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|-
|-
|se_ac_bf
|se_ac_bf
|F-6t Bigfoot
|GUN Bosses
|
|
|-
|-
|se_ac_cc_e
|se_ac_cc_e
|Cannon's Core (Eggman)
|Cannon's Core (Eggman)
|
|rowspan=5|All Cannon's Core sounds packs utilize the same sound list assignment information
|-
|-
|se_ac_cc_kn
|se_ac_cc_kn
|Cannon's Core (Knuckles)
|Cannon's Core (Knuckles)
|
|-
|-
|se_ac_cc_ru
|se_ac_cc_ru
|Cannon's Core (Rouge)
|Cannon's Core (Rouge)
|
|-
|-
|se_ac_cc_so
|se_ac_cc_so
|Cannon's Core (Sonic)
|Cannon's Core (Sonic)
|
|-
|-
|se_ac_cc_t
|se_ac_cc_t
|Cannon's Core (Tails)
|Cannon's Core (Tails)
|
|-
|-
|se_ac_ce
|se_ac_ce
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|se_ac_gf
|se_ac_gf
|Green Forest
|Green Forest
|
|This sound pack is also used for Eternal Engine 2P and Sonic vs. Shadow 1
|-
|-
|se_ac_gh
|se_ac_gh
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|-
|-
|se_vs_shadow
|se_vs_shadow
|Shadow Boss
|Sonic vs. Shadow 2
|
|
|-
|-
|se_vs_sonic
|se_vs_sonic
|Sonic Boss
|
|
|Unused. <code>se_vs_shadow</code> is used for Sonic vs. Shadow 2
|}
|}


<h1>General Sounds</h1>
= General Sounds =
The following sounds are found within the banks labeled as <code>0</code> within the MLT/CSB data. Almost every sound in this list is used universally, with a few samples being used and referenced in other sound lists.
The following sounds are found within the banks labeled as <code>0</code> within the MLT/CSB data. Almost every sound in this list is used universally, with a few samples being used and referenced in other sound lists.


Internal IDs that are italicized indicate that the ID is listed in a separate sound list, e.g. the sounds for the Lost Chao are used for Bank 1 instead of Bank 0.
Internal IDs that are italicized indicate that the ID is listed in a separate sound list, e.g. the sounds for the Lost Chao are used for Bank 1 instead of Bank 0.


By default, all of the sounds listed in the table are applied to Bank 0 unless otherwise specified.
Sound IDs that are italicized indicate that the sound may not exist within the MLT archive, but it does exist elsewhere within the game files.
 
By default, all of the sounds listed in the table are applied to the internal Bank 8 unless otherwise specified.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |General Sounds
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |General Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal Bank!!data-sort-type="number"|Internal ID!!class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|00
|00
|8
|0
|0
|Move menu selection
|Move menu selection
Line 341: Line 340:
|-
|-
|01
|01
|8
|1
|1
|Confirm menu selection
|Confirm menu selection
Line 346: Line 346:
|-
|-
|02
|02
|8
|2
|2
|Pause
|Pause
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|-
|-
|03
|03
|8
|3
|3
|
|
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|-
|-
|<s>04</s>
|<s>04</s>
|
|
|
|
|
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|-
|-
|05
|05
|8
|4
|4
|Score tally/finish
|Score tally/finish
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|-
|-
|06
|06
|8
|5
|5
|Collect Ring
|Collect Ring
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|-
|-
|07
|07
|8
|6
|6
|Emblem
|Emblem
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|-
|-
|08
|08
|8
|7
|7
|
|
Line 381: Line 388:
|-
|-
|09
|09
|8
|8
|8
|Open Main Menu
|Open Main Menu
Line 386: Line 394:
|-
|-
|10
|10
|8
|9
|9
|Cancel in menus
|Cancel in menus
Line 391: Line 400:
|-
|-
|11
|11
|8
|10
|10
|Select invalid option
|Select invalid option
Line 396: Line 406:
|-
|-
|12
|12
|8
|11
|11
|Activate Omochao
|Activate Omochao
Line 401: Line 412:
|-
|-
|13
|13
|8
|12
|12
|Hurt Omochao
|Hurt Omochao
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|-
|-
|14
|14
|8
|13
|13
|Open Item Box
|Open Item Box
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|-
|-
|15
|15
|8
|14
|14
|
|
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|-
|-
|16
|16
|8
|15
|15
|Collect small animal
|Collect small animal
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|-
|-
|17
|17
|8
|16
|16
|
|
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|-
|-
|18
|18
|8
|17
|17
|Collect Chaos Drive
|Collect Chaos Drive
Line 431: Line 448:
|-
|-
|19
|19
|8
|18
|18
|Enter Chao World
|Enter Chao World
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|-
|-
|20
|20
|8
|19
|19
|Hint Monitor
|Hint Monitor
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|-
|-
|21
|21
|8
|21
|21
|Enemy destruction
|Enemy destruction
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|-
|-
|22
|22
|8
|21
|21
|Enemy destruction
|Enemy destruction
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|-
|-
|23
|23
|8
|23
|23
|Omochao flutter
|Omochao flutter
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|-
|-
|24
|24
|8
|24
|24
|
|
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|-
|-
|25
|25
|8
|26
|26
|Acquire shield
|Acquire shield
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|-
|-
|26
|26
|8
|27
|27
|
|
Line 471: Line 496:
|-
|-
|27
|27
|8
|28
|28
|Score/time reveal
|Score/time reveal
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|-
|-
|28
|28
|8
|31
|31
|
|
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|-
|-
|29
|29
|
|
|
|
|
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|-
|-
|30
|30
|
|
|
|
|
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|-
|-
|31
|31
|8
|22
|22
|
|
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|-
|-
|32
|32
|''13'' (Bank 1)
|1
|''13''
|Crying Chao
|Crying Chao
|This sound is tied to the "Common Object Sounds" list, but the audio data is found inside the "General Sounds" archive
|This sound is tied to the "Common Object Sounds" list, but the audio data is found inside the "General Sounds" archive
|-
|-
|33
|33
|''14'' (Bank 1)
|1
|''14''
|Happy Chao
|Happy Chao
|This sound is tied to the "Common Object Sounds" list, but the audio data is found inside the "General Sounds" archive
|This sound is tied to the "Common Object Sounds" list, but the audio data is found inside the "General Sounds" archive
|-
|-
|34
|34
|8
|25
|25
|Level intro
|Level intro
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|-
|-
|35
|35
|8
|29
|29
|Rank
|Rank
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|-
|-
|36
|36
|8
|30
|30
|Event timestamps
|Event timestamps
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|-
|-
|37
|37
|8
|32
|32
|
|
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|-
|-
|38
|38
|8
|33
|33
|
|
|
|
|-
|-
|39
|''39''
|
|8
|
|20
|
|Rings scatter
|This sound exists as <code>DamageRingScatter</code> in the CSB files. Sound is seemingly not stored in the MLT file.
|}
|}


<h1>Common Object Sounds</h1>
= Common Object Sounds =
The sounds in this section are found within the banks labeled as <code>1</code> in the MLT/CSB data. These sounds are either used for common level objects or menus, depending on which is being loaded at the time.
The sounds in this section are found within the banks labeled as <code>1</code> in the MLT/CSB data. These sounds are either used for common level objects or menus, depending on which is being loaded at the time. All sounds in this section are loaded into the internal Bank 1.
<h2>Stage Objects</h2>
== Stage Objects ==
{| class="mw-collapsible wikitable sortable" style="width:auto;"
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Common Object Sounds
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Common Object Sounds
Line 757: Line 795:
|Activate Mystic Melody platform
|Activate Mystic Melody platform
|
|
|-
|''43''
|15
|
|Sound is seemingly not stored in the MLT file.
|-
|''44''
|25
|Rocket blastoff
|This sound exists as <code>ROCKET_LAUNCHER</code> in the CSB files. Sound is seemingly not stored in the MLT file.
|}
|}


<h2>Menu Object SFX</h2>
== Menu Object SFX ==
{| class="mw-collapsible wikitable sortable" style="width:auto;"
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Extra Menu Sounds
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Extra Menu Sounds
Line 820: Line 868:
|}
|}


<h1>Character Sounds</h1>
= Character Sounds =
<h1>Character Voices</h1>
The sounds in this section are labeled as <code>2</code> within the bank data stored in the CSB folder path/MLT data and occupy the internal Bank 2.
Voices are stored differently depending on the version of the game:<br />
On Dreamcast and GameCube, the sound effects are inside MPB files in the root directory.<br />
In the 2012 version, the sound effects are in folders within the <code>resource\gd_PC\MPB</code> directory.


The 2012 version uses CSB sound banks to hold voices in AAX format.
For single-player scenarios, the sound packs labeled as <code>SE_CH_[character pair]</code> are used. Multiplayer scenarios use the <code>SE_CH_[character pair]_BATTLE</code> files in SA2B, which does not exist in the Dreamcast version as the multiplayer characters don't utilize different sounds in that version.


The following filenames are folder names when referring to the 2012 version, otherwise refer to the <code>*.mpb</code> filenames in the Dreamcast/GameCube versions.
The following lists are based on the sound data of the <code>_BATTLE</code> sound packs, which contains all of the data from the single-player variant alongside the added sounds for multiplayer characters.


{| class="wikitable" style="width:auto;"
== Speed-type Action Sounds ==
!Filename||Description||Notes
All sounds in this list are found within the <code>SE_CH_SS/SE_CH_SN_BATTLE</code> sound data within the bank labeled as <code>2</code>.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Sonic/Shadow/Amy/Metal Sonic Action Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|b03_ew
|00
|Eggman (Japanese)
|0
|Shadow jump
|
|
|-
|-
|b03_ewe
|01
|Eggman (English)
|1
|Sonic jump
|
|
|-
|-
|b03_kn
|02
|Knuckles (Japanese)
|2
|Brake/turn around
|
|
|-
|-
|b03_kne
|03
|Knuckles (English)
|3
|Land on ground
|
|
|-
|-
|b03_kn_btl_e
|04
|Knuckles/Rouge/Tikal/Chaos (English)
|4
|
|
|
|-
|-
|b03_kn_btl_j
|05
|Knuckles/Rouge/Tikal/Chaos (Japanese)
|5
|Sonic whistle
|
|
|-
|-
|b03_rg
|06
|Rouge (Japanese)
|6
|Shadow whistle
|
|
|-
|-
|b03_rge
|07
|Rouge (English)
|7
|Jump dash
|
|
|-
|-
|b03_sd
|08
|Shadow (Japanese)
|8
|Somersault 1
|
|
|-
|-
|b03_sde
|09
|Shadow (English)
|9
|Somersault 2
|
|
|-
|-
|b03_sn
|10
|Sonic (Japanese)
|10
|Bounce Attack
|
|
|-
|-
|b03_sne
|11
|Sonic (English)
|11
|Spin Dash release
|
|
|-
|-
|b03_sn_btl_e
|12
|Sonic/Shadow/Amy/Metal (English)
|12
|
|
|-
|b03_sn_btl_j
|Sonic/Shadow/Amy/Metal (Japanese)
|
|
|-
|-
|b03_tw
|13
|Tails (Japanese)
|13
|2P Chaos Control activation
|
|
|-
|-
|b03_twe
|14
|Tails (English)
|14
|Spin Dash charge
|
|
|-
|-
|b03_wk_btl_e
|15
|Tails/Eggman/Chao Walker/Dark C. Walker (English)
|17
|Spin Dash charge (With Light Dash/Light Attack unlocked)
|
|
|-
|-
|b03_wk_btl_j
|16
|Tails/Eggman/Chao Walker/Dark C. Walker (Japanese)
|18
|Light Dash/Light Attack
|
|
|-
|-
|bank12_d_garden
|17
|Chao: Dark Garden
|19
|Time Stop tick
|
|
|-
|-
|bank12_h_garden
|18
|Chao: Hero Garden
|
|
|-
|bank12_karate
|Chao Karate
|
|
|-
|bank12_kinder
|Chao Kindergarten
|
|
|-
|-
|bank12_n_garden
|19
|Chao: Neutral Garden
|15
|
|Sonic Wind
|Original sound. This is unused in the 2012 versions, replaced with <code>TORNADO_low_volume</code>.
|-
|-
|bank12_race
|20
|Chao Race
|16
|Chaos Spear
|Original sound. This is unused in the 2012 versions, replaced with <code>CHAOS_SPEAR</code>.
|-
|21
|
|
|
|
|-
|-
|bank12_r_ent
|22
|Chao Race Entry
|
|
|-
|c_b03_ew
|Chao: Eggman (Japanese)
|
|
|-
|c_b03_ewe
|Chao: Eggman (English)
|
|
|-
|-
|c_b03_kn
|23
|Chao: Knuckles (Japanese)
|
|
|-
|c_b03_kne
|Chao: Knuckles (English)
|
|
|-
|c_b03_rg
|Chao: Rouge (Japanese)
|
|
|-
|-
|c_b03_rge
|24
|Chao: Rouge (English)
|
|
|-
|c_b03_sd
|Chao: Shadow (Japanese)
|
|
|-
|c_b03_sde
|Chao: Shadow (English)
|
|
|-
|-
|c_b03_sn
|25
|Chao: Sonic (Japanese)
|
|
|
|
|-
|-
|c_b03_sne
|26
|Chao: Sonic (English)
|
|
|
|
|-
|-
|c_b03_tw
|27
|Chao: Tails (Japanese)
|
|
|
|
|-
|-
|c_b03_twe
|28
|Chao: Tails (English)
|
|
|
|
|}
<h2>Sonic/Shadow/Amy Voices</h2>
<h3>b03_sn and b03_sd</h3>
The following list pertains to the single-player soundbank used for Sonic and Shadow's voice clips. Both files have the same number of entries, but their counterpart's clips are left blank on their lists. The ID numbers used are based on the last two digits of the extracted filenames.
{| class="mw-collapsible wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Speed Character Voice Sounds
!ID||Description
|-
|-
|00
|29
|Sonic Somersault
|
|-
|
|01
|
|
|-
|-
|02
|30
|Sonic Ledge Balance
|20
|Amy jump
|SA2B only
|-
|-
|03
|31
|Sonic Ledge Grab
|21
|Amy brake/turn around
|SA2B only
|-
|-
|04
|32
|Sonic Pick Up Object
|22
|Amy land on ground
|SA2B only
|-
|-
|05
|33
|Sonic Throw Object
|23
|Metal Sonic jump
|SA2B only
|-
|-
|06
|34
|Sonic Push
|24
|Metal Sonic brake/turn around
|SA2B only
|-
|-
|07
|35
|Sonic Light Attack Charged
|25
|Metal Sonic ground movement sound
|SA2B only
|-
|-
|08
|36
|Sonic Light Attack Release
|26
|Metal Sonic land on ground
|SA2B only
|-
|-
|09
|37
|Sonic Jump Dash
|27
|Black Shield
|SA2B only
|-
|-
|10
|38
|Sonic Finish Somersault
|28
|Metal Sonic jump dash
|SA2B only
|-
|-
|11
|39
|
|
|
|
|-
|-
|12
|40
|
|
|
|
|}
== Hunting-type Action Sounds ==
All sounds in this list are found within the <code>SE_CH_KR/SE_CH_KN_BATTLE</code> sound data within the bank labeled as <code>2</code>.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Knuckles/Rouge/Tikal/Chaos Action Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|13
|00
|Sonic Damage
|0
|Knuckles jump
|
|-
|-
|14
|01
|Sonic Hit Wall
|1
|Rouge jump
|
|-
|-
|15
|02
|Sonic Scared
|2
|Brake/turn around
|
|-
|-
|16
|04
|Sonic Kart Jump/Dash
|3
|Land on ground
|
|-
|-
|17
|04
|Sonic Kart Boost
|4
|
|
|-
|-
|18
|05
|5
|Knuckles whistle
|
|
|-
|-
|19
|06
|6
|Rouge whistle
|
|
|-
|-
|20
|07
|Shadow Somersault
|7
|Knuckles start glide
|
|-
|-
|21
|08
|8
|Rouge start glide
|
|
|-
|-
|22
|09
|Shadow Ledge Balance
|9
|Climb wall
|
|-
|-
|23
|10
|Shadow Ledge Grab
|10
|Dig
|
|-
|-
|24
|11
|Shadow Pick Up Object
|11
|Punch
|
|-
|-
|25
|12
|Shadow Throw Object
|12
|Punch finisher
|
|-
|-
|26
|13
|Shadow Push
|13
|Kick
|
|-
|-
|27
|14
|Shadow Light Attack Charged
|14
|Kick finisher
|
|-
|-
|28
|15
|Shadow Light Attack Release
|15
|
|
|-
|-
|29
|16
|Shadow Jump Dash
|16
|Dig jump
|
|-
|-
|30
|17
|Shadow Finish Somersault
|21
|-
|Glide
|31
|
|
|-
|-
|32
|18
|22
|Drill attack
|
|
|-
|-
|33
|19
|Shadow Damage
|17
|Level 1 Special Attack
|Original sound. This is unused in the 2012 version, instead playing a sound ending in <code>19_1</code>.
|-
|-
|34
|20
|Shadow Hit Wall
|18
|Thunder Arrow
|Original sound. This is unused in the 2012 version, instead playing a sound ending in <code>20_1</code>.
|-
|-
|35
|21
|
|19
|Power Flash
|Original sound. This is unused in the 2012 version, instead playing a sound ending in <code>21_1</code>.
|-
|-
|36
|22
|Shadow Kart Jump/Dash
|20
|Black Wave
|Original sound. This is unused in the 2012 version, instead playing a sound ending in <code>22_1</code>.
|-
|-
|37
|23
|Shadow Kart Boost
|
|-
|
|38
|
|
|-
|-
|39
|24
|
|
|
|
|}
<h3>b03_sn_btl</h3>
The following list contains samples used for the Sonic/Shadow multiplayer scenarios.
{| class="mw-collapsible wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Speed Character Multiplayer Voice Sounds
!ID||Description
|-
|-
|00
|25
|Sonic Somersault
|
|
|
|-
|-
|01
|26
|
|
|
|
|-
|-
|02
|27
|Sonic Ledge Balance
|
|
|
|-
|-
|03
|28
|Sonic Ledge Grab
|
|
|
|-
|-
|04
|29
|Sonic Pick Up Object
|
|
|
|-
|-
|05
|30
|Sonic Throw Object
|23
|Chaos jump
|
|-
|-
|06
|31
|Sonic Push
|24
|Chaos land on ground
|
|-
|-
|07
|32
|Sonic Light Attack Charged
|25
|
|
|-
|-
|08
|33
|Sonic Light Attack Release
|26
|-
|
|09
|Sonic Jump Dash
|-
|10
|Sonic Finish Somersault
|-
|11
|
|
|-
|-
|12
|34
|27
|Chaos uppercut
|
|
|-
|-
|13
|35
|Sonic Damage
|28
|Chaos Impact
|
|-
|-
|14
|36
|Sonic Hit Wall
|29
|Chaos Bind
|
|-
|-
|15
|37
|Sonic Scared
|
|
|
|-
|-
|16
|38
|Sonic Kart Jump/Dash
|
|-
|
|17
|Sonic Kart Boost
|-
|18
|
|
|-
|-
|19
|39
|
|
|
|
|-
|-
|20
|40
|Shadow Somersault
|
|-
|
|21
|
|Shadow Throw Object
|}
 
== Mech-type Action Sounds ==
All sounds in this list are found within the <code>SE_CH_WK/SE_CH_WK_BATTLE</code> sound data within the bank labeled as <code>2</code>.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Mech Tails/Mech Eggman/Chao Walker/Dark Chao Walker Action Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|22
|00
|Shadow Ledge Balance
|0
|Mech Eggman jump
|
|-
|-
|23
|01
|Shadow Ledge Grab
|1
|Mech Tails jump
|
|-
|-
|24
|02
|Shadow Pick Up Object
|2
|Brake/turn around
|
|-
|-
|25
|04
|Shadow Throw Object
|3
|Land on ground
|
|-
|-
|26
|04
|Shadow Push
|4
|
|
|-
|-
|27
|05
|Shadow Light Attack Charged
|5
|Tails whistle
|
|-
|-
|28
|06
|Shadow Light Attack Release
|6
|Eggman whistle
|
|-
|-
|29
|07
|Shadow Jump Dash
|7
|Step
|
|-
|-
|30
|08
|Shadow Finish Somersault
|8
|-
|31
|
|
|-
|32
|
|
|-
|-
|33
|09
|Shadow Damage
|9
|-
|Start hover
|34
|Shadow Hit Wall
|-
|35
|
|
|-
|-
|36
|10
|Shadow Kart Jump/Dash
|9
|Hover
|Part of sound ID 9
|-
|-
|37
|11
|Shadow Kart Boost
|10
|-
|Boxing Glove
|38
|
|
|-
|-
|39
|12
|11
|
|
|-
|40
|Amy Somersault/Ledge Balance
|-
|41
|
|
|-
|-
|42
|13
|12
|
|
|-
|43
|
|
|-
|-
|44
|14
|13
|Power Laser
|
|
|-
|-
|45
|15
|16
|Homing Missile
|
|
|-
|-
|46
|16
|17
|Laser Missile
|
|
|-
|-
|47
|17
|18
|Vulcan Cannon shot
|
|
|-
|-
|48
|18
|19
|Cannon upgrade shot
|
|
|-
|-
|49
|19
|Amy Light Attack Charged (Unused)
|19
|Cannon upgrade shot
|Part of sound ID 18
|-
|-
|50
|20
|Amy Light Attack Release (Unused)
|19
|Cannon upgrade shot
|Part of sound ID 18
|-
|-
|51
|21
|Amy Jump Dash
|20
|
|
|-
|-
|52
|22
|20
|
|
|Part of sound ID 21
|-
|-
|53
|23
|Amy Damage
|21
|
|
|-
|-
|54
|24
|21
|
|
|Part of sound ID 23
|-
|-
|55
|25
|22
|
|
|-
|56
|
|
|-
|-
|57
|26
|15
|Lock-On
|
|
|-
|-
|58
|27
|14
|Lock-On Laser
|
|
|-
|-
|59
|28
|25
|Chao Walker jump
|
|
|}
<h2>Knuckles/Rouge/Tikal Voices</h2>
<h3>b03_kn and b03_rg</h3>
The following list pertains to the single-player soundbank used for Knuckles and Rouge's voice clips. Both files have the same number of entries, but their counterpart's clips are left blank on their lists. The ID numbers used are based on the last two digits of the extracted filenames.
{| class="mw-collapsible wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Hunting Character Voice Sounds
!ID||Description
|-
|-
|00
|29
|Knuckles Jump
|26
|-
|Chao Walker brake/turn around
|01
|
|
|-
|-
|02
|30
|Knuckles Ledge Balance
|27
|Chao Walker step
|
|-
|-
|03
|31
|Knuckles Ledge Grab
|28
|Dark Chao Walker jump
|
|-
|-
|04
|32
|Knuckles Pick Up Object
|29
|Dark Chao Walker brake/turn around
|
|-
|-
|05
|33
|30
|Dark Chao Walker step
|
|
|-
|-
|06
|34
|Knuckles Push
|
|
|
|-
|-
|07
|35
|Knuckles Punch Combo
|
|
|
|-
|-
|08
|36
|Knuckles Spiral Upper
|23
|2P Missile Special Attack 1
|Original sound. This is unused in the 2012 versions, replaced with <code>wk59_ROCKET_LAUNCHER</code>.
|-
|37
|23
|2P Missile Special Attack 2
|Part of sound ID 36. Original sound. This is unused in the 2012 versions, replaced with <code>wk59_ROCKET_LAUNCHER</code>.
|-
|-
|09
|38
|Knuckles Water Surfacing
|24
|Power Laser charging
|Original sound. This is unused in the 2012 versions, replaced with <code>SA2_Walker_SFX_wk61_22k</code>.
|-
|-
|10
|39
|
|
|
|
|-
|-
|11
|40
|31
|Zap Laser
|
|
|-
|-
|12
|41
|32
|Dark Finish
|
|
|-
|-
|13
|42
|Knuckles Damage
|
|
|
|-
|-
|14
|43
|Knuckles Hit Wall/Knockback
|
|
|
|-
|-
|15
|44
|Knuckles Scared
|
|
|
|-
|-
|16
|45
|Knuckles Kart Jump/Dash
|
|
|
|-
|-
|17
|46
|Knuckles Kart Boost
|
|
|
|-
|-
|18
|47
|
|
|
|-
|19
|
|
|}
== Mechless-type Action Sounds ==
All sounds in this list are found within the <code>SE_CH_TE</code> sound data within the bank labeled as <code>2</code>.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Tails/Eggman Action Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|20
|00
|Rouge Jump
|0
|-
|Tails jump
|21
|
|
|-
|-
|22
|01
|Rouge Ledge Balance
|1
|Eggman jump
|
|-
|-
|23
|02
|Rouge Ledge Grab
|2
|Brake/turn around
|
|-
|-
|24
|04
|Rouge Pick Up Object
|3
|Land on ground
|
|-
|-
|25
|04
|4
|
|
|
|-
|-
|26
|05
|Rouge Push
|5
|-
|Tails whistle
|27
|
|
|-
|-
|28
|06
|6
|Eggman whistle
|
|
|-
|-
|29
|07
|7
|Eggman brake/turn around
|
|
|-
|-
|30
|08
|Rouge Kick combo
|8
|Eggman swipe/kick
|
|-
|-
|31
|09
|Rouge Screw Kick
|9
|Tails flying
|
|-
|-
|32
|10
|Rouge Water Surfacing
|
|Tails tail swipe
|Unused?
|-
|-
|33
|11
|Rouge Damage
|
|-
|34
|Rouge Hit Wall/Knockback
|-
|35
|Rouge Scared
|-
|36
|Rouge Kart Jump/Dash
|-
|37
|Rouge Kart Boost
|-
|38
|
|
|-
|39
|
|
|}
|}


<h3>b03_kn_btl</h3>
= Character Voices =
The following list contains samples used for the Knuckles/Rouge multiplayer scenarios.
The sounds in this section can be found within the pack/bank labeled as <code>3</code> within either the MLT container or the folder paths containing CSB files. They can also be found as loose MPB files. All sounds in this category are loaded into internal Bank 3.
 
Voices are stored differently depending on the version of the game:<br />
On Dreamcast and GameCube, the sound effects are inside MPB files in the root directory.<br />
In the 2012 version, the sound effects are in folders within the <code>resource\gd_PC\MPB</code> directory.
 
The 2012 version uses CSB sound banks to hold voices in AAX format.
 
The following filenames are folder names when referring to the 2012 version, otherwise refer to the <code>*.mpb</code> filenames in the Dreamcast/GameCube versions.


{| class="mw-collapsible wikitable" style="width:auto;"
{| class="wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Hunting Character Multiplayer Voice Sounds
!Filename||Description||Notes
!ID||Description
|-
|-
|00
|b03_ew
|Knuckles Jump
|Eggman (Japanese)
|
|-
|-
|01
|b03_ewe
|Eggman (English)
|
|
|-
|-
|02
|b03_kn
|Knuckles Ledge Balance
|Knuckles (Japanese)
|
|-
|-
|03
|b03_kne
|Knuckles Ledge Grab
|Knuckles (English)
|
|-
|-
|04
|b03_kn_btl_e
|Knuckles Pick Up Object
|Knuckles/Rouge/Tikal/Chaos (English)
|
|-
|-
|05
|b03_kn_btl_j
|Knuckles/Rouge/Tikal/Chaos (Japanese)
|
|
|-
|-
|06
|b03_rg
|Knuckles Push
|Rouge (Japanese)
|
|-
|-
|07
|b03_rge
|Knuckles Punch Combo
|Rouge (English)
|
|-
|-
|08
|b03_sd
|Knuckles Spiral Upper
|Shadow (Japanese)
|
|-
|-
|09
|b03_sde
|Knuckles Water Surfacing
|Shadow (English)
|-
|10
|
|
|-
|-
|11
|b03_sn
|Sonic (Japanese)
|
|
|-
|-
|12
|b03_sne
|Sonic (English)
|
|
|-
|-
|13
|b03_sn_btl_e
|Knuckles Damage
|Sonic/Shadow/Amy/Metal (English)
|
|-
|-
|14
|b03_sn_btl_j
|Knuckles Hit Wall/Knockback
|Sonic/Shadow/Amy/Metal (Japanese)
|
|-
|-
|15
|b03_tw
|Knuckles Scared
|Tails (Japanese)
|
|-
|-
|16
|b03_twe
|Knuckles Kart Jump/Dash
|Tails (English)
|
|-
|-
|17
|b03_wk_btl_e
|Knuckles Kart Boost
|Tails/Eggman/Chao Walker/Dark C. Walker (English)
|
|-
|-
|18
|b03_wk_btl_j
|Tails/Eggman/Chao Walker/Dark C. Walker (Japanese)
|
|
|-
|-
|19
|bank12_d_garden
|Chao: Dark Garden
|
|
|-
|-
|20
|bank12_h_garden
|Rouge Jump
|Chao: Hero Garden
|
|-
|-
|21
|bank12_karate
|Chao Karate
|
|
|-
|-
|22
|bank12_kinder
|Rouge Ledge Balance
|Chao Kindergarten
|-
|23
|Rouge Ledge Grab
|-
|24
|Rouge Pick Up Object
|-
|25
|
|
|-
|-
|26
|bank12_n_garden
|Rouge Push
|Chao: Neutral Garden
|-
|27
|
|
|-
|-
|28
|bank12_race
|Chao Race
|
|
|-
|-
|29
|bank12_r_ent
|Chao Race Entry
|
|
|-
|-
|30
|c_b03_ew
|Rouge Kick combo
|Chao: Eggman (Japanese)
|
|-
|-
|31
|c_b03_ewe
|Rouge Screw Kick
|Chao: Eggman (English)
|
|-
|-
|32
|c_b03_kn
|Rouge Water Surfacing
|Chao: Knuckles (Japanese)
|
|-
|-
|33
|c_b03_kne
|Rouge Damage
|Chao: Knuckles (English)
|
|-
|-
|34
|c_b03_rg
|Rouge Hit Wall/Knockback
|Chao: Rouge (Japanese)
|
|-
|-
|35
|c_b03_rge
|Rouge Scared
|Chao: Rouge (English)
|
|-
|-
|36
|c_b03_sd
|Rouge Kart Jump/Dash
|Chao: Shadow (Japanese)
|-
|37
|Rouge Kart Boost
|-
|38
|
|
|-
|-
|39
|c_b03_sde
|Chao: Shadow (English)
|
|
|-
|-
|40
|c_b03_sn
|Tikal Jump
|Chao: Sonic (Japanese)
|-
|41
|
|
|-
|-
|42
|c_b03_sne
|Tikal Ledge Balance
|Chao: Sonic (English)
|-
|43
|
|
|-
|-
|44
|c_b03_tw
|Chao: Tails (Japanese)
|
|
|-
|-
|45
|c_b03_twe
|Chao: Tails (English)
|
|
|}
== Sonic/Shadow/Amy Voices ==
The following list pertains to the soundbanks used for Sonic and Shadow's voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as <code>B03_SS2P(E)</code>(DC) and <code>B03_SN_BTL(_J/_E)</code>(SA2B) contain both sets of voices, as they're intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Speed Character Voice Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|46
|00
|0
|Sonic Somersault
|
|
|-
|-
|47
|01
|1
|
|
|-
|48
|
|
|-
|-
|49
|02
|2
|Sonic Ledge Balance
|
|
|-
|-
|50
|03
|3
|Sonic Ledge Grab
|
|
|-
|-
|51
|04
|4
|Sonic Pick Up Object
|
|
|-
|-
|52
|05
|5
|Sonic Throw Object
|
|
|-
|-
|53
|06
|Tikal Damage
|6
|-
|Sonic Push
|54
|
|
|-
|-
|55
|07
|7
|Sonic Light Attack Charged
|
|
|-
|-
|56
|08
|8
|Sonic Light Attack Release
|
|
|-
|-
|57
|09
|9
|Sonic Jump Dash
|
|
|-
|-
|58
|10
|10
|Sonic Finish Somersault
|
|
|-
|-
|59
|11
|
|
|
|
|}
<h2>Tails/Eggman/Chao Walker/Dark Chao Walker Voices</h2>
<h3>b03_tw and b03_ew</h3>
The following list pertains to the single-player soundbank used for Tails and Eggman's voice clips. Both files have the same number of entries, but their counterpart's clips are left blank on their lists. The ID numbers used are based on the last two digits of the extracted filenames.
{| class="mw-collapsible wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Mech Character Voice Sounds
!ID||Description
|-
|-
|00
|12
|Tails Jump
|
|
|
|-
|-
|01
|13
|Tails Alternate Jump
|11
|Sonic Damage
|
|-
|-
|02
|14
|Tails Ledge Balance
|12
|Sonic Hit Wall
|
|-
|-
|03
|15
|13
|Sonic Scared
|
|
|-
|-
|04
|16
|14
|Sonic Kart Jump/Dash
|
|
|-
|-
|05
|17
|15
|Sonic Kart Boost
|
|
|-
|-
|06
|18
|
|
|
|
|-
|-
|07
|19
|
|
|
|
|-
|-
|08
|20
|Tails basic combo
|18
|Shadow Somersault
|
|-
|-
|09
|21
|Tails Propeller Punch
|19
|-
|10
|
|
|-
|11
|
|
|-
|-
|12
|22
|20
|Shadow Ledge Balance
|
|
|-
|-
|13
|23
|21
|Shadow Ledge Grab
|
|
|-
|-
|14
|24
|Tails Damage
|22
|-
|Shadow Pick Up Object
|15
|
|
|-
|-
|16
|25
|
|23
|-
|Shadow Throw Object
|17
|Tails Kart Jump/Dash
|-
|18
|Tails Kart Boost
|-
|19
|
|-
|20
|Eggman Jump
|-
|21
|Eggman Alternate Jump
|-
|22
|Eggman Ledge Balance
|-
|23
|
|
|-
|-
|26
|24
|24
|Shadow Push
|
|
|-
|-
|27
|25
|25
|Shadow Light Attack Charged
|
|
|-
|-
|28
|26
|26
|Shadow Light Attack Release
|
|
|-
|-
|29
|27
|27
|Eggman basic combo
|Shadow Jump Dash
|
|-
|-
|30
|28
|28
|Eggman Boxing Glove
|Shadow Finish Somersault
|
|-
|-
|29
|31
|
|
|-
|30
|
|
|-
|31
|
|
|-
|-
|32
|32
|
|
|
|
|-
|-
|33
|33
|Eggman Damage
|29
|Shadow Damage
|
|-
|-
|34
|34
|30
|Shadow Hit Wall
|
|
|-
|-
|35
|35
|
|
|
|
|-
|-
|36
|36
|Eggman Kart Jump/Dash
|31
|Shadow Kart Jump/Dash
|
|-
|-
|37
|37
|Eggman Kart Boost
|32
|Shadow Kart Boost
|
|-
|-
|38
|38
|
|
|
|
|-
|-
|39
|39
|
|
|}
|
 
|
<h3>b03_wk_btl</h3>
The following list contains samples used for the Tails/Eggman multiplayer scenarios.
 
{| class="mw-collapsible wikitable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Mech Character Multiplayer Voice Sounds
!ID||Description
|-
|-
|00
|40
|Tails Jump
|33
|Amy Somersault/Ledge Balance
|SA2B only, found in <code>b03_sn_btl</code>.
|-
|-
|01
|41
|Tails Alternate Jump
|34
|
|
|-
|-
|02
|42
|Tails Ledge Balance
|
|
|
|-
|-
|03
|43
|
|
|
|
|-
|-
|04
|44
|
|
|
|
|-
|-
|05
|45
|
|
|-
|06
|
|
|-
|07
|
|
|-
|-
|08
|46
|Tails basic combo
|
|
|
|-
|-
|09
|47
|Tails Propeller Punch
|-
|10
|
|
|-
|11
|
|
|-
|12
|
|
|-
|-
|13
|48
|
|
|-
|14
|Tails Damage
|-
|15
|
|
|-
|16
|
|
|-
|-
|17
|49
|Tails Kart Jump/Dash
|35
|Amy Light Attack Charged (Unused)
|SA2B only, found in <code>b03_sn_btl</code>.
|-
|-
|18
|50
|Tails Kart Boost
|36
|Amy Light Attack Release (Unused)
|SA2B only, found in <code>b03_sn_btl</code>.
|-
|51
|37
|Amy Jump Dash
|SA2B only, found in <code>b03_sn_btl</code>.
|-
|-
|19
|52
|
|
|
|
|-
|-
|20
|53
|Eggman Jump
|38
|Amy Damage
|SA2B only, found in <code>b03_sn_btl</code>.
|-
|-
|21
|54
|Eggman Alternate Jump
|
|-
|
|22
|Eggman Ledge Balance
|-
|23
|
|
|-
|-
|24
|55
|
|
|-
|25
|
|
|-
|26
|
|
|-
|-
|27
|56
|Eggman basic combo
|-
|28
|Eggman Boxing Glove
|-
|29
|
|
|-
|30
|
|
|-
|31
|
|
|-
|-
|32
|57
|
|
|-
|33
|Eggman Damage
|-
|34
|
|
|-
|35
|
|
|-
|-
|36
|58
|Eggman Kart Jump/Dash
|-
|37
|Eggman Kart Boost
|-
|38
|
|
|-
|39
|
|
|-
|40
|
|
|-
|-
|41
|59
|
|
|
|-
|42
|
|
|}
== Knuckles/Rouge/Tikal Voices ==
The following list pertains to the soundbanks used for Knuckles and Rouge's voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as <code>B03_KR2P(E)</code>(DC) and <code>B03_KN_BTL(_J/_E)</code>(SA2B) contain both sets of voices, as they're intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Hunting Character Voice Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|-
|43
|00
|0
|Knuckles Jump
|
|
|-
|-
|44
|01
|1
|
|
|-
|45
|
|
|-
|-
|46
|02
|2
|Knuckles Ledge Balance
|
|
|-
|-
|47
|03
|3
|Knuckles Ledge Grab
|
|
|-
|-
|48
|04
|4
|Knuckles Pick Up Object
|
|
|-
|-
|49
|05
|5
|
|
|
|-
|-
|50
|06
|6
|Knuckles Push
|
|
|-
|-
|51
|07
|7
|Knuckles Punch Combo
|
|
|-
|-
|52
|08
|8
|Knuckles Spiral Upper
|
|
|-
|-
|53
|09
|9
|Knuckles Water Surfacing
|
|
|-
|-
|54
|10
|
|
|
|-
|55
|
|
|-
|-
|56
|11
|
|
|-
|57
|
|
|-
|58
|
|
|-
|-
|59
|12
|
|
|
|-
|13
|10
|Knuckles Damage
|
|-
|14
|11
|Knuckles Hit Wall/Knockback
|
|-
|15
|12
|Knuckles Scared
|
|-
|16
|13
|Knuckles Kart Jump/Dash
|
|-
|17
|14
|Knuckles Kart Boost
|
|-
|18
|
|
|}
|
 
|
<h1>Enemy Sounds</h1>
|-
<h1>Event Sound Information</h1>
|19
|
|
|
|-
|20
|17
|Rouge Jump
|
|-
|21
|18
|
|
|-
|22
|19
|Rouge Ledge Balance
|
|-
|23
|20
|Rouge Ledge Grab
|
|-
|24
|21
|Rouge Pick Up Object
|
|-
|25
|22
|
|
|-
|26
|23
|Rouge Push
|
|-
|27
|
|
|
|-
|28
|
|
|
|-
|29
|
|
|
|-
|30
|24
|Rouge Kick combo
|
|-
|31
|25
|Rouge Screw Kick
|
|-
|32
|26
|Rouge Water Surfacing
|
|-
|33
|27
|Rouge Damage
|
|-
|34
|28
|Rouge Hit Wall/Knockback
|
|-
|35
|29
|Rouge Scared
|
|-
|36
|30
|Rouge Kart Jump/Dash
|
|-
|37
|31
|Rouge Kart Boost
|
|-
|38
|
|
|
|-
|39
|
|
|
|-
|40
|32
|Tikal Jump/ledge grab
|SA2B only, found in <code>b03_kn_btl</code>.
|-
|41
|33
|
|
|-
|42
|34
|Tikal Ledge Balance
|SA2B only, found in <code>b03_kn_btl</code>.
|-
|43
|35
|
|
|-
|44
|
|
|
|-
|45
|
|
|
|-
|46
|
|
|
|-
|47
|36
|Tikal punch combo
|SA2B only, sound is blank in the _E file
|-
|48
|37
|Tikal uppercut
|SA2B only, sound is blank in the _E file
|-
|49
|38
|Tikal water surfacing
|SA2B only, sound is blank in the _E file
|-
|50
|
|
|SA2B _E file only, sound is equivalent to sound ID 47
|-
|51
|
|
|SA2B _E file only, sound is equivalent to sound ID 48
|-
|52
|
|
|SA2B _E file only, sound is equivalent to sound ID 49
|-
|53
|39
|Tikal Damage
|SA2B only, found in <code>b03_kn_btl</code>.
|-
|54
|40
|Tikal hit wall/knockback
|Blank sound
|-
|55
|
|
|
|-
|56
|
|
|
|-
|57
|
|
|
|-
|58
|
|
|
|-
|59
|
|
|
|}
 
== Tails/Eggman/Chao Walker/Dark Chao Walker Voices ==
The following list pertains to the soundbanks used for Tails and Eggman's voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as <code>B03_WK2P(E)</code>(DC) and <code>B03_WK_BTL(_J/_E)</code>(SA2B) contain both sets of voices, as they're intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.
 
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Mech Character Voice Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|00
|0
|Tails Jump
|
|-
|01
|1
|Tails Alternate Jump
|
|-
|02
|2
|Tails Ledge Balance
|
|-
|03
|
|
|
|-
|04
|
|
|
|-
|05
|
|
|
|-
|06
|
|
|
|-
|07
|
|
|
|-
|08
|3
|Tails basic combo
|
|-
|09
|4
|Tails Propeller Punch
|
|-
|10
|
|
|
|-
|11
|
|
|
|-
|12
|
|
|
|-
|13
|
|
|
|-
|14
|5
|Tails Damage
|
|-
|15
|
|
|
|-
|16
|
|
|
|-
|17
|6
|Tails Kart Jump/Dash
|
|-
|18
|7
|Tails Kart Boost
|
|-
|19
|
|
|
|-
|20
|10
|Eggman Jump
|
|-
|21
|11
|Eggman Alternate Jump
|
|-
|22
|12
|Eggman Ledge Balance
|
|-
|23
|
|
|
|-
|24
|
|
|
|-
|25
|
|
|
|-
|26
|
|
|
|-
|27
|13
|Eggman basic combo
|
|-
|28
|14
|Eggman Boxing Glove
|
|-
|29
|
|
|
|-
|30
|
|
|
|-
|31
|
|
|
|-
|32
|
|
|
|-
|33
|15
|Eggman Damage
|
|-
|34
|
|
|
|-
|35
|
|
|
|-
|36
|16
|Eggman Kart Jump/Dash
|
|-
|37
|17
|Eggman Kart Boost
|
|-
|38
|
|
|
|-
|39
|
|
|
|-
|40
|18
|Chao jump
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|41
|19
|Chao alternate jump
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|42
|20
|Chao ledge balance
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|43
|
|
|
|-
|44
|
|
|
|-
|45
|
|
|
|-
|46
|
|
|
|-
|47
|21
|Chao basic combo
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|48
|22
|Chao Omochao attack
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|49
|
|
|
|-
|50
|
|
|
|-
|51
|
|
|
|-
|52
|
|
|
|-
|53
|23
|Chao damage
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|54
|
|
|
|-
|55
|
|
|
|-
|56
|
|
|
|-
|57
|
|
|
|-
|58
|
|
|
|-
|59
|
|
|
|-
|60
|24
|Dark Chao jump
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|61
|25
|Dark Chao alternate jump
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|62
|26
|Dark Chao ledge balance
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|63
|
|
|
|-
|64
|
|
|
|-
|65
|
|
|
|-
|66
|
|
|
|-
|67
|27
|Dark Chao basic combo
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|68
|28
|Dark Chao Omochao attack
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|69
|
|
|
|-
|70
|
|
|
|-
|71
|
|
|
|-
|72
|
|
|
|-
|73
|29
|Dark Chao damage
|SA2B only, found in <code>b03_wk_btl</code>.
|-
|74
|
|
|
|-
|75
|
|
|
|-
|76
|
|
|
|-
|77
|
|
|
|-
|78
|
|
|
|-
|79
|
|
|
|}
 
= Enemy Sounds =
The sounds in this section are generally found within the banks labeled as <code>4</code> within the CSB folder path/MLT container. These sounds are normally part of the stage's sound files and usually pertain to the enemies found within a given level. All sounds in this section are assigned to internal Bank 4.
 
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Enemy Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|00
|0
|Bullet shot
|
|-
|01
|1
|Laser shot charging
|
|-
|02
|2
|Laser shot
|
|-
|03
|3
|Bullet shot
|
|-
|04
|4
|Bomb thrown
|
|-
|05
|5
|Bomb bounce
|
|-
|06
|6
|
|
|-
|07
|7
|Glue shot
|
|-
|08
|8
|Orbinaut (Unidus) spike sway
|
|-
|09
|9
|Gola fire sway
|
|-
|10
|10
|Kiki laugh
|
|-
|11
|11
|Hunter robot landing
|
|-
|12
|12
|Hunter robot activating
|
|-
|13
|13
|GUN Beetle hum
|
|-
|14
|14
|Spark Beetle electric shield
|
|-
|15
|15
|GUN Beetle warp
|
|-
|16
|16
|Hawk robot hover
|
|-
|17
|17
|Hornet robot hum
|
|-
|18
|18
|Hornet robot preparing to attack
|
|-
|19
|19
|Hornet robot bomb launch
|
|-
|20
|20
|Boo scare
|
|-
|21
|21
|Boo vanish
|
|-
|22
|22
|Boo damaged
|
|-
|23
|23
|Artificial Chaos deflect
|
|-
|24
|24
|Artificial Chaos move
|
|-
|25
|
|
|
|-
|26
|25
|Explosion
|
|-
|27
|26
|Large explosion
|
|-
|28
|27
|
|
|-
|29
|32
|Blue Eagle (fighter jet) flying
|
|-
|30
|33
|Vulcan Fighter hum
|
|-
|31
|34
|Vulcan Fighter bullet fire
|
|-
|32
|
|
|
|-
|33
|
|
|
|-
|34
|
|
|
|-
|35
|
|Rhino robot revving up
|
|-
|36
|29
|Rhino robot charging
|
|-
|37
|30
|Rhino robot stop
|
|-
|38
|31
|Rhino robot
|
|-
|39
|
|Rhino Metal robot deflect
|
|-
|40
|
|
|
|-
|41
|
|
|
|-
|42
|35
|
|
|-
|43
|36
|Boo idle/Artificial Chaos idle
|
|-
|44
|37
|Artificial Chaos idle/P-100 divide
|
|-
|45
|
|Artificial Chaos P-100 divide
|Some files contain an extra sound here
|}
 
== Event Sound Information ==
Events generally use the sound effects found in slot 4 within the MLT/CSB container. In the Dreamcast and GameCube versions, the sound data and sequence information is stored within the MLT file, with the sequence data sharing similarities with single-bank MIDI data. The 2012 version uses two files to replicate this effect: a CSB file containing all of the audio information, and a <code>.mid</code> file containing the sequence data. The 2012 version only has partial support for MIDI sequence data, so many of the audio manipulation settings will be ignored when set.
Events generally use the sound effects found in slot 4 within the MLT/CSB container. In the Dreamcast and GameCube versions, the sound data and sequence information is stored within the MLT file, with the sequence data sharing similarities with single-bank MIDI data. The 2012 version uses two files to replicate this effect: a CSB file containing all of the audio information, and a <code>.mid</code> file containing the sequence data. The 2012 version only has partial support for MIDI sequence data, so many of the audio manipulation settings will be ignored when set.
= Stage Sounds =
The sounds in this category are found within the banks labeled as <code>5</code> within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Most of the sounds present in this pack are usually tied to stage-specific objects. All sounds attributed here are loaded into internal Bank 0 unless otherwise specified.
= Stage Environmental Sounds =
The sounds in this category are found within the banks labeled as <code>6</code> within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Generally speaking, these sounds tend to play in the background at all times or as part of specific level scenarios. All sounds attributed here are loaded into internal Bank 6 unless otherwise specified.
= Water Sounds =
The sounds in this section are generally found within the banks labeled as <code>7</code> within the CSB folder path/MLT container. These sounds are normally part of the stage's sound files and contain all of the water-related sound effects. All sounds in this section are assigned to internal Bank 7.
{| class="mw-collapsible wikitable sortable" style="width:auto;"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |Water Sounds
!data-sort-type="number"|Sound ID!!data-sort-type="number"|Internal ID||class="unsortable"|Description!!class="unsortable"|Notes
|-
|00
|0
|Shallow water step
|
|-
|01
|1
|Water splash
|
|-
|02
|3
|Underwater jump
|
|-
|03
|5
|Underwater dive
|
|-
|04
|6
|
|
|-
|05
|7
|Underwater ambiance
|
|-
|06
|8
|Underwater current
|
|-
|07
|4
|Waterfall
|
|-
|08
|2
|
|
|}
{{SA2Navbox}}
{{SA2Navbox}}

Latest revision as of 08:07, 9 November 2025

Sound effects are stored differently depending on the version of the game:
On Dreamcast and GameCube, the sound effects are inside MLT files in the root directory.
In the 2012 version, the sound effects are in folders found within the resource\gd_PC\MLT directory.
Event sound effects are in the event\MLT folder in the 2012 version, and as MLT files in the event folder for the Dreamcast/GameCube versions.

The 2012 version uses CSB sound banks to hold sound effects in ADX format. The following list denotes the contents of each CSB file as they're numbered. These numbers correlate to the soundbank IDs found within the MLT files and the names of the MPB files.

The internal order for the banks is different from what is displayed in the files, so extra care is needed when attempting to apply changes to sound effects using the logic found within the game's code.

Filename Internal Bank ID Description
0 8 General Sound Effects and Menu SFX
1 1 Object Sound Effects
2 2 Character Sound Effects
3 3 Character Voices
4 4 Common Enemy Sound Effects/Event Sound Effects
5 0 Level-Specific Sound Effects
6 6 Level-Specific Sound Effects 2
7 7 Water Sound Effects
8 6 Chao Voices
9 6 Chao Voices 2
10 6 Chao Voices 3
11 6 Chao Voices 4
12 5 Chao Common Sound Effects
13 4 Chao Instruments

The following filenames are folder names when referring to the 2012 version, otherwise refer to the *.mlt filenames in the Dreamcast/GameCube versions.

Filename Stage/Level Notes
chao_chara_kr Chao World: Knuckles/Rouge
chao_chara_ss Chao World: Sonic/Shadow
chao_chara_te Chao World: Tails/Eggman
chao_dark_garden Chao Dark Garden
chao_hero_garden Chao Hero Garden
chao_kindergarten Chao Kindergarten
chao_neutral_garden Chao Neutral Garden
chao_race_circuit Chao Race Circuit
chao_race_entrance Chao Race Entrance
chao_sound_std Chao Sound Effects Eating, Sleeping, Crying, etc.
menu Menu Sounds Also contains some in-game sound effects (rings/animals/etc.)
se_ac_am Aquatic Mine
se_ac_bf GUN Bosses
se_ac_cc_e Cannon's Core (Eggman) All Cannon's Core sounds packs utilize the same sound list assignment information
se_ac_cc_kn Cannon's Core (Knuckles)
se_ac_cc_ru Cannon's Core (Rouge)
se_ac_cc_so Cannon's Core (Sonic)
se_ac_cc_t Cannon's Core (Tails)
se_ac_ce City Escape
se_ac_cg Crazy Gadget
se_ac_cw Cosmic Wall
se_ac_dc Death Chamber
se_ac_dl Dry Lagoon
se_ac_dtr Downtown Race
se_ac_ee Eternal Engine
se_ac_egl Egg Golem (Eggman)
se_ac_eq Egg Quarters
se_ac_fc Final Chase
se_ac_fr Final Rush
se_ac_gf Green Forest This sound pack is also used for Eternal Engine 2P and Sonic vs. Shadow 1
se_ac_gh Green Hill
se_ac_hb Hidden Base
se_ac_ig Iron Gate
se_ac_kbb King Boom Boo
se_ac_lb1 Biolizard
se_ac_lb2 Finalhazard
se_ac_lc Lost Colony
se_ac_meh Meteor Herd
se_ac_mh Metal Harbor
se_ac_mp Mad Space
se_ac_ms Mission Street
se_ac_pc Pyramid Cave
se_ac_ph Pumpkin Hill
se_ac_pl Prison Lane
se_ac_rh Radical Highway
se_ac_sgl Egg Golem (Sonic)
se_ac_sh Security Hall
se_ac_so Sand Ocean
se_ac_sr Sky Rail
se_ac_wb Weapons Bed
se_ac_wc Wild Canyon
se_ac_wj White Jungle
se_ch_kn_BATTLE Knuckles/Rouge/Tikal/Chaos
se_ch_kr Knuckles/Rouge
se_ch_sn_BATTLE Sonic/Shadow/Amy/Metal
se_ch_ss Sonic/Shadow
se_ch_te Tails/Eggman
se_ch_wk Mech Tails/Mech Eggman
se_ch_wk_BATTLE Mech Tails/Mech Eggman/Chao Walker/Dark C. Walker
se_kart Kart Racing (Japanese)
se_kart_e Kart Racing (English)
se_vs_shadow Sonic vs. Shadow 2
se_vs_sonic Unused. se_vs_shadow is used for Sonic vs. Shadow 2

General Sounds

The following sounds are found within the banks labeled as 0 within the MLT/CSB data. Almost every sound in this list is used universally, with a few samples being used and referenced in other sound lists.

Internal IDs that are italicized indicate that the ID is listed in a separate sound list, e.g. the sounds for the Lost Chao are used for Bank 1 instead of Bank 0.

Sound IDs that are italicized indicate that the sound may not exist within the MLT archive, but it does exist elsewhere within the game files.

By default, all of the sounds listed in the table are applied to the internal Bank 8 unless otherwise specified.

General Sounds
Sound ID Internal Bank Internal ID Description Notes
00 8 0 Move menu selection
01 8 1 Confirm menu selection
02 8 2 Pause
03 8 3
04 Sound does not exist in CSB/MLT data.
05 8 4 Score tally/finish
06 8 5 Collect Ring
07 8 6 Emblem
08 8 7
09 8 8 Open Main Menu
10 8 9 Cancel in menus
11 8 10 Select invalid option
12 8 11 Activate Omochao
13 8 12 Hurt Omochao
14 8 13 Open Item Box
15 8 14
16 8 15 Collect small animal
17 8 16
18 8 17 Collect Chaos Drive
19 8 18 Enter Chao World
20 8 19 Hint Monitor
21 8 21 Enemy destruction
22 8 21 Enemy destruction This is part of sound ID 21
23 8 23 Omochao flutter
24 8 24
25 8 26 Acquire shield
26 8 27
27 8 28 Score/time reveal
28 8 31
29
30
31 8 22
32 1 13 Crying Chao This sound is tied to the "Common Object Sounds" list, but the audio data is found inside the "General Sounds" archive
33 1 14 Happy Chao This sound is tied to the "Common Object Sounds" list, but the audio data is found inside the "General Sounds" archive
34 8 25 Level intro
35 8 29 Rank
36 8 30 Event timestamps
37 8 32
38 8 33
39 8 20 Rings scatter This sound exists as DamageRingScatter in the CSB files. Sound is seemingly not stored in the MLT file.

Common Object Sounds

The sounds in this section are found within the banks labeled as 1 in the MLT/CSB data. These sounds are either used for common level objects or menus, depending on which is being loaded at the time. All sounds in this section are loaded into the internal Bank 1.

Stage Objects

Common Object Sounds
Sound ID Internal ID Description Notes
00 0 Spring
01 1 Checkpoint
02 2 Timed switch end
03 3 Dash Panel
04 4
05 5 Rocket/Missile activated
06 6
07 7 Land on rail
08 8 Extra life
09 9 Hunting radar beep
10 10
11 11 Mystic Melody platform summon
12 12
13
14
15 16 Break wooden container
16 17 Break steel container
17 18 Goal Ring
18 19 Touch Goal Ring Unused
19 20 Touch Back Ring
20 21 Alternate Goal Ring Unused
21 22 Mystic Melody door open
22 23 Entering Mystic Melody portal
23 24 Exiting Mystic Melody portal
24 27 Grinding (low speed)
25 28 Grinding (high speed)
26
27 32 Open prison door/activate mechanism
28 33 Stop opening prison door/mechanism
29 34
30 35
31 36
32
33
34
35
36 Missile exhaust
37 26 Spike ball rotation
38
39
40 29 Pulley
41 30 Mystic Melody
42 31 Activate Mystic Melody platform
43 15 Sound is seemingly not stored in the MLT file.
44 25 Rocket blastoff This sound exists as ROCKET_LAUNCHER in the CSB files. Sound is seemingly not stored in the MLT file.
Extra Menu Sounds
Sound ID Internal ID Description Notes
00 0 Checkpoint
01 1
02 2 Goal Ring Used when unlocking the Secretary menu theme
03 Extra life
04
05 Buzzer
06
07 3
08 4
09 5
10 6 Kart Racing confirmation (engine roar)

Character Sounds

The sounds in this section are labeled as 2 within the bank data stored in the CSB folder path/MLT data and occupy the internal Bank 2.

For single-player scenarios, the sound packs labeled as SE_CH_[character pair] are used. Multiplayer scenarios use the SE_CH_[character pair]_BATTLE files in SA2B, which does not exist in the Dreamcast version as the multiplayer characters don't utilize different sounds in that version.

The following lists are based on the sound data of the _BATTLE sound packs, which contains all of the data from the single-player variant alongside the added sounds for multiplayer characters.

Speed-type Action Sounds

All sounds in this list are found within the SE_CH_SS/SE_CH_SN_BATTLE sound data within the bank labeled as 2.

Sonic/Shadow/Amy/Metal Sonic Action Sounds
Sound ID Internal ID Description Notes
00 0 Shadow jump
01 1 Sonic jump
02 2 Brake/turn around
03 3 Land on ground
04 4
05 5 Sonic whistle
06 6 Shadow whistle
07 7 Jump dash
08 8 Somersault 1
09 9 Somersault 2
10 10 Bounce Attack
11 11 Spin Dash release
12 12
13 13 2P Chaos Control activation
14 14 Spin Dash charge
15 17 Spin Dash charge (With Light Dash/Light Attack unlocked)
16 18 Light Dash/Light Attack
17 19 Time Stop tick
18
19 15 Sonic Wind Original sound. This is unused in the 2012 versions, replaced with TORNADO_low_volume.
20 16 Chaos Spear Original sound. This is unused in the 2012 versions, replaced with CHAOS_SPEAR.
21
22
23
24
25
26
27
28
29
30 20 Amy jump SA2B only
31 21 Amy brake/turn around SA2B only
32 22 Amy land on ground SA2B only
33 23 Metal Sonic jump SA2B only
34 24 Metal Sonic brake/turn around SA2B only
35 25 Metal Sonic ground movement sound SA2B only
36 26 Metal Sonic land on ground SA2B only
37 27 Black Shield SA2B only
38 28 Metal Sonic jump dash SA2B only
39
40

Hunting-type Action Sounds

All sounds in this list are found within the SE_CH_KR/SE_CH_KN_BATTLE sound data within the bank labeled as 2.

Knuckles/Rouge/Tikal/Chaos Action Sounds
Sound ID Internal ID Description Notes
00 0 Knuckles jump
01 1 Rouge jump
02 2 Brake/turn around
04 3 Land on ground
04 4
05 5 Knuckles whistle
06 6 Rouge whistle
07 7 Knuckles start glide
08 8 Rouge start glide
09 9 Climb wall
10 10 Dig
11 11 Punch
12 12 Punch finisher
13 13 Kick
14 14 Kick finisher
15 15
16 16 Dig jump
17 21 Glide
18 22 Drill attack
19 17 Level 1 Special Attack Original sound. This is unused in the 2012 version, instead playing a sound ending in 19_1.
20 18 Thunder Arrow Original sound. This is unused in the 2012 version, instead playing a sound ending in 20_1.
21 19 Power Flash Original sound. This is unused in the 2012 version, instead playing a sound ending in 21_1.
22 20 Black Wave Original sound. This is unused in the 2012 version, instead playing a sound ending in 22_1.
23
24
25
26
27
28
29
30 23 Chaos jump
31 24 Chaos land on ground
32 25
33 26
34 27 Chaos uppercut
35 28 Chaos Impact
36 29 Chaos Bind
37
38
39
40

Mech-type Action Sounds

All sounds in this list are found within the SE_CH_WK/SE_CH_WK_BATTLE sound data within the bank labeled as 2.

Mech Tails/Mech Eggman/Chao Walker/Dark Chao Walker Action Sounds
Sound ID Internal ID Description Notes
00 0 Mech Eggman jump
01 1 Mech Tails jump
02 2 Brake/turn around
04 3 Land on ground
04 4
05 5 Tails whistle
06 6 Eggman whistle
07 7 Step
08 8
09 9 Start hover
10 9 Hover Part of sound ID 9
11 10 Boxing Glove
12 11
13 12
14 13 Power Laser
15 16 Homing Missile
16 17 Laser Missile
17 18 Vulcan Cannon shot
18 19 Cannon upgrade shot
19 19 Cannon upgrade shot Part of sound ID 18
20 19 Cannon upgrade shot Part of sound ID 18
21 20
22 20 Part of sound ID 21
23 21
24 21 Part of sound ID 23
25 22
26 15 Lock-On
27 14 Lock-On Laser
28 25 Chao Walker jump
29 26 Chao Walker brake/turn around
30 27 Chao Walker step
31 28 Dark Chao Walker jump
32 29 Dark Chao Walker brake/turn around
33 30 Dark Chao Walker step
34
35
36 23 2P Missile Special Attack 1 Original sound. This is unused in the 2012 versions, replaced with wk59_ROCKET_LAUNCHER.
37 23 2P Missile Special Attack 2 Part of sound ID 36. Original sound. This is unused in the 2012 versions, replaced with wk59_ROCKET_LAUNCHER.
38 24 Power Laser charging Original sound. This is unused in the 2012 versions, replaced with SA2_Walker_SFX_wk61_22k.
39
40 31 Zap Laser
41 32 Dark Finish
42
43
44
45
46
47

Mechless-type Action Sounds

All sounds in this list are found within the SE_CH_TE sound data within the bank labeled as 2.

Tails/Eggman Action Sounds
Sound ID Internal ID Description Notes
00 0 Tails jump
01 1 Eggman jump
02 2 Brake/turn around
04 3 Land on ground
04 4
05 5 Tails whistle
06 6 Eggman whistle
07 7 Eggman brake/turn around
08 8 Eggman swipe/kick
09 9 Tails flying
10 Tails tail swipe Unused?
11

Character Voices

The sounds in this section can be found within the pack/bank labeled as 3 within either the MLT container or the folder paths containing CSB files. They can also be found as loose MPB files. All sounds in this category are loaded into internal Bank 3.

Voices are stored differently depending on the version of the game:
On Dreamcast and GameCube, the sound effects are inside MPB files in the root directory.
In the 2012 version, the sound effects are in folders within the resource\gd_PC\MPB directory.

The 2012 version uses CSB sound banks to hold voices in AAX format.

The following filenames are folder names when referring to the 2012 version, otherwise refer to the *.mpb filenames in the Dreamcast/GameCube versions.

Filename Description Notes
b03_ew Eggman (Japanese)
b03_ewe Eggman (English)
b03_kn Knuckles (Japanese)
b03_kne Knuckles (English)
b03_kn_btl_e Knuckles/Rouge/Tikal/Chaos (English)
b03_kn_btl_j Knuckles/Rouge/Tikal/Chaos (Japanese)
b03_rg Rouge (Japanese)
b03_rge Rouge (English)
b03_sd Shadow (Japanese)
b03_sde Shadow (English)
b03_sn Sonic (Japanese)
b03_sne Sonic (English)
b03_sn_btl_e Sonic/Shadow/Amy/Metal (English)
b03_sn_btl_j Sonic/Shadow/Amy/Metal (Japanese)
b03_tw Tails (Japanese)
b03_twe Tails (English)
b03_wk_btl_e Tails/Eggman/Chao Walker/Dark C. Walker (English)
b03_wk_btl_j Tails/Eggman/Chao Walker/Dark C. Walker (Japanese)
bank12_d_garden Chao: Dark Garden
bank12_h_garden Chao: Hero Garden
bank12_karate Chao Karate
bank12_kinder Chao Kindergarten
bank12_n_garden Chao: Neutral Garden
bank12_race Chao Race
bank12_r_ent Chao Race Entry
c_b03_ew Chao: Eggman (Japanese)
c_b03_ewe Chao: Eggman (English)
c_b03_kn Chao: Knuckles (Japanese)
c_b03_kne Chao: Knuckles (English)
c_b03_rg Chao: Rouge (Japanese)
c_b03_rge Chao: Rouge (English)
c_b03_sd Chao: Shadow (Japanese)
c_b03_sde Chao: Shadow (English)
c_b03_sn Chao: Sonic (Japanese)
c_b03_sne Chao: Sonic (English)
c_b03_tw Chao: Tails (Japanese)
c_b03_twe Chao: Tails (English)

Sonic/Shadow/Amy Voices

The following list pertains to the soundbanks used for Sonic and Shadow's voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as B03_SS2P(E)(DC) and B03_SN_BTL(_J/_E)(SA2B) contain both sets of voices, as they're intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.

Speed Character Voice Sounds
Sound ID Internal ID Description Notes
00 0 Sonic Somersault
01 1
02 2 Sonic Ledge Balance
03 3 Sonic Ledge Grab
04 4 Sonic Pick Up Object
05 5 Sonic Throw Object
06 6 Sonic Push
07 7 Sonic Light Attack Charged
08 8 Sonic Light Attack Release
09 9 Sonic Jump Dash
10 10 Sonic Finish Somersault
11
12
13 11 Sonic Damage
14 12 Sonic Hit Wall
15 13 Sonic Scared
16 14 Sonic Kart Jump/Dash
17 15 Sonic Kart Boost
18
19
20 18 Shadow Somersault
21 19
22 20 Shadow Ledge Balance
23 21 Shadow Ledge Grab
24 22 Shadow Pick Up Object
25 23 Shadow Throw Object
26 24 Shadow Push
27 25 Shadow Light Attack Charged
28 26 Shadow Light Attack Release
29 27 Shadow Jump Dash
30 28 Shadow Finish Somersault
31
32
33 29 Shadow Damage
34 30 Shadow Hit Wall
35
36 31 Shadow Kart Jump/Dash
37 32 Shadow Kart Boost
38
39
40 33 Amy Somersault/Ledge Balance SA2B only, found in b03_sn_btl.
41 34
42
43
44
45
46
47
48
49 35 Amy Light Attack Charged (Unused) SA2B only, found in b03_sn_btl.
50 36 Amy Light Attack Release (Unused) SA2B only, found in b03_sn_btl.
51 37 Amy Jump Dash SA2B only, found in b03_sn_btl.
52
53 38 Amy Damage SA2B only, found in b03_sn_btl.
54
55
56
57
58
59

Knuckles/Rouge/Tikal Voices

The following list pertains to the soundbanks used for Knuckles and Rouge's voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as B03_KR2P(E)(DC) and B03_KN_BTL(_J/_E)(SA2B) contain both sets of voices, as they're intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.

Hunting Character Voice Sounds
Sound ID Internal ID Description Notes
00 0 Knuckles Jump
01 1
02 2 Knuckles Ledge Balance
03 3 Knuckles Ledge Grab
04 4 Knuckles Pick Up Object
05 5
06 6 Knuckles Push
07 7 Knuckles Punch Combo
08 8 Knuckles Spiral Upper
09 9 Knuckles Water Surfacing
10
11
12
13 10 Knuckles Damage
14 11 Knuckles Hit Wall/Knockback
15 12 Knuckles Scared
16 13 Knuckles Kart Jump/Dash
17 14 Knuckles Kart Boost
18
19
20 17 Rouge Jump
21 18
22 19 Rouge Ledge Balance
23 20 Rouge Ledge Grab
24 21 Rouge Pick Up Object
25 22
26 23 Rouge Push
27
28
29
30 24 Rouge Kick combo
31 25 Rouge Screw Kick
32 26 Rouge Water Surfacing
33 27 Rouge Damage
34 28 Rouge Hit Wall/Knockback
35 29 Rouge Scared
36 30 Rouge Kart Jump/Dash
37 31 Rouge Kart Boost
38
39
40 32 Tikal Jump/ledge grab SA2B only, found in b03_kn_btl.
41 33
42 34 Tikal Ledge Balance SA2B only, found in b03_kn_btl.
43 35
44
45
46
47 36 Tikal punch combo SA2B only, sound is blank in the _E file
48 37 Tikal uppercut SA2B only, sound is blank in the _E file
49 38 Tikal water surfacing SA2B only, sound is blank in the _E file
50 SA2B _E file only, sound is equivalent to sound ID 47
51 SA2B _E file only, sound is equivalent to sound ID 48
52 SA2B _E file only, sound is equivalent to sound ID 49
53 39 Tikal Damage SA2B only, found in b03_kn_btl.
54 40 Tikal hit wall/knockback Blank sound
55
56
57
58
59

Tails/Eggman/Chao Walker/Dark Chao Walker Voices

The following list pertains to the soundbanks used for Tails and Eggman's voice clips. The files for the single-player variants have the same number of entries, but the clips for the opposite character are left blank on their lists. The files labeled as B03_WK2P(E)(DC) and B03_WK_BTL(_J/_E)(SA2B) contain both sets of voices, as they're intended for multiplayer scenarios. The ID numbers used are based on the last two digits of the extracted filenames.

Mech Character Voice Sounds
Sound ID Internal ID Description Notes
00 0 Tails Jump
01 1 Tails Alternate Jump
02 2 Tails Ledge Balance
03
04
05
06
07
08 3 Tails basic combo
09 4 Tails Propeller Punch
10
11
12
13
14 5 Tails Damage
15
16
17 6 Tails Kart Jump/Dash
18 7 Tails Kart Boost
19
20 10 Eggman Jump
21 11 Eggman Alternate Jump
22 12 Eggman Ledge Balance
23
24
25
26
27 13 Eggman basic combo
28 14 Eggman Boxing Glove
29
30
31
32
33 15 Eggman Damage
34
35
36 16 Eggman Kart Jump/Dash
37 17 Eggman Kart Boost
38
39
40 18 Chao jump SA2B only, found in b03_wk_btl.
41 19 Chao alternate jump SA2B only, found in b03_wk_btl.
42 20 Chao ledge balance SA2B only, found in b03_wk_btl.
43
44
45
46
47 21 Chao basic combo SA2B only, found in b03_wk_btl.
48 22 Chao Omochao attack SA2B only, found in b03_wk_btl.
49
50
51
52
53 23 Chao damage SA2B only, found in b03_wk_btl.
54
55
56
57
58
59
60 24 Dark Chao jump SA2B only, found in b03_wk_btl.
61 25 Dark Chao alternate jump SA2B only, found in b03_wk_btl.
62 26 Dark Chao ledge balance SA2B only, found in b03_wk_btl.
63
64
65
66
67 27 Dark Chao basic combo SA2B only, found in b03_wk_btl.
68 28 Dark Chao Omochao attack SA2B only, found in b03_wk_btl.
69
70
71
72
73 29 Dark Chao damage SA2B only, found in b03_wk_btl.
74
75
76
77
78
79

Enemy Sounds

The sounds in this section are generally found within the banks labeled as 4 within the CSB folder path/MLT container. These sounds are normally part of the stage's sound files and usually pertain to the enemies found within a given level. All sounds in this section are assigned to internal Bank 4.

Enemy Sounds
Sound ID Internal ID Description Notes
00 0 Bullet shot
01 1 Laser shot charging
02 2 Laser shot
03 3 Bullet shot
04 4 Bomb thrown
05 5 Bomb bounce
06 6
07 7 Glue shot
08 8 Orbinaut (Unidus) spike sway
09 9 Gola fire sway
10 10 Kiki laugh
11 11 Hunter robot landing
12 12 Hunter robot activating
13 13 GUN Beetle hum
14 14 Spark Beetle electric shield
15 15 GUN Beetle warp
16 16 Hawk robot hover
17 17 Hornet robot hum
18 18 Hornet robot preparing to attack
19 19 Hornet robot bomb launch
20 20 Boo scare
21 21 Boo vanish
22 22 Boo damaged
23 23 Artificial Chaos deflect
24 24 Artificial Chaos move
25
26 25 Explosion
27 26 Large explosion
28 27
29 32 Blue Eagle (fighter jet) flying
30 33 Vulcan Fighter hum
31 34 Vulcan Fighter bullet fire
32
33
34
35 Rhino robot revving up
36 29 Rhino robot charging
37 30 Rhino robot stop
38 31 Rhino robot
39 Rhino Metal robot deflect
40
41
42 35
43 36 Boo idle/Artificial Chaos idle
44 37 Artificial Chaos idle/P-100 divide
45 Artificial Chaos P-100 divide Some files contain an extra sound here

Event Sound Information

Events generally use the sound effects found in slot 4 within the MLT/CSB container. In the Dreamcast and GameCube versions, the sound data and sequence information is stored within the MLT file, with the sequence data sharing similarities with single-bank MIDI data. The 2012 version uses two files to replicate this effect: a CSB file containing all of the audio information, and a .mid file containing the sequence data. The 2012 version only has partial support for MIDI sequence data, so many of the audio manipulation settings will be ignored when set.

Stage Sounds

The sounds in this category are found within the banks labeled as 5 within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Most of the sounds present in this pack are usually tied to stage-specific objects. All sounds attributed here are loaded into internal Bank 0 unless otherwise specified.

Stage Environmental Sounds

The sounds in this category are found within the banks labeled as 6 within the CSB folder path/MLT container. Each level/boss tends to use its own sounds with occasional overlap depending on the situation. Generally speaking, these sounds tend to play in the background at all times or as part of specific level scenarios. All sounds attributed here are loaded into internal Bank 6 unless otherwise specified.

Water Sounds

The sounds in this section are generally found within the banks labeled as 7 within the CSB folder path/MLT container. These sounds are normally part of the stage's sound files and contain all of the water-related sound effects. All sounds in this section are assigned to internal Bank 7.

Water Sounds
Sound ID Internal ID Description Notes
00 0 Shallow water step
01 1 Water splash
02 3 Underwater jump
03 5 Underwater dive
04 6
05 7 Underwater ambiance
06 8 Underwater current
07 4 Waterfall
08 2
Sonic Adventure 2 Information
General Information File FormatsLevelsTexture FilesVoice ListMusic FilesGame Builds
Character Information Model DataAnimation FilesActionsAnimation Lists
Other CutscenesSound Effects