE_EV_BOSS_WARP_HOLE, 0x70, 0, 0, 0, 0)
-/* 0x29B9 */ DEFINE_SFX(NA_SE_EV_FIREWORKS_LAUNCH, 0x30, 0, 0, 0, 0)
-/* 0x29BA */ DEFINE_SFX(NA_SE_EV_IKANA_SOUL_LV, 0x30, 0, 0, 0, 0)
-/* 0x29BB */ DEFINE_SFX(NA_SE_EV_IKANA_PURIFICATION, 0x30, 0, 0, 0, 0)
-/* 0x29BC */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_2, 0x30, 0, 0, 0, 0)
-/* 0x29BD */ DEFINE_SFX(NA_SE_EV_DARUMA_VANISH, 0x30, 0, 0, 0, 0)
-/* 0x29BE */ DEFINE_SFX(NA_SE_EV_IKANA_SOUL_TRANSFORM, 0x30, 0, 0, 0, 0)
-/* 0x29BF */ DEFINE_SFX(NA_SE_EV_ROMANI_BOW_FLICK, 0x40, 0, 0, 0, 0)
-/* 0x29C0 */ DEFINE_SFX(NA_SE_EV_WHITE_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
-/* 0x29C1 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
-/* 0x29C2 */ DEFINE_SFX(NA_SE_EV_SWORD_FORGE, 0x30, 0, 1, 0, 0)
-/* 0x29C3 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_CLOSE_S, 0x30, 1, 1, 0, 0)
-/* 0x29C4 */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_CLOSE, 0x30, 0, 0, 0, 0)
-/* 0x29C5 */ DEFINE_SFX(NA_SE_EV_PAMET_ROCK_CRASH, 0x30, 0, 0, 0, 0)
-/* 0x29C6 */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0, 0)
-/* 0x29C7 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN2, 0x30, 0, 0, 0, 0)
-/* 0x29C8 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK2, 0x30, 0, 0, 0, 0)
-/* 0x29C9 */ DEFINE_SFX(NA_SE_EV_WOODBOX_BOUND2, 0x30, 0, 0, 0, 0)
-/* 0x29CA */ DEFINE_SFX(NA_SE_EV_DEMO_KID_ATOZUSARI, 0x30, 0, 0, 0, 0)
-/* 0x29CB */ DEFINE_SFX(NA_SE_EV_UNDER_WATER, 0x30, 0, 0, 0, 0)
-/* 0x29CC */ DEFINE_SFX(NA_SE_EV_FREEZE2, 0x30, 0, 0, 0, 0)
-/* 0x29CD */ DEFINE_SFX(NA_SE_EV_DEMO_KID_SAGURU, 0x30, 0, 0, 0, 0)
-/* 0x29CE */ DEFINE_SFX(NA_SE_EV_WATER_WALL3, 0x30, 0, 0, 0, 0)
-/* 0x29CF */ DEFINE_SFX(NA_SE_EV_BOMBERS_TAORE, 0x30, 0, 0, 0, 0)
+/* 0x2800 */ DEFINE_SFX(CHAN_278D, NA_SE_EV_DOOR_OPEN, 0x70, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
+/* 0x2801 */ DEFINE_SFX(CHAN_279C, NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0, 0)
+/* 0x2802 */ DEFINE_SFX(CHAN_27A8, NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0, 0)
+/* 0x2803 */ DEFINE_SFX(CHAN_27B9, NA_SE_EV_HORSE_WALK, 0x60, 0, 1, 0, 0)
+/* 0x2804 */ DEFINE_SFX(CHAN_27C3, NA_SE_EV_HORSE_RUN, 0x60, 0, 1, 0, 0)
+/* 0x2805 */ DEFINE_SFX(CHAN_27CD, NA_SE_EV_HORSE_NEIGH, 0x70, 0, 1, 0, 0)
+/* 0x2806 */ DEFINE_SFX(CHAN_27D8, NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x2807 */ DEFINE_SFX(CHAN_27EC, NA_SE_EV_WATER_WALL_BIG, 0x70, 2, 0, 0, 0)
+/* 0x2808 */ DEFINE_SFX(CHAN_27F1, NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0, 0)
+/* 0x2809 */ DEFINE_SFX(CHAN_2805, NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0, 0)
+/* 0x280A */ DEFINE_SFX(CHAN_2817, NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0, 0)
+/* 0x280B */ DEFINE_SFX(CHAN_282A, NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0, 0)
+/* 0x280C */ DEFINE_SFX(CHAN_283B, NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0, SFX_FLAG_8)
+/* 0x280D */ DEFINE_SFX(CHAN_2885, NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0, 0)
+/* 0x280E */ DEFINE_SFX(CHAN_28B9, NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0, 0)
+/* 0x280F */ DEFINE_SFX(CHAN_28D0, NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0, 0)
+/* 0x2810 */ DEFINE_SFX(CHAN_28E7, NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0, 0)
+/* 0x2811 */ DEFINE_SFX(CHAN_2911, NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0, 0)
+/* 0x2812 */ DEFINE_SFX(CHAN_2920, NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0, 0)
+/* 0x2813 */ DEFINE_SFX(CHAN_2938, NA_SE_EV_CHICKEN_CRY_M, 0x50, 0, 0, 0, 0)
+/* 0x2814 */ DEFINE_SFX(CHAN_2943, NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 2, 0, 0, 0)
+/* 0x2815 */ DEFINE_SFX(CHAN_2955, NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0, 0)
+/* 0x2816 */ DEFINE_SFX(CHAN_2979, NA_SE_EV_HORSE_GROAN, 0x60, 0, 0, 0, 0)
+/* 0x2817 */ DEFINE_SFX(CHAN_2990, NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0, 0)
+/* 0x2818 */ DEFINE_SFX(CHAN_29A3, NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x2819 */ DEFINE_SFX(CHAN_29B0, NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0, 0)
+/* 0x281A */ DEFINE_SFX(CHAN_29BD, NA_SE_EV_HORSE_SLIP, 0x68, 0, 0, 0, 0)
+/* 0x281B */ DEFINE_SFX(CHAN_29CE, NA_SE_EV_WHITE_FAIRY_DASH, 0x58, 0, 1, 0, 0)
+/* 0x281C */ DEFINE_SFX(CHAN_29FC, NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0, 0)
+/* 0x281D */ DEFINE_SFX(CHAN_2A0E, NA_SE_EV_BIGWALL_BOUND, 0x70, 3, 0, 0, 0)
+/* 0x281E */ DEFINE_SFX(CHAN_2A30, NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 1, 0, 0)
+/* 0x281F */ DEFINE_SFX(CHAN_2A4A, NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0, 0)
+/* 0x2820 */ DEFINE_SFX(CHAN_2A68, NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x2821 */ DEFINE_SFX(CHAN_2A7E, NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_LOWER_VOLUME_BGM)
+/* 0x2822 */ DEFINE_SFX(CHAN_2AD4, NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0, 0)
+/* 0x2823 */ DEFINE_SFX(CHAN_2AE4, NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0, 0)
+/* 0x2824 */ DEFINE_SFX(CHAN_2AFF, NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x2825 */ DEFINE_SFX(CHAN_2B19, NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x2826 */ DEFINE_SFX(CHAN_2B88, NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x2827 */ DEFINE_SFX(CHAN_2BDE, NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0, 0)
+/* 0x2828 */ DEFINE_SFX(CHAN_2C57, NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0, 0)
+/* 0x2829 */ DEFINE_SFX(CHAN_2C6D, NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0, 0)
+/* 0x282A */ DEFINE_SFX(CHAN_2C81, NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0, 0)
+/* 0x282B */ DEFINE_SFX(CHAN_2C95, NA_SE_EV_KID_HORSE_LAND2, 0x60, 0, 0, 0, 0)
+/* 0x282C */ DEFINE_SFX(CHAN_2C9F, NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x282D */ DEFINE_SFX(CHAN_2CB0, NA_SE_EV_DUMMY_45, 0x30, 0, 0, 0, 0)
+/* 0x282E */ DEFINE_SFX(CHAN_2CCE, NA_SE_EV_LIGHTNING, 0x80, 0, 0, 0, 0)
+/* 0x282F */ DEFINE_SFX(CHAN_2CF0, NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0, 0)
+/* 0x2830 */ DEFINE_SFX(CHAN_2D06, NA_SE_EV_WATERDROP, 0x30, 0, 1, 0, 0)
+/* 0x2831 */ DEFINE_SFX(CHAN_2D17, NA_SE_EV_TORCH, 0x10, 0, 0, 0, 0)
+/* 0x2832 */ DEFINE_SFX(CHAN_2D26, NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0, 0)
+/* 0x2833 */ DEFINE_SFX(CHAN_2D58, NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0, SFX_FLAG_8)
+/* 0x2834 */ DEFINE_SFX(CHAN_2D7A, NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_PRIORITY_NO_DIST)
+/* 0x2835 */ DEFINE_SFX(CHAN_2D91, NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0, 0)
+/* 0x2836 */ DEFINE_SFX(CHAN_2DA2, NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_UNUSED6, 0)
+/* 0x2837 */ DEFINE_SFX(CHAN_2DBA, NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0, 0)
+/* 0x2838 */ DEFINE_SFX(CHAN_2DC6, NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0, 0)
+/* 0x2839 */ DEFINE_SFX(CHAN_2DE0, NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0, 0)
+/* 0x283A */ DEFINE_SFX(CHAN_2E0C, NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0, 0)
+/* 0x283B */ DEFINE_SFX(CHAN_2E26, NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0, 0)
+/* 0x283C */ DEFINE_SFX(CHAN_2E58, NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0, 0)
+/* 0x283D */ DEFINE_SFX(CHAN_2E78, NA_SE_EV_WATERDROP_GRD, 0x30, 0, 0, 0, 0)
+/* 0x283E */ DEFINE_SFX(CHAN_2E85, NA_SE_EV_EXPLSION_LONG, 0x30, 3, 0, 0, 0)
+/* 0x283F */ DEFINE_SFX(CHAN_2EA5, NA_SE_EV_WATER_WALL_BIG_SILENT, 0x70, 0, 0, 0, 0)
+/* 0x2840 */ DEFINE_SFX(CHAN_2EC7, NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x2841 */ DEFINE_SFX(CHAN_2EFE, NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x2842 */ DEFINE_SFX(CHAN_2F14, NA_SE_EV_KID_HORSE_WALK, 0x60, 0, 0, 0, 0)
+/* 0x2843 */ DEFINE_SFX(CHAN_2F20, NA_SE_EV_KID_HORSE_RUN, 0x60, 0, 0, 0, 0)
+/* 0x2844 */ DEFINE_SFX(CHAN_2F2A, NA_SE_EV_KID_HORSE_NEIGH, 0x60, 0, 0, 0, 0)
+/* 0x2845 */ DEFINE_SFX(CHAN_2F35, NA_SE_EV_KID_HORSE_GROAN, 0x60, 0, 0, 0, 0)
+/* 0x2846 */ DEFINE_SFX(CHAN_2F3E, NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2847 */ DEFINE_SFX(CHAN_2F65, NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0, 0)
+/* 0x2848 */ DEFINE_SFX(CHAN_2FC6, NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0, 0)
+/* 0x2849 */ DEFINE_SFX(CHAN_2FE7, NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_PRIORITY_NO_DIST)
+/* 0x284A */ DEFINE_SFX(CHAN_3030, NA_SE_EV_POSTMAN_WALK, 0x30, 0, 1, 0, 0)
+/* 0x284B */ DEFINE_SFX(CHAN_304D, NA_SE_EV_POSTMACHINE_HIT_OPEN, 0x60, 0, 0, 0, 0)
+/* 0x284C */ DEFINE_SFX(CHAN_305E, NA_SE_EV_POSTMACHINE_OPEN, 0x60, 3, 0, 0, 0)
+/* 0x284D */ DEFINE_SFX(CHAN_306A, NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0, 0)
+/* 0x284E */ DEFINE_SFX(CHAN_3082, NA_SE_EV_PLANT_BROKEN, 0x58, 1, 0, 0, 0)
+/* 0x284F */ DEFINE_SFX(CHAN_309D, NA_SE_EV_STONE_SWITCH_ON, 0x30, 0, 0, 0, 0)
+/* 0x2850 */ DEFINE_SFX(CHAN_30AF, NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0, 0)
+/* 0x2851 */ DEFINE_SFX(CHAN_30F1, NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0, 0)
+/* 0x2852 */ DEFINE_SFX(CHAN_30F8, NA_SE_EV_ROCK_BROKEN, 0x30, 3, 3, 0, 0)
+/* 0x2853 */ DEFINE_SFX(CHAN_3113, NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0, 0)
+/* 0x2854 */ DEFINE_SFX(CHAN_3127, NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0, 0)
+/* 0x2855 */ DEFINE_SFX(CHAN_313E, NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x2856 */ DEFINE_SFX(CHAN_314D, NA_SE_EV_TRE_BOX_BOUND, 0x60, 1, 1, 0, 0)
+/* 0x2857 */ DEFINE_SFX(CHAN_315A, NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0, 0)
+/* 0x2858 */ DEFINE_SFX(CHAN_3174, NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0, 0)
+/* 0x2859 */ DEFINE_SFX(CHAN_318A, NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0, 0)
+/* 0x285A */ DEFINE_SFX(CHAN_3198, NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0, 0)
+/* 0x285B */ DEFINE_SFX(CHAN_31A6, NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0, 0)
+/* 0x285C */ DEFINE_SFX(CHAN_31CC, NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0, 0)
+/* 0x285D */ DEFINE_SFX(CHAN_31E1, NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_REVERB_NO_DIST | SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x285E */ DEFINE_SFX(CHAN_31FE, NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0, 0)
+/* 0x285F */ DEFINE_SFX(CHAN_3225, NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0, 0)
+/* 0x2860 */ DEFINE_SFX(CHAN_323B, NA_SE_EV_STONE_SWITCH_OFF, 0x30, 3, 0, 0, 0)
+/* 0x2861 */ DEFINE_SFX(CHAN_324D, NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0, 0)
+/* 0x2862 */ DEFINE_SFX(CHAN_3262, NA_SE_EV_ICE_STAND_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x2863 */ DEFINE_SFX(CHAN_327F, NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0, 0)
+/* 0x2864 */ DEFINE_SFX(CHAN_32A4, NA_SE_EV_SEESAW_WATER_BOUND, 0x30, 0, 1, 0, 0)
+/* 0x2865 */ DEFINE_SFX(CHAN_32AB, NA_SE_EV_SECOM_CONVEYOR, 0x30, 0, 0, 0, 0)
+/* 0x2866 */ DEFINE_SFX(CHAN_32BD, NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x2867 */ DEFINE_SFX(CHAN_32C9, NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x2868 */ DEFINE_SFX(CHAN_32D9, NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0, 0)
+/* 0x2869 */ DEFINE_SFX(CHAN_32E7, NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0, 0)
+/* 0x286A */ DEFINE_SFX(CHAN_32FB, NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0, 0)
+/* 0x286B */ DEFINE_SFX(CHAN_330C, NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0, 0)
+/* 0x286C */ DEFINE_SFX(CHAN_331E, NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 3, 0, 0, 0)
+/* 0x286D */ DEFINE_SFX(CHAN_332C, NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x286E */ DEFINE_SFX(CHAN_3347, NA_SE_EV_KAKASH_LONGI_ROLL, 0x30, 0, 0, 0, 0)
+/* 0x286F */ DEFINE_SFX(CHAN_3365, NA_SE_EV_SUN_MARK_FLASH, 0x30, 3, 0, 0, 0)
+/* 0x2870 */ DEFINE_SFX(CHAN_3379, NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0, 0)
+/* 0x2871 */ DEFINE_SFX(CHAN_3390, NA_SE_EV_SEESAW_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x2872 */ DEFINE_SFX(CHAN_339F, NA_SE_EV_FAIRY_ATTACK, 0x30, 0, 2, 0, 0)
+/* 0x2873 */ DEFINE_SFX(CHAN_33C8, NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0, 0)
+/* 0x2874 */ DEFINE_SFX(CHAN_33D6, NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0, 0)
+/* 0x2875 */ DEFINE_SFX(CHAN_3401, NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0, 0)
+/* 0x2876 */ DEFINE_SFX(CHAN_341B, NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0, 0)
+/* 0x2877 */ DEFINE_SFX(CHAN_342C, NA_SE_EV_TREE_SWING, 0x60, 0, 0, 0, 0)
+/* 0x2878 */ DEFINE_SFX(CHAN_279C, NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
+/* 0x2879 */ DEFINE_SFX(CHAN_344D, NA_SE_EV_NAVY_FLY_REBIRTH, 0x30, 2, 0, 0, 0)
+/* 0x287A */ DEFINE_SFX(CHAN_3460, NA_SE_EV_CHAINLIFT_STOP, 0x30, 2, 0, 0, 0)
+/* 0x287B */ DEFINE_SFX(CHAN_348A, NA_SE_EV_TRE_BOX_APPEAR, 0x80, 2, 0, 0, 0)
+/* 0x287C */ DEFINE_SFX(CHAN_34C8, NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0, 0)
+/* 0x287D */ DEFINE_SFX(CHAN_34E2, NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0, 0)
+/* 0x287E */ DEFINE_SFX(CHAN_34F9, NA_SE_EV_HEALING, 0x30, 0, 0, 0, 0)
+/* 0x287F */ DEFINE_SFX(CHAN_3528, NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x2880 */ DEFINE_SFX(CHAN_3547, NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0, 0)
+/* 0x2881 */ DEFINE_SFX(CHAN_354B, NA_SE_EV_RED_EYE, 0x30, 0, 0, 0, 0)
+/* 0x2882 */ DEFINE_SFX(CHAN_355D, NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0, 0)
+/* 0x2883 */ DEFINE_SFX(CHAN_356F, NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0, 0)
+/* 0x2884 */ DEFINE_SFX(CHAN_3585, NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0, 0)
+/* 0x2885 */ DEFINE_SFX(CHAN_3598, NA_SE_EV_WINDMILL_LEVEL, 0x60, 4, 0, 0, 0)
+/* 0x2886 */ DEFINE_SFX(CHAN_35AB, NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x2887 */ DEFINE_SFX(CHAN_35D8, NA_SE_EV_POT_BROKEN, 0x30, 0, 1, 0, 0)
+/* 0x2888 */ DEFINE_SFX(CHAN_35EB, NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0, 0)
+/* 0x2889 */ DEFINE_SFX(CHAN_08F5, NA_SE_EV_DIVE_INTO_WATER, 0x60, 0, 0, 0, 0)
+/* 0x288A */ DEFINE_SFX(CHAN_0909, NA_SE_EV_JUMP_OUT_WATER, 0x60, 0, 0, 0, 0)
+/* 0x288B */ DEFINE_SFX(CHAN_35F7, NA_SE_EV_ICE_PIECE, 0x30, 0, 0, 0, 0)
+/* 0x288C */ DEFINE_SFX(CHAN_3610, NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0, 0)
+/* 0x288D */ DEFINE_SFX(CHAN_362F, NA_SE_EV_AURORA, 0x30, 0, 0, 0, 0)
+/* 0x288E */ DEFINE_SFX(CHAN_3649, NA_SE_EV_CHIBI_FAIRY_SAVED, 0x60, 3, 0, 0, 0)
+/* 0x288F */ DEFINE_SFX(CHAN_367D, NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0, 0)
+/* 0x2890 */ DEFINE_SFX(CHAN_36A6, NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0, 0)
+/* 0x2891 */ DEFINE_SFX(CHAN_36AE, NA_SE_EV_MILK_POT_BROKEN, 0x80, 0, 0, 0, 0)
+/* 0x2892 */ DEFINE_SFX(CHAN_36C1, NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2893 */ DEFINE_SFX(CHAN_36CF, NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0, 0)
+/* 0x2894 */ DEFINE_SFX(CHAN_36D6, NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0, 0)
+/* 0x2895 */ DEFINE_SFX(CHAN_3722, NA_SE_EV_WATER_TANK, 0x30, 0, 0, 0, 0)
+/* 0x2896 */ DEFINE_SFX(CHAN_3749, NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0, 0)
+/* 0x2897 */ DEFINE_SFX(CHAN_3762, NA_SE_EV_TOILET_WATER, 0x30, 0, 0, 0, 0)
+/* 0x2898 */ DEFINE_SFX(CHAN_377F, NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0, 0)
+/* 0x2899 */ DEFINE_SFX(CHAN_37B3, NA_SE_EV_SWEEP, 0x30, 0, 0, 0, 0)
+/* 0x289A */ DEFINE_SFX(CHAN_37C1, NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0, 0)
+/* 0x289B */ DEFINE_SFX(CHAN_37E6, NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0, 0)
+/* 0x289C */ DEFINE_SFX(CHAN_37E6, NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x289D */ DEFINE_SFX(CHAN_382D, NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x289E */ DEFINE_SFX(CHAN_386A, NA_SE_EV_DOOR_BELL, 0x30, 2, 0, 0, 0)
+/* 0x289F */ DEFINE_SFX(CHAN_3884, NA_SE_EV_BOUND_ON_MAGMA, 0x30, 3, 0, 0, 0)
+/* 0x28A0 */ DEFINE_SFX(CHAN_38A0, NA_SE_EV_HONEYCOMB_FALL, 0x30, 0, 0, 0, 0)
+/* 0x28A1 */ DEFINE_SFX(CHAN_38B8, NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0, 0)
+/* 0x28A2 */ DEFINE_SFX(CHAN_38BF, NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0, 0)
+/* 0x28A3 */ DEFINE_SFX(CHAN_38E4, NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0, 0)
+/* 0x28A4 */ DEFINE_SFX(CHAN_38E8, NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0, 0)
+/* 0x28A5 */ DEFINE_SFX(CHAN_38FE, NA_SE_EV_CHINCLE_SPELL_EFFECT, 0x30, 0, 0, 0, 0)
+/* 0x28A6 */ DEFINE_SFX(CHAN_391D, NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x28A7 */ DEFINE_SFX(CHAN_3935, NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0, 0)
+/* 0x28A8 */ DEFINE_SFX(CHAN_3949, NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0, 0)
+/* 0x28A9 */ DEFINE_SFX(CHAN_3984, NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0, 0)
+/* 0x28AA */ DEFINE_SFX(CHAN_39A6, NA_SE_EV_WOODBOX_BREAK, 0x70, 2, 0, 0, 0)
+/* 0x28AB */ DEFINE_SFX(CHAN_39B5, NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0, 0)
+/* 0x28AC */ DEFINE_SFX(CHAN_39C8, NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0, 0)
+/* 0x28AD */ DEFINE_SFX(CHAN_39CF, NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0, 0)
+/* 0x28AE */ DEFINE_SFX(CHAN_39D8, NA_SE_EV_DOG_CRY_EVENING, 0x50, 0, 0, 0, 0)
+/* 0x28AF */ DEFINE_SFX(CHAN_39E7, NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0, 0)
+/* 0x28B0 */ DEFINE_SFX(CHAN_1A7A, NA_SE_EV_STICK_SWING, 0x30, 0, 0, 0, 0)
+/* 0x28B1 */ DEFINE_SFX(CHAN_39F3, NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x28B2 */ DEFINE_SFX(CHAN_3A10, NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x28B3 */ DEFINE_SFX(CHAN_3A2C, NA_SE_EV_BURNING, 0x20, 0, 0, 0, 0)
+/* 0x28B4 */ DEFINE_SFX(CHAN_3A4D, NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 3, 0, 0)
+/* 0x28B5 */ DEFINE_SFX(CHAN_3A5D, NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x28B6 */ DEFINE_SFX(CHAN_3A8B, NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0, 0)
+/* 0x28B7 */ DEFINE_SFX(CHAN_3AA1, NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x28B8 */ DEFINE_SFX(CHAN_3AB0, NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0, 0)
+/* 0x28B9 */ DEFINE_SFX(CHAN_3AD1, NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0, 0)
+/* 0x28BA */ DEFINE_SFX(CHAN_3AEB, NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0, 0)
+/* 0x28BB */ DEFINE_SFX(CHAN_3AF1, NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0, 0)
+/* 0x28BC */ DEFINE_SFX(CHAN_3AF9, NA_SE_EV_FISH_GROW_UP, 0x30, 2, 0, 0, 0)
+/* 0x28BD */ DEFINE_SFX(CHAN_3B15, NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0, 0)
+/* 0x28BE */ DEFINE_SFX(CHAN_3B3D, NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0, 0)
+/* 0x28BF */ DEFINE_SFX(CHAN_3B55, NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0, 0)
+/* 0x28C0 */ DEFINE_SFX(CHAN_3B6A, NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0, 0)
+/* 0x28C1 */ DEFINE_SFX(CHAN_3B8C, NA_SE_EV_BOILED_WATER_S, 0x30, 6, 0, 0, 0)
+/* 0x28C2 */ DEFINE_SFX(CHAN_3BAC, NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0, 0)
+/* 0x28C3 */ DEFINE_SFX(CHAN_091B, NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0, 0)
+/* 0x28C4 */ DEFINE_SFX(CHAN_0BB0, NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0, 0)
+/* 0x28C5 */ DEFINE_SFX(CHAN_3BB8, NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0, 0)
+/* 0x28C6 */ DEFINE_SFX(CHAN_3BC2, NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0, 0)
+/* 0x28C7 */ DEFINE_SFX(CHAN_3BD8, NA_SE_EV_BOILED_WATER_L, 0x30, 0, 0, 0, 0)
+/* 0x28C8 */ DEFINE_SFX(CHAN_3BE8, NA_SE_EV_DIG_UP, 0x30, 0, 0, 0, 0)
+/* 0x28C9 */ DEFINE_SFX(CHAN_39B2, NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x28CA */ DEFINE_SFX(CHAN_3BEF, NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0, 0)
+/* 0x28CB */ DEFINE_SFX(CHAN_3C01, NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0, 0)
+/* 0x28CC */ DEFINE_SFX(CHAN_3C1E, NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0, 0)
+/* 0x28CD */ DEFINE_SFX(CHAN_3C2F, NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0, 0)
+/* 0x28CE */ DEFINE_SFX(CHAN_3C51, NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0, 0)
+/* 0x28CF */ DEFINE_SFX(CHAN_3C5D, NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0, 0)
+/* 0x28D0 */ DEFINE_SFX(CHAN_3C64, NA_SE_EV_TOILET_HAND_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x28D1 */ DEFINE_SFX(CHAN_3C7A, NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x28D2 */ DEFINE_SFX(CHAN_3C90, NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0, 0)
+/* 0x28D3 */ DEFINE_SFX(CHAN_AA51, NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0, 0)
+/* 0x28D4 */ DEFINE_SFX(CHAN_3CA1, NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0, 0)
+/* 0x28D5 */ DEFINE_SFX(CHAN_3CAD, NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0, 0)
+/* 0x28D6 */ DEFINE_SFX(CHAN_3CB2, NA_SE_EV_BIG_TORTOISE_SWIM, 0x60, 3, 2, 0, 0)
+/* 0x28D7 */ DEFINE_SFX(CHAN_3CD0, NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x28D8 */ DEFINE_SFX(CHAN_3D0D, NA_SE_EV_SMALL_DOG_BARK, 0x50, 0, 0, 0, 0)
+/* 0x28D9 */ DEFINE_SFX(CHAN_3D19, NA_SE_EV_RUPY_FALL, 0x60, 0, 0, 0, 0)
+/* 0x28DA */ DEFINE_SFX(CHAN_3D2D, NA_SE_EV_RAIN, 0x90, 0, 0, 0, 0)
+/* 0x28DB */ DEFINE_SFX(CHAN_3D46, NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x28DC */ DEFINE_SFX(CHAN_3D52, NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
+/* 0x28DD */ DEFINE_SFX(CHAN_3D5E, NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0, 0)
+/* 0x28DE */ DEFINE_SFX(CHAN_3D65, NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x28DF */ DEFINE_SFX(CHAN_3D8A, NA_SE_EV_COW_CRY, 0x30, 0, 0, 0, 0)
+/* 0x28E0 */ DEFINE_SFX(CHAN_3D96, NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x28E1 */ DEFINE_SFX(CHAN_3DB3, NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0, 0)
+/* 0x28E2 */ DEFINE_SFX(CHAN_3B55, NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0, 0)
+/* 0x28E3 */ DEFINE_SFX(CHAN_3DBA, NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0, 0)
+/* 0x28E4 */ DEFINE_SFX(CHAN_3DCE, NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0, 0)
+/* 0x28E5 */ DEFINE_SFX(CHAN_3DE2, NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0, 0)
+/* 0x28E6 */ DEFINE_SFX(CHAN_3E24, NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
+/* 0x28E7 */ DEFINE_SFX(CHAN_3E31, NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0, 0)
+/* 0x28E8 */ DEFINE_SFX(CHAN_AC63, NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x28E9 */ DEFINE_SFX(CHAN_3E56, NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0, 0)
+/* 0x28EA */ DEFINE_SFX(CHAN_3E68, NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0, 0)
+/* 0x28EB */ DEFINE_SFX(CHAN_29FC, NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0, 0)
+/* 0x28EC */ DEFINE_SFX(CHAN_3E6E, NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0, 0)
+/* 0x28ED */ DEFINE_SFX(CHAN_3E7B, NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0, 0)
+/* 0x28EE */ DEFINE_SFX(CHAN_3EA8, NA_SE_EV_MOON_LIGHT_PILLAR, 0x30, 3, 0, 0, 0)
+/* 0x28EF */ DEFINE_SFX(CHAN_3EEF, NA_SE_EV_MONKEY_WALK, 0x20, 0, 0, 0, 0)
+/* 0x28F0 */ DEFINE_SFX(CHAN_3EFD, NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0, 0)
+/* 0x28F1 */ DEFINE_SFX(CHAN_3F15, NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 1, 0, 0)
+/* 0x28F2 */ DEFINE_SFX(CHAN_3F26, NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x28F3 */ DEFINE_SFX(CHAN_3F87, NA_SE_EV_BIGBELL, 0x30, 2, 0, 0, 0)
+/* 0x28F4 */ DEFINE_SFX(CHAN_3F9F, NA_SE_EV_NUTS_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x28F5 */ DEFINE_SFX(CHAN_3FAD, NA_SE_EV_SNOWBALL_BROKEN, 0x30, 2, 0, 0, 0)
+/* 0x28F6 */ DEFINE_SFX(CHAN_3FCD, NA_SE_EV_SMALLBALL_ROLL, 0x30, 5, 0, 0, 0)
+/* 0x28F7 */ DEFINE_SFX(CHAN_3FDE, NA_SE_EV_FLOWERPETAL_MOVE, 0x30, 0, 0, 0, 0)
+/* 0x28F8 */ DEFINE_SFX(CHAN_3FF2, NA_SE_EV_FLOWERPETAL_STOP, 0x30, 0, 0, 0, 0)
+/* 0x28F9 */ DEFINE_SFX(CHAN_4005, NA_SE_EV_FLOWER_ROLLING, 0x40, 0, 0, 0, 0)
+/* 0x28FA */ DEFINE_SFX(CHAN_4016, NA_SE_EV_GLASSBROKEN_IMPACT, 0x30, 0, 0, 0, 0)
+/* 0x28FB */ DEFINE_SFX(CHAN_402A, NA_SE_EV_GLASSBROKEN_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x28FC */ DEFINE_SFX(CHAN_3AB0, NA_SE_EV_BIGBALL_ROLL_SR, 0x30, 5, 0, 0, 0)
+/* 0x28FD */ DEFINE_SFX(CHAN_4041, NA_SE_EV_SMALL_SNOWBALL_BROKEN, 0x30, 2, 3, 0, 0)
+/* 0x28FE */ DEFINE_SFX(CHAN_4059, NA_SE_EV_STATUE_VANISH, 0x30, 0, 0, 0, 0)
+/* 0x28FF */ DEFINE_SFX(CHAN_406C, NA_SE_EV_BIGBALL_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x2900 */ DEFINE_SFX(CHAN_4070, NA_SE_EV_MONKEY_VO_WALK, 0x30, 0, 2, 0, 0)
+/* 0x2901 */ DEFINE_SFX(CHAN_407A, NA_SE_EV_MONKEY_VO_JOY, 0x30, 0, 2, 0, 0)
+/* 0x2902 */ DEFINE_SFX(CHAN_4086, NA_SE_EV_WALK_WATER, 0x30, 0, 0, 0, 0)
+/* 0x2903 */ DEFINE_SFX(CHAN_4095, NA_SE_EV_PLATE_LIFT_LEVEL, 0x30, 2, 0, 0, 0)
+/* 0x2904 */ DEFINE_SFX(CHAN_40A7, NA_SE_EV_BIGBALL_ROLL_2, 0x30, 0, 0, 0, 0)
+/* 0x2905 */ DEFINE_SFX(CHAN_40A7, NA_SE_EV_BIGBALL_ROLL_SR_2, 0x30, 0, 0, 0, 0)
+/* 0x2906 */ DEFINE_SFX(CHAN_40B8, NA_SE_EV_BIGBALL_ROLL_3, 0x30, 0, 0, 0, 0)
+/* 0x2907 */ DEFINE_SFX(CHAN_40B8, NA_SE_EV_BIGBALL_ROLL_SR_3, 0x30, 0, 0, 0, 0)
+/* 0x2908 */ DEFINE_SFX(CHAN_40C9, NA_SE_EV_BEAVER_SWIM_MOTOR, 0x68, 2, 0, 0, 0)
+/* 0x2909 */ DEFINE_SFX(CHAN_40E5, NA_SE_EV_BEAVER_SWIM_HAND, 0x30, 2, 0, 0, 0)
+/* 0x290A */ DEFINE_SFX(CHAN_4104, NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x290B */ DEFINE_SFX(CHAN_4111, NA_SE_EV_SMALL_DOG_GROAN, 0x30, 0, 0, 0, 0)
+/* 0x290C */ DEFINE_SFX(CHAN_4120, NA_SE_EV_SMALL_DOG_ATK_BARK, 0x30, 0, 0, 0, 0)
+/* 0x290D */ DEFINE_SFX(CHAN_412F, NA_SE_EV_ICE_PILLAR_RISING, 0x30, 2, 0, 0, 0)
+/* 0x290E */ DEFINE_SFX(CHAN_4151, NA_SE_EV_ICE_PILLAR_FALL, 0x30, 2, 0, 0, 0)
+/* 0x290F */ DEFINE_SFX(CHAN_4159, NA_SE_EV_GORON_CHEER, 0x30, 3, 0, 0, 0)
+/* 0x2910 */ DEFINE_SFX(CHAN_416F, NA_SE_EV_SMALL_DOG_ANG_BARK, 0x30, 0, 0, 0, 0)
+/* 0x2911 */ DEFINE_SFX(CHAN_417F, NA_SE_EV_COMICAL_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x2912 */ DEFINE_SFX(CHAN_4183, NA_SE_EV_LIGHTNING_HARD, 0x30, 0, 0, 0, 0)
+/* 0x2913 */ DEFINE_SFX(CHAN_41A9, NA_SE_EV_SMALL_DOG_WHINE, 0x30, 0, 3, 0, 0)
+/* 0x2914 */ DEFINE_SFX(CHAN_41B8, NA_SE_EV_PANIC_IN_HOUSE, 0x80, 0, 0, 0, 0)
+/* 0x2915 */ DEFINE_SFX(CHAN_41EC, NA_SE_EV_CLOCK_TOWER_BELL, 0x30, 0, 0, 0, 0)
+/* 0x2916 */ DEFINE_SFX(CHAN_425D, NA_SE_EV_CLOCK_TOWER_SECOND_HAND, 0x30, 2, 0, 0, 0)
+/* 0x2917 */ DEFINE_SFX(CHAN_4281, NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST | SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2918 */ DEFINE_SFX(CHAN_42AB, NA_SE_EV_DUMMY_280, 0x30, 0, 0, 0, 0)
+/* 0x2919 */ DEFINE_SFX(CHAN_42AB, NA_SE_EV_BEAVER_VOICE_0, 0x30, 0, 0, 0, 0)
+/* 0x291A */ DEFINE_SFX(CHAN_42BC, NA_SE_EV_BEAVER_VOICE_1, 0x30, 0, 0, 0, 0)
+/* 0x291B */ DEFINE_SFX(CHAN_42CD, NA_SE_EV_WATERWHEEL_LEVEL, 0x30, 0, 2, 0, 0)
+/* 0x291C */ DEFINE_SFX(CHAN_42EF, NA_SE_EV_WOOD_GATE_OPEN_N, 0x30, 0, 0, 0, 0)
+/* 0x291D */ DEFINE_SFX(CHAN_4301, NA_SE_EV_INVISIBLE_MONKEY, 0x30, 5, 2, 0, 0)
+/* 0x291E */ DEFINE_SFX(CHAN_4317, NA_SE_EV_CRUISER, 0x30, 0, 1, 0, 0)
+/* 0x291F */ DEFINE_SFX(CHAN_4332, NA_SE_EV_SECRET_CHEER, 0x30, 0, 0, 0, 0)
+/* 0x2920 */ DEFINE_SFX(CHAN_4346, NA_SE_EV_BOTTLE_WATERING, 0x30, 0, 0, 0, 0)
+/* 0x2921 */ DEFINE_SFX(CHAN_4352, NA_SE_EV_MONKEY_VO_SADNESS, 0x30, 0, 0, 0, 0)
+/* 0x2922 */ DEFINE_SFX(CHAN_4362, NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2923 */ DEFINE_SFX(CHAN_43A1, NA_SE_EV_UNSKILLFUL_OCARINA, 0x30, 0, 0, 0, 0)
+/* 0x2924 */ DEFINE_SFX(CHAN_43D8, NA_SE_EV_BLACK_FAIRY_DASH, 0x30, 0, 1, 0, 0)
+/* 0x2925 */ DEFINE_SFX(CHAN_43DF, NA_SE_EV_FAIRY_SURPRISE, 0x30, 0, 0, 0, 0)
+/* 0x2926 */ DEFINE_SFX(CHAN_440F, NA_SE_EV_MONDO_SURPRISE, 0x30, 0, 0, 0, 0)
+/* 0x2927 */ DEFINE_SFX(CHAN_4415, NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2928 */ DEFINE_SFX(CHAN_443D, NA_SE_EV_HOUSE_BROKEN, 0x30, 2, 0, 0, 0)
+/* 0x2929 */ DEFINE_SFX(CHAN_4446, NA_SE_EV_MOON_FALL, 0x30, 3, 0, 0, 0)
+/* 0x292A */ DEFINE_SFX(CHAN_445F, NA_SE_EV_OCARINA_BOUND_0, 0x30, 0, 0, 0, 0)
+/* 0x292B */ DEFINE_SFX(CHAN_4487, NA_SE_EV_OCARINA_BOUND_1, 0x30, 0, 1, 0, 0)
+/* 0x292C */ DEFINE_SFX(CHAN_448B, NA_SE_EV_BOMBERS_WALK, 0x30, 0, 1, 0, 0)
+/* 0x292D */ DEFINE_SFX(CHAN_449C, NA_SE_EV_BOMBERS_LAND, 0x30, 0, 2, 0, 0)
+/* 0x292E */ DEFINE_SFX(CHAN_44B4, NA_SE_EV_BOMBERS_SHOT_BREATH, 0x30, 0, 0, 0, 0)
+/* 0x292F */ DEFINE_SFX(CHAN_44BE, NA_SE_EV_BOMBERS_SHOT_EXPLOSUIN, 0x30, 0, 0, 0, 0)
+/* 0x2930 */ DEFINE_SFX(CHAN_44C8, NA_SE_EV_BOMBERS_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x2931 */ DEFINE_SFX(CHAN_44CC, NA_SE_EV_SOLDIER_WALK, 0x30, 0, 3, 0, 0)
+/* 0x2932 */ DEFINE_SFX(CHAN_44D7, NA_SE_EV_ROCK_CUBE_RISING, 0x30, 0, 0, 0, 0)
+/* 0x2933 */ DEFINE_SFX(CHAN_44FC, NA_SE_EV_ROCK_CUBE_FALL, 0x30, 0, 0, 0, 0)
+/* 0x2934 */ DEFINE_SFX(CHAN_4508, NA_SE_EV_BELL_SPIT, 0x30, 0, 0, 0, 0)
+/* 0x2935 */ DEFINE_SFX(CHAN_4518, NA_SE_EV_BELL_SIGH, 0x30, 0, 0, 0, 0)
+/* 0x2936 */ DEFINE_SFX(CHAN_452A, NA_SE_EV_BELL_BRAKE, 0x30, 0, 0, 0, 0)
+/* 0x2937 */ DEFINE_SFX(CHAN_453C, NA_SE_EV_DOG_SWIM, 0x30, 0, 0, 0, 0)
+/* 0x2938 */ DEFINE_SFX(CHAN_454E, NA_SE_EV_CHIBI_FAIRY_HEAL_ORG, 0x80, 0, 0, 0, 0)
+/* 0x2939 */ DEFINE_SFX(CHAN_457D, NA_SE_EV_BOMBERS_CLIMB, 0x30, 0, 0, 0, 0)
+/* 0x293A */ DEFINE_SFX(CHAN_4593, NA_SE_EV_WOODPLATE_BROKEN, 0x30, 3, 1, 0, 0)
+/* 0x293B */ DEFINE_SFX(CHAN_45A8, NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x293C */ DEFINE_SFX(CHAN_45AD, NA_SE_EV_HONEYCOMB_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x293D */ DEFINE_SFX(CHAN_45BB, NA_SE_EV_CLOCK_TOWER_UP, 0x30, 3, 0, 0, 0)
+/* 0x293E */ DEFINE_SFX(CHAN_45EF, NA_SE_EV_CLOCK_TOWER_STOP, 0x30, 3, 0, 0, 0)
+/* 0x293F */ DEFINE_SFX(CHAN_4608, NA_SE_EV_CLOCK_TOWER_FALL, 0x30, 3, 0, 0, 0)
+/* 0x2940 */ DEFINE_SFX(CHAN_4637, NA_SE_EV_CLOCK_TOWER_BOUND_0, 0x30, 3, 0, 0, 0)
+/* 0x2941 */ DEFINE_SFX(CHAN_464B, NA_SE_EV_CLOCK_TOWER_BOUND_1, 0x30, 3, 0, 0, 0)
+/* 0x2942 */ DEFINE_SFX(CHAN_4657, NA_SE_EV_CLOCK_TOWER_BOUND_2, 0x30, 3, 0, 0, 0)
+/* 0x2943 */ DEFINE_SFX(CHAN_4667, NA_SE_EV_STONEDOOR_OPEN_S, 0x30, 0, 0, 0, 0)
+/* 0x2944 */ DEFINE_SFX(CHAN_4681, NA_SE_EV_ICE_MELT_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x2945 */ DEFINE_SFX(CHAN_46B1, NA_SE_EV_CLOCK_TOWER_STAIR_MOVE, 0x30, 3, 0, 0, 0)
+/* 0x2946 */ DEFINE_SFX(CHAN_46CE, NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x2947 */ DEFINE_SFX(CHAN_474B, NA_SE_EV_OBJECT_STICK, 0x30, 3, 1, 0, 0)
+/* 0x2948 */ DEFINE_SFX(CHAN_476C, NA_SE_EV_CHICK_TO_CHICKEN, 0x30, 0, 1, 0, 0)
+/* 0x2949 */ DEFINE_SFX(CHAN_4787, NA_SE_EV_MUJURA_BALLOON_BROKEN, 0x60, 2, 0, 0, 0)
+/* 0x294A */ DEFINE_SFX(CHAN_47BB, NA_SE_EV_BALLOON_SWELL, 0x30, 0, 0, 0, 0)
+/* 0x294B */ DEFINE_SFX(CHAN_47CB, NA_SE_EV_SEAHORSE_OUT_BOTTLE, 0x30, 0, 0, 0, 0)
+/* 0x294C */ DEFINE_SFX(CHAN_47E6, NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x294D */ DEFINE_SFX(CHAN_4815, NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x294E */ DEFINE_SFX(CHAN_4834, NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x294F */ DEFINE_SFX(CHAN_4856, NA_SE_EV_MOON_FALL_LAST, 0x30, 0, 0, 0, 0)
+/* 0x2950 */ DEFINE_SFX(CHAN_485D, NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2951 */ DEFINE_SFX(CHAN_4887, NA_SE_EV_SEAHORSE_SWIM, 0x30, 0, 0, 0, 0)
+/* 0x2952 */ DEFINE_SFX(CHAN_4899, NA_SE_EV_OPEN_AMBRELLA, 0x30, 0, 0, 0, 0)
+/* 0x2953 */ DEFINE_SFX(CHAN_48AA, NA_SE_EV_BUTLER_FRY, 0x60, 0, 0, 0, 0)
+/* 0x2954 */ DEFINE_SFX(CHAN_48CB, NA_SE_EV_PIRATE_SHIP, 0x30, 2, 0, 0, 0)
+/* 0x2955 */ DEFINE_SFX(CHAN_48DF, NA_SE_EV_DRAIN, 0x30, 0, 0, 0, 0)
+/* 0x2956 */ DEFINE_SFX(CHAN_48EB, NA_SE_EV_DORA_L, 0x30, 2, 0, 0, 0)
+/* 0x2957 */ DEFINE_SFX(CHAN_48F7, NA_SE_EV_LOG_BOUND, 0x30, 0, 2, 0, 0)
+/* 0x2958 */ DEFINE_SFX(CHAN_4908, NA_SE_EV_CART_WHEEL, 0x60, 2, 1, 0, 0)
+/* 0x2959 */ DEFINE_SFX(CHAN_492D, NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x295A */ DEFINE_SFX(CHAN_495D, NA_SE_EV_DORA_S, 0x30, 0, 0, 0, 0)
+/* 0x295B */ DEFINE_SFX(CHAN_496D, NA_SE_EV_ROCK_FALL, 0x30, 0, 0, 0, 0)
+/* 0x295C */ DEFINE_SFX(CHAN_0C10, NA_SE_EV_FREEZE_S, 0x30, 0, 0, 0, 0)
+/* 0x295D */ DEFINE_SFX(CHAN_497F, NA_SE_EV_WOOD_BOUND_S, 0x30, 0, 0, 0, 0)
+/* 0x295E */ DEFINE_SFX(CHAN_4990, NA_SE_EV_CLOSE_AMBRELLA, 0x30, 0, 0, 0, 0)
+/* 0x295F */ DEFINE_SFX(CHAN_49A1, NA_SE_EV_OBJECT_SLIDE, 0x30, 0, 0, 0, 0)
+/* 0x2960 */ DEFINE_SFX(CHAN_49AB, NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2961 */ DEFINE_SFX(CHAN_49CC, NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2962 */ DEFINE_SFX(CHAN_49EB, NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2963 */ DEFINE_SFX(CHAN_4A0B, NA_SE_EV_MONKEY_VO_DAMAGE, 0x30, 0, 0, 0, 0)
+/* 0x2964 */ DEFINE_SFX(CHAN_4A20, NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2965 */ DEFINE_SFX(CHAN_4A5F, NA_SE_EV_MONKEY_VO_REWARD, 0x30, 0, 0, 0, 0)
+/* 0x2966 */ DEFINE_SFX(CHAN_4A76, NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2967 */ DEFINE_SFX(CHAN_4A9E, NA_SE_EV_OWL_WARP_SWITCH_ON, 0x80, 0, 0, 0, 0)
+/* 0x2968 */ DEFINE_SFX(CHAN_4ACB, NA_SE_EV_BIG_WATER_WHEEL_RR, 0x80, 3, 0, 0, 0)
+/* 0x2969 */ DEFINE_SFX(CHAN_4B0F, NA_SE_EV_BIG_WATER_WHEEL_LR, 0x80, 3, 0, 0, 0)
+/* 0x296A */ DEFINE_SFX(CHAN_4B27, NA_SE_EV_SMALL_WATER_WHEEL, 0x30, 3, 0, 0, 0)
+/* 0x296B */ DEFINE_SFX(CHAN_4B6F, NA_SE_EV_COCK_SWITCH_ROLL, 0x80, 2, 0, 0, 0)
+/* 0x296C */ DEFINE_SFX(CHAN_4B86, NA_SE_EV_COCK_SWITCH_STOP, 0x80, 2, 0, 0, 0)
+/* 0x296D */ DEFINE_SFX(CHAN_4B95, NA_SE_EV_PIPE_STREAM_START, 0x30, 0, 0, 0, 0)
+/* 0x296E */ DEFINE_SFX(CHAN_4BB4, NA_SE_EV_WATER_PILLAR, 0x60, 0, 0, 0, 0)
+/* 0x296F */ DEFINE_SFX(CHAN_4BCF, NA_SE_EV_SEESAW_INCLINE, 0x30, 0, 0, 0, 0)
+/* 0x2970 */ DEFINE_SFX(CHAN_4BDE, NA_SE_EV_ZORA_WALK, 0x30, 2, 1, 0, 0)
+/* 0x2971 */ DEFINE_SFX(CHAN_4BF4, NA_SE_EV_PIRATE_WALK, 0x30, 2, 1, 0, 0)
+/* 0x2972 */ DEFINE_SFX(CHAN_4C05, NA_SE_EV_PILLAR_UP_FAST, 0x30, 3, 1, 0, 0)
+/* 0x2973 */ DEFINE_SFX(CHAN_4ACB, NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2974 */ DEFINE_SFX(CHAN_4B0F, NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2975 */ DEFINE_SFX(CHAN_4C1F, NA_SE_EV_MUJURA_FOLLOWERS_FLY, 0x30, 0, 0, 0, 0)
+/* 0x2976 */ DEFINE_SFX(CHAN_4C42, NA_SE_EV_MAKE_TURRET, 0x30, 0, 0, 0, 0)
+/* 0x2977 */ DEFINE_SFX(CHAN_4CCD, NA_SE_EV_CHANDELIER_ROLL, 0x30, 3, 0, 0, 0)
+/* 0x2978 */ DEFINE_SFX(CHAN_4CF8, NA_SE_EV_CHANDELIER_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x2979 */ DEFINE_SFX(CHAN_4D02, NA_SE_EV_SINK_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
+/* 0x297A */ DEFINE_SFX(CHAN_4D10, NA_SE_EV_REBOUND_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
+/* 0x297B */ DEFINE_SFX(CHAN_4D1E, NA_SE_EV_UFO_APPEAR, 0x30, 3, 0, 0, 0)
+/* 0x297C */ DEFINE_SFX(CHAN_4D59, NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x297D */ DEFINE_SFX(CHAN_4D9A, NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x297E */ DEFINE_SFX(CHAN_4E01, NA_SE_EV_MILK_POT_DAMAGE, 0x80, 3, 0, 0, 0)
+/* 0x297F */ DEFINE_SFX(CHAN_4BCF, NA_SE_EV_DUMMY_383, 0x30, 0, 0, 0, 0)
+/* 0x2980 */ DEFINE_SFX(CHAN_4E1D, NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2981 */ DEFINE_SFX(CHAN_4E43, NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2982 */ DEFINE_SFX(CHAN_4E90, NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2983 */ DEFINE_SFX(CHAN_4EC1, NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2984 */ DEFINE_SFX(CHAN_4EEC, NA_SE_EV_IKANA_DOOR_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x2985 */ DEFINE_SFX(CHAN_4F07, NA_SE_EV_IKANA_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
+/* 0x2986 */ DEFINE_SFX(CHAN_4F22, NA_SE_EV_MOONSTONE_FALL, 0x80, 3, 0, 0, 0)
+/* 0x2987 */ DEFINE_SFX(CHAN_4F54, NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2988 */ DEFINE_SFX(CHAN_4F74, NA_SE_EV_FAIRY_GROUP_FRY, 0x30, 0, 0, 0, 0)
+/* 0x2989 */ DEFINE_SFX(CHAN_4F9B, NA_SE_EV_FAIRY_GROUP_HEAL, 0x30, 0, 0, 0, 0)
+/* 0x298A */ DEFINE_SFX(CHAN_4FDE, NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY, 0x30, 0, 0, 0, 0)
+/* 0x298B */ DEFINE_SFX(CHAN_4FF8, NA_SE_EV_PAMERA_WALK, 0x30, 0, 0, 0, 0)
+/* 0x298C */ DEFINE_SFX(CHAN_5006, NA_SE_EV_G_STONE_CHANGE_COLOR, 0x30, 0, 0, 0, 0)
+/* 0x298D */ DEFINE_SFX(CHAN_501B, NA_SE_EV_CURTAIN_DOWN, 0x30, 0, 0, 0, 0)
+/* 0x298E */ DEFINE_SFX(CHAN_502B, NA_SE_EV_GORON_HAND_HIT, 0x30, 3, 0, 0, 0)
+/* 0x298F */ DEFINE_SFX(CHAN_5031, NA_SE_EV_SMALL_WOODPLATE_BOUND_0, 0x30, 3, 1, 0, 0)
+/* 0x2990 */ DEFINE_SFX(CHAN_06B1, NA_SE_EV_GET_UP_ON_BED, 0x30, 3, 0, 0, 0)
+/* 0x2991 */ DEFINE_SFX(CHAN_0800, NA_SE_EV_LIE_DOWN_ON_BED, 0x30, 3, 0, 0, 0)
+/* 0x2992 */ DEFINE_SFX(CHAN_503B, NA_SE_EV_BANK_MAN_HAND_HIT, 0x30, 0, 0, 0, 0)
+/* 0x2993 */ DEFINE_SFX(CHAN_5049, NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x2994 */ DEFINE_SFX(CHAN_5056, NA_SE_EV_CHICK_SONG, 0x10, 7, 0, 0, 0)
+/* 0x2995 */ DEFINE_SFX(CHAN_505A, NA_SE_EV_LAND_SAND, 0x30, 0, 0, 0, 0)
+/* 0x2996 */ DEFINE_SFX(CHAN_5063, NA_SE_EV_JUMP_SAND, 0x30, 0, 0, 0, 0)
+/* 0x2997 */ DEFINE_SFX(CHAN_5067, NA_SE_EV_SECRET_LADDER_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x2998 */ DEFINE_SFX(CHAN_507C, NA_SE_EV_CLAPPING_2P, 0x30, 0, 0, 0, 0)
+/* 0x2999 */ DEFINE_SFX(CHAN_50D4, NA_SE_EV_DIVE_INTO_WEED, 0x30, 0, 0, 0, 0)
+/* 0x299A */ DEFINE_SFX(CHAN_50D8, NA_SE_EV_FAIRY_SHIVER, 0x30, 0, 0, 0, 0)
+/* 0x299B */ DEFINE_SFX(CHAN_50EA, NA_SE_EV_MASK_RISING, 0x30, 0, 0, 0, 0)
+/* 0x299C */ DEFINE_SFX(CHAN_5102, NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x299D */ DEFINE_SFX(CHAN_510F, NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x299E */ DEFINE_SFX(CHAN_5141, NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x299F */ DEFINE_SFX(CHAN_29D1, NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
+/* 0x29A0 */ DEFINE_SFX(CHAN_51B4, NA_SE_EV_IKANA_BLOCK_MOVE_X, 0x60, 3, 0, 0, 0)
+/* 0x29A1 */ DEFINE_SFX(CHAN_51DF, NA_SE_EV_IKANA_BLOCK_MOVE_Z, 0x60, 3, 0, 0, 0)
+/* 0x29A2 */ DEFINE_SFX(CHAN_51F9, NA_SE_EV_IKANA_BLOCK_MOVE_Y, 0x60, 3, 0, 0, 0)
+/* 0x29A3 */ DEFINE_SFX(CHAN_5215, NA_SE_EV_IKANA_BLOCK_STOP_C, 0x70, 3, 0, 0, 0)
+/* 0x29A4 */ DEFINE_SFX(CHAN_5224, NA_SE_EV_IKANA_BLOCK_STOP_F, 0x70, 3, 0, 0, 0)
+/* 0x29A5 */ DEFINE_SFX(CHAN_5245, NA_SE_EV_BELL_ANGER, 0x30, 0, 0, 0, 0)
+/* 0x29A6 */ DEFINE_SFX(CHAN_5258, NA_SE_EV_IKANA_BLOCK_SWITCH, 0x70, 3, 0, 0, 0)
+/* 0x29A7 */ DEFINE_SFX(CHAN_527A, NA_SE_EV_BAT_FLY, 0x30, 4, 0, 0, 0)
+/* 0x29A8 */ DEFINE_SFX(CHAN_52A7, NA_SE_EV_UFO_LIGHT_BEAM, 0x30, 3, 0, 0, 0)
+/* 0x29A9 */ DEFINE_SFX(CHAN_52B6, NA_SE_EV_DOOR_UNLOCK, 0x30, 0, 0, 0, 0)
+/* 0x29AA */ DEFINE_SFX(CHAN_52BA, NA_SE_EV_WOOD_WATER_WHEEL, 0x30, 0, 0, 0, 0)
+/* 0x29AB */ DEFINE_SFX(CHAN_52CB, NA_SE_EV_CONVEYOR_SHUTTER_OPEN, 0x60, 0, 0, 0, 0)
+/* 0x29AC */ DEFINE_SFX(CHAN_52D9, NA_SE_EV_CONVEYOR_SHUTTER_CLOSE, 0x60, 0, 0, 0, 0)
+/* 0x29AD */ DEFINE_SFX(CHAN_52E7, NA_SE_EV_ROOM_CARTAIN, 0x30, 0, 0, 0, 0)
+/* 0x29AE */ DEFINE_SFX(CHAN_52FA, NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
+/* 0x29AF */ DEFINE_SFX(CHAN_5315, NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
+/* 0x29B0 */ DEFINE_SFX(CHAN_5338, NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, 0)
+/* 0x29B1 */ DEFINE_SFX(CHAN_535B, NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x29B2 */ DEFINE_SFX(CHAN_53BA, NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x29B3 */ DEFINE_SFX(CHAN_53DF, NA_SE_EV_OMENYA_WALK, 0x30, 0, 2, 0, 0)
+/* 0x29B4 */ DEFINE_SFX(CHAN_540F, NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x29B5 */ DEFINE_SFX(CHAN_5420, NA_SE_EV_UFO_FLY, 0x30, 3, 0, 0, 0)
+/* 0x29B6 */ DEFINE_SFX(CHAN_5431, NA_SE_EV_GRASS_WALL_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x29B7 */ DEFINE_SFX(CHAN_5452, NA_SE_EV_WARP_HOLE_ENERGY, 0x60, 3, 0, 0, 0)
+/* 0x29B8 */ DEFINE_SFX(CHAN_548C, NA_SE_EV_BOSS_WARP_HOLE, 0x70, 0, 0, 0, 0)
+/* 0x29B9 */ DEFINE_SFX(CHAN_54B8, NA_SE_EV_FIREWORKS_LAUNCH, 0x30, 0, 0, 0, 0)
+/* 0x29BA */ DEFINE_SFX(CHAN_5506, NA_SE_EV_IKANA_SOUL_LV, 0x30, 0, 0, 0, 0)
+/* 0x29BB */ DEFINE_SFX(CHAN_552E, NA_SE_EV_IKANA_PURIFICATION, 0x30, 0, 0, 0, 0)
+/* 0x29BC */ DEFINE_SFX(CHAN_556C, NA_SE_EV_ZORA_KIDS_SWIM_2, 0x30, 0, 0, 0, 0)
+/* 0x29BD */ DEFINE_SFX(CHAN_5575, NA_SE_EV_DARUMA_VANISH, 0x30, 0, 0, 0, 0)
+/* 0x29BE */ DEFINE_SFX(CHAN_5581, NA_SE_EV_IKANA_SOUL_TRANSFORM, 0x30, 0, 0, 0, 0)
+/* 0x29BF */ DEFINE_SFX(CHAN_1F6C, NA_SE_EV_ROMANI_BOW_FLICK, 0x40, 0, 0, 0, 0)
+/* 0x29C0 */ DEFINE_SFX(CHAN_55B5, NA_SE_EV_WHITE_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
+/* 0x29C1 */ DEFINE_SFX(CHAN_55CD, NA_SE_EV_BLACK_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
+/* 0x29C2 */ DEFINE_SFX(CHAN_55D4, NA_SE_EV_SWORD_FORGE, 0x30, 0, 1, 0, 0)
+/* 0x29C3 */ DEFINE_SFX(CHAN_2A30, NA_SE_EV_STONEDOOR_CLOSE_S, 0x30, 1, 1, 0, 0)
+/* 0x29C4 */ DEFINE_SFX(CHAN_540F, NA_SE_EV_BOTTLE_CAP_CLOSE, 0x30, 0, 0, 0, 0)
+/* 0x29C5 */ DEFINE_SFX(CHAN_5420, NA_SE_EV_PAMET_ROCK_CRASH, 0x30, 0, 0, 0, 0)
+/* 0x29C6 */ DEFINE_SFX(CHAN_5431, NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0, 0)
+/* 0x29C7 */ DEFINE_SFX(CHAN_5452, NA_SE_EV_ROCK_BROKEN2, 0x30, 0, 0, 0, 0)
+/* 0x29C8 */ DEFINE_SFX(CHAN_548C, NA_SE_EV_OBJECT_STICK2, 0x30, 0, 0, 0, 0)
+/* 0x29C9 */ DEFINE_SFX(CHAN_54B8, NA_SE_EV_WOODBOX_BOUND2, 0x30, 0, 0, 0, 0)
+/* 0x29CA */ DEFINE_SFX(CHAN_5506, NA_SE_EV_DEMO_KID_ATOZUSARI, 0x30, 0, 0, 0, 0)
+/* 0x29CB */ DEFINE_SFX(CHAN_552E, NA_SE_EV_UNDER_WATER, 0x30, 0, 0, 0, 0)
+/* 0x29CC */ DEFINE_SFX(CHAN_556C, NA_SE_EV_FREEZE2, 0x30, 0, 0, 0, 0)
+/* 0x29CD */ DEFINE_SFX(CHAN_5575, NA_SE_EV_DEMO_KID_SAGURU, 0x30, 0, 0, 0, 0)
+/* 0x29CE */ DEFINE_SFX(CHAN_5581, NA_SE_EV_WATER_WALL3, 0x30, 0, 0, 0, 0)
+/* 0x29CF */ DEFINE_SFX(CHAN_1F6C, NA_SE_EV_BOMBERS_TAORE, 0x30, 0, 0, 0, 0)
diff --git a/include/tables/sfx/itembank_table.h b/include/tables/sfx/itembank_table.h
index f8b25aaa0..9f61d77b9 100644
--- a/include/tables/sfx/itembank_table.h
+++ b/include/tables/sfx/itembank_table.h
@@ -2,124 +2,123 @@
* Sfx Item Bank
*
* DEFINE_SFX should be used for all sfx define in the item bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the item bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x1800 */ DEFINE_SFX(NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x1801 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0, 0)
-/* 0x1802 */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0, 0)
-/* 0x1803 */ DEFINE_SFX(NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0, 0)
-/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1806 */ DEFINE_SFX(NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0, 0)
-/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1808 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0, 0)
-/* 0x1809 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0, 0)
-/* 0x180A */ DEFINE_SFX(NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0, 0)
-/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x180D */ DEFINE_SFX(NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0, SFX_FLAG_8)
-/* 0x180E */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0, 0)
-/* 0x180F */ DEFINE_SFX(NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0, 0)
-/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0, 0)
-/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0, 0)
-/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0, 0)
-/* 0x1814 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_CRE, 0x30, 0, 0, 0, 0)
-/* 0x1815 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0, 0)
-/* 0x1816 */ DEFINE_SFX(NA_SE_IT_SWORD_SLASH, 0x30, 0, 0, 0, 0)
-/* 0x1817 */ DEFINE_SFX(NA_SE_IT_SWORD_SLASH_HARD, 0x30, 0, 0, 0, 0)
-/* 0x1818 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0, 0)
-/* 0x1819 */ DEFINE_SFX(NA_SE_IT_BOMB_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x181A */ DEFINE_SFX(NA_SE_IT_WALL_HIT_HARD, 0x60, 0, 0, 0, 0)
-/* 0x181B */ DEFINE_SFX(NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0, 0)
-/* 0x181C */ DEFINE_SFX(NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0, 0)
-/* 0x181D */ DEFINE_SFX(NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x181E */ DEFINE_SFX(NA_SE_IT_LASH, 0x30, 0, 2, 0, 0)
-/* 0x181F */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING, 0x30, 0, 1, 0, 0)
-/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1822 */ DEFINE_SFX(NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
-/* 0x1823 */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0, 0)
-/* 0x1824 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0, 0)
-/* 0x1825 */ DEFINE_SFX(NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0, 0)
-/* 0x1826 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0, 0)
-/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1829 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0, 0)
-/* 0x182A */ DEFINE_SFX(NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0, 0)
-/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x182C */ DEFINE_SFX(NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0, 0)
-/* 0x182D */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0, 0)
-/* 0x182E */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0, 0)
-/* 0x182F */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0, 0)
-/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1831 */ DEFINE_SFX(NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0, SFX_FLAG_8)
-/* 0x1832 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0, 0)
-/* 0x1833 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0, 0)
-/* 0x1834 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0, 0)
-/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x1836 */ DEFINE_SFX(NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0, 0)
-/* 0x1837 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0, 0)
-/* 0x1838 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0, 0)
-/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x183F */ DEFINE_SFX(NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0, 0)
-/* 0x1840 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0, 0)
-/* 0x1841 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0, 0)
-/* 0x1842 */ DEFINE_SFX(NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0, 0)
-/* 0x1843 */ DEFINE_SFX(NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0, 0)
-/* 0x1844 */ DEFINE_SFX(NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0, 0)
-/* 0x1845 */ DEFINE_SFX(NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0, 0)
-/* 0x1846 */ DEFINE_SFX(NA_SE_IT_ERUPTION_PILLAR, 0x30, 0, 0, 0, 0)
-/* 0x1847 */ DEFINE_SFX(NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x1848 */ DEFINE_SFX(NA_SE_IT_FLAME, 0x30, 0, 0, 0, 0)
-/* 0x1849 */ DEFINE_SFX(NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0, 0)
-/* 0x184A */ DEFINE_SFX(NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0, 0)
-/* 0x184B */ DEFINE_SFX(NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x184C */ DEFINE_SFX(NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0, 0)
-/* 0x184D */ DEFINE_SFX(NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0, 0)
-/* 0x184E */ DEFINE_SFX(NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0, 0)
-/* 0x184F */ DEFINE_SFX(NA_SE_IT_GORON_BALLFANG, 0x30, 0, 0, 0, 0)
-/* 0x1850 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_OPEN, 0x80, 0, 0, 0, 0)
-/* 0x1851 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_ROLL, 0x80, 0, 0, 0, 0)
-/* 0x1852 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_CLOSE, 0x30, 0, 0, 0, 0)
-/* 0x1853 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x1854 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_VANISH, 0x30, 0, 0, 0, 0)
-/* 0x1855 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, 0)
-/* 0x1856 */ DEFINE_SFX(NA_SE_IT_SET_TRANSFORM_MASK, 0x30, 0, 0, 0, 0)
-/* 0x1857 */ DEFINE_SFX(NA_SE_IT_GORON_PUNCH_SWING, 0x30, 0, 0, 0, 0)
-/* 0x1858 */ DEFINE_SFX(NA_SE_IT_TRANSFORM_MASK_BROKEN, 0x30, 0, 0, 0, 0)
-/* 0x1859 */ DEFINE_SFX(NA_SE_IT_ZORA_KICK_SWING, 0x40, 0, 0, 0, 0)
-/* 0x185A */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x185B */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_IGNIT, 0x60, 0, 0, 0, SFX_FLAG_8)
-/* 0x185C */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_EXPLOSION, 0x70, 0, 0, 0, 0)
-/* 0x185D */ DEFINE_SFX(NA_SE_IT_REFLECTION_SNOW, 0x60, 0, 0, 0, 0)
-/* 0x185E */ DEFINE_SFX(NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x185F */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_0, 0x30, 0, 1, 0, 0)
-/* 0x1860 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_1, 0x30, 0, 1, 0, 0)
-/* 0x1861 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_SAND, 0x30, 0, 0, 0, 0)
-/* 0x1862 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WATER, 0x30, 0, 0, 0, 0)
-/* 0x1863 */ DEFINE_SFX(NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x1864 */ DEFINE_SFX(NA_SE_FISHING_REEL_SLOW2, 0x30, 0, 0, 0, 0)
-/* 0x1865 */ DEFINE_SFX(NA_SE_IT_LURE_LAND1, 0x30, 0, 0, 0, 0)
-/* 0x1866 */ DEFINE_SFX(NA_SE_IT_ROD_THROW, 0x30, 0, 0, 0, 0)
-/* 0x1867 */ DEFINE_SFX(NA_SE_IT_REFLECT_BOSS, 0x30, 0, 0, 0, 0)
-/* 0x1868 */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING_ZORA, 0x30, 0, 0, 0, 0)
-/* 0x1869 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE_ZORA, 0x30, 0, 0, 0, 0)
-/* 0x186A */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION2, 0x30, 0, 0, 0, 0)
-/* 0x186B */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_REVERSE, 0x30, 0, 0, 0, 0)
-/* 0x186C */ DEFINE_SFX(NA_SE_IT_FISHING_WORM_BOUND, 0x30, 0, 0, 0, 0)
-/* 0x186D */ DEFINE_SFX(NA_SE_IT_DUMMY_109, 0x30, 0, 0, 0, 0)
-/* 0x186E */ DEFINE_SFX(NA_SE_IT_DUMMY_110, 0x30, 0, 0, 0, 0)
-/* 0x186F */ DEFINE_SFX(NA_SE_IT_DUMMY_111, 0x30, 0, 0, 0, 0)
+/* 0x1800 */ DEFINE_SFX(CHAN_1A70, NA_SE_IT_SWORD_IMPACT, 0x30, 0, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x1801 */ DEFINE_SFX(CHAN_1A7A, NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0, 0)
+/* 0x1802 */ DEFINE_SFX(CHAN_1A8A, NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0, 0)
+/* 0x1803 */ DEFINE_SFX(CHAN_1A94, NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0, 0)
+/* 0x1804 */ DEFINE_SFX(CHAN_1A9E, NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1805 */ DEFINE_SFX(CHAN_1AA8, NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1806 */ DEFINE_SFX(CHAN_1ABA, NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0, 0)
+/* 0x1807 */ DEFINE_SFX(CHAN_1ACA, NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1808 */ DEFINE_SFX(CHAN_1AD8, NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0, 0)
+/* 0x1809 */ DEFINE_SFX(CHAN_1AF0, NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0, 0)
+/* 0x180A */ DEFINE_SFX(CHAN_1AFA, NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0, 0)
+/* 0x180B */ DEFINE_SFX(CHAN_1B11, NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x180C */ DEFINE_SFX(CHAN_1B29, NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x180D */ DEFINE_SFX(CHAN_1B59, NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0, SFX_FLAG_8)
+/* 0x180E */ DEFINE_SFX(CHAN_1B71, NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0, 0)
+/* 0x180F */ DEFINE_SFX(CHAN_1B80, NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0, 0)
+/* 0x1810 */ DEFINE_SFX(CHAN_1B9D, NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1811 */ DEFINE_SFX(CHAN_1BCD, NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0, 0)
+/* 0x1812 */ DEFINE_SFX(CHAN_1BE1, NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0, 0)
+/* 0x1813 */ DEFINE_SFX(CHAN_1BEF, NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0, 0)
+/* 0x1814 */ DEFINE_SFX(CHAN_1C02, NA_SE_IT_HOOKSHOT_STICK_CRE, 0x30, 0, 0, 0, 0)
+/* 0x1815 */ DEFINE_SFX(CHAN_1C17, NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0, 0)
+/* 0x1816 */ DEFINE_SFX(CHAN_1C1A, NA_SE_IT_SWORD_SLASH, 0x30, 0, 0, 0, 0)
+/* 0x1817 */ DEFINE_SFX(CHAN_1C3D, NA_SE_IT_SWORD_SLASH_HARD, 0x30, 0, 0, 0, 0)
+/* 0x1818 */ DEFINE_SFX(CHAN_1C60, NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0, 0)
+/* 0x1819 */ DEFINE_SFX(CHAN_2CF0, NA_SE_IT_BOMB_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x181A */ DEFINE_SFX(CHAN_1C7E, NA_SE_IT_WALL_HIT_HARD, 0x60, 0, 0, 0, 0)
+/* 0x181B */ DEFINE_SFX(CHAN_1C91, NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0, 0)
+/* 0x181C */ DEFINE_SFX(CHAN_1CAA, NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0, 0)
+/* 0x181D */ DEFINE_SFX(CHAN_1CBB, NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x181E */ DEFINE_SFX(CHAN_1CCC, NA_SE_IT_LASH, 0x30, 0, 2, 0, 0)
+/* 0x181F */ DEFINE_SFX(CHAN_1CDF, NA_SE_IT_SHIELD_SWING, 0x30, 0, 1, 0, 0)
+/* 0x1820 */ DEFINE_SFX(CHAN_1CFF, NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1821 */ DEFINE_SFX(CHAN_1D0D, NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1822 */ DEFINE_SFX(CHAN_1D1B, NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
+/* 0x1823 */ DEFINE_SFX(CHAN_1D51, NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0, 0)
+/* 0x1824 */ DEFINE_SFX(CHAN_1D68, NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0, 0)
+/* 0x1825 */ DEFINE_SFX(CHAN_1D81, NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0, 0)
+/* 0x1826 */ DEFINE_SFX(CHAN_1D97, NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0, 0)
+/* 0x1827 */ DEFINE_SFX(CHAN_1DB7, NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1828 */ DEFINE_SFX(CHAN_1DD1, NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1829 */ DEFINE_SFX(CHAN_1DEB, NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0, 0)
+/* 0x182A */ DEFINE_SFX(CHAN_1E0D, NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0, 0)
+/* 0x182B */ DEFINE_SFX(CHAN_1E23, NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x182C */ DEFINE_SFX(CHAN_1E46, NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0, 0)
+/* 0x182D */ DEFINE_SFX(CHAN_1E8C, NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0, 0)
+/* 0x182E */ DEFINE_SFX(CHAN_1E9D, NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0, 0)
+/* 0x182F */ DEFINE_SFX(CHAN_1EC0, NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0, 0)
+/* 0x1830 */ DEFINE_SFX(CHAN_1EDE, NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1831 */ DEFINE_SFX(CHAN_1EF4, NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0, SFX_FLAG_8)
+/* 0x1832 */ DEFINE_SFX(CHAN_1F16, NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0, 0)
+/* 0x1833 */ DEFINE_SFX(CHAN_1F62, NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0, 0)
+/* 0x1834 */ DEFINE_SFX(CHAN_1F67, NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0, 0)
+/* 0x1835 */ DEFINE_SFX(CHAN_1F6C, NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x1836 */ DEFINE_SFX(CHAN_1F81, NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0, 0)
+/* 0x1837 */ DEFINE_SFX(CHAN_1F98, NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0, 0)
+/* 0x1838 */ DEFINE_SFX(CHAN_1FB5, NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0, 0)
+/* 0x1839 */ DEFINE_SFX(CHAN_1FBE, NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x183A */ DEFINE_SFX(CHAN_1FCF, NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x183B */ DEFINE_SFX(CHAN_1FEA, NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x183C */ DEFINE_SFX(CHAN_1FFB, NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x183D */ DEFINE_SFX(CHAN_200A, NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x183E */ DEFINE_SFX(CHAN_2015, NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x183F */ DEFINE_SFX(CHAN_1ACA, NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0, 0)
+/* 0x1840 */ DEFINE_SFX(CHAN_2020, NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0, 0)
+/* 0x1841 */ DEFINE_SFX(CHAN_204F, NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0, 0)
+/* 0x1842 */ DEFINE_SFX(CHAN_2074, NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0, 0)
+/* 0x1843 */ DEFINE_SFX(CHAN_20B2, NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0, 0)
+/* 0x1844 */ DEFINE_SFX(CHAN_27CD, NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0, 0)
+/* 0x1845 */ DEFINE_SFX(CHAN_20B2, NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0, 0)
+/* 0x1846 */ DEFINE_SFX(CHAN_20C7, NA_SE_IT_ERUPTION_PILLAR, 0x30, 0, 0, 0, 0)
+/* 0x1847 */ DEFINE_SFX(CHAN_20D6, NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x1848 */ DEFINE_SFX(CHAN_20EA, NA_SE_IT_FLAME, 0x30, 0, 0, 0, 0)
+/* 0x1849 */ DEFINE_SFX(CHAN_362F, NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0, 0)
+/* 0x184A */ DEFINE_SFX(CHAN_20F1, NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0, 0)
+/* 0x184B */ DEFINE_SFX(CHAN_210E, NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x184C */ DEFINE_SFX(CHAN_211B, NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0, 0)
+/* 0x184D */ DEFINE_SFX(CHAN_2135, NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0, 0)
+/* 0x184E */ DEFINE_SFX(CHAN_213F, NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0, 0)
+/* 0x184F */ DEFINE_SFX(CHAN_2156, NA_SE_IT_GORON_BALLFANG, 0x30, 0, 0, 0, 0)
+/* 0x1850 */ DEFINE_SFX(CHAN_217C, NA_SE_IT_DEKUNUTS_FLOWER_OPEN, 0x80, 0, 0, 0, 0)
+/* 0x1851 */ DEFINE_SFX(CHAN_21A1, NA_SE_IT_DEKUNUTS_FLOWER_ROLL, 0x80, 0, 0, 0, 0)
+/* 0x1852 */ DEFINE_SFX(CHAN_21AF, NA_SE_IT_DEKUNUTS_FLOWER_CLOSE, 0x30, 0, 0, 0, 0)
+/* 0x1853 */ DEFINE_SFX(CHAN_21BC, NA_SE_IT_DEKUNUTS_BUBLE_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x1854 */ DEFINE_SFX(CHAN_21BC, NA_SE_IT_DEKUNUTS_BUBLE_VANISH, 0x30, 0, 0, 0, 0)
+/* 0x1855 */ DEFINE_SFX(CHAN_38A0, NA_SE_IT_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, 0)
+/* 0x1856 */ DEFINE_SFX(CHAN_21EE, NA_SE_IT_SET_TRANSFORM_MASK, 0x30, 0, 0, 0, 0)
+/* 0x1857 */ DEFINE_SFX(CHAN_2206, NA_SE_IT_GORON_PUNCH_SWING, 0x30, 0, 0, 0, 0)
+/* 0x1858 */ DEFINE_SFX(CHAN_2219, NA_SE_IT_TRANSFORM_MASK_BROKEN, 0x30, 0, 0, 0, 0)
+/* 0x1859 */ DEFINE_SFX(CHAN_2230, NA_SE_IT_ZORA_KICK_SWING, 0x40, 0, 0, 0, 0)
+/* 0x185A */ DEFINE_SFX(CHAN_2245, NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x185B */ DEFINE_SFX(CHAN_225C, NA_SE_IT_BIG_BOMB_IGNIT, 0x60, 0, 0, 0, SFX_FLAG_8)
+/* 0x185C */ DEFINE_SFX(CHAN_228C, NA_SE_IT_BIG_BOMB_EXPLOSION, 0x70, 0, 0, 0, 0)
+/* 0x185D */ DEFINE_SFX(CHAN_22AE, NA_SE_IT_REFLECTION_SNOW, 0x60, 0, 0, 0, 0)
+/* 0x185E */ DEFINE_SFX(CHAN_22BF, NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x185F */ DEFINE_SFX(CHAN_22DC, NA_SE_IT_MASK_BOUND_0, 0x30, 0, 1, 0, 0)
+/* 0x1860 */ DEFINE_SFX(CHAN_22EB, NA_SE_IT_MASK_BOUND_1, 0x30, 0, 1, 0, 0)
+/* 0x1861 */ DEFINE_SFX(CHAN_22FA, NA_SE_IT_MASK_BOUND_SAND, 0x30, 0, 0, 0, 0)
+/* 0x1862 */ DEFINE_SFX(CHAN_2307, NA_SE_IT_REFLECTION_WATER, 0x30, 0, 0, 0, 0)
+/* 0x1863 */ DEFINE_SFX(CHAN_2318, NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x1864 */ DEFINE_SFX(CHAN_21BC, NA_SE_FISHING_REEL_SLOW2, 0x30, 0, 0, 0, 0)
+/* 0x1865 */ DEFINE_SFX(CHAN_38A0, NA_SE_IT_LURE_LAND1, 0x30, 0, 0, 0, 0)
+/* 0x1866 */ DEFINE_SFX(CHAN_21EE, NA_SE_IT_ROD_THROW, 0x30, 0, 0, 0, 0)
+/* 0x1867 */ DEFINE_SFX(CHAN_2206, NA_SE_IT_REFLECT_BOSS, 0x30, 0, 0, 0, 0)
+/* 0x1868 */ DEFINE_SFX(CHAN_2219, NA_SE_IT_SHIELD_SWING_ZORA, 0x30, 0, 0, 0, 0)
+/* 0x1869 */ DEFINE_SFX(CHAN_2230, NA_SE_IT_SHIELD_REMOVE_ZORA, 0x30, 0, 0, 0, 0)
+/* 0x186A */ DEFINE_SFX(CHAN_2245, NA_SE_IT_BOMB_EXPLOSION2, 0x30, 0, 0, 0, 0)
+/* 0x186B */ DEFINE_SFX(CHAN_225C, NA_SE_IT_FISHING_REEL_REVERSE, 0x30, 0, 0, 0, 0)
+/* 0x186C */ DEFINE_SFX(CHAN_228C, NA_SE_IT_FISHING_WORM_BOUND, 0x30, 0, 0, 0, 0)
+/* 0x186D */ DEFINE_SFX(CHAN_22AE, NA_SE_IT_DUMMY_109, 0x30, 0, 0, 0, 0)
+/* 0x186E */ DEFINE_SFX(CHAN_22BF, NA_SE_IT_DUMMY_110, 0x30, 0, 0, 0, 0)
+/* 0x186F */ DEFINE_SFX(CHAN_22DC, NA_SE_IT_DUMMY_111, 0x30, 0, 0, 0, 0)
diff --git a/include/tables/sfx/ocarinabank_table.h b/include/tables/sfx/ocarinabank_table.h
index fa83394ab..25b874fad 100644
--- a/include/tables/sfx/ocarinabank_table.h
+++ b/include/tables/sfx/ocarinabank_table.h
@@ -2,28 +2,27 @@
* Sfx Ocarina Bank
*
* DEFINE_SFX should be used for all sfx define in the ocarina bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the ocarina bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x5800 */ DEFINE_SFX(NA_SE_OC_OCARINA, 0x30, 0, 0, 0, 0)
-/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
-/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
-/* 0x5803 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0, 0)
-/* 0x5804 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0, 0)
-/* 0x5805 */ DEFINE_SFX(NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0, 0)
-/* 0x5806 */ DEFINE_SFX(NA_SE_OC_REVENGE, 0x30, 0, 0, 0, 0)
-/* 0x5807 */ DEFINE_SFX(NA_SE_OC_TUNAMI, 0x30, 0, 0, 0, 0)
-/* 0x5808 */ DEFINE_SFX(NA_SE_OC_TELOP_IMPACT, 0x30, 0, 0, 0, 0)
-/* 0x5809 */ DEFINE_SFX(NA_SE_OC_WOOD_GATE_OPEN, 0x30, 0, 0, 0, 0)
-/* 0x580A */ DEFINE_SFX(NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x580B */ DEFINE_SFX(NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x580C */ DEFINE_SFX(NA_SE_OC_12, 0x30, 0, 0, 0, 0)
-/* 0x580D */ DEFINE_SFX(NA_SE_OC_13, 0x30, 0, 0, 0, 0)
-/* 0x580E */ DEFINE_SFX(NA_SE_OC_14, 0x30, 0, 0, 0, 0)
-/* 0x580F */ DEFINE_SFX(NA_SE_OC_15, 0x30, 0, 0, 0, 0)
+/* 0x5800 */ DEFINE_SFX(CHAN_B183, NA_SE_OC_OCARINA, 0x30, 0, 0, 0, 0)
+/* 0x5801 */ DEFINE_SFX(CHAN_B237, NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
+/* 0x5802 */ DEFINE_SFX(CHAN_2788, NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX | SFX_FLAG_SURROUND_LOWPASS_FILTER)
+/* 0x5803 */ DEFINE_SFX(CHAN_B233, NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0, 0)
+/* 0x5804 */ DEFINE_SFX(CHAN_B20E, NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0, 0)
+/* 0x5805 */ DEFINE_SFX(CHAN_35A9, NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0, 0)
+/* 0x5806 */ DEFINE_SFX(CHAN_B264, NA_SE_OC_REVENGE, 0x30, 0, 0, 0, 0)
+/* 0x5807 */ DEFINE_SFX(CHAN_B26E, NA_SE_OC_TUNAMI, 0x30, 0, 0, 0, 0)
+/* 0x5808 */ DEFINE_SFX(CHAN_A87F, NA_SE_OC_TELOP_IMPACT, 0x30, 0, 0, 0, 0)
+/* 0x5809 */ DEFINE_SFX(CHAN_42EF, NA_SE_OC_WOOD_GATE_OPEN, 0x30, 0, 0, 0, 0)
+/* 0x580A */ DEFINE_SFX(CHAN_1776, NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x580B */ DEFINE_SFX(CHAN_B28A, NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x580C */ DEFINE_SFX(CHAN_B20E, NA_SE_OC_12, 0x30, 0, 0, 0, 0)
+/* 0x580D */ DEFINE_SFX(CHAN_35A9, NA_SE_OC_13, 0x30, 0, 0, 0, 0)
+/* 0x580E */ DEFINE_SFX(CHAN_B264, NA_SE_OC_14, 0x30, 0, 0, 0, 0)
+/* 0x580F */ DEFINE_SFX(CHAN_B183, NA_SE_OC_15, 0x30, 0, 0, 0, 0)
diff --git a/include/tables/sfx/playerbank_table.h b/include/tables/sfx/playerbank_table.h
index bcec96a67..a6ef8c03d 100644
--- a/include/tables/sfx/playerbank_table.h
+++ b/include/tables/sfx/playerbank_table.h
@@ -2,476 +2,475 @@
* Sfx Player Bank
*
* DEFINE_SFX should be used for all sfx define in the player bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the player bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x800 */ DEFINE_SFX(NA_SE_PL_WALK_GROUND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x801 */ DEFINE_SFX(NA_SE_PL_WALK_SAND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x802 */ DEFINE_SFX(NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x803 */ DEFINE_SFX(NA_SE_PL_WALK_DIRT, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x804 */ DEFINE_SFX(NA_SE_PL_WALK_WATER0, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x805 */ DEFINE_SFX(NA_SE_PL_WALK_WATER1, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x806 */ DEFINE_SFX(NA_SE_PL_WALK_WATER2, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x807 */ DEFINE_SFX(NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x808 */ DEFINE_SFX(NA_SE_PL_WALK_GRASS, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x809 */ DEFINE_SFX(NA_SE_PL_WALK_IRON, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x80A */ DEFINE_SFX(NA_SE_PL_WALK_LADDER, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x80B */ DEFINE_SFX(NA_SE_PL_WALK_GLASS, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x80C */ DEFINE_SFX(NA_SE_PL_WALK_METAL1, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x80D */ DEFINE_SFX(NA_CODE_DIRT_DEEP, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x80E */ DEFINE_SFX(NA_SE_PL_WALK_SNOW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x80F */ DEFINE_SFX(NA_SE_PL_WALK_ICE, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x810 */ DEFINE_SFX(NA_SE_PL_JUMP_GROUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x811 */ DEFINE_SFX(NA_SE_PL_JUMP_SAND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x812 */ DEFINE_SFX(NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x813 */ DEFINE_SFX(NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x814 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x815 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x816 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x817 */ DEFINE_SFX(NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x818 */ DEFINE_SFX(NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x819 */ DEFINE_SFX(NA_SE_PL_JUMP_IRON, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x81A */ DEFINE_SFX(NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x81B */ DEFINE_SFX(NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x81C */ DEFINE_SFX(NA_SE_PL_DUMMY_28, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x81D */ DEFINE_SFX(NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x81E */ DEFINE_SFX(NA_SE_PL_JUMP_SNOW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x81F */ DEFINE_SFX(NA_SE_PL_JUMP_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x820 */ DEFINE_SFX(NA_SE_PL_LAND_GROUND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x821 */ DEFINE_SFX(NA_SE_PL_LAND_SAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x822 */ DEFINE_SFX(NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x823 */ DEFINE_SFX(NA_SE_PL_LAND_DIRT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x824 */ DEFINE_SFX(NA_SE_PL_LAND_WATER0, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x825 */ DEFINE_SFX(NA_SE_PL_LAND_WATER1, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x826 */ DEFINE_SFX(NA_SE_PL_LAND_WATER2, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x827 */ DEFINE_SFX(NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x828 */ DEFINE_SFX(NA_SE_PL_LAND_GRASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x829 */ DEFINE_SFX(NA_SE_PL_LAND_IRON, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x82A */ DEFINE_SFX(NA_SE_PL_LAND_LADDER, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x82B */ DEFINE_SFX(NA_SE_PL_LAND_GLASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x82C */ DEFINE_SFX(NA_SE_PL_DUMMY_44, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x82D */ DEFINE_SFX(NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x82E */ DEFINE_SFX(NA_SE_PL_LAND_SNOW, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x82F */ DEFINE_SFX(NA_SE_PL_LAND_ICE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x830 */ DEFINE_SFX(NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0, 0)
-/* 0x831 */ DEFINE_SFX(NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0, 0)
-/* 0x832 */ DEFINE_SFX(NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0, 0)
-/* 0x833 */ DEFINE_SFX(NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0, 0)
-/* 0x834 */ DEFINE_SFX(NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x835 */ DEFINE_SFX(NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x836 */ DEFINE_SFX(NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x837 */ DEFINE_SFX(NA_SE_PL_DIVE_INTO_WATER, 0x30, 0, 1, 0, 0)
-/* 0x838 */ DEFINE_SFX(NA_SE_PL_JUMP_OUT_WATER, 0x30, 0, 1, 0, 0)
-/* 0x839 */ DEFINE_SFX(NA_SE_PL_SWIM, 0x30, 0, 2, 0, 0)
-/* 0x83A */ DEFINE_SFX(NA_SE_PL_THROW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x83B */ DEFINE_SFX(NA_SE_PL_BODY_BOUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x83C */ DEFINE_SFX(NA_SE_PL_ROLL, 0x40, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x83D */ DEFINE_SFX(NA_SE_PL_SKIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x83E */ DEFINE_SFX(NA_SE_PL_BODY_HIT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x83F */ DEFINE_SFX(NA_SE_PL_DAMAGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x840 */ DEFINE_SFX(NA_SE_PL_SLIP, 0x30, 0, 1, 0, 0)
-/* 0x841 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0, 0)
-/* 0x842 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0, 0)
-/* 0x843 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0, 0)
-/* 0x844 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0, 0)
-/* 0x845 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0, 0)
-/* 0x846 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0, 0)
-/* 0x847 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0, 0)
-/* 0x848 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0, 0)
-/* 0x849 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0, 0)
-/* 0x84A */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0, 0)
-/* 0x84B */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0, 0)
-/* 0x84C */ DEFINE_SFX(NA_SE_PL_DUMMY76, 0x30, 0, 0, 0, 0)
-/* 0x84D */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0, 0)
-/* 0x84E */ DEFINE_SFX(NA_SE_PL_SLIP_SNOW, 0x30, 0, 0, 0, 0)
-/* 0x84F */ DEFINE_SFX(NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0, 0)
-/* 0x850 */ DEFINE_SFX(NA_SE_PL_BOUND, 0x80, 0, 0, 0, 0)
-/* 0x851 */ DEFINE_SFX(NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0, 0)
-/* 0x852 */ DEFINE_SFX(NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0, 0)
-/* 0x853 */ DEFINE_SFX(NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0, 0)
-/* 0x854 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0, 0)
-/* 0x855 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0, 0)
-/* 0x856 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0, 0)
-/* 0x857 */ DEFINE_SFX(NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0, 0)
-/* 0x858 */ DEFINE_SFX(NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0, 0)
-/* 0x859 */ DEFINE_SFX(NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0, 0)
-/* 0x85A */ DEFINE_SFX(NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0, 0)
-/* 0x85B */ DEFINE_SFX(NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0, 0)
-/* 0x85C */ DEFINE_SFX(NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0, 0)
-/* 0x85D */ DEFINE_SFX(NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0, 0)
-/* 0x85E */ DEFINE_SFX(NA_SE_PL_BOUND_SNOW, 0x80, 0, 0, 0, 0)
-/* 0x85F */ DEFINE_SFX(NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0, 0)
-/* 0x860 */ DEFINE_SFX(NA_SE_PL_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x861 */ DEFINE_SFX(NA_SE_PL_MEATL_BOOTS_JUMP, 0x30, 0, 0, 0, 0)
-/* 0x862 */ DEFINE_SFX(NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0, 0)
-/* 0x863 */ DEFINE_SFX(NA_SE_PL_FACE_UP, 0x30, 0, 0, 0, 0)
-/* 0x864 */ DEFINE_SFX(NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0, 0)
-/* 0x865 */ DEFINE_SFX(NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0, 0)
-/* 0x866 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x867 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x868 */ DEFINE_SFX(NA_SE_PL_SPARK, 0x30, 0, 0, 0, 0)
-/* 0x869 */ DEFINE_SFX(NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0, 0)
-/* 0x86A */ DEFINE_SFX(NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0, 0)
-/* 0x86B */ DEFINE_SFX(NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0, 0)
-/* 0x86C */ DEFINE_SFX(NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0, 0)
-/* 0x86D */ DEFINE_SFX(NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
-/* 0x86E */ DEFINE_SFX(NA_SE_PL_FREEZE, 0x30, 0, 0, 0, 0)
-/* 0x86F */ DEFINE_SFX(NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0, 0)
-/* 0x870 */ DEFINE_SFX(NA_SE_PL_KNOCK, 0x30, 0, 0, 0, 0)
-/* 0x871 */ DEFINE_SFX(NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0, 0)
-/* 0x872 */ DEFINE_SFX(NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0, 0)
-/* 0x873 */ DEFINE_SFX(NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0, 0)
-/* 0x874 */ DEFINE_SFX(NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0, 0)
-/* 0x875 */ DEFINE_SFX(NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0, 0)
-/* 0x876 */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0, 0)
-/* 0x877 */ DEFINE_SFX(NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0, 0)
-/* 0x878 */ DEFINE_SFX(NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0, 0)
-/* 0x879 */ DEFINE_SFX(NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0, 0)
-/* 0x87A */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0, 0)
-/* 0x87B */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
-/* 0x87C */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x87D */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x87E */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x87F */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x880 */ DEFINE_SFX(NA_SE_DUMMY_128, 0x20, 0, 2, 0, 0)
-/* 0x881 */ DEFINE_SFX(NA_SE_DUMMY_129, 0x20, 0, 2, 0, 0)
-/* 0x882 */ DEFINE_SFX(NA_SE_DUMMY_130, 0x20, 0, 2, 0, 0)
-/* 0x883 */ DEFINE_SFX(NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0, 0)
-/* 0x884 */ DEFINE_SFX(NA_SE_DUMMY_132, 0x20, 0, 1, 0, 0)
-/* 0x885 */ DEFINE_SFX(NA_SE_DUMMY_133, 0x20, 0, 1, 0, 0)
-/* 0x886 */ DEFINE_SFX(NA_SE_DUMMY_134, 0x20, 0, 1, 0, 0)
-/* 0x887 */ DEFINE_SFX(NA_SE_DUMMY_135, 0x20, 0, 1, 0, 0)
-/* 0x888 */ DEFINE_SFX(NA_SE_DUMMY_136, 0x20, 0, 2, 0, 0)
-/* 0x889 */ DEFINE_SFX(NA_SE_DUMMY_137, 0x20, 0, 2, 0, 0)
-/* 0x88A */ DEFINE_SFX(NA_SE_DUMMY_138, 0x20, 0, 2, 0, 0)
-/* 0x88B */ DEFINE_SFX(NA_SE_DUMMY_139, 0x20, 0, 0, 0, 0)
-/* 0x88C */ DEFINE_SFX(NA_SE_DUMMY_140, 0x20, 0, 0, 0, 0)
-/* 0x88D */ DEFINE_SFX(NA_SE_DUMMY_141, 0x20, 0, 0, 0, 0)
-/* 0x88E */ DEFINE_SFX(NA_SE_DUMMY_142, 0x20, 0, 0, 0, 0)
-/* 0x88F */ DEFINE_SFX(NA_SE_DUMMY_143, 0x20, 0, 0, 0, 0)
-/* 0x890 */ DEFINE_SFX(NA_SE_DUMMY_144, 0x30, 0, 0, 0, 0)
-/* 0x891 */ DEFINE_SFX(NA_SE_DUMMY_145, 0x30, 0, 0, 0, 0)
-/* 0x892 */ DEFINE_SFX(NA_SE_DUMMY_146, 0x30, 0, 0, 0, 0)
-/* 0x893 */ DEFINE_SFX(NA_SE_DUMMY_147, 0x30, 0, 0, 0, 0)
-/* 0x894 */ DEFINE_SFX(NA_SE_DUMMY_148, 0x30, 0, 0, 0, 0)
-/* 0x895 */ DEFINE_SFX(NA_SE_DUMMY_149, 0x30, 0, 0, 0, 0)
-/* 0x896 */ DEFINE_SFX(NA_SE_DUMMY_150, 0x30, 0, 0, 0, 0)
-/* 0x897 */ DEFINE_SFX(NA_SE_DUMMY_151, 0x30, 0, 0, 0, 0)
-/* 0x898 */ DEFINE_SFX(NA_SE_DUMMY_152, 0x30, 0, 0, 0, 0)
-/* 0x899 */ DEFINE_SFX(NA_SE_DUMMY_153, 0x30, 0, 0, 0, 0)
-/* 0x89A */ DEFINE_SFX(NA_SE_DUMMY_154, 0x30, 0, 0, 0, 0)
-/* 0x89B */ DEFINE_SFX(NA_SE_DUMMY_155, 0x30, 0, 0, 0, 0)
-/* 0x89C */ DEFINE_SFX(NA_SE_DUMMY_156, 0x30, 0, 0, 0, 0)
-/* 0x89D */ DEFINE_SFX(NA_SE_DUMMY_157, 0x30, 0, 0, 0, 0)
-/* 0x89E */ DEFINE_SFX(NA_SE_DUMMY_158, 0x30, 0, 0, 0, 0)
-/* 0x89F */ DEFINE_SFX(NA_SE_DUMMY_159, 0x30, 0, 0, 0, 0)
-/* 0x8A0 */ DEFINE_SFX(NA_SE_DUMMY_160, 0x40, 0, 0, 0, 0)
-/* 0x8A1 */ DEFINE_SFX(NA_SE_DUMMY_161, 0x40, 0, 0, 0, 0)
-/* 0x8A2 */ DEFINE_SFX(NA_SE_DUMMY_162, 0x40, 0, 0, 0, 0)
-/* 0x8A3 */ DEFINE_SFX(NA_SE_DUMMY_163, 0x40, 0, 0, 0, 0)
-/* 0x8A4 */ DEFINE_SFX(NA_SE_DUMMY_164, 0x40, 0, 0, 0, 0)
-/* 0x8A5 */ DEFINE_SFX(NA_SE_DUMMY_165, 0x40, 0, 0, 0, 0)
-/* 0x8A6 */ DEFINE_SFX(NA_SE_DUMMY_166, 0x40, 0, 0, 0, 0)
-/* 0x8A7 */ DEFINE_SFX(NA_SE_DUMMY_167, 0x40, 0, 0, 0, 0)
-/* 0x8A8 */ DEFINE_SFX(NA_SE_DUMMY_168, 0x40, 0, 0, 0, 0)
-/* 0x8A9 */ DEFINE_SFX(NA_SE_DUMMY_169, 0x40, 0, 0, 0, 0)
-/* 0x8AA */ DEFINE_SFX(NA_SE_DUMMY_170, 0x40, 0, 0, 0, 0)
-/* 0x8AB */ DEFINE_SFX(NA_SE_DUMMY_171, 0x40, 0, 0, 0, 0)
-/* 0x8AC */ DEFINE_SFX(NA_SE_DUMMY_172, 0x40, 0, 0, 0, 0)
-/* 0x8AD */ DEFINE_SFX(NA_SE_DUMMY_173, 0x40, 0, 0, 0, 0)
-/* 0x8AE */ DEFINE_SFX(NA_SE_DUMMY_174, 0x40, 0, 0, 0, 0)
-/* 0x8AF */ DEFINE_SFX(NA_SE_DUMMY_175, 0x40, 0, 0, 0, 0)
-/* 0x8B0 */ DEFINE_SFX(NA_SE_PL_CRAWL, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B1 */ DEFINE_SFX(NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B2 */ DEFINE_SFX(NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B3 */ DEFINE_SFX(NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B4 */ DEFINE_SFX(NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B5 */ DEFINE_SFX(NA_SE_DUMMY_181, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B6 */ DEFINE_SFX(NA_SE_DUMMY_182, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B7 */ DEFINE_SFX(NA_SE_DUMMY_183, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B8 */ DEFINE_SFX(NA_SE_DUMMY_184, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8B9 */ DEFINE_SFX(NA_SE_DUMMY_185, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8BA */ DEFINE_SFX(NA_SE_DUMMY_186, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8BB */ DEFINE_SFX(NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8BC */ DEFINE_SFX(NA_SE_DUMMY_188, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8BD */ DEFINE_SFX(NA_SE_DUMMY_189, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8BE */ DEFINE_SFX(NA_SE_DUMMY_190, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8BF */ DEFINE_SFX(NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8C0 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8C1 */ DEFINE_SFX(NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x8C2 */ DEFINE_SFX(NA_SE_DUMMY_194, 0x30, 0, 0, 0, 0)
-/* 0x8C3 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0, 0)
-/* 0x8C4 */ DEFINE_SFX(NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0, 0)
-/* 0x8C5 */ DEFINE_SFX(NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0, 0)
-/* 0x8C6 */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0, 0)
-/* 0x8C7 */ DEFINE_SFX(NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0, 0)
-/* 0x8C8 */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0, 0)
-/* 0x8C9 */ DEFINE_SFX(NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0, 0)
-/* 0x8CA */ DEFINE_SFX(NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0, 0)
-/* 0x8CB */ DEFINE_SFX(NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
-/* 0x8CC */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_BIG, 0x30, 0, 0, 0, 0)
-/* 0x8CD */ DEFINE_SFX(NA_SE_PL_TELESCOPE_MOVEMENT, 0x30, 0, 0, 0, 0)
-/* 0x8CE */ DEFINE_SFX(NA_SE_PL_GIANT_WALK, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8CF */ DEFINE_SFX(NA_SE_PL_CHIBI_FAIRY_HEAL, 0x30, 0, 0, 0, 0)
-/* 0x8D0 */ DEFINE_SFX(NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D1 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D2 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D3 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D4 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D5 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D6 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D7 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D8 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8D9 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8DA */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8DB */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8DC */ DEFINE_SFX(NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0, 0)
-/* 0x8DD */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8DE */ DEFINE_SFX(NA_SE_PL_DUMMY_222, 0x30, 0, 0, 0, 0)
-/* 0x8DF */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0, 0)
-/* 0x8E0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8E1 */ DEFINE_SFX(NA_SE_PL_GORON_BALLJUMP, 0x60, 0, 1, 0, 0)
-/* 0x8E2 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_IN_GRD, 0x40, 0, 0, 0, 0)
-/* 0x8E3 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_OUT_GRD, 0x30, 0, 0, 0, 0)
-/* 0x8E4 */ DEFINE_SFX(NA_SE_PL_TRANSFORM, 0x30, 0, 0, 0, 0)
-/* 0x8E5 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_DEMO, 0x30, 0, 0, 0, 0)
-/* 0x8E6 */ DEFINE_SFX(NA_SE_PL_GORON_TO_BALL, 0x30, 0, 0, 0, 0)
-/* 0x8E7 */ DEFINE_SFX(NA_SE_PL_BALL_TO_GORON, 0x30, 0, 0, 0, 0)
-/* 0x8E8 */ DEFINE_SFX(NA_SE_PL_GORON_PUNCH, 0x50, 3, 1, 0, 0)
-/* 0x8E9 */ DEFINE_SFX(NA_SE_PL_SINK_ON_SAND, 0x30, 0, 0, 0, 0)
-/* 0x8EA */ DEFINE_SFX(NA_SE_PL_SINK_ON_SNOW, 0x30, 0, 0, 0, 0)
-/* 0x8EB */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE, 0x30, 0, 0, 0, 0)
-/* 0x8EC */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_DASH, 0x30, 0, 0, 0, 0)
-/* 0x8ED */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_LV, 0x30, 0, 0, 0, 0)
-/* 0x8EE */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_ROLL, 0x30, 0, 0, 0, 0)
-/* 0x8EF */ DEFINE_SFX(NA_SE_PL_GORON_SQUAT, 0x30, 0, 0, 0, 0)
-/* 0x8F0 */ DEFINE_SFX(NA_SE_PL_DUMMY_240, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F1 */ DEFINE_SFX(NA_SE_PL_DUMMY_241, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F2 */ DEFINE_SFX(NA_SE_PL_DUMMY_242, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F3 */ DEFINE_SFX(NA_SE_PL_DUMMY_243, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F4 */ DEFINE_SFX(NA_SE_PL_DUMMY_244, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F5 */ DEFINE_SFX(NA_SE_PL_DUMMY_245, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F6 */ DEFINE_SFX(NA_SE_PL_DUMMY_246, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F7 */ DEFINE_SFX(NA_SE_PL_DUMMY_247, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F8 */ DEFINE_SFX(NA_SE_PL_DUMMY_248, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8F9 */ DEFINE_SFX(NA_SE_PL_DUMMY_249, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8FA */ DEFINE_SFX(NA_SE_PL_DUMMY_250, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8FB */ DEFINE_SFX(NA_SE_PL_DUMMY_251, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8FC */ DEFINE_SFX(NA_SE_PL_DUMMY_252, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8FD */ DEFINE_SFX(NA_SE_PL_DUMMY_253, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8FE */ DEFINE_SFX(NA_SE_PL_DUMMY_254, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x8FF */ DEFINE_SFX(NA_SE_PL_DUMMY_255, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x900 */ DEFINE_SFX(NA_SE_PL_DUMMY_256, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x901 */ DEFINE_SFX(NA_SE_PL_DUMMY_257, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x902 */ DEFINE_SFX(NA_SE_PL_DUMMY_258, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x903 */ DEFINE_SFX(NA_SE_PL_DUMMY_259, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x904 */ DEFINE_SFX(NA_SE_PL_DUMMY_260, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x905 */ DEFINE_SFX(NA_SE_PL_DUMMY_261, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x906 */ DEFINE_SFX(NA_SE_PL_DUMMY_262, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x907 */ DEFINE_SFX(NA_SE_PL_DUMMY_263, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x908 */ DEFINE_SFX(NA_SE_PL_DUMMY_264, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x909 */ DEFINE_SFX(NA_SE_PL_DUMMY_265, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x90A */ DEFINE_SFX(NA_SE_PL_DUMMY_266, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x90B */ DEFINE_SFX(NA_SE_PL_DUMMY_267, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x90C */ DEFINE_SFX(NA_SE_PL_DUMMY_268, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x90D */ DEFINE_SFX(NA_SE_PL_DUMMY_269, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x90E */ DEFINE_SFX(NA_SE_PL_DUMMY_270, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x90F */ DEFINE_SFX(NA_SE_PL_DUMMY_271, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x910 */ DEFINE_SFX(NA_SE_PL_DUMMY_272, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x911 */ DEFINE_SFX(NA_SE_PL_DUMMY_273, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x912 */ DEFINE_SFX(NA_SE_PL_DUMMY_274, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x913 */ DEFINE_SFX(NA_SE_PL_DUMMY_275, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x914 */ DEFINE_SFX(NA_SE_PL_DUMMY_276, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x915 */ DEFINE_SFX(NA_SE_PL_DUMMY_277, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x916 */ DEFINE_SFX(NA_SE_PL_DUMMY_278, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x917 */ DEFINE_SFX(NA_SE_PL_DUMMY_279, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x918 */ DEFINE_SFX(NA_SE_PL_DUMMY_280, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x919 */ DEFINE_SFX(NA_SE_PL_DUMMY_281, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x91A */ DEFINE_SFX(NA_SE_PL_DUMMY_282, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x91B */ DEFINE_SFX(NA_SE_PL_DUMMY_283, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x91C */ DEFINE_SFX(NA_SE_PL_DUMMY_284, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x91D */ DEFINE_SFX(NA_SE_PL_DUMMY_285, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x91E */ DEFINE_SFX(NA_SE_PL_DUMMY_286, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x91F */ DEFINE_SFX(NA_SE_PL_DUMMY_287, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x920 */ DEFINE_SFX(NA_SE_PL_DUMMY_288, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x921 */ DEFINE_SFX(NA_SE_PL_DUMMY_289, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x922 */ DEFINE_SFX(NA_SE_PL_DUMMY_290, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x923 */ DEFINE_SFX(NA_SE_PL_DUMMY_291, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x924 */ DEFINE_SFX(NA_SE_PL_DUMMY_292, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x925 */ DEFINE_SFX(NA_SE_PL_DUMMY_293, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x926 */ DEFINE_SFX(NA_SE_PL_DUMMY_294, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x927 */ DEFINE_SFX(NA_SE_PL_DUMMY_295, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x928 */ DEFINE_SFX(NA_SE_PL_DUMMY_296, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x929 */ DEFINE_SFX(NA_SE_PL_DUMMY_297, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x92A */ DEFINE_SFX(NA_SE_PL_DUMMY_298, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x92B */ DEFINE_SFX(NA_SE_PL_DUMMY_299, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x92C */ DEFINE_SFX(NA_SE_PL_DUMMY_300, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x92D */ DEFINE_SFX(NA_SE_PL_DUMMY_301, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x92E */ DEFINE_SFX(NA_SE_PL_DUMMY_302, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x92F */ DEFINE_SFX(NA_SE_PL_DUMMY_303, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x930 */ DEFINE_SFX(NA_SE_PL_DUMMY_304, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x931 */ DEFINE_SFX(NA_SE_PL_DUMMY_305, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x932 */ DEFINE_SFX(NA_SE_PL_DUMMY_306, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x933 */ DEFINE_SFX(NA_SE_PL_DUMMY_307, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x934 */ DEFINE_SFX(NA_SE_PL_DUMMY_308, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x935 */ DEFINE_SFX(NA_SE_PL_DUMMY_309, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x936 */ DEFINE_SFX(NA_SE_PL_DUMMY_310, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x937 */ DEFINE_SFX(NA_SE_PL_DUMMY_311, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x938 */ DEFINE_SFX(NA_SE_PL_DUMMY_312, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x939 */ DEFINE_SFX(NA_SE_PL_DUMMY_313, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x93A */ DEFINE_SFX(NA_SE_PL_DUMMY_314, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x93B */ DEFINE_SFX(NA_SE_PL_DUMMY_315, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x93C */ DEFINE_SFX(NA_SE_PL_DUMMY_316, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x93D */ DEFINE_SFX(NA_SE_PL_DUMMY_317, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x93E */ DEFINE_SFX(NA_SE_PL_DUMMY_318, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x93F */ DEFINE_SFX(NA_SE_PL_DUMMY_319, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x940 */ DEFINE_SFX(NA_SE_PL_DUMMY_320, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x941 */ DEFINE_SFX(NA_SE_PL_DUMMY_321, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x942 */ DEFINE_SFX(NA_SE_PL_DUMMY_322, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x943 */ DEFINE_SFX(NA_SE_PL_DUMMY_323, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x944 */ DEFINE_SFX(NA_SE_PL_DUMMY_324, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x945 */ DEFINE_SFX(NA_SE_PL_DUMMY_325, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x946 */ DEFINE_SFX(NA_SE_PL_DUMMY_326, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x947 */ DEFINE_SFX(NA_SE_PL_DUMMY_327, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x948 */ DEFINE_SFX(NA_SE_PL_DUMMY_328, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x949 */ DEFINE_SFX(NA_SE_PL_DUMMY_329, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x94A */ DEFINE_SFX(NA_SE_PL_DUMMY_330, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x94B */ DEFINE_SFX(NA_SE_PL_DUMMY_331, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x94C */ DEFINE_SFX(NA_SE_PL_DUMMY_332, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x94D */ DEFINE_SFX(NA_SE_PL_DUMMY_333, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x94E */ DEFINE_SFX(NA_SE_PL_DUMMY_334, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x94F */ DEFINE_SFX(NA_SE_PL_DUMMY_335, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x950 */ DEFINE_SFX(NA_SE_PL_DUMMY_336, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x951 */ DEFINE_SFX(NA_SE_PL_DUMMY_337, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x952 */ DEFINE_SFX(NA_SE_PL_DUMMY_338, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x953 */ DEFINE_SFX(NA_SE_PL_DUMMY_339, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x954 */ DEFINE_SFX(NA_SE_PL_DUMMY_340, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x955 */ DEFINE_SFX(NA_SE_PL_DUMMY_341, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x956 */ DEFINE_SFX(NA_SE_PL_DUMMY_342, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x957 */ DEFINE_SFX(NA_SE_PL_DUMMY_343, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x958 */ DEFINE_SFX(NA_SE_PL_DUMMY_344, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x959 */ DEFINE_SFX(NA_SE_PL_DUMMY_345, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x95A */ DEFINE_SFX(NA_SE_PL_DUMMY_346, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x95B */ DEFINE_SFX(NA_SE_PL_DUMMY_347, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x95C */ DEFINE_SFX(NA_SE_PL_DUMMY_348, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x95D */ DEFINE_SFX(NA_SE_PL_DUMMY_349, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x95E */ DEFINE_SFX(NA_SE_PL_DUMMY_350, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x95F */ DEFINE_SFX(NA_SE_PL_DUMMY_351, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x960 */ DEFINE_SFX(NA_SE_EV_MARATHONMAN_RISE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x961 */ DEFINE_SFX(NA_SE_PL_DUMMY_353, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x962 */ DEFINE_SFX(NA_SE_PL_DUMMY_354, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x963 */ DEFINE_SFX(NA_SE_PL_DUMMY_355, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x964 */ DEFINE_SFX(NA_SE_PL_DUMMY_356, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x965 */ DEFINE_SFX(NA_SE_PL_DUMMY_357, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x966 */ DEFINE_SFX(NA_SE_PL_DUMMY_358, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x967 */ DEFINE_SFX(NA_SE_PL_DUMMY_359, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x968 */ DEFINE_SFX(NA_SE_PL_DUMMY_360, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x969 */ DEFINE_SFX(NA_SE_PL_DUMMY_361, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x96A */ DEFINE_SFX(NA_SE_PL_DUMMY_362, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x96B */ DEFINE_SFX(NA_SE_PL_DUMMY_363, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x96C */ DEFINE_SFX(NA_SE_PL_DUMMY_364, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x96D */ DEFINE_SFX(NA_SE_PL_DUMMY_365, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x96E */ DEFINE_SFX(NA_SE_PL_DUMMY_366, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x96F */ DEFINE_SFX(NA_SE_PL_DUMMY_367, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x970 */ DEFINE_SFX(NA_SE_EV_MARATHONMAN_LAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x971 */ DEFINE_SFX(NA_SE_PL_DUMMY_369, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x972 */ DEFINE_SFX(NA_SE_PL_DUMMY_370, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x973 */ DEFINE_SFX(NA_SE_PL_DUMMY_371, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x974 */ DEFINE_SFX(NA_SE_PL_DUMMY_372, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x975 */ DEFINE_SFX(NA_SE_PL_DUMMY_373, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x976 */ DEFINE_SFX(NA_SE_PL_DUMMY_374, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x977 */ DEFINE_SFX(NA_SE_PL_DUMMY_375, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x978 */ DEFINE_SFX(NA_SE_PL_DUMMY_376, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x979 */ DEFINE_SFX(NA_SE_PL_DUMMY_377, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x97A */ DEFINE_SFX(NA_SE_PL_DUMMY378, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x97B */ DEFINE_SFX(NA_SE_PL_DUMMY_379, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x97C */ DEFINE_SFX(NA_SE_PL_DUMMY_380, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x97D */ DEFINE_SFX(NA_SE_PL_DUMMY_381, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x97E */ DEFINE_SFX(NA_SE_PL_DUMMY_382, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x97F */ DEFINE_SFX(NA_SE_PL_DUMMY_383, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x980 */ DEFINE_SFX(NA_SE_PL_GORON_CHG_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x981 */ DEFINE_SFX(NA_SE_PL_DUMMY_385, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x982 */ DEFINE_SFX(NA_SE_PL_DUMMY_386, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x983 */ DEFINE_SFX(NA_SE_PL_DUMMY_387, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x984 */ DEFINE_SFX(NA_SE_PL_DUMMY_388, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x985 */ DEFINE_SFX(NA_SE_PL_DUMMY_389, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x986 */ DEFINE_SFX(NA_SE_PL_DUMMY_390, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x987 */ DEFINE_SFX(NA_SE_PL_DUMMY_391, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x988 */ DEFINE_SFX(NA_SE_PL_DUMMY_392, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x989 */ DEFINE_SFX(NA_SE_PL_DUMMY_393, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x98A */ DEFINE_SFX(NA_SE_PL_DUMMY_394, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x98B */ DEFINE_SFX(NA_SE_PL_DUMMY_395, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x98C */ DEFINE_SFX(NA_SE_PL_DUMMY_396, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x98D */ DEFINE_SFX(NA_SE_PL_DUMMY_397, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x98E */ DEFINE_SFX(NA_SE_PL_DUMMY_398, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x98F */ DEFINE_SFX(NA_SE_PL_GORON_CHG_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x990 */ DEFINE_SFX(NA_SE_PL_GORON_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x991 */ DEFINE_SFX(NA_SE_PL_DUMMY_401, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x992 */ DEFINE_SFX(NA_SE_PL_DUMMY_402, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x993 */ DEFINE_SFX(NA_SE_PL_DUMMY_403, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x994 */ DEFINE_SFX(NA_SE_PL_DUMMY_404, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x995 */ DEFINE_SFX(NA_SE_PL_DUMMY_405, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x996 */ DEFINE_SFX(NA_SE_PL_DUMMY_406, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x997 */ DEFINE_SFX(NA_SE_PL_DUMMY_407, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x998 */ DEFINE_SFX(NA_SE_PL_DUMMY_408, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x999 */ DEFINE_SFX(NA_SE_PL_DUMMY_409, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x99A */ DEFINE_SFX(NA_SE_PL_DUMMY_410, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x99B */ DEFINE_SFX(NA_SE_PL_DUMMY_411, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x99C */ DEFINE_SFX(NA_SE_PL_DUMMY_412, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x99D */ DEFINE_SFX(NA_SE_PL_DUMMY_413, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x99E */ DEFINE_SFX(NA_SE_PL_DUMMY_414, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x99F */ DEFINE_SFX(NA_SE_PL_GORON_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_BUD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A1 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_BUBLE_BREATH, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A2 */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE_FAILED, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A3 */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE_DASH, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A4 */ DEFINE_SFX(NA_SE_PL_FACE_CHANGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A5 */ DEFINE_SFX(NA_SE_PL_FACE_UP_S, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A6 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_STRUGGLE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A7 */ DEFINE_SFX(NA_SE_PL_WARP_PLATE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A8 */ DEFINE_SFX(NA_SE_PL_WARP_PLATE_OUT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9A9 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_ATTACK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9AA */ DEFINE_SFX(NA_SE_PL_TRANSFORM_VOICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9AB */ DEFINE_SFX(NA_SE_PL_FACE_RETURN, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9AC */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9AD */ DEFINE_SFX(NA_SE_PL_GORON_SLIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9AE */ DEFINE_SFX(NA_SE_PL_ROLL_SNOW_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
-/* 0x9AF */ DEFINE_SFX(NA_SE_PL_ZORA_SPARK_BARRIER, 0x40, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B1 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B2 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP3, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B3 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP4, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B4 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP5, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B5 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP6, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B6 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP7, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B7 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP8, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B8 */ DEFINE_SFX(NA_SE_PL_GORON_STOMACH_EXPLOSION, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9B9 */ DEFINE_SFX(NA_SE_PL_GORON_DRINK_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9BA */ DEFINE_SFX(NA_SE_PL_GET_UP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9BB */ DEFINE_SFX(NA_SE_PL_WARP_WING_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9BC */ DEFINE_SFX(NA_SE_PL_WARP_WING_CLOSE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9BD */ DEFINE_SFX(NA_SE_PL_WARP_WING_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9BE */ DEFINE_SFX(NA_SE_PL_WARP_WING_VANISH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9BF */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_MISS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C0 */ DEFINE_SFX(NA_SE_PL_FLYING_AIR, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C1 */ DEFINE_SFX(NA_SE_PL_FIREWORKS, 0x30, 3, 1, 0, 0)
-/* 0x9C2 */ DEFINE_SFX(NA_SE_PL_FIREWORKS_DUMMY, 0x30, 3, 1, 0, 0)
-/* 0x9C3 */ DEFINE_SFX(NA_SE_PL_PULL_UP_SNOWBALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C4 */ DEFINE_SFX(NA_SE_PL_WARP_WING_ROLL_2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C5 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_GIANT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C6 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_NORAML, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C7 */ DEFINE_SFX(NA_SE_PL_LI_OKARINATORI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C8 */ DEFINE_SFX(NA_SE_PL_LI_FUTTOBI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9C9 */ DEFINE_SFX(NA_SE_PL_LI_OP_OKIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9CA */ DEFINE_SFX(NA_SE_PL_LI_OP_TATIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9CB */ DEFINE_SFX(NA_SE_PL_JUMP_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9CC */ DEFINE_SFX(NA_SE_PL_LAND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9CD */ DEFINE_SFX(NA_SE_PL_BOUND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9CE */ DEFINE_SFX(NA_SE_PL_WALK_WALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x9CF */ DEFINE_SFX(NA_SE_PL_WALK_WALL_DEKU, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x800 */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_WALK_GROUND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x801 */ DEFINE_SFX(CHAN_04EA, NA_SE_PL_WALK_SAND, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x802 */ DEFINE_SFX(CHAN_04F6, NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x803 */ DEFINE_SFX(CHAN_0505, NA_SE_PL_WALK_DIRT, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x804 */ DEFINE_SFX(CHAN_0515, NA_SE_PL_WALK_WATER0, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x805 */ DEFINE_SFX(CHAN_0521, NA_SE_PL_WALK_WATER1, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x806 */ DEFINE_SFX(CHAN_052D, NA_SE_PL_WALK_WATER2, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x807 */ DEFINE_SFX(CHAN_0540, NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x808 */ DEFINE_SFX(CHAN_055A, NA_SE_PL_WALK_GRASS, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x809 */ DEFINE_SFX(CHAN_056A, NA_SE_PL_WALK_IRON, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x80A */ DEFINE_SFX(CHAN_0576, NA_SE_PL_WALK_LADDER, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x80B */ DEFINE_SFX(CHAN_0582, NA_SE_PL_WALK_GLASS, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x80C */ DEFINE_SFX(CHAN_058E, NA_SE_PL_WALK_METAL1, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x80D */ DEFINE_SFX(CHAN_05A3, NA_CODE_DIRT_DEEP, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x80E */ DEFINE_SFX(CHAN_05B3, NA_SE_PL_WALK_SNOW, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x80F */ DEFINE_SFX(CHAN_05BF, NA_SE_PL_WALK_ICE, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x810 */ DEFINE_SFX(CHAN_05CB, NA_SE_PL_JUMP_GROUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x811 */ DEFINE_SFX(CHAN_05FA, NA_SE_PL_JUMP_SAND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x812 */ DEFINE_SFX(CHAN_060E, NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x813 */ DEFINE_SFX(CHAN_0627, NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x814 */ DEFINE_SFX(CHAN_063B, NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x815 */ DEFINE_SFX(CHAN_064D, NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x816 */ DEFINE_SFX(CHAN_065F, NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x817 */ DEFINE_SFX(CHAN_0678, NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x818 */ DEFINE_SFX(CHAN_069A, NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x819 */ DEFINE_SFX(CHAN_06AE, NA_SE_PL_JUMP_IRON, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x81A */ DEFINE_SFX(CHAN_06C2, NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x81B */ DEFINE_SFX(CHAN_06D4, NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x81C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_28, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x81D */ DEFINE_SFX(CHAN_06E6, NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x81E */ DEFINE_SFX(CHAN_06F8, NA_SE_PL_JUMP_SNOW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x81F */ DEFINE_SFX(CHAN_070C, NA_SE_PL_JUMP_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x820 */ DEFINE_SFX(CHAN_0720, NA_SE_PL_LAND_GROUND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x821 */ DEFINE_SFX(CHAN_074F, NA_SE_PL_LAND_SAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x822 */ DEFINE_SFX(CHAN_0761, NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x823 */ DEFINE_SFX(CHAN_077A, NA_SE_PL_LAND_DIRT, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x824 */ DEFINE_SFX(CHAN_078C, NA_SE_PL_LAND_WATER0, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x825 */ DEFINE_SFX(CHAN_079E, NA_SE_PL_LAND_WATER1, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x826 */ DEFINE_SFX(CHAN_07B0, NA_SE_PL_LAND_WATER2, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x827 */ DEFINE_SFX(CHAN_07C9, NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x828 */ DEFINE_SFX(CHAN_07E9, NA_SE_PL_LAND_GRASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x829 */ DEFINE_SFX(CHAN_07FD, NA_SE_PL_LAND_IRON, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x82A */ DEFINE_SFX(CHAN_0811, NA_SE_PL_LAND_LADDER, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x82B */ DEFINE_SFX(CHAN_0823, NA_SE_PL_LAND_GLASS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x82C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_44, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x82D */ DEFINE_SFX(CHAN_0835, NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x82E */ DEFINE_SFX(CHAN_0847, NA_SE_PL_LAND_SNOW, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x82F */ DEFINE_SFX(CHAN_0859, NA_SE_PL_LAND_ICE, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x830 */ DEFINE_SFX(CHAN_086B, NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0, 0)
+/* 0x831 */ DEFINE_SFX(CHAN_087C, NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0, 0)
+/* 0x832 */ DEFINE_SFX(CHAN_0889, NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0, 0)
+/* 0x833 */ DEFINE_SFX(CHAN_0896, NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0, 0)
+/* 0x834 */ DEFINE_SFX(CHAN_08A7, NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x835 */ DEFINE_SFX(CHAN_08C4, NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x836 */ DEFINE_SFX(CHAN_08E7, NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x837 */ DEFINE_SFX(CHAN_08F5, NA_SE_PL_DIVE_INTO_WATER, 0x30, 0, 1, 0, 0)
+/* 0x838 */ DEFINE_SFX(CHAN_0909, NA_SE_PL_JUMP_OUT_WATER, 0x30, 0, 1, 0, 0)
+/* 0x839 */ DEFINE_SFX(CHAN_091B, NA_SE_PL_SWIM, 0x30, 0, 2, 0, 0)
+/* 0x83A */ DEFINE_SFX(CHAN_092D, NA_SE_PL_THROW, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x83B */ DEFINE_SFX(CHAN_093B, NA_SE_PL_BODY_BOUND, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x83C */ DEFINE_SFX(CHAN_0958, NA_SE_PL_ROLL, 0x40, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x83D */ DEFINE_SFX(CHAN_096A, NA_SE_PL_SKIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x83E */ DEFINE_SFX(CHAN_097A, NA_SE_PL_BODY_HIT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x83F */ DEFINE_SFX(CHAN_0991, NA_SE_PL_DAMAGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x840 */ DEFINE_SFX(CHAN_09BD, NA_SE_PL_SLIP, 0x30, 0, 1, 0, 0)
+/* 0x841 */ DEFINE_SFX(CHAN_09C7, NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0, 0)
+/* 0x842 */ DEFINE_SFX(CHAN_09CE, NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0, 0)
+/* 0x843 */ DEFINE_SFX(CHAN_09D5, NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0, 0)
+/* 0x844 */ DEFINE_SFX(CHAN_09DC, NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0, 0)
+/* 0x845 */ DEFINE_SFX(CHAN_09E3, NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0, 0)
+/* 0x846 */ DEFINE_SFX(CHAN_09EA, NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0, 0)
+/* 0x847 */ DEFINE_SFX(CHAN_09F1, NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0, 0)
+/* 0x848 */ DEFINE_SFX(CHAN_09F8, NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0, 0)
+/* 0x849 */ DEFINE_SFX(CHAN_09FF, NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0, 0)
+/* 0x84A */ DEFINE_SFX(CHAN_0A06, NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0, 0)
+/* 0x84B */ DEFINE_SFX(CHAN_0A0D, NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0, 0)
+/* 0x84C */ DEFINE_SFX(CHAN_0515, NA_SE_PL_DUMMY76, 0x30, 0, 0, 0, 0)
+/* 0x84D */ DEFINE_SFX(CHAN_09D5, NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0, 0)
+/* 0x84E */ DEFINE_SFX(CHAN_0A14, NA_SE_PL_SLIP_SNOW, 0x30, 0, 0, 0, 0)
+/* 0x84F */ DEFINE_SFX(CHAN_09CE, NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0, 0)
+/* 0x850 */ DEFINE_SFX(CHAN_0A1B, NA_SE_PL_BOUND, 0x80, 0, 0, 0, 0)
+/* 0x851 */ DEFINE_SFX(CHAN_0A38, NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0, 0)
+/* 0x852 */ DEFINE_SFX(CHAN_0A42, NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0, 0)
+/* 0x853 */ DEFINE_SFX(CHAN_0A4C, NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0, 0)
+/* 0x854 */ DEFINE_SFX(CHAN_0A56, NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0, 0)
+/* 0x855 */ DEFINE_SFX(CHAN_0A62, NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0, 0)
+/* 0x856 */ DEFINE_SFX(CHAN_0A6C, NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0, 0)
+/* 0x857 */ DEFINE_SFX(CHAN_0A76, NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0, 0)
+/* 0x858 */ DEFINE_SFX(CHAN_0A80, NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0, 0)
+/* 0x859 */ DEFINE_SFX(CHAN_0A8A, NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0, 0)
+/* 0x85A */ DEFINE_SFX(CHAN_0A94, NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0, 0)
+/* 0x85B */ DEFINE_SFX(CHAN_0A9E, NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0, 0)
+/* 0x85C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0, 0)
+/* 0x85D */ DEFINE_SFX(CHAN_0A94, NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0, 0)
+/* 0x85E */ DEFINE_SFX(CHAN_0AA9, NA_SE_PL_BOUND_SNOW, 0x80, 0, 0, 0, 0)
+/* 0x85F */ DEFINE_SFX(CHAN_0AB4, NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0, 0)
+/* 0x860 */ DEFINE_SFX(CHAN_1ACA, NA_SE_PL_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x861 */ DEFINE_SFX(CHAN_06E6, NA_SE_PL_MEATL_BOOTS_JUMP, 0x30, 0, 0, 0, 0)
+/* 0x862 */ DEFINE_SFX(CHAN_0835, NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0, 0)
+/* 0x863 */ DEFINE_SFX(CHAN_0ABF, NA_SE_PL_FACE_UP, 0x30, 0, 0, 0, 0)
+/* 0x864 */ DEFINE_SFX(CHAN_0ADE, NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0, 0)
+/* 0x865 */ DEFINE_SFX(CHAN_0AF1, NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0, 0)
+/* 0x866 */ DEFINE_SFX(CHAN_0B03, NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x867 */ DEFINE_SFX(CHAN_0B07, NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x868 */ DEFINE_SFX(CHAN_0B0B, NA_SE_PL_SPARK, 0x30, 0, 0, 0, 0)
+/* 0x869 */ DEFINE_SFX(CHAN_0B31, NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0, 0)
+/* 0x86A */ DEFINE_SFX(CHAN_0B43, NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0, 0)
+/* 0x86B */ DEFINE_SFX(CHAN_0B67, NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0, 0)
+/* 0x86C */ DEFINE_SFX(CHAN_0B77, NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0, 0)
+/* 0x86D */ DEFINE_SFX(CHAN_0B80, NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
+/* 0x86E */ DEFINE_SFX(CHAN_0B91, NA_SE_PL_FREEZE, 0x30, 0, 0, 0, 0)
+/* 0x86F */ DEFINE_SFX(CHAN_0BB0, NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0, 0)
+/* 0x870 */ DEFINE_SFX(CHAN_0BC7, NA_SE_PL_KNOCK, 0x30, 0, 0, 0, 0)
+/* 0x871 */ DEFINE_SFX(CHAN_0BD5, NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0, 0)
+/* 0x872 */ DEFINE_SFX(CHAN_0BE3, NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0, 0)
+/* 0x873 */ DEFINE_SFX(CHAN_0BF1, NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0, 0)
+/* 0x874 */ DEFINE_SFX(CHAN_0C10, NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0, 0)
+/* 0x875 */ DEFINE_SFX(CHAN_0C2D, NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0, 0)
+/* 0x876 */ DEFINE_SFX(CHAN_0C3C, NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0, 0)
+/* 0x877 */ DEFINE_SFX(CHAN_0C4A, NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0, 0)
+/* 0x878 */ DEFINE_SFX(CHAN_0C5E, NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0, 0)
+/* 0x879 */ DEFINE_SFX(CHAN_0C68, NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0, 0)
+/* 0x87A */ DEFINE_SFX(CHAN_0CA3, NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0, 0)
+/* 0x87B */ DEFINE_SFX(CHAN_0CE4, NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST)
+/* 0x87C */ DEFINE_SFX(CHAN_0D00, NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x87D */ DEFINE_SFX(CHAN_0D30, NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x87E */ DEFINE_SFX(CHAN_0D5F, NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x87F */ DEFINE_SFX(CHAN_0D85, NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x880 */ DEFINE_SFX(CHAN_0DA1, NA_SE_DUMMY_128, 0x20, 0, 2, 0, 0)
+/* 0x881 */ DEFINE_SFX(CHAN_0DBC, NA_SE_DUMMY_129, 0x20, 0, 2, 0, 0)
+/* 0x882 */ DEFINE_SFX(CHAN_0DC0, NA_SE_DUMMY_130, 0x20, 0, 2, 0, 0)
+/* 0x883 */ DEFINE_SFX(CHAN_0DC4, NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0, 0)
+/* 0x884 */ DEFINE_SFX(CHAN_0DC8, NA_SE_DUMMY_132, 0x20, 0, 1, 0, 0)
+/* 0x885 */ DEFINE_SFX(CHAN_0DCC, NA_SE_DUMMY_133, 0x20, 0, 1, 0, 0)
+/* 0x886 */ DEFINE_SFX(CHAN_0DD0, NA_SE_DUMMY_134, 0x20, 0, 1, 0, 0)
+/* 0x887 */ DEFINE_SFX(CHAN_0DD4, NA_SE_DUMMY_135, 0x20, 0, 1, 0, 0)
+/* 0x888 */ DEFINE_SFX(CHAN_0DD8, NA_SE_DUMMY_136, 0x20, 0, 2, 0, 0)
+/* 0x889 */ DEFINE_SFX(CHAN_0DDC, NA_SE_DUMMY_137, 0x20, 0, 2, 0, 0)
+/* 0x88A */ DEFINE_SFX(CHAN_0DE0, NA_SE_DUMMY_138, 0x20, 0, 2, 0, 0)
+/* 0x88B */ DEFINE_SFX(CHAN_0DE4, NA_SE_DUMMY_139, 0x20, 0, 0, 0, 0)
+/* 0x88C */ DEFINE_SFX(CHAN_0DE8, NA_SE_DUMMY_140, 0x20, 0, 0, 0, 0)
+/* 0x88D */ DEFINE_SFX(CHAN_0DEF, NA_SE_DUMMY_141, 0x20, 0, 0, 0, 0)
+/* 0x88E */ DEFINE_SFX(CHAN_0DF6, NA_SE_DUMMY_142, 0x20, 0, 0, 0, 0)
+/* 0x88F */ DEFINE_SFX(CHAN_0DFD, NA_SE_DUMMY_143, 0x20, 0, 0, 0, 0)
+/* 0x890 */ DEFINE_SFX(CHAN_0E01, NA_SE_DUMMY_144, 0x30, 0, 0, 0, 0)
+/* 0x891 */ DEFINE_SFX(CHAN_0E21, NA_SE_DUMMY_145, 0x30, 0, 0, 0, 0)
+/* 0x892 */ DEFINE_SFX(CHAN_0E28, NA_SE_DUMMY_146, 0x30, 0, 0, 0, 0)
+/* 0x893 */ DEFINE_SFX(CHAN_0E2F, NA_SE_DUMMY_147, 0x30, 0, 0, 0, 0)
+/* 0x894 */ DEFINE_SFX(CHAN_0E36, NA_SE_DUMMY_148, 0x30, 0, 0, 0, 0)
+/* 0x895 */ DEFINE_SFX(CHAN_0E3D, NA_SE_DUMMY_149, 0x30, 0, 0, 0, 0)
+/* 0x896 */ DEFINE_SFX(CHAN_0E41, NA_SE_DUMMY_150, 0x30, 0, 0, 0, 0)
+/* 0x897 */ DEFINE_SFX(CHAN_0E48, NA_SE_DUMMY_151, 0x30, 0, 0, 0, 0)
+/* 0x898 */ DEFINE_SFX(CHAN_0E4F, NA_SE_DUMMY_152, 0x30, 0, 0, 0, 0)
+/* 0x899 */ DEFINE_SFX(CHAN_0E56, NA_SE_DUMMY_153, 0x30, 0, 0, 0, 0)
+/* 0x89A */ DEFINE_SFX(CHAN_0E5D, NA_SE_DUMMY_154, 0x30, 0, 0, 0, 0)
+/* 0x89B */ DEFINE_SFX(CHAN_0E64, NA_SE_DUMMY_155, 0x30, 0, 0, 0, 0)
+/* 0x89C */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_156, 0x30, 0, 0, 0, 0)
+/* 0x89D */ DEFINE_SFX(CHAN_0E6B, NA_SE_DUMMY_157, 0x30, 0, 0, 0, 0)
+/* 0x89E */ DEFINE_SFX(CHAN_0E72, NA_SE_DUMMY_158, 0x30, 0, 0, 0, 0)
+/* 0x89F */ DEFINE_SFX(CHAN_0E79, NA_SE_DUMMY_159, 0x30, 0, 0, 0, 0)
+/* 0x8A0 */ DEFINE_SFX(CHAN_0E80, NA_SE_DUMMY_160, 0x40, 0, 0, 0, 0)
+/* 0x8A1 */ DEFINE_SFX(CHAN_0E9E, NA_SE_DUMMY_161, 0x40, 0, 0, 0, 0)
+/* 0x8A2 */ DEFINE_SFX(CHAN_0EA5, NA_SE_DUMMY_162, 0x40, 0, 0, 0, 0)
+/* 0x8A3 */ DEFINE_SFX(CHAN_0EAC, NA_SE_DUMMY_163, 0x40, 0, 0, 0, 0)
+/* 0x8A4 */ DEFINE_SFX(CHAN_0EB3, NA_SE_DUMMY_164, 0x40, 0, 0, 0, 0)
+/* 0x8A5 */ DEFINE_SFX(CHAN_0EBA, NA_SE_DUMMY_165, 0x40, 0, 0, 0, 0)
+/* 0x8A6 */ DEFINE_SFX(CHAN_0EBE, NA_SE_DUMMY_166, 0x40, 0, 0, 0, 0)
+/* 0x8A7 */ DEFINE_SFX(CHAN_0EC5, NA_SE_DUMMY_167, 0x40, 0, 0, 0, 0)
+/* 0x8A8 */ DEFINE_SFX(CHAN_0ECC, NA_SE_DUMMY_168, 0x40, 0, 0, 0, 0)
+/* 0x8A9 */ DEFINE_SFX(CHAN_0ED3, NA_SE_DUMMY_169, 0x40, 0, 0, 0, 0)
+/* 0x8AA */ DEFINE_SFX(CHAN_0EDA, NA_SE_DUMMY_170, 0x40, 0, 0, 0, 0)
+/* 0x8AB */ DEFINE_SFX(CHAN_0EE1, NA_SE_DUMMY_171, 0x40, 0, 0, 0, 0)
+/* 0x8AC */ DEFINE_SFX(CHAN_0DA1, NA_SE_DUMMY_172, 0x40, 0, 0, 0, 0)
+/* 0x8AD */ DEFINE_SFX(CHAN_0EE8, NA_SE_DUMMY_173, 0x40, 0, 0, 0, 0)
+/* 0x8AE */ DEFINE_SFX(CHAN_0EEF, NA_SE_DUMMY_174, 0x40, 0, 0, 0, 0)
+/* 0x8AF */ DEFINE_SFX(CHAN_0EF6, NA_SE_DUMMY_175, 0x40, 0, 0, 0, 0)
+/* 0x8B0 */ DEFINE_SFX(CHAN_0EFD, NA_SE_PL_CRAWL, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B1 */ DEFINE_SFX(CHAN_0F08, NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B2 */ DEFINE_SFX(CHAN_0F13, NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B3 */ DEFINE_SFX(CHAN_0F1E, NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B4 */ DEFINE_SFX(CHAN_0F29, NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B5 */ DEFINE_SFX(CHAN_0F34, NA_SE_DUMMY_181, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B6 */ DEFINE_SFX(CHAN_0F3F, NA_SE_DUMMY_182, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B7 */ DEFINE_SFX(CHAN_0F4A, NA_SE_DUMMY_183, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B8 */ DEFINE_SFX(CHAN_0F55, NA_SE_DUMMY_184, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8B9 */ DEFINE_SFX(CHAN_0F60, NA_SE_DUMMY_185, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8BA */ DEFINE_SFX(CHAN_0F6B, NA_SE_DUMMY_186, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8BB */ DEFINE_SFX(CHAN_0F76, NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8BC */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_188, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8BD */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_189, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8BE */ DEFINE_SFX(CHAN_04CE, NA_SE_DUMMY_190, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8BF */ DEFINE_SFX(CHAN_0F81, NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8C0 */ DEFINE_SFX(CHAN_0F8C, NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8C1 */ DEFINE_SFX(CHAN_0F93, NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x8C2 */ DEFINE_SFX(CHAN_0FAD, NA_SE_DUMMY_194, 0x30, 0, 0, 0, 0)
+/* 0x8C3 */ DEFINE_SFX(CHAN_0FBE, NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0, 0)
+/* 0x8C4 */ DEFINE_SFX(CHAN_0FD5, NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0, 0)
+/* 0x8C5 */ DEFINE_SFX(CHAN_0A23, NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0, 0)
+/* 0x8C6 */ DEFINE_SFX(CHAN_101F, NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0, 0)
+/* 0x8C7 */ DEFINE_SFX(CHAN_0FFF, NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0, 0)
+/* 0x8C8 */ DEFINE_SFX(CHAN_1024, NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0, 0)
+/* 0x8C9 */ DEFINE_SFX(CHAN_1039, NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0, 0)
+/* 0x8CA */ DEFINE_SFX(CHAN_104F, NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0, 0)
+/* 0x8CB */ DEFINE_SFX(CHAN_2AFF, NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, 0, SFX_PARAM_RAND_FREQ_SCALE)
+/* 0x8CC */ DEFINE_SFX(CHAN_105E, NA_SE_PL_PLANT_GROW_BIG, 0x30, 0, 0, 0, 0)
+/* 0x8CD */ DEFINE_SFX(CHAN_107B, NA_SE_PL_TELESCOPE_MOVEMENT, 0x30, 0, 0, 0, 0)
+/* 0x8CE */ DEFINE_SFX(CHAN_1088, NA_SE_PL_GIANT_WALK, 0x30, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8CF */ DEFINE_SFX(CHAN_454E, NA_SE_PL_CHIBI_FAIRY_HEAL, 0x30, 0, 0, 0, 0)
+/* 0x8D0 */ DEFINE_SFX(CHAN_10A2, NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D1 */ DEFINE_SFX(CHAN_10B2, NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D2 */ DEFINE_SFX(CHAN_10BA, NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D3 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D4 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D5 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D6 */ DEFINE_SFX(CHAN_10D2, NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D7 */ DEFINE_SFX(CHAN_10CA, NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D8 */ DEFINE_SFX(CHAN_10E2, NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8D9 */ DEFINE_SFX(CHAN_10A2, NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8DA */ DEFINE_SFX(CHAN_10EA, NA_SE_PL_SLIP_LADDER_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8DB */ DEFINE_SFX(CHAN_10EA, NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8DC */ DEFINE_SFX(CHAN_0515, NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0, 0)
+/* 0x8DD */ DEFINE_SFX(CHAN_10EA, NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8DE */ DEFINE_SFX(CHAN_10FA, NA_SE_PL_DUMMY_222, 0x30, 0, 0, 0, 0)
+/* 0x8DF */ DEFINE_SFX(CHAN_10BA, NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0, 0)
+/* 0x8E0 */ DEFINE_SFX(CHAN_110A, NA_SE_PL_DEKUNUTS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8E1 */ DEFINE_SFX(CHAN_111F, NA_SE_PL_GORON_BALLJUMP, 0x60, 0, 1, 0, 0)
+/* 0x8E2 */ DEFINE_SFX(CHAN_1133, NA_SE_PL_DEKUNUTS_IN_GRD, 0x40, 0, 0, 0, 0)
+/* 0x8E3 */ DEFINE_SFX(CHAN_115D, NA_SE_PL_DEKUNUTS_OUT_GRD, 0x30, 0, 0, 0, 0)
+/* 0x8E4 */ DEFINE_SFX(CHAN_118D, NA_SE_PL_TRANSFORM, 0x30, 0, 0, 0, 0)
+/* 0x8E5 */ DEFINE_SFX(CHAN_11BD, NA_SE_PL_TRANSFORM_DEMO, 0x30, 0, 0, 0, 0)
+/* 0x8E6 */ DEFINE_SFX(CHAN_11BD, NA_SE_PL_GORON_TO_BALL, 0x30, 0, 0, 0, 0)
+/* 0x8E7 */ DEFINE_SFX(CHAN_11D1, NA_SE_PL_BALL_TO_GORON, 0x30, 0, 0, 0, 0)
+/* 0x8E8 */ DEFINE_SFX(CHAN_11E3, NA_SE_PL_GORON_PUNCH, 0x50, 3, 1, 0, 0)
+/* 0x8E9 */ DEFINE_SFX(CHAN_11FA, NA_SE_PL_SINK_ON_SAND, 0x30, 0, 0, 0, 0)
+/* 0x8EA */ DEFINE_SFX(CHAN_1211, NA_SE_PL_SINK_ON_SNOW, 0x30, 0, 0, 0, 0)
+/* 0x8EB */ DEFINE_SFX(CHAN_1226, NA_SE_PL_GORON_BALL_CHARGE, 0x30, 0, 0, 0, 0)
+/* 0x8EC */ DEFINE_SFX(CHAN_124F, NA_SE_PL_ZORA_SWIM_DASH, 0x30, 0, 0, 0, 0)
+/* 0x8ED */ DEFINE_SFX(CHAN_1275, NA_SE_PL_ZORA_SWIM_LV, 0x30, 0, 0, 0, 0)
+/* 0x8EE */ DEFINE_SFX(CHAN_12A1, NA_SE_PL_ZORA_SWIM_ROLL, 0x30, 0, 0, 0, 0)
+/* 0x8EF */ DEFINE_SFX(CHAN_12B1, NA_SE_PL_GORON_SQUAT, 0x30, 0, 0, 0, 0)
+/* 0x8F0 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_240, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F1 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_241, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F2 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_242, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F3 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_243, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F4 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_244, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F5 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_245, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F6 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_246, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F7 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_247, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F8 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_248, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8F9 */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_249, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8FA */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_250, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8FB */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_251, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8FC */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_252, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8FD */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_253, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8FE */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_254, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x8FF */ DEFINE_SFX(CHAN_12C1, NA_SE_PL_DUMMY_255, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x900 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_256, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x901 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_257, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x902 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_258, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x903 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_259, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x904 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_260, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x905 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_261, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x906 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_262, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x907 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_263, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x908 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_264, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x909 */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_265, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x90A */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_266, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x90B */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_267, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x90C */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_268, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x90D */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_269, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x90E */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_270, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x90F */ DEFINE_SFX(CHAN_12DA, NA_SE_PL_DUMMY_271, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x910 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_272, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x911 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_273, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x912 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_274, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x913 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_275, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x914 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_276, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x915 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_277, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x916 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_278, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x917 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_279, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x918 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_280, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x919 */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_281, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x91A */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_282, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x91B */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_283, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x91C */ DEFINE_SFX(CHAN_04CE, NA_SE_PL_DUMMY_284, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x91D */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_285, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x91E */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_286, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x91F */ DEFINE_SFX(CHAN_12ED, NA_SE_PL_DUMMY_287, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x920 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_288, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x921 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_289, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x922 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_290, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x923 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_291, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x924 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_292, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x925 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_293, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x926 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_294, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x927 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_295, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x928 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_296, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x929 */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_297, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x92A */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_298, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x92B */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_299, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x92C */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_300, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x92D */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_301, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x92E */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_302, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x92F */ DEFINE_SFX(CHAN_1302, NA_SE_PL_DUMMY_303, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x930 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_304, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x931 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_305, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x932 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_306, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x933 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_307, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x934 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_308, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x935 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_309, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x936 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_310, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x937 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_311, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x938 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_312, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x939 */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_313, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x93A */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_314, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x93B */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_315, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x93C */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_316, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x93D */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_317, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x93E */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_318, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x93F */ DEFINE_SFX(CHAN_1320, NA_SE_PL_DUMMY_319, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x940 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_320, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x941 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_321, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x942 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_322, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x943 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_323, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x944 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_324, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x945 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_325, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x946 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_326, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x947 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_327, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x948 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_328, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x949 */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_329, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x94A */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_330, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x94B */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_331, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x94C */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_332, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x94D */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_333, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x94E */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_334, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x94F */ DEFINE_SFX(CHAN_1338, NA_SE_PL_DUMMY_335, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x950 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_336, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x951 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_337, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x952 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_338, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x953 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_339, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x954 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_340, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x955 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_341, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x956 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_342, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x957 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_343, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x958 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_344, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x959 */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_345, 0x20, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x95A */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_346, 0x20, 0, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x95B */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_347, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x95C */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_348, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x95D */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_349, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x95E */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_350, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x95F */ DEFINE_SFX(CHAN_1350, NA_SE_PL_DUMMY_351, 0x20, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x960 */ DEFINE_SFX(CHAN_136C, NA_SE_EV_MARATHONMAN_RISE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x961 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_353, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x962 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_354, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x963 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_355, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x964 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_356, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x965 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_357, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x966 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_358, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x967 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_359, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x968 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_360, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x969 */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_361, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x96A */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_362, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x96B */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_363, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x96C */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_364, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x96D */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_365, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x96E */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_366, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x96F */ DEFINE_SFX(CHAN_136C, NA_SE_PL_DUMMY_367, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x970 */ DEFINE_SFX(CHAN_1384, NA_SE_EV_MARATHONMAN_LAND, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x971 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_369, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x972 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_370, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x973 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_371, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x974 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_372, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x975 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_373, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x976 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_374, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x977 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_375, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x978 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_376, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x979 */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_377, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x97A */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY378, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x97B */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_379, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x97C */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_380, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x97D */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_381, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x97E */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_382, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x97F */ DEFINE_SFX(CHAN_1384, NA_SE_PL_DUMMY_383, 0x40, 0, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x980 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_GORON_CHG_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x981 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_385, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x982 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_386, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x983 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_387, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x984 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_388, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x985 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_389, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x986 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_390, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x987 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_391, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x988 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_392, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x989 */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_393, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x98A */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_394, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x98B */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_395, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x98C */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_396, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x98D */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_397, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x98E */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_DUMMY_398, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x98F */ DEFINE_SFX(CHAN_13A5, NA_SE_PL_GORON_CHG_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x990 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_GORON_ROLL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x991 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_401, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x992 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_402, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x993 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_403, 0x50, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x994 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_404, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x995 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_405, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x996 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_406, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x997 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_407, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x998 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_408, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x999 */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_409, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x99A */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_410, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x99B */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_411, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x99C */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_412, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x99D */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_413, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x99E */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_DUMMY_414, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x99F */ DEFINE_SFX(CHAN_13C4, NA_SE_PL_GORON_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A0 */ DEFINE_SFX(CHAN_13EB, NA_SE_PL_DEKUNUTS_BUD, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A1 */ DEFINE_SFX(CHAN_1415, NA_SE_PL_DEKUNUTS_BUBLE_BREATH, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A2 */ DEFINE_SFX(CHAN_1446, NA_SE_PL_GORON_BALL_CHARGE_FAILED, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A3 */ DEFINE_SFX(CHAN_1469, NA_SE_PL_GORON_BALL_CHARGE_DASH, 0x60, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A4 */ DEFINE_SFX(CHAN_14A5, NA_SE_PL_FACE_CHANGE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A5 */ DEFINE_SFX(CHAN_14DA, NA_SE_PL_FACE_UP_S, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A6 */ DEFINE_SFX(CHAN_14E8, NA_SE_PL_DEKUNUTS_STRUGGLE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A7 */ DEFINE_SFX(CHAN_14FF, NA_SE_PL_WARP_PLATE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A8 */ DEFINE_SFX(CHAN_1531, NA_SE_PL_WARP_PLATE_OUT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9A9 */ DEFINE_SFX(CHAN_154B, NA_SE_PL_DEKUNUTS_ATTACK, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9AA */ DEFINE_SFX(CHAN_156C, NA_SE_PL_TRANSFORM_VOICE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9AB */ DEFINE_SFX(CHAN_158F, NA_SE_PL_FACE_RETURN, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9AC */ DEFINE_SFX(CHAN_38A0, NA_SE_PL_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9AD */ DEFINE_SFX(CHAN_15B5, NA_SE_PL_GORON_SLIP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9AE */ DEFINE_SFX(CHAN_15CA, NA_SE_PL_ROLL_SNOW_DUST, 0x30, 0, 2, 0, SFX_PARAM_RAND_FREQ_LOWER)
+/* 0x9AF */ DEFINE_SFX(CHAN_15D5, NA_SE_PL_ZORA_SPARK_BARRIER, 0x40, 3, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B0 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B1 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B2 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP3, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B3 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP4, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B4 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP5, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B5 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP6, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B6 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP7, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B7 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_DEKUNUTS_JUMP8, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B8 */ DEFINE_SFX(CHAN_1637, NA_SE_PL_GORON_STOMACH_EXPLOSION, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9B9 */ DEFINE_SFX(CHAN_164A, NA_SE_PL_GORON_DRINK_BOMB, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9BA */ DEFINE_SFX(CHAN_165A, NA_SE_PL_GET_UP, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9BB */ DEFINE_SFX(CHAN_1678, NA_SE_PL_WARP_WING_OPEN, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9BC */ DEFINE_SFX(CHAN_169E, NA_SE_PL_WARP_WING_CLOSE, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9BD */ DEFINE_SFX(CHAN_16BD, NA_SE_PL_WARP_WING_ROLL, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9BE */ DEFINE_SFX(CHAN_172D, NA_SE_PL_WARP_WING_VANISH, 0x30, 0, 0, 0, SFX_FLAG_VOLUME_NO_DIST | SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9BF */ DEFINE_SFX(CHAN_1756, NA_SE_PL_DEKUNUTS_MISS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C0 */ DEFINE_SFX(CHAN_3B15, NA_SE_PL_FLYING_AIR, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C1 */ DEFINE_SFX(CHAN_1776, NA_SE_PL_FIREWORKS, 0x30, 3, 1, 0, 0)
+/* 0x9C2 */ DEFINE_SFX(CHAN_1776, NA_SE_PL_FIREWORKS_DUMMY, 0x30, 3, 1, 0, 0)
+/* 0x9C3 */ DEFINE_SFX(CHAN_17E8, NA_SE_PL_PULL_UP_SNOWBALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C4 */ DEFINE_SFX(CHAN_1800, NA_SE_PL_WARP_WING_ROLL_2, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C5 */ DEFINE_SFX(CHAN_1871, NA_SE_PL_TRANSFORM_GIANT, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C6 */ DEFINE_SFX(CHAN_18A9, NA_SE_PL_TRANSFORM_NORAML, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C7 */ DEFINE_SFX(CHAN_15F4, NA_SE_PL_LI_OKARINATORI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C8 */ DEFINE_SFX(CHAN_1637, NA_SE_PL_LI_FUTTOBI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9C9 */ DEFINE_SFX(CHAN_164A, NA_SE_PL_LI_OP_OKIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9CA */ DEFINE_SFX(CHAN_165A, NA_SE_PL_LI_OP_TATIAGARI, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9CB */ DEFINE_SFX(CHAN_1678, NA_SE_PL_JUMP_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9CC */ DEFINE_SFX(CHAN_169E, NA_SE_PL_LAND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9CD */ DEFINE_SFX(CHAN_16BD, NA_SE_PL_BOUND_METAL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9CE */ DEFINE_SFX(CHAN_172D, NA_SE_PL_WALK_WALL, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x9CF */ DEFINE_SFX(CHAN_1756, NA_SE_PL_WALK_WALL_DEKU, 0x30, 0, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
diff --git a/include/tables/sfx/systembank_table.h b/include/tables/sfx/systembank_table.h
index 9d27d5d49..72500d0cf 100644
--- a/include/tables/sfx/systembank_table.h
+++ b/include/tables/sfx/systembank_table.h
@@ -2,108 +2,107 @@
* Sfx System Bank
*
* DEFINE_SFX should be used for all sfx define in the system bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the system bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x4800 */ DEFINE_SFX(NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0, 0)
-/* 0x4801 */ DEFINE_SFX(NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0, 0)
-/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
-/* 0x4803 */ DEFINE_SFX(NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0, 0)
-/* 0x4804 */ DEFINE_SFX(NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0, 0)
-/* 0x4805 */ DEFINE_SFX(NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0, 0)
-/* 0x4806 */ DEFINE_SFX(NA_SE_SY_ERROR, 0x50, 0, 0, 0, 0)
-/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
-/* 0x4808 */ DEFINE_SFX(NA_SE_SY_DECIDE, 0x30, 0, 0, 0, 0)
-/* 0x4809 */ DEFINE_SFX(NA_SE_SY_CURSOR, 0x30, 0, 0, 0, 0)
-/* 0x480A */ DEFINE_SFX(NA_SE_SY_CANCEL, 0x30, 0, 0, 0, 0)
-/* 0x480B */ DEFINE_SFX(NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0, 0)
-/* 0x480C */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0, 0)
-/* 0x480D */ DEFINE_SFX(NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0, 0)
-/* 0x480E */ DEFINE_SFX(NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0, 0)
-/* 0x480F */ DEFINE_SFX(NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0, 0)
-/* 0x4810 */ DEFINE_SFX(NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0, 0)
-/* 0x4811 */ DEFINE_SFX(NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0, 0)
-/* 0x4812 */ DEFINE_SFX(NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0, 0)
-/* 0x4813 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0, 0)
-/* 0x4814 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0, 0)
-/* 0x4815 */ DEFINE_SFX(NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0, 0)
-/* 0x4816 */ DEFINE_SFX(NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0, 0)
-/* 0x4817 */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0, 0)
-/* 0x4818 */ DEFINE_SFX(NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0, 0)
-/* 0x4819 */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0, 0)
-/* 0x481A */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0, 0)
-/* 0x481B */ DEFINE_SFX(NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0, 0)
-/* 0x481C */ DEFINE_SFX(NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0, 0)
-/* 0x481D */ DEFINE_SFX(NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0, 0)
-/* 0x481E */ DEFINE_SFX(NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0, 0)
-/* 0x481F */ DEFINE_SFX(NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0, 0)
-/* 0x4820 */ DEFINE_SFX(NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0, 0)
-/* 0x4821 */ DEFINE_SFX(NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0, 0)
-/* 0x4822 */ DEFINE_SFX(NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0, 0)
-/* 0x4823 */ DEFINE_SFX(NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0, 0)
-/* 0x4824 */ DEFINE_SFX(NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0, 0)
-/* 0x4825 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0, 0)
-/* 0x4826 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0, 0)
-/* 0x4827 */ DEFINE_SFX(NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0, 0)
-/* 0x4828 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0, 0)
-/* 0x4829 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0, 0)
-/* 0x482A */ DEFINE_SFX(NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0, 0)
-/* 0x482B */ DEFINE_SFX(NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0, 0)
-/* 0x482C */ DEFINE_SFX(NA_SE_SY_FOUND, 0x60, 0, 0, 0, 0)
-/* 0x482D */ DEFINE_SFX(NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0, 0)
-/* 0x482E */ DEFINE_SFX(NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0, 0)
-/* 0x482F */ DEFINE_SFX(NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0, 0)
-/* 0x4830 */ DEFINE_SFX(NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0, 0)
-/* 0x4831 */ DEFINE_SFX(NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0, 0)
-/* 0x4832 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_INTO_MOON, 0x30, 0, 0, 0, 0)
-/* 0x4833 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0, 0)
-/* 0x4834 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0, 0)
-/* 0x4835 */ DEFINE_SFX(NA_SE_SY_START_SHOT, 0x30, 0, 0, 0, 0)
-/* 0x4836 */ DEFINE_SFX(NA_SE_SY_METRONOME, 0x30, 0, 0, 0, 0)
-/* 0x4837 */ DEFINE_SFX(NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0, 0)
-/* 0x4838 */ DEFINE_SFX(NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0, 0)
-/* 0x4839 */ DEFINE_SFX(NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0, 0)
-/* 0x483A */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0, 0)
-/* 0x483B */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0, 0)
-/* 0x483C */ DEFINE_SFX(NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0, 0)
-/* 0x483D */ DEFINE_SFX(NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0, 0)
-/* 0x483E */ DEFINE_SFX(NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0, 0)
-/* 0x483F */ DEFINE_SFX(NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0, 0)
-/* 0x4840 */ DEFINE_SFX(NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0, 0)
-/* 0x4841 */ DEFINE_SFX(NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0, 0)
-/* 0x4842 */ DEFINE_SFX(NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0, 0)
-/* 0x4843 */ DEFINE_SFX(NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0, 0)
-/* 0x4844 */ DEFINE_SFX(NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0, 0)
-/* 0x4845 */ DEFINE_SFX(NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0, 0)
-/* 0x4846 */ DEFINE_SFX(NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0, 0)
-/* 0x4847 */ DEFINE_SFX(NA_SE_SY_METRONOME_TEMPO, 0x30, 0, 0, 0, 0)
-/* 0x4848 */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_0, 0x30, 0, 0, 0, 0)
-/* 0x4849 */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_1, 0x30, 0, 0, 0, 0)
-/* 0x484A */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_LAST, 0x30, 0, 0, 0, 0)
-/* 0x484B */ DEFINE_SFX(NA_SE_SY_SOUT_DEMO, 0x30, 0, 0, 0, 0)
-/* 0x484C */ DEFINE_SFX(NA_SE_SY_TIMESIGNAL_BELL, 0x30, 0, 0, 0, 0)
-/* 0x484D */ DEFINE_SFX(NA_SE_SY_DEKUNUTS_JUMP_FAILED, 0x30, 0, 0, 0, 0)
-/* 0x484E */ DEFINE_SFX(NA_SE_SY_ATTENTION_SOUND, 0x30, 0, 0, 0, 0)
-/* 0x484F */ DEFINE_SFX(NA_SE_SY_TRANSFORM_MASK_FLASH, 0x30, 0, 0, 0, 0)
-/* 0x4850 */ DEFINE_SFX(NA_SE_SY_CAMERA_SHUTTER, 0x30, 0, 0, 0, 0)
-/* 0x4851 */ DEFINE_SFX(NA_SE_SY_STALKIDS_PSYCHO, 0x60, 0, 0, 0, 0)
-/* 0x4852 */ DEFINE_SFX(NA_SE_SY_CHICK_JOIN_CHIME, 0x30, 0, 0, 0, 0)
-/* 0x4853 */ DEFINE_SFX(NA_SE_SY_HIT_SOUND_L, 0x30, 0, 0, 0, 0)
-/* 0x4854 */ DEFINE_SFX(NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
-/* 0x4855 */ DEFINE_SFX(NA_SE_SY_SCHEDULE_WRITE, 0x60, 0, 0, 0, 0)
-/* 0x4856 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_3, 0x30, 0, 0, 0, 0)
-/* 0x4857 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_INF, 0x30, 0, 0, 0, 0)
-/* 0x4858 */ DEFINE_SFX(NA_SE_SY_EARTHQUAKE_OUTDOOR, 0x30, 0, 0, 0, 0)
-/* 0x4859 */ DEFINE_SFX(NA_SE_SY_SPIRAL_DASH, 0x30, 0, 0, 0, 0)
-/* 0x485A */ DEFINE_SFX(NA_SE_SY_QUIZ_CORRECT, 0x30, 0, 0, 0, 0)
-/* 0x485B */ DEFINE_SFX(NA_SE_SY_QUIZ_INCORRECT, 0x30, 0, 0, 0, 0)
-/* 0x485C */ DEFINE_SFX(NA_SE_SY_DIZZY_EFFECT, 0x30, 0, 0, 0, 0)
-/* 0x485D */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
-/* 0x485E */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
-/* 0x485F */ DEFINE_SFX(NA_SE_SY_SECOM_WARNING, 0x30, 0, 0, 0, 0)
+/* 0x4800 */ DEFINE_SFX(CHAN_A581, NA_SE_SY_WIN_OPEN, 0xC0, 0, 0, 0, 0)
+/* 0x4801 */ DEFINE_SFX(CHAN_A5BE, NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0, 0)
+/* 0x4802 */ DEFINE_SFX(CHAN_A5FB, NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
+/* 0x4803 */ DEFINE_SFX(CHAN_A629, NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0, 0)
+/* 0x4804 */ DEFINE_SFX(CHAN_A648, NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0, 0)
+/* 0x4805 */ DEFINE_SFX(CHAN_A656, NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0, 0)
+/* 0x4806 */ DEFINE_SFX(CHAN_A656, NA_SE_SY_ERROR, 0x50, 0, 0, 0, 0)
+/* 0x4807 */ DEFINE_SFX(CHAN_A667, NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
+/* 0x4808 */ DEFINE_SFX(CHAN_A6B1, NA_SE_SY_DECIDE, 0x30, 0, 0, 0, 0)
+/* 0x4809 */ DEFINE_SFX(CHAN_A6FB, NA_SE_SY_CURSOR, 0x30, 0, 0, 0, 0)
+/* 0x480A */ DEFINE_SFX(CHAN_A710, NA_SE_SY_CANCEL, 0x30, 0, 0, 0, 0)
+/* 0x480B */ DEFINE_SFX(CHAN_A735, NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0, 0)
+/* 0x480C */ DEFINE_SFX(CHAN_A755, NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0, 0)
+/* 0x480D */ DEFINE_SFX(CHAN_A7CA, NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0, 0)
+/* 0x480E */ DEFINE_SFX(CHAN_A771, NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0, 0)
+/* 0x480F */ DEFINE_SFX(CHAN_A793, NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0, 0)
+/* 0x4810 */ DEFINE_SFX(CHAN_A7AD, NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0, 0)
+/* 0x4811 */ DEFINE_SFX(CHAN_A7CA, NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0, 0)
+/* 0x4812 */ DEFINE_SFX(CHAN_A7E3, NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0, 0)
+/* 0x4813 */ DEFINE_SFX(CHAN_A7FC, NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0, 0)
+/* 0x4814 */ DEFINE_SFX(CHAN_A80F, NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0, 0)
+/* 0x4815 */ DEFINE_SFX(CHAN_A7FC, NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0, 0)
+/* 0x4816 */ DEFINE_SFX(CHAN_A7FC, NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0, 0)
+/* 0x4817 */ DEFINE_SFX(CHAN_A822, NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0, 0)
+/* 0x4818 */ DEFINE_SFX(CHAN_A82C, NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0, 0)
+/* 0x4819 */ DEFINE_SFX(CHAN_A83A, NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0, 0)
+/* 0x481A */ DEFINE_SFX(CHAN_A84E, NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0, 0)
+/* 0x481B */ DEFINE_SFX(CHAN_A86D, NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0, 0)
+/* 0x481C */ DEFINE_SFX(CHAN_A87F, NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0, 0)
+/* 0x481D */ DEFINE_SFX(CHAN_A8A2, NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0, 0)
+/* 0x481E */ DEFINE_SFX(CHAN_A8C3, NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0, 0)
+/* 0x481F */ DEFINE_SFX(CHAN_A8E2, NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0, 0)
+/* 0x4820 */ DEFINE_SFX(CHAN_A90F, NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0, 0)
+/* 0x4821 */ DEFINE_SFX(CHAN_A929, NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0, 0)
+/* 0x4822 */ DEFINE_SFX(CHAN_A941, NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0, 0)
+/* 0x4823 */ DEFINE_SFX(CHAN_A948, NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0, 0)
+/* 0x4824 */ DEFINE_SFX(CHAN_A989, NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0, 0)
+/* 0x4825 */ DEFINE_SFX(CHAN_A9AB, NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0, 0)
+/* 0x4826 */ DEFINE_SFX(CHAN_A9D5, NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0, 0)
+/* 0x4827 */ DEFINE_SFX(CHAN_A9E7, NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0, 0)
+/* 0x4828 */ DEFINE_SFX(CHAN_A9F4, NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0, 0)
+/* 0x4829 */ DEFINE_SFX(CHAN_AA0B, NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0, 0)
+/* 0x482A */ DEFINE_SFX(CHAN_AA22, NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0, 0)
+/* 0x482B */ DEFINE_SFX(CHAN_AA33, NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0, 0)
+/* 0x482C */ DEFINE_SFX(CHAN_AA44, NA_SE_SY_FOUND, 0x60, 0, 0, 0, 0)
+/* 0x482D */ DEFINE_SFX(CHAN_AA51, NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0, 0)
+/* 0x482E */ DEFINE_SFX(CHAN_AA67, NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0, 0)
+/* 0x482F */ DEFINE_SFX(CHAN_AA81, NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0, 0)
+/* 0x4830 */ DEFINE_SFX(CHAN_AA9A, NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0, 0)
+/* 0x4831 */ DEFINE_SFX(CHAN_AAA6, NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0, 0)
+/* 0x4832 */ DEFINE_SFX(CHAN_AAC0, NA_SE_SY_WHITE_OUT_INTO_MOON, 0x30, 0, 0, 0, 0)
+/* 0x4833 */ DEFINE_SFX(CHAN_AAF6, NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0, 0)
+/* 0x4834 */ DEFINE_SFX(CHAN_AB19, NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0, 0)
+/* 0x4835 */ DEFINE_SFX(CHAN_AB3A, NA_SE_SY_START_SHOT, 0x30, 0, 0, 0, 0)
+/* 0x4836 */ DEFINE_SFX(CHAN_AB4F, NA_SE_SY_METRONOME, 0x30, 0, 0, 0, 0)
+/* 0x4837 */ DEFINE_SFX(CHAN_AB59, NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0, 0)
+/* 0x4838 */ DEFINE_SFX(CHAN_AB63, NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0, 0)
+/* 0x4839 */ DEFINE_SFX(CHAN_AB6E, NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0, 0)
+/* 0x483A */ DEFINE_SFX(CHAN_AB96, NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0, 0)
+/* 0x483B */ DEFINE_SFX(CHAN_ABB3, NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0, 0)
+/* 0x483C */ DEFINE_SFX(CHAN_ABD3, NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0, 0)
+/* 0x483D */ DEFINE_SFX(CHAN_ABEB, NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0, 0)
+/* 0x483E */ DEFINE_SFX(CHAN_AC02, NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0, 0)
+/* 0x483F */ DEFINE_SFX(CHAN_AC0C, NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0, 0)
+/* 0x4840 */ DEFINE_SFX(CHAN_AC16, NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0, 0)
+/* 0x4841 */ DEFINE_SFX(CHAN_AC20, NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0, 0)
+/* 0x4842 */ DEFINE_SFX(CHAN_AC29, NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0, 0)
+/* 0x4843 */ DEFINE_SFX(CHAN_AC35, NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0, 0)
+/* 0x4844 */ DEFINE_SFX(CHAN_AC63, NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0, 0)
+/* 0x4845 */ DEFINE_SFX(CHAN_AC80, NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0, 0)
+/* 0x4846 */ DEFINE_SFX(CHAN_AC95, NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0, 0)
+/* 0x4847 */ DEFINE_SFX(CHAN_AC9F, NA_SE_SY_METRONOME_TEMPO, 0x30, 0, 0, 0, 0)
+/* 0x4848 */ DEFINE_SFX(CHAN_ACBA, NA_SE_SY_COMICAL_SOUND0_0, 0x30, 0, 0, 0, 0)
+/* 0x4849 */ DEFINE_SFX(CHAN_ACCE, NA_SE_SY_COMICAL_SOUND0_1, 0x30, 0, 0, 0, 0)
+/* 0x484A */ DEFINE_SFX(CHAN_ACD3, NA_SE_SY_COMICAL_SOUND0_LAST, 0x30, 0, 0, 0, 0)
+/* 0x484B */ DEFINE_SFX(CHAN_ACE7, NA_SE_SY_SOUT_DEMO, 0x30, 0, 0, 0, 0)
+/* 0x484C */ DEFINE_SFX(CHAN_AD61, NA_SE_SY_TIMESIGNAL_BELL, 0x30, 0, 0, 0, 0)
+/* 0x484D */ DEFINE_SFX(CHAN_AD99, NA_SE_SY_DEKUNUTS_JUMP_FAILED, 0x30, 0, 0, 0, 0)
+/* 0x484E */ DEFINE_SFX(CHAN_ADC6, NA_SE_SY_ATTENTION_SOUND, 0x30, 0, 0, 0, 0)
+/* 0x484F */ DEFINE_SFX(CHAN_ADF9, NA_SE_SY_TRANSFORM_MASK_FLASH, 0x30, 0, 0, 0, 0)
+/* 0x4850 */ DEFINE_SFX(CHAN_AE1A, NA_SE_SY_CAMERA_SHUTTER, 0x30, 0, 0, 0, 0)
+/* 0x4851 */ DEFINE_SFX(CHAN_AE30, NA_SE_SY_STALKIDS_PSYCHO, 0x60, 0, 0, 0, 0)
+/* 0x4852 */ DEFINE_SFX(CHAN_AE37, NA_SE_SY_CHICK_JOIN_CHIME, 0x30, 0, 0, 0, 0)
+/* 0x4853 */ DEFINE_SFX(CHAN_AEA8, NA_SE_SY_HIT_SOUND_L, 0x30, 0, 0, 0, 0)
+/* 0x4854 */ DEFINE_SFX(CHAN_AEC0, NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
+/* 0x4855 */ DEFINE_SFX(CHAN_AEEF, NA_SE_SY_SCHEDULE_WRITE, 0x60, 0, 0, 0, 0)
+/* 0x4856 */ DEFINE_SFX(CHAN_AF41, NA_SE_SY_STOPWATCH_TIMER_3, 0x30, 0, 0, 0, 0)
+/* 0x4857 */ DEFINE_SFX(CHAN_AF63, NA_SE_SY_STOPWATCH_TIMER_INF, 0x30, 0, 0, 0, 0)
+/* 0x4858 */ DEFINE_SFX(CHAN_AF7B, NA_SE_SY_EARTHQUAKE_OUTDOOR, 0x30, 0, 0, 0, 0)
+/* 0x4859 */ DEFINE_SFX(CHAN_AFAE, NA_SE_SY_SPIRAL_DASH, 0x30, 0, 0, 0, 0)
+/* 0x485A */ DEFINE_SFX(CHAN_B007, NA_SE_SY_QUIZ_CORRECT, 0x30, 0, 0, 0, 0)
+/* 0x485B */ DEFINE_SFX(CHAN_B021, NA_SE_SY_QUIZ_INCORRECT, 0x30, 0, 0, 0, 0)
+/* 0x485C */ DEFINE_SFX(CHAN_B035, NA_SE_SY_DIZZY_EFFECT, 0x30, 0, 0, 0, 0)
+/* 0x485D */ DEFINE_SFX(CHAN_B081, NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
+/* 0x485E */ DEFINE_SFX(CHAN_B0C2, NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_LOWER_VOLUME_BGM)
+/* 0x485F */ DEFINE_SFX(CHAN_B0E6, NA_SE_SY_SECOM_WARNING, 0x30, 0, 0, 0, 0)
diff --git a/include/tables/sfx/voicebank_table.h b/include/tables/sfx/voicebank_table.h
index d2ce5aae3..d2785745e 100644
--- a/include/tables/sfx/voicebank_table.h
+++ b/include/tables/sfx/voicebank_table.h
@@ -2,412 +2,423 @@
* Sfx Voice Bank
*
* DEFINE_SFX should be used for all sfx define in the voice bank from sequence 0
- * - Argument 0: Enum value for this sfx
- * - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
- * - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
- * - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
- * - Argument 4: Various flags to add properties to the sfx
+ * - Argument 0: Channel name for sequence 0
+ * - Argument 1: Enum value for this sfx
+ * - Argument 2: Importance for deciding which sfx to prioritize. Higher values have greater importance
+ * - Argument 3: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
+ * - Argument 4: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 5: Various flags to add properties to the sfx
- *
- * WARNING: entries must align with the table defined for the voice bank in sequence 0
+ * - Argument 6: Various flags to add properties to the sfx
*/
-/* 0x6800 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6801 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6802 */ DEFINE_SFX(NA_SE_VO_LI_LASH, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6803 */ DEFINE_SFX(NA_SE_VO_LI_HANG, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6804 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6805 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6806 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6807 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6808 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6809 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x680A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x680B */ DEFINE_SFX(NA_SE_VO_LI_DOWN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x680C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x680D */ DEFINE_SFX(NA_SE_VO_LI_HELD, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x680E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x680F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6810 */ DEFINE_SFX(NA_SE_VO_LI_DRINK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6811 */ DEFINE_SFX(NA_SE_VO_LI_RELAX, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6812 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6813 */ DEFINE_SFX(NA_SE_VO_LI_GROAN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6814 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6815 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6816 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6817 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6818 */ DEFINE_SFX(NA_SE_VO_LI_PUSH, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6819 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x681A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x681B */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_START, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x681C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x681D */ DEFINE_SFX(NA_SE_VO_BL_DOWN, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x681E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x681F */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N_copy30, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6820 */ DEFINE_SFX(NA_SE_VO_DUMMY_32, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6821 */ DEFINE_SFX(NA_SE_VO_DUMMY_33, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6822 */ DEFINE_SFX(NA_SE_VO_DUMMY_34, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6823 */ DEFINE_SFX(NA_SE_VO_DUMMY_35, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6824 */ DEFINE_SFX(NA_SE_VO_DUMMY_36, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6825 */ DEFINE_SFX(NA_SE_VO_DUMMY_37, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6826 */ DEFINE_SFX(NA_SE_VO_DUMMY_38, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6827 */ DEFINE_SFX(NA_SE_VO_DUMMY_39, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6828 */ DEFINE_SFX(NA_SE_VO_NAVY_ENEMY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6829 */ DEFINE_SFX(NA_SE_VO_NAVY_HELLO, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x682A */ DEFINE_SFX(NA_SE_VO_NAVY_HEAR, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x682B */ DEFINE_SFX(NA_SE_VO_DUMMY_43, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x682C */ DEFINE_SFX(NA_SE_VO_DUMMY_44, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x682D */ DEFINE_SFX(NA_SE_VO_DUMMY_45, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x682E */ DEFINE_SFX(NA_SE_VO_DUMMY_46, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x682F */ DEFINE_SFX(NA_SE_VO_DUMMY_47, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6830 */ DEFINE_SFX(NA_SE_VO_DUMMY_48, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6831 */ DEFINE_SFX(NA_SE_VO_DUMMY_49, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6832 */ DEFINE_SFX(NA_SE_VO_DUMMY_50, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6833 */ DEFINE_SFX(NA_SE_VO_DUMMY_51, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6834 */ DEFINE_SFX(NA_SE_VO_DUMMY_52, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6835 */ DEFINE_SFX(NA_SE_VO_DUMMY_53, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6836 */ DEFINE_SFX(NA_SE_VO_DUMMY_54, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6837 */ DEFINE_SFX(NA_SE_VO_DUMMY_55, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6838 */ DEFINE_SFX(NA_SE_VO_DUMMY_56, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6839 */ DEFINE_SFX(NA_SE_VO_DUMMY_57, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x683A */ DEFINE_SFX(NA_SE_VO_DUMMY_58, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x683B */ DEFINE_SFX(NA_SE_VO_DUMMY_59, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x683C */ DEFINE_SFX(NA_SE_VO_DUMMY_60, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x683D */ DEFINE_SFX(NA_SE_VO_DUMMY_61, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x683E */ DEFINE_SFX(NA_SE_VO_DUMMY_62, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x683F */ DEFINE_SFX(NA_SE_VO_DUMMY_63, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6840 */ DEFINE_SFX(NA_SE_VO_LK_WAKE_UP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6841 */ DEFINE_SFX(NA_SE_VO_LK_CATCH_DEMO, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6842 */ DEFINE_SFX(NA_SE_VO_LK_DRAGGED_DAMAGE, 0x30, 0, 0, 0, 0)
-/* 0x6843 */ DEFINE_SFX(NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
-/* 0x6844 */ DEFINE_SFX(NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0, 0)
-/* 0x6845 */ DEFINE_SFX(NA_SE_VO_CHAT_MESSAGE_CALL, 0x30, 0, 0, 0, 0)
-/* 0x6846 */ DEFINE_SFX(NA_SE_VO_BELL_MESSAGE, 0x30, 0, 0, 0, 0)
-/* 0x6847 */ DEFINE_SFX(NA_SE_VO_MONDO_MESSAGE, 0x30, 0, 0, 0, 0)
-/* 0x6848 */ DEFINE_SFX(NA_SE_VO_LK_USING_UP_ENERGY, 0x30, 0, 0, 0, 0)
-/* 0x6849 */ DEFINE_SFX(NA_SE_VO_DUMMY_73, 0x30, 0, 0, 0, 0)
-/* 0x684A */ DEFINE_SFX(NA_SE_VO_GO_SLEEP, 0x30, 0, 0, 0, 0)
-/* 0x684B */ DEFINE_SFX(NA_SE_VO_NP_SLEEP_OUT, 0x30, 0, 0, 0, 0)
-/* 0x684C */ DEFINE_SFX(NA_SE_VO_DUMMY_76, 0x30, 0, 0, 0, 0)
-/* 0x684D */ DEFINE_SFX(NA_SE_VO_DUMMY_77, 0x30, 0, 0, 0, 0)
-/* 0x684E */ DEFINE_SFX(NA_SE_VO_NP_DRINK, 0x30, 0, 0, 0, 0)
-/* 0x684F */ DEFINE_SFX(NA_SE_VO_DUMMY_79, 0x30, 0, 0, 0, 0)
-/* 0x6850 */ DEFINE_SFX(NA_SE_VO_NARRATION_0, 0x30, 0, 0, 0, 0)
-/* 0x6851 */ DEFINE_SFX(NA_SE_VO_TA_SURPRISE, 0x30, 0, 0, 0, 0)
-/* 0x6852 */ DEFINE_SFX(NA_SE_VO_TA_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6853 */ DEFINE_SFX(NA_SE_VO_TA_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6854 */ DEFINE_SFX(NA_SE_VO_IN_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6855 */ DEFINE_SFX(NA_SE_VO_IN_LOST, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6856 */ DEFINE_SFX(NA_SE_VO_IN_LASH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6857 */ DEFINE_SFX(NA_SE_VO_IN_LASH_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6858 */ DEFINE_SFX(NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6859 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x685A */ DEFINE_SFX(NA_SE_VO_NB_AGONY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x685B */ DEFINE_SFX(NA_SE_VO_NB_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x685C */ DEFINE_SFX(NA_SE_VO_NB_NOTICE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x685D */ DEFINE_SFX(NA_SE_VO_NA_HELLO_0, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x685E */ DEFINE_SFX(NA_SE_VO_NA_HELLO_1, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x685F */ DEFINE_SFX(NA_SE_VO_NA_HELLO_2, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6860 */ DEFINE_SFX(NA_SE_VO_RT_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6861 */ DEFINE_SFX(NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6862 */ DEFINE_SFX(NA_SE_VO_RT_FALL, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6863 */ DEFINE_SFX(NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6864 */ DEFINE_SFX(NA_SE_VO_RT_LIFT, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6865 */ DEFINE_SFX(NA_SE_VO_RT_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6866 */ DEFINE_SFX(NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6867 */ DEFINE_SFX(NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6868 */ DEFINE_SFX(NA_SE_VO_ST_ATTACK, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6869 */ DEFINE_SFX(NA_SE_VO_Z0_HURRY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x686A */ DEFINE_SFX(NA_SE_VO_Z0_MEET, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x686B */ DEFINE_SFX(NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x686C */ DEFINE_SFX(NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x686D */ DEFINE_SFX(NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x686E */ DEFINE_SFX(NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x686F */ DEFINE_SFX(NA_SE_VO_Z0_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6870 */ DEFINE_SFX(NA_SE_VO_SK_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6871 */ DEFINE_SFX(NA_SE_VO_SK_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6872 */ DEFINE_SFX(NA_SE_VO_SK_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6873 */ DEFINE_SFX(NA_SE_VO_NA_LISTEN, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6874 */ DEFINE_SFX(NA_SE_VO_SK_SHOUT, 0x30, 1, 0, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6875 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6876 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6877 */ DEFINE_SFX(NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6878 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6879 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x687A */ DEFINE_SFX(NA_SE_VO_KZ_MOVE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x687B */ DEFINE_SFX(NA_SE_VO_NB_LAUGH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x687C */ DEFINE_SFX(NA_SE_VO_IN_JOY0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x687D */ DEFINE_SFX(NA_SE_VO_IN_JOY1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x687E */ DEFINE_SFX(NA_SE_VO_IN_JOY2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x687F */ DEFINE_SFX(NA_SE_VO_DUMMY_127, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
-/* 0x6880 */ DEFINE_SFX(NA_SE_VO_DUMMY_128, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6881 */ DEFINE_SFX(NA_SE_VO_DUMMY_129, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6882 */ DEFINE_SFX(NA_SE_VO_DUMMY_130, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6883 */ DEFINE_SFX(NA_SE_VO_DUMMY_131, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6884 */ DEFINE_SFX(NA_SE_VO_DUMMY_132, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6885 */ DEFINE_SFX(NA_SE_VO_DUMMY_133, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6886 */ DEFINE_SFX(NA_SE_VO_DUMMY_134, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6887 */ DEFINE_SFX(NA_SE_VO_DUMMY_135, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6888 */ DEFINE_SFX(NA_SE_VO_DUMMY_136, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6889 */ DEFINE_SFX(NA_SE_VO_DUMMY_137, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x688A */ DEFINE_SFX(NA_SE_VO_DUMMY_138, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x688B */ DEFINE_SFX(NA_SE_VO_DUMMY_139, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x688C */ DEFINE_SFX(NA_SE_VO_DUMMY_140, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x688D */ DEFINE_SFX(NA_SE_VO_DUMMY_141, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x688E */ DEFINE_SFX(NA_SE_VO_DUMMY_142, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x688F */ DEFINE_SFX(NA_SE_VO_DUMMY_143, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6890 */ DEFINE_SFX(NA_SE_VO_DUMMY_144, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6891 */ DEFINE_SFX(NA_SE_VO_DUMMY_145, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6892 */ DEFINE_SFX(NA_SE_VO_DUMMY_146, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6893 */ DEFINE_SFX(NA_SE_VO_DUMMY_147, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6894 */ DEFINE_SFX(NA_SE_VO_DUMMY_148, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6895 */ DEFINE_SFX(NA_SE_VO_DUMMY_149, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6896 */ DEFINE_SFX(NA_SE_VO_DUMMY_150, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6897 */ DEFINE_SFX(NA_SE_VO_DUMMY_151, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6898 */ DEFINE_SFX(NA_SE_VO_DUMMY_152, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6899 */ DEFINE_SFX(NA_SE_VO_DUMMY_153, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x689A */ DEFINE_SFX(NA_SE_VO_DUMMY_154, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x689B */ DEFINE_SFX(NA_SE_VO_DUMMY_155, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x689C */ DEFINE_SFX(NA_SE_VO_DUMMY_156, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x689D */ DEFINE_SFX(NA_SE_VO_DUMMY_157, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x689E */ DEFINE_SFX(NA_SE_VO_DUMMY_158, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x689F */ DEFINE_SFX(NA_SE_VO_DUMMY_159, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A0 */ DEFINE_SFX(NA_SE_VO_DUMMY_160, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A1 */ DEFINE_SFX(NA_SE_VO_DUMMY_161, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A2 */ DEFINE_SFX(NA_SE_VO_DUMMY_162, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A3 */ DEFINE_SFX(NA_SE_VO_DUMMY_163, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A4 */ DEFINE_SFX(NA_SE_VO_DUMMY_164, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A5 */ DEFINE_SFX(NA_SE_VO_DUMMY_165, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A6 */ DEFINE_SFX(NA_SE_VO_DUMMY_166, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A7 */ DEFINE_SFX(NA_SE_VO_DUMMY_167, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A8 */ DEFINE_SFX(NA_SE_VO_DUMMY_168, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68A9 */ DEFINE_SFX(NA_SE_VO_DUMMY_169, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68AA */ DEFINE_SFX(NA_SE_VO_DUMMY_170, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68AB */ DEFINE_SFX(NA_SE_VO_DUMMY_171, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68AC */ DEFINE_SFX(NA_SE_VO_DUMMY_172, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68AD */ DEFINE_SFX(NA_SE_VO_DUMMY_173, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68AE */ DEFINE_SFX(NA_SE_VO_DUMMY_174, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68AF */ DEFINE_SFX(NA_SE_VO_DUMMY_175, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B0 */ DEFINE_SFX(NA_SE_VO_DUMMY_176, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B1 */ DEFINE_SFX(NA_SE_VO_DUMMY_177, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B2 */ DEFINE_SFX(NA_SE_VO_DUMMY_178, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B3 */ DEFINE_SFX(NA_SE_VO_DUMMY_179, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B4 */ DEFINE_SFX(NA_SE_VO_DUMMY_180, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B5 */ DEFINE_SFX(NA_SE_VO_DUMMY_181, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B6 */ DEFINE_SFX(NA_SE_VO_DUMMY_182, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B7 */ DEFINE_SFX(NA_SE_VO_DUMMY_183, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B8 */ DEFINE_SFX(NA_SE_VO_DUMMY_184, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68B9 */ DEFINE_SFX(NA_SE_VO_DUMMY_185, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68BA */ DEFINE_SFX(NA_SE_VO_DUMMY_186, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68BB */ DEFINE_SFX(NA_SE_VO_DUMMY_187, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68BC */ DEFINE_SFX(NA_SE_VO_DUMMY_188, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68BD */ DEFINE_SFX(NA_SE_VO_DUMMY_189, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68BE */ DEFINE_SFX(NA_SE_VO_DUMMY_190, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68BF */ DEFINE_SFX(NA_SE_VO_DUMMY_191, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C0 */ DEFINE_SFX(NA_SE_VO_DUMMY_192, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C1 */ DEFINE_SFX(NA_SE_VO_DUMMY_193, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C2 */ DEFINE_SFX(NA_SE_VO_DUMMY_194, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C3 */ DEFINE_SFX(NA_SE_VO_DUMMY_195, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C4 */ DEFINE_SFX(NA_SE_VO_DUMMY_196, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C5 */ DEFINE_SFX(NA_SE_VO_DUMMY_197, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C6 */ DEFINE_SFX(NA_SE_VO_DUMMY_198, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C7 */ DEFINE_SFX(NA_SE_VO_DUMMY_199, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C8 */ DEFINE_SFX(NA_SE_VO_DUMMY_200, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68C9 */ DEFINE_SFX(NA_SE_VO_DUMMY_201, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68CA */ DEFINE_SFX(NA_SE_VO_DUMMY_202, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68CB */ DEFINE_SFX(NA_SE_VO_DUMMY_203, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68CC */ DEFINE_SFX(NA_SE_VO_DUMMY_204, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68CD */ DEFINE_SFX(NA_SE_VO_DUMMY_205, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68CE */ DEFINE_SFX(NA_SE_VO_DUMMY_206, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68CF */ DEFINE_SFX(NA_SE_VO_DUMMY_207, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D0 */ DEFINE_SFX(NA_SE_VO_DUMMY_208, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D1 */ DEFINE_SFX(NA_SE_VO_DUMMY_209, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D2 */ DEFINE_SFX(NA_SE_VO_DUMMY_210, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D3 */ DEFINE_SFX(NA_SE_VO_DUMMY_211, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D4 */ DEFINE_SFX(NA_SE_VO_DUMMY_212, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D5 */ DEFINE_SFX(NA_SE_VO_DUMMY_213, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D6 */ DEFINE_SFX(NA_SE_VO_DUMMY_214, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D7 */ DEFINE_SFX(NA_SE_VO_DUMMY_215, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D8 */ DEFINE_SFX(NA_SE_VO_DUMMY_216, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68D9 */ DEFINE_SFX(NA_SE_VO_DUMMY_217, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68DA */ DEFINE_SFX(NA_SE_VO_DUMMY_218, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68DB */ DEFINE_SFX(NA_SE_VO_DUMMY_219, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68DC */ DEFINE_SFX(NA_SE_VO_DUMMY_220, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68DD */ DEFINE_SFX(NA_SE_VO_DUMMY_221, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68DE */ DEFINE_SFX(NA_SE_VO_DUMMY_222, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68DF */ DEFINE_SFX(NA_SE_VO_DUMMY_223, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E0 */ DEFINE_SFX(NA_SE_VO_LI_POO_WAIT, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E1 */ DEFINE_SFX(NA_SE_VO_DUMMY_225, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E2 */ DEFINE_SFX(NA_SE_VO_DUMMY_226, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E3 */ DEFINE_SFX(NA_SE_VO_DUMMY_227, 0x20, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E4 */ DEFINE_SFX(NA_SE_VO_DUMMY_228, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E5 */ DEFINE_SFX(NA_SE_VO_DUMMY_229, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E6 */ DEFINE_SFX(NA_SE_VO_DUMMY_230, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E7 */ DEFINE_SFX(NA_SE_VO_DUMMY_231, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E8 */ DEFINE_SFX(NA_SE_VO_DUMMY_232, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68E9 */ DEFINE_SFX(NA_SE_VO_DUMMY_233, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68EA */ DEFINE_SFX(NA_SE_VO_DUMMY_234, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68EB */ DEFINE_SFX(NA_SE_VO_DUMMY_235, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68EC */ DEFINE_SFX(NA_SE_VO_DUMMY_236, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68ED */ DEFINE_SFX(NA_SE_VO_DUMMY_237, 0x50, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68EE */ DEFINE_SFX(NA_SE_VO_DUMMY_238, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68EF */ DEFINE_SFX(NA_SE_VO_DUMMY_239, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F0 */ DEFINE_SFX(NA_SE_VO_DUMMY_240, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F1 */ DEFINE_SFX(NA_SE_VO_DUMMY_241, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F2 */ DEFINE_SFX(NA_SE_VO_DUMMY_242, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F3 */ DEFINE_SFX(NA_SE_VO_DUMMY_243, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F4 */ DEFINE_SFX(NA_SE_VO_DUMMY_244, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F5 */ DEFINE_SFX(NA_SE_VO_DUMMY_245, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F6 */ DEFINE_SFX(NA_SE_VO_DUMMY_246, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F7 */ DEFINE_SFX(NA_SE_VO_DUMMY_247, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F8 */ DEFINE_SFX(NA_SE_VO_DUMMY_248, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68F9 */ DEFINE_SFX(NA_SE_VO_DUMMY_249, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68FA */ DEFINE_SFX(NA_SE_VO_DUMMY_250, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68FB */ DEFINE_SFX(NA_SE_VO_DUMMY_251, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68FC */ DEFINE_SFX(NA_SE_VO_DUMMY_252, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68FD */ DEFINE_SFX(NA_SE_VO_DUMMY_253, 0x80, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68FE */ DEFINE_SFX(NA_SE_VO_DUMMY_254, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x68FF */ DEFINE_SFX(NA_SE_VO_DUMMY_255, 0x30, 2, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6900 */ DEFINE_SFX(NA_SE_VO_JMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6901 */ DEFINE_SFX(NA_SE_VO_JMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6902 */ DEFINE_SFX(NA_SE_VO_CDVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6903 */ DEFINE_SFX(NA_SE_VO_CDVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6904 */ DEFINE_SFX(NA_SE_VO_CDVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6905 */ DEFINE_SFX(NA_SE_VO_CDVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6906 */ DEFINE_SFX(NA_SE_VO_BBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6907 */ DEFINE_SFX(NA_SE_VO_BBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6908 */ DEFINE_SFX(NA_SE_VO_BBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6909 */ DEFINE_SFX(NA_SE_VO_BBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x690A */ DEFINE_SFX(NA_SE_VO_BBVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x690B */ DEFINE_SFX(NA_SE_VO_BBVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x690C */ DEFINE_SFX(NA_SE_VO_OBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x690D */ DEFINE_SFX(NA_SE_VO_ARVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x690E */ DEFINE_SFX(NA_SE_VO_ARVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x690F */ DEFINE_SFX(NA_SE_VO_MMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6910 */ DEFINE_SFX(NA_SE_VO_MMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6911 */ DEFINE_SFX(NA_SE_VO_MMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6912 */ DEFINE_SFX(NA_SE_VO_MMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6913 */ DEFINE_SFX(NA_SE_VO_MMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6914 */ DEFINE_SFX(NA_SE_VO_MMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6915 */ DEFINE_SFX(NA_SE_VO_ABVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6916 */ DEFINE_SFX(NA_SE_VO_ABVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6917 */ DEFINE_SFX(NA_SE_VO_NPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6918 */ DEFINE_SFX(NA_SE_VO_FPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6919 */ DEFINE_SFX(NA_SE_VO_FPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x691A */ DEFINE_SFX(NA_SE_VO_FPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x691B */ DEFINE_SFX(NA_SE_VO_FPVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x691C */ DEFINE_SFX(NA_SE_VO_ROVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x691D */ DEFINE_SFX(NA_SE_VO_ROVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x691E */ DEFINE_SFX(NA_SE_VO_RYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x691F */ DEFINE_SFX(NA_SE_VO_RYVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6920 */ DEFINE_SFX(NA_SE_VO_RYVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6921 */ DEFINE_SFX(NA_SE_VO_RYVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6922 */ DEFINE_SFX(NA_SE_VO_ANVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6923 */ DEFINE_SFX(NA_SE_VO_ANVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6924 */ DEFINE_SFX(NA_SE_VO_ANVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6925 */ DEFINE_SFX(NA_SE_VO_ANVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6926 */ DEFINE_SFX(NA_SE_VO_CRVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6927 */ DEFINE_SFX(NA_SE_VO_CRVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6928 */ DEFINE_SFX(NA_SE_VO_CRVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6929 */ DEFINE_SFX(NA_SE_VO_CRVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x692A */ DEFINE_SFX(NA_SE_VO_HNVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x692B */ DEFINE_SFX(NA_SE_VO_HNVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x692C */ DEFINE_SFX(NA_SE_VO_HNVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x692D */ DEFINE_SFX(NA_SE_VO_RMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x692E */ DEFINE_SFX(NA_SE_VO_RMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x692F */ DEFINE_SFX(NA_SE_VO_RMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6930 */ DEFINE_SFX(NA_SE_VO_PMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6931 */ DEFINE_SFX(NA_SE_VO_PMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6932 */ DEFINE_SFX(NA_SE_VO_PMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6933 */ DEFINE_SFX(NA_SE_VO_DHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6934 */ DEFINE_SFX(NA_SE_VO_DHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6935 */ DEFINE_SFX(NA_SE_VO_DHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6936 */ DEFINE_SFX(NA_SE_VO_DHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6937 */ DEFINE_SFX(NA_SE_VO_DHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6938 */ DEFINE_SFX(NA_SE_VO_TFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6939 */ DEFINE_SFX(NA_SE_VO_ANVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x693A */ DEFINE_SFX(NA_SE_VO_ANVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x693B */ DEFINE_SFX(NA_SE_VO_PMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x693C */ DEFINE_SFX(NA_SE_VO_CHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x693D */ DEFINE_SFX(NA_SE_VO_CHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x693E */ DEFINE_SFX(NA_SE_VO_CHVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x693F */ DEFINE_SFX(NA_SE_VO_CHVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6940 */ DEFINE_SFX(NA_SE_VO_CHVO07, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6941 */ DEFINE_SFX(NA_SE_VO_CHVO08, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6942 */ DEFINE_SFX(NA_SE_VO_CHVO09, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6943 */ DEFINE_SFX(NA_SE_VO_DPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6944 */ DEFINE_SFX(NA_SE_VO_DPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6945 */ DEFINE_SFX(NA_SE_VO_DPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6946 */ DEFINE_SFX(NA_SE_VO_SKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6947 */ DEFINE_SFX(NA_SE_VO_SKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6948 */ DEFINE_SFX(NA_SE_VO_KHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6949 */ DEFINE_SFX(NA_SE_VO_KHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x694A */ DEFINE_SFX(NA_SE_VO_KHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x694B */ DEFINE_SFX(NA_SE_VO_SHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x694C */ DEFINE_SFX(NA_SE_VO_SHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x694D */ DEFINE_SFX(NA_SE_VO_KAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x694E */ DEFINE_SFX(NA_SE_VO_KAVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x694F */ DEFINE_SFX(NA_SE_VO_MTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6950 */ DEFINE_SFX(NA_SE_VO_TTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6951 */ DEFINE_SFX(NA_SE_VO_ITVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6952 */ DEFINE_SFX(NA_SE_VO_ITVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6953 */ DEFINE_SFX(NA_SE_VO_ITVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6954 */ DEFINE_SFX(NA_SE_VO_KMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6955 */ DEFINE_SFX(NA_SE_VO_KMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6956 */ DEFINE_SFX(NA_SE_VO_JOVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6957 */ DEFINE_SFX(NA_SE_VO_JYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6958 */ DEFINE_SFX(NA_SE_VO_DTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6959 */ DEFINE_SFX(NA_SE_VO_GUVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x695A */ DEFINE_SFX(NA_SE_VO_KTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x695B */ DEFINE_SFX(NA_SE_VO_KTVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x695C */ DEFINE_SFX(NA_SE_VO_KTVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x695D */ DEFINE_SFX(NA_SE_VO_ZBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x695E */ DEFINE_SFX(NA_SE_VO_ZBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x695F */ DEFINE_SFX(NA_SE_VO_DAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6960 */ DEFINE_SFX(NA_SE_VO_SHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6961 */ DEFINE_SFX(NA_SE_VO_GBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6962 */ DEFINE_SFX(NA_SE_VO_GBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6963 */ DEFINE_SFX(NA_SE_VO_PFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6964 */ DEFINE_SFX(NA_SE_VO_PFVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6965 */ DEFINE_SFX(NA_SE_VO_GAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6966 */ DEFINE_SFX(NA_SE_VO_GAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6967 */ DEFINE_SFX(NA_SE_VO_DJVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6968 */ DEFINE_SFX(NA_SE_VO_DJVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6969 */ DEFINE_SFX(NA_SE_VO_MSVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x696A */ DEFINE_SFX(NA_SE_VO_MSVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x696B */ DEFINE_SFX(NA_SE_VO_JPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x696C */ DEFINE_SFX(NA_SE_VO_HYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x696D */ DEFINE_SFX(NA_SE_VO_HYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x696E */ DEFINE_SFX(NA_SE_VO_BAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x696F */ DEFINE_SFX(NA_SE_VO_POVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6970 */ DEFINE_SFX(NA_SE_VO_DAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6971 */ DEFINE_SFX(NA_SE_VO_DAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6972 */ DEFINE_SFX(NA_SE_VO_MKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6973 */ DEFINE_SFX(NA_SE_VO_MKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6974 */ DEFINE_SFX(NA_SE_VO_MKVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6975 */ DEFINE_SFX(NA_SE_VO_MKVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6976 */ DEFINE_SFX(NA_SE_VO_MKVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6977 */ DEFINE_SFX(NA_SE_VO_TIVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6978 */ DEFINE_SFX(NA_SE_VO_TIVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6979 */ DEFINE_SFX(NA_SE_VO_TIVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x697A */ DEFINE_SFX(NA_SE_VO_TIVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x697B */ DEFINE_SFX(NA_SE_VO_TIVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x697C */ DEFINE_SFX(NA_SE_VO_TIVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x697D */ DEFINE_SFX(NA_SE_VO_OMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x697E */ DEFINE_SFX(NA_SE_VO_OMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x697F */ DEFINE_SFX(NA_SE_VO_OMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6980 */ DEFINE_SFX(NA_SE_VO_OMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6981 */ DEFINE_SFX(NA_SE_VO_OMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6982 */ DEFINE_SFX(NA_SE_VO_OMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6983 */ DEFINE_SFX(NA_SE_VO_OMVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6984 */ DEFINE_SFX(NA_SE_VO_DEMO_FALL2, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6985 */ DEFINE_SFX(NA_SE_VO_DEMO_384, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6986 */ DEFINE_SFX(NA_SE_VO_DEMO_385, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6987 */ DEFINE_SFX(NA_SE_VO_DEMO_386, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6988 */ DEFINE_SFX(NA_SE_VO_DEMO_387, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x6989 */ DEFINE_SFX(NA_SE_VO_DEMO_388, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x698A */ DEFINE_SFX(NA_SE_VO_DEMO_389, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x698B */ DEFINE_SFX(NA_SE_VO_DEMO_390, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x698C */ DEFINE_SFX(NA_SE_VO_DEMO_391, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x698D */ DEFINE_SFX(NA_SE_VO_DEMO_392, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x698E */ DEFINE_SFX(NA_SE_VO_DEMO_393, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
-/* 0x698E */ DEFINE_SFX(NA_SE_VO_DEMO_394, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* Player Voices: Fierce Deity Link */
+/* 0x6800 */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_LI_SWORD_N, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6801 */ DEFINE_SFX(CHAN_B6A8, NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6802 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_LASH, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6803 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_HANG, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6804 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6805 */ DEFINE_SFX(CHAN_B72A, NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6806 */ DEFINE_SFX(CHAN_B744, NA_SE_VO_LI_FREEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6807 */ DEFINE_SFX(CHAN_B61E, NA_SE_VO_LI_FALL_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6808 */ DEFINE_SFX(CHAN_B776, NA_SE_VO_LI_FALL_L, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6809 */ DEFINE_SFX(CHAN_B78E, NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x680A */ DEFINE_SFX(CHAN_B7A6, NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x680B */ DEFINE_SFX(CHAN_B7AE, NA_SE_VO_LI_DOWN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x680C */ DEFINE_SFX(CHAN_B7BF, NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x680D */ DEFINE_SFX(CHAN_B7D7, NA_SE_VO_LI_HELD, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x680E */ DEFINE_SFX(CHAN_B7DA, NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x680F */ DEFINE_SFX(CHAN_B7E0, NA_SE_VO_LI_SWEAT, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6810 */ DEFINE_SFX(CHAN_B7E6, NA_SE_VO_LI_DRINK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6811 */ DEFINE_SFX(CHAN_B7EC, NA_SE_VO_LI_RELAX, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6812 */ DEFINE_SFX(CHAN_B7F2, NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6813 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_LI_GROAN, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6814 */ DEFINE_SFX(CHAN_B7FD, NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6815 */ DEFINE_SFX(CHAN_B821, NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6816 */ DEFINE_SFX(CHAN_B82C, NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6817 */ DEFINE_SFX(CHAN_B832, NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6818 */ DEFINE_SFX(CHAN_B83D, NA_SE_VO_LI_PUSH, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6819 */ DEFINE_SFX(CHAN_B84E, NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x681A */ DEFINE_SFX(CHAN_B859, NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x681B */ DEFINE_SFX(CHAN_B864, NA_SE_VO_LI_MAGIC_START, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x681C */ DEFINE_SFX(CHAN_B86A, NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x681D */ DEFINE_SFX(CHAN_B776, NA_SE_VO_BL_DOWN, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x681E */ DEFINE_SFX(CHAN_B870, NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x681F */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_LI_SWORD_N_copy30, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* Player Voices: Human Link */
+/* 0x6820 */ DEFINE_SFX(CHAN_B882, NA_SE_VO_DUMMY_32, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6821 */ DEFINE_SFX(CHAN_B89E, NA_SE_VO_DUMMY_33, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6822 */ DEFINE_SFX(CHAN_B8C8, NA_SE_VO_DUMMY_34, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6823 */ DEFINE_SFX(CHAN_B8E3, NA_SE_VO_DUMMY_35, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6824 */ DEFINE_SFX(CHAN_B90F, NA_SE_VO_DUMMY_36, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6825 */ DEFINE_SFX(CHAN_B927, NA_SE_VO_DUMMY_37, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6826 */ DEFINE_SFX(CHAN_B941, NA_SE_VO_DUMMY_38, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6827 */ DEFINE_SFX(CHAN_B95B, NA_SE_VO_DUMMY_39, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6828 */ DEFINE_SFX(CHAN_B973, NA_SE_VO_NAVY_ENEMY, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6829 */ DEFINE_SFX(CHAN_B98B, NA_SE_VO_NAVY_HELLO, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x682A */ DEFINE_SFX(CHAN_B9A3, NA_SE_VO_NAVY_HEAR, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x682B */ DEFINE_SFX(CHAN_B9AB, NA_SE_VO_DUMMY_43, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x682C */ DEFINE_SFX(CHAN_B9BB, NA_SE_VO_DUMMY_44, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x682D */ DEFINE_SFX(CHAN_B9D3, NA_SE_VO_DUMMY_45, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x682E */ DEFINE_SFX(CHAN_B9DE, NA_SE_VO_DUMMY_46, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x682F */ DEFINE_SFX(CHAN_B9F4, NA_SE_VO_DUMMY_47, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6830 */ DEFINE_SFX(CHAN_BA06, NA_SE_VO_DUMMY_48, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6831 */ DEFINE_SFX(CHAN_BA0F, NA_SE_VO_DUMMY_49, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6832 */ DEFINE_SFX(CHAN_BA20, NA_SE_VO_DUMMY_50, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6833 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_51, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6834 */ DEFINE_SFX(CHAN_BA35, NA_SE_VO_DUMMY_52, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6835 */ DEFINE_SFX(CHAN_BA61, NA_SE_VO_DUMMY_53, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6836 */ DEFINE_SFX(CHAN_BA6C, NA_SE_VO_DUMMY_54, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6837 */ DEFINE_SFX(CHAN_BA76, NA_SE_VO_DUMMY_55, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6838 */ DEFINE_SFX(CHAN_BA81, NA_SE_VO_DUMMY_56, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6839 */ DEFINE_SFX(CHAN_BA8C, NA_SE_VO_DUMMY_57, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x683A */ DEFINE_SFX(CHAN_BA97, NA_SE_VO_DUMMY_58, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x683B */ DEFINE_SFX(CHAN_BAA2, NA_SE_VO_DUMMY_59, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x683C */ DEFINE_SFX(CHAN_BAAD, NA_SE_VO_DUMMY_60, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x683D */ DEFINE_SFX(CHAN_B973, NA_SE_VO_DUMMY_61, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x683E */ DEFINE_SFX(CHAN_BAB8, NA_SE_VO_DUMMY_62, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x683F */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_63, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* */
+/* 0x6840 */ DEFINE_SFX(CHAN_BB2C, NA_SE_VO_LK_WAKE_UP, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6841 */ DEFINE_SFX(CHAN_BB37, NA_SE_VO_LK_CATCH_DEMO, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6842 */ DEFINE_SFX(CHAN_BB42, NA_SE_VO_LK_DRAGGED_DAMAGE, 0x30, 0, 0, 0, 0)
+/* 0x6843 */ DEFINE_SFX(CHAN_BBB6, NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0, SFX_FLAG_BLOCK_EQUAL_IMPORTANCE)
+/* 0x6844 */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0, 0)
+/* 0x6845 */ DEFINE_SFX(CHAN_BBB6, NA_SE_VO_CHAT_MESSAGE_CALL, 0x30, 0, 0, 0, 0)
+/* 0x6846 */ DEFINE_SFX(CHAN_BBCF, NA_SE_VO_BELL_MESSAGE, 0x30, 0, 0, 0, 0)
+/* 0x6847 */ DEFINE_SFX(CHAN_BBE2, NA_SE_VO_MONDO_MESSAGE, 0x30, 0, 0, 0, 0)
+/* 0x6848 */ DEFINE_SFX(CHAN_BB56, NA_SE_VO_LK_USING_UP_ENERGY, 0x30, 0, 0, 0, 0)
+/* 0x6849 */ DEFINE_SFX(CHAN_BB64, NA_SE_VO_DUMMY_73, 0x30, 0, 0, 0, 0)
+/* 0x684A */ DEFINE_SFX(CHAN_BB73, NA_SE_VO_GO_SLEEP, 0x30, 0, 0, 0, 0)
+/* 0x684B */ DEFINE_SFX(CHAN_BB7E, NA_SE_VO_NP_SLEEP_OUT, 0x30, 0, 0, 0, 0)
+/* 0x684C */ DEFINE_SFX(CHAN_BB8D, NA_SE_VO_DUMMY_76, 0x30, 0, 0, 0, 0)
+/* 0x684D */ DEFINE_SFX(CHAN_BB98, NA_SE_VO_DUMMY_77, 0x30, 0, 0, 0, 0)
+/* 0x684E */ DEFINE_SFX(CHAN_BBA3, NA_SE_VO_NP_DRINK, 0x30, 0, 0, 0, 0)
+/* 0x684F */ DEFINE_SFX(CHAN_BBB6, NA_SE_VO_DUMMY_79, 0x30, 0, 0, 0, 0)
+/* 0x6850 */ DEFINE_SFX(CHAN_BBF8, NA_SE_VO_NARRATION_0, 0x30, 0, 0, 0, 0)
+/* 0x6851 */ DEFINE_SFX(CHAN_BC19, NA_SE_VO_TA_SURPRISE, 0x30, 0, 0, 0, 0)
+/* 0x6852 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_TA_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6853 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_TA_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6854 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6855 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_LOST, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6856 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_LASH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6857 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_IN_LASH_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6858 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6859 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x685A */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_NB_AGONY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x685B */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_NB_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x685C */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_NB_NOTICE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x685D */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_0, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x685E */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_1, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x685F */ DEFINE_SFX(CHAN_BBCB, NA_SE_VO_NA_HELLO_2, 0x30, 0, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6860 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6861 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6862 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_FALL, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6863 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6864 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_LIFT, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6865 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6866 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6867 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6868 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_ST_ATTACK, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6869 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_HURRY, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x686A */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_MEET, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x686B */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x686C */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x686D */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x686E */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x686F */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z0_THROW, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6870 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6871 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6872 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_CRASH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6873 */ DEFINE_SFX(CHAN_BC3A, NA_SE_VO_NA_LISTEN, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6874 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_SK_SHOUT, 0x30, 1, 0, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6875 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6876 */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6877 */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6878 */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_FR_SMILE_1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x6879 */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_FR_SMILE_2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x687A */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_KZ_MOVE, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x687B */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_NB_LAUGH, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x687C */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_IN_JOY0, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x687D */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_IN_JOY1, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x687E */ DEFINE_SFX(CHAN_BB08, NA_SE_VO_IN_JOY2, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* 0x687F */ DEFINE_SFX(CHAN_BAC3, NA_SE_VO_DUMMY_127, 0x30, 1, 1, 0, SFX_FLAG_FREQ_NO_DIST)
+/* Player Voices: Deku Link */
+/* 0x6880 */ DEFINE_SFX(CHAN_BC69, NA_SE_VO_DUMMY_128, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6881 */ DEFINE_SFX(CHAN_BC6F, NA_SE_VO_DUMMY_129, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6882 */ DEFINE_SFX(CHAN_BC69, NA_SE_VO_DUMMY_130, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6883 */ DEFINE_SFX(CHAN_BC75, NA_SE_VO_DUMMY_131, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6884 */ DEFINE_SFX(CHAN_BC7D, NA_SE_VO_DUMMY_132, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6885 */ DEFINE_SFX(CHAN_BC83, NA_SE_VO_DUMMY_133, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6886 */ DEFINE_SFX(CHAN_BC89, NA_SE_VO_DUMMY_134, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6887 */ DEFINE_SFX(CHAN_BC8F, NA_SE_VO_DUMMY_135, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6888 */ DEFINE_SFX(CHAN_BC95, NA_SE_VO_DUMMY_136, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6889 */ DEFINE_SFX(CHAN_BC9B, NA_SE_VO_DUMMY_137, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x688A */ DEFINE_SFX(CHAN_BCA1, NA_SE_VO_DUMMY_138, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x688B */ DEFINE_SFX(CHAN_BCAE, NA_SE_VO_DUMMY_139, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x688C */ DEFINE_SFX(CHAN_BCB4, NA_SE_VO_DUMMY_140, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x688D */ DEFINE_SFX(CHAN_BCBA, NA_SE_VO_DUMMY_141, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x688E */ DEFINE_SFX(CHAN_B9DE, NA_SE_VO_DUMMY_142, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x688F */ DEFINE_SFX(CHAN_B9F4, NA_SE_VO_DUMMY_143, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6890 */ DEFINE_SFX(CHAN_BCC0, NA_SE_VO_DUMMY_144, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6891 */ DEFINE_SFX(CHAN_BA0F, NA_SE_VO_DUMMY_145, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6892 */ DEFINE_SFX(CHAN_BA20, NA_SE_VO_DUMMY_146, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6893 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_147, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6894 */ DEFINE_SFX(CHAN_BCCE, NA_SE_VO_DUMMY_148, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6895 */ DEFINE_SFX(CHAN_BA61, NA_SE_VO_DUMMY_149, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6896 */ DEFINE_SFX(CHAN_BCDA, NA_SE_VO_DUMMY_150, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6897 */ DEFINE_SFX(CHAN_BA76, NA_SE_VO_DUMMY_151, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6898 */ DEFINE_SFX(CHAN_BCE7, NA_SE_VO_DUMMY_152, 0x30, 1, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6899 */ DEFINE_SFX(CHAN_BA8C, NA_SE_VO_DUMMY_153, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x689A */ DEFINE_SFX(CHAN_BCED, NA_SE_VO_DUMMY_154, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x689B */ DEFINE_SFX(CHAN_BAA2, NA_SE_VO_DUMMY_155, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x689C */ DEFINE_SFX(CHAN_BAAD, NA_SE_VO_DUMMY_156, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x689D */ DEFINE_SFX(CHAN_B973, NA_SE_VO_DUMMY_157, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x689E */ DEFINE_SFX(CHAN_BAB8, NA_SE_VO_DUMMY_158, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x689F */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_159, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* Player Voices: Zora Link */
+/* 0x68A0 */ DEFINE_SFX(CHAN_BCFE, NA_SE_VO_DUMMY_160, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A1 */ DEFINE_SFX(CHAN_BD04, NA_SE_VO_DUMMY_161, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A2 */ DEFINE_SFX(CHAN_BD0A, NA_SE_VO_DUMMY_162, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A3 */ DEFINE_SFX(CHAN_BD10, NA_SE_VO_DUMMY_163, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A4 */ DEFINE_SFX(CHAN_BD16, NA_SE_VO_DUMMY_164, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A5 */ DEFINE_SFX(CHAN_BD1C, NA_SE_VO_DUMMY_165, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A6 */ DEFINE_SFX(CHAN_BD22, NA_SE_VO_DUMMY_166, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A7 */ DEFINE_SFX(CHAN_BD28, NA_SE_VO_DUMMY_167, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A8 */ DEFINE_SFX(CHAN_BD2E, NA_SE_VO_DUMMY_168, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68A9 */ DEFINE_SFX(CHAN_BD34, NA_SE_VO_DUMMY_169, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68AA */ DEFINE_SFX(CHAN_BD3A, NA_SE_VO_DUMMY_170, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68AB */ DEFINE_SFX(CHAN_BD47, NA_SE_VO_DUMMY_171, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68AC */ DEFINE_SFX(CHAN_BD5A, NA_SE_VO_DUMMY_172, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68AD */ DEFINE_SFX(CHAN_BD60, NA_SE_VO_DUMMY_173, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68AE */ DEFINE_SFX(CHAN_B7DA, NA_SE_VO_DUMMY_174, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68AF */ DEFINE_SFX(CHAN_B7E0, NA_SE_VO_DUMMY_175, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B0 */ DEFINE_SFX(CHAN_BD66, NA_SE_VO_DUMMY_176, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B1 */ DEFINE_SFX(CHAN_B7EC, NA_SE_VO_DUMMY_177, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B2 */ DEFINE_SFX(CHAN_BCFE, NA_SE_VO_DUMMY_178, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B3 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_179, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B4 */ DEFINE_SFX(CHAN_BD6C, NA_SE_VO_DUMMY_180, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B5 */ DEFINE_SFX(CHAN_B821, NA_SE_VO_DUMMY_181, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B6 */ DEFINE_SFX(CHAN_B82C, NA_SE_VO_DUMMY_182, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B7 */ DEFINE_SFX(CHAN_B832, NA_SE_VO_DUMMY_183, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B8 */ DEFINE_SFX(CHAN_BD78, NA_SE_VO_DUMMY_184, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68B9 */ DEFINE_SFX(CHAN_B84E, NA_SE_VO_DUMMY_185, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68BA */ DEFINE_SFX(CHAN_BD7E, NA_SE_VO_DUMMY_186, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68BB */ DEFINE_SFX(CHAN_B864, NA_SE_VO_DUMMY_187, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68BC */ DEFINE_SFX(CHAN_B86A, NA_SE_VO_DUMMY_188, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68BD */ DEFINE_SFX(CHAN_B776, NA_SE_VO_DUMMY_189, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68BE */ DEFINE_SFX(CHAN_B870, NA_SE_VO_DUMMY_190, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68BF */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_191, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* Player Voices: Goron Link */
+/* 0x68C0 */ DEFINE_SFX(CHAN_BD8B, NA_SE_VO_DUMMY_192, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C1 */ DEFINE_SFX(CHAN_BD91, NA_SE_VO_DUMMY_193, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C2 */ DEFINE_SFX(CHAN_BD8B, NA_SE_VO_DUMMY_194, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C3 */ DEFINE_SFX(CHAN_BD97, NA_SE_VO_DUMMY_195, 0x20, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C4 */ DEFINE_SFX(CHAN_BD9D, NA_SE_VO_DUMMY_196, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C5 */ DEFINE_SFX(CHAN_BDA3, NA_SE_VO_DUMMY_197, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C6 */ DEFINE_SFX(CHAN_BDA9, NA_SE_VO_DUMMY_198, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C7 */ DEFINE_SFX(CHAN_BDAF, NA_SE_VO_DUMMY_199, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C8 */ DEFINE_SFX(CHAN_BDB5, NA_SE_VO_DUMMY_200, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68C9 */ DEFINE_SFX(CHAN_BDBB, NA_SE_VO_DUMMY_201, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68CA */ DEFINE_SFX(CHAN_BDC1, NA_SE_VO_DUMMY_202, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68CB */ DEFINE_SFX(CHAN_BDCB, NA_SE_VO_DUMMY_203, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68CC */ DEFINE_SFX(CHAN_BDD5, NA_SE_VO_DUMMY_204, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68CD */ DEFINE_SFX(CHAN_BDDB, NA_SE_VO_DUMMY_205, 0x50, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68CE */ DEFINE_SFX(CHAN_B7DA, NA_SE_VO_DUMMY_206, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68CF */ DEFINE_SFX(CHAN_B7E0, NA_SE_VO_DUMMY_207, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D0 */ DEFINE_SFX(CHAN_BDE1, NA_SE_VO_DUMMY_208, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D1 */ DEFINE_SFX(CHAN_B7EC, NA_SE_VO_DUMMY_209, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D2 */ DEFINE_SFX(CHAN_B7F2, NA_SE_VO_DUMMY_210, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D3 */ DEFINE_SFX(CHAN_BA2B, NA_SE_VO_DUMMY_211, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D4 */ DEFINE_SFX(CHAN_BDAF, NA_SE_VO_DUMMY_212, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D5 */ DEFINE_SFX(CHAN_B821, NA_SE_VO_DUMMY_213, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D6 */ DEFINE_SFX(CHAN_B82C, NA_SE_VO_DUMMY_214, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D7 */ DEFINE_SFX(CHAN_B832, NA_SE_VO_DUMMY_215, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D8 */ DEFINE_SFX(CHAN_BDEC, NA_SE_VO_DUMMY_216, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68D9 */ DEFINE_SFX(CHAN_B84E, NA_SE_VO_DUMMY_217, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68DA */ DEFINE_SFX(CHAN_BDF7, NA_SE_VO_DUMMY_218, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68DB */ DEFINE_SFX(CHAN_B864, NA_SE_VO_DUMMY_219, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68DC */ DEFINE_SFX(CHAN_B86A, NA_SE_VO_DUMMY_220, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68DD */ DEFINE_SFX(CHAN_B776, NA_SE_VO_DUMMY_221, 0x80, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68DE */ DEFINE_SFX(CHAN_B870, NA_SE_VO_DUMMY_222, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68DF */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_223, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* Player Voices: Mask of Scents */
+/* 0x68E0 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_LI_POO_WAIT, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E1 */ DEFINE_SFX(CHAN_BE0C, NA_SE_VO_DUMMY_225, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E2 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_226, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E3 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_227, 0x20, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E4 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_228, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E5 */ DEFINE_SFX(CHAN_BE16, NA_SE_VO_DUMMY_229, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E6 */ DEFINE_SFX(CHAN_BE20, NA_SE_VO_DUMMY_230, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E7 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_231, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E8 */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_232, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68E9 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_233, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68EA */ DEFINE_SFX(CHAN_BE3E, NA_SE_VO_DUMMY_234, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68EB */ DEFINE_SFX(CHAN_BE48, NA_SE_VO_DUMMY_235, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68EC */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_236, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68ED */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_237, 0x50, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68EE */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_238, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68EF */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_239, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F0 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_240, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F1 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_241, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F2 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_242, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F3 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_243, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F4 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_244, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F5 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_245, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F6 */ DEFINE_SFX(CHAN_BE3E, NA_SE_VO_DUMMY_246, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F7 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_247, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F8 */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_248, 0x30, 2, 2, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68F9 */ DEFINE_SFX(CHAN_BE2A, NA_SE_VO_DUMMY_249, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68FA */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_250, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68FB */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_251, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68FC */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_252, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68FD */ DEFINE_SFX(CHAN_BE34, NA_SE_VO_DUMMY_253, 0x80, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68FE */ DEFINE_SFX(CHAN_B68D, NA_SE_VO_DUMMY_254, 0x30, 2, 1, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x68FF */ DEFINE_SFX(CHAN_BE02, NA_SE_VO_DUMMY_255, 0x30, 2, 1, SFX_FLAG2_APPLY_LOWPASS_FILTER, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* */
+/* 0x6900 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_JMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6901 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_JMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6902 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6903 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6904 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6905 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CDVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6906 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6907 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6908 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6909 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x690A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x690B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_BBVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x690C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_OBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x690D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ARVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x690E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ARVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x690F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6910 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6911 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6912 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6913 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6914 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_MMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6915 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ABVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6916 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ABVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6917 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_NPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6918 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6919 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x691A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x691B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_FPVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x691C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ROVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x691D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ROVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x691E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x691F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6920 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6921 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RYVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6922 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6923 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6924 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6925 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6926 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6927 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6928 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6929 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CRVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x692A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_HNVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x692B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_HNVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x692C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_HNVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x692D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x692E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x692F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_RMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6930 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6931 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6932 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6933 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6934 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6935 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6936 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6937 */ DEFINE_SFX(CHAN_BEDD, NA_SE_VO_DHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6938 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_TFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6939 */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x693A */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_ANVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x693B */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_PMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x693C */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x693D */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x693E */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x693F */ DEFINE_SFX(CHAN_BE59, NA_SE_VO_CHVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6940 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_CHVO07, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6941 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_CHVO08, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6942 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_CHVO09, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6943 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6944 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DPVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6945 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DPVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6946 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6947 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6948 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6949 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x694A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KHVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x694B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SHVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x694C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SHVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x694D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x694E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KAVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x694F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6950 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6951 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ITVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6952 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ITVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6953 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ITVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6954 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6955 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6956 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_JOVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6957 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_JYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6958 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6959 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GUVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x695A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KTVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x695B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KTVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x695C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_KTVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x695D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ZBVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x695E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_ZBVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x695F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6960 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_SHVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6961 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GBVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6962 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GBVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6963 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_PFVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6964 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_PFVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6965 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6966 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_GAVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6967 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DJVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6968 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DJVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6969 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MSVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x696A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MSVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x696B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_JPVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x696C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_HYVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x696D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_HYVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x696E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_BAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x696F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_POVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6970 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DAVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6971 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_DAVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6972 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6973 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6974 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6975 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6976 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_MKVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6977 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6978 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6979 */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x697A */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x697B */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x697C */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_TIVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x697D */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_OMVO00, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x697E */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_OMVO01, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x697F */ DEFINE_SFX(CHAN_BE6C, NA_SE_VO_OMVO02, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6980 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO03, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6981 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO04, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6982 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO05, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6983 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_OMVO06, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6984 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_FALL2, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6985 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_384, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6986 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_385, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6987 */ DEFINE_SFX(CHAN_BEC8, NA_SE_VO_DEMO_386, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+#ifndef _LANGUAGE_ASEQ
+ //! @bug These SFX ids have entries in sfx_params.c but no implementation in sequence 0.
+ //! Playing these SFX will index out of bounds of the table in sequence 0.
+/* 0x6988 */ DEFINE_SFX(__X, NA_SE_VO_DEMO_387, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x6989 */ DEFINE_SFX(__X, NA_SE_VO_DEMO_388, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x698A */ DEFINE_SFX(__X, NA_SE_VO_DEMO_389, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x698B */ DEFINE_SFX(__X, NA_SE_VO_DEMO_390, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x698C */ DEFINE_SFX(__X, NA_SE_VO_DEMO_391, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x698D */ DEFINE_SFX(__X, NA_SE_VO_DEMO_392, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x698E */ DEFINE_SFX(__X, NA_SE_VO_DEMO_393, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+/* 0x698E */ DEFINE_SFX(__X, NA_SE_VO_DEMO_394, 0x30, 2, 0, 0, SFX_FLAG_BEHIND_SCREEN_Z_INDEX)
+#endif