List of Sound Effects - X-Hax/SADXModdingGuide GitHub Wiki
SADX PC stores sound effects in DAT soundbanks, which can be edited with SADXSndSharp in SA Tools. Some banks are only available in some levels or when playing with a specific character. Here is a quick overview of the sound bank system.
List of Soundbanks
There are eight soundbank slots:
- Bank 0 - Common sounds. This always loads
COMMON_BANK00.DAT
. - Bank 1 - Level sounds. This loads a
_BANK01
soundbank containing sound effects for objects in the current level. - Bank 2 - General object sounds. This always loads
check_sheet_bank02.DAT
. - Bank 3 - Character sounds. This loads the
P_...
soundbank for the current character. - Bank 4 - Enemy sounds. This loads the
_BANK04
soundbank for the current level. Some levels share the same soundbank. A lot of levels use the "common" enemy soundbankENEMY_SET_BANK04
. - Bank 5 - Level background noises. This loads the
_BANK05
soundbank for the current level. Some levels share the same soundbank. - Bank 6 - Character voice clips and cutscene sounds. This loads the
V_...
soundbank for the current character and/or theE_...
soundbank for the current cutscene. - Bank 7 - This slot was used for Chao jingles in the Dreamcast version but is unused in vanilla SADX.
- Bank 8 - This slot was used for DLC sound and music data in the Dreamcast version but is unused in vanilla SADX.
Below you can find the contents of some DAT files.
COMMON_BANK00
These sounds can be played at any point in the game. They are loaded into Bank 0.
Filename | ID | ID (hex) | Internal Name | Description |
---|---|---|---|---|
B00_00_00 | 0 | 0x0 | SE_DAMAGE | Ring loss |
B00_00_01 | 1 | 0x1 | SE_CURSOR | Menu move |
B00_00_02 | 2 | 0x2 | SE_DECIDE | Menu select |
B00_00_03 | 3 | 0x3 | SE_PAUSE | Menu back |
B00_00_04 | 4 | 0x4 | SE_COUNT | Timer countdown (Gamma) |
B00_00_05 | 5 | 0x5 | SE_COUNTUP | Score count |
B00_00_06 | 6 | 0x6 | SE_NORMBARRIER | Getting Barrier |
B00_00_07 | 7 | 0x7 | SE_RING | Collecting Rings |
B00_00_08 | 8 | 0x8 | SE_TIMESTOP | Time Stop item (unused) |
B00_00_09 | 9 | 0x9 | SE_SPRING | Spring |
B00_00_10 | 10 | 0xA | SE_SAVE | Checkpoint |
B00_00_11 | 11 | 0xB | SE_ITEMBOX | Item box destroyed |
B00_00_12 | 12 | 0xC | SE_ITEMGET | Emblem get |
B00_00_13 | 13 | 0xD | SE_SWITCH | Switch pressed |
B00_00_14 | 14 | 0xE | SE_MOTINOR | Hint monitor screen on |
B00_00_15 | 15 | 0xF | SE_PUSHPULL | Pushing heavy object |
B00_00_16 | 16 | 0x10 | SE_BREAK | Break (Unused?) |
B00_00_17 | 17 | 0x11 | SE_P_JUMP | Jump |
B00_00_18 | 18 | 0x12 | SE_P_BRAKE | Skidding |
B00_00_19 | 19 | 0x13 | SE_LAND | Landing (Unused) |
B00_00_20 | 20 | 0x14 | SE_THROW | Throw (Unused) |
B00_00_21 | 21 | 0x15 | SE_ZOOMUP | Menu Enlarge |
B00_00_22 | 22 | 0x16 | SE_ZOOMOUT | Menu Shrink |
B00_00_23 | 23 | 0x17 | SE_DAMAGE2 | Damaged with Barrier or without Rings |
B00_00_24 | 24 | 0x18 | SE_DUMMY24 | Animal escaping |
B00_00_25 | 25 | 0x19 | SE_BOMB | Enemy destroyed |
B00_00_26 | 26 | 0x1A | SE_BOMB2 | Enemy destroyed 2 (unused) |
B00_00_27 | 27 | 0x1B | SE_HITENEMY | Enemy hit (unused) |
B00_00_28 | 28 | 0x1C | SE_GETMINIMAL | Collected Chao Animal |
B00_00_29 | 29 | 0x1D | SE_P_JUMP2 | Error (Unused) |
30 | 0x1E | SE_P_BRAKE2 | Empty slot, file missing | |
B00_00_31 | 31 | 0x1F | SE_P_FT1 | Landing 1 (Unused) |
B00_00_32 | 32 | 0x20 | SE_P_FT2 | Landing 2 (Unused) |
B00_00_33 | 33 | 0x21 | SE_P_FT3 | Landing 3 |
B00_00_34 | 34 | 0x22 | SE_P_FT4 | Landing 4 (Unused) |
B00_00_35 | 35 | 0x23 | SE_P_FT5 | Landing 5 (Unused) |
B00_00_36 | 36 | 0x24 | SE_P_FT6 | Landing 6 (Unused) |
B00_00_37 | 37 | 0x25 | SE_P_FT7 | Landing 7 (Unused) |
B00_00_38 | 38 | 0x26 | SE_P_FT8 | Landing 8 (Unused) |
check_sheet_bank02
These sounds can be played at any point in the game. They are loaded into Bank 2.
Filename | ID | ID (hex) | Internal Name | Description |
---|---|---|---|---|
B02_00_00 | 738 | 0x2E2 | SE_C_DASHER | Dash panel |
B02_00_01 | 739 | 0x2E3 | SE_C_IRONSPIN | Swinging spike ball |
B02_00_02 | 740 | 0x2E4 | SE_C_IRONFALL | Falling spike ball |
B02_00_03 | 741 | 0x2E5 | SE_C_LEAF | Rustling bush |
B02_00_04 | 742 | 0x2E6 | SE_C_DUMMY04 | Unused? |
B02_00_05 | 743 | 0x2E7 | SE_C_GETEME | 1-up |
B02_00_06 | 744 | 0x2E8 | SE_C_RBASE | Rocket ready to launch |
B02_00_07 | 745 | 0x2E9 | SE_C_RLAUNCH | Rocket launching |
746 | 0x2EA | SE_C_RFLY | Rocket flying (unused) | |
B02_00_09 | 747 | 0x2EB | SE_C_RBOMB | Electric spark noise (unused?) |
B02_00_10 | 748 | 0x2EC | SE_C_BURN | Unused |
B02_00_11 | 749 | 0x2ED | SE_C_ESHOCK | Unused |
B02_00_12 | 750 | 0x2EE | SE_C_TSUBURE | Unused |
751 | 0x2EF | SE_C_FALL | Unused | |
B02_00_14 | 752 | 0x2F0 | SE_C_DUMMY14 | Balloon? Unused |
B02_00_15 | 753 | 0x2F1 | SE_C_BUBBLE | Bubble (unused) |
B02_00_16 | 754 | 0x2F2 | SE_C_BUBBLEEAT | Sonic gets bubble (unused) |
B02_00_17 | 755 | 0x2F3 | SE_C_GIVEo2 | Sonic gets oxygen (unused) |
B02_00_18 | 756 | 0x2F4 | SE_C_INWATER | Water splash |
B02_00_19 | 757 | 0x2F5 | SE_C_WATER | Walking in water (unused) |
B02_00_20 | 758 | 0x2F6 | SE_C_OUTWATER | Jumping out of water (unused) |
B02_00_21 | 759 | 0x2F7 | SE_C_WATERENV | Underwater sound effect (unused) |
B02_00_22 | 760 | 0x2F8 | SE_C_TIKAL | Tikal warp sound |
_B02_00_15 | ? | ? | ? | This file is in the DAT archive but the game can't play it |