Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: SoundEmitterCubeWorldMapSync

A cube-shaped area that plays a sound effect when the player is in the specified world. The closer the player is to the area, the louder the sound effect gets. It uses the exact same sound effects as SoundEmitterCube.

Arguments

NameTypeGamesRequired?DescriptionValues
Obj_arg0IntegerSMG2False

Sound Effect ID: The sound effect to be played. Sound effects 4 and above were added in SMG2.

  • 0: SE_AT_LV_GRAVE
  • 1: SE_AT_LV_KOOPA_WIND
  • 2: SE_AT_LV_WIND_DESERT
  • 3: SE_AT_LV_WIND_ICE_MT_TOP
  • 4: SE_AT_LV_SEA_ALL_CUBE
  • 5: SE_AT_LV_SMALL_SEA_CUBE
  • 6: SE_AT_LV_MID_WIND_CUBE
  • 7: SE_AT_LV_STRONG_WIND_CUBE
  • 8: SE_AT_LV_SAND_FALL_CUBE
  • 9: SE_AT_LV_MAGMA_WIND_MID_HIGH
  • 10: SE_AT_LV_MAGMA_WIND_STRONG
  • 11: SE_AT_LV_MAGMA_FALL_MID
  • 12: SE_AT_LV_MAGMA_FALL_MID_HIGH
  • 13: SE_AT_LV_GRASSWIND_CUBE_MID_HIGH
  • 14: SE_AT_LV_GRASSWIND_CUBE_MIDDLE
  • 15: SE_AT_LV_GRASSWIND_CUBE_WEAK
  • 16: SE_AT_LV_MID_HIGH_WIND_CUBE
  • 17: SE_AT_LV_SMALL_SEA_CUBE_MIDH
  • 18: SE_AT_LV_MAGMA_CUBE_STRONG
  • 19: SE_AT_LV_MAGMA_CUBE
  • 20: SE_OJ_LV_MAGMA_WAVE_MV
  • 21: SE_AT_LV_GLIDER_LAVA
  • 22: SE_AT_LV_PEACH_CASTLE_JINARI
  • 23: SE_OJ_LV_MARIOSHIP_ENGINE_OUT_ALL
  • 24: SE_OJ_LV_MARIOSHIP_ENGINE_OUT_NEAR
  • 25: SE_AT_LV_FSHIP_MECHA_ATMOS
  • 26: SE_AT_LV_JUNGLE_BIRD_ATMOS
  • 27: SE_AT_LV_WIND_HYU
  • 28: SE_OJ_WMAP_MSHIP_BLACKHOLE
  • 29: SE_AT_LV_KOOPA_WIND_DEMO_CUBE
  • 30: SE_AT_LV_WIND_HYU_MID_HIGH
Obj_arg1IntegerSMG2False

Sound Position: The point to use for calculating stereo sounds.

  • -1: Camera view position
  • 0: Camera target position
Obj_arg7IntegerSMG2False

World ID: The ID of the world that the player has to be in to play the sound effect.

    Switches

    NameGamesRequired?Description
    SW_APPEARSMG2False

    The object will appear when this switch is activated.

    SW_AWAKESMG2False

    The object will become visible and resume movement when this switch is activated.

    Properties

    NameGamesRequired?Description
    DemoSimpleCastSMG2False

    This object will not pause its movement during cutscenes, NPC conversations, etc.

    BaseMtxFollowerSMG2False

    Objects of this class can follow another BaseMtxFollowTarget object.