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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
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|-
|-
|01
|01
|8
|1
|1
|Confirm menu selection
|Confirm menu selection
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|-
|-
|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
|
|
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|-
|-
|09
|09
|8
|8
|8
|Open Main Menu
|Open Main Menu
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|-
|-
|10
|10
|8
|9
|9
|Cancel in menus
|Cancel in menus
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|-
|-
|11
|11
|8
|10
|10
|Select invalid option
|Select invalid option
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|-
|-
|12
|12
|8
|11
|11
|Activate Omochao
|Activate Omochao
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|-
|-
|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
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|-
|-
|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
|
|
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|-
|-
|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
|
|50
|
|
|This sound exists as <code>DamageRingScatter</code> in the CSB files. Sound is seemingly not stored in the MLT file.
|}
|}



Revision as of 20:45, 25 October 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 F-6t Bigfoot
se_ac_cc_e Cannon's Core (Eggman)
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
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 Shadow Boss
se_vs_sonic Sonic Boss

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 50 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.

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
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

Character Voices

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

b03_sn and b03_sd

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.

Speed Character Voice Sounds
ID Description
00 Sonic Somersault
01
02 Sonic Ledge Balance
03 Sonic Ledge Grab
04 Sonic Pick Up Object
05 Sonic Throw Object
06 Sonic Push
07 Sonic Light Attack Charged
08 Sonic Light Attack Release
09 Sonic Jump Dash
10 Sonic Finish Somersault
11
12
13 Sonic Damage
14 Sonic Hit Wall
15 Sonic Scared
16 Sonic Kart Jump/Dash
17 Sonic Kart Boost
18
19
20 Shadow Somersault
21
22 Shadow Ledge Balance
23 Shadow Ledge Grab
24 Shadow Pick Up Object
25 Shadow Throw Object
26 Shadow Push
27 Shadow Light Attack Charged
28 Shadow Light Attack Release
29 Shadow Jump Dash
30 Shadow Finish Somersault
31
32
33 Shadow Damage
34 Shadow Hit Wall
35
36 Shadow Kart Jump/Dash
37 Shadow Kart Boost
38
39

b03_sn_btl

The following list contains samples used for the Sonic/Shadow multiplayer scenarios.

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

Knuckles/Rouge/Tikal Voices

b03_kn and b03_rg

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.

Hunting Character Voice Sounds
ID Description
00 Knuckles Jump
01
02 Knuckles Ledge Balance
03 Knuckles Ledge Grab
04 Knuckles Pick Up Object
05
06 Knuckles Push
07 Knuckles Punch Combo
08 Knuckles Spiral Upper
09 Knuckles Water Surfacing
10
11
12
13 Knuckles Damage
14 Knuckles Hit Wall/Knockback
15 Knuckles Scared
16 Knuckles Kart Jump/Dash
17 Knuckles Kart Boost
18
19
20 Rouge Jump
21
22 Rouge Ledge Balance
23 Rouge Ledge Grab
24 Rouge Pick Up Object
25
26 Rouge Push
27
28
29
30 Rouge Kick combo
31 Rouge Screw Kick
32 Rouge Water Surfacing
33 Rouge Damage
34 Rouge Hit Wall/Knockback
35 Rouge Scared
36 Rouge Kart Jump/Dash
37 Rouge Kart Boost
38
39

b03_kn_btl

The following list contains samples used for the Knuckles/Rouge multiplayer scenarios.

Hunting Character Multiplayer Voice Sounds
ID Description
00 Knuckles Jump
01
02 Knuckles Ledge Balance
03 Knuckles Ledge Grab
04 Knuckles Pick Up Object
05
06 Knuckles Push
07 Knuckles Punch Combo
08 Knuckles Spiral Upper
09 Knuckles Water Surfacing
10
11
12
13 Knuckles Damage
14 Knuckles Hit Wall/Knockback
15 Knuckles Scared
16 Knuckles Kart Jump/Dash
17 Knuckles Kart Boost
18
19
20 Rouge Jump
21
22 Rouge Ledge Balance
23 Rouge Ledge Grab
24 Rouge Pick Up Object
25
26 Rouge Push
27
28
29
30 Rouge Kick combo
31 Rouge Screw Kick
32 Rouge Water Surfacing
33 Rouge Damage
34 Rouge Hit Wall/Knockback
35 Rouge Scared
36 Rouge Kart Jump/Dash
37 Rouge Kart Boost
38
39
40 Tikal Jump
41
42 Tikal Ledge Balance
43
44
45
46
47
48
49
50
51
52
53 Tikal Damage
54
55
56
57
58
59

Tails/Eggman/Chao Walker/Dark Chao Walker Voices

b03_tw and b03_ew

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.

Mech Character Voice Sounds
ID Description
00 Tails Jump
01 Tails Alternate Jump
02 Tails Ledge Balance
03
04
05
06
07
08 Tails basic combo
09 Tails Propeller Punch
10
11
12
13
14 Tails Damage
15
16
17 Tails Kart Jump/Dash
18 Tails Kart Boost
19
20 Eggman Jump
21 Eggman Alternate Jump
22 Eggman Ledge Balance
23
24
25
26
27 Eggman basic combo
28 Eggman Boxing Glove
29
30
31
32
33 Eggman Damage
34
35
36 Eggman Kart Jump/Dash
37 Eggman Kart Boost
38
39

b03_wk_btl

The following list contains samples used for the Tails/Eggman multiplayer scenarios.

Mech Character Multiplayer Voice Sounds
ID Description
00 Tails Jump
01 Tails Alternate Jump
02 Tails Ledge Balance
03
04
05
06
07
08 Tails basic combo
09 Tails Propeller Punch
10
11
12
13
14 Tails Damage
15
16
17 Tails Kart Jump/Dash
18 Tails Kart Boost
19
20 Eggman Jump
21 Eggman Alternate Jump
22 Eggman Ledge Balance
23
24
25
26
27 Eggman basic combo
28 Eggman Boxing Glove
29
30
31
32
33 Eggman Damage
34
35
36 Eggman Kart Jump/Dash
37 Eggman Kart Boost
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59

Enemy Sounds

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.

Sonic Adventure 2 Information
General Information File FormatsLevelsTexture FilesVoice ListMusic FilesGame Builds
Character Information Model DataAnimation FilesActionsAnimation Lists
Other CutscenesSound Effects