Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: SoundEmitterPoint

A point in space that plays a looping sound effect.

Arguments

NameTypeGamesRequired?DescriptionValues
Obj_arg0IntegerSMG2True

Sound ID: The Sound ID to use. More can be added by adding entries to the ActionSound bcsv

  • 0: SE_AT_LV_RIVER_S
  • 1: SE_AT_LV_RIVER_M
  • 2: SE_OJ_LV_BIG_FAN_MOVE
  • 3: SE_OJ_LV_JRSHIP_FAN
  • 4: SE_OJ_LV_MECHA_CONVEYOR_STEP_MV
  • 5: SE_OJ_LV_GHOST_CONVEYOR_STEP_MV
  • 6: SE_OJ_LV_TWIN_FALL
  • 7: SE_OJ_LV_TWIN_FALL_BASIN
  • 8: SE_AT_LV_MAGMA_WIND
  • 9: SE_OJ_LV_KOOPA_STEP_GEAR_MV
  • 10: SE_AT_LV_MAGMA_WIND_STRONG
  • 11: SE_AT_LV_MAGMA_WIND_MID_HIGH
  • 12: SE_AT_SEA_SHORE
  • 13: SE_AT_LV_WATERFALL_S
  • 14: SE_AT_LV_WATERFALL_L
  • 15: SE_AT_LV_WATERFALL_UPPER_S
  • 16: SE_AT_LV_WATERFALL_UPPER_L
  • 17: SE_AT_LV_KARAKARA_WIND_RAIL
  • 18: SE_AT_LV_KARAKARA_RAIL_CONVEYOR
  • 19: SE_OJ_LV_GHOST_CONVEYOR_STEP_MV
  • 20: SE_AT_LV_WATERFALL_SS
  • 21: SE_AT_LV_SAND_FALL
  • 22: SE_AT_LV_SAND_FALL_BASIN
  • 23: SE_AT_LV_SAND_FALL_SANDY_SPOT
  • 24: SE_AT_LV_SAND_FALL_SANDY_SPOT_ALL
  • 25: SE_AT_LV_PIRAMID_FALL_SAND_L
  • 26: SE_AT_LV_PIRAMID_FALL_SAND_H
  • 27: SE_AT_LV_RIVER_S_WEAK
  • 28: SE_AT_LV_WATER_ONIMASU_G
  • 29: SE_OJ_LV_KOOPA_F_LIFT_MV
  • 30: SE_OJ_LV_KOOPA_F_R_LIFT_MV
  • 31: SE_SY_APPLAUSE
  • 32: SE_SY_LV_TIMER_B_2
  • 33: SE_SY_LV_TIMER_B_0
  • 34: SE_OJ_LV_MECHA_STEP_ROTATE
  • 35: SE_OJ_LV_MECHA_STEP2_ROTATE
  • 36: SE_OJ_LV_BIG_FAN_MOVE
  • 37: SE_AT_LV_JG_WATER_FALL_S
  • 38: SE_AT_LV_JG_WATER_FALL_L/SE_AT_LV_JG_WATER_FALL_L_NEAR
  • 39: SE_AT_LV_JG_CAVE_RIVER
  • 40: SE_AT_LV_JG_WATER_FALL_CAVE
  • 41: SE_AT_LV_JG_WATER_FALL_LAST
  • 42: SE_OJ_LV_MARIOSHIP_ENGINE_MOVE
  • 43: SE_OJ_LV_MARIOSHIP_ENGINE_PARTS
  • 44: SE_OJ_LV_MARIOSHIP_ENGINE_GEAR
  • 45: SE_AT_LV_SMALL_RIVER_FSHIP
  • 46: SE_AT_LV_JG_WATER_FALL_LL/SE_AT_LV_JG_WATER_FALL_LL_FAR
  • 47: SE_AT_LV_JG_WATER_FALL_L_NEAR
  • 48: SE_OJ_LV_JRROBOT_BROKEN_STILL
  • 49: SE_OJ_LV_JRROBOT_BROKEN_MOVE
  • 50: SE_OJ_LV_OP_KOOPA_BACK_EFFECT
  • 51: SE_OJ_LV_DEMO_BLACKHOLE
  • 52: SE_OJ_LV_OP_METEOR_BURNING/SE_OJ_LV_OP_METEOR_BURNING_NEAR
Obj_arg1IntegerSMG2False

Sound Check Point: The point to use for calculating stereo sounds.

  • 0: Use the position the camera is looking at
  • 1: Use the position of the camera itself
Obj_arg2IntegerSMG2False

Demo Setting: Determines what cutscenes this object can register to

  • -1: DemoSimpleCast only
  • 0: = No Cutscenes
  • 1: = DemoCast only (only registers to specific cutscene names)
Obj_arg3BooleanSMG2False

SW_A Disables Sound: If set, activating SW_A will kill the object. If not set, SW_A will start playing the sound.

    Switches

    NameGamesRequired?Description
    SW_APPEARSMG2False

    The object will appear when this switch is activated.

    SW_ASMG2False

    See Obj Arg 3

    Properties

    NameGamesRequired?Description
    RailSMG2False

    Optional. If set, all points on the path will emit the same sound.

    DemoCastSMG2False

    Obj Arg 2 needs to be set to 1

    DemoSimpleCastSMG2False

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