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Sonic Adventure/Sound Effects

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SA1 Sound System Overview

Sonic Adventure sound effects are loaded into eight soundbank slots based on the category of the sound (common, player grunts, enemies etc.). Each sound effect has a unique ID, which is mapped to a specific sound in a specific soundbank.

The Dreamcast version of SA1 uses the Manatee sound driver (see Katana SDK). The driver is loaded along with the stage soundbank units (MLT files) into the Dreamcast sound chip's memory (up to 2MB). The MLT files contain all sound effects that should be playable while a stage is loaded. As such, every MLT file contains multiple soundbanks, including common sounds (such as ring loss, jump, skidding), character sound effects, enemy sounds etc. along with the effects used in the stage. Some specific sounds, such as character voices or cutscene sounds, are loaded from separate MLT files. The Gamecube version retains this whole system for the most part.

For the PC version onwards, the game loads individual soundbanks that were previously included in the MLT files. Each stage has a "sound list" that determines which soundbanks are loaded for the stage. Soundbanks are stored in DAT archives, which can be edited with SADXSndSharp in SA Tools. The sound format is PCM WAV for the 2004 version and ADX for other ports. The SADX Mod Loader makes it possible to put ADX, MP3 and OGG in the soundbanks for the 2004 version.

List of Soundbanks

Because of the way the soundbanks are loaded, some sounds are only possible to play in some stages or when playing with a specific character. Below is a list of soundbanks common to all versions of the game.

- Bank 0 - Common sounds. On PC, this slot always loads COMMON_BANK00.DAT.
- Bank 1 - Stage sounds. On PC, this slot loads a _BANK01 soundbank containing sound effects for objects in the current stage.
- Bank 2 - General object sounds. On PC, this slot always loads check_sheet_bank02.DAT.
- Bank 3 - Character sounds. On PC, this slot loads the P_... soundbank for the current character.
- Bank 4 - Enemy sounds. On PC, this slot loads the _BANK04 soundbank for the current stage. Some stages share the same soundbank. A lot of stages use the "common" enemy soundbank ENEMY_SET_BANK04.
- Bank 5 - Stage background noises. On PC, this slot loads the _BANK05 soundbank for the current stage. Some stages share the same soundbank.
- Bank 6 - Character voice clips and cutscene sounds. On PC, this slot 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. For the most part, they follow the same layout and order as the individual banks in MLT files in the Dreamcast verison.

COMMON_BANK00

These sounds can be played at any point in the game. They are loaded into Bank 0.

Common Sound Effects
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)
B00_00_30 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)

Stage Sounds

These sounds load into slot 1. Most stages have a unique slot 1 soundbank. Below is a list of banks used in the 2004 PC port.

Stage Soundbanks
Name Stages using this bank
EMERALD_COAST_BANK01 Emerald Coast
WINDY_VALLEY_BANK01 Windy Valley
TWINKLE_PARK_BANK01 Twinkle Park
HIGHWAY_BANK01 Speed Highway
DRY_MOUNTAIN_BANK01 Red Mountain
SKY_DECK_BANK01 Sky Deck
LOST_WORLD_BANK01 Lost World
ICE_CAP_BANK01 Ice Cap
CASINOPOLIS_BANK01 Casinopolis
FINAL_EGG_BANK01 Final Egg
HOT_SHELTER_BANK01 Hot Shelter
CHAOS0_BANK01 Chaos 0
CHAOS2_BANK01 Chaos 2
CHAOS4_BANK01 Chaos 4
CHAOS6_BANK01 Chaos 6
CHAOS7A_BANK01 Perfect Chaos Phase 1
CHAOS7B_BANK01 Perfect Chaos Phase 2
MOBILE1_BANK01 Egg Hornet
MOBILE2_BANK01 Egg Walker
MOBILE3_BANK01 Egg Viper
E101_BANK01 E-101 and E-101 mk2
STATION_SQUARE_BANK01 Station Square
EGG_CARRIER_BANK01 Egg Carrier
MYSTIC_RUIN_BANK01 Mystic Ruins, Mystic Ruins (Past)
CART_BANK01 Twinkle Circuit
SHOOTING_BANK01 Sky Chase
SANDHILL_BANK01 Sand Hill
CHAO_EFX_BANK01 Chao Gardens and Chao Race (SADX only)

EMERALD_COAST_BANK01

Emerald Coast Sound Effects
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

WINDY_VALLEY_BANK01

Windy Valley Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 54 0x36 SE_WV_DUMMY00 Boss name tick
B01_00_01 55 0x37 SE_WV_TRAMP Trampoline
B01_00_02 56 0x38 SE_WV_UPWIND Character flying up on wind (unused)
B01_00_03 57 0x39 SE_WV_ELEV Elevator moving (unused)
B01_00_04 58 0x3A SE_WV_DOOR Elevator door? (unused)
B01_00_05 59 0x3B SE_WV_WIND Wind howling
B01_00_06 60 0x3C SE_WV_BRIDGE Bridge creaking
B01_00_07 61 0x3D SE_WV_TOR_FAR Tornado far away
B01_00_08 62 0x3E SE_WV_TOR_NEAR Tornado getting close
B01_00_09 63 0x3F SE_WV_TORNADO Inside the tornado
B01_00_10 64 0x40 SE_WV_BRKBRIDGE Bridge creaking
B01_00_11 - - Landing on a wet surface (unused)
B01_00_12 - - Bridge creaking (unused)
B01_00_13 - - Spinning top? (unused)
B01_00_14 - SE_TG_BOMB E-103 boss bomb
B01_00_15 - SE_TG_DUMMY03 Empty
B01_00_16 - SE_TG_DUMMY04 Empty
B01_00_17 - SE_TG_DUMMY05 Empty
B01_00_18 - SE_TG_DUMMY06 Empty
B01_00_19 - SE_TG_DUMMY07 Empty
B01_00_20 - SE_TG_DUMMY08 Empty
B01_00_21 - SE_TG_DUMMY09 Empty
B01_00_22 - SE_TG_DUMMY0A Empty
B01_00_23 - SE_TG_DUMMY0B Empty
B01_00_24 - SE_TG_DUMMY0C Empty
B01_00_25 - SE_TG_DUMMY0D Empty
B01_00_26 - SE_TG_DUMMY0E Empty
B01_00_27 151 0x97 SE_TG_TELOP E-103 boss name tick
B01_00_28 152 0x98 SE_TG_HOVER E-103 boss hovering
B01_00_29 153 0x99 SE_TG_FIRE E-103 boss firing
B01_00_30 154 0x9A SE_TG_MOVE E-103 boss moving
B01_00_31 155 0x9B SE_TG_ITE E-103 boss metal clang when hit
B01_00_32 156 0x9C SE_TG_ELEC E-103 boss damage sparks
B01_00_33 157 0x9D SE_TG_DUMMY0F Empty
B01_00_34 158 0x9E SE_TG_HIT E-103 boss hit

TWINKLE_PARK_BANK01

Twinkle Park Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 66 0x42 SE_TP_STRIKE
B01_00_01 67 0x43 SE_TP_MERRYGOROUND
B01_00_02 68 0x44 SE_TP_BOWLSHOT
B01_00_03 69 0x45 SE_TP_BOWL
B01_00_04 70 0x46 SE_TP_BOWLBRK
B01_00_05 71 0x47 SE_TP_PANEL
B01_00_06 72 0x48 SE_TP_DUMMY00
B01_00_07 73 0x49 SE_TP_CARTF
B01_00_08 74 0x4A SE_TP_CART
B01_00_09 75 0x4B SE_TP_BALOON
B01_00_10 76 0x4C SE_TP_COASTER
B01_00_11 77 0x4D SE_TP_COASTERACC
B01_00_12 78 0x4E SE_TP_BUYON_F
B01_00_13 79 0x4F SE_TP_BUYON_S
B01_00_14 80 0x50 SE_TP_BUYON_W
B01_00_15 81 0x51 SE_TP_BUYON_R
B01_00_16 82 0x52 SE_TP_SARU
B01_00_17 83 0x53 SE_TP_BOWLING
B01_00_18 84 0x54 SE_TP_BEAM
B01_00_19 85 0x55 SE_TP_CARTSTOP
B01_00_20 86 0x56 SE_TP_SHUTTER1
B01_00_21 87 0x57 SE_TP_SHUTTER2
B01_00_22 88 0x58 SE_TP_SHUTTER3
B01_00_23 89 0x59 SE_TP_SPACESHIP
B01_00_24 90 0x5A SE_TP_ASTEROID

HIGHWAY_BANK01

Speed Highway Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 92 0x5C SE_HW_DUMMY00
B01_00_01 93 0x5D SE_HW_CANAL
B01_00_02 94 0x5E SE_HW_GLASS
B01_00_03 95 0x5F SE_HW_GLASSBREAK
B01_00_04 96 0x60 SE_HW_HELI
B01_00_05 97 0x61 SE_HW_ENGINE
B01_00_06 98 0x62 SE_HW_BRAKE
B01_00_07 99 0x63 SE_HW_CRASH
B01_00_08 100 0x64 SE_HW_CLANK
B01_00_09 101 0x65 SE_HW_CLSTOP
B01_00_10 102 0x66 SE_HW_ELEV
B01_00_11 103 0x67 SE_HW_ESCASTART
B01_00_12 104 0x68 SE_HW_ESCASTOP
B01_00_13 105 0x69 SE_HW_FOUNTAIN
B01_00_14 106 0x6A SE_HW_FJUMP
B01_00_15 107 0x6B SE_HW_SIREN
B01_00_16 108 0x6C SE_HW_SIREN_Q2
B01_00_17 109 0x6D SE_HW_SIREN_Q3
B01_00_18 110 0x6E SE_HW_SIREN_Q4
B01_00_19 111 0x6F SE_HW_TANKBOMB
B01_00_20 112 0x70 SE_HW_TANKDEST
B01_00_21 113 0x71 SE_HW_KANHIT
B01_00_22 114 0x72 SE_HW_KANDEST
B01_00_23 115 0x73 SE_HW_BUSH
B01_00_24 116 0x74 SE_HW_NEON
B01_00_25 117 0x75 SE_HW_CLOCK
B01_00_26 118 0x76 SE_HW_PYLON
B01_00_27 119 0x77 SE_HW_PUPU
B01_00_28 120 0x78 SE_HW_EXTHIT
B01_00_29 121 0x79 SE_HW_EXTWATER
B01_00_30 122 0x7A SE_HW_HELI_Q2

DRY_MOUNTAIN_BANK01

Red Mountain Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 124 0x7C SE_DM_BREAKMT
B01_00_01 125 0x7D SE_DM_HAMMER
B01_00_02 126 0x7E SE_DM_MAGMA
B01_00_03 127 0x7F SE_DM_BREAKROCK
B01_00_04 128 0x80 SE_DM_ROCKBOMB
B01_00_05 129 0x81 SE_DM_MAGMAPOKO
B01_00_06 130 0x82 SE_DM_MAGMAUP
B01_00_07 131 0x83 SE_DM_ESHOCK
B01_00_08 132 0x84 SE_DM_KASSHA
B01_00_09 133 0x85 SE_DM_PLATHOME
B01_00_10 134 0x86 SE_DM_BAT
B01_00_11 135 0x87 SE_DM_DUMMY00
B01_00_12 136 0x88 SE_DM_DUMMY01
B01_00_13 137 0x89 SE_DM_DUMMY02
B01_00_14 138 0x8A SE_TG_BOMB E-104 boss bomb
B01_00_15 139 0x8B SE_TG_DUMMY03 Empty
B01_00_16 140 0x8C SE_TG_DUMMY04 Empty
B01_00_17 141 0x8D SE_TG_DUMMY05 Empty
B01_00_18 142 0x8E SE_TG_DUMMY06 Empty
B01_00_19 143 0x8F SE_TG_DUMMY07 Empty
B01_00_20 144 0x90 SE_TG_DUMMY08 Empty
B01_00_21 145 0x91 SE_TG_DUMMY09 Empty
B01_00_22 146 0x92 SE_TG_DUMMY0A Empty
B01_00_23 147 0x93 SE_TG_DUMMY0B Empty
B01_00_24 148 0x94 SE_TG_DUMMY0C Empty
B01_00_25 149 0x95 SE_TG_DUMMY0D Empty
B01_00_26 150 0x96 SE_TG_DUMMY0E Empty
B01_00_27 151 0x97 SE_TG_TELOP E-104 boss name tick
B01_00_28 152 0x98 SE_TG_HOVER E-104 boss hovering
B01_00_29 153 0x99 SE_TG_FIRE E-104 boss firing
B01_00_30 154 0x9A SE_TG_MOVE E-104 boss moving
B01_00_31 155 0x9B SE_TG_ITE E-104 boss metal clang when hit
B01_00_32 156 0x9C SE_TG_ELEC E-104 boss damage sparks
B01_00_33 157 0x9D SE_TG_DUMMY0F Empty
B01_00_34 158 0x9E SE_TG_HIT E-104 boss hit

SKYDECK_BANK01

Sky Deck Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 160 0xA0 SE_SD_CANH_SIREN
B01_00_01 161 0xA1 SE_SD_CANST_MOVE
B01_00_02 162 0xA2 SE_SD_CAN_STOP
B01_00_03 163 0xA3 SE_SD_CANB_FIRE
B01_00_04 164 0xA4 SE_SD_UNTEI_BROKEN
B01_00_05 165 0xA5 SE_SD_POLH_BROKEN
B01_00_06 166 0xA6 SE_SD_CANH_APPEAR
B01_00_07 167 0xA7 SE_SD_CANH_ROT
B01_00_08 168 0xA8 SE_SD_CANH_FIRE
B01_00_09 169 0xA9 SE_SD_CANH_BOMB
B01_00_10 170 0xAA SE_SD_CANH_HIT
B01_00_11 171 0xAB SE_SD_CANS_MOVE
B01_00_12 172 0xAC SE_SD_CANS_FIRE
B01_00_13 173 0xAD SE_SD_CANM_MOVE
B01_00_14 174 0xAE SE_SD_CANM_FIRE
B01_00_15 175 0xAF SE_SD_GRAB
B01_00_16 176 0xB0 SE_SD_RANE_SINK
B01_00_17 177 0xB1 SE_SD_RANE_BOMB
B01_00_18 178 0xB2 SE_SD_DRUM_BOUND
B01_00_19 179 0xB3 SE_SD_DRUM_BOMB
B01_00_20 180 0xB4 SE_SD_CATCHER
B01_00_21 181 0xB5 SE_SD_CONTAINER
B01_00_22 182 0xB6 SE_SD_FALL
B01_00_23 183 0xB7 SE_SD_JOYSTICK
B01_00_24 184 0xB8 SE_SD_CANST_FIRE
B01_00_25 185 0xB9 SE_SD_CANST_PLAYER
B01_00_26 186 0xBA SE_SD_EXIT
B01_00_27 187 0xBB SE_SD_DUMMY27
B01_00_28 188 0xBC SE_SD_DUMMY28
B01_00_29 189 0xBD SE_SDE_EGGMAN_DOWN Eggman: "Descending into the clouds, slow the ship down!" (removed in SADX).
B01_00_30 190 0xBE SE_SDE_EGGMAN_UP Eggman: "Go up, full speed ahead!" (removed in SADX).

In the Dreamcast version, Sky Deck had MLT files with Eggman's announcements in Japanese (SKYDECK.MLT) and English (SKYDECK_E.MLT). From the Gamecube version onwards, only one MLT file is used, and Eggman's voice clips are removed. However, the code to play the voice clips is still there, and Eggman's announcements come back in the PC version if the missing sounds are added to the soundbank.

LOST_WORLD_BANK01

Lost World Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 192 0xC0 SE_LW_DUMMY00
B01_00_01 193 0xC1 SE_LW_POLE
B01_00_02 194 0xC2 SE_LW_DOOR
B01_00_03 195 0xC3 SE_LW_SURFACE
B01_00_04 196 0xC4 SE_LW_SNAKE
B01_00_05 197 0xC5 SE_LW_MIRROR
B01_00_06 198 0xC6 SE_LW_WATER
B01_00_07 199 0xC7 SE_LW_STONE
B01_00_08 200 0xC8 SE_LW_PANEL
B01_00_09 201 0xC9 SE_LW_ARROW
B01_00_10 202 0xCA SE_LW_POLEBOMB
B01_00_11 203 0xCB SE_LW_COLONY
B01_00_12 204 0xCC SE_LW_NEEDLE
B01_00_13 205 0xCD SE_LW_SWITCH
B01_00_14 206 0xCE SE_LW_SIGESIGE

ICE_CAP_BANK01

Ice Cap Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 208 0xD0 SE_IC_DUMMY
B01_00_01 209 0xD1 SE_IC_IPBREAK
B01_00_02 210 0xD2 SE_IC_IPFALL
B01_00_03 211 0xD3 SE_IC_ICEBREAK1
B01_00_04 212 0xD4 SE_IC_IPQUAKE
B01_00_05 213 0xD5 SE_IC_WATER
B01_00_06 214 0xD6 SE_IC_WFREEZE
B01_00_07 215 0xD7 SE_IC_ICEBREAK2
B01_00_08 216 0xD8 SE_IC_ICEBREAK3
B01_00_09 217 0xD9 SE_IC_PFREEZE
B01_00_10 218 0xDA SE_IC_SLIP1
B01_00_11 219 0xDB SE_IC_IPKICK
B01_00_12 220 0xDC SE_IC_BRDOWN1
B01_00_13 221 0xDD SE_IC_BRDOWN2
B01_00_14 222 0xDE SE_IC_ITABREAK
B01_00_15 223 0xDF SE_IC_NADARE
B01_00_16 224 0xE0 SE_IC_CRBREAK
B01_00_17 225 0xE1 SE_IC_SLIP2
B01_00_18 226 0xE2 SE_IC_SLIP3
B01_00_19 227 0xE3 SE_IC_SLIP4
B01_00_20 228 0xE4 SE_IC_SLIP5
B01_00_21 229 0xE5 SE_IC_SNOWFALL
B01_00_22 230 0xE6 SE_IC_JUMP
B01_00_23 231 0xE7 SE_IC_JUMPWIND
B01_00_24 232 0xE8 SE_IC_TOSSBOMB
B01_00_25 233 0xE9 SE_IC_BOMB
B01_00_26 234 0xEA SE_IC_BOMBER
B01_00_27 235 0xEB SE_IC_WOODHIT
B01_00_28 236 0xEC SE_IC_ICEHIT
B01_00_29 237 0xED SE_IC_EDGE

CASINOPOLIS_BANK01

Casinopolis Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 239 0xEF SE_CA_NIGHTSRING
B01_00_01 240 0xF0 SE_CA_BRKCAPTURE
B01_00_02 241 0xF1 SE_CA_PUTIDEA
B01_00_03 242 0xF2 SE_CA_DROPTARG
B01_00_04 243 0xF3 SE_CA_YAKU
B01_00_05 244 0xF4 SE_CA_SYAKU
B01_00_06 245 0xF5 SE_CA_BUMPER
B01_00_07 246 0xF6 SE_CA_FLIPPER
B01_00_08 247 0xF7 SE_CA_SRANE
B01_00_09 248 0xF8 SE_CA_SHOT
B01_00_10 249 0xF9 SE_CA_OUTFALL
B01_00_11 250 0xFA SE_CA_GIMMICK
B01_00_12 251 0xFB SE_CA_STOPPER
B01_00_13 252 0xFC SE_CA_START
B01_00_14 253 0xFD SE_CA_SLOT
B01_00_15 254 0xFE SE_CA_SLOTSW
B01_00_16 255 0xFF SE_CA_SLOTYAKU
B01_00_17 256 0x100 SE_CA_SLOYDAME
B01_00_18 257 0x101 SE_CA_FALLSHOOTER
B01_00_19 258 0x102 SE_CA_FALLBALL
B01_00_20 259 0x103 SE_CA_FAN_GOOD
B01_00_21 260 0x104 SE_CA_FAN_BAD
B01_00_22 261 0x105 SE_CA_ROT
B01_00_23 262 0x106 SE_CA_CLEAN
B01_00_24 263 0x107 SE_CA_FUN
B01_00_25 264 0x108 SE_CA_FUNWIND
B01_00_26 265 0x109 SE_CA_MANHOLE
B01_00_27 266 0x10A SE_CA_SHOWERJ
B01_00_28 267 0x10B SE_CA_SHOWER
B01_00_29 268 0x10C SE_CA_AUTODOOR
B01_00_30 269 0x10D SE_CA_TRANS
B01_00_31 270 0x10E SE_CA_TRANSP
B01_00_32 271 0x10F SE_CA_SH_MOTOR
B01_00_33 272 0x110 SE_CA_SH_CATCH
B01_00_34 273 0x111 SE_CA_SH_COUNTER
B01_00_35 274 0x112 SE_CA_GEAR
B01_00_36 275 0x113 SE_CA_NEON
B01_00_37 276 0x114 SE_CA_LION
B01_00_38 277 0x115 SE_CA_LIONHAND
B01_00_39 278 0x116 SE_CA_H Cowgirl moaning (only used in SA1 Japanese release)

FINAL_EGG_BANK01

Final Egg Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 280 0x118 SE_FE_DUMMY00
B01_00_01 281 0x119 SE_FE_F_PIPE
B01_00_02 282 0x11A SE_FE_PIPEOUT
B01_00_03 283 0x11B SE_FE_TARGET
B01_00_04 284 0x11C SE_FE_TARGMOVE
B01_00_05 285 0x11D SE_FE_TARGDEST
B01_00_06 286 0x11E SE_FE_ROLLER
B01_00_07 287 0x11F SE_FE_VAC
B01_00_08 288 0x120 SE_FE_BELT
B01_00_09 289 0x121 SE_FE_FAN
B01_00_10 290 0x122 SE_FE_CANBOMB
B01_00_11 291 0x123 SE_FE_DOOR
B01_00_12 292 0x124 SE_FE_WALLDEST
B01_00_13 293 0x125 SE_FE_SHUTTER
B01_00_14 294 0x126 SE_FE_ELEV
B01_00_15 295 0x127 SE_FE_LASER
B01_00_16 296 0x128 SE_FE_ARM
B01_00_17 297 0x129 SE_FE_ARMHIT
B01_00_18 298 0x12A SE_FE_BEEP
B01_00_19 299 0x12B SE_FE_GACHABOMB
B01_00_20 300 0x12C SE_FE_ELEVARM
B01_00_21 301 0x12D SE_FE_HATCH
B01_00_22 302 0x12E SE_FE_HAMMER
B01_00_23 303 0x12F SE_FE_STOP

HOT_SHELTER_BANK01

Hot Shelter Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 305 0x131 SE_HS_TELOP
B01_00_01 306 0x132 SE_HS_ELV
B01_00_02 307 0x133 SE_HS_ELVSTOP
B01_00_03 308 0x134 SE_HS_HANDLE
B01_00_04 309 0x135 SE_HS_POOL
B01_00_05 310 0x136 SE_HS_GLASS
B01_00_06 311 0x137 SE_HS_ALERT
B01_00_07 312 0x138 SE_HS_LAMP
B01_00_08 313 0x139 SE_HS_STAIR
B01_00_09 314 0x13A SE_HS_SEN
B01_00_10 315 0x13B SE_HS_WATER
B01_00_11 316 0x13C SE_HS_HANGUP
B01_00_12 317 0x13D SE_HS_PLUGPULL
B01_00_13 318 0x13E SE_HS_PLUGIN
B01_00_14 319 0x13F SE_HS_PLUGOUT
B01_00_15 320 0x140 SE_HS_PLUGYURA
B01_00_16 321 0x141 SE_HS_GEARROT
B01_00_17 322 0x142 SE_HS_GEARSTART
B01_00_18 323 0x143 SE_HS_GEARSTOP
B01_00_19 324 0x144 SE_HS_MONITOR
B01_00_20 325 0x145 SE_HS_CARGOALERT
B01_00_21 326 0x146 SE_HS_CARGOSTOP
B01_00_22 327 0x147 SE_HS_DOOR
B01_00_23 328 0x148 SE_HS_ROTATE
B01_00_24 329 0x149 SE_TG_BOMB2

CHAOS0_BANK01

CHAOS2_BANK01

These banks reuse sound IDs. The Chaos 0 bank only has sounds 00-10 (331-341).

Chaos 0/2 Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 331 0x14B SE_CZ_TELOP
B01_00_01 332 0x14C SE_CZ_FOOT
B01_00_02 333 0x14D SE_CZ_CHARGE
B01_00_03 334 0x14E SE_CZ_ARMATK
B01_00_04 335 0x14F SE_CZ_ARMROT
B01_00_05 336 0x150 SE_CZ_PATBOMB
B01_00_06 337 0x151 SE_CZ_JUMP
B01_00_07 338 0x152 SE_CZ_REFLECT
B01_00_08 339 0x153 SE_CZ_HIT
B01_00_09 340 0x154 SE_CZ_WBOUND
B01_00_10 341 0x155 SE_CZ_REGEN
B01_00_11 342 0x156 SE_CZ_FOOT2
B01_00_12 343 0x157 SE_CZ_BALLFORM
B01_00_13 344 0x158 SE_CZ_BOUND
B01_00_14 345 0x159 SE_CZ_REFLECT2
B01_00_15 346 0x15A SE_CZ_EXPLODE
B01_00_16 347 0x15B SE_CZ_BOUND_MINI
B01_00_17 348 0x15C SE_CZ_REFLECT_MINI
B01_00_18 349 0x15D SE_CZ_LIQUID
B01_00_19 350 0x15E SE_CZ_LIQRET
B01_00_20 351 0x15F SE_CZ_ARMATK2
B01_00_21 352 0x160 SE_CZ_SHAN
B01_00_22 353 0x161 SE_CZ_ELEV

CHAOS4_BANK01

Chaos 4 Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 355 0x163 SE_C4_TELOP
B01_00_01 356 0x164 SE_C4_DUMMY00
B01_00_02 357 0x165 SE_C4_CHARGE
B01_00_03 358 0x166 SE_C4_DUMMY01
B01_00_04 359 0x167 SE_C4_DUMMY02
B01_00_05 360 0x168 SE_C4_DUMMY03
B01_00_06 361 0x169 SE_C4_DUMMY04
B01_00_07 362 0x16A SE_C4_REFLECT
B01_00_08 363 0x16B SE_C4_HIT
B01_00_09 364 0x16C SE_C4_DUMMY05
B01_00_10 365 0x16D SE_C4_REGEN
B01_00_11 366 0x16E SE_C4_INSWAMP
B01_00_12 367 0x16F SE_C4_SWAMPWALK
B01_00_13 368 0x170 SE_C4_SWAMPSINK
B01_00_14 369 0x171 SE_C4_SWAMPSWIM
B01_00_15 370 0x172 SE_C4_BSINK
B01_00_16 371 0x173 SE_C4_BFLOW
B01_00_17 372 0x174 SE_C4_WHIP
B01_00_18 373 0x175 SE_C4_WATER
B01_00_19 374 0x176 SE_C4_POISON
B01_00_20 375 0x177 SE_C4_WBUSTER
B01_00_21 376 0x178 SE_C4_CFLOW

CHAOS6_BANK01

Chaos 6 Sound Effects
Filename ID ID (hex) Internal Name Description
B01_00_00 378 0x17A SE_C6_TELOP
B01_00_01 379 0x17B SE_C6_DUMMY00
B01_00_02 380 0x17C SE_C6_CHARGE
B01_00_03 381 0x17D SE_C6_ARMATK
B01_00_04 382 0x17E SE_C6_DUMMY02
B01_00_05 383 0x17F SE_C6_DUMMY03
B01_00_06 384 0x180 SE_C6_JUMP
B01_00_07 385 0x181 SE_C6_REFLECT
B01_00_08 386 0x182 SE_C6_HIT
B01_00_09 387 0x183 SE_C6_DUMMY04
B01_00_10 388 0x184 SE_C6_REGEN
B01_00_11 389 0x185 SE_C6_LAND
B01_00_12 390 0x186 SE_C6_WAVE
B01_00_13 391 0x187 SE_C6_TAIL1
B01_00_14 392 0x188 SE_C6_TAIL2
B01_00_15 393 0x189 SE_C6_VACCUM
B01_00_16 394 0x18A SE_C6_ARM
B01_00_17 395 0x18B SE_C6_SATE
B01_00_18 396 0x18C SE_C6_LIQUID
B01_00_19 397 0x18D SE_C6_SATESHOT
B01_00_20 398 0x18E SE_C6_FREEZE
B01_00_21 399 0x18F SE_C6_SATEFALL
B01_00_22 400 0x190 SE_C6_SATEBOMB
B01_00_23 401 0x191 SE_C6_ICEBOMB
B01_00_24 402 0x192 SE_C6_GLASSBOMB
B01_00_25 403 0x193 SE_C6_STAGEBOMB
B01_00_26 404 0x194 SE_C6_HIRUMI
B01_00_27 405 0x195 SE_C6_CANNON
B01_00_28 406 0x196 SE_C6_EGGMOBILE
B01_00_29 407 0x197 SE_C6_ICEBOMB2

General Object Sounds

These sounds can be played at any point in the game. They are loaded into Bank 2. The PC version loads check_sheet_bank02 into this slot.

General Object Sound Effects
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
B02_00_08 746 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
B02_00_13 751 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

Sonic/Metal Sonic/Tails Sound Effects
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

Knuckles Sound Effects
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

Amy Sound Effects
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

E102 Sound Effects
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

Big Sound Effects
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 stage you're in. Most stages 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.

Enemy Sound Effects
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)
B04_00_14 872 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 stage loads the ENEMY_SET soundbank while the Egg Keepers require the Final Egg soundbank to be loaded.

Stage Background Sounds

These sounds load into Slot 5. Several stages have a unique Slot 5 soundbank, some other stages reuse the same soundbank. Chao Race voices are also in Slot 5. The following soundbanks exist in SADX PC:

Stage Background Soundbanks
Name Stages 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_us and voice_jp folders. 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

Sonic/Tails Gameplay Voice Sounds
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.

Additional Player Gameplay Voice Sounds
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 ?


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