| Variant
|
Effect
|
| 0
|
No audience cheering
|
| 1
|
Quiet audience cheering
|
| 2 (Default)
|
Audience cheering
|
| 3
|
Loud audience cheering
|
| Variant
|
Effect
|
| 0 (Default)
|
Wind SFX
|
| 1
|
Cave ambience + weak echo
|
| 2
|
Cave ambience + strong echo
|
| 3
|
Cave ambience + very strong echo(?)
|
| 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
|
| Variant
|
Effect
|
| 0 (Default)
|
No echo
|
| 1
|
Weak echo
|
| 2
|
Loud echo
|
| 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]
|
- ↑ 1.0 1.1 Only applies if one of the listed variants is triggered immediately after this one
| 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.
|
| Variant
|
Channel
|
Effect
|
| 0 (Default)
|
1
|
No echo
|
| 1
|
2
|
Weak echo
|
| 2
|
2
|
Moderate echo
|
| 3
|
2
|
Strong echo
|
| Variant
|
Effect
|
| 0 (Default)
|
No echo
|
| 1
|
Weak echo
|
| 2
|
Strong echo
|
| 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)
|
| Variant
|
Effect
|
| 0
|
Deactivate echo and wind ambience.
|
| 1
|
No effect.
|
| 2
|
Weak echo.
|
| 3
|
Loud echo.
|
| 4
|
Enables wind ambience, deactivates echo.
|
| 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.
|
| 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
|
| Variant
|
Effect
|
| 0
|
Deactivate city ambience, default music. (Stream 1)
|
| 1
|
Stage 2, weak city ambience, adds flute to music. (Stream 2)
|
| 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.
|
| Variant
|
Effect
|
| 0
|
Disable one-time use sound trigger (like Bowser's howl)
|
| 1
|
Bowser's howl + echo. Player must hit Flag 7 in order to use this again.
|
| 2
|
Sound distortion + echo
|
| 3
|
Deactivate sound distortion + echo
|
| 4
|
Add drums and echo on music (Stream 2) + koopaBall/koopaFigure SFX
|
| 5
|
Deactivate koopaBall/koopaFigure SFX
|
| 6
|
Add drums without echo
|
| 7
|
Changes music back to normal (Stream 1). Allows reuse of Flag 1.
|
To add Thwomp SFX, disable every sound trigger (put Flag 3 then Flag 7).
| Variant
|
Effect
|
| 0
|
"Deactivator." Enables reuse of flags 1-5 and stops flag 6 from playing.
|
| 1
|
Gate sound 1
|
| 2
|
Star ring sound 1
|
| 3
|
Star ring sound 2
|
| 4
|
Star ring sound 3
|
| 5
|
Star ring sound 4
|
| 6
|
Tunnel sound (disabled by flag 0)
|
The sound triggers 1-5 must be used in sequential order.
- At the end of a "sequence," the player must hit flag 0 before starting the sequence again.
Examples:
- 0 → 1 → 2 → 3 → 4 → 5 → 0
- This is how the triggers are used in Rainbow Road
- 0 → 1 → 0 → 1 → ...
- This lets you play the first gate sound effect repeatedly.
- 0 → 2 won't play any sound
- 1 → 1 will only play one sound ever.
| Variant
|
Effect
|
| 0
|
Deactivates cheering.
|
| 1
|
Loud cheering.
|
| 2
|
Louder cheering.
|
| 3
|
Weak cheering.
|
Trigger 1 fades in when trigger 0 is toggled
| Variant
|
Effect
|
| 0
|
Deactivate all.
|
| 1
|
Echo + cave SFX, lowered BGM volume.
|
| 2
|
Stronger echo + louder cave SFX, lowered BGM volume. No cave SFX if coming from variant 0.
|
| Variant
|
Effect
|
| 0
|
Disabled audience noises. Very quiet audience noices if coming from variant 1.
|
| 1
|
Quiet audience noises.
|
| 2
|
Audience noises.
|
| 3
|
Loud audience noises.
|
| 4
|
Disables audience, enables sea noises. Wind sound if coming from variant 5.
|
| 5
|
Disables all effects.
|
| 6
|
No effect.
|
| 7
|
Same as 0.
|
Audience noises can only be reenabled by entering variant 1 from either variant 4 or 5.
| 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.
|
Intense jungle ambience can only be enabled by entering from variant 1.
| Variant
|
Effect
|
| 0
|
No echo.
|
| 1
|
Weak echo.
|
| 2
|
Loud echo.
|
| Variant
|
Effect
|
| 0
|
Deactivate all.
|
| 1
|
Jungle SFX (animals).
|
| 2
|
Water + wind SFX.
|
| 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
|