Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: SoundEmitterPoint

A point in space that emits a sound effect. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.

Arguments

NameTypeGamesRequired?DescriptionValues
Obj_arg0IntegerSMG2True

Sound Effect ID: The sound effect to be played.

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

  • -1: Camera view position
  • 0: Camera target position
Obj_arg2IntegerSMG2False

Cutscene Functionality: Determines what cutscenes the object registers to.

  • -1: Sound effect plays during all cutscenes
  • 0: Disabled during any cutscene
  • 1: Sound effect plays during specific story cutscenes
Obj_arg3IntegerSMG2False

SW_A Setting: How SW_A functions.

  • -1: SW_A kills the emitter
  • 0: SW_A starts the sound effect if SW_APPEAR is used and not activated

Switches

NameGamesRequired?Description
SW_APPEARSMG2False

The object will appear when this switch is activated.

SW_ASMG2False

If Obj_arg3 is -1, the emitter will be killed once activated. If Obj_arg3 is 0, the sound effect will start playing if SW_APPEAR is used and not activated.

Setup

NameGamesRequired?Description
RailSMG2False

If used, the entire path emits the sound effect.

DemoCastSMG2False

If Obj_arg2 is set to 1, it will try to register to the cutscenes with the names ピーチからの手紙, ベビチコ出会い, ピーチ誘拐, スピンドライバ初出, クッパ最終戦突入, ノーマルエンディング1, ノーマルエンディング2, ノーマルエンディング3 and ノーマルエンディング4.

Properties

NameGamesDescription
DemoSimpleCastSMG2

If Obj_arg2 is set to -1, this object will not pause its movement during cutscenes, NPC conversations, etc.