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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.
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.
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. For SADX Chao Race, this slot loads the first Chao voices bank CHAOVOICE_BANK04.
Bank 5 - Stage background noises. On PC, this slot loads the _BANK05 soundbank for the current stage. Some stages share the same soundbank. For SADX Chao Race, this slot loads the second Chao voices bank CHAOVOICE_BANK05.
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.

The following table lists soundbank files for slots 1, 4 and 5 for different stages.

DAT files in SADX per stage
Stage Slot 1 (stage sounds) Slot 4 (enemy sounds) Slot 5 (bacgkgound sounds)
Hedgehog Hammer EGG_CARRIER_BANK01 ENEMY_SET_BANK04 EGG_CARRIER_BANK05
Emerald Coast EMERALD_COAST_BANK01 ENEMY_SET_BANK04 EMERALD_COAST_BANK05
Windy Valley WINDY_VALLEY_BANK01 ENEMY_SET_BANK04 WINDY_VALLEY_BANK05
Twinkle Park TWINKLE_PARK_BANK01 ENEMY_SET_BANK04 TWINKLE_PARK_BANK05
Speed Highway HIGHWAY_BANK01 ENEMY_SET_BANK04 HIGHWAY_BANK05
Red Mountain DRY_MOUNTAIN_BANK01 ENEMY_SET_BANK04 DRY_MOUNTAIN_BANK05
Sky Deck SKY_DECK_BANK01 SKY_DECK_BANK04 SKY_DECK_BANK05
Lost World LOST_WORLD_BANK01 ENEMY_SET_BANK04 LOST_WORLD_BANK05
Ice Cap ICE_CAP_BANK01 ICE_CAP_BANK04 ICE_CAP_BANK05
Casinopolis CASINOPOLIS_BANK01 ENEMY_SET_BANK04 CASINOPOLIS_BANK05
Final Egg FINAL_EGG_BANK01 FINAL_EGG_BANK04 FINAL_EGG_BANK05
Hot Shelter HOT_SHELTER_BANK01 ENEMY_SET_BANK04 HOT_SHELTER_BANK05
Chaos 0 CHAOS0_BANK01 ENEMY_SET_BANK04 CHAOS0_BANK05
Chaos 2 CHAOS2_BANK01 ENEMY_SET_BANK04 CHAOS0_BANK05
Chaos 4 CHAOS4_BANK01 ENEMY_SET_BANK04 CHAOS0_BANK05
Chaos 6 CHAOS6_BANK01 ENEMY_SET_BANK04 CHAOS6_BANK05
Perfect Chaos Phase 1 CHAOS7A_BANK01 ENEMY_SET_BANK04 CHAOS7A_BANK05
Perfect Chaos Phase 2 CHAOS7B_BANK01 ENEMY_SET_BANK04 CHAOS7A_BANK05
Egg Hornet MOBILE1_BANK01 ENEMY_SET_BANK04 -
Egg Walker MOBILE2_BANK01 ENEMY_SET_BANK04 -
Egg Viper MOBILE3_BANK01 MOBILE3_BANK04 MOBILE3_BANK05
ZERO DRY_MOUNTAIN_BANK01 ENEMY_SET_BANK04 DRY_MOUNTAIN_BANK05
E-101 E101_BANK01 ENEMY_SET_BANK04 EGG_CARRIER_BANK05
E-101 mk 2 E101_BANK01 ENEMY_SET_BANK04 -
Station Square STATION_SQUARE_BANK01 ENEMY_SET_BANK04 STATION_SQUARE_BANK05
Egg Carrier (Outside) EGG_CARRIER_BANK01 ENEMY_SET_BANK04 EGG_CARRIER_BANK05
Egg Carrier (Inside) EGG_CARRIER_BANK01 ENEMY_SET_BANK04 EGG_CARRIER_BANK05
Mystic Ruins MYSTIC_RUIN_BANK01 ENEMY_SET_BANK04 MYSTIC_RUIN_BANK05
Mystic Ruins (Past) MYSTIC_RUIN_BANK01 ENEMY_SET_BANK04 MYSTIC_RUIN_BANK05
Twinkle Circuit CART_BANK01 ENEMY_SET_BANK04 -
Sky Chase Act 1 SHOOTING_BANK01 ENEMY_SET_BANK04 -
Sky Chase Act 2 SHOOTING_BANK01 ENEMY_SET_BANK04 -
Sand Hill SANDHILL_BANK01 ENEMY_SET_BANK04 -
Station Square Garden CHAO_EFX_BANK01 CHAOVOICE_BANK04 CHAOVOICE_BANK05
Egg Carrier Garden CHAO_EFX_BANK01 CHAOVOICE_BANK04 CHAOVOICE_BANK05
Mystic Ruins Garden CHAO_EFX_BANK01 CHAOVOICE_BANK04 CHAOVOICE_BANK05
Chao Race CHAO_EFX_BANK01 CHAOVOICE_BANK04 CHAOVOICE_BANK05

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.

For details on specific soundbanks, see the dedicated page.

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)

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

SE_METAL_JUMP

Sonic whistle

Metal Sonic jump

B03_00_14 776 0x308 SE_M_WHISTLE

SE_METAL_BRAKE

Tails' whistle

Metal Sonic braking

B03_00_15 777 0x309 SE_METAL_HOVER Metal Sonic hover
B03_00_16 778 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.

Chao Voice Soundbank 1 (CHAOVOICE_BANK04)

This file is loaded into slot 4 in place of enemy sounds.

Chao Voices 1 (SADX)
Filename ID ID (hex) Internal Name Description
B04_00_00 884 0x374 SE_CH_V100
B04_00_01 885 0x375 SE_CH_V101
B04_00_02 886 0x376 SE_CH_V102
B04_00_03 887 0x377 SE_CH_V103
B04_00_04 888 0x378 SE_CH_V104
B04_00_05 889 0x379 SE_CH_V105
B04_00_06 890 0x37A SE_CH_V106
B04_00_07 891 0x37B SE_CH_V107
B04_00_08 892 0x37C SE_CH_V108
B04_00_09 893 0x37D SE_CH_V109
B04_00_10 894 0x37E SE_CH_V110
B04_00_11 895 0x37F SE_CH_V111
B04_00_12 896 0x380 SE_CH_V112
B04_00_13 897 0x381 SE_CH_V113
B04_00_14 898 0x382 SE_CH_V114
B04_00_15 899 0x383 SE_CH_V115
B04_00_16 900 0x384 SE_CH_V116
B04_00_17 901 0x385 SE_CH_V117
B04_00_18 902 0x386 SE_CH_V118
B04_00_19 903 0x387 SE_CH_V119
B04_00_20 904 0x388 SE_CH_V120
B04_00_21 905 0x389 SE_CH_V121
B04_00_22 906 0x38A SE_CH_V122
B04_00_23 907 0x38B SE_CH_V123
B04_00_24 908 0x38C SE_CH_V124
B04_00_25 909 0x38D SE_CH_V125
B04_00_26 910 0x38E SE_CH_V126
B04_00_27 911 0x38F SE_CH_V127
B04_00_28 912 0x390 SE_CH_V128
B04_00_29 913 0x391 SE_CH_V129
B04_00_30 914 0x392 SE_CH_V130
B04_00_31 915 0x393 SE_CH_V131
B04_00_32 916 0x394 SE_CH_V132
B04_00_33 917 0x395 SE_CH_V133
B04_00_34 918 0x396 SE_CH_V134
B04_00_35 919 0x397 SE_CH_V135
B04_00_36 920 0x398 SE_CH_V136
B04_00_37 921 0x399 SE_CH_V137
B04_00_38 922 0x39A SE_CH_V138
B04_00_39 923 0x39B SE_CH_V139
B04_00_40 924 0x39C SE_CH_V140
B04_00_41 925 0x39D SE_CH_V141
B04_00_42 926 0x39E SE_CH_V142
B04_00_43 927 0x39F SE_CH_V143
B04_00_44 928 0x3A0 SE_CH_V144
B04_00_45 929 0x3A1 SE_CH_V145
B04_00_46 930 0x3A2 SE_CH_V146
B04_00_47 931 0x3A3 SE_CH_V147
B04_00_48 932 0x3A4 SE_CH_V148
B04_00_49 933 0x3A5 SE_CH_V149
B04_00_50 934 0x3A6 SE_CH_V150
B04_00_51 935 0x3A7 SE_CH_V151
B04_00_52 936 0x3A8 SE_CH_V152
B04_00_53 937 0x3A9 SE_CH_V153
B04_00_54 938 0x3AA SE_CH_V154
B04_00_55 939 0x3AB SE_CH_V155
B04_00_56 940 0x3AC SE_CH_V156
B04_00_57 941 0x3AD SE_CH_V157
B04_00_58 942 0x3AE SE_CH_V158
B04_00_59 943 0x3AF SE_CH_V159
B04_00_60 944 0x3B0 SE_CH_V160

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. For details on specific soundbanks, see the dedicated page.

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, ZERO
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, 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.

Chao Voice Soundbank 2 (CHAOVOICE_BANK05)

This file is loaded into slot 5 in place of stage background sounds.

Chao Voices 2 (SADX)
Filename ID ID (hex) Internal Name Description
B05_00_00 1116 0x45C SE_CH_V0
B05_00_01 1117 0x45D SE_CH_V1
B05_00_02 1118 0x45E SE_CH_V2
B05_00_03 1119 0x45F SE_CH_V3
B05_00_04 1120 0x460 SE_CH_V4
B05_00_05 1121 0x461 SE_CH_V5
B05_00_06 1122 0x462 SE_CH_V6
B05_00_07 1123 0x463 SE_CH_V7
B05_00_08 1124 0x464 SE_CH_V8
B05_00_09 1125 0x465 SE_CH_V9
B05_00_10 1126 0x466 SE_CH_V10
B05_00_11 1127 0x467 SE_CH_V11
B05_00_12 1128 0x468 SE_CH_V12
B05_00_13 1129 0x469 SE_CH_V13
B05_00_14 1130 0x46A SE_CH_V14
B05_00_15 1131 0x46B SE_CH_V15
B05_00_16 1132 0x46C SE_CH_V16
B05_00_17 1133 0x46D SE_CH_V17
B05_00_18 1134 0x46E SE_CH_V18
B05_00_19 1135 0x46F SE_CH_V19
B05_00_20 1136 0x470 SE_CH_V20
B05_00_21 1137 0x471 SE_CH_V21
B05_00_22 1138 0x472 SE_CH_V22
B05_00_23 1139 0x473 SE_CH_V23
B05_00_24 1140 0x474 SE_CH_V24
B05_00_25 1141 0x475 SE_CH_V25
B05_00_26 1142 0x476 SE_CH_V26
B05_00_27 1143 0x477 SE_CH_V27
B05_00_28 1144 0x478 SE_CH_V28
B05_00_29 1145 0x479 SE_CH_V29
B05_00_30 1146 0x47A SE_CH_V30
B05_00_31 1147 0x47B SE_CH_V31
B05_00_32 1148 0x47C SE_CH_V32
B05_00_33 1149 0x47D SE_CH_V33
B05_00_34 1150 0x47E SE_CH_V34
B05_00_35 1151 0x47F SE_CH_V35
B05_00_36 1152 0x480 SE_CH_V36
B05_00_37 1153 0x481 SE_CH_V37
B05_00_38 1154 0x482 SE_CH_V38
B05_00_39 1155 0x483 SE_CH_V39
B05_00_40 1156 0x484 SE_CH_V40
B05_00_41 1157 0x485 SE_CH_V41
B05_00_42 1158 0x486 SE_CH_V42
B05_00_43 1159 0x487 SE_CH_V43
B05_00_44 1160 0x488 SE_CH_V44
B05_00_45 1161 0x489 SE_CH_V45
B05_00_46 1162 0x48A SE_CH_V46
B05_00_47 1163 0x48B SE_CH_V47
B05_00_48 1164 0x48C SE_CH_V48
B05_00_49 1165 0x48D SE_CH_V49
B05_00_50 1166 0x48E SE_CH_V50
B05_00_51 1167 0x48F SE_CH_V51
B05_00_52 1168 0x490 SE_CH_V52
B05_00_53 1169 0x491 SE_CH_V53
B05_00_54 1170 0x492 SE_CH_V54
B05_00_55 1171 0x493 SE_CH_V55
B05_00_56 1172 0x494 SE_CH_V56
B05_00_57 1173 0x495 SE_CH_V57
B05_00_58 1174 0x496 SE_CH_V58
B05_00_59 1175 0x497 SE_CH_V59
B05_00_60 1176 0x498 SE_CH_V60
B05_00_61 1177 0x499 SE_CH_V61
B05_00_62 1178 0x49A SE_CH_V62
B05_00_63 1179 0x49B SE_CH_V63
B05_00_64 1180 0x49C SE_CH_V64
B05_00_65 1181 0x49D SE_CH_V65
B05_00_66 1182 0x49E SE_CH_V66
B05_00_67 1183 0x49F SE_CH_V67
B05_00_68 1184 0x4A0 SE_CH_V68
B05_00_69 1185 0x4A1 SE_CH_V69
B05_00_70 1186 0x4A2 SE_CH_V70
B05_00_71 1187 0x4A3 SE_CH_V71
B05_00_72 1188 0x4A4 SE_CH_V72
B05_00_73 1189 0x4A5 SE_CH_V73
B05_00_74 1190 0x4A6 SE_CH_V74
B05_00_75 1191 0x4A7 SE_CH_V75
B05_00_76 1192 0x4A8 SE_CH_V76
B05_00_77 1193 0x4A9 SE_CH_V77
B05_00_78 1194 0x4AA SE_CH_V78
B05_00_79 1195 0x4AB SE_CH_V79
B05_00_80 1196 0x4AC SE_CH_V80
B05_00_81 1197 0x4AD SE_CH_V81
B05_00_82 1198 0x4AE SE_CH_V82
B05_00_83 1199 0x4AF SE_CH_V83
B05_00_84 1200 0x4B0 SE_CH_V84
B05_00_85 1201 0x4B1 SE_CH_V85
B05_00_86 1202 0x4B2 SE_CH_V86
B05_00_87 1203 0x4B3 SE_CH_V87
B05_00_88 1204 0x4B4 SE_CH_V88
B05_00_89 1205 0x4B5 SE_CH_V89
B05_00_90 1206 0x4B6 SE_CH_V90
B05_00_91 1207 0x4B7 SE_CH_V91
B05_00_92 1208 0x4B8 SE_CH_V92
B05_00_93 1209 0x4B9 SE_CH_V93
B05_00_94 1210 0x4BA SE_CH_V94
B05_00_95 1211 0x4BB SE_CH_V95
B05_00_96 1212 0x4BC SE_CH_V96
B05_00_97 1213 0x4BD SE_CH_V97
B05_00_98 1214 0x4BE SE_CH_V98
B05_00_99 1215 0x4BF SE_CH_V99

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 ?
Sonic Adventure Information
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