Template:Slot-SFX

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Slot 1.1 (Luigi Circuit)

Variant Effect
0 No audience cheering
1 Quiet audience cheering
2 (Default) Audience cheering
3 Loud audience cheering

Slot 1.3 (Mushroom Gorge)

Variant Effect
0 (Default) Wind SFX
1 Cave ambience + weak echo
2 Cave ambience + strong echo
3 Cave ambience + very strong echo(?)

Slot 1.4 (Toad's Factory)

Variant Channel Effect
0 1 No SFX (factory entrance)
1 1 Hydraulic press area SFX
2 1 Shipping dock area SFX
3 2 Quiet siren + echo (curved conveyor area)
4 2 Loud siren + echo (steam room)
5 1 Restart music + audience cheering
6 1 No SFX (bulldozer area)
7 (Default) 1 Audience cheering

Slot 2.1 (Mario Circuit)

Variant Effect
0 (Default) No echo
1 Weak echo
2 Loud echo

Slot 2.2 (Coconut Mall)

Variant Effect
0 No SFX
1 Weak shopping mall ambience + no echo
2 Loud shopping mall ambience + strong echo
3 No SFX, prevents variants 1 and 2 from playing mall ambience[1]
4 Loud shopping mall ambience + no echo
5 (Default) No SFX, prevents variants 1, 2 and 4 from playing mall ambience[1]
  1. 1.0 1.1 Only applies if one of the listed variants is triggered immediately after this one

Slot 2.3 (DK Summit)

Variant Effect
0 No audience cheering
1 Quiet audience cheering
2 (Default) Audience cheering
3 Loud audience cheering
4 Enables cheering when going off half-pipe ramps.

Slot 2.4 (Wario's Gold Mine)

Variant Channel Effect
0 (Default) 1 No echo
1 2 Weak echo
2 2 Moderate echo
3 2 Strong echo

Slot 3.1 (Daisy Circuit)

Variant Effect
0 (Default) No echo
1 Weak echo
2 Strong echo

Slot 3.2 (Koopa Cape)

Variant Channel Effect
0 1 + 4 No SFX
1 1 + 4 Weak echo
2 - Enable strong echo for any channel
3 3 Music change (underwater), water ambience enabled when entering from 0, 5 or 6, disabled otherwise
4 - Enable water ambience for any channel
5 1 + 4 Music change (normal), strongest echo, water ambience enabled when entering from 3
6 2 + 4 Music change (riverside)

Slot 3.3 (Maple Treeway)

Variant Effect
0 Deactivate echo and wind ambience.
1 No effect.
2 Weak echo.
3 Loud echo.
4 Enables wind ambience, deactivates echo.

Slot 3.4 (Grumble Volcano)

Variant Effect
0 Deactivate echo.
1 Weak echo, toggles after two seconds.
2 Loud echo, toggles after one second.
3 Loud echo, toggles after two seconds.

Slot 4.1 (Dry Dry Ruins)

Variant Effect
0 Music change (normal)
1 Music change (indoors, where the bats come from the sides)
2 Music change (indoors, where the half-pipes are)
3 Music change (indoors, where the Pokeys are)
4 Unknown
5 Unknown
6 Unknown
7 Unknown

Slot 4.2 (Moonview Highway)

Variant Effect
0 Deactivate city ambience, default music.
1 Stage 2, weak city ambience, adds flute to music.
2 Stage 4, louder city ambience, disable echo.
3 Stage 5, loudest city ambience, disable echo.
4 Stage 3, loud city ambience, enable echo.
5 Stage 1, weakest city ambience, enable echo.

Slot 4.3 (Bowser's Castle)

Variant Effect
0 Disable one-time use sound trigger (like Bowser's howl)
1 Bowser's howl + echo. Put 7 at the end of a turn to be able to reuse Bowser's howl
2 Sound distortion + echo
3 Deactivate sound distortion + echo
4 Add drums + echo on music + koopaBall/koopaFigure SFX
5 Deactivate koopaBall/koopaFigure SFX
6 Add drums without echo
7 Back to normal. Allow reuse for one-time use sound trigger

In order to have Thwomp SFX, just disable every sound trigger (put 003 then 007).

Slot 4.4 (Rainbow Road)

Variant Effect
0 Deactivator
1 Gate sound 1 (add a deactivator before and after if you use only one gate)
2 Star ring sound 1
3 Star ring sound 2
4 Star ring sound 3
5 Star ring sound 4
6 Tunnel sound (add a deactivator to stop it)

Sound triggers are easy to use if you know how to use them.

Here's a good example:

  • 0 → 1 → 2 → 3 → 4 → 5 → 0
    • That's how the original Rainbow Road uses the triggers. All the triggers will play once and won't replay until you reach a deactivator.

Here's a way to play the first gate more than once:

  • 0 → 1 → 0 → 1 → etc.
  • Note that 0 → 2 won't play, and 1 → 1 will only play once. Every sound trigger must be one more time than the one before it, in order for it to work.

The tunnel trigger works similarly. Use a deactivator to stop it.

Slot 5.4 (N64 Mario Raceway)

Variant Effect
0 Deactivates cheering.
1 Loud cheering.
2 Louder cheering.
3 Weak cheering.

Trigger 1 fades in when trigger 0 is toggled

Slot 6.1 (N64 Sherbet Land)

Variant Effect
0 Deactivate all.
1 Cave echo.
2 Cave SFX.

Slot 6.3 (DS Delfino Square)

Variant Effect
0 Unknown. In a position such that a player may collide with this trigger if they complete the dock shortcut.
1 Very, very distant whistles, cheers and chatter from spectators.
2 Very distant whistles, cheers and chatter from spectators.
3 Distant whistles, cheers and chatter from spectators.
4 Whistles, cheers and chatter from spectators.
5 Single wind gust just before the dock section.
6 No spectator ambience.
7 The same as 6? Used between triggers of type 6.

Slot 7.3 (N64 DK's Jungle Parkway)

Variant Effect
0 No jungle ambience. Used near water sections.
1 Jungle ambience (bird squawks, insect hum, animal roar). Used as a buffer between types 0 and 2.
2 Intense jungle ambience, used in areas of deep forest.
3 Cave ambience.

Slot 7.4 (GCN Mario Circuit)

Variant Effect
0 No echo.
1 Weak echo.
2 Loud echo.

Slot 8.3 (GCN DK Mountain)

Variant Effect
0 Deactivate all.
1 Jungle SFX (animals).
2 Water + wind SFX.

Slot 8.4 (N64 Bowser's Castle)

Variant Effect
0 Disable one-time use sound trigger (like Bowser's howl)
1 Turns lava SFX off + disables echo
2 Bowser's howl. Put 0 at the end of a turn to be able to reuse this
3 Turns lava SFX off
4 Turns lava SFX off + echo
5 Echo
6 Strong echo