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→‎Track list: add link to the older spreadsheet (so other pages can link to this section instead of the spreadsheet directly)
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← [[Modding:Index|Index]]
 
← [[Modding:Index|Index]]
   −
This page explains how to use and edit audio/music in Stardew Valley 1.5.5 and onwards. This is an advanced guide for modders.
+
This page explains how to use and edit the game's music tracks and sound effects (called ''cues''). This is an advanced guide for modders.
   −
==Copied from [[Modding:Migrate to Stardew Valley 1.6]]==
+
==Audio data==
===Custom audio===
+
You can add or edit cues by editing the <samp>Data/AudioChanges</samp> [[Modding:Editing XNB files|asset]]. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]).
You can now add or edit [[Modding:Audio|music tracks or sound effects]] (called ''cues'') by editing the <samp>Data/AudioChanges</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]).
     −
====Format====
+
===Data format===
 
The <samp>Data/AudioChanges</samp> asset consists of a string → model lookup, where the key matches the <samp>ID</samp>, and the value is a model with the fields below.
 
The <samp>Data/AudioChanges</samp> asset consists of a string → model lookup, where the key matches the <samp>ID</samp>, and the value is a model with the fields below.
   Line 24: Line 23:  
|-
 
|-
 
| <samp>Category</samp>
 
| <samp>Category</samp>
| The [[Modding:Audio#Category list|audio category]], which determines which volume slider in the game options applies. This should be one of <samp>Default</samp>, <samp>Music</samp>, <samp>Sound</samp>, <samp>Ambient</samp>, or <samp>Footsteps</samp> (see [[Modding:Audio#Category list|a description of each category]]). Defaults to <samp>Default</samp>.
+
| The [[#Category list|audio category]], which determines which volume slider in the game options applies. This should be one of <samp>Default</samp>, <samp>Music</samp>, <samp>Sound</samp>, <samp>Ambient</samp>, or <samp>Footsteps</samp> (see [[#Category list|a description of each category]]). Defaults to <samp>Default</samp>.
 
|-
 
|-
 
| <samp>StreamedVorbis</samp>
 
| <samp>StreamedVorbis</samp>
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|}
 
|}
   −
====Example====
+
===Category list===
This content pack adds a new music cue to the game, and plays it when the player enters the bus stop:
+
Each audio cue is assigned to one of five categories, which affects which volume slider in the game options applies to it:
 +
 
 +
{| class="wikitable"
 +
|-
 +
! internal ID
 +
! name
 +
! description
 +
|-
 +
| 1
 +
| <samp>Default</samp>
 +
| This is an unused category, and should generally be avoided.
 +
|-
 +
| 2
 +
| <samp>Music</samp>
 +
| For music tracks, to be regulated with the in-game music volume option.
 +
|-
 +
| 3
 +
| <samp>Sound</samp>
 +
| For sound effects, to be regulated with the in-game sound volume option.
 +
|-
 +
| 4
 +
| <samp>Ambient</samp>
 +
| For ambient background sounds, like wind, rain or machine whirring, that can play in the background of a scene.
 +
|-
 +
| 5
 +
| <samp>Footsteps</samp>
 +
| For step sounds, such as player or horse footsteps.
 +
|}
 +
 
 +
===Audio file format===
 +
The game only supports <samp>.ogg</samp> and <samp>.wav</samp> formats. If you have <samp>.mp3</samp> files you'd like to use in-game, you can convert the audio file to <samp>.wav</samp> or <samp>.ogg</samp> with audio software such as [https://www.audacityteam.org/ Audacity]. For smaller-sized sounds such as sound effects, you can use a <samp>.wav</samp> file, but for audio such as music that has a large file size, use a compressed <samp>.ogg</samp> file.
 +
 
 +
Make sure the file size of your music is relatively small (preferably around 2-4MB). The bigger the file, the longer the game will freeze for when loading your newly added song. To reduce the size of your song, you can convert it to <samp>.ogg</samp> and add compression to the sound file. The more compression your audio has, the smaller the file will be, but the quality will diminish noticeably if you compress the audio too much.
 +
 
 +
If you're patching many sounds at once, keep the file size of your mod in mind, because the more sounds you include, the longer it will take for people to download your mod.
 +
 
 +
===Example===
 +
This [[Modding:Content Patcher|content pack]] adds a new music cue to the game, and plays it when the player enters the bus stop:
    
{{#tag:syntaxhighlight|<nowiki>
 
{{#tag:syntaxhighlight|<nowiki>
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}</nowiki>|lang=javascript}}
 
}</nowiki>|lang=javascript}}
   −
====Other changes====
+
==Review audio==
* The game no longer crashes when playing audio which doesn't exist. It now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
+
===Unpack audio files===
 +
The base game's audio is stored in the <samp>Content/XACT</samp> folder in the form of soundbanks, which store all of the game's sounds and music. The two soundbank files available are <samp>Wave Bank(1.4).xwb</samp> and <samp>Wave Bank.xwb</samp>.
   −
==Managing audio in Custom Music content packs==
+
Audio files can be extracted and browsed with an XWB extractor:
 +
{| class="wikitable"
 +
|-
 +
! tool name
 +
! platforms supported
 +
! notes
 +
|-
 +
| {{github|mariodon/unxwb|unxwb}}
 +
| Windows, macOS
 +
| Extracts an XWB soundbank into .wav files and hex codes. A straightforward open and extract utility.
   −
===What is Custom Music?===
+
{{collapse|use unwxnb on macOS|content=
{{nexus mod|3043|Custom Music}} is a content framework for changing and adding music and sounds, without writing or changing game files or code. You use it by creating a content pack (basically a folder) with a couple of JSON files (basically text).
+
If you want to use unxwb on a Mac, you'll need to build it yourself.
   −
===Soundbank files===
+
# Download the source code to unxwb from {{github|mariodon/unxwb|unxwb}} (click the green Code button > select download zip)
 
  −
All audio content is stored within <samp>Content/XACT</samp> in the form of soundbanks, which store all of the game's sounds and music. The two soundbank files available are <samp>Wave Bank(1.4).xwb</samp> and <samp>Wave Bank.xwb</samp>.
  −
 
  −
If desired, audio files can be extracted and browsed with an XWB extractor:
  −
 
  −
{| class="wikitable"
  −
|+ XWB Extractors
  −
|-
  −
! Tool name !! Platforms supported !! Features !! Notes
  −
|-
  −
| {{github|mariodon/unxwb|unxwb}} || Windows, macOS || Extracts an XWB soundbank into .wav files and hex codes. || A straightforward open and extract utility.
  −
|-
  −
| [https://www.vgmstream.org/downloads VGMStream] plugin for [https://www.foobar2000.org/ foobar2000] sound player || Windows || Views XWB soundbanks with integer codes and many in-game codes included in filenames. || Very convenient file browser. (For some reason, it increments audio IDs by 1, and each audio cue is looped.)
  −
|-
  −
| [https://shrinefox.com/browse?post=xacttool XACTTool] || Windows || Extracts an XWB soundbank into .wav files and integer codes. Can also manipulate soundbanks. || Command-line only.
  −
|}
  −
 
  −
See the [[#Track list|full track list]] below.
  −
 
  −
====Using unxwb on Mac====
  −
 
  −
If you want to use unxwb on a Mac, you will need to build it yourself.
  −
 
  −
# Download the source code to unxwb from {{github|mariodon/unxwb|unxwb}} (click the green Code button > select download zip)
   
# Download [https://gist.github.com/ssokolow/11149295 this make file from Github] (download zip button in top right)
 
# Download [https://gist.github.com/ssokolow/11149295 this make file from Github] (download zip button in top right)
 
# Unzip both if needed
 
# Unzip both if needed
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# Move the .wav files into a separate folder (I named mine <code>Wave Bank 1.4</code>)
 
# Move the .wav files into a separate folder (I named mine <code>Wave Bank 1.4</code>)
 
# Now you have all the .wavs into two folders!
 
# Now you have all the .wavs into two folders!
 +
}}
 +
|-
 +
| [https://www.vgmstream.org/downloads VGMStream] plugin for [https://www.foobar2000.org/ foobar2000] sound player
 +
| Windows
 +
| Views XWB soundbanks with integer codes and many in-game codes included in filenames, and has a very convenient file browser. (For some reason, it increments audio IDs by 1, and each audio cue is looped.)
 +
|-
 +
| [https://shrinefox.com/browse?post=xacttool XACTTool]
 +
| Windows
 +
| Extracts an XWB soundbank into .wav files and integer codes. Can also manipulate soundbanks. Command-line only.
 +
|}
   −
===Changing existing music and sounds===
+
See the [[#Track list|full track list]] below.
====Intro to JSON====
  −
You'll notice a lot of files with <samp>.json</samp> at the end of the name when creating mods for Stardew Valley. That means they're formatted as JSON, which is just a way of writing text that's readable to code. If you haven't used JSON before, reading ''[https://towardsdatascience.com/an-introduction-to-json-c9acb464f43e An Introduction to JSON]'' first will be very helpful to understand what the files are doing.
     −
====Create an example mod====
+
===Identify audio in-game===
To get a basic content pack up and running:
+
* For music tracks, you can install the {{nexus mod|19441|Now Playing}} mod (see the mod description for info on adding the music ID to the message). A HUD message will be shown in-game when music starts.
<ol>
+
* For sound effects, you can enter <samp>debug logSounds</samp> in the SMAPI console window. This will log info for each sound played in-game, including positional data if applicable. See [[Modding:Console commands|console commands]] for more info.
<li>Install [https://smapi.io/ SMAPI] and {{nexus mod|3043|Custom Music}}.</li>
  −
<li>If desired, [[#Soundbank files|extract the soundbank]] to browse through and listen to the in-game sounds.</li>
  −
<li>[[Modding:Content packs#Create a content pack|Create a SMAPI content pack per step 3 of the general Create a Content Pack page]].</li>
  −
<li>Create a <samp>content.json</samp> file in the same folder with this content:</li>
  −
{{#tag:syntaxhighlight|
  −
{
  −
    "Music" : [
  −
    ]
  −
}|lang=javascript}}
  −
<li>Launch the game.</li>
  −
</ol>
     −
If you did everything correctly so far, you should see the new mod under "Loaded X content packs" in the SMAPI console. (If not, review the above steps or [[Modding:Community|ask for help]].)
+
==Track list==
 +
These are the raw soundbank IDs for music and sounds exported from the game data (see the [[Modding talk:Audio|talk page]] for the export code).
   −
====Audio file format====
+
A few notes about the table columns:
 +
* The name is what you'd use in-game (''e.g.,'' with the <samp>Music</samp> [[Modding:Maps|map property]] or the <samp>Game1.changeMusicTrack</samp> method). When a name is repeated with different soundbank IDs, the game will choose a random sound each time you play it.
 +
* The wavebank indicates whether the audio is from <samp>Content/XACT/Wave Bank.xwb</samp> or <samp>Content/XACT/Wave Bank(1.4).xwb</samp>. Each wavebank has its own set of soundbank IDs, but names don't overlap.
 +
* The soundtrack index is the sound's position in the soundbank. The hexadecimal version matches the track's filename if you unpack the wavebank using unxwb.
 +
* The description column is filled in manually for the wiki.
   −
Custom Music only supports <samp>.ogg</samp> & <samp>.wav</samp> formats. If you have <samp>.mp3</samp> files you'd like to use in-game, you can convert the audio file to <samp>.wav</samp> or <samp>.ogg</samp> with audio software such as [https://www.audacityteam.org/ Audacity]. For smaller-sized sounds such as sound effects, you can use a <samp>.wav</samp> file, but for audio such as music that has a large file size, use a compressed <samp>.ogg</samp> file.
+
See also an [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo older spreadsheet with more comprehensive descriptions]. (Don't copy text from that spreadsheet into this page, since it's not licensed!)
   −
Make sure the file size of your music is relatively small (preferably around 2-4MB). The bigger the file, the longer the game will freeze for when loading your newly added song.
+
===Footsteps===
To reduce the size of your song, you can convert it to <samp>.ogg</samp> and add compression to the sound file. The more compression your audio has, the smaller the file will be, but the quality will diminish noticeably if you compress the audio too much.
+
{| class="wikitable sortable"
 
+
|-
If you're patching many sounds at once, keep the file size of your mod in mind, because the more sounds you include, the longer it will take for people to download your mod.
+
!rowspan="2"| name
 
+
!rowspan="2"| wavebank
====Content format====
+
!colspan="2"| soundbank index
 
+
!rowspan="2"| description
The <samp>content.json</samp> file you made tells Custom Music what audio to change.
  −
 
  −
You can list any number of patches in the <samp>Music</samp> field, each surrounded by <code>{</code> and <code>}</code>. Here's a quick example:
  −
 
  −
{{#tag:syntaxhighlight|
  −
{
  −
    "Music" : [
  −
        {
  −
            "Id": "MainTheme",
  −
            "File": "assets/themeSong.ogg",
  −
            "Loop": false,
  −
            "Ambient": false
  −
        },
  −
        {
  −
            "Id": "Hospital_Ambient",
  −
            "File": "assets/hospitalMachineryLoop.ogg",
  −
            "Loop": true,
  −
            "Ambient": true
  −
        }
  −
    ]
  −
}|lang=javascript}}
  −
 
  −
====Patch syntax====
  −
 
  −
{| class="wikitable"
  −
|+
   
|-
 
|-
! Parameter !! Description !! Example
+
! decimal
 +
! hexadecimal
 
|-
 
|-
| <code>Id</code> || Corresponds to the track ID in game, as listed on the [[#Track list|track list]]. || <code>MainTheme</code>
+
| <samp>Cowboy_Footstep</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>269</samp>
 +
| data-sort-value="269"| <samp>0000010d</samp>
 +
| Mainly used as the footstep sound for pets, in [[Prairie King Arcade System|Prairie King]], and as a hover sound in various menus (including the title screen buttons).
 
|-
 
|-
| <code>File</code> || The file path, starting from the root of your mod's filepath. || <code>assets/themeSong.ogg</code>
+
| <samp>grassyStep</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>22</samp>
 +
| data-sort-value="22"| <samp>00000016</samp>
 +
| Mainly used as the player footstep sound on grass tiles, when adding hay to a silo, when changing a player's hat or hairstyle, and for rustling bushes in [[Marnie#Six Hearts|Lewis and Marnie's six-heart event]].
 
|-
 
|-
| <code>Loop</code> || Sets whether the track will loop on its own. || <code>false</code>
+
| <samp>sandyStep</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>16</samp>
 +
| data-sort-value="16"| <samp>00000010</samp>
 +
| A quiet, shuffling noise. Plays when new clothes are put on the farmer.
 
|-
 
|-
| <code>Ambient</code> || Sets whether the track is an ambient track or not. If you're replacing an ambient track, or adding an ambient track to a map, set this to true. || <code>false</code>
+
| <samp>snowyStep</samp>
|}
+
| <samp>Wavebank</samp>
 
+
| <samp>340</samp>
Note that ambient tracks are specifically for tracks that play background ambience, such as wind, machinery whirring or rain, and are categorized separately from music in the game code.
+
| data-sort-value="340"| <samp>00000154</samp>
For any music, make sure to set this parameter to <code>false</code>.
+
|  
 
  −
==Managing audio in SMAPI==
  −
 
  −
Here is a reference chart for sound methods which you can use for various cases:
  −
 
  −
{| class="wikitable"
  −
|+ Singleplayer and multiplayer sound functions
   
|-
 
|-
! Singleplayer only name !! Multiplayer equivalent !! Use case
+
| <samp>stoneStep</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>23</samp>
 +
| data-sort-value="23"| <samp>00000017</samp>
 +
| Plays when the player selects an inventory slot or places an item in their inventory.
 
|-
 
|-
| <samp>Game1.playSound</samp> || N/A || UI and menu sounds; playing a sound for one player only
+
| <samp>thudStep</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>24</samp>
 +
| data-sort-value="24"| <samp>00000018</samp>
 +
|  
 
|-
 
|-
| <samp>GameLocation.localSound</samp> || <samp>GameLocation.playSound</samp> || For any in-game interactions on specific maps only
+
| <samp>woodyStep</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>29</samp>
 +
| data-sort-value="29"| <samp>0000001d</samp>
 +
|  
 +
|}
 +
 
 +
===Music===
 +
{| class="wikitable sortable"
 
|-
 
|-
| <samp>GameLocation.localSoundAt</samp> || <samp>GameLocation.playSoundAt</samp> || For playing spatial sounds in specific tiles or coordinates, which change volume and location based on player proximity
+
!rowspan="2"| name
 +
!rowspan="2"| wavebank
 +
!colspan="2"| soundbank index
 +
!rowspan="2"| description
 
|-
 
|-
| <samp>Game1.playSoundPitched</samp> || <samp>GameLocation.playSoundPitched</samp> || For playing any sounds at a different pitch than the original sound
+
! decimal
 +
! hexadecimal
 
|-
 
|-
| <samp>DelayedAction.playSoundAfterDelay</samp> || N/A || For playing sounds after a specific period of time has passed
+
| <samp>50s</samp>
|}
+
| <samp>Wavebank</samp>
 
+
| <samp>45</samp>
===Playing client-side sounds===
+
| data-sort-value="45"| <samp>0000002d</samp>
<dt><samp>Game1.playSound</samp></dt>
+
|
<dd>
+
|-
You can play a sound for the current player only, played from no specific location, by calling the <samp>Game1.playSound()</samp> method. For example:
+
| <samp>AbigailFlute</samp>
<syntaxhighlight lang="c#">
+
| <samp>Wavebank</samp>
// For UI elements, such as when the player crafts a new item.
+
| <samp>279</samp>
Game1.playSound("crafting");
+
| data-sort-value="279"| <samp>00000117</samp>
</syntaxhighlight>
+
|
This is useful for playing sounds in user interfaces, such as menus, where you don't need to play the sound from any particular map or player location.
+
|-
</dd>
+
| <samp>AbigailFluteDuet</samp>
 
+
| <samp>Wavebank</samp>
<dt><samp>GameLocation.localSound</samp></dt>
+
| <samp>280</samp>
<dd>
+
| data-sort-value="280"| <samp>00000118</samp>
Similarly, you can play a sound for the current player only, played from a specific map, by calling the <samp>GameLocation.localSound()</samp> method:
+
|
<syntaxhighlight lang="c#">
+
|-
// For playing sounds in specific maps, such as a shipping bin on a farm.
+
| <samp>aerobics</samp>
if (this.shippingBinLid.pingPongMotion != 1 && Game1.currentLocation.Equals(this.farm))
+
| <samp>Wavebank</samp>
{
+
| <samp>55</samp>
    this.farm.localSound("doorCreak");
+
| data-sort-value="55"| <samp>00000037</samp>
}
+
|
</syntaxhighlight>
+
|-
You can use this to assure that a sound is being played and heard only from a specific map.
+
| <samp>archaeo</samp>
</dd>
+
| <samp>Wavebank</samp>
 
+
| <samp>0</samp>
<dt><samp>GameLocation.localSoundAt</samp></dt>
+
| data-sort-value="0"| <samp>00000000</samp>
<dd>
+
|
This works just like the <samp>localSound</samp> method, except that it plays spatial audio, and will adjust the played sound's volume and position based on its proximity from the player. Sounds played from <samp>GameLocation.localSoundAt()</samp> will not be heard if the provided position is off-screen.
+
|-
<syntaxhighlight lang="c#">
+
| <samp>bigDrums</samp>
// You can use this method to play sounds
+
| <samp>Wavebank</samp>
// that are far from, or close to the player.
+
| <samp>172</samp>
// This is some of the code used for the running sounds, played while riding on a horse.
+
| data-sort-value="172"| <samp>000000ac</samp>
public virtual void PerformDefaultHorseFootstep(string step_type)
+
|
{
+
|-
    // ...
+
| <samp>breezy</samp>
    if (step_type == "Wood")
+
| <samp>Wavebank</samp>
    {
+
| <samp>281</samp>
        if (this.rider.ShouldHandleAnimationSound())
+
| data-sort-value="281"| <samp>00000119</samp>
        {
+
|
            this.rider.currentLocation.localSoundAt("woodyStep", base.getTileLocation());
+
|-
        }
+
| <samp>caldera</samp>
    // ...
+
| <samp>Wavebank</samp>
</syntaxhighlight>
+
| <samp>383</samp>
</dd>
+
| data-sort-value="383"| <samp>0000017f</samp>
 
+
|
<dt><samp>Game1.playSoundPitched</samp></dt>
+
|-
<dd>
+
| <samp>Cavern</samp>
If desired, you can pitch shift a sound at intervals of 100 per half step, with 1200 being the pitch of the original sample.
+
| <samp>Wavebank</samp>
<br />
+
| <samp>65</samp>
To play a sound at a higher or lower pitch, for the current player only with no specific location, you can call the <samp>Game1.playSoundPitched()</samp> method:
+
| data-sort-value="65"| <samp>00000041</samp>
<syntaxhighlight lang="c#">
+
|
// The singleplayer code for Elliott's piano,
+
|-
// located in his cabin.
+
| <samp>christmasTheme</samp>
switch (key)
+
| <samp>Wavebank</samp>
{
+
| <samp>305</samp>
  case 1:
+
| data-sort-value="305"| <samp>00000131</samp>
    this.playSoundPitched("toyPiano", 1100);
+
|
    break;
+
|-
  case 2:
+
| <samp>Cloth</samp>
    this.playSoundPitched("toyPiano", 1500);
+
| <samp>Wavebank</samp>
    break;
+
| <samp>67</samp>
  case 3:
+
| data-sort-value="67"| <samp>00000043</samp>
    this.playSoundPitched("toyPiano", 1600);
+
|
    break;
+
|-
  case 4:
+
| <samp>CloudCountry</samp>
    this.playSoundPitched("toyPiano", 1800);
+
| <samp>Wavebank</samp>
    break;
+
| <samp>190</samp>
}
+
| data-sort-value="190"| <samp>000000be</samp>
</syntaxhighlight>
+
|
</dd>
+
|-
 
+
| <samp>clubloop</samp>
<dt><samp>DelayedAction.playSoundAfterDelay</samp></dt>
+
| <samp>Wavebank</samp>
<dd>
+
| <samp>102</samp>
Sometimes, you need to play a sound after waiting a certain period of time, for the current player at no particular location. In this case, you can call the <samp>DelayedAction.playSoundAfterDelay()</samp> method:
+
| data-sort-value="102"| <samp>00000066</samp>
<syntaxhighlight lang="c#">
+
|
// During a lightning storm, if the random chance is met,
+
|-
// the screen will flash, and then
+
| <samp>cowboy_boss</samp>
// a distant lightning strike sound will play after a
+
| <samp>Wavebank</samp>
// randomly generated duration of time in milliseconds
+
| <samp>267</samp>
if (Game1.random.NextDouble() < 0.5)
+
| data-sort-value="267"| <samp>0000010b</samp>
  DelayedAction.screenFlashAfterDelay((float) (0.3 + Game1.random.NextDouble()), Game1.random.Next(500, 1000));
+
|
DelayedAction.playSoundAfterDelay("thunder_small", Game1.random.Next(500, 1500));
+
|-
// ...
+
| <samp>cowboy_outlawsong</samp>
</syntaxhighlight>
+
| <samp>Wavebank</samp>
You can also change the sound's pitch with this function, or call this function several times at once to call them in a predetermined order:
+
| <samp>277</samp>
<syntaxhighlight lang="c#">
+
| data-sort-value="277"| <samp>00000115</samp>
// When using the phone that is purchasable from the Carpenter's Shop,
+
|
// it will play a specific sequence of dial beeps at predetermined times:
+
|-
private void playShopPhoneNumberSounds(string whichShop)
+
| <samp>Cowboy_OVERWORLD</samp>
{
+
| <samp>Wavebank</samp>
  Random random = new Random(whichShop.GetHashCode());
+
| <samp>261</samp>
  DelayedAction.playSoundAfterDelay("telephone_dialtone", 495, pitch: 1200);
+
| data-sort-value="261"| <samp>00000105</samp>
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1200, pitch: (1200 + random.Next(-4, 5) * 100));
+
|
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1370, pitch: (1200 + random.Next(-4, 5) * 100));
+
|-
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1600, pitch: (1200 + random.Next(-4, 5) * 100));
+
| <samp>Cowboy_singing</samp>
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1850, pitch: (1200 + random.Next(-4, 5) * 100));
+
| <samp>Wavebank</samp>
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 2030, pitch: (1200 + random.Next(-4, 5) * 100));
+
| <samp>262</samp>
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 2250, pitch: (1200 + random.Next(-4, 5) * 100));
+
| data-sort-value="262"| <samp>00000106</samp>
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 2410, pitch: (1200 + random.Next(-4, 5) * 100));
+
|
  DelayedAction.playSoundAfterDelay("telephone_ringingInEar", 3150);
+
|-
}
+
| <samp>Cowboy_undead</samp>
</syntaxhighlight>
+
| <samp>Wavebank</samp>
</dd>
+
| <samp>270</samp>
 
+
| data-sort-value="270"| <samp>0000010e</samp>
===Playing multiplayer sounds===
+
|
The methods in this section will let you play sounds across different clients in a multiplayer game.
+
|-
<br />
+
| <samp>crane_game</samp>
Sounds played with multiplayer methods will run in singleplayer as well as multiplayer.
+
| <samp>Wavebank(1.4)</samp>
 
+
| <samp>12</samp>
<dt><samp>GameLocation.playSound</samp></dt>
+
| data-sort-value="12"| <samp>0000000c</samp>
<dd>
+
|
This method will play a sound for all players located on the same map, but not from a particular position:
+
|-
<syntaxhighlight lang="c#">
+
| <samp>crane_game_fast</samp>
// When a player places a new structure, a sound will be played
+
| <samp>Wavebank(1.4)</samp>
// for the players that are at the same location,
+
| <samp>13</samp>
// ie. on the farm.
+
| data-sort-value="13"| <samp>0000000d</samp>
public virtual void performActionOnConstruction(GameLocation location)
+
|
{
+
|-
    this.load();
+
| <samp>Crystal Bells</samp>
    location.playSound("axchop");
+
| <samp>Wavebank</samp>
    // ...
+
| <samp>64</samp>
</syntaxhighlight>
+
| data-sort-value="64"| <samp>00000040</samp>
</dd>
+
|
 
+
|-
<dt><samp>GameLocation.playSoundAt</samp></dt>
+
| <samp>Cyclops</samp>
<dd>
+
| <samp>Wavebank</samp>
Like <samp>localSoundAt</samp>, this method can be used to play sounds spatially at a specific map and location, and will adjust the played sound's volume and position based on its proximity from a nearby player. A player will not hear any sound played from the <samp>GameLocation.playSoundAt()</samp> method if the provided position is off-screen:
+
| <samp>124</samp>
<syntaxhighlight lang="c#">
+
| data-sort-value="124"| <samp>0000007c</samp>
// The sound code for when Clint is metalworking in the Blacksmith.
+
|
private void clintHammerSound(Farmer who)
+
|-
{
+
| <samp>desolate</samp>
    base.currentLocation.playSoundAt("hammer", base.getTileLocation());
+
| <samp>Wavebank</samp>
}
+
| <samp>40</samp>
</syntaxhighlight>
+
| data-sort-value="40"| <samp>00000028</samp>
</dd>
+
|
 
+
|-
<dt><samp>GameLocation.playSoundPitched</samp></dt>
+
| <samp>distantBanjo</samp>
<dd>
+
| <samp>Wavebank</samp>
Like <samp>Game1.playSoundPitched</samp>, you can repitch sounds by providing a pitch from 0 to 2400, with intervals of 100 between every half step. However, with the <samp>GameLocation.playSoundPitched</samp> function, you must specify a map location to play the sound in, which any player in that location will hear.
+
| <samp>347</samp>
</dd>
+
| data-sort-value="347"| <samp>0000015b</samp>
 
+
|
===Adding custom audio===
+
|-
 
+
| <samp>EarthMine</samp>
Game audio is split up into components:
+
| <samp>Wavebank</samp>
*The SoundEffect is the object that stores the sound audio itself.
+
| <samp>64</samp>
*The Cue is the object that stores the sound name, the SoundEffect, and any other settings or properties the sound has.
+
| data-sort-value="64"| <samp>00000040</samp>
*The Soundbank stores Cues to be called, played or modified.
+
|
 
+
|-
To add your own audio to the soundbank (whether it's a new sound or a new music track), you can define a new <samp>CueDefinition</samp> and add a name:
+
| <samp>EarthMine</samp>
<syntaxhighlight lang="c#">
+
| <samp>Wavebank</samp>
CueDefinition myCueDefinition = new CueDefinition();
+
| <samp>65</samp>
 
+
| data-sort-value="65"| <samp>00000041</samp>
// Adding the name for the cue, which will be
+
|
// the name of the audio to play when using sound functions.
+
|-
myCueDefinition.name = "myNewSound";
+
| <samp>EarthMine</samp>
</syntaxhighlight>
+
| <samp>Wavebank</samp>
 
+
| <samp>66</samp>
You can also make sure your audio will only be played with one instance at a time, to prevent two of the same audio clips from playing over each other.
+
| data-sort-value="66"| <samp>00000042</samp>
<syntaxhighlight lang="c#">
+
|
// If this sound is played multiple times in quick succession,
+
|-
// only one sound instance will play at a time.
+
| <samp>echos</samp>
myCueDefinition.instanceLimit = 1;
+
| <samp>Wavebank</samp>
myCueDefinition.limitBehavior = CueDefinition.LimitBehavior.ReplaceOldest;
+
| <samp>49</samp>
</syntaxhighlight>
+
| data-sort-value="49"| <samp>00000031</samp>
 
+
|
Then, add the audio file to the cue by creating a new <samp>SoundEffect</samp>, then fetching the audio file from a new <samp>FileStream</samp> and adding it to the <samp>SoundEffect</samp>.
+
|-
<syntaxhighlight lang="c#">
+
| <samp>elliottPiano</samp>
// Get the audio file and add it to a SoundEffect.
+
| <samp>Wavebank</samp>
SoundEffect audio;
+
| <samp>295</samp>
string filePathCombined = Path.Combine(this.Helper.DirectoryPath, "mySound.wav");
+
| data-sort-value="295"| <samp>00000127</samp>
using (var stream = new System.IO.FileStream(filePathCombined, System.IO.FileMode.Open)) {
+
|
    audio = SoundEffect.FromStream(stream);
+
|-
}
+
| <samp>EmilyDance</samp>
</syntaxhighlight>
+
| <samp>Wavebank</samp>
 
+
| <samp>357</samp>
Lastly, add the <samp>SoundEffect</samp> to the cue, and assign the cue to the soundbank to be stored. We also need to set a category, which determines which volume slider in the game options applies (see [[#Category list|the category list]]). In this case, since the cue is meant to be played as a sound effect and not a music track, the cue's category is set to <samp>Sound</samp> by calling the getter <samp>Game1.audioEngine.GetCategoryIndex()</samp>:
+
| data-sort-value="357"| <samp>00000165</samp>
 
+
|
<syntaxhighlight lang="c#">
+
|-
// Setting the sound effect to the new cue.
+
| <samp>EmilyDream</samp>
myCueDefinition.SetSound(audio, Game1.audioEngine.GetCategoryIndex("Sound"), false);
+
| <samp>Wavebank</samp>
 
+
| <samp>358</samp>
// Adding the cue to the sound bank.
+
| data-sort-value="358"| <samp>00000166</samp>
Game1.soundBank.AddCue(myCueDefinition);
+
|
</syntaxhighlight>
+
|-
 
+
| <samp>EmilyTheme</samp>
If you just added a sound, you should now be able to play your audio using any of the sound commands!
+
| <samp>Wavebank</samp>
<syntaxhighlight lang="c#">
+
| <samp>359</samp>
Game1.playSound("myNewSound");
+
| data-sort-value="359"| <samp>00000167</samp>
</syntaxhighlight>
+
|
 
+
|-
If you just added new music, you should now be able to add your music ID to any map.
+
| <samp>end_credits</samp>
 
+
| <samp>Wavebank</samp>
===Editing existing audio===
+
| <samp>403</samp>
 
+
| data-sort-value="403"| <samp>00000193</samp>
To modify a cue that exists in the game, you can declare it from an existing cue as a new cue definition, and invoke <samp>CueDefinition.SetSound</samp> to apply your new audio to the cue.
+
|
 
+
|-
As mentioned above, set your new cue's category to be the same category which the cue is included in (ie. the sound <samp>debuffHit</samp> is located in the <samp>Sound</samp> category).
+
| <samp>event1</samp>
 
+
| <samp>Wavebank</samp>
<syntaxhighlight lang="c#">
+
| <samp>299</samp>
// Get the cue to manipulate.
+
| data-sort-value="299"| <samp>0000012b</samp>
var existingCueDef = Game1.soundBank.GetCueDefinition("debuffHit");
+
|
 
+
|-
// Get the audio file and add it to a new SoundEffect, to replace the old one.
+
| <samp>event2</samp>
SoundEffect audio;
+
| <samp>Wavebank</samp>
string filePathCombined = Path.Combine(this.Helper.DirectoryPath, "mySound.wav");
+
| <samp>302</samp>
using (var stream = new System.IO.FileStream(filePathCombined, System.IO.FileMode.Open)) {
+
| data-sort-value="302"| <samp>0000012e</samp>
    audio = SoundEffect.FromStream(stream);
+
|
}
+
|-
 
+
| <samp>fall1</samp>
// Assign the new audio to this cue.
+
| <samp>Wavebank</samp>
existingCueDef.SetSound(audio, audioEngine.GetCategoryIndex("Sound"), false);
+
| <samp>121</samp>
</syntaxhighlight>
+
| data-sort-value="121"| <samp>00000079</samp>
 
+
|  
==Track list==
  −
These are the raw soundbank IDs for music and sounds exported from the game data (see the [[Modding talk:Audio|talk page]] for the export code).
  −
 
  −
A few notes about the table columns:
  −
* The name is what you'd use in-game (''e.g.,'' with the <samp>Music</samp> [[Modding:Maps|map property]] or the <samp>Game1.changeMusicTrack</samp> method). When a name is repeated with different soundbank IDs, the game will choose a random sound each time you play it.
  −
* The wavebank indicates whether the audio is from <samp>Content/XACT/Wave Bank.xwb</samp> or <samp>Content/XACT/Wave Bank(1.4).xwb</samp>. Each wavebank has its own set of soundbank IDs, but names don't overlap.
  −
* The soundtrack index is the sound's position in the soundbank. The hexadecimal version matches the track's filename if you unpack the wavebank using unxwb.
  −
* The description column is filled in manually for the wiki.
  −
 
  −
===Footsteps===
  −
{| class="wikitable sortable"
   
|-
 
|-
!rowspan="2"| name
+
| <samp>fall2</samp>
!rowspan="2"| wavebank
+
| <samp>Wavebank</samp>
!colspan="2"| soundbank index
+
| <samp>119</samp>
!rowspan="2"| description
+
| data-sort-value="119"| <samp>00000077</samp>
 +
|  
 
|-
 
|-
! decimal
+
| <samp>fall3</samp>
! hexadecimal
  −
|-
  −
| <samp>Cowboy_Footstep</samp>
   
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>269</samp>
+
| <samp>120</samp>
| data-sort-value="269"| <samp>0000010d</samp>
+
| data-sort-value="120"| <samp>00000078</samp>
| Mainly used as the footstep sound for pets, in [[Prairie King Arcade System|Prairie King]], and as a hover sound in various menus (including the title screen buttons).
+
|  
 
|-
 
|-
| <samp>grassyStep</samp>
+
| <samp>fallFest</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>22</samp>
+
| <samp>304</samp>
| data-sort-value="22"| <samp>00000016</samp>
+
| data-sort-value="304"| <samp>00000130</samp>
| Mainly used as the player footstep sound on grass tiles, when adding hay to a silo, when changing a player's hat or hairstyle, and for rustling bushes in [[Marnie#Six Hearts|Lewis and Marnie's six-heart event]].
+
|  
 
|-
 
|-
| <samp>sandyStep</samp>
+
| <samp>fieldofficeTentMusic</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>16</samp>
+
| <samp>375</samp>
| data-sort-value="16"| <samp>00000010</samp>
+
| data-sort-value="375"| <samp>00000177</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>snowyStep</samp>
+
| <samp>FlowerDance</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>340</samp>
+
| <samp>301</samp>
| data-sort-value="340"| <samp>00000154</samp>
+
| data-sort-value="301"| <samp>0000012d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>stoneStep</samp>
+
| <samp>FrogCave</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>23</samp>
+
| <samp>387</samp>
| data-sort-value="23"| <samp>00000017</samp>
+
| data-sort-value="387"| <samp>00000183</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>thudStep</samp>
+
| <samp>FrostMine</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>24</samp>
+
| <samp>67</samp>
| data-sort-value="24"| <samp>00000018</samp>
+
| data-sort-value="67"| <samp>00000043</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>woodyStep</samp>
+
| <samp>FrostMine</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>29</samp>
+
| <samp>68</samp>
| data-sort-value="29"| <samp>0000001d</samp>
+
| data-sort-value="68"| <samp>00000044</samp>
 
|  
 
|  
|}
  −
  −
===Music===
  −
{| class="wikitable sortable"
   
|-
 
|-
!rowspan="2"| name
+
| <samp>FrostMine</samp>
!rowspan="2"| wavebank
  −
!colspan="2"| soundbank index
  −
!rowspan="2"| description
  −
|-
  −
! decimal
  −
! hexadecimal
  −
|-
  −
| <samp>50s</samp>
   
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>45</samp>
+
| <samp>69</samp>
| data-sort-value="45"| <samp>0000002d</samp>
+
| data-sort-value="69"| <samp>00000045</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>AbigailFlute</samp>
+
| <samp>Ghost Synth</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>279</samp>
+
| <samp>119</samp>
| data-sort-value="279"| <samp>00000117</samp>
+
| data-sort-value="119"| <samp>00000077</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>AbigailFluteDuet</samp>
+
| <samp>grandpas_theme</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>280</samp>
+
| <samp>336</samp>
| data-sort-value="280"| <samp>00000118</samp>
+
| data-sort-value="336"| <samp>00000150</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>aerobics</samp>
+
| <samp>gusviolin</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>55</samp>
+
| <samp>297</samp>
| data-sort-value="55"| <samp>00000037</samp>
+
| data-sort-value="297"| <samp>00000129</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>archaeo</samp>
+
| <samp>harveys_theme_jazz</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>0</samp>
+
| <samp>4</samp>
| data-sort-value="0"| <samp>00000000</samp>
+
| data-sort-value="4"| <samp>00000004</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>bigDrums</samp>
+
| <samp>heavy</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>172</samp>
+
| <samp>51</samp>
| data-sort-value="172"| <samp>000000ac</samp>
+
| data-sort-value="51"| <samp>00000033</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>breezy</samp>
+
| <samp>honkytonky</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>281</samp>
+
| <samp>52</samp>
| data-sort-value="281"| <samp>00000119</samp>
+
| data-sort-value="52"| <samp>00000034</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>caldera</samp>
+
| <samp>Icicles</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>383</samp>
+
| <samp>68</samp>
| data-sort-value="383"| <samp>0000017f</samp>
+
| data-sort-value="68"| <samp>00000044</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cavern</samp>
+
| <samp>IslandMusic</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>65</samp>
+
| <samp>374</samp>
| data-sort-value="65"| <samp>00000041</samp>
+
| data-sort-value="374"| <samp>00000176</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>christmasTheme</samp>
+
| <samp>jaunty</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>305</samp>
+
| <samp>41</samp>
| data-sort-value="305"| <samp>00000131</samp>
+
| data-sort-value="41"| <samp>00000029</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cloth</samp>
+
| <samp>junimoKart</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>67</samp>
+
| <samp>20</samp>
| data-sort-value="67"| <samp>00000043</samp>
+
| data-sort-value="20"| <samp>00000014</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>CloudCountry</samp>
+
| <samp>junimoKart_ghostMusic</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>190</samp>
+
| <samp>0</samp>
| data-sort-value="190"| <samp>000000be</samp>
+
| data-sort-value="0"| <samp>00000000</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clubloop</samp>
+
| <samp>junimoKart_mushroomMusic</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>102</samp>
+
| <samp>21</samp>
| data-sort-value="102"| <samp>00000066</samp>
+
| data-sort-value="21"| <samp>00000015</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_boss</samp>
+
| <samp>junimoKart_slimeMusic</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>267</samp>
+
| <samp>22</samp>
| data-sort-value="267"| <samp>0000010b</samp>
+
| data-sort-value="22"| <samp>00000016</samp>
 +
|
 +
|-
 +
| <samp>junimoKart_whaleMusic</samp>
 +
| <samp>Wavebank(1.4)</samp>
 +
| <samp>1</samp>
 +
| data-sort-value="1"| <samp>00000001</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_outlawsong</samp>
+
| <samp>junimoStarSong</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>277</samp>
+
| <samp>308</samp>
| data-sort-value="277"| <samp>00000115</samp>
+
| data-sort-value="308"| <samp>00000134</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cowboy_OVERWORLD</samp>
+
| <samp>kindadumbautumn</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>261</samp>
+
| <samp>282</samp>
| data-sort-value="261"| <samp>00000105</samp>
+
| data-sort-value="282"| <samp>0000011a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cowboy_singing</samp>
+
| <samp>LavaMine</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>262</samp>
+
| <samp>72</samp>
| data-sort-value="262"| <samp>00000106</samp>
+
| data-sort-value="72"| <samp>00000048</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cowboy_undead</samp>
+
| <samp>LavaMine</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>270</samp>
+
| <samp>73</samp>
| data-sort-value="270"| <samp>0000010e</samp>
+
| data-sort-value="73"| <samp>00000049</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crane_game</samp>
+
| <samp>LavaMine</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>12</samp>
+
| <samp>198</samp>
| data-sort-value="12"| <samp>0000000c</samp>
+
| data-sort-value="198"| <samp>000000c6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crane_game_fast</samp>
+
| <samp>LavaMine</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>13</samp>
+
| <samp>215</samp>
| data-sort-value="13"| <samp>0000000d</samp>
+
| data-sort-value="215"| <samp>000000d7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Crystal Bells</samp>
+
| <samp>libraryTheme</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>64</samp>
+
| <samp>341</samp>
| data-sort-value="64"| <samp>00000040</samp>
+
| data-sort-value="341"| <samp>00000155</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cyclops</samp>
+
| <samp>MainTheme</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>124</samp>
+
| <samp>335</samp>
| data-sort-value="124"| <samp>0000007c</samp>
+
| data-sort-value="335"| <samp>0000014f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>desolate</samp>
+
| <samp>Majestic</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>40</samp>
+
| <samp>121</samp>
| data-sort-value="40"| <samp>00000028</samp>
+
| data-sort-value="121"| <samp>00000079</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>distantBanjo</samp>
+
| <samp>MarlonsTheme</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>347</samp>
+
| <samp>349</samp>
| data-sort-value="347"| <samp>0000015b</samp>
+
| data-sort-value="349"| <samp>0000015d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>EarthMine</samp>
+
| <samp>marnieShop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>64</samp>
+
| <samp>180</samp>
| data-sort-value="64"| <samp>00000040</samp>
+
| data-sort-value="180"| <samp>000000b4</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>EarthMine</samp>
+
| <samp>mermaidSong</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>65</samp>
+
| <samp>362</samp>
| data-sort-value="65"| <samp>00000041</samp>
+
| data-sort-value="362"| <samp>0000016a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>EarthMine</samp>
+
| <samp>moonlightJellies</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>66</samp>
+
| <samp>303</samp>
| data-sort-value="66"| <samp>00000042</samp>
+
| data-sort-value="303"| <samp>0000012f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>echos</samp>
+
| <samp>movie_classic</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>49</samp>
+
| <samp>7</samp>
| data-sort-value="49"| <samp>00000031</samp>
+
| data-sort-value="7"| <samp>00000007</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>elliottPiano</samp>
+
| <samp>movie_nature</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>295</samp>
+
| <samp>8</samp>
| data-sort-value="295"| <samp>00000127</samp>
+
| data-sort-value="8"| <samp>00000008</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>EmilyDance</samp>
+
| <samp>movie_wumbus</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>357</samp>
+
| <samp>9</samp>
| data-sort-value="357"| <samp>00000165</samp>
+
| data-sort-value="9"| <samp>00000009</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>EmilyDream</samp>
+
| <samp>movieTheater</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>358</samp>
+
| <samp>10</samp>
| data-sort-value="358"| <samp>00000166</samp>
+
| data-sort-value="10"| <samp>0000000a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>EmilyTheme</samp>
+
| <samp>movieTheaterAfter</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>359</samp>
+
| <samp>11</samp>
| data-sort-value="359"| <samp>00000167</samp>
+
| data-sort-value="11"| <samp>0000000b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>end_credits</samp>
+
| <samp>musicboxsong</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>403</samp>
+
| <samp>44</samp>
| data-sort-value="403"| <samp>00000193</samp>
+
| data-sort-value="44"| <samp>0000002c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>event1</samp>
+
| <samp>Near The Planet Core</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>299</samp>
+
| <samp>72</samp>
| data-sort-value="299"| <samp>0000012b</samp>
+
| data-sort-value="72"| <samp>00000048</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>event2</samp>
+
| <samp>New Snow</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>302</samp>
+
| <samp>126</samp>
| data-sort-value="302"| <samp>0000012e</samp>
+
| data-sort-value="126"| <samp>0000007e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fall1</samp>
+
| <samp>night_market</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>121</samp>
+
| <samp>364</samp>
| data-sort-value="121"| <samp>00000079</samp>
+
| data-sort-value="364"| <samp>0000016c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fall2</samp>
+
| <samp>Of Dwarves</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>119</samp>
+
| <samp>73</samp>
| data-sort-value="119"| <samp>00000077</samp>
+
| data-sort-value="73"| <samp>00000049</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fall3</samp>
+
| <samp>Orange</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>120</samp>
+
| <samp>122</samp>
| data-sort-value="120"| <samp>00000078</samp>
+
| data-sort-value="122"| <samp>0000007a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fallFest</samp>
+
| <samp>Overcast</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>304</samp>
+
| <samp>215</samp>
| data-sort-value="304"| <samp>00000130</samp>
+
| data-sort-value="215"| <samp>000000d7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fieldofficeTentMusic</samp>
+
| <samp>Pink Petals</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>375</samp>
+
| <samp>93</samp>
| data-sort-value="375"| <samp>00000177</samp>
+
| data-sort-value="93"| <samp>0000005d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>FlowerDance</samp>
+
| <samp>PIRATE_THEME</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>301</samp>
+
| <samp>390</samp>
| data-sort-value="301"| <samp>0000012d</samp>
+
| data-sort-value="390"| <samp>00000186</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>FrogCave</samp>
+
| <samp>PIRATE_THEME(muffled)</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>387</samp>
+
| <samp>390</samp>
| data-sort-value="387"| <samp>00000183</samp>
+
| data-sort-value="390"| <samp>00000186</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>FrostMine</samp>
+
| <samp>playful</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>67</samp>
+
| <samp>278</samp>
| data-sort-value="67"| <samp>00000043</samp>
+
| data-sort-value="278"| <samp>00000116</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>FrostMine</samp>
+
| <samp>Plums</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>68</samp>
+
| <samp>120</samp>
| data-sort-value="68"| <samp>00000044</samp>
+
| data-sort-value="120"| <samp>00000078</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>FrostMine</samp>
+
| <samp>poppy</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>69</samp>
+
| <samp>53</samp>
| data-sort-value="69"| <samp>00000045</samp>
+
| data-sort-value="53"| <samp>00000035</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Ghost Synth</samp>
+
| <samp>ragtime</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>119</samp>
+
| <samp>46</samp>
| data-sort-value="119"| <samp>00000077</samp>
+
| data-sort-value="46"| <samp>0000002e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>grandpas_theme</samp>
+
| <samp>sad_kid</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>336</samp>
+
| <samp>389</samp>
| data-sort-value="336"| <samp>00000150</samp>
+
| data-sort-value="389"| <samp>00000185</samp>
 +
|
 +
|-
 +
| <samp>sadpiano</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>47</samp>
 +
| data-sort-value="47"| <samp>0000002f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>gusviolin</samp>
+
| <samp>Saloon1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>297</samp>
+
| <samp>350</samp>
| data-sort-value="297"| <samp>00000129</samp>
+
| data-sort-value="350"| <samp>0000015e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>harveys_theme_jazz</samp>
+
| <samp>sam_acoustic1</samp>
 
| <samp>Wavebank(1.4)</samp>
 
| <samp>Wavebank(1.4)</samp>
| <samp>4</samp>
+
| <samp>2</samp>
| data-sort-value="4"| <samp>00000004</samp>
+
| data-sort-value="2"| <samp>00000002</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>heavy</samp>
+
| <samp>sam_acoustic2</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>51</samp>
+
| <samp>3</samp>
| data-sort-value="51"| <samp>00000033</samp>
+
| data-sort-value="3"| <samp>00000003</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>honkytonky</samp>
+
| <samp>sampractice</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>52</samp>
+
| <samp>50</samp>
| data-sort-value="52"| <samp>00000034</samp>
+
| data-sort-value="50"| <samp>00000032</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Icicles</samp>
+
| <samp>sappypiano</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>68</samp>
+
| <samp>43</samp>
| data-sort-value="68"| <samp>00000044</samp>
+
| data-sort-value="43"| <samp>0000002b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>IslandMusic</samp>
+
| <samp>Secret Gnomes</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>374</samp>
+
| <samp>66</samp>
| data-sort-value="374"| <samp>00000176</samp>
+
| data-sort-value="66"| <samp>00000042</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>jaunty</samp>
+
| <samp>SettlingIn</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>41</samp>
+
| <samp>192</samp>
| data-sort-value="41"| <samp>00000029</samp>
+
| data-sort-value="192"| <samp>000000c0</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoKart</samp>
+
| <samp>shaneTheme</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>20</samp>
+
| <samp>361</samp>
| data-sort-value="20"| <samp>00000014</samp>
+
| data-sort-value="361"| <samp>00000169</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoKart_ghostMusic</samp>
+
| <samp>shimmeringbastion</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>0</samp>
+
| <samp>54</samp>
| data-sort-value="0"| <samp>00000000</samp>
+
| data-sort-value="54"| <samp>00000036</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoKart_mushroomMusic</samp>
+
| <samp>spaceMusic</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>21</samp>
+
| <samp>285</samp>
| data-sort-value="21"| <samp>00000015</samp>
+
| data-sort-value="285"| <samp>0000011d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoKart_slimeMusic</samp>
+
| <samp>spirits_eve</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>22</samp>
+
| <samp>334</samp>
| data-sort-value="22"| <samp>00000016</samp>
+
| data-sort-value="334"| <samp>0000014e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoKart_whaleMusic</samp>
+
| <samp>spring1</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>1</samp>
+
| <samp>93</samp>
| data-sort-value="1"| <samp>00000001</samp>
+
| data-sort-value="93"| <samp>0000005d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoStarSong</samp>
+
| <samp>spring2</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>308</samp>
+
| <samp>91</samp>
| data-sort-value="308"| <samp>00000134</samp>
+
| data-sort-value="91"| <samp>0000005b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>kindadumbautumn</samp>
+
| <samp>spring3</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>282</samp>
+
| <samp>92</samp>
| data-sort-value="282"| <samp>0000011a</samp>
+
| data-sort-value="92"| <samp>0000005c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>LavaMine</samp>
+
| <samp>springsongs</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>72</samp>
+
| <samp>91</samp>
| data-sort-value="72"| <samp>00000048</samp>
+
| data-sort-value="91"| <samp>0000005b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>LavaMine</samp>
+
| <samp>springsongs</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>73</samp>
+
| <samp>92</samp>
| data-sort-value="73"| <samp>00000049</samp>
+
| data-sort-value="92"| <samp>0000005c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>LavaMine</samp>
+
| <samp>springsongs</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>198</samp>
+
| <samp>93</samp>
| data-sort-value="198"| <samp>000000c6</samp>
+
| data-sort-value="93"| <samp>0000005d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>LavaMine</samp>
+
| <samp>springtown</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>215</samp>
+
| <samp>94</samp>
| data-sort-value="215"| <samp>000000d7</samp>
+
| data-sort-value="94"| <samp>0000005e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>libraryTheme</samp>
+
| <samp>Stadium_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>341</samp>
+
| <samp>356</samp>
| data-sort-value="341"| <samp>00000155</samp>
+
| data-sort-value="356"| <samp>00000164</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>MainTheme</samp>
+
| <samp>starshoot</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>335</samp>
+
| <samp>42</samp>
| data-sort-value="335"| <samp>0000014f</samp>
+
| data-sort-value="42"| <samp>0000002a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Majestic</samp>
+
| <samp>submarine_song</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>121</samp>
+
| <samp>366</samp>
| data-sort-value="121"| <samp>00000079</samp>
+
| data-sort-value="366"| <samp>0000016e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>MarlonsTheme</samp>
+
| <samp>summer1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>349</samp>
+
| <samp>122</samp>
| data-sort-value="349"| <samp>0000015d</samp>
+
| data-sort-value="122"| <samp>0000007a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>marnieShop</samp>
+
| <samp>summer2</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>180</samp>
+
| <samp>123</samp>
| data-sort-value="180"| <samp>000000b4</samp>
+
| data-sort-value="123"| <samp>0000007b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>mermaidSong</samp>
+
| <samp>summer3</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>362</samp>
+
| <samp>115</samp>
| data-sort-value="362"| <samp>0000016a</samp>
+
| data-sort-value="115"| <samp>00000073</samp>
 +
|
 +
|-
 +
| <samp>SunRoom</samp>
 +
| <samp>Wavebank(1.4)</samp>
 +
| <samp>17</samp>
 +
| data-sort-value="17"| <samp>00000011</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>moonlightJellies</samp>
+
| <samp>sweet</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>303</samp>
+
| <samp>144</samp>
| data-sort-value="303"| <samp>0000012f</samp>
+
| data-sort-value="144"| <samp>00000090</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>movie_classic</samp>
+
| <samp>tickTock</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>7</samp>
+
| <samp>300</samp>
| data-sort-value="7"| <samp>00000007</samp>
+
| data-sort-value="300"| <samp>0000012c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>movie_nature</samp>
+
| <samp>tinymusicbox</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>8</samp>
+
| <samp>296</samp>
| data-sort-value="8"| <samp>00000008</samp>
+
| data-sort-value="296"| <samp>00000128</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>movie_wumbus</samp>
+
| <samp>title_night</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>9</samp>
+
| <samp>127</samp>
| data-sort-value="9"| <samp>00000009</samp>
+
| data-sort-value="127"| <samp>0000007f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>movieTheater</samp>
+
| <samp>tribal</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>10</samp>
+
| <samp>198</samp>
| data-sort-value="10"| <samp>0000000a</samp>
+
| data-sort-value="198"| <samp>000000c6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>movieTheaterAfter</samp>
+
| <samp>Tropical Jam</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>11</samp>
+
| <samp>115</samp>
| data-sort-value="11"| <samp>0000000b</samp>
+
| data-sort-value="115"| <samp>00000073</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>musicboxsong</samp>
+
| <samp>VolcanoMines</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>44</samp>
+
| <samp>382</samp>
| data-sort-value="44"| <samp>0000002c</samp>
+
| data-sort-value="382"| <samp>0000017e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Near The Planet Core</samp>
+
| <samp>VolcanoMines</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>72</samp>
+
| <samp>384</samp>
| data-sort-value="72"| <samp>00000048</samp>
+
| data-sort-value="384"| <samp>00000180</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>New Snow</samp>
+
| <samp>VolcanoMines1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>126</samp>
+
| <samp>382</samp>
| data-sort-value="126"| <samp>0000007e</samp>
+
| data-sort-value="382"| <samp>0000017e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>night_market</samp>
+
| <samp>VolcanoMines2</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>364</samp>
+
| <samp>384</samp>
| data-sort-value="364"| <samp>0000016c</samp>
+
| data-sort-value="384"| <samp>00000180</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Of Dwarves</samp>
+
| <samp>wavy</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>73</samp>
+
| <samp>95</samp>
| data-sort-value="73"| <samp>00000049</samp>
+
| data-sort-value="95"| <samp>0000005f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Orange</samp>
+
| <samp>wedding</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>122</samp>
+
| <samp>104</samp>
| data-sort-value="122"| <samp>0000007a</samp>
+
| data-sort-value="104"| <samp>00000068</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Overcast</samp>
+
| <samp>winter1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>215</samp>
+
| <samp>126</samp>
| data-sort-value="215"| <samp>000000d7</samp>
+
| data-sort-value="126"| <samp>0000007e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Pink Petals</samp>
+
| <samp>winter2</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>93</samp>
+
| <samp>124</samp>
| data-sort-value="93"| <samp>0000005d</samp>
+
| data-sort-value="124"| <samp>0000007c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>PIRATE_THEME</samp>
+
| <samp>winter3</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>390</samp>
+
| <samp>125</samp>
| data-sort-value="390"| <samp>00000186</samp>
+
| data-sort-value="125"| <samp>0000007d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>PIRATE_THEME(muffled)</samp>
+
| <samp>WizardSong</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>390</samp>
+
| <samp>321</samp>
| data-sort-value="390"| <samp>00000186</samp>
+
| data-sort-value="321"| <samp>00000141</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>playful</samp>
+
| <samp>woodsTheme</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>278</samp>
+
| <samp>216</samp>
| data-sort-value="278"| <samp>00000116</samp>
+
| data-sort-value="216"| <samp>000000d8</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Plums</samp>
+
| <samp>XOR</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>120</samp>
+
| <samp>69</samp>
| data-sort-value="120"| <samp>00000078</samp>
+
| data-sort-value="69"| <samp>00000045</samp>
 
|  
 
|  
 +
|}
 +
 +
===Music (ambient)===
 +
{| class="wikitable sortable"
 
|-
 
|-
| <samp>poppy</samp>
+
!rowspan="2"| name
| <samp>Wavebank</samp>
+
!rowspan="2"| wavebank
| <samp>53</samp>
+
!colspan="2"| soundbank index
| data-sort-value="53"| <samp>00000035</samp>
+
!rowspan="2"| description
 +
|-
 +
! decimal
 +
! hexadecimal
 +
|-
 +
| <samp>babblingBrook</samp>
 +
| <samp>Wavebank</samp>
 +
| <samp>343</samp>
 +
| data-sort-value="343"| <samp>00000157</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>ragtime</samp>
+
| <samp>bugLevelLoop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>46</samp>
+
| <samp>169</samp>
| data-sort-value="46"| <samp>0000002e</samp>
+
| data-sort-value="169"| <samp>000000a9</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sad_kid</samp>
+
| <samp>communityCenter</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>389</samp>
+
| <samp>307</samp>
| data-sort-value="389"| <samp>00000185</samp>
+
| data-sort-value="307"| <samp>00000133</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sadpiano</samp>
+
| <samp>cracklingFire</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>47</samp>
+
| <samp>342</samp>
| data-sort-value="47"| <samp>0000002f</samp>
+
| data-sort-value="342"| <samp>00000156</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Saloon1</samp>
+
| <samp>darkCaveLoop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>350</samp>
+
| <samp>168</samp>
| data-sort-value="350"| <samp>0000015e</samp>
+
| data-sort-value="168"| <samp>000000a8</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sam_acoustic1</samp>
+
| <samp>fall_day_ambient</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>2</samp>
+
| <samp>338</samp>
| data-sort-value="2"| <samp>00000002</samp>
+
| data-sort-value="338"| <samp>00000152</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sam_acoustic2</samp>
+
| <samp>Frost_Ambient</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>3</samp>
+
| <samp>200</samp>
| data-sort-value="3"| <samp>00000003</samp>
+
| data-sort-value="200"| <samp>000000c8</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sampractice</samp>
+
| <samp>heavyEngine</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>50</samp>
+
| <samp>344</samp>
| data-sort-value="50"| <samp>00000032</samp>
+
| data-sort-value="344"| <samp>00000158</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sappypiano</samp>
+
| <samp>Hospital_Ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>43</samp>
+
| <samp>283</samp>
| data-sort-value="43"| <samp>0000002b</samp>
+
| data-sort-value="283"| <samp>0000011b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Secret Gnomes</samp>
+
| <samp>jojaOfficeSoundscape</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>66</samp>
+
| <samp>337</samp>
| data-sort-value="66"| <samp>00000042</samp>
+
| data-sort-value="337"| <samp>00000151</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SettlingIn</samp>
+
| <samp>jungle_ambience</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>192</samp>
+
| <samp>371</samp>
| data-sort-value="192"| <samp>000000c0</samp>
+
| data-sort-value="371"| <samp>00000173</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shaneTheme</samp>
+
| <samp>Lava_Ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>361</samp>
+
| <samp>201</samp>
| data-sort-value="361"| <samp>00000169</samp>
+
| data-sort-value="201"| <samp>000000c9</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shimmeringbastion</samp>
+
| <samp>movieScreenAmbience</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>54</samp>
+
| <samp>6</samp>
| data-sort-value="54"| <samp>00000036</samp>
+
| data-sort-value="6"| <samp>00000006</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spaceMusic</samp>
+
| <samp>nightTime</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>285</samp>
+
| <samp>224</samp>
| data-sort-value="285"| <samp>0000011d</samp>
+
| data-sort-value="224"| <samp>000000e0</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spirits_eve</samp>
+
| <samp>ocean</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>334</samp>
+
| <samp>175</samp>
| data-sort-value="334"| <samp>0000014e</samp>
+
| data-sort-value="175"| <samp>000000af</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spring1</samp>
+
| <samp>pool_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>93</samp>
+
| <samp>288</samp>
| data-sort-value="93"| <samp>0000005d</samp>
+
| data-sort-value="288"| <samp>00000120</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spring2</samp>
+
| <samp>rain</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>91</samp>
+
| <samp>116</samp>
| data-sort-value="91"| <samp>0000005b</samp>
+
| data-sort-value="116"| <samp>00000074</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spring3</samp>
+
| <samp>roadnoise</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>92</samp>
+
| <samp>189</samp>
| data-sort-value="92"| <samp>0000005c</samp>
+
| data-sort-value="189"| <samp>000000bd</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>springsongs</samp>
+
| <samp>spring_day_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>91</samp>
+
| <samp>179</samp>
| data-sort-value="91"| <samp>0000005b</samp>
+
| data-sort-value="179"| <samp>000000b3</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>springsongs</samp>
+
| <samp>spring_night_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>92</samp>
+
| <samp>345</samp>
| data-sort-value="92"| <samp>0000005c</samp>
+
| data-sort-value="345"| <samp>00000159</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>springsongs</samp>
+
| <samp>summer_day_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>93</samp>
+
| <samp>339</samp>
| data-sort-value="93"| <samp>0000005d</samp>
+
| data-sort-value="339"| <samp>00000153</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>springtown</samp>
+
| <samp>tropical_island_day_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>94</samp>
+
| <samp>376</samp>
| data-sort-value="94"| <samp>0000005e</samp>
+
| data-sort-value="376"| <samp>00000178</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Stadium_ambient</samp>
+
| <samp>Upper_Ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>356</samp>
+
| <samp>199</samp>
| data-sort-value="356"| <samp>00000164</samp>
+
| data-sort-value="199"| <samp>000000c7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>starshoot</samp>
+
| <samp>Volcano_Ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>42</samp>
+
| <samp>377</samp>
| data-sort-value="42"| <samp>0000002a</samp>
+
| data-sort-value="377"| <samp>00000179</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>submarine_song</samp>
+
| <samp>wind</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>366</samp>
+
| <samp>85</samp>
| data-sort-value="366"| <samp>0000016e</samp>
+
| data-sort-value="85"| <samp>00000055</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>summer1</samp>
+
| <samp>winter_day_ambient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>122</samp>
+
| <samp>354</samp>
| data-sort-value="122"| <samp>0000007a</samp>
+
| data-sort-value="354"| <samp>00000162</samp>
 
|  
 
|  
 +
|}
 +
 +
===Sound===
 +
{| class="wikitable sortable"
 +
|-
 +
!rowspan="2"| name
 +
!rowspan="2"| wavebank
 +
!colspan="2"| soundbank index
 +
!rowspan="2"| description
 
|-
 
|-
| <samp>summer2</samp>
+
! decimal
 +
! hexadecimal
 +
|-
 +
| <samp>achievement</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>123</samp>
+
| <samp>103</samp>
| data-sort-value="123"| <samp>0000007b</samp>
+
| data-sort-value="103"| <samp>00000067</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>summer3</samp>
+
| <samp>axchop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>115</samp>
+
| <samp>141</samp>
| data-sort-value="115"| <samp>00000073</samp>
+
| data-sort-value="141"| <samp>0000008d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SunRoom</samp>
+
| <samp>axe</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>17</samp>
+
| <samp>1</samp>
| data-sort-value="17"| <samp>00000011</samp>
+
| data-sort-value="1"| <samp>00000001</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sweet</samp>
+
| <samp>backpackIN</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>144</samp>
+
| <samp>133</samp>
| data-sort-value="144"| <samp>00000090</samp>
+
| data-sort-value="133"| <samp>00000085</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>tickTock</samp>
+
| <samp>barrelBreak</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>300</samp>
+
| <samp>310</samp>
| data-sort-value="300"| <samp>0000012c</samp>
+
| data-sort-value="310"| <samp>00000136</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>tinymusicbox</samp>
+
| <samp>batFlap</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>296</samp>
+
| <samp>170</samp>
| data-sort-value="296"| <samp>00000128</samp>
+
| data-sort-value="170"| <samp>000000aa</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>title_night</samp>
+
| <samp>batScreech</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>127</samp>
+
| <samp>171</samp>
| data-sort-value="127"| <samp>0000007f</samp>
+
| data-sort-value="171"| <samp>000000ab</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>tribal</samp>
+
| <samp>bigDeSelect</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>198</samp>
+
| <samp>2</samp>
| data-sort-value="198"| <samp>000000c6</samp>
+
| data-sort-value="2"| <samp>00000002</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Tropical Jam</samp>
+
| <samp>bigSelect</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>115</samp>
+
| <samp>3</samp>
| data-sort-value="115"| <samp>00000073</samp>
+
| data-sort-value="3"| <samp>00000003</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>VolcanoMines</samp>
+
| <samp>bob</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>382</samp>
+
| <samp>30</samp>
| data-sort-value="382"| <samp>0000017e</samp>
+
| data-sort-value="30"| <samp>0000001e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>VolcanoMines</samp>
+
| <samp>boop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>384</samp>
+
| <samp>98</samp>
| data-sort-value="384"| <samp>00000180</samp>
+
| data-sort-value="98"| <samp>00000062</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>VolcanoMines1</samp>
+
| <samp>boop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>382</samp>
+
| <samp>99</samp>
| data-sort-value="382"| <samp>0000017e</samp>
+
| data-sort-value="99"| <samp>00000063</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>VolcanoMines2</samp>
+
| <samp>boop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>384</samp>
+
| <samp>100</samp>
| data-sort-value="384"| <samp>00000180</samp>
+
| data-sort-value="100"| <samp>00000064</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>wavy</samp>
+
| <samp>boop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>95</samp>
+
| <samp>101</samp>
| data-sort-value="95"| <samp>0000005f</samp>
+
| data-sort-value="101"| <samp>00000065</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>wedding</samp>
+
| <samp>boulderBreak</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>104</samp>
+
| <samp>238</samp>
| data-sort-value="104"| <samp>00000068</samp>
+
| data-sort-value="238"| <samp>000000ee</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>winter1</samp>
+
| <samp>boulderCrack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>126</samp>
+
| <samp>4</samp>
| data-sort-value="126"| <samp>0000007e</samp>
+
| data-sort-value="4"| <samp>00000004</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>winter2</samp>
+
| <samp>breakingGlass</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>124</samp>
+
| <samp>284</samp>
| data-sort-value="124"| <samp>0000007c</samp>
+
| data-sort-value="284"| <samp>0000011c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>winter3</samp>
+
| <samp>breathin</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>125</samp>
+
| <samp>84</samp>
| data-sort-value="125"| <samp>0000007d</samp>
+
| data-sort-value="84"| <samp>00000054</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>WizardSong</samp>
+
| <samp>breathout</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>321</samp>
+
| <samp>83</samp>
| data-sort-value="321"| <samp>00000141</samp>
+
| data-sort-value="83"| <samp>00000053</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>woodsTheme</samp>
+
| <samp>bubbles</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>216</samp>
+
| <samp>235</samp>
| data-sort-value="216"| <samp>000000d8</samp>
+
| data-sort-value="235"| <samp>000000eb</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>XOR</samp>
+
| <samp>bubbles</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>69</samp>
+
| <samp>236</samp>
| data-sort-value="69"| <samp>00000045</samp>
+
| data-sort-value="236"| <samp>000000ec</samp>
 
|  
 
|  
|}
  −
  −
===Music (ambient)===
  −
{| class="wikitable sortable"
   
|-
 
|-
!rowspan="2"| name
+
| <samp>busDoorOpen</samp>
!rowspan="2"| wavebank
  −
!colspan="2"| soundbank index
  −
!rowspan="2"| description
  −
|-
  −
! decimal
  −
! hexadecimal
  −
|-
  −
| <samp>babblingBrook</samp>
   
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>343</samp>
+
| <samp>191</samp>
| data-sort-value="343"| <samp>00000157</samp>
+
| data-sort-value="191"| <samp>000000bf</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>bugLevelLoop</samp>
+
| <samp>busDriveOff</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>169</samp>
+
| <samp>309</samp>
| data-sort-value="169"| <samp>000000a9</samp>
+
| data-sort-value="309"| <samp>00000135</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>communityCenter</samp>
+
| <samp>button1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>307</samp>
+
| <samp>250</samp>
| data-sort-value="307"| <samp>00000133</samp>
+
| data-sort-value="250"| <samp>000000fa</samp>
|  
+
| A high-pitched "click-click" noise. Plays when bobbers are attached to fishing rods.
 
|-
 
|-
| <samp>cracklingFire</samp>
+
| <samp>cacklingWitch</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>342</samp>
+
| <samp>323</samp>
| data-sort-value="342"| <samp>00000156</samp>
+
| data-sort-value="323"| <samp>00000143</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>darkCaveLoop</samp>
+
| <samp>camel</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>168</samp>
+
| <samp>23</samp>
| data-sort-value="168"| <samp>000000a8</samp>
+
| data-sort-value="23"| <samp>00000017</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fall_day_ambient</samp>
+
| <samp>cameraNoise</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>338</samp>
+
| <samp>292</samp>
| data-sort-value="338"| <samp>00000152</samp>
+
| data-sort-value="292"| <samp>00000124</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Frost_Ambient</samp>
+
| <samp>cancel</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>200</samp>
+
| <samp>353</samp>
| data-sort-value="200"| <samp>000000c8</samp>
+
| data-sort-value="353"| <samp>00000161</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>heavyEngine</samp>
+
| <samp>cast</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>344</samp>
+
| <samp>246</samp>
| data-sort-value="344"| <samp>00000158</samp>
+
| data-sort-value="246"| <samp>000000f6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Hospital_Ambient</samp>
+
| <samp>cat</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>283</samp>
+
| <samp>332</samp>
| data-sort-value="283"| <samp>0000011b</samp>
+
| data-sort-value="332"| <samp>0000014c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>jojaOfficeSoundscape</samp>
+
| <samp>cat</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>337</samp>
+
| <samp>333</samp>
| data-sort-value="337"| <samp>00000151</samp>
+
| data-sort-value="333"| <samp>0000014d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>jungle_ambience</samp>
+
| <samp>cavedrip</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>371</samp>
+
| <samp>129</samp>
| data-sort-value="371"| <samp>00000173</samp>
+
| data-sort-value="129"| <samp>00000081</samp>
|  
+
| A wet 'dwoop' sound. Used as random background noise in [[The Mines|the mines]] and [[The Sewers|sewers]], and the dripping sound for the [[Volcano Dungeon|volcano dungeon]] entrance pipe.
 
|-
 
|-
| <samp>Lava_Ambient</samp>
+
| <samp>clam_tone</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>201</samp>
+
| <samp>363</samp>
| data-sort-value="201"| <samp>000000c9</samp>
+
| data-sort-value="363"| <samp>0000016b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>movieScreenAmbience</samp>
+
| <samp>clank</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>6</samp>
+
| <samp>173</samp>
| data-sort-value="6"| <samp>00000006</samp>
+
| data-sort-value="173"| <samp>000000ad</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>nightTime</samp>
+
| <samp>clank</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>224</samp>
+
| <samp>203</samp>
| data-sort-value="224"| <samp>000000e0</samp>
+
| data-sort-value="203"| <samp>000000cb</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>ocean</samp>
+
| <samp>clank</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>175</samp>
+
| <samp>203</samp>
| data-sort-value="175"| <samp>000000af</samp>
+
| data-sort-value="203"| <samp>000000cb</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>pool_ambient</samp>
+
| <samp>clank</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>288</samp>
+
| <samp>204</samp>
| data-sort-value="288"| <samp>00000120</samp>
+
| data-sort-value="204"| <samp>000000cc</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rain</samp>
+
| <samp>clank</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>116</samp>
+
| <samp>205</samp>
| data-sort-value="116"| <samp>00000074</samp>
+
| data-sort-value="205"| <samp>000000cd</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>roadnoise</samp>
+
| <samp>clank</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>189</samp>
+
| <samp>205</samp>
| data-sort-value="189"| <samp>000000bd</samp>
+
| data-sort-value="205"| <samp>000000cd</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spring_day_ambient</samp>
+
| <samp>clubhit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>179</samp>
+
| <samp>159</samp>
| data-sort-value="179"| <samp>000000b3</samp>
+
| data-sort-value="159"| <samp>0000009f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>spring_night_ambient</samp>
+
| <samp>clubSmash</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>345</samp>
+
| <samp>174</samp>
| data-sort-value="345"| <samp>00000159</samp>
+
| data-sort-value="174"| <samp>000000ae</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>summer_day_ambient</samp>
+
| <samp>clubswipe</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>339</samp>
+
| <samp>160</samp>
| data-sort-value="339"| <samp>00000153</samp>
+
| data-sort-value="160"| <samp>000000a0</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>tropical_island_day_ambient</samp>
+
| <samp>cluck</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>376</samp>
+
| <samp>31</samp>
| data-sort-value="376"| <samp>00000178</samp>
+
| data-sort-value="31"| <samp>0000001f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Upper_Ambient</samp>
+
| <samp>cluck</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>199</samp>
+
| <samp>32</samp>
| data-sort-value="199"| <samp>000000c7</samp>
+
| data-sort-value="32"| <samp>00000020</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Volcano_Ambient</samp>
+
| <samp>cluck</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>377</samp>
+
| <samp>33</samp>
| data-sort-value="377"| <samp>00000179</samp>
+
| data-sort-value="33"| <samp>00000021</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>wind</samp>
+
| <samp>coin</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>85</samp>
+
| <samp>5</samp>
| data-sort-value="85"| <samp>00000055</samp>
+
| data-sort-value="5"| <samp>00000005</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>winter_day_ambient</samp>
+
| <samp>coldSpell</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>354</samp>
+
| <samp>197</samp>
| data-sort-value="354"| <samp>00000162</samp>
+
| data-sort-value="197"| <samp>000000c5</samp>
 
|  
 
|  
|}
  −
  −
===Sound===
  −
{| class="wikitable sortable"
   
|-
 
|-
!rowspan="2"| name
+
| <samp>cow</samp>
!rowspan="2"| wavebank
  −
!colspan="2"| soundbank index
  −
!rowspan="2"| description
  −
|-
  −
! decimal
  −
! hexadecimal
  −
|-
  −
| <samp>achievement</samp>
   
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>103</samp>
+
| <samp>80</samp>
| data-sort-value="103"| <samp>00000067</samp>
+
| data-sort-value="80"| <samp>00000050</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>axchop</samp>
+
| <samp>cow</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>141</samp>
+
| <samp>81</samp>
| data-sort-value="141"| <samp>0000008d</samp>
+
| data-sort-value="81"| <samp>00000051</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>axe</samp>
+
| <samp>cow</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>1</samp>
+
| <samp>82</samp>
| data-sort-value="1"| <samp>00000001</samp>
+
| data-sort-value="82"| <samp>00000052</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>backpackIN</samp>
+
| <samp>cowboy_dead</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>133</samp>
+
| <samp>268</samp>
| data-sort-value="133"| <samp>00000085</samp>
+
| data-sort-value="268"| <samp>0000010c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>barrelBreak</samp>
+
| <samp>cowboy_explosion</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>310</samp>
+
| <samp>276</samp>
| data-sort-value="310"| <samp>00000136</samp>
+
| data-sort-value="276"| <samp>00000114</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>batFlap</samp>
+
| <samp>cowboy_gopher</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>170</samp>
+
| <samp>275</samp>
| data-sort-value="170"| <samp>000000aa</samp>
+
| data-sort-value="275"| <samp>00000113</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>batScreech</samp>
+
| <samp>cowboy_gunload</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>171</samp>
+
| <samp>272</samp>
| data-sort-value="171"| <samp>000000ab</samp>
+
| data-sort-value="272"| <samp>00000110</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>bigDeSelect</samp>
+
| <samp>Cowboy_gunshot</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>2</samp>
+
| <samp>266</samp>
| data-sort-value="2"| <samp>00000002</samp>
+
| data-sort-value="266"| <samp>0000010a</samp>
|  
+
| A short, hollow 'tock' sound. Used for woodpeckers pecks, [[Journey of the Prairie King]] guns, [[darts]] impact, [[Slot Machine|casino slots]], and a hover sound in many in-game menus.
 
|-
 
|-
| <samp>bigSelect</samp>
+
| <samp>Cowboy_monsterDie</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>3</samp>
+
| <samp>264</samp>
| data-sort-value="3"| <samp>00000003</samp>
+
| data-sort-value="264"| <samp>00000108</samp>
|  
+
|
 
|-
 
|-
| <samp>bob</samp>
+
| <samp>Cowboy_monsterDie</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>30</samp>
+
| <samp>265</samp>
| data-sort-value="30"| <samp>0000001e</samp>
+
| data-sort-value="265"| <samp>00000109</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>boop</samp>
+
| <samp>cowboy_monsterhit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>98</samp>
+
| <samp>274</samp>
| data-sort-value="98"| <samp>00000062</samp>
+
| data-sort-value="274"| <samp>00000112</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>boop</samp>
+
| <samp>cowboy_powerup</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>99</samp>
+
| <samp>271</samp>
| data-sort-value="99"| <samp>00000063</samp>
+
| data-sort-value="271"| <samp>0000010f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>boop</samp>
+
| <samp>Cowboy_Secret</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>100</samp>
+
| <samp>263</samp>
| data-sort-value="100"| <samp>00000064</samp>
+
| data-sort-value="263"| <samp>00000107</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>boop</samp>
+
| <samp>crafting</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>101</samp>
+
| <samp>36</samp>
| data-sort-value="101"| <samp>00000065</samp>
+
| data-sort-value="36"| <samp>00000024</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>boulderBreak</samp>
+
| <samp>crane</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>238</samp>
+
| <samp>14</samp>
| data-sort-value="238"| <samp>000000ee</samp>
+
| data-sort-value="14"| <samp>0000000e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>boulderCrack</samp>
+
| <samp>crickets</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>4</samp>
+
| <samp>117</samp>
| data-sort-value="4"| <samp>00000004</samp>
+
| data-sort-value="117"| <samp>00000075</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>breakingGlass</samp>
+
| <samp>cricketsAmbient</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>284</samp>
+
| <samp>346</samp>
| data-sort-value="284"| <samp>0000011c</samp>
+
| data-sort-value="346"| <samp>0000015a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>breathin</samp>
+
| <samp>crit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>84</samp>
+
| <samp>352</samp>
| data-sort-value="84"| <samp>00000054</samp>
+
| data-sort-value="352"| <samp>00000160</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>breathout</samp>
+
| <samp>croak</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>83</samp>
+
| <samp>138</samp>
| data-sort-value="83"| <samp>00000053</samp>
+
| data-sort-value="138"| <samp>0000008a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>bubbles</samp>
+
| <samp>crow</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>235</samp>
+
| <samp>324</samp>
| data-sort-value="235"| <samp>000000eb</samp>
+
| data-sort-value="324"| <samp>00000144</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>bubbles</samp>
+
| <samp>crystal</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>236</samp>
+
| <samp>143</samp>
| data-sort-value="236"| <samp>000000ec</samp>
+
| data-sort-value="143"| <samp>0000008f</samp>
|  
+
| A high-pitched 'ding!' sound that resonates for a few seconds. Used for the [[The Mines|mine]] elevator ding, [[Ginger Island#Colored Crystals Puzzle|island crystal puzzle]], in [[Modding:Dialogue|dialogue]] for the <samp>&lt;</samp> character, [[Singing Stone]] (with a random pitch), and mine crystals when broken.
 
|-
 
|-
| <samp>busDoorOpen</samp>
+
| <samp>cut</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>191</samp>
+
| <samp>6</samp>
| data-sort-value="191"| <samp>000000bf</samp>
+
| data-sort-value="6"| <samp>00000006</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>busDriveOff</samp>
+
| <samp>daggerswipe</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>309</samp>
+
| <samp>163</samp>
| data-sort-value="309"| <samp>00000135</samp>
+
| data-sort-value="163"| <samp>000000a3</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>button1</samp>
+
| <samp>death</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>250</samp>
+
| <samp>70</samp>
| data-sort-value="250"| <samp>000000fa</samp>
+
| data-sort-value="70"| <samp>00000046</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cacklingWitch</samp>
+
| <samp>debuffHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>323</samp>
+
| <samp>151</samp>
| data-sort-value="323"| <samp>00000143</samp>
+
| data-sort-value="151"| <samp>00000097</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>camel</samp>
+
| <samp>debuffSpell</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>23</samp>
+
| <samp>152</samp>
| data-sort-value="23"| <samp>00000017</samp>
+
| data-sort-value="152"| <samp>00000098</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cameraNoise</samp>
+
| <samp>detector</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>292</samp>
+
| <samp>37</samp>
| data-sort-value="292"| <samp>00000124</samp>
+
| data-sort-value="37"| <samp>00000025</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cancel</samp>
+
| <samp>dialogueCharacter</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>353</samp>
+
| <samp>7</samp>
| data-sort-value="353"| <samp>00000161</samp>
+
| data-sort-value="7"| <samp>00000007</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cast</samp>
+
| <samp>dialogueCharacterClose</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>246</samp>
+
| <samp>8</samp>
| data-sort-value="246"| <samp>000000f6</samp>
+
| data-sort-value="8"| <samp>00000008</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cat</samp>
+
| <samp>dirtyHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>332</samp>
+
| <samp>243</samp>
| data-sort-value="332"| <samp>0000014c</samp>
+
| data-sort-value="243"| <samp>000000f3</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cat</samp>
+
| <samp>dirtyHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>333</samp>
+
| <samp>244</samp>
| data-sort-value="333"| <samp>0000014d</samp>
+
| data-sort-value="244"| <samp>000000f4</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cavedrip</samp>
+
| <samp>discoverMineral</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>129</samp>
+
| <samp>208</samp>
| data-sort-value="129"| <samp>00000081</samp>
+
| data-sort-value="208"| <samp>000000d0</samp>
| A wet 'dwoop' sound. Used as random background noise in [[The Mines|the mines]] and [[The Sewers|sewers]], and the dripping sound for the [[Volcano Dungeon|volcano dungeon]] entrance pipe.
+
|  
 
|-
 
|-
| <samp>clam_tone</samp>
+
| <samp>distantTrain</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>363</samp>
+
| <samp>220</samp>
| data-sort-value="363"| <samp>0000016b</samp>
+
| data-sort-value="220"| <samp>000000dc</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clank</samp>
+
| <samp>distantTrain</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>173</samp>
+
| <samp>221</samp>
| data-sort-value="173"| <samp>000000ad</samp>
+
| data-sort-value="221"| <samp>000000dd</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clank</samp>
+
| <samp>dog_bark</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>203</samp>
+
| <samp>331</samp>
| data-sort-value="203"| <samp>000000cb</samp>
+
| data-sort-value="331"| <samp>0000014b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clank</samp>
+
| <samp>dog_pant</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>203</samp>
+
| <samp>330</samp>
| data-sort-value="203"| <samp>000000cb</samp>
+
| data-sort-value="330"| <samp>0000014a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clank</samp>
+
| <samp>dogs</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>204</samp>
+
| <samp>228</samp>
| data-sort-value="204"| <samp>000000cc</samp>
+
| data-sort-value="228"| <samp>000000e4</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clank</samp>
+
| <samp>dogWhining</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>205</samp>
+
| <samp>316</samp>
| data-sort-value="205"| <samp>000000cd</samp>
+
| data-sort-value="316"| <samp>0000013c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clank</samp>
+
| <samp>doorClose</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>205</samp>
+
| <samp>9</samp>
| data-sort-value="205"| <samp>000000cd</samp>
+
| data-sort-value="9"| <samp>00000009</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clubhit</samp>
+
| <samp>doorCreak</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>159</samp>
+
| <samp>319</samp>
| data-sort-value="159"| <samp>0000009f</samp>
+
| data-sort-value="319"| <samp>0000013f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clubSmash</samp>
+
| <samp>doorCreakReverse</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>174</samp>
+
| <samp>322</samp>
| data-sort-value="174"| <samp>000000ae</samp>
+
| data-sort-value="322"| <samp>00000142</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>clubswipe</samp>
+
| <samp>doorOpen</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>160</samp>
+
| <samp>320</samp>
| data-sort-value="160"| <samp>000000a0</samp>
+
| data-sort-value="320"| <samp>00000140</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cluck</samp>
+
| <samp>dropItemInWater</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>31</samp>
+
| <samp>10</samp>
| data-sort-value="31"| <samp>0000001f</samp>
+
| data-sort-value="10"| <samp>0000000a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cluck</samp>
+
| <samp>drumkit0</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>32</samp>
+
| <samp>110</samp>
| data-sort-value="32"| <samp>00000020</samp>
+
| data-sort-value="110"| <samp>0000006e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cluck</samp>
+
| <samp>drumkit1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>33</samp>
+
| <samp>111</samp>
| data-sort-value="33"| <samp>00000021</samp>
+
| data-sort-value="111"| <samp>0000006f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>coin</samp>
+
| <samp>drumkit2</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>5</samp>
+
| <samp>108</samp>
| data-sort-value="5"| <samp>00000005</samp>
+
| data-sort-value="108"| <samp>0000006c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>coldSpell</samp>
+
| <samp>drumkit3</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>197</samp>
+
| <samp>107</samp>
| data-sort-value="197"| <samp>000000c5</samp>
+
| data-sort-value="107"| <samp>0000006b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cow</samp>
+
| <samp>drumkit4</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>80</samp>
+
| <samp>109</samp>
| data-sort-value="80"| <samp>00000050</samp>
+
| data-sort-value="109"| <samp>0000006d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cow</samp>
+
| <samp>drumkit5</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>81</samp>
+
| <samp>106</samp>
| data-sort-value="81"| <samp>00000051</samp>
+
| data-sort-value="106"| <samp>0000006a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cow</samp>
+
| <samp>drumkit6</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>82</samp>
+
| <samp>105</samp>
| data-sort-value="82"| <samp>00000052</samp>
+
| data-sort-value="105"| <samp>00000069</samp>
|  
+
| Plays when checkboxes in the settings menu are toggled.
 
|-
 
|-
| <samp>cowboy_dead</samp>
+
| <samp>Duck</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>268</samp>
+
| <samp>231</samp>
| data-sort-value="268"| <samp>0000010c</samp>
+
| data-sort-value="231"| <samp>000000e7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_explosion</samp>
+
| <samp>Duggy</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>276</samp>
+
| <samp>60</samp>
| data-sort-value="276"| <samp>00000114</samp>
+
| data-sort-value="60"| <samp>0000003c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_gopher</samp>
+
| <samp>dustMeep</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>275</samp>
+
| <samp>186</samp>
| data-sort-value="275"| <samp>00000113</samp>
+
| data-sort-value="186"| <samp>000000ba</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_gunload</samp>
+
| <samp>DwarvishSentry</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>272</samp>
+
| <samp>386</samp>
| data-sort-value="272"| <samp>00000110</samp>
+
| data-sort-value="386"| <samp>00000182</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cowboy_gunshot</samp>
+
| <samp>dwoop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>266</samp>
+
| <samp>34</samp>
| data-sort-value="266"| <samp>0000010a</samp>
+
| data-sort-value="34"| <samp>00000022</samp>
| A short, hollow 'tock' sound. Used for woodpeckers pecks, [[Journey of the Prairie King]] guns, [[darts]] impact, [[Slot Machine|casino slots]], and a hover sound in many in-game menus.
+
|  
 
|-
 
|-
| <samp>Cowboy_monsterDie</samp>
+
| <samp>dwop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>264</samp>
+
| <samp>234</samp>
| data-sort-value="264"| <samp>00000108</samp>
+
| data-sort-value="234"| <samp>000000ea</samp>
|
+
| A sound that inflects upwards in pitch. Plays when the user clicks on an item in their inventory to lift it up and freely drag it around, when the trash bear throws an item up into the air, when bobbers are removed from fishing rods, etc.
 
|-
 
|-
| <samp>Cowboy_monsterDie</samp>
+
| <samp>eat</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>265</samp>
+
| <samp>25</samp>
| data-sort-value="265"| <samp>00000109</samp>
+
| data-sort-value="25"| <samp>00000019</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_monsterhit</samp>
+
| <samp>explosion</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>274</samp>
+
| <samp>35</samp>
| data-sort-value="274"| <samp>00000112</samp>
+
| data-sort-value="35"| <samp>00000023</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cowboy_powerup</samp>
+
| <samp>fallDown</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>271</samp>
+
| <samp>318</samp>
| data-sort-value="271"| <samp>0000010f</samp>
+
| data-sort-value="318"| <samp>0000013e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Cowboy_Secret</samp>
+
| <samp>fastReel</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>263</samp>
+
| <samp>248</samp>
| data-sort-value="263"| <samp>00000107</samp>
+
| data-sort-value="248"| <samp>000000f8</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crafting</samp>
+
| <samp>fireball</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>36</samp>
+
| <samp>71</samp>
| data-sort-value="36"| <samp>00000024</samp>
+
| data-sort-value="71"| <samp>00000047</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crane</samp>
+
| <samp>fishBite</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>14</samp>
+
| <samp>26</samp>
| data-sort-value="14"| <samp>0000000e</samp>
+
| data-sort-value="26"| <samp>0000001a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crickets</samp>
+
| <samp>fishBite_alternate_0</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>117</samp>
+
| <samp>398</samp>
| data-sort-value="117"| <samp>00000075</samp>
+
| data-sort-value="398"| <samp>0000018e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>cricketsAmbient</samp>
+
| <samp>fishBite_alternate_1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>346</samp>
+
| <samp>397</samp>
| data-sort-value="346"| <samp>0000015a</samp>
+
| data-sort-value="397"| <samp>0000018d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crit</samp>
+
| <samp>fishBite_alternate_2</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>352</samp>
+
| <samp>396</samp>
| data-sort-value="352"| <samp>00000160</samp>
+
| data-sort-value="396"| <samp>0000018c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>croak</samp>
+
| <samp>fishEscape</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>138</samp>
+
| <samp>253</samp>
| data-sort-value="138"| <samp>0000008a</samp>
+
| data-sort-value="253"| <samp>000000fd</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crow</samp>
+
| <samp>FishHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>324</samp>
+
| <samp>251</samp>
| data-sort-value="324"| <samp>00000144</samp>
+
| data-sort-value="251"| <samp>000000fb</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>crystal</samp>
+
| <samp>fishingRodBend</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>143</samp>
+
| <samp>254</samp>
| data-sort-value="143"| <samp>0000008f</samp>
+
| data-sort-value="254"| <samp>000000fe</samp>
| A high-pitched 'ding!' sound that resonates for a few seconds. Used for the [[The Mines|mine]] elevator ding, [[Ginger Island#Colored Crystals Puzzle|island crystal puzzle]], in [[Modding:Dialogue|dialogue]] for the <samp>&lt;</samp> character, [[Singing Stone]] (with a random pitch), and mine crystals when broken.
+
|  
 
|-
 
|-
| <samp>cut</samp>
+
| <samp>fishingRodBend</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>6</samp>
+
| <samp>255</samp>
| data-sort-value="6"| <samp>00000006</samp>
+
| data-sort-value="255"| <samp>000000ff</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>daggerswipe</samp>
+
| <samp>fishingRodBend</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>163</samp>
+
| <samp>256</samp>
| data-sort-value="163"| <samp>000000a3</samp>
+
| data-sort-value="256"| <samp>00000100</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>death</samp>
+
| <samp>fishSlap</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>70</samp>
+
| <samp>260</samp>
| data-sort-value="70"| <samp>00000046</samp>
+
| data-sort-value="260"| <samp>00000104</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>debuffHit</samp>
+
| <samp>flameSpell</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>151</samp>
+
| <samp>150</samp>
| data-sort-value="151"| <samp>00000097</samp>
+
| data-sort-value="150"| <samp>00000096</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>debuffSpell</samp>
+
| <samp>flameSpellHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>152</samp>
+
| <samp>149</samp>
| data-sort-value="152"| <samp>00000098</samp>
+
| data-sort-value="149"| <samp>00000095</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>detector</samp>
+
| <samp>flute</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>37</samp>
+
| <samp>112</samp>
| data-sort-value="37"| <samp>00000025</samp>
+
| data-sort-value="112"| <samp>00000070</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dialogueCharacter</samp>
+
| <samp>flybuzzing</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>7</samp>
+
| <samp>164</samp>
| data-sort-value="7"| <samp>00000007</samp>
+
| data-sort-value="164"| <samp>000000a4</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dialogueCharacterClose</samp>
+
| <samp>frozen</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>8</samp>
+
| <samp>394</samp>
| data-sort-value="8"| <samp>00000008</samp>
+
| data-sort-value="394"| <samp>0000018a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dirtyHit</samp>
+
| <samp>furnace</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>243</samp>
+
| <samp>38</samp>
| data-sort-value="243"| <samp>000000f3</samp>
+
| data-sort-value="38"| <samp>00000026</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dirtyHit</samp>
+
| <samp>fuse</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>244</samp>
+
| <samp>48</samp>
| data-sort-value="244"| <samp>000000f4</samp>
+
| data-sort-value="48"| <samp>00000030</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>discoverMineral</samp>
+
| <samp>getNewSpecialItem</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>208</samp>
+
| <samp>223</samp>
| data-sort-value="208"| <samp>000000d0</samp>
+
| data-sort-value="223"| <samp>000000df</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>distantTrain</samp>
+
| <samp>ghost</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>220</samp>
+
| <samp>11</samp>
| data-sort-value="220"| <samp>000000dc</samp>
+
| data-sort-value="11"| <samp>0000000b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>distantTrain</samp>
+
| <samp>give_gift</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>221</samp>
+
| <samp>348</samp>
| data-sort-value="221"| <samp>000000dd</samp>
+
| data-sort-value="348"| <samp>0000015c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dog_bark</samp>
+
| <samp>glug</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>331</samp>
+
| <samp>325</samp>
| data-sort-value="331"| <samp>0000014b</samp>
+
| data-sort-value="325"| <samp>00000145</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dog_pant</samp>
+
| <samp>goat</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>330</samp>
+
| <samp>78</samp>
| data-sort-value="330"| <samp>0000014a</samp>
+
| data-sort-value="78"| <samp>0000004e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dogs</samp>
+
| <samp>goat</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>228</samp>
+
| <samp>79</samp>
| data-sort-value="228"| <samp>000000e4</samp>
+
| data-sort-value="79"| <samp>0000004f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dogWhining</samp>
+
| <samp>goldenWalnut</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>316</samp>
+
| <samp>372</samp>
| data-sort-value="316"| <samp>0000013c</samp>
+
| data-sort-value="372"| <samp>00000174</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>doorClose</samp>
+
| <samp>gorilla_intro</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>9</samp>
+
| <samp>388</samp>
| data-sort-value="9"| <samp>00000009</samp>
+
| data-sort-value="388"| <samp>00000184</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>doorCreak</samp>
+
| <samp>grunt</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>319</samp>
+
| <samp>12</samp>
| data-sort-value="319"| <samp>0000013f</samp>
+
| data-sort-value="12"| <samp>0000000c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>doorCreakReverse</samp>
+
| <samp>gulp</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>322</samp>
+
| <samp>239</samp>
| data-sort-value="322"| <samp>00000142</samp>
+
| data-sort-value="239"| <samp>000000ef</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>doorOpen</samp>
+
| <samp>gulp</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>320</samp>
+
| <samp>240</samp>
| data-sort-value="320"| <samp>00000140</samp>
+
| data-sort-value="240"| <samp>000000f0</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dropItemInWater</samp>
+
| <samp>hammer</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>10</samp>
+
| <samp>134</samp>
| data-sort-value="10"| <samp>0000000a</samp>
+
| data-sort-value="134"| <samp>00000086</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit0</samp>
+
| <samp>harvest</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>110</samp>
+
| <samp>326</samp>
| data-sort-value="110"| <samp>0000006e</samp>
+
| data-sort-value="326"| <samp>00000146</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit1</samp>
+
| <samp>healSound</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>111</samp>
+
| <samp>196</samp>
| data-sort-value="111"| <samp>0000006f</samp>
+
| data-sort-value="196"| <samp>000000c4</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit2</samp>
+
| <samp>hitEnemy</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>108</samp>
+
| <samp>56</samp>
| data-sort-value="108"| <samp>0000006c</samp>
+
| data-sort-value="56"| <samp>00000038</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit3</samp>
+
| <samp>hoeHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>107</samp>
+
| <samp>13</samp>
| data-sort-value="107"| <samp>0000006b</samp>
+
| data-sort-value="13"| <samp>0000000d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit4</samp>
+
| <samp>horse_flute</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>109</samp>
+
| <samp>395</samp>
| data-sort-value="109"| <samp>0000006d</samp>
+
| data-sort-value="395"| <samp>0000018b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit5</samp>
+
| <samp>horse_flute</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>106</samp>
+
| <samp>401</samp>
| data-sort-value="106"| <samp>0000006a</samp>
+
| data-sort-value="401"| <samp>00000191</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>drumkit6</samp>
+
| <samp>horse_flute</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>105</samp>
+
| <samp>402</samp>
| data-sort-value="105"| <samp>00000069</samp>
+
| data-sort-value="402"| <samp>00000192</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Duck</samp>
+
| <samp>jingle1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>231</samp>
+
| <samp>252</samp>
| data-sort-value="231"| <samp>000000e7</samp>
+
| data-sort-value="252"| <samp>000000fc</samp>
 +
| A high-pitched "ding". Used when a fish is caught and when journal or fish pond quests are completed.
 +
|-
 +
| <samp>junimoKart_coin</samp>
 +
| <samp>Wavebank(1.4)</samp>
 +
| <samp>16</samp>
 +
| data-sort-value="16"| <samp>00000010</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Duggy</samp>
+
| <samp>junimoMeep1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>60</samp>
+
| <samp>306</samp>
| data-sort-value="60"| <samp>0000003c</samp>
+
| data-sort-value="306"| <samp>00000132</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dustMeep</samp>
+
| <samp>keyboardTyping</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>186</samp>
+
| <samp>293</samp>
| data-sort-value="186"| <samp>000000ba</samp>
+
| data-sort-value="293"| <samp>00000125</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>DwarvishSentry</samp>
+
| <samp>killAnimal</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>386</samp>
+
| <samp>233</samp>
| data-sort-value="386"| <samp>00000182</samp>
+
| data-sort-value="233"| <samp>000000e9</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dwoop</samp>
+
| <samp>leafrustle</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>34</samp>
+
| <samp>142</samp>
| data-sort-value="34"| <samp>00000022</samp>
+
| data-sort-value="142"| <samp>0000008e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>dwop</samp>
+
| <samp>magma_sprite_die</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>234</samp>
+
| <samp>380</samp>
| data-sort-value="234"| <samp>000000ea</samp>
+
| data-sort-value="380"| <samp>0000017c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>eat</samp>
+
| <samp>magma_sprite_hit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>25</samp>
+
| <samp>379</samp>
| data-sort-value="25"| <samp>00000019</samp>
+
| data-sort-value="379"| <samp>0000017b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>explosion</samp>
+
| <samp>magma_sprite_spot</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>35</samp>
+
| <samp>381</samp>
| data-sort-value="35"| <samp>00000023</samp>
+
| data-sort-value="381"| <samp>0000017d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fallDown</samp>
+
| <samp>Meteorite</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>318</samp>
+
| <samp>225</samp>
| data-sort-value="318"| <samp>0000013e</samp>
+
| data-sort-value="225"| <samp>000000e1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fastReel</samp>
+
| <samp>Milking</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>248</samp>
+
| <samp>230</samp>
| data-sort-value="248"| <samp>000000f8</samp>
+
| data-sort-value="230"| <samp>000000e6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fireball</samp>
+
| <samp>minecartLoop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>71</samp>
+
| <samp>188</samp>
| data-sort-value="71"| <samp>00000047</samp>
+
| data-sort-value="188"| <samp>000000bc</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishBite</samp>
+
| <samp>miniharp_note</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>26</samp>
+
| <samp>5</samp>
| data-sort-value="26"| <samp>0000001a</samp>
+
| data-sort-value="5"| <samp>00000005</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishBite_alternate_0</samp>
+
| <samp>money</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>398</samp>
+
| <samp>61</samp>
| data-sort-value="398"| <samp>0000018e</samp>
+
| data-sort-value="61"| <samp>0000003d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishBite_alternate_1</samp>
+
| <samp>moneyDial</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>397</samp>
+
| <samp>237</samp>
| data-sort-value="397"| <samp>0000018d</samp>
+
| data-sort-value="237"| <samp>000000ed</samp>
|  
+
| A high-pitched sound of coins falling. Plays repeatedly on a new day when the money from the previous day's shipping is added to the player's farm.
 
|-
 
|-
| <samp>fishBite_alternate_2</samp>
+
| <samp>monkey1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>396</samp>
+
| <samp>385</samp>
| data-sort-value="396"| <samp>0000018c</samp>
+
| data-sort-value="385"| <samp>00000181</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishEscape</samp>
+
| <samp>monsterdead</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>253</samp>
+
| <samp>158</samp>
| data-sort-value="253"| <samp>000000fd</samp>
+
| data-sort-value="158"| <samp>0000009e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>FishHit</samp>
+
| <samp>mouseClick</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>251</samp>
+
| <samp>294</samp>
| data-sort-value="251"| <samp>000000fb</samp>
+
| data-sort-value="294"| <samp>00000126</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishingRodBend</samp>
+
| <samp>newArtifact</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>254</samp>
+
| <samp>211</samp>
| data-sort-value="254"| <samp>000000fe</samp>
+
| data-sort-value="211"| <samp>000000d3</samp>
|  
+
| A low-pitched "ding". Plays when UI messages such as skill mastery level-ups appear, items are donated to bundles or the museum, the [[Night Market]] submarine reaches the ocean floor, breaking open a geode containing common items at the [[Blacksmith]], and in other menus throughout the game.
 
|-
 
|-
| <samp>fishingRodBend</samp>
+
| <samp>newRecipe</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>255</samp>
+
| <samp>214</samp>
| data-sort-value="255"| <samp>000000ff</samp>
+
| data-sort-value="214"| <samp>000000d6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishingRodBend</samp>
+
| <samp>newRecord</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>256</samp>
+
| <samp>213</samp>
| data-sort-value="256"| <samp>00000100</samp>
+
| data-sort-value="213"| <samp>000000d5</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fishSlap</samp>
+
| <samp>objectiveComplete</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>260</samp>
+
| <samp>132</samp>
| data-sort-value="260"| <samp>00000104</samp>
+
| data-sort-value="132"| <samp>00000084</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>flameSpell</samp>
+
| <samp>openBox</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>150</samp>
+
| <samp>14</samp>
| data-sort-value="150"| <samp>00000096</samp>
+
| data-sort-value="14"| <samp>0000000e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>flameSpellHit</samp>
+
| <samp>openChest</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>149</samp>
+
| <samp>161</samp>
| data-sort-value="149"| <samp>00000095</samp>
+
| data-sort-value="161"| <samp>000000a1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>flute</samp>
+
| <samp>Ostrich</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>112</samp>
+
| <samp>367</samp>
| data-sort-value="112"| <samp>00000070</samp>
+
| data-sort-value="367"| <samp>0000016f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>flybuzzing</samp>
+
| <samp>ow</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>164</samp>
+
| <samp>63</samp>
| data-sort-value="164"| <samp>000000a4</samp>
+
| data-sort-value="63"| <samp>0000003f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>frozen</samp>
+
| <samp>owl</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>394</samp>
+
| <samp>227</samp>
| data-sort-value="394"| <samp>0000018a</samp>
+
| data-sort-value="227"| <samp>000000e3</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>furnace</samp>
+
| <samp>parrot</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>38</samp>
+
| <samp>360</samp>
| data-sort-value="38"| <samp>00000026</samp>
+
| data-sort-value="360"| <samp>00000168</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>fuse</samp>
+
| <samp>parrot_squawk</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>48</samp>
+
| <samp>373</samp>
| data-sort-value="48"| <samp>00000030</samp>
+
| data-sort-value="373"| <samp>00000175</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>getNewSpecialItem</samp>
+
| <samp>parry</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>223</samp>
+
| <samp>173</samp>
| data-sort-value="223"| <samp>000000df</samp>
+
| data-sort-value="173"| <samp>000000ad</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>ghost</samp>
+
| <samp>phone</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>11</samp>
+
| <samp>113</samp>
| data-sort-value="11"| <samp>0000000b</samp>
+
| data-sort-value="113"| <samp>00000071</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>give_gift</samp>
+
| <samp>Pickup_Coin15</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>348</samp>
+
| <samp>273</samp>
| data-sort-value="348"| <samp>0000015c</samp>
+
| data-sort-value="273"| <samp>00000111</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>glug</samp>
+
| <samp>pickUpItem</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>325</samp>
+
| <samp>15</samp>
| data-sort-value="325"| <samp>00000145</samp>
+
| data-sort-value="15"| <samp>0000000f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>goat</samp>
+
| <samp>pig</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>78</samp>
+
| <samp>130</samp>
| data-sort-value="78"| <samp>0000004e</samp>
+
| data-sort-value="130"| <samp>00000082</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>goat</samp>
+
| <samp>pig</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>79</samp>
+
| <samp>131</samp>
| data-sort-value="79"| <samp>0000004f</samp>
+
| data-sort-value="131"| <samp>00000083</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>goldenWalnut</samp>
+
| <samp>potterySmash</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>372</samp>
+
| <samp>147</samp>
| data-sort-value="372"| <samp>00000174</samp>
+
| data-sort-value="147"| <samp>00000093</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>gorilla_intro</samp>
+
| <samp>powerup</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>388</samp>
+
| <samp>39</samp>
| data-sort-value="388"| <samp>00000184</samp>
+
| data-sort-value="39"| <samp>00000027</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>grunt</samp>
+
| <samp>pullItemFromWater</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>12</samp>
+
| <samp>28</samp>
| data-sort-value="12"| <samp>0000000c</samp>
+
| data-sort-value="28"| <samp>0000001c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>gulp</samp>
+
| <samp>purchase</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>239</samp>
+
| <samp>145</samp>
| data-sort-value="239"| <samp>000000ef</samp>
+
| data-sort-value="145"| <samp>00000091</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>gulp</samp>
+
| <samp>purchase</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>240</samp>
+
| <samp>146</samp>
| data-sort-value="240"| <samp>000000f0</samp>
+
| data-sort-value="146"| <samp>00000092</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>hammer</samp>
+
| <samp>purchase</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>134</samp>
+
| <samp>241</samp>
| data-sort-value="134"| <samp>00000086</samp>
+
| data-sort-value="241"| <samp>000000f1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>harvest</samp>
+
| <samp>purchaseClick</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>326</samp>
+
| <samp>146</samp>
| data-sort-value="326"| <samp>00000146</samp>
+
| data-sort-value="146"| <samp>00000092</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>healSound</samp>
+
| <samp>purchaseRepeat</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>196</samp>
+
| <samp>241</samp>
| data-sort-value="196"| <samp>000000c4</samp>
+
| data-sort-value="241"| <samp>000000f1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>hitEnemy</samp>
+
| <samp>qi_shop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>56</samp>
+
| <samp>399</samp>
| data-sort-value="56"| <samp>00000038</samp>
+
| data-sort-value="399"| <samp>0000018f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>hoeHit</samp>
+
| <samp>qi_shop_purchase</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>13</samp>
+
| <samp>400</samp>
| data-sort-value="13"| <samp>0000000d</samp>
+
| data-sort-value="400"| <samp>00000190</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>horse_flute</samp>
+
| <samp>questcomplete</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>395</samp>
+
| <samp>128</samp>
| data-sort-value="395"| <samp>0000018b</samp>
+
| data-sort-value="128"| <samp>00000080</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>horse_flute</samp>
+
| <samp>quickSlosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>401</samp>
+
| <samp>290</samp>
| data-sort-value="401"| <samp>00000191</samp>
+
| data-sort-value="290"| <samp>00000122</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>horse_flute</samp>
+
| <samp>quickSlosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>402</samp>
+
| <samp>291</samp>
| data-sort-value="402"| <samp>00000192</samp>
+
| data-sort-value="291"| <samp>00000123</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>jingle1</samp>
+
| <samp>rabbit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>252</samp>
+
| <samp>74</samp>
| data-sort-value="252"| <samp>000000fc</samp>
+
| data-sort-value="74"| <samp>0000004a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoKart_coin</samp>
+
| <samp>rainsound</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>16</samp>
+
| <samp>135</samp>
| data-sort-value="16"| <samp>00000010</samp>
+
| data-sort-value="135"| <samp>00000087</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>junimoMeep1</samp>
+
| <samp>rainsound</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>306</samp>
+
| <samp>136</samp>
| data-sort-value="306"| <samp>00000132</samp>
+
| data-sort-value="136"| <samp>00000088</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>keyboardTyping</samp>
+
| <samp>rainsound</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>293</samp>
+
| <samp>137</samp>
| data-sort-value="293"| <samp>00000125</samp>
+
| data-sort-value="137"| <samp>00000089</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>killAnimal</samp>
+
| <samp>reward</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>233</samp>
+
| <samp>212</samp>
| data-sort-value="233"| <samp>000000e9</samp>
+
| data-sort-value="212"| <samp>000000d4</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>leafrustle</samp>
+
| <samp>robotBLASTOFF</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>142</samp>
+
| <samp>287</samp>
| data-sort-value="142"| <samp>0000008e</samp>
+
| data-sort-value="287"| <samp>0000011f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>magma_sprite_die</samp>
+
| <samp>robotSoundEffects</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>380</samp>
+
| <samp>286</samp>
| data-sort-value="380"| <samp>0000017c</samp>
+
| data-sort-value="286"| <samp>0000011e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>magma_sprite_hit</samp>
+
| <samp>rockGolemDie</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>379</samp>
+
| <samp>166</samp>
| data-sort-value="379"| <samp>0000017b</samp>
+
| data-sort-value="166"| <samp>000000a6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>magma_sprite_spot</samp>
+
| <samp>rockGolemHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>381</samp>
+
| <samp>167</samp>
| data-sort-value="381"| <samp>0000017d</samp>
+
| data-sort-value="167"| <samp>000000a7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Meteorite</samp>
+
| <samp>rockGolemSpawn</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>225</samp>
+
| <samp>165</samp>
| data-sort-value="225"| <samp>000000e1</samp>
+
| data-sort-value="165"| <samp>000000a5</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Milking</samp>
+
| <samp>rooster</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>230</samp>
+
| <samp>329</samp>
| data-sort-value="230"| <samp>000000e6</samp>
+
| data-sort-value="329"| <samp>00000149</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>minecartLoop</samp>
+
| <samp>scissors</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>188</samp>
+
| <samp>229</samp>
| data-sort-value="188"| <samp>000000bc</samp>
+
| data-sort-value="229"| <samp>000000e5</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>miniharp_note</samp>
+
| <samp>seagulls</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>5</samp>
+
| <samp>176</samp>
| data-sort-value="5"| <samp>00000005</samp>
+
| data-sort-value="176"| <samp>000000b0</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>money</samp>
+
| <samp>seagulls</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>61</samp>
+
| <samp>177</samp>
| data-sort-value="61"| <samp>0000003d</samp>
+
| data-sort-value="177"| <samp>000000b1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>moneyDial</samp>
+
| <samp>seagulls</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>237</samp>
+
| <samp>178</samp>
| data-sort-value="237"| <samp>000000ed</samp>
+
| data-sort-value="178"| <samp>000000b2</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>monkey1</samp>
+
| <samp>secret1</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>385</samp>
+
| <samp>218</samp>
| data-sort-value="385"| <samp>00000181</samp>
+
| data-sort-value="218"| <samp>000000da</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>monsterdead</samp>
+
| <samp>seeds</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>158</samp>
+
| <samp>17</samp>
| data-sort-value="158"| <samp>0000009e</samp>
+
| data-sort-value="17"| <samp>00000011</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>mouseClick</samp>
+
| <samp>select</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>294</samp>
+
| <samp>148</samp>
| data-sort-value="294"| <samp>00000126</samp>
+
| data-sort-value="148"| <samp>00000094</samp>
|  
+
| A high-pitched hollow rising 'pook!' sound. Used as a click/select sound in many menus (e.g. clicking a button on the title screen).
 
|-
 
|-
| <samp>newArtifact</samp>
+
| <samp>sell</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>211</samp>
+
| <samp>242</samp>
| data-sort-value="211"| <samp>000000d3</samp>
+
| data-sort-value="242"| <samp>000000f2</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>newRecipe</samp>
+
| <samp>serpentDie</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>214</samp>
+
| <samp>315</samp>
| data-sort-value="214"| <samp>000000d6</samp>
+
| data-sort-value="315"| <samp>0000013b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>newRecord</samp>
+
| <samp>serpentHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>213</samp>
+
| <samp>314</samp>
| data-sort-value="213"| <samp>000000d5</samp>
+
| data-sort-value="314"| <samp>0000013a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>objectiveComplete</samp>
+
| <samp>sewing_loop</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>132</samp>
+
| <samp>15</samp>
| data-sort-value="132"| <samp>00000084</samp>
+
| data-sort-value="15"| <samp>0000000f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>openBox</samp>
+
| <samp>shadowDie</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>14</samp>
+
| <samp>194</samp>
| data-sort-value="14"| <samp>0000000e</samp>
+
| data-sort-value="194"| <samp>000000c2</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>openChest</samp>
+
| <samp>shadowHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>161</samp>
+
| <samp>195</samp>
| data-sort-value="161"| <samp>000000a1</samp>
+
| data-sort-value="195"| <samp>000000c3</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Ostrich</samp>
+
| <samp>shadowpeep</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>367</samp>
+
| <samp>18</samp>
| data-sort-value="367"| <samp>0000016f</samp>
+
| data-sort-value="18"| <samp>00000012</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>ow</samp>
+
| <samp>sheep</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>63</samp>
+
| <samp>232</samp>
| data-sort-value="63"| <samp>0000003f</samp>
+
| data-sort-value="232"| <samp>000000e8</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>owl</samp>
+
| <samp>shiny4</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>227</samp>
+
| <samp>19</samp>
| data-sort-value="227"| <samp>000000e3</samp>
+
| data-sort-value="19"| <samp>00000013</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>parrot</samp>
+
| <samp>Ship</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>360</samp>
+
| <samp>96</samp>
| data-sort-value="360"| <samp>00000168</samp>
+
| data-sort-value="96"| <samp>00000060</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>parrot_squawk</samp>
+
| <samp>Ship</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>373</samp>
+
| <samp>97</samp>
| data-sort-value="373"| <samp>00000175</samp>
+
| data-sort-value="97"| <samp>00000061</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>parry</samp>
+
| <samp>shwip</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>173</samp>
+
| <samp>317</samp>
| data-sort-value="173"| <samp>000000ad</samp>
+
| data-sort-value="317"| <samp>0000013d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>phone</samp>
+
| <samp>SinWave</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>113</samp>
+
| <samp>245</samp>
| data-sort-value="113"| <samp>00000071</samp>
+
| data-sort-value="245"| <samp>000000f5</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Pickup_Coin15</samp>
+
| <samp>sipTea</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>273</samp>
+
| <samp>193</samp>
| data-sort-value="273"| <samp>00000111</samp>
+
| data-sort-value="193"| <samp>000000c1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>pickUpItem</samp>
+
| <samp>skeletonDie</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>15</samp>
+
| <samp>183</samp>
| data-sort-value="15"| <samp>0000000f</samp>
+
| data-sort-value="183"| <samp>000000b7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>pig</samp>
+
| <samp>skeletonHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>130</samp>
+
| <samp>184</samp>
| data-sort-value="130"| <samp>00000082</samp>
+
| data-sort-value="184"| <samp>000000b8</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>pig</samp>
+
| <samp>skeletonStep</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>131</samp>
+
| <samp>182</samp>
| data-sort-value="131"| <samp>00000083</samp>
+
| data-sort-value="182"| <samp>000000b6</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>potterySmash</samp>
+
| <samp>slime</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>147</samp>
+
| <samp>57</samp>
| data-sort-value="147"| <samp>00000093</samp>
+
| data-sort-value="57"| <samp>00000039</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>powerup</samp>
+
| <samp>slimedead</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>39</samp>
+
| <samp>59</samp>
| data-sort-value="39"| <samp>00000027</samp>
+
| data-sort-value="59"| <samp>0000003b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>pullItemFromWater</samp>
+
| <samp>slimedead</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>28</samp>
+
| <samp>156</samp>
| data-sort-value="28"| <samp>0000001c</samp>
+
| data-sort-value="156"| <samp>0000009c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>purchase</samp>
+
| <samp>slimedead</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>145</samp>
+
| <samp>157</samp>
| data-sort-value="145"| <samp>00000091</samp>
+
| data-sort-value="157"| <samp>0000009d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>purchase</samp>
+
| <samp>slimeHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>146</samp>
+
| <samp>185</samp>
| data-sort-value="146"| <samp>00000092</samp>
+
| data-sort-value="185"| <samp>000000b9</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>purchase</samp>
+
| <samp>slingshot</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>241</samp>
+
| <samp>207</samp>
| data-sort-value="241"| <samp>000000f1</samp>
+
| data-sort-value="207"| <samp>000000cf</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>purchaseClick</samp>
+
| <samp>slosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>146</samp>
+
| <samp>289</samp>
| data-sort-value="146"| <samp>00000092</samp>
+
| data-sort-value="289"| <samp>00000121</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>purchaseRepeat</samp>
+
| <samp>slosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>241</samp>
+
| <samp>290</samp>
| data-sort-value="241"| <samp>000000f1</samp>
+
| data-sort-value="290"| <samp>00000122</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>qi_shop</samp>
+
| <samp>slosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>399</samp>
+
| <samp>291</samp>
| data-sort-value="399"| <samp>0000018f</samp>
+
| data-sort-value="291"| <samp>00000123</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>qi_shop_purchase</samp>
+
| <samp>slowReel</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>400</samp>
+
| <samp>247</samp>
| data-sort-value="400"| <samp>00000190</samp>
+
| data-sort-value="247"| <samp>000000f7</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>questcomplete</samp>
+
| <samp>smallSelect</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>128</samp>
+
| <samp>20</samp>
| data-sort-value="128"| <samp>00000080</samp>
+
| data-sort-value="20"| <samp>00000014</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>quickSlosh</samp>
+
| <samp>SpringBirds</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>290</samp>
+
| <samp>86</samp>
| data-sort-value="290"| <samp>00000122</samp>
+
| data-sort-value="86"| <samp>00000056</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>quickSlosh</samp>
+
| <samp>SpringBirds</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>291</samp>
+
| <samp>87</samp>
| data-sort-value="291"| <samp>00000123</samp>
+
| data-sort-value="87"| <samp>00000057</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rabbit</samp>
+
| <samp>SpringBirds</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>74</samp>
+
| <samp>88</samp>
| data-sort-value="74"| <samp>0000004a</samp>
+
| data-sort-value="88"| <samp>00000058</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rainsound</samp>
+
| <samp>SpringBirds</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>135</samp>
+
| <samp>89</samp>
| data-sort-value="135"| <samp>00000087</samp>
+
| data-sort-value="89"| <samp>00000059</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rainsound</samp>
+
| <samp>SpringBirds</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>136</samp>
+
| <samp>90</samp>
| data-sort-value="136"| <samp>00000088</samp>
+
| data-sort-value="90"| <samp>0000005a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rainsound</samp>
+
| <samp>squid_bubble</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>137</samp>
+
| <samp>392</samp>
| data-sort-value="137"| <samp>00000089</samp>
+
| data-sort-value="392"| <samp>00000188</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>reward</samp>
+
| <samp>squid_hit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>212</samp>
+
| <samp>393</samp>
| data-sort-value="212"| <samp>000000d4</samp>
+
| data-sort-value="393"| <samp>00000189</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>robotBLASTOFF</samp>
+
| <samp>squid_move</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>287</samp>
+
| <samp>391</samp>
| data-sort-value="287"| <samp>0000011f</samp>
+
| data-sort-value="391"| <samp>00000187</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>robotSoundEffects</samp>
+
| <samp>Stadium_cheer</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>286</samp>
+
| <samp>355</samp>
| data-sort-value="286"| <samp>0000011e</samp>
+
| data-sort-value="355"| <samp>00000163</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rockGolemDie</samp>
+
| <samp>stairsdown</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>166</samp>
+
| <samp>313</samp>
| data-sort-value="166"| <samp>000000a6</samp>
+
| data-sort-value="313"| <samp>00000139</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rockGolemHit</samp>
+
| <samp>stardrop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>167</samp>
+
| <samp>351</samp>
| data-sort-value="167"| <samp>000000a7</samp>
+
| data-sort-value="351"| <samp>0000015f</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rockGolemSpawn</samp>
+
| <samp>steam</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>165</samp>
+
| <samp>378</samp>
| data-sort-value="165"| <samp>000000a5</samp>
+
| data-sort-value="378"| <samp>0000017a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>rooster</samp>
+
| <samp>stoneCrack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>329</samp>
+
| <samp>75</samp>
| data-sort-value="329"| <samp>00000149</samp>
+
| data-sort-value="75"| <samp>0000004b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>scissors</samp>
+
| <samp>stoneCrack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>229</samp>
+
| <samp>76</samp>
| data-sort-value="229"| <samp>000000e5</samp>
+
| data-sort-value="76"| <samp>0000004c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>seagulls</samp>
+
| <samp>stumpCrack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>176</samp>
+
| <samp>217</samp>
| data-sort-value="176"| <samp>000000b0</samp>
+
| data-sort-value="217"| <samp>000000d9</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>seagulls</samp>
+
| <samp>submarine_landing</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>177</samp>
+
| <samp>365</samp>
| data-sort-value="177"| <samp>000000b1</samp>
+
| data-sort-value="365"| <samp>0000016d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>seagulls</samp>
+
| <samp>swordswipe</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>178</samp>
+
| <samp>58</samp>
| data-sort-value="178"| <samp>000000b2</samp>
+
| data-sort-value="58"| <samp>0000003a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>secret1</samp>
+
| <samp>swordswipe</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>218</samp>
+
| <samp>162</samp>
| data-sort-value="218"| <samp>000000da</samp>
+
| data-sort-value="162"| <samp>000000a2</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>seeds</samp>
+
| <samp>telephone_buttonPush</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>17</samp>
+
| <samp>369</samp>
| data-sort-value="17"| <samp>00000011</samp>
+
| data-sort-value="369"| <samp>00000171</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>select</samp>
+
| <samp>telephone_dialtone</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>148</samp>
+
| <samp>370</samp>
| data-sort-value="148"| <samp>00000094</samp>
+
| data-sort-value="370"| <samp>00000172</samp>
| A high-pitched hollow rising 'pook!' sound. Used as a click/select sound in many menus (e.g. clicking a button on the title screen).
+
|  
 
|-
 
|-
| <samp>sell</samp>
+
| <samp>telephone_ringingInEar</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>242</samp>
+
| <samp>368</samp>
| data-sort-value="242"| <samp>000000f2</samp>
+
| data-sort-value="368"| <samp>00000170</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>serpentDie</samp>
+
| <samp>throw</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>315</samp>
+
| <samp>187</samp>
| data-sort-value="315"| <samp>0000013b</samp>
+
| data-sort-value="187"| <samp>000000bb</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>serpentHit</samp>
+
| <samp>throwDownITem</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>314</samp>
+
| <samp>21</samp>
| data-sort-value="314"| <samp>0000013a</samp>
+
| data-sort-value="21"| <samp>00000015</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sewing_loop</samp>
+
| <samp>thunder</samp>
| <samp>Wavebank(1.4)</samp>
+
| <samp>Wavebank</samp>
| <samp>15</samp>
+
| <samp>114</samp>
| data-sort-value="15"| <samp>0000000f</samp>
+
| data-sort-value="114"| <samp>00000072</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shadowDie</samp>
+
| <samp>thunder_small</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>194</samp>
+
| <samp>327</samp>
| data-sort-value="194"| <samp>000000c2</samp>
+
| data-sort-value="327"| <samp>00000147</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shadowHit</samp>
+
| <samp>thunder_small</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>195</samp>
+
| <samp>328</samp>
| data-sort-value="195"| <samp>000000c3</samp>
+
| data-sort-value="328"| <samp>00000148</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shadowpeep</samp>
+
| <samp>tinyWhip</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>18</samp>
+
| <samp>249</samp>
| data-sort-value="18"| <samp>00000012</samp>
+
| data-sort-value="249"| <samp>000000f9</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sheep</samp>
+
| <samp>toolCharge</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>232</samp>
+
| <samp>62</samp>
| data-sort-value="232"| <samp>000000e8</samp>
+
| data-sort-value="62"| <samp>0000003e</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shiny4</samp>
+
| <samp>toolSwap</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>19</samp>
+
| <samp>27</samp>
| data-sort-value="19"| <samp>00000013</samp>
+
| data-sort-value="27"| <samp>0000001b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Ship</samp>
+
| <samp>toyPiano</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>96</samp>
+
| <samp>181</samp>
| data-sort-value="96"| <samp>00000060</samp>
+
| data-sort-value="181"| <samp>000000b5</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>Ship</samp>
+
| <samp>trainLoop</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>97</samp>
+
| <samp>222</samp>
| data-sort-value="97"| <samp>00000061</samp>
+
| data-sort-value="222"| <samp>000000de</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>shwip</samp>
+
| <samp>trainWhistle</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>317</samp>
+
| <samp>219</samp>
| data-sort-value="317"| <samp>0000013d</samp>
+
| data-sort-value="219"| <samp>000000db</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SinWave</samp>
+
| <samp>trashbear</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>245</samp>
+
| <samp>25</samp>
| data-sort-value="245"| <samp>000000f5</samp>
+
| data-sort-value="25"| <samp>00000019</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>sipTea</samp>
+
| <samp>trashbear_flute</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>193</samp>
+
| <samp>24</samp>
| data-sort-value="193"| <samp>000000c1</samp>
+
| data-sort-value="24"| <samp>00000018</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>skeletonDie</samp>
+
| <samp>trashcan</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>183</samp>
+
| <samp>209</samp>
| data-sort-value="183"| <samp>000000b7</samp>
+
| data-sort-value="209"| <samp>000000d1</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>skeletonHit</samp>
+
| <samp>trashcanlid</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>184</samp>
+
| <samp>210</samp>
| data-sort-value="184"| <samp>000000b8</samp>
+
| data-sort-value="210"| <samp>000000d2</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>skeletonStep</samp>
+
| <samp>treecrack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>182</samp>
+
| <samp>140</samp>
| data-sort-value="182"| <samp>000000b6</samp>
+
| data-sort-value="140"| <samp>0000008c</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slime</samp>
+
| <samp>treethud</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>57</samp>
+
| <samp>139</samp>
| data-sort-value="57"| <samp>00000039</samp>
+
| data-sort-value="139"| <samp>0000008b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slimedead</samp>
+
| <samp>UFO</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>59</samp>
+
| <samp>226</samp>
| data-sort-value="59"| <samp>0000003b</samp>
+
| data-sort-value="226"| <samp>000000e2</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slimedead</samp>
+
| <samp>wand</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>156</samp>
+
| <samp>118</samp>
| data-sort-value="156"| <samp>0000009c</samp>
+
| data-sort-value="118"| <samp>00000076</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slimedead</samp>
+
| <samp>warrior</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>157</samp>
+
| <samp>206</samp>
| data-sort-value="157"| <samp>0000009d</samp>
+
| data-sort-value="206"| <samp>000000ce</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slimeHit</samp>
+
| <samp>wateringCan</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>185</samp>
+
| <samp>153</samp>
| data-sort-value="185"| <samp>000000b9</samp>
+
| data-sort-value="153"| <samp>00000099</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slingshot</samp>
+
| <samp>wateringCan</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>207</samp>
+
| <samp>154</samp>
| data-sort-value="207"| <samp>000000cf</samp>
+
| data-sort-value="154"| <samp>0000009a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slosh</samp>
+
| <samp>wateringCan</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>289</samp>
+
| <samp>155</samp>
| data-sort-value="289"| <samp>00000121</samp>
+
| data-sort-value="155"| <samp>0000009b</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slosh</samp>
+
| <samp>waterSlosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>290</samp>
+
| <samp>257</samp>
| data-sort-value="290"| <samp>00000122</samp>
+
| data-sort-value="257"| <samp>00000101</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slosh</samp>
+
| <samp>waterSlosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>291</samp>
+
| <samp>258</samp>
| data-sort-value="291"| <samp>00000123</samp>
+
| data-sort-value="258"| <samp>00000102</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>slowReel</samp>
+
| <samp>waterSlosh</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>247</samp>
+
| <samp>259</samp>
| data-sort-value="247"| <samp>000000f7</samp>
+
| data-sort-value="259"| <samp>00000103</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>smallSelect</samp>
+
| <samp>whistle</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>20</samp>
+
| <samp>298</samp>
| data-sort-value="20"| <samp>00000014</samp>
+
| data-sort-value="298"| <samp>0000012a</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SpringBirds</samp>
+
| <samp>woodchipper</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>86</samp>
+
| <samp>18</samp>
| data-sort-value="86"| <samp>00000056</samp>
+
| data-sort-value="18"| <samp>00000012</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SpringBirds</samp>
+
| <samp>woodchipper_occasional</samp>
| <samp>Wavebank</samp>
+
| <samp>Wavebank(1.4)</samp>
| <samp>87</samp>
+
| <samp>19</samp>
| data-sort-value="87"| <samp>00000057</samp>
+
| data-sort-value="19"| <samp>00000013</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SpringBirds</samp>
+
| <samp>woodWhack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>88</samp>
+
| <samp>311</samp>
| data-sort-value="88"| <samp>00000058</samp>
+
| data-sort-value="311"| <samp>00000137</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SpringBirds</samp>
+
| <samp>woodWhack</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>89</samp>
+
| <samp>312</samp>
| data-sort-value="89"| <samp>00000059</samp>
+
| data-sort-value="312"| <samp>00000138</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>SpringBirds</samp>
+
| <samp>woodyHit</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>90</samp>
+
| <samp>77</samp>
| data-sort-value="90"| <samp>0000005a</samp>
+
| data-sort-value="77"| <samp>0000004d</samp>
 
|  
 
|  
 
|-
 
|-
| <samp>squid_bubble</samp>
+
| <samp>yoba</samp>
 
| <samp>Wavebank</samp>
 
| <samp>Wavebank</samp>
| <samp>392</samp>
+
| <samp>202</samp>
| data-sort-value="392"| <samp>00000188</samp>
+
| data-sort-value="202"| <samp>000000ca</samp>
 
|  
 
|  
 +
|}
 +
 +
==Manage audio in C#==
 +
===Overview===
 +
Here is a reference chart for sound methods which you can use for various cases:
 +
 +
{| class="wikitable"
 +
|+ Singleplayer and multiplayer sound functions
 
|-
 
|-
| <samp>squid_hit</samp>
+
! Singleplayer only name !! Multiplayer equivalent !! Use case
| <samp>Wavebank</samp>
+
|-
| <samp>393</samp>
+
| <samp>Game1.playSound</samp> || N/A || UI and menu sounds; playing a sound for one player only
| data-sort-value="393"| <samp>00000189</samp>
  −
|  
   
|-
 
|-
| <samp>squid_move</samp>
+
| <samp>GameLocation.localSound</samp> || <samp>GameLocation.playSound</samp> || For any in-game interactions on specific maps only
| <samp>Wavebank</samp>
  −
| <samp>391</samp>
  −
| data-sort-value="391"| <samp>00000187</samp>
  −
|
   
|-
 
|-
| <samp>Stadium_cheer</samp>
+
| <samp>GameLocation.localSoundAt</samp> || <samp>GameLocation.playSoundAt</samp> || For playing spatial sounds in specific tiles or coordinates, which change volume and location based on player proximity
| <samp>Wavebank</samp>
  −
| <samp>355</samp>
  −
| data-sort-value="355"| <samp>00000163</samp>
  −
|  
   
|-
 
|-
| <samp>stairsdown</samp>
+
| <samp>Game1.playSoundPitched</samp> || <samp>GameLocation.playSoundPitched</samp> || For playing any sounds at a different pitch than the original sound
| <samp>Wavebank</samp>
  −
| <samp>313</samp>
  −
| data-sort-value="313"| <samp>00000139</samp>
  −
|  
   
|-
 
|-
| <samp>stardrop</samp>
+
| <samp>DelayedAction.playSoundAfterDelay</samp> || N/A || For playing sounds after a specific period of time has passed
| <samp>Wavebank</samp>
+
|}
| <samp>351</samp>
+
 
| data-sort-value="351"| <samp>0000015f</samp>
+
===Play client-side sounds===
|
+
<dt><samp>Game1.playSound</samp></dt>
|-
+
<dd>
| <samp>steam</samp>
+
You can play a sound for the current player only, played from no specific location, by calling the <samp>Game1.playSound()</samp> method. For example:
| <samp>Wavebank</samp>
+
<syntaxhighlight lang="c#">
| <samp>378</samp>
+
// For UI elements, such as when the player crafts a new item.
| data-sort-value="378"| <samp>0000017a</samp>
+
Game1.playSound("crafting");
|
+
</syntaxhighlight>
|-
+
This is useful for playing sounds in user interfaces, such as menus, where you don't need to play the sound from any particular map or player location.
| <samp>stoneCrack</samp>
+
</dd>
| <samp>Wavebank</samp>
+
 
| <samp>75</samp>
+
<dt><samp>GameLocation.localSound</samp></dt>
| data-sort-value="75"| <samp>0000004b</samp>
+
<dd>
|
+
Similarly, you can play a sound for the current player only, played from a specific map, by calling the <samp>GameLocation.localSound()</samp> method:
|-
+
<syntaxhighlight lang="c#">
| <samp>stoneCrack</samp>
+
// For playing sounds in specific maps, such as a shipping bin on a farm.
| <samp>Wavebank</samp>
+
if (this.shippingBinLid.pingPongMotion != 1 && Game1.currentLocation.Equals(this.farm))
| <samp>76</samp>
+
{
| data-sort-value="76"| <samp>0000004c</samp>
+
    this.farm.localSound("doorCreak");
|
+
}
|-
+
</syntaxhighlight>
| <samp>stumpCrack</samp>
+
You can use this to assure that a sound is being played and heard only from a specific map.
| <samp>Wavebank</samp>
+
</dd>
| <samp>217</samp>
+
 
| data-sort-value="217"| <samp>000000d9</samp>
+
<dt><samp>GameLocation.localSoundAt</samp></dt>
|
+
<dd>
|-
+
This works just like the <samp>localSound</samp> method, except that it plays spatial audio, and will adjust the played sound's volume and position based on its proximity from the player. Sounds played from <samp>GameLocation.localSoundAt()</samp> will not be heard if the provided position is off-screen.
| <samp>submarine_landing</samp>
+
<syntaxhighlight lang="c#">
| <samp>Wavebank</samp>
+
// You can use this method to play sounds
| <samp>365</samp>
+
// that are far from, or close to the player.
| data-sort-value="365"| <samp>0000016d</samp>
+
// This is some of the code used for the running sounds, played while riding on a horse.
|
+
public virtual void PerformDefaultHorseFootstep(string step_type)
|-
+
{
| <samp>swordswipe</samp>
+
    // ...
| <samp>Wavebank</samp>
+
    if (step_type == "Wood")
| <samp>58</samp>
+
    {
| data-sort-value="58"| <samp>0000003a</samp>
+
        if (this.rider.ShouldHandleAnimationSound())
|
+
        {
|-
+
            this.rider.currentLocation.localSoundAt("woodyStep", base.getTileLocation());
| <samp>swordswipe</samp>
+
        }
| <samp>Wavebank</samp>
+
    // ...
| <samp>162</samp>
+
</syntaxhighlight>
| data-sort-value="162"| <samp>000000a2</samp>
+
</dd>
|
+
 
|-
+
<dt><samp>Game1.playSoundPitched</samp></dt>
| <samp>telephone_buttonPush</samp>
+
<dd>
| <samp>Wavebank</samp>
+
If desired, you can pitch shift a sound at intervals of 100 per half step, with 1200 being the pitch of the original sample.
| <samp>369</samp>
+
<br />
| data-sort-value="369"| <samp>00000171</samp>
+
To play a sound at a higher or lower pitch, for the current player only with no specific location, you can call the <samp>Game1.playSoundPitched()</samp> method:
|
+
<syntaxhighlight lang="c#">
|-
+
// The singleplayer code for Elliott's piano,
| <samp>telephone_dialtone</samp>
+
// located in his cabin.
| <samp>Wavebank</samp>
+
switch (key)
| <samp>370</samp>
+
{
| data-sort-value="370"| <samp>00000172</samp>
+
  case 1:
|
+
    this.playSoundPitched("toyPiano", 1100);
|-
+
    break;
| <samp>telephone_ringingInEar</samp>
+
  case 2:
| <samp>Wavebank</samp>
+
    this.playSoundPitched("toyPiano", 1500);
| <samp>368</samp>
+
    break;
| data-sort-value="368"| <samp>00000170</samp>
+
  case 3:
|
+
    this.playSoundPitched("toyPiano", 1600);
|-
+
    break;
| <samp>throw</samp>
+
  case 4:
| <samp>Wavebank</samp>
+
    this.playSoundPitched("toyPiano", 1800);
| <samp>187</samp>
+
    break;
| data-sort-value="187"| <samp>000000bb</samp>
+
}
|
+
</syntaxhighlight>
|-
+
</dd>
| <samp>throwDownITem</samp>
+
 
| <samp>Wavebank</samp>
+
<dt><samp>DelayedAction.playSoundAfterDelay</samp></dt>
| <samp>21</samp>
+
<dd>
| data-sort-value="21"| <samp>00000015</samp>
+
Sometimes, you need to play a sound after waiting a certain period of time, for the current player at no particular location. In this case, you can call the <samp>DelayedAction.playSoundAfterDelay()</samp> method:
|
+
<syntaxhighlight lang="c#">
|-
+
// During a lightning storm, if the random chance is met,
| <samp>thunder</samp>
+
// the screen will flash, and then
| <samp>Wavebank</samp>
+
// a distant lightning strike sound will play after a
| <samp>114</samp>
+
// randomly generated duration of time in milliseconds
| data-sort-value="114"| <samp>00000072</samp>
+
if (Game1.random.NextDouble() < 0.5)
|
+
  DelayedAction.screenFlashAfterDelay((float) (0.3 + Game1.random.NextDouble()), Game1.random.Next(500, 1000));
|-
+
DelayedAction.playSoundAfterDelay("thunder_small", Game1.random.Next(500, 1500));
| <samp>thunder_small</samp>
+
// ...
| <samp>Wavebank</samp>
+
</syntaxhighlight>
| <samp>327</samp>
+
You can also change the sound's pitch with this function, or call this function several times at once to call them in a predetermined order:
| data-sort-value="327"| <samp>00000147</samp>
+
<syntaxhighlight lang="c#">
|
+
// When using the phone that is purchasable from the Carpenter's Shop,
|-
+
// it will play a specific sequence of dial beeps at predetermined times:
| <samp>thunder_small</samp>
+
private void playShopPhoneNumberSounds(string whichShop)
| <samp>Wavebank</samp>
+
{
| <samp>328</samp>
+
  Random random = new Random(whichShop.GetHashCode());
| data-sort-value="328"| <samp>00000148</samp>
+
  DelayedAction.playSoundAfterDelay("telephone_dialtone", 495, pitch: 1200);
|
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1200, pitch: (1200 + random.Next(-4, 5) * 100));
|-
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1370, pitch: (1200 + random.Next(-4, 5) * 100));
| <samp>tinyWhip</samp>
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1600, pitch: (1200 + random.Next(-4, 5) * 100));
| <samp>Wavebank</samp>
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 1850, pitch: (1200 + random.Next(-4, 5) * 100));
| <samp>249</samp>
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 2030, pitch: (1200 + random.Next(-4, 5) * 100));
| data-sort-value="249"| <samp>000000f9</samp>
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 2250, pitch: (1200 + random.Next(-4, 5) * 100));
|
+
  DelayedAction.playSoundAfterDelay("telephone_buttonPush", 2410, pitch: (1200 + random.Next(-4, 5) * 100));
|-
+
  DelayedAction.playSoundAfterDelay("telephone_ringingInEar", 3150);
| <samp>toolCharge</samp>
+
}
| <samp>Wavebank</samp>
+
</syntaxhighlight>
| <samp>62</samp>
+
</dd>
| data-sort-value="62"| <samp>0000003e</samp>
+
 
|
+
===Play multiplayer sounds===
|-
+
The methods in this section will let you play sounds across different clients in a multiplayer game.
| <samp>toolSwap</samp>
+
<br />
| <samp>Wavebank</samp>
+
Sounds played with multiplayer methods will run in singleplayer as well as multiplayer.
| <samp>27</samp>
+
 
| data-sort-value="27"| <samp>0000001b</samp>
+
<dt><samp>GameLocation.playSound</samp></dt>
|
+
<dd>
|-
+
This method will play a sound for all players located on the same map, but not from a particular position:
| <samp>toyPiano</samp>
+
<syntaxhighlight lang="c#">
| <samp>Wavebank</samp>
+
// When a player places a new structure, a sound will be played
| <samp>181</samp>
+
// for the players that are at the same location,
| data-sort-value="181"| <samp>000000b5</samp>
+
// ie. on the farm.
|
+
public virtual void performActionOnConstruction(GameLocation location)
|-
+
{
| <samp>trainLoop</samp>
+
    this.load();
| <samp>Wavebank</samp>
+
    location.playSound("axchop");
| <samp>222</samp>
+
    // ...
| data-sort-value="222"| <samp>000000de</samp>
+
</syntaxhighlight>
|
+
</dd>
|-
+
 
| <samp>trainWhistle</samp>
+
<dt><samp>GameLocation.playSoundAt</samp></dt>
| <samp>Wavebank</samp>
+
<dd>
| <samp>219</samp>
+
Like <samp>localSoundAt</samp>, this method can be used to play sounds spatially at a specific map and location, and will adjust the played sound's volume and position based on its proximity from a nearby player. A player will not hear any sound played from the <samp>GameLocation.playSoundAt()</samp> method if the provided position is off-screen:
| data-sort-value="219"| <samp>000000db</samp>
+
<syntaxhighlight lang="c#">
|
+
// The sound code for when Clint is metalworking in the Blacksmith.
|-
+
private void clintHammerSound(Farmer who)
| <samp>trashbear</samp>
+
{
| <samp>Wavebank(1.4)</samp>
+
    base.currentLocation.playSoundAt("hammer", base.getTileLocation());
| <samp>25</samp>
+
}
| data-sort-value="25"| <samp>00000019</samp>
+
</syntaxhighlight>
|
+
</dd>
|-
+
 
| <samp>trashbear_flute</samp>
+
<dt><samp>GameLocation.playSoundPitched</samp></dt>
| <samp>Wavebank(1.4)</samp>
+
<dd>
| <samp>24</samp>
+
Like <samp>Game1.playSoundPitched</samp>, you can repitch sounds by providing a pitch from 0 to 2400, with intervals of 100 between every half step. However, with the <samp>GameLocation.playSoundPitched</samp> function, you must specify a map location to play the sound in, which any player in that location will hear.
| data-sort-value="24"| <samp>00000018</samp>
+
</dd>
|
+
 
|-
+
===Add custom audio===
| <samp>trashcan</samp>
+
Game audio is split up into components:
| <samp>Wavebank</samp>
+
*The SoundEffect is the object that stores the sound audio itself.
| <samp>209</samp>
+
*The Cue is the object that stores the sound name, the SoundEffect, and any other settings or properties the sound has.
| data-sort-value="209"| <samp>000000d1</samp>
+
*The Soundbank stores Cues to be called, played or modified.
|
+
 
|-
+
To add your own audio to the soundbank (whether it's a new sound or a new music track), you can define a new <samp>CueDefinition</samp> and add a name:
| <samp>trashcanlid</samp>
+
<syntaxhighlight lang="c#">
| <samp>Wavebank</samp>
+
CueDefinition myCueDefinition = new CueDefinition();
| <samp>210</samp>
+
 
| data-sort-value="210"| <samp>000000d2</samp>
+
// Adding the name for the cue, which will be
|
+
// the name of the audio to play when using sound functions.
|-
+
myCueDefinition.name = "myNewSound";
| <samp>treecrack</samp>
+
</syntaxhighlight>
| <samp>Wavebank</samp>
+
 
| <samp>140</samp>
+
You can also make sure your audio will only be played with one instance at a time, to prevent two of the same audio clips from playing over each other.
| data-sort-value="140"| <samp>0000008c</samp>
+
<syntaxhighlight lang="c#">
|
+
// If this sound is played multiple times in quick succession,
|-
+
// only one sound instance will play at a time.
| <samp>treethud</samp>
+
myCueDefinition.instanceLimit = 1;
| <samp>Wavebank</samp>
+
myCueDefinition.limitBehavior = CueDefinition.LimitBehavior.ReplaceOldest;
| <samp>139</samp>
+
</syntaxhighlight>
| data-sort-value="139"| <samp>0000008b</samp>
+
 
|
+
Then, add the audio file to the cue by creating a new <samp>SoundEffect</samp>, then fetching the audio file from a new <samp>FileStream</samp> and adding it to the <samp>SoundEffect</samp>.
|-
+
<syntaxhighlight lang="c#">
| <samp>UFO</samp>
+
// Get the audio file and add it to a SoundEffect.
| <samp>Wavebank</samp>
+
SoundEffect audio;
| <samp>226</samp>
+
string filePathCombined = Path.Combine(this.Helper.DirectoryPath, "mySound.wav");
| data-sort-value="226"| <samp>000000e2</samp>
+
using (var stream = new System.IO.FileStream(filePathCombined, System.IO.FileMode.Open)) {
|
+
    audio = SoundEffect.FromStream(stream);
|-
+
}
| <samp>wand</samp>
+
</syntaxhighlight>
| <samp>Wavebank</samp>
+
 
| <samp>118</samp>
+
Lastly, add the <samp>SoundEffect</samp> to the cue, and assign the cue to the soundbank to be stored. We also need to set a category, which determines which volume slider in the game options applies (see [[#Category list|the category list]]). In this case, since the cue is meant to be played as a sound effect and not a music track, the cue's category is set to <samp>Sound</samp> by calling the getter <samp>Game1.audioEngine.GetCategoryIndex()</samp>:
| data-sort-value="118"| <samp>00000076</samp>
+
 
|
+
<syntaxhighlight lang="c#">
|-
+
// Setting the sound effect to the new cue.
| <samp>warrior</samp>
+
myCueDefinition.SetSound(audio, Game1.audioEngine.GetCategoryIndex("Sound"), false);
| <samp>Wavebank</samp>
+
 
| <samp>206</samp>
+
// Adding the cue to the sound bank.
| data-sort-value="206"| <samp>000000ce</samp>
+
Game1.soundBank.AddCue(myCueDefinition);
|
+
</syntaxhighlight>
|-
+
 
| <samp>wateringCan</samp>
+
If you just added a sound, you should now be able to play your audio using any of the sound commands!
| <samp>Wavebank</samp>
+
<syntaxhighlight lang="c#">
| <samp>153</samp>
+
Game1.playSound("myNewSound");
| data-sort-value="153"| <samp>00000099</samp>
+
</syntaxhighlight>
|
+
 
|-
+
If you just added new music, you should now be able to add your music ID to any map.
| <samp>wateringCan</samp>
+
 
| <samp>Wavebank</samp>
+
===Edit existing audio===
| <samp>154</samp>
+
To modify a cue that exists in the game, you can declare it from an existing cue as a new cue definition, and invoke <samp>CueDefinition.SetSound</samp> to apply your new audio to the cue.
| data-sort-value="154"| <samp>0000009a</samp>
+
 
|
+
As mentioned above, set your new cue's category to be the same category which the cue is included in (ie. the sound <samp>debuffHit</samp> is located in the <samp>Sound</samp> category).
|-
+
 
| <samp>wateringCan</samp>
+
<syntaxhighlight lang="c#">
| <samp>Wavebank</samp>
+
// Get the cue to manipulate.
| <samp>155</samp>
+
var existingCueDef = Game1.soundBank.GetCueDefinition("debuffHit");
| data-sort-value="155"| <samp>0000009b</samp>
+
 
|
+
// Get the audio file and add it to a new SoundEffect, to replace the old one.
|-
+
SoundEffect audio;
| <samp>waterSlosh</samp>
+
string filePathCombined = Path.Combine(this.Helper.DirectoryPath, "mySound.wav");
| <samp>Wavebank</samp>
+
using (var stream = new System.IO.FileStream(filePathCombined, System.IO.FileMode.Open)) {
| <samp>257</samp>
+
    audio = SoundEffect.FromStream(stream);
| data-sort-value="257"| <samp>00000101</samp>
+
}
|
  −
|-
  −
| <samp>waterSlosh</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>258</samp>
  −
| data-sort-value="258"| <samp>00000102</samp>
  −
|
  −
|-
  −
| <samp>waterSlosh</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>259</samp>
  −
| data-sort-value="259"| <samp>00000103</samp>
  −
|
  −
|-
  −
| <samp>whistle</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>298</samp>
  −
| data-sort-value="298"| <samp>0000012a</samp>
  −
|
  −
|-
  −
| <samp>woodchipper</samp>
  −
| <samp>Wavebank(1.4)</samp>
  −
| <samp>18</samp>
  −
| data-sort-value="18"| <samp>00000012</samp>
  −
|
  −
|-
  −
| <samp>woodchipper_occasional</samp>
  −
| <samp>Wavebank(1.4)</samp>
  −
| <samp>19</samp>
  −
| data-sort-value="19"| <samp>00000013</samp>
  −
|
  −
|-
  −
| <samp>woodWhack</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>311</samp>
  −
| data-sort-value="311"| <samp>00000137</samp>
  −
|
  −
|-
  −
| <samp>woodWhack</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>312</samp>
  −
| data-sort-value="312"| <samp>00000138</samp>
  −
|
  −
|-
  −
| <samp>woodyHit</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>77</samp>
  −
| data-sort-value="77"| <samp>0000004d</samp>
  −
|
  −
|-
  −
| <samp>yoba</samp>
  −
| <samp>Wavebank</samp>
  −
| <samp>202</samp>
  −
| data-sort-value="202"| <samp>000000ca</samp>
  −
|
  −
|}
     −
==Category list==
+
// Assign the new audio to this cue.
Each audio cue is assigned to one of five categories, which affects which volume slider in the game options applies to it:
+
existingCueDef.SetSound(audio, audioEngine.GetCategoryIndex("Sound"), false);
 
+
</syntaxhighlight>
{| class="wikitable"
  −
|-
  −
! internal ID
  −
! name
  −
! description
  −
|-
  −
| 1
  −
| <samp>Default</samp>
  −
| This is an unused category, and should generally be avoided.
  −
|-
  −
| 2
  −
| <samp>Music</samp>
  −
| For music tracks, to be regulated with the in-game music volume option.
  −
|-
  −
| 3
  −
| <samp>Sound</samp>
  −
| For sound effects, to be regulated with the in-game sound volume option.
  −
|-
  −
| 4
  −
| <samp>Ambient</samp>
  −
| For ambient background sounds, like wind, rain or machine whirring, that can play in the background of a scene.
  −
|-
  −
| 5
  −
| <samp>Footsteps</samp>
  −
| For step sounds, such as player or horse footsteps.
  −
|}
      
==See also==
 
==See also==
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