#ifndef GUARD_CONSTANTS_SONGS_H
#define GUARD_CONSTANTS_SONGS_H

// Original JP names listed on right, along with any additional notes

#define MUS_DUMMY                   0 // MUS_DUMMY
#define SE_USE_ITEM                 1 // SE_KAIFUKU
#define SE_PC_LOGIN                 2 // SE_PC_LOGIN
#define SE_PC_OFF                   3 // SE_PC_OFF
#define SE_PC_ON                    4 // SE_PC_ON
#define SE_SELECT                   5 // SE_SELECT
#define SE_WIN_OPEN                 6 // SE_WIN_OPEN
#define SE_WALL_HIT                 7 // SE_WALL_HIT
#define SE_DOOR                     8 // SE_DOOR
#define SE_EXIT                     9 // SE_KAIDAN
#define SE_LEDGE                    10 // SE_DANSA
#define SE_BIKE_BELL                11 // SE_JITENSYA
#define SE_NOT_EFFECTIVE            12 // SE_KOUKA_L
#define SE_EFFECTIVE                13 // SE_KOUKA_M
#define SE_SUPER_EFFECTIVE          14 // SE_KOUKA_H
#define SE_BALL_OPEN                15 // SE_BOWA2
#define SE_FAINT                    16 // SE_POKE_DEAD
#define SE_FLEE                     17 // SE_NIGERU
#define SE_SLIDING_DOOR             18 // SE_JIDO_DOA
#define SE_SHIP                     19 // SE_NAMINORI
#define SE_BANG                     20 // SE_BAN
#define SE_PIN                      21 // SE_PIN (General "good", commonly for "!")
#define SE_BOO                      22 // SE_BOO (General "bad")
#define SE_BALL                     23 // SE_BOWA (Giving Poké Ball to nurse, Poké Ball shake, etc)
#define SE_CONTEST_PLACE            24 // SE_JYUNI
#define SE_A                        25 // SE_A (Bard sounds)
#define SE_I                        26 // SE_I
#define SE_U                        27 // SE_U
#define SE_E                        28 // SE_E
#define SE_O                        29 // SE_O
#define SE_N                        30 // SE_N
#define SE_SUCCESS                  31 // SE_SEIKAI
#define SE_FAILURE                  32 // SE_HAZURE
#define SE_EXP                      33 // SE_EXP
#define SE_BIKE_HOP                 34 // SE_JITE_PYOKO
#define SE_SWITCH                   35 // SE_MU_PACHI
#define SE_CLICK                    36 // SE_TK_KASYA
#define SE_FU_ZAKU                  37 // SE_FU_ZAKU (Unknown purpose, unused)
#define SE_CONTEST_CONDITION_LOSE   38 // SE_FU_ZAKU2
#define SE_LAVARIDGE_FALL_WARP      39 // SE_FU_ZUZUZU
#define SE_ICE_STAIRS               40 // SE_RU_GASHIN
#define SE_ICE_BREAK                41 // SE_RU_GASYAN
#define SE_ICE_CRACK                42 // SE_RU_BARI
#define SE_FALL                     43 // SE_RU_HYUU
#define SE_UNLOCK                   44 // SE_KI_GASYAN
#define SE_WARP_IN                  45 // SE_TK_WARPIN
#define SE_WARP_OUT                 46 // SE_TK_WARPOUT
#define SE_REPEL                    47 // SE_TU_SAA
#define SE_ROTATING_GATE            48 // SE_HI_TURUN
#define SE_TRUCK_MOVE               49 // SE_TRACK_MOVE
#define SE_TRUCK_STOP               50 // SE_TRACK_STOP
#define SE_TRUCK_UNLOAD             51 // SE_TRACK_HAIKI
#define SE_TRUCK_DOOR               52 // SE_TRACK_DOOR
#define SE_BERRY_BLENDER            53 // SE_MOTER
#define SE_CARD                     54 // SE_CARD (Unused, different from the RS card SE)
#define SE_SAVE                     55 // SE_SAVE
#define SE_BALL_BOUNCE_1            56 // SE_KON
#define SE_BALL_BOUNCE_2            57 // SE_KON2
#define SE_BALL_BOUNCE_3            58 // SE_KON3
#define SE_BALL_BOUNCE_4            59 // SE_KON4
#define SE_BALL_TRADE               60 // SE_SUIKOMU
#define SE_BALL_THROW               61 // SE_NAGERU
#define SE_NOTE_C                   62 // SE_TOY_C
#define SE_NOTE_D                   63 // SE_TOY_D
#define SE_NOTE_E                   64 // SE_TOY_E
#define SE_NOTE_F                   65 // SE_TOY_F
#define SE_NOTE_G                   66 // SE_TOY_G
#define SE_NOTE_A                   67 // SE_TOY_A
#define SE_NOTE_B                   68 // SE_TOY_B
#define SE_NOTE_C_HIGH              69 // SE_TOY_C1
#define SE_PUDDLE                   70 // SE_MIZU
#define SE_BRIDGE_WALK              71 // SE_HASHI
#define SE_ITEMFINDER               72 // SE_DAUGI
#define SE_DING_DONG                73 // SE_PINPON
#define SE_BALLOON_RED              74 // SE_FUUSEN1
#define SE_BALLOON_BLUE             75 // SE_FUUSEN2
#define SE_BALLOON_YELLOW           76 // SE_FUUSEN3
#define SE_BREAKABLE_DOOR           77 // SE_TOY_KABE
#define SE_MUD_BALL                 78 // SE_TOY_DANGO
#define SE_FIELD_POISON             79 // SE_DOKU
#define SE_ESCALATOR                80 // SE_ESUKA
#define SE_THUNDERSTORM             81 // SE_T_AME
#define SE_THUNDERSTORM_STOP        82 // SE_T_AME_E
#define SE_DOWNPOUR                 83 // SE_T_OOAME
#define SE_DOWNPOUR_STOP            84 // SE_T_OOAME_E
#define SE_RAIN                     85 // SE_T_KOAME
#define SE_RAIN_STOP                86 // SE_T_KOAME_E
#define SE_THUNDER                  87 // SE_T_KAMI
#define SE_THUNDER2                 88 // SE_T_KAMI2
#define SE_ELEVATOR                 89 // SE_ELEBETA
#define SE_LOW_HEALTH               90 // SE_HINSI
#define SE_EXP_MAX                  91 // SE_EXPMAX
#define SE_ROULETTE_BALL            92 // SE_TAMAKORO
#define SE_ROULETTE_BALL2           93 // SE_TAMAKORO_E
#define SE_TAILLOW_WING_FLAP        94 // SE_BASABASA
#define SE_SHOP                     95 // SE_REGI
#define SE_CONTEST_HEART            96 // SE_C_GAJI
#define SE_CONTEST_CURTAIN_RISE     97 // SE_C_MAKU_U
#define SE_CONTEST_CURTAIN_FALL     98 // SE_C_MAKU_D
#define SE_CONTEST_ICON_CHANGE      99 // SE_C_PASI
#define SE_CONTEST_ICON_CLEAR       100 // SE_C_SYU
#define SE_CONTEST_MONS_TURN        101 // SE_C_PIKON
#define SE_SHINY                    102 // SE_REAPOKE
#define SE_INTRO_BLAST              103 // SE_OP_BASYU
#define SE_MUGSHOT                  104 // SE_BT_START
#define SE_APPLAUSE                 105 // SE_DENDOU
#define SE_VEND                     106 // SE_JIHANKI
#define SE_ORB                      107 // SE_TAMA
#define SE_DEX_SCROLL               108 // SE_Z_SCROLL
#define SE_DEX_PAGE                 109 // SE_Z_PAGE
#define SE_POKENAV_ON               110 // SE_PN_ON
#define SE_POKENAV_OFF              111 // SE_PN_OFF
#define SE_DEX_SEARCH               112 // SE_Z_SEARCH
#define SE_EGG_HATCH                113 // SE_TAMAGO
#define SE_BALL_TRAY_ENTER          114 // SE_TB_START
#define SE_BALL_TRAY_BALL           115 // SE_TB_KON
#define SE_BALL_TRAY_EXIT           116 // SE_TB_KARA
#define SE_GLASS_FLUTE              117 // SE_BIDORO
// Move SFX
#define SE_M_THUNDERBOLT            118 // SE_W085
#define SE_M_THUNDERBOLT2           119 // SE_W085B
#define SE_M_HARDEN                 120 // SE_W231
#define SE_M_NIGHTMARE              121 // SE_W171
#define SE_M_VITAL_THROW            122 // SE_W233
#define SE_M_VITAL_THROW2           123 // SE_W233B
#define SE_M_BUBBLE                 124 // SE_W145
#define SE_M_BUBBLE2                125 // SE_W145B
#define SE_M_BUBBLE3                126 // SE_W145C
#define SE_M_RAIN_DANCE             127 // SE_W240
#define SE_M_CUT                    128 // SE_W015
#define SE_M_STRING_SHOT            129 // SE_W081
#define SE_M_STRING_SHOT2           130 // SE_W081B
#define SE_M_ROCK_THROW             131 // SE_W088
#define SE_M_GUST                   132 // SE_W016
#define SE_M_GUST2                  133 // SE_W016B
#define SE_M_DOUBLE_SLAP            134 // SE_W003
#define SE_M_DOUBLE_TEAM            135 // SE_W104
#define SE_M_RAZOR_WIND             136 // SE_W013
#define SE_M_ICY_WIND               137 // SE_W196
#define SE_M_THUNDER_WAVE           138 // SE_W086
#define SE_M_COMET_PUNCH            139 // SE_W004
#define SE_M_MEGA_KICK              140 // SE_W025
#define SE_M_MEGA_KICK2             141 // SE_W025B
#define SE_M_CRABHAMMER             142 // SE_W152
#define SE_M_JUMP_KICK              143 // SE_W026
#define SE_M_FLAME_WHEEL            144 // SE_W172
#define SE_M_FLAME_WHEEL2           145 // SE_W172B
#define SE_M_FLAMETHROWER           146 // SE_W053
#define SE_M_FIRE_PUNCH             147 // SE_W007
#define SE_M_TOXIC                  148 // SE_W092
#define SE_M_SACRED_FIRE            149 // SE_W221
#define SE_M_SACRED_FIRE2           150 // SE_W221B
#define SE_M_EMBER                  151 // SE_W052
#define SE_M_TAKE_DOWN              152 // SE_W036
#define SE_M_BLIZZARD               153 // SE_W059
#define SE_M_BLIZZARD2              154 // SE_W059B
#define SE_M_SCRATCH                155 // SE_W010
#define SE_M_VICEGRIP               156 // SE_W011
#define SE_M_WING_ATTACK            157 // SE_W017
#define SE_M_FLY                    158 // SE_W019
#define SE_M_SAND_ATTACK            159 // SE_W028
#define SE_M_RAZOR_WIND2            160 // SE_W013B
#define SE_M_BITE                   161 // SE_W044
#define SE_M_HEADBUTT               162 // SE_W029
#define SE_M_SURF                   163 // SE_W057
#define SE_M_HYDRO_PUMP             164 // SE_W056
#define SE_M_WHIRLPOOL              165 // SE_W250
#define SE_M_HORN_ATTACK            166 // SE_W030
#define SE_M_TAIL_WHIP              167 // SE_W039
#define SE_M_MIST                   168 // SE_W054
#define SE_M_POISON_POWDER          169 // SE_W077
#define SE_M_BIND                   170 // SE_W020
#define SE_M_DRAGON_RAGE            171 // SE_W082
#define SE_M_SING                   172 // SE_W047
#define SE_M_PERISH_SONG            173 // SE_W195
#define SE_M_PAY_DAY                174 // SE_W006
#define SE_M_DIG                    175 // SE_W091
#define SE_M_DIZZY_PUNCH            176 // SE_W146
#define SE_M_SELF_DESTRUCT          177 // SE_W120
#define SE_M_EXPLOSION              178 // SE_W153
#define SE_M_ABSORB_2               179 // SE_W071B
#define SE_M_ABSORB                 180 // SE_W071
#define SE_M_SCREECH                181 // SE_W103
#define SE_M_BUBBLE_BEAM            182 // SE_W062
#define SE_M_BUBBLE_BEAM2           183 // SE_W062B
#define SE_M_SUPERSONIC             184 // SE_W048
#define SE_M_BELLY_DRUM             185 // SE_W187
#define SE_M_METRONOME              186 // SE_W118
#define SE_M_BONEMERANG             187 // SE_W155
#define SE_M_LICK                   188 // SE_W122
#define SE_M_PSYBEAM                189 // SE_W060
#define SE_M_FAINT_ATTACK           190 // SE_W185
#define SE_M_SWORDS_DANCE           191 // SE_W014
#define SE_M_LEER                   192 // SE_W043
#define SE_M_SWAGGER                193 // SE_W207
#define SE_M_SWAGGER2               194 // SE_W207B
#define SE_M_HEAL_BELL              195 // SE_W215
#define SE_M_CONFUSE_RAY            196 // SE_W109
#define SE_M_SNORE                  197 // SE_W173
#define SE_M_BRICK_BREAK            198 // SE_W280
#define SE_M_GIGA_DRAIN             199 // SE_W202
#define SE_M_PSYBEAM2               200 // SE_W060B
#define SE_M_SOLAR_BEAM             201 // SE_W076
#define SE_M_PETAL_DANCE            202 // SE_W080
#define SE_M_TELEPORT               203 // SE_W100
#define SE_M_MINIMIZE               204 // SE_W107
#define SE_M_SKETCH                 205 // SE_W166
#define SE_M_SWIFT                  206 // SE_W129
#define SE_M_REFLECT                207 // SE_W115
#define SE_M_BARRIER                208 // SE_W112
#define SE_M_DETECT                 209 // SE_W197
#define SE_M_LOCK_ON                210 // SE_W199
#define SE_M_MOONLIGHT              211 // SE_W236
#define SE_M_CHARM                  212 // SE_W204
#define SE_M_CHARGE                 213 // SE_W268
#define SE_M_STRENGTH               214 // SE_W070
#define SE_M_HYPER_BEAM             215 // SE_W063
#define SE_M_WATERFALL              216 // SE_W127
#define SE_M_REVERSAL               217 // SE_W179
#define SE_M_ACID_ARMOR             218 // SE_W151
#define SE_M_SANDSTORM              219 // SE_W201
#define SE_M_TRI_ATTACK             220 // SE_W161
#define SE_M_TRI_ATTACK2            221 // SE_W161B
#define SE_M_ENCORE                 222 // SE_W227
#define SE_M_ENCORE2                223 // SE_W227B
#define SE_M_BATON_PASS             224 // SE_W226
#define SE_M_MILK_DRINK             225 // SE_W208
#define SE_M_ATTRACT                226 // SE_W213
#define SE_M_ATTRACT2               227 // SE_W213B
#define SE_M_MORNING_SUN            228 // SE_W234
#define SE_M_FLATTER                229 // SE_W260
#define SE_M_SAND_TOMB              230 // SE_W328
#define SE_M_GRASSWHISTLE           231 // SE_W320
#define SE_M_SPIT_UP                232 // SE_W255
#define SE_M_DIVE                   233 // SE_W291
#define SE_M_EARTHQUAKE             234 // SE_W089
#define SE_M_TWISTER                235 // SE_W239
#define SE_M_SWEET_SCENT            236 // SE_W230
#define SE_M_YAWN                   237 // SE_W281
#define SE_M_SKY_UPPERCUT           238 // SE_W327
#define SE_M_STAT_INCREASE          239 // SE_W287
#define SE_M_HEAT_WAVE              240 // SE_W257
#define SE_M_UPROAR                 241 // SE_W253
#define SE_M_HAIL                   242 // SE_W258
#define SE_M_COSMIC_POWER           243 // SE_W322
#define SE_M_TEETER_DANCE           244 // SE_W298
#define SE_M_STAT_DECREASE          245 // SE_W287B
#define SE_M_HAZE                   246 // SE_W114
#define SE_M_HYPER_BEAM2            247 // SE_W063B
// FRLG SFX
#define SE_RG_DOOR                  248 // SE_RG_W_DOOR
#define SE_RG_CARD_FLIP             249 // SE_RG_CARD1
#define SE_RG_CARD_FLIPPING         250 // SE_RG_CARD2
#define SE_RG_CARD_OPEN             251 // SE_RG_CARD3
#define SE_RG_BAG_CURSOR            252 // SE_RG_BAG1
#define SE_RG_BAG_POCKET            253 // SE_RG_BAG2
#define SE_RG_BALL_CLICK            254 // SE_RG_GETTING
#define SE_RG_SHOP                  255 // SE_RG_SHOP
#define SE_RG_SS_ANNE_HORN          256 // SE_RG_KITEKI
#define SE_RG_HELP_OPEN             257 // SE_RG_HELP_OP
#define SE_RG_HELP_CLOSE            258 // SE_RG_HELP_CL
#define SE_RG_HELP_ERROR            259 // SE_RG_HELP_NG
#define SE_RG_DEOXYS_MOVE           260 // SE_RG_DEOMOV
#define SE_RG_POKE_JUMP_SUCCESS     261 // SE_RG_EXCELLENT
#define SE_RG_POKE_JUMP_FAILURE     262 // SE_RG_NAWAMISS
// New Emerald SFX
#define SE_POKENAV_CALL             263 // SE_TOREEYE
#define SE_POKENAV_HANG_UP          264 // SE_TOREOFF
#define SE_ARENA_TIMEUP1            265 // SE_HANTEI1
#define SE_ARENA_TIMEUP2            266 // SE_HANTEI2
#define SE_PIKE_CURTAIN_CLOSE       267 // SE_CURTAIN
#define SE_PIKE_CURTAIN_OPEN        268 // SE_CURTAIN1
#define SE_SUDOWOODO_SHAKE          269 // SE_USSOKI

// Music
#define MUS_LITTLEROOT_TEST         350 // MUS_TETSUJI          // Unused, likely a test track.
#define MUS_GSC_ROUTE38             351 // MUS_FIELD13          // Unused, likely a test track.
#define MUS_CAUGHT                  352 // MUS_KACHI22
#define MUS_VICTORY_WILD            353 // MUS_KACHI2
#define MUS_VICTORY_GYM_LEADER      354 // MUS_KACHI3           // Also used in Frontier Brain victories.
#define MUS_VICTORY_LEAGUE          355 // MUS_KACHI5
#define MUS_C_COMM_CENTER           356 // MUS_PCC              // Unused, likely a test track.
#define MUS_GSC_PEWTER              357 // MUS_NIBI             // Used in unused Contest Halls.
#define MUS_C_VS_LEGEND_BEAST       358 // MUS_SUIKUN           // Unused, likely a test track.
#define MUS_ROUTE101                359 // MUS_DOORO1           // Also used in Routes 102 and 103.
#define MUS_ROUTE110                360 // MUS_DOORO_X1         // Also used in Routes 112, 114, 117, 111's non-desert section and 118's west half.
#define MUS_ROUTE120                361 // MUS_DOORO_X3         // Also used in Routes 121, 124, 125, 126, 127 and 128.
#define MUS_PETALBURG               362 // MUS_MACHI_S2         // Also used in Mr. Briney's House and Pretty Petal Flower Shop.
#define MUS_OLDALE                  363 // MUS_MACHI_S4         // Also used in Lavaridge Town.
#define MUS_GYM                     364 // MUS_GIM
#define MUS_SURF                    365 // MUS_NAMINORI
#define MUS_PETALBURG_WOODS         366 // MUS_DAN01            // Also used in Artisan Cave, Fiery Path, Granite Cave, Jagged Pass, Marine Cave, Rusturf Tunnel, Scorched Slab and Terra Cave.
#define MUS_LEVEL_UP                367 // MUS_FANFA1
#define MUS_HEAL                    368 // MUS_ME_ASA
#define MUS_OBTAIN_BADGE            369 // MUS_ME_BACHI
#define MUS_OBTAIN_ITEM             370 // MUS_FANFA4
#define MUS_EVOLVED                 371 // MUS_FANFA5           // Also used in egg hatching, trades and upon catching.
#define MUS_OBTAIN_TMHM             372 // MUS_ME_WAZA
#define MUS_LILYCOVE_MUSEUM         373 // MUS_BIJYUTU          // Also used in the Battle Frontier's Ranking Hall.
#define MUS_ROUTE122                374 // MUS_DOORO_X4         // Also used in Route 123 and Birch's intro speech.
#define MUS_OCEANIC_MUSEUM          375 // MUS_FUNE_KAN
#define MUS_EVOLUTION_INTRO         376 // MUS_ME_SHINKA        // Also used in egg hatching.
#define MUS_EVOLUTION               377 // MUS_SHINKA           // Also used in egg hatching and trades.
#define MUS_MOVE_DELETED            378 // MUS_ME_WASURE
#define MUS_ENCOUNTER_GIRL          379 // MUS_SYOUJOEYE
#define MUS_ENCOUNTER_MALE          380 // MUS_BOYEYE
#define MUS_ABANDONED_SHIP          381 // MUS_DAN02            // Also used in Faraway and Southern Islands.
#define MUS_FORTREE                 382 // MUS_MACHI_S3         // Also used in Secret Bases and the Safari Zone's entrance.
#define MUS_BIRCH_LAB               383 // MUS_ODAMAKI
#define MUS_B_TOWER_RS              384 // MUS_B_TOWER          // Used in Battle Tents, Trainer Hill and Battle Frontier's lounges and Exchange Service Corner.
#define MUS_ENCOUNTER_SWIMMER       385 // MUS_SWIMEYE
#define MUS_CAVE_OF_ORIGIN          386 // MUS_DAN03            // Also used in Meteor Falls.
#define MUS_OBTAIN_BERRY            387 // MUS_ME_KINOMI
#define MUS_AWAKEN_LEGEND           388 // MUS_ME_TAMA
#define MUS_SLOTS_JACKPOT           389 // MUS_ME_B_BIG         // Also used in the Roulette.
#define MUS_SLOTS_WIN               390 // MUS_ME_B_SMALL       // Also used in the Roulette.
#define MUS_TOO_BAD                 391 // MUS_ME_ZANNEN
#define MUS_ROULETTE                392 // MUS_BD_TIME
#define MUS_LINK_CONTEST_P1         393 // MUS_TEST1
#define MUS_LINK_CONTEST_P2         394 // MUS_TEST2
#define MUS_LINK_CONTEST_P3         395 // MUS_TEST3
#define MUS_LINK_CONTEST_P4         396 // MUS_TEST4
#define MUS_ENCOUNTER_RICH          397 // MUS_TEST
#define MUS_VERDANTURF              398 // MUS_GOMACHI0
#define MUS_RUSTBORO                399 // MUS_GOTOWN           // Also used in Mauville City, Mossdeep City, Daycare, Weather Institute and several Route houses.
#define MUS_POKE_CENTER             400 // MUS_POKECEN          // Also used in the Pokémon League's lobby.
#define MUS_ROUTE104                401 // MUS_NEXTROAD         // Also used in Routes 105, 106, 107, 108, 109, 115 and 116.
#define MUS_ROUTE119                402 // MUS_GRANROAD         // Also used in Routes 129, 130, 131, 132, 133, 134 and 118's east half.
#define MUS_CYCLING                 403 // MUS_CYCLING
#define MUS_POKE_MART               404 // MUS_FRIENDLY         // Also used in Lilycove's Department Store.
#define MUS_LITTLEROOT              405 // MUS_MISHIRO
#define MUS_MT_CHIMNEY              406 // MUS_TOZAN            // Also used in Desert Underpass, Mirage Tower, Seafloor Cavern and Sky Pillar.
#define MUS_ENCOUNTER_FEMALE        407 // MUS_GIRLEYE
#define MUS_LILYCOVE                408 // MUS_MINAMO           // Also used in Pacifidlog Town and the Diving Treasure Hunter's house.
#define MUS_DESERT                  409 // MUS_ASHROAD
#define MUS_HELP                    410 // MUS_EVENT0
#define MUS_UNDERWATER              411 // MUS_DEEPDEEP
#define MUS_VICTORY_TRAINER         412 // MUS_KACHI1
#define MUS_TITLE                   413 // MUS_TITLE3
#define MUS_INTRO                   414 // MUS_DEMO1
#define MUS_ENCOUNTER_MAY           415 // MUS_GIRL_SUP
#define MUS_ENCOUNTER_INTENSE       416 // MUS_HAGESHII
#define MUS_ENCOUNTER_COOL          417 // MUS_KAKKOII
#define MUS_ROUTE113                418 // MUS_KAZANBAI
#define MUS_ENCOUNTER_AQUA          419 // MUS_AQA_0
#define MUS_FOLLOW_ME               420 // MUS_TSURETEK
#define MUS_ENCOUNTER_BRENDAN       421 // MUS_BOY_SUP
#define MUS_EVER_GRANDE             422 // MUS_RAINBOW          // Also used in link rooms.
#define MUS_ENCOUNTER_SUSPICIOUS    423 // MUS_AYASII
#define MUS_VICTORY_AQUA_MAGMA      424 // MUS_KACHI4
#define MUS_CABLE_CAR               425 // MUS_ROPEWAY
#define MUS_GAME_CORNER             426 // MUS_CASINO
#define MUS_DEWFORD                 427 // MUS_HIGHTOWN         // Also used in Route 109's Seashore house.
#define MUS_SAFARI_ZONE             428 // MUS_SAFARI
#define MUS_VICTORY_ROAD            429 // MUS_C_ROAD           // Also used in Pokémon League's E4/Champion rooms and halls.
#define MUS_AQUA_MAGMA_HIDEOUT      430 // MUS_AJITO
#define MUS_SAILING                 431 // MUS_M_BOAT
#define MUS_MT_PYRE                 432 // MUS_M_DUNGON         // Also used in New Mauville and Shoal Cave.
#define MUS_SLATEPORT               433 // MUS_FINECITY         // Also used in Cycling Road's entrances.
#define MUS_MT_PYRE_EXTERIOR        434 // MUS_MACHUPI
#define MUS_SCHOOL                  435 // MUS_P_SCHOOL
#define MUS_HALL_OF_FAME            436 // MUS_DENDOU
#define MUS_FALLARBOR               437 // MUS_TONEKUSA         // Also used in Route 114's houses.
#define MUS_SEALED_CHAMBER          438 // MUS_MABOROSI         // Also used in Ancient Tomb, Desert Ruins and Island Cave.
#define MUS_CONTEST_WINNER          439 // MUS_CON_FAN
#define MUS_CONTEST                 440 // MUS_CONTEST0
#define MUS_ENCOUNTER_MAGMA         441 // MUS_MGM0
#define MUS_INTRO_BATTLE            442 // MUS_T_BATTLE
#define MUS_ABNORMAL_WEATHER        443 // MUS_OOAME            // Replaces MUS_WEATHER_KYOGRE from R/S.
#define MUS_WEATHER_GROUDON         444 // MUS_HIDERI           // Unused, from R/S.
#define MUS_SOOTOPOLIS              445 // MUS_RUNECITY
#define MUS_CONTEST_RESULTS         446 // MUS_CON_K
#define MUS_HALL_OF_FAME_ROOM       447 // MUS_EIKOU_R
#define MUS_TRICK_HOUSE             448 // MUS_KARAKURI
#define MUS_ENCOUNTER_TWINS         449 // MUS_HUTAGO
#define MUS_ENCOUNTER_ELITE_FOUR    450 // MUS_SITENNOU
#define MUS_ENCOUNTER_HIKER         451 // MUS_YAMA_EYE
#define MUS_CONTEST_LOBBY           452 // MUS_CONLOBBY
#define MUS_ENCOUNTER_INTERVIEWER   453 // MUS_INTER_V          // Also used during Petalburg City report at the beginning of the game.
#define MUS_ENCOUNTER_CHAMPION      454 // MUS_DAIGO
#define MUS_CREDITS                 455 // MUS_THANKFOR
#define MUS_END                     456 // MUS_END
#define MUS_B_FRONTIER              457 // MUS_B_FRONTIER
#define MUS_B_ARENA                 458 // MUS_B_ARENA
#define MUS_OBTAIN_B_POINTS         459 // MUS_ME_POINTGET
#define MUS_REGISTER_MATCH_CALL     460 // MUS_ME_TORE_EYE
#define MUS_B_PYRAMID               461 // MUS_PYRAMID
#define MUS_B_PYRAMID_TOP           462 // MUS_PYRAMID_TOP
#define MUS_B_PALACE                463 // MUS_B_PALACE
#define MUS_RAYQUAZA_APPEARS        464 // MUS_REKKUU_KOURIN
#define MUS_B_TOWER                 465 // MUS_SATTOWER
#define MUS_OBTAIN_SYMBOL           466 // MUS_ME_SYMBOLGET
#define MUS_B_DOME                  467 // MUS_B_DOME
#define MUS_B_PIKE                  468 // MUS_B_TUBE
#define MUS_B_FACTORY               469 // MUS_B_FACTORY
#define MUS_VS_RAYQUAZA             470 // MUS_VS_REKKU         // Identical to MUS_VS_KYOGRE_GROUDON.
#define MUS_VS_FRONTIER_BRAIN       471 // MUS_VS_FRONT
#define MUS_VS_MEW                  472 // MUS_VS_MEW
#define MUS_B_DOME_LOBBY            473 // MUS_B_DOME1
#define MUS_VS_WILD                 474 // MUS_BATTLE27
#define MUS_VS_AQUA_MAGMA           475 // MUS_BATTLE31
#define MUS_VS_TRAINER              476 // MUS_BATTLE20
#define MUS_VS_GYM_LEADER           477 // MUS_BATTLE32
#define MUS_VS_CHAMPION             478 // MUS_BATTLE33
#define MUS_VS_REGI                 479 // MUS_BATTLE36
#define MUS_VS_KYOGRE_GROUDON       480 // MUS_BATTLE34
#define MUS_VS_RIVAL                481 // MUS_BATTLE35
#define MUS_VS_ELITE_FOUR           482 // MUS_BATTLE38
#define MUS_VS_AQUA_MAGMA_LEADER    483 // MUS_BATTLE30
// FRLG Music
#define MUS_RG_FOLLOW_ME            484 // MUS_RG_ANNAI
#define MUS_RG_GAME_CORNER          485 // MUS_RG_SLOT
#define MUS_RG_ROCKET_HIDEOUT       486 // MUS_RG_AJITO
#define MUS_RG_GYM                  487 // MUS_RG_GYM
#define MUS_RG_JIGGLYPUFF           488 // MUS_RG_PURIN
#define MUS_RG_INTRO_FIGHT          489 // MUS_RG_DEMO
#define MUS_RG_TITLE                490 // MUS_RG_TITLE
#define MUS_RG_CINNABAR             491 // MUS_RG_GUREN
#define MUS_RG_LAVENDER             492 // MUS_RG_SHION
#define MUS_RG_HEAL                 493 // MUS_RG_KAIHUKU
#define MUS_RG_CYCLING              494 // MUS_RG_CYCLING
#define MUS_RG_ENCOUNTER_ROCKET     495 // MUS_RG_ROCKET
#define MUS_RG_ENCOUNTER_GIRL       496 // MUS_RG_SHOUJO
#define MUS_RG_ENCOUNTER_BOY        497 // MUS_RG_SHOUNEN
#define MUS_RG_HALL_OF_FAME         498 // MUS_RG_DENDOU
#define MUS_RG_VIRIDIAN_FOREST      499 // MUS_RG_T_MORI
#define MUS_RG_MT_MOON              500 // MUS_RG_OTSUKIMI
#define MUS_RG_POKE_MANSION         501 // MUS_RG_POKEYASHI
#define MUS_RG_CREDITS              502 // MUS_RG_ENDING
#define MUS_RG_ROUTE1               503 // MUS_RG_LOAD01
#define MUS_RG_ROUTE24              504 // MUS_RG_OPENING
#define MUS_RG_ROUTE3               505 // MUS_RG_LOAD02
#define MUS_RG_ROUTE11              506 // MUS_RG_LOAD03
#define MUS_RG_VICTORY_ROAD         507 // MUS_RG_CHAMP_R
#define MUS_RG_VS_GYM_LEADER        508 // MUS_RG_VS_GYM
#define MUS_RG_VS_TRAINER           509 // MUS_RG_VS_TORE
#define MUS_RG_VS_WILD              510 // MUS_RG_VS_YASEI
#define MUS_RG_VS_CHAMPION          511 // MUS_RG_VS_LAST
#define MUS_RG_PALLET               512 // MUS_RG_MASARA
#define MUS_RG_OAK_LAB              513 // MUS_RG_KENKYU
#define MUS_RG_OAK                  514 // MUS_RG_OHKIDO
#define MUS_RG_POKE_CENTER          515 // MUS_RG_POKECEN
#define MUS_RG_SS_ANNE              516 // MUS_RG_SANTOAN
#define MUS_RG_SURF                 517 // MUS_RG_NAMINORI
#define MUS_RG_POKE_TOWER           518 // MUS_RG_P_TOWER
#define MUS_RG_SILPH                519 // MUS_RG_SHIRUHU
#define MUS_RG_FUCHSIA              520 // MUS_RG_HANADA
#define MUS_RG_CELADON              521 // MUS_RG_TAMAMUSI
#define MUS_RG_VICTORY_TRAINER      522 // MUS_RG_WIN_TRE       // Identical to MUS_VICTORY_TRAINER.
#define MUS_RG_VICTORY_WILD         523 // MUS_RG_WIN_YASEI     // Identical to MUS_VICTORY_WILD.
#define MUS_RG_VICTORY_GYM_LEADER   524 // MUS_RG_WIN_GYM       // Identical to MUS_VICTORY_GYM_LEADER.
#define MUS_RG_VERMILLION           525 // MUS_RG_KUCHIBA
#define MUS_RG_PEWTER               526 // MUS_RG_NIBI
#define MUS_RG_ENCOUNTER_RIVAL      527 // MUS_RG_RIVAL1
#define MUS_RG_RIVAL_EXIT           528 // MUS_RG_RIVAL2
#define MUS_RG_DEX_RATING           529 // MUS_RG_FAN2
#define MUS_RG_OBTAIN_KEY_ITEM      530 // MUS_RG_FAN5
#define MUS_RG_CAUGHT_INTRO         531 // MUS_RG_FAN6
#define MUS_RG_PHOTO                532 // MUS_ME_RG_PHOTO
#define MUS_RG_GAME_FREAK           533 // MUS_RG_TITLEROG
#define MUS_RG_CAUGHT               534 // MUS_RG_GET_YASEI
#define MUS_RG_NEW_GAME_INSTRUCT    535 // MUS_RG_SOUSA
#define MUS_RG_NEW_GAME_INTRO       536 // MUS_RG_SEKAIKAN
#define MUS_RG_NEW_GAME_EXIT        537 // MUS_RG_SEIBETU
#define MUS_RG_POKE_JUMP            538 // MUS_RG_JUMP
#define MUS_RG_UNION_ROOM           539 // MUS_RG_UNION
#define MUS_RG_NET_CENTER           540 // MUS_RG_NETWORK
#define MUS_RG_MYSTERY_GIFT         541 // MUS_RG_OKURIMONO
#define MUS_RG_BERRY_PICK           542 // MUS_RG_KINOMIKUI
#define MUS_RG_SEVII_CAVE           543 // MUS_RG_NANADUNGEON   // Identical to MUS_RG_MT_MOON.
#define MUS_RG_TEACHY_TV_SHOW       544 // MUS_RG_OSHIE_TV      // Identical to MUS_RG_FOLLOW_ME.
#define MUS_RG_SEVII_ROUTE          545 // MUS_RG_NANASHIMA
#define MUS_RG_SEVII_DUNGEON        546 // MUS_RG_NANAISEKI     // Identical to MUS_RG_VIRIDIAN_FOREST.
#define MUS_RG_SEVII_123            547 // MUS_RG_NANA123       // Identical to MUS_RG_PEWTER
#define MUS_RG_SEVII_45             548 // MUS_RG_NANA45
#define MUS_RG_SEVII_67             549 // MUS_RG_NANA67
#define MUS_RG_POKE_FLUTE           550 // MUS_RG_POKEFUE
#define MUS_RG_VS_DEOXYS            551 // MUS_RG_VS_DEO
#define MUS_RG_VS_MEWTWO            552 // MUS_RG_VS_MYU2
#define MUS_RG_VS_LEGEND            553 // MUS_RG_VS_DEN
#define MUS_RG_ENCOUNTER_GYM_LEADER 554 // MUS_RG_EXEYE
#define MUS_RG_ENCOUNTER_DEOXYS     555 // MUS_RG_DEOEYE
#define MUS_RG_TRAINER_TOWER        556 // MUS_RG_T_TOWER
#define MUS_RG_SLOW_PALLET          557 // MUS_RG_SLOWMASARA
#define MUS_RG_TEACHY_TV_MENU       558 // MUS_RG_TVNOIZE

// These PH_* constants are phoneme sounds used by the "bard" NPC (see src/bard_music.c and src/mauville_old_man.c).
// Each comes in a triplet of PH_*_BLEND, PH_*_HELD, and PH_*_SOLO, and the name of each triplet incorporates the English phonetic sound it represents.
#define PH_TRAP_BLEND               559
#define PH_TRAP_HELD                560
#define PH_TRAP_SOLO                561
#define PH_FACE_BLEND               562
#define PH_FACE_HELD                563
#define PH_FACE_SOLO                564
#define PH_CLOTH_BLEND              565
#define PH_CLOTH_HELD               566
#define PH_CLOTH_SOLO               567
#define PH_DRESS_BLEND              568
#define PH_DRESS_HELD               569
#define PH_DRESS_SOLO               570
#define PH_FLEECE_BLEND             571
#define PH_FLEECE_HELD              572
#define PH_FLEECE_SOLO              573
#define PH_KIT_BLEND                574
#define PH_KIT_HELD                 575
#define PH_KIT_SOLO                 576
#define PH_PRICE_BLEND              577
#define PH_PRICE_HELD               578
#define PH_PRICE_SOLO               579
#define PH_LOT_BLEND                580
#define PH_LOT_HELD                 581
#define PH_LOT_SOLO                 582
#define PH_GOAT_BLEND               583
#define PH_GOAT_HELD                584
#define PH_GOAT_SOLO                585
#define PH_THOUGHT_BLEND            586
#define PH_THOUGHT_HELD             587
#define PH_THOUGHT_SOLO             588
#define PH_CHOICE_BLEND             589
#define PH_CHOICE_HELD              590
#define PH_CHOICE_SOLO              591
#define PH_MOUTH_BLEND              592
#define PH_MOUTH_HELD               593
#define PH_MOUTH_SOLO               594
#define PH_FOOT_BLEND               595
#define PH_FOOT_HELD                596
#define PH_FOOT_SOLO                597
#define PH_GOOSE_BLEND              598
#define PH_GOOSE_HELD               599
#define PH_GOOSE_SOLO               600
#define PH_STRUT_BLEND              601
#define PH_STRUT_HELD               602
#define PH_STRUT_SOLO               603
#define PH_CURE_BLEND               604
#define PH_CURE_HELD                605
#define PH_CURE_SOLO                606
#define PH_NURSE_BLEND              607
#define PH_NURSE_HELD               608
#define PH_NURSE_SOLO               609

#define MUS_ROUTE118                0x7FFF  // Map is split into 2 music sections. controlled by GetCurrLocationDefaultMusic().

#define MUS_NONE                    0xFFFF

#define FIRST_PHONEME_SONG          PH_TRAP_BLEND
#define LAST_PHONEME_SONG           PH_NURSE_SOLO
#define NUM_PHONEME_SONGS           (LAST_PHONEME_SONG - FIRST_PHONEME_SONG + 1)
#define PHONEME_ID(song)            ((song) - FIRST_PHONEME_SONG)
#define PHONEME_ID_NONE             0xFF

#endif  // GUARD_CONSTANTS_SONGS_H
