Sonic Adventure/Sound Effects: Difference between revisions
Created page with "SADX PC stores sound effects in DAT soundbanks, which can be edited with SADXSndSharp in SA Tools. Some banks are only available in some levels or when playing with a specific character. Here is a quick overview of the sound bank system. <h1>List of Soundbanks</h1> There are eight soundbank slots: - Bank 0 - Common sounds. This always loads <code>COMMON_BANK00.DAT</code>.<br /> - Bank 1 - Level sounds. This loads a <code>_BANK01</co..." |
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- Bank 1 - [[#Level Sounds|Level sounds]]. This loads a <code>_BANK01</code> soundbank containing sound effects for objects in the current level.<br /> | - Bank 1 - [[#Level Sounds|Level sounds]]. This loads a <code>_BANK01</code> soundbank containing sound effects for objects in the current level.<br /> | ||
- Bank 2 - [[#check_sheet_bank02|General object sounds]]. This always loads <code>check_sheet_bank02.DAT</code>.<br /> | - Bank 2 - [[#check_sheet_bank02|General object sounds]]. This always loads <code>check_sheet_bank02.DAT</code>.<br /> | ||
- Bank 3 - [[#Player | - Bank 3 - [[#Player Effect Soundbanks|Character sounds]]. This loads the <code>P_...</code> soundbank for the current character.<br /> | ||
- Bank 4 - [[#Enemy | - Bank 4 - [[#Enemy Soundbanks|Enemy sounds]]. This loads the <code>_BANK04</code> soundbank for the current level. Some levels share the same soundbank. A lot of levels use the "common" enemy soundbank <code>ENEMY_SET_BANK04</code>.<br /> | ||
- Bank 5 - [[#Level | - Bank 5 - [[#Level Background Sounds|Level background noises]]. This loads the <code>_BANK05</code> soundbank for the current level. Some levels share the same soundbank.<br /> | ||
- Bank 6 - [[#Player | - Bank 6 - [[#Player Gameplay Voice Soundbanks|Character voice clips]] and cutscene sounds. This loads the <code>V_...</code> soundbank for the current character and/or the <code>E_...</code> soundbank for the current cutscene.<br /> | ||
- Bank 7 - This slot was used for Chao jingles in the Dreamcast version but is unused in vanilla SADX.<br /> | - Bank 7 - This slot was used for Chao jingles in the Dreamcast version but is unused in vanilla SADX.<br /> | ||
- Bank 8 - This slot was used for DLC sound and music data in the Dreamcast version but is unused in vanilla SADX. | - Bank 8 - This slot was used for DLC sound and music data in the Dreamcast version but is unused in vanilla SADX. | ||
Revision as of 04:13, 19 October 2025
SADX PC stores sound effects in DAT soundbanks, which can be edited with SADXSndSharp in SA Tools. Some banks are only available in some levels or when playing with a specific character. Here is a quick overview of the sound bank system.
List of Soundbanks
There are eight soundbank slots:
- Bank 0 - Common sounds. This always loads COMMON_BANK00.DAT.
- Bank 1 - Level sounds. This loads a _BANK01 soundbank containing sound effects for objects in the current level.
- Bank 2 - General object sounds. This always loads check_sheet_bank02.DAT.
- Bank 3 - Character sounds. This loads the P_... soundbank for the current character.
- Bank 4 - Enemy sounds. This loads the _BANK04 soundbank for the current level. Some levels share the same soundbank. A lot of levels use the "common" enemy soundbank ENEMY_SET_BANK04.
- Bank 5 - Level background noises. This loads the _BANK05 soundbank for the current level. Some levels share the same soundbank.
- Bank 6 - Character voice clips and cutscene sounds. This loads the V_... soundbank for the current character and/or the E_... soundbank for the current cutscene.
- Bank 7 - This slot was used for Chao jingles in the Dreamcast version but is unused in vanilla SADX.
- Bank 8 - This slot was used for DLC sound and music data in the Dreamcast version but is unused in vanilla SADX.
Below you can find the contents of some DAT files.
COMMON_BANK00
These sounds can be played at any point in the game. They are loaded into Bank 0.
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B00_00_00 | 0 | 0x0 | SE_DAMAGE | Ring loss |
| B00_00_01 | 1 | 0x1 | SE_CURSOR | Menu move |
| B00_00_02 | 2 | 0x2 | SE_DECIDE | Menu select |
| B00_00_03 | 3 | 0x3 | SE_PAUSE | Menu back |
| B00_00_04 | 4 | 0x4 | SE_COUNT | Timer countdown (Gamma) |
| B00_00_05 | 5 | 0x5 | SE_COUNTUP | Score count |
| B00_00_06 | 6 | 0x6 | SE_NORMBARRIER | Getting Barrier |
| B00_00_07 | 7 | 0x7 | SE_RING | Collecting Rings |
| B00_00_08 | 8 | 0x8 | SE_TIMESTOP | Time Stop item (unused) |
| B00_00_09 | 9 | 0x9 | SE_SPRING | Spring |
| B00_00_10 | 10 | 0xA | SE_SAVE | Checkpoint |
| B00_00_11 | 11 | 0xB | SE_ITEMBOX | Item box destroyed |
| B00_00_12 | 12 | 0xC | SE_ITEMGET | Emblem get |
| B00_00_13 | 13 | 0xD | SE_SWITCH | Switch pressed |
| B00_00_14 | 14 | 0xE | SE_MOTINOR | Hint monitor screen on |
| B00_00_15 | 15 | 0xF | SE_PUSHPULL | Pushing heavy object |
| B00_00_16 | 16 | 0x10 | SE_BREAK | Break (Unused?) |
| B00_00_17 | 17 | 0x11 | SE_P_JUMP | Jump |
| B00_00_18 | 18 | 0x12 | SE_P_BRAKE | Skidding |
| B00_00_19 | 19 | 0x13 | SE_LAND | Landing (Unused) |
| B00_00_20 | 20 | 0x14 | SE_THROW | Throw (Unused) |
| B00_00_21 | 21 | 0x15 | SE_ZOOMUP | Menu Enlarge |
| B00_00_22 | 22 | 0x16 | SE_ZOOMOUT | Menu Shrink |
| B00_00_23 | 23 | 0x17 | SE_DAMAGE2 | Damaged with Barrier or without Rings |
| B00_00_24 | 24 | 0x18 | SE_DUMMY24 | Animal escaping |
| B00_00_25 | 25 | 0x19 | SE_BOMB | Enemy destroyed |
| B00_00_26 | 26 | 0x1A | SE_BOMB2 | Enemy destroyed 2 (unused) |
| B00_00_27 | 27 | 0x1B | SE_HITENEMY | Enemy hit (unused) |
| B00_00_28 | 28 | 0x1C | SE_GETMINIMAL | Collected Chao Animal |
| B00_00_29 | 29 | 0x1D | SE_P_JUMP2 | Error (Unused) |
| 30 | 0x1E | SE_P_BRAKE2 | Empty slot, file missing | |
| B00_00_31 | 31 | 0x1F | SE_P_FT1 | Landing 1 (Unused) |
| B00_00_32 | 32 | 0x20 | SE_P_FT2 | Landing 2 (Unused) |
| B00_00_33 | 33 | 0x21 | SE_P_FT3 | Landing 3 |
| B00_00_34 | 34 | 0x22 | SE_P_FT4 | Landing 4 (Unused) |
| B00_00_35 | 35 | 0x23 | SE_P_FT5 | Landing 5 (Unused) |
| B00_00_36 | 36 | 0x24 | SE_P_FT6 | Landing 6 (Unused) |
| B00_00_37 | 37 | 0x25 | SE_P_FT7 | Landing 7 (Unused) |
| B00_00_38 | 38 | 0x26 | SE_P_FT8 | Landing 8 (Unused) |
Level Sounds
These sounds load into slot 1. Most levels have a unique slot 1 soundbank.
EMERALD_COAST_BANK01
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B01_00_00 | 40 | 0x28 | SE_CS_DUMMY00 | Empty |
| B01_00_01 | 41 | 0x29 | SE_CS_BRIDGE | Bridge creaking |
| B01_00_02 | 42 | 0x2A | SE_CS_DAIBREAK | Wreckage |
| B01_00_03 | 43 | 0x2B | SE_CS_YAMABREAK | Wreckage 2 |
| B01_00_04 | 44 | 0x2C | SE_CS_IWABREAK | Rumble |
| B01_00_05 | 45 | 0x2D | SE_CS_CHONPA | Spiked gate landing |
| B01_00_06 | 46 | 0x2E | SE_CS_RUBBER | Rubber band |
| B01_00_07 | 47 | 0x2F | SE_CS_INWATER | Orca hitting the water |
| B01_00_08 | 48 | 0x30 | SE_CS_SWIM | Dolphins jumping out of the water |
| B01_00_09 | 49 | 0x31 | SE_CS_FENCE | Fence breaking |
| B01_00_10 | 50 | 0x32 | SE_CS_BREAK | Badnik destroyed |
| B01_00_11 | 51 | 0x33 | SE_CS_JUMPER | Accelerator panel |
| B01_00_12 | 52 | 0x34 | SE_CS_BUSH | Bush rustling |
check_sheet_bank02
These sounds can be played at any point in the game. They are loaded into Bank 2.
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B02_00_00 | 738 | 0x2E2 | SE_C_DASHER | Dash panel |
| B02_00_01 | 739 | 0x2E3 | SE_C_IRONSPIN | Swinging spike ball |
| B02_00_02 | 740 | 0x2E4 | SE_C_IRONFALL | Falling spike ball |
| B02_00_03 | 741 | 0x2E5 | SE_C_LEAF | Rustling bush |
| B02_00_04 | 742 | 0x2E6 | SE_C_DUMMY04 | Unused? |
| B02_00_05 | 743 | 0x2E7 | SE_C_GETEME | 1-up |
| B02_00_06 | 744 | 0x2E8 | SE_C_RBASE | Rocket ready to launch |
| B02_00_07 | 745 | 0x2E9 | SE_C_RLAUNCH | Rocket launching |
| 746 | 0x2EA | SE_C_RFLY | Rocket flying (unused) | |
| B02_00_09 | 747 | 0x2EB | SE_C_RBOMB | Electric spark noise (unused?) |
| B02_00_10 | 748 | 0x2EC | SE_C_BURN | Unused |
| B02_00_11 | 749 | 0x2ED | SE_C_ESHOCK | Unused |
| B02_00_12 | 750 | 0x2EE | SE_C_TSUBURE | Unused |
| 751 | 0x2EF | SE_C_FALL | Unused | |
| B02_00_14 | 752 | 0x2F0 | SE_C_DUMMY14 | Balloon? Unused |
| B02_00_15 | 753 | 0x2F1 | SE_C_BUBBLE | Bubble (unused) |
| B02_00_16 | 754 | 0x2F2 | SE_C_BUBBLEEAT | Sonic gets bubble (unused) |
| B02_00_17 | 755 | 0x2F3 | SE_C_GIVEo2 | Sonic gets oxygen (unused) |
| B02_00_18 | 756 | 0x2F4 | SE_C_INWATER | Water splash |
| B02_00_19 | 757 | 0x2F5 | SE_C_WATER | Walking in water (unused) |
| B02_00_20 | 758 | 0x2F6 | SE_C_OUTWATER | Jumping out of water (unused) |
| B02_00_21 | 759 | 0x2F7 | SE_C_WATERENV | Underwater sound effect (unused) |
| B02_00_22 | 760 | 0x2F8 | SE_C_TIKAL | Tikal warp sound |
| _B02_00_15 | ? | ? | ? | This file is in the DAT archive but the game can't play it |
Player Effect Soundbanks
These soundbanks load into slot 3. The exact soundbank depends on the character you have selected. Sonic and Tails' sounds are merged into one soundbank. The Sonic/Tails soundbank has a Metal Sonic version with additional sounds.
P_SONICTAILS_BANK03 / P_METALTAILS_BANK03
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B03_00_00 | 762 | 0x2FA | SE_HORMJUMP | Homing attack (different for Metal Sonic) |
| B03_00_01 | 763 | 0x2FB | SE_LDASHHOLD | Light Speed Dash charge |
| B03_00_02 | 764 | 0x2FC | SE_LDASH | Light Speed Dash launch |
| B03_00_03 | 765 | 0x2FD | SE_LATTACK | Light Speed Dash attack |
| B03_00_04 | 766 | 0x2FE | SE_SONICBOOM | Light Speed Dash aura (unused) |
| B03_00_05 | 767 | 0x2FF | SE_SPINCHARGE | Spindash charge |
| B03_00_06 | 768 | 0x300 | SE_SPINDASH | Spindash release |
| B03_00_07 | 769 | 0x301 | SE_RELEASE | Explosion (unused) |
| B03_00_08 | 770 | 0x302 | SE_MILESFLY | Tails' flying (unused) |
| B03_00_09 | 771 | 0x303 | SE_M_ACCGATE | Green ring (Tails) |
| B03_00_10 | 772 | 0x304 | SE_M_LIMIT | Time limit (Tails, unused) |
| B03_00_11 | 773 | 0x305 | SE_M_ATTACK | Tail Whip attack |
| B03_00_12 | 774 | 0x306 | SE_M_MULTI | Unknown (Unused) |
| B03_00_13 | 775 | 0x307 | SE_S_WHISTLE | Sonic whistle / Metal Sonic whistle |
| B03_00_14 | 776 | 0x308 | SE_M_WHISTLE | Tails' whistle / Metal Sonic noise |
| B03_00_15 | 775 | 0x307 | SE_METAL_JUMP | Metal Sonic jump |
| B03_00_16 | 776 | 0x308 | SE_METAL_BRAKE | Metal Sonic brake |
| B03_00_17 | 777 | 0x309 | SE_METAL_HOVER | Metal Sonic hover |
| B03_00_18 | 778 | 0x30A | SE_METAL_LAND | Metal Sonic landing |
P_KNUCKLES_BANK03
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B03_00_00 | 780 | 0x30C | SE_K_GLIDE | Gliding |
| B03_00_01 | 781 | 0x30D | SE_K_PUNCH1 | Punch 1 |
| B03_00_02 | 782 | 0x30E | SE_K_PUNCH2 | Double punch |
| B03_00_03 | 783 | 0x30F | SE_K_PUNCH3 | Final punch/slide |
| B03_00_04 | 784 | 0x310 | SE_K_KICK | Maximum Heat Attack release |
| B03_00_05 | 785 | 0x311 | SE_K_DIG | Digging |
| B03_00_06 | 786 | 0x312 | SE_K_SPRING | Unused? |
| B03_00_07 | 787 | 0x313 | SE_K_EME | Emerald shard found |
| B03_00_08 | 788 | 0x314 | SE_K_RADAR | Emerald Radar beep |
| B03_00_09 | 789 | 0x315 | SE_K_CLIMB | Climbing |
| B03_00_10 | 790 | 0x316 | SE_K_TICAL | Tikal hint flying |
| B03_00_11 | 791 | 0x317 | SE_K_GLIDEON | Gliding start |
| B03_00_12 | 792 | 0x318 | SE_K_CHARGE | Maximum Heat Attack charge |
| B03_00_13 | 793 | 0x319 | SE_K_RELEASE | Maximum Heat Attack cancelled |
| B03_00_14 | 794 | 0x31A | SE_K_WHISTLE | Whistle |
P_AMY_BANK03
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B03_00_00 | 796 | 0x31C | SE_A_GETHAMMER | Hammer hit |
| B03_00_01 | 797 | 0x31D | SE_A_LONGHAMMER | Long Hammer hit |
| B03_00_02 | 798 | 0x31E | SE_A_ROTHAMMER | Spinning attack start |
| B03_00_03 | 799 | 0x31F | SE_A_ALERT | Alert (unused?) |
| B03_00_04 | 800 | 0x320 | SE_A_IO_CAN | Using a Barrel to hide |
| B03_00_05 | 801 | 0x321 | SE_A_MOVE_CAN | Barrel moving (unused?) |
| B03_00_06 | 802 | 0x322 | SE_AZ_TELOP | Boss name tick |
| B03_00_07 | 803 | 0x323 | SE_AZ_GOLI | Zero's chest thump |
| B03_00_08 | 804 | 0x324 | SE_AZ_MARK | Zero alert |
| B03_00_09 | 805 | 0x325 | SE_AZ_ARMSHOOT | Zero's arm attack |
| B03_00_10 | 806 | 0x326 | SE_AZ_DOSU1 | Zero dropping down |
| B03_00_11 | 807 | 0x327 | SE_AZ_DOSU2 | Zero retracting arms (boss) |
| B03_00_12 | 808 | 0x328 | SE_AZ_DAMAGE1 | Zero hit |
| B03_00_13 | 809 | 0x329 | SE_AZ_DAMAGE2 | Zero hit 2 (boss only) |
| B03_00_14 | 810 | 0x32A | SE_AZ_CHARGE | Zero electrocuted |
| B03_00_15 | 811 | 0x32B | SE_AZ_DAMAGE | Zero head opening (boss) |
| B03_00_16 | 812 | 0x32C | SE_AZ_ENEDEST | Zero destroyed (boss) |
| B03_00_17 | 813 | 0x32D | SE_AZ_ARM | Zero boss attack electricity |
| B03_00_18 | 814 | 0x32E | SE_AZ_EMEROT | Zero boss attack rotation |
| B03_00_19 | 815 | 0x32F | SE_AZ_JUMP | Zero jumping |
| B03_00_20 | 816 | 0x330 | SE_AZ_MOVE | Zero rotating body |
| B03_00_21 | 817 | 0x331 | SE_AZ_LASER | Zero scanning |
| B03_00_22 | 818 | 0x332 | SE_AZ_LOCKON | Zero lock-on |
| B03_00_23 | 819 | 0x333 | SE_AZ_STANDUP | Zero standing up after damage |
| B03_00_24 | 820 | 0x334 | SE_A_WHISTLE | Whistle |
P_E102_BANK03
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B03_00_00 | 822 | 0x336 | SE_E_TALK | Unused |
| B03_00_01 | 823 | 0x337 | SE_E_LIMIT | Unused |
| B03_00_02 | 824 | 0x338 | SE_E_LIMIT2 | Unused |
| B03_00_03 | 825 | 0x339 | SE_E_LIMIT3 | Unused |
| B03_00_04 | 826 | 0x33A | SE_E_LIMIT4 | Unused |
| B03_00_05 | 827 | 0x33B | SE_E_WALK | Walking |
| B03_00_06 | 828 | 0x33C | SE_E_JUMP | Jumping |
| B03_00_07 | 829 | 0x33D | SE_E_BRAKE | Brake |
| B03_00_08 | 830 | 0x33E | SE_E_LAND | Landing |
| B03_00_09 | 831 | 0x33F | SE_E_RDUSH | Unknown (Unused?) |
| B03_00_10 | 832 | 0x340 | SE_E_RDUSH2 | E Sonic rdush2 |
| B03_00_11 | 833 | 0x341 | SE_E_HOVER | E Sonic hover |
| B03_00_12 | 834 | 0x342 | SE_E_BOOSTER | Jet Booster |
| B03_00_13 | 835 | 0x343 | SE_E_BEAM | Laser beam |
| B03_00_14 | 836 | 0x344 | SE_E_SHOT | Firing |
| B03_00_15 | 837 | 0x345 | SE_E_3SHOT | Firing with upgrade |
| B03_00_16 | 838 | 0x346 | SE_E_SPREAD | Explosion |
| B03_00_17 | 839 | 0x347 | SE_E_LOCKON | Lock-on |
| B03_00_18 | ? | ? | ? | Exists in the soundbank but the game can't play it |
P_BIG_BANK03
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B03_00_00 | 841 | 0x349 | SE_B_LAND | Landing (unused?) |
| B03_00_01 | 842 | 0x34A | SE_B_SWING | Casting |
| B03_00_02 | 843 | 0x34B | SE_B_CAST_OK | Cast successful |
| B03_00_03 | 844 | 0x34C | SE_B_CAST_X | Cast failed |
| B03_00_04 | 845 | 0x34D | SE_B_REEL | Reel |
| B03_00_05 | 846 | 0x34E | SE_B_FISH | Fish trying to escape |
| B03_00_06 | 847 | 0x34F | SE_B_INWATER | Falling into the water (unused?) |
| B03_00_07 | 848 | 0x350 | SE_B_PUCHI | Unknown (unused?) |
| B03_00_08 | 849 | 0x351 | SE_B_LIFESAVE | Unknown (unused?) |
| B03_00_09 | 850 | 0x352 | SE_B_ONWATER | Unknown (unused?) |
| B03_00_10 | 851 | 0x353 | SE_B_FBOUND | Froggy swimming (unused?) |
| B03_00_11 | 852 | 0x354 | SE_B_FJUMP | Froggy jump (unused?) |
| B03_00_12 | 853 | 0x355 | SE_B_FGERO | Froggy croak |
| B03_00_13 | 854 | 0x356 | SE_B_BOTTOM | Unused? |
| B03_00_14 | 855 | 0x357 | SE_B_CAUTION | Lure tension |
| B03_00_15 | 856 | 0x358 | SE_B_WHISTLE | Whistle |
| B03_00_24 | Exists in the soundbank but the game can't play it |
Enemy Soundbanks
The loaded "Enemy" soundbank depends on the level you're in. Most levels load ENEMY_SET_BANK04. Other possible banks are SKY_DECK_BANK04, FINAL_EGG_BANK04, MOBILE3_BANK04 (Egg Viper) and ICE_CAP_BANK04. MOBILE3_BANK04 is an exact copy of SKY_DECK_BANK04 except a minor difference in one sound file size. The first 14 sounds are the same in all banks.
| Filename | ID | ID (hex) | Internal Name | FINAL_EGG | ENEMY_SET | SKY_DECK | ICE_CAP |
|---|---|---|---|---|---|---|---|
| B04_00_00 | 858 | 0x35A | SE_UNI_FIRE | Unidus background noise | ← | ← | ← |
| B04_00_01 | 859 | 0x35B | SE_SPI_HYUN | Spinner flapping noise | ← | ← | ← |
| B04_00_02 | 860 | 0x35C | SE_SPI_ELE | Spinner electric noise | ← | ← | ← |
| B04_00_03 | 861 | 0x35D | SE_LEO_APPR | Leon approaching (unused) | ← | ← | ← |
| B04_00_04 | 862 | 0x35E | SE_LEO_BERO | Leon tongue (unused) | ← | ← | ← |
| B04_00_05 | 863 | 0x35F | SE_PIY_PIYO | Flicky chirping (unused) | ← | ← | ← |
| B04_00_06 | 864 | 0x360 | SE_PIY_APPR | Flicky breaking out (unused) | ← | ← | ← |
| B04_00_07 | 865 | 0x361 | SE_MON_LAUG | Kiki laughing | ← | ← | ← |
| B04_00_08 | 866 | 0x362 | SE_MON_BOMB | Kiki throwing bombs | ← | ← | ← |
| B04_00_09 | 867 | 0x363 | SE_SAI_MOVE | Rhinotank moving | ← | ← | ← |
| B04_00_10 | 868 | 0x364 | SE_SAI_DASH | Rhinotank ram attack | ← | ← | ← |
| B04_00_11 | 869 | 0x365 | SE_AME_MOVE | Sweep noise (unused) | ← | ← | ← |
| B04_00_12 | 870 | 0x366 | SE_SNA_FIRE | Boa-Boa fire | ← | ← | ← |
| B04_00_13 | 871 | 0x367 | SE_SNA_WFIRE | Boa-Boa fire (unused) | ← | ← | ← |
| 872 | 0x368 | SE_ENE_DUMMY00 | Empty | Empty | Empty | Empty | |
| B04_00_15 | 873 | 0x369 | SE_EK_SLEEP | Egg Keeper idle | Ocean waves | Elevator (unused) | Snowman capsule explosion |
| B04_00_16 | 874 | 0x36A | SE_EK_AWAKEN | Egg Keeper alerted (empty slot in DX) | Unknown (Unused) | Landing/Takeoff (Unused) | Snowman idle |
| B04_00_17 | 875 | 0x36B | SE_EK_CAPTURE | Egg Keeper rushing towards character | Car engine (Unused) | Damage (Unused) | Snowman blowing freezing wind |
| B04_00_18 | 876 | 0x36C | SE_EK_BEAM | Egg Keeper capture beam | Water stomping (Unused) | Explosion (Unused) | Snowman step |
| B04_00_19 | 877 | 0x36D | SE_EK_DASH | Egg Keeper dashing | Empty | Big explosion | Snowman noise |
| B04_00_20 | 878 | 0x36E | SE_EK_DOCKIN | Egg Keeper docking? (unused) | Empty | Empty | Snowman noise (unused) |
| B04_00_21 | 879 | 0x36F | SE_ENE_DUMMY01 | Empty | Empty | Empty | Empty |
| B04_00_22 | 880 | 0x370 | SE_ENE_DUMMY02 | Empty | Empty | Empty | Empty |
| B04_00_23 | 881 | 0x371 | SE_ENE_DUMMY03 | Empty | Empty | Empty | Empty |
| B04_00_24 | 882 | 0x372 | SE_SPI_HYUN_Q2 | Spinner flapping noise (Unused?) | ← | ← | ← |
Due to an oversight, the Egg Keepers in Hot Shelter play the sound of the ocean because the level loads the ENEMY_SET soundbank while the Egg Keepers require the Final Egg soundbank to be loaded.
Level Background Sounds
These sounds load into Slot 5. Several levels have a unique Slot 5 soundbank, some other levels reuse the same soundbank. Chao Race voices are also in Slot 5. The following soundbanks exist in SADX PC:
| Name | Levels using this bank |
|---|---|
| EMERALD_COAST_BANK05 | Emerald Coast |
| WINDY_VALLEY_BANK05 | Windy Valley |
| TWINKLE_PARK_BANK05 | Twinkle Park |
| HIGHWAY_BANK05 | Speed Highway |
| DRY_MOUNTAIN_BANK05 | Red Mountain |
| SKY_DECK_BANK05 | Sky Deck |
| LOST_WORLD_BANK05 | Lost World |
| ICE_CAP_BANK05 | Ice Cap |
| CASINOPOLIS_BANK05 | Casinopolis |
| FINAL_EGG_BANK05 | Final Egg |
| HOT_SHELTER_BANK05 | Hot Shelter |
| CHAOS0_BANK05 | Chaos 0/2/4 |
| CHAOS6_BANK05 | Chaos 6 |
| CHAOS7A_BANK05 | Perfect Chaos |
| MOBILE3_BANK05 | Egg Viper |
| STATION_SQUARE_BANK05 | Station Square |
| EGG_CARRIER_BANK05 | Egg Carrier Inside/Outside, ZERO, E-101 |
| MYSTIC_RUIN_BANK05 | Mystic Ruins, Mystic Ruins Past |
| CHAOVOICE_BANK05 | Chao Gardens, Chao Race |
- Egg Hornet, Egg Walker, E-101R, Twinkle Circuit, Sky Chase and Sand Hill don't load Slot 5 soundbanks.
Player Gameplay Voice Soundbanks
These sounds are loaded into Bank 6. Most of them are short phrases like "Wow!" or grunts. Sometimes they can be loaded together with cutscene sounds (E_.... ) into the same bank. The voice soundbanks have English an Japanese versions, such as V_E102_E_BANK06 (Gamma, English) and V_E102_J_BANK06 (Gamma, Japanese). Gameplay voices for Sonic and Tails are stored in a single DAT file. These voices and grunts can be used both during gameplay and in cutscenes as sound effects.
- The voices described above are technically sound effects. Longer phrases and story-related dialog (which are more commonly referred to as "voices") are stored as WMA or ADX files in
voice_usandvoice_jpfolders. They are played by the same sound system that plays music, which is different from the one used to play sound effects.
V_SONICTAILS_E_BANK06
| Filename | ID | ID (hex) | Internal Name | Description |
|---|---|---|---|---|
| B06_00_00 | 1222 | 0x4C6 | SE_SV_WALLHIT | Sonic: Wall hit |
| B06_00_01 | 1223 | 0x4C7 | SE_SV_YABA | Sonic: Wow! (Sky Deck platform destroyed) |
| B06_00_02 | 1224 | 0x4C8 | SE_SV_WAIT | Sonic: Pick up |
| B06_00_03 | 1225 | 0x4C9 | SE_SV_THROW | Sonic: Throw |
| B06_00_04 | 1226 | 0x4CA | SE_SV_PUSH | Sonic: Push |
| B06_00_05 | 1227 | 0x4CB | SE_SV_CHARGED | Sonic: Ready? (Light Speed Dash) |
| B06_00_06 | 1228 | 0x4CC | SE_SV_LDASH | Sonic: Go! (Light Speed Dash) |
| B06_00_07 | 1229 | 0x4CD | SE_SV_ITEMGET0 | Sonic: Yes! (Sky Deck cannon destroyed, crane grab) |
| B06_00_08 | 1230 | 0x4CE | SE_SV_ITEMGET1 | Sonic: Here we go! (Unused) |
| B06_00_09 | 1231 | 0x4CF | SE_SV_LADDER | Sonic: Ladder climbing |
| B06_00_10 | 1232 | 0x4D0 | SE_SV_OH | Sonic: Whoah! (Ice Cap avalanche) |
| B06_00_11 | 1233 | 0x4D1 | SE_SV_DAMAGE | Sonic: Hit |
| B06_00_12 | 1234 | 0x4D2 | SE_SV_FDAMAGE | Sonic: Eh! (unused) |
| B06_00_13 | 1235 | 0x4D3 | SE_SV_EDAMAGE | Sonic: Uaaaaagh! (unused) |
| B06_00_14 | 1236 | 0x4D4 | SE_SV_JUMP1 | Sonic: Jump (unused) |
| B06_00_15 | 1237 | 0x4D5 | SE_SV_JUMP2 | Sonic: Jump (unused) |
| B06_00_16 | 1238 | 0x4D6 | SE_MV_WALLHIT | Tails: Ugh! (unused?) |
| B06_00_17 | 1239 | 0x4D7 | SE_MV_YABA | Tails: Wall hit, Sky Deck platform collapsing |
| B06_00_18 | 1240 | 0x4D8 | SE_MV_WAIT | Tails: Pick up |
| B06_00_19 | 1241 | 0x4D9 | SE_MV_THROW | Tails: Throw |
| B06_00_20 | 1242 | 0x4DA | SE_MV_PUSH | Tails: Push |
| B06_00_21 | 1243 | 0x4DB | SE_MV_ATTACK1 | Tails: Flying start |
| B06_00_22 | 1244 | 0x4DC | SE_MV_ATTACK2 | Tails: Flying (unused) |
| B06_00_23 | 1245 | 0x4DD | SE_MV_ATTACK3 | Tails: Flying (unused) |
| B06_00_24 | 1246 | 0x4DE | SE_MV_ITEMGET0 | Tails: Alright! (Sky Deck crane grab) |
| B06_00_25 | 1247 | 0x4DF | SE_MV_ITEMGET1 | Tails: Cool! (unused) |
| B06_00_26 | 1248 | 0x4E0 | SE_MV_LADDER | Tails: Ladde climbing |
| B06_00_27 | 1249 | 0x4E1 | SE_MV_DAMAGE | Tails: Ouch! (hit) |
| B06_00_28 | 1250 | 0x4E2 | SE_MV_FDAMAGE | Tails: Oof! (unused) |
| B06_00_29 | 1251 | 0x4E3 | SE_MV_EDAMAGE | Tails: Uuuuh! (unused) |
| B06_00_30 | 1252 | 0x4E4 | SE_MV_JUMP1 | Tails: Yah! (unused) |
| B06_00_31 | 1253 | 0x4E5 | SE_MV_JUMP2 | Tails: Eep! (unused) |
Additional Player Voices
These sound IDs redirect to the ADX/WMA system and play voices instead. Voice descriptions taken from Sonic Retro Wiki.
| Sound ID | ID (hex) | Internal Name | Voice ID | Character | Description |
|---|---|---|---|---|---|
| 1385 | 0x569 | SE_AV_ADVERTIZE | 1730 | Amy | "It's my turn now!" |
| 1386 | 0x56A | SE_AV_CARTGOAL | 1731 | Amy | "Alright!" |
| 1387 | 0x56B | SE_AV_CARTJUMP | 1732 | Amy | "Yay!" |
| 1388 | 0x56C | SE_AV_CLEAR | 1733 | Amy | "Alright!" |
| 1389 | 0x56D | SE_AV_CLEARBAD | 1734 | Amy | "*phew* That was close!" |
| 1390 | 0x56E | SE_AV_CLEARBOSS | 1735 | Amy | "See? I can do this!" |
| 1391 | 0x56F | SE_AV_CLEARGOOD | 1736 | Amy | "I'm free!" |
| 1392 | 0x570 | SE_AV_CLEARBEST | 1737 | Amy | "Wow; I'm good!" |
| 1393 | 0x571 | SE_AV_DAMAGECAPTURED | 1738 | Amy | "Hey; let go of me!" |
| 1394 | 0x572 | SE_AV_EDAMAGE | 1739 | Amy | "Oo-oo-ooh!" |
| 1395 | 0x573 | SE_AV_DEAD | 1740 | Amy | "Oh no!" |
| 1396 | 0x574 | SE_AV_FALLDEAD | 1741 | Amy | "Whoa!" |
| 1397 | 0x575 | SE_AV_NOAIRDEAD | 1742 | Amy | "Bbrrr!" |
| 1398 | 0x576 | SE_AV_TAIHOU0 | 1743 | Amy | "Wah!" |
| 1399 | 0x577 | SE_BV_ADVERTIZE | 1744 | Big | "Hold on Froggy! I'm coming!" |
| 1400 | 0x578 | SE_BV_BIGFISH | 1745 | Big | "Wow; it's big!" |
| 1401 | 0x579 | SE_BV_CARTGOAL | 1746 | Big | "Hm!" |
| 1402 | 0x57A | SE_BV_CLEAR | 1747 | Big | "Fro-ggy!" |
| 1403 | 0x57B | SE_BV_CLEARBAD | 1748 | Big | "Maybe next time." |
| 1404 | 0x57C | SE_BV_CLEARBEST | 1749 | Big | "What a gag[?]" |
| 1405 | 0x57D | SE_BV_CLEARBOSS | 1750 | Big | "Froggy! Are you okay?" |
| 1406 | 0x57E | SE_BV_CLEARGOOD | 1751 | Big | "Not too bad!" |
| 1407 | 0x57F | SE_BV_CUT1 | 1752 | Big | *inhales* |
| 1408 | 0x580 | SE_BV_CUT2 | 1753 | Big | "Oh no." |
| 1409 | 0x581 | SE_BV_DAMAGECAPTURED | 1754 | Big | *giggles* |
| 1410 | 0x582 | SE_BV_DEAD | 1755 | Big | "Oof!" |
| 1411 | 0x583 | SE_BV_DONTFISH | 1756 | Big | "Oh no!" |
| 1412 | 0x584 | SE_BV_FALLDEAD | 1757 | Big | "Wah!!" |
| 1413 | 0x585 | SE_BV_FISHUP | 1758 | Big | "I got a fish!" |
| 1414 | 0x586 | SE_BV_HIT | 1759 | Big | "Something's biting!" |
| 1415 | 0x587 | SE_BV_ITEMGET0 | 1760 | Big | "Super!" |
| 1416 | 0x588 | SE_BV_MIDDLEFISH | 1761 | Big | "Oh well. It's okay." |
| 1417 | 0x589 | SE_BV_NOAIRDEAD | 1762 | Big | *gurggles* |
| 1418 | 0x58A | SE_BV_SMALLFISH | 1763 | Big | "Geez; it's small." |
| 1419 | 0x58B | SE_BV_TAIHOU0 | 1764 | Big | "Whooaa!!" |
| 1420 | 0x58C | SE_BV_WHATISTHIS | 1765 | Big | "What's this?" |
| 1421 | 0x58D | SE_BV_YAHOO | 1766 | Big | "Allright!" |
| 1422 | 0x58E | SE_EV_ADVERTIZE | 1767 | E-102 | "Preperation complete." |
| 1423 | 0x58F | SE_EV_CARTGOAL | 1768 | E-102 | "Driving complete." |
| 1424 | 0x590 | SE_EV_CARTJUMP | 1769 | E-102 | *robotic beeps* |
| 1425 | 0x591 | SE_EV_CLEAR | 1770 | E-102 | "Misson complete." |
| 1426 | 0x592 | SE_EV_CLEAR_E101 | 1771 | E-102 | "E-101 Beta: rescue complete." |
| 1427 | 0x593 | SE_EV_CLEAR_EME | 1772 | E-102 | "Frog capture complete." |
| 1428 | 0x594 | SE_EV_CLEAR_HOT | 1773 | E-102 | "E-105 Zeta: rescue complete." |
| 1429 | 0x595 | SE_EV_CLEAR_MT | 1774 | E-102 | "E-104 Epsilon: rescue complete." |
| 1430 | 0x596 | SE_EV_CLEAR_WIND | 1775 | E-102 | "E-103 Delta: rescue complete." |
| 1431 | 0x597 | SE_EV_DAMAGE | 1776 | E-102 | *robotic beeping* |
| 1432 | 0x598 | SE_EV_DAMAGECAPTURED | 1777 | E-102 | "Running impossible." |
| 1433 | 0x599 | SE_EV_DEAD | 1778 | E-102 | "Mission failed." |
| 1434 | 0x59A | SE_EV_FACEACT0 | 1779 | E-102 | "Ha. Ha. Ha." |
| 1435 | 0x59B | SE_EV_FACEACT1 | 1780 | E-102 | "Er...." |
| 1436 | 0x59C | SE_EV_FACEACT2 | 1781 | E-102 | "Er..." |
| 1437 | 0x59D | SE_EV_FACEACT3 | 1782 | E-102 | "Ba-bo-ba-ba-baby." |
| 1438 | 0x59E | SE_EV_READY0 | 1783 | E-102 (JP) | "Babyy" (Japanese) |
| 1439 | 0x59F | SE_EV_READY1 | 1784 | E-102 (JP) | "BAby" (Japanese) |
| 1440 | 0x5A0 | SE_EV_SURPRISE | 1785 | E-102 | *Robotic whirring* |
| 1441 | 0x5A1 | SE_EV_TIMEUP | 1786 | E-102 | "Activity ceased." |
| 1442 | 0x5A2 | SE_KV_ADVERTIZE | 1787 | Knuckles | "Okay! Let's go!" |
| 1443 | 0x5A3 | SE_KV_CARTGOAL | 1788 | Knuckles | "Yeeah!" |
| 1444 | 0x5A4 | SE_KV_CARTJUMP | 1789 | Knuckles | "Whoa!" |
| 1445 | 0x5A5 | SE_KV_CLEAR | 1790 | Knuckles | "Found it!" |
| 1446 | 0x5A6 | SE_KV_CLEARBAD | 1791 | Knuckles | "I can do better than that." |
| 1447 | 0x5A7 | SE_KV_CLEARBEST | 1792 | Knuckles | "That was easy." |
| 1448 | 0x5A8 | SE_KV_CLEARBOSS | 1793 | Knuckles | "Is that all you've got?" |
| 1449 | 0x5A9 | SE_KV_CLEARGOOD | 1794 | Knuckles | "Heh. Good enough." |
| 1450 | 0x5AA | SE_KV_DAMAGECAPTURED | 1795 | Knuckles | "Ohh!" |
| 1451 | 0x5AB | SE_KV_DEAD | 1796 | Knuckles | "I'm a goner." |
| 1452 | 0x5AC | SE_KV_NOAIRDEAD | 1797 | Knuckles | *gurggling* |
| 1453 | 0x5AD | SE_KV_FALLDEAD | 1798 | Knuckles | "Aaahhh!" |
| 1454 | 0x5AE | SE_KV_TAIHOU0 | 1799 | Knuckles | "Whooa!" |
| 1455 | 0x5AF | SE_MV_ADVERTIZE | 1800 | Tails | "Here I come; Sonic!" |
| 1456 | 0x5B0 | SE_MV_CARTGOAL | 1801 | Tails | "Whoo!" |
| 1457 | 0x5B1 | SE_MV_CARTJUMP | 1802 | Tails | "Allright!" |
| 1458 | 0x5B2 | SE_MV_CLEAR | 1803 | Tails | "Yeeaah!" |
| 1459 | 0x5B3 | SE_MV_CLEARBAD | 1804 | Tails | "Phew! I made it in time!" |
| 1460 | 0x5B4 | SE_MV_CLEARBEST | 1805 | Tails | "I did it; Sonic!" |
| 1461 | 0x5B5 | SE_MV_CLEARBOSS | 1806 | Tails | "Alright; I did it!" |
| 1462 | 0x5B6 | SE_MV_CLEARGOOD | 1807 | Tails | "That wasn't too bad." |
| 1463 | 0x5B7 | SE_MV_DAMAGECAPTURED | 1808 | Tails | "Hey!!" |
| 1464 | 0x5B8 | SE_MV_DEAD | 1809 | Tails | "Sonic..." |
| 1465 | 0x5B9 | SE_MV_FALLDEAD | 1810 | Tails | "Wah!" |
| 1466 | 0x5BA | SE_MV_XXITEMGET0 | 1811 | Tails | "Alright!" |
| 1467 | 0x5BB | SE_MV_XXITEMGET1 | 1812 | Tails | "Cool." |
| 1468 | 0x5BC | SE_MV_NOAIRDEAD | 1813 | Tails | *coughs* |
| 1469 | 0x5BD | SE_MV_OH | 1814 | Tails | "Augh!" |
| 1470 | 0x5BE | SE_MV_SNOW_1 | 1815 | Tails | "Yay!" |
| 1471 | 0x5BF | SE_MV_SNOW_2 | 1816 | Tails | "Hah!" |
| 1472 | 0x5C0 | SE_MV_SNOW_3 | 1817 | Tails | "Hah!" |
| 1473 | 0x5C1 | SE_MV_TAIHOU0 | 1818 | Tails | "Aahh!" |
| 1474 | 0x5C2 | SE_MV_TAIHOU1 | 1819 | Tails | "Oouhh!" |
| 1475 | 0x5C3 | SE_MV_TIRED | 1820 | Tails | *tires out* |
| 1476 | 0x5C4 | SE_MV_TIRELIMIT | 1821 | Tails | *tires out* |
| 1477 | 0x5C5 | SE_MV_TIRELIMIT1 | 1822 | Tails | *tires out* |
| 1478 | 0x5C6 | SE_SV_ADRIB00 | 1823 | Sonic | "You made it!" |
| 1479 | 0x5C7 | SE_SV_ADRIB01 | 1824 | Sonic | "You got it!" |
| 1480 | 0x5C8 | SE_SV_ADRIB02 | 1825 | Sonic | "I made it!" |
| 1481 | 0x5C9 | SE_SV_ADRIB03 | 1826 | Sonic | "I got it!" |
| 1482 | 0x5CA | SE_SV_ADRIB04 | 1827 | Sonic | "Good going!" |
| 1483 | 0x5CB | SE_SV_ADRIB05 | 1828 | Sonic | "Hey; hey; hey!" |
| 1484 | 0x5CC | SE_SV_ADRIB06 | 1829 | Sonic | "Come on!" |
| 1485 | 0x5CD | SE_SV_ADRIB07 | 1830 | Sonic | "I win!" |
| 1486 | 0x5CE | SE_SV_ADRIB08 | 1831 | Sonic | "Let's get going!" |
| 1487 | 0x5CF | SE_SV_ADRIB09 | 1832 | Sonic | "Hang in there!" |
| 1488 | 0x5D0 | SE_SV_ADRIB10 | 1833 | Sonic | "Wait; wait; wait!" |
| 1489 | 0x5D1 | SE_SV_ADRIB11 | 1834 | Sonic | "Hold it!" |
| 1490 | 0x5D2 | SE_SV_ADRIB12 | 1835 | Sonic | "Hurray!" |
| 1491 | 0x5D3 | SE_SV_ADRIB13 | 1836 | Sonic | "Okey-dokey!" |
| 1492 | 0x5D4 | SE_SV_ADVERTIZE | 1837 | Sonic | "Let's get 'em!" |
| 1493 | 0x5D5 | SE_SV_CARTGOAL | 1838 | Sonic | "Yes!" |
| 1494 | 0x5D6 | SE_SV_CARTJUMP | 1839 | Sonic | "Woohoo!" |
| 1495 | 0x5D7 | SE_SV_CLEAR | 1840 | Sonic | "Yes." |
| 1496 | 0x5D8 | SE_SV_CLEARBAD | 1841 | Sonic | "Hey; pump it up!" |
| 1497 | 0x5D9 | SE_SV_CLEARBEST | 1842 | Sonic | "*whistles* Sweet!" |
| 1498 | 0x5DA | SE_SV_CLEARBOSS | 1843 | Sonic | "Hey; I'll play with you some other time!" |
| 1499 | 0x5DB | SE_SV_CLEARGOOD | 1844 | Sonic | "Yeah; not bad!" |
| 1500 | 0x5DC | SE_SV_DAMAGECAPTURED | 1845 | Sonic | "Hey; let go!" |
| 1501 | 0x5DD | SE_SV_XXDAMAGEFLAME1 | 1846 | Sonic | "Ah!" |
| 1502 | 0x5DE | SE_SV_DEAD | 1847 | Sonic | "No!" |
| 1503 | 0x5DF | SE_SV_FALLDEAD | 1848 | Sonic | "No!!" |
| 1504 | 0x5E0 | SE_SV_XXITEMGET0 | 1849 | Sonic | "Yes!" |
| 1505 | 0x5E1 | SE_SV_XXITEMGET1 | 1850 | Sonic | "Here we go!" |
| 1506 | 0x5E2 | SE_SV_NOAIRDEAD | 1851 | Sonic | *struggles* |
| 1507 | 0x5E3 | SE_SV_SNOW_3 | 1852 | Sonic | "Yeah!" |
| 1508 | 0x5E4 | SE_SV_SNOW_4 | 1853 | Sonic | "Oh-kay!" |
| 1509 | 0x5E5 | SE_SV_TAIHOU0 | 1854 | Sonic | "Wwhoa!" |
| 1510 | 0x5E6 | SE_SV_TAIHOU1 | 1855 | Sonic | "Whoa!" |
| 1511 | 0x5E7 | SE_ELEV | 1856 | ? | |
| 1512 | 0x5E8 | SE_SBRIDGE_GISHI | 1857 | ? | |
| 1513 | 0x5E9 | SE_E_SAIJET | 1858 | ? | |
| 1514 | 0x5EA | SE_E_SAISTART | 1859 | ? | |
| 1515 | 0x5EB | SE_HEBIBOOST | 1860 | ? | |
| 1516 | 0x5EC | SE_NUMBER | 1861 | ? |
| General Information | File Formats • Level List • Texture Files • Game Builds • CAM & SET Files | |
|---|---|---|
| Character Information | Character List • Actions • Animation Lists • Faces | |
| Sound Information | General | Voice List • Music Files |
| Sound Effects | Stage Sounds • Stage Background Sounds | |
| Other | Cutscene List • Fish List | |