#ifndef GUARD_CONSTANTS_BG_MUSIC_H
#define GUARD_CONSTANTS_BG_MUSIC_H

#define MUS_TITLE                   0x01  // BGM 1
#define MUS_EMPTY_0x02              0x02  // No sound
#define MUS_TABLE_SELECT            0x03  // BGM 2
#define MUS_EMPTY_0x04              0x04  // No sound
#define MUS_UNKNOWN_0x5             0x05  // BGM 3
#define MUS_UNKNOWN_0x6             0x06
#define MUS_OPENING                 0x08  // BGM 4
#define MUS_HIGH_SCORE              0x09  // BGM 5
#define MUS_EMPTY_0x0A              0x0A  // No sound
#define MUS_SHOP                    0x0B  // BGM 7
#define MUS_SLOTS_PRIZE             0x0C  // BGM 8
#define MUS_END_OF_BALL             0x0D  // BGM 9
#define MUS_BONUS_CHANCE            0x0E  // BGM 10
#define MUS_BONUS_CHANCE_LEGENDARY  0x0F  // BGM 11
#define MUS_TRAVEL_MODE_START       0x10  // BGM 12 RS: TM/HM Obtained
#define MUS_SUCCESS                 0x11  // BGM 13
#define MUS_SUCCESS2                0x12  // Copy of MUS_SUCCESS?
#define MUS_END_OF_BALL2            0x13  // Copy of MUS_END_OF_BALL?
#define MUS_UNKNOWN_0x14            0x14  // BGM 14 RS: Item Obtained
#define MUS_EGG_MODE                0x15  // BGM 15 RS: Encounter! (Twins)
#define MUS_EGG_MODE_START          0x16  // BGM 16 RS: Trick House
#define MUS_TRAVEL_MODE             0x17  // BGM 17
#define MUS_UNKNOWN_0x18            0x18  // RS: Battle! (Elite Four)
#define MUS_HURRY_UP                0x19  // BGM 18 RS: Prof. Birch in trouble
#define MUS_EVOLUTION               0x1A  // BGM 19
#define MUS_EMPTY_0x1B              0x1B  // No sound
#define MUS_FIELD_RUBY              0x1C  // BGM 20
#define MUS_CATCH_EM_MODE           0x1D  // BGM 21
#define MUS_EVO_MODE                0x1E  // BGM 22 (31) RS: Encounter! (Champion Steven)
#define MUS_EMPTY_0x1F              0x1F  // No sound
#define MUS_FIELD_SAPPHIRE          0x20  // BGM 24
#define MUS_CATCH_EM_MODE2          0x21  // BGM 25
#define MUS_EVO_MODE2               0x22
#define MUS_EMPTY_0x23              0x23  // No sound
#define MUS_BONUS_FIELD_KECLEON     0x24  // BGM 27
#define MUS_BONUS_FIELD_DUSKULL     0x25  // BGM 28
#define MUS_BONUS_FIELD_DUSCLOPS    0x26  // BGM 29
#define MUS_BONUS_FIELD_SPHEAL      0x27  // BGM 30
#define MUS_BONUS_FIELD_GROUDON     0x28  // BGM 31
#define MUS_BONUS_FIELD_KYOGRE      0x29  // BGM 32
#define MUS_BONUS_FIELD_RAYQUAZA    0x2A  // BGM 33
#define MUS_SUCCESS3                0x2B  // Copy of MUS_SUCCESS? (used in bonus fields)
#define MUS_END_OF_BALL3            0x2C  // Copy of MUS_END_OF_BALL? (used in bonus fields)
#define MUS_EMPTY_0x2D              0x2D  // No sound
#define MUS_POKEDEX                 0x2E  // BGM 6 RS: Evergrande City
#define MUS_JIRACHI                 0x2F  // BGM 34 RS: Hall of Fame

#define MUS_FIELD_RUBY2             0x5B  // BGM 23  Ruby Field background music after beating (not catching) Rayquaza
#define MUS_FIELD_SAPPHIRE2         0x5C  // BGM 26 Sapphire Field background music after beating (not catching) Rayquaza
#define MUS_UNKNOWN_0x5D            0x5D  //

#define SE_MENU_SELECT              0x65 // SE 1 Menu Selection; RS: PokéNav turn on
#define SE_MENU_CANCEL              0x66 // SE 2 Menu Cancel; RS: PokéNav turn off
#define SE_MENU_MOVE                0x67 // SE 3 Menu Momevent
#define SE_MENU_POPUP_OPEN          0x68 // SE 4; Yellow window popup appears (eg: pokedox transfer confirmation)
#define SE_MENU_POPUP_CLOSE         0x69 // SE 5; Yellow window popup disappears (eg: pokedox transfer confirmation)
#define SE_SCORE_ENTRY_A_B_MOVE     0x6A // SE 6; Drum?
#define SE_SCORE_ENTRY_LETTER_CHANGE 0x6B // SE 7; RS: Pokédex scroll
#define SE_UNKNOWN_0x6C             0x6C // RS: Bike hop
#define SE_UNKNOWN_0x6D             0x6D // SE 8
#define SE_UNKNOWN_0x6E             0x6E // same as SE1
#define SE_UNKNOWN_0x6F             0x6F // same as SE2
#define SE_UNKNOWN_0x70             0x70 // No Sound
#define SE_UNKNOWN_0x71             0x71 // Duplicated of SE 70 *thwip*
#define SE_FLIPPER_PRESSED          0x72 // SE9 Flipper
#define SE_SLINGSHOT_HIT            0x73 // SE10 Triangle bumper hit
#define SE_POKEMON_CATCH_HIT        0x74 // SE11 Pokemon Catch hit
#define SE_UNKNOWN_0x75             0x75 // SE12 *high chirp*
#define SE_TRIGGER_BUTTON_HIT       0x76 // SE13 Trigger button hit
#define SE_WALL_HIT                 0x77 // SE14 ball hits wall
#define SE_TILT_TRIGGERED           0x78 // SE15 *metal gate bounce?*
#define SE_UNKNOWN_0x79             0x79 // SE16 *ball flat clack*
#define SE_UNKNOWN_0x7A             0x7A // SE17 *high trill - radar*
#define SE_UNKNOWN_0x7B             0x7B // SE18 Sustained machine noise. - Same as 95
#define SE_UNKNOWN_0x7C             0x7C // SE19 *extended stable electric tone* (SE153 has a short form)
#define SE_UNKNOWN_0x7D             0x7D // ?? *Kerplunk* ??
#define SE_UNKNOWN_0x7E             0x7E // SE20 Same as SE1
#define SE_UNKNOWN_0x7F             0x7F // ?? Questioning Cry??
#define SE_UNKNOWN_0x80             0x80 // SE21 *flying slash*
#define SE_UNKNOWN_0x81             0x81 // SE22 *Pokeball hit ground; low pitched related to SE47*
#define SE_EVO_SELECTION_MOVE       0x82 // SE23 Evo Selection list move
#define SE_EVO_SELECTION_CONFIRM    0x83 // SE24 Evo Selection confirmed
#define SE_UNKNOWN_0x84             0x84 // SE25 Evo Symbol Spawned; Ball Respawn - Bonus board
#define SE_UNKNOWN_0x85             0x85 // SE26 Evo Symbol finished spawning (Same as SE43)
#define SE_UNKNOWN_0x86             0x86 // SE27 Evo Symbol collected
#define SE_UNKNOWN_0x87             0x87 // SE28 *Pokeball/power upgrade? *
#define SE_UNKNOWN_0x88             0x88 // ?? *Downward compliment to SE28* ??
#define SE_UNKNOWN_0x89             0x89 // ?? *Coin collect*??
#define SE_FAILURE                  0x8A // SE29 Denied. ('Unable to select' in pokedex)
#define SE_UNKNOWN_0x8B             0x8B // SE30 Evo/Catch mode initiated
#define SE_UNKNOWN_0x8C             0x8C // SE31 Catch Tile Revealed (Same as 114, 129, 139, 151)
#define SE_UNKNOWN_0x8D             0x8D // SE32 *Descending roar*
#define SE_UNKNOWN_0x8E             0x8E // SE33 *Vibrating ting*
#define SE_UNKNOWN_0x8F             0x8F // SE34 *drum brush*
#define SE_UNKNOWN_0x90             0x90 // No Sound
#define SE_UNKNOWN_0x91             0x91 // SE35 Bonus point tally finished; RS: Pokédex page change
#define SE_UNKNOWN_0x92             0x92 // SE36 Egg hatched flourish*
#define SE_UNKNOWN_0x93             0x93 // SE37 Duplicate of SE1 Menu Selection; RS: PokéNav turn on
#define SE_UNKNOWN_0x94             0x94 // SE38 Ball Sunk sound *Pokemon leaves ball/escape?* Same as SE163
#define SE_UNKNOWN_0x95             0x95 // SE39 Latias/Latios delivers ball to plunger
#define SE_UNKNOWN_0x96             0x96 // SE40 Launcher catches ball
#define SE_UNKNOWN_0x97             0x97 // SE41 *Hit closed door*
#define SE_UNKNOWN_0x98             0x98 // SE42 *Hit and enclose*
#define SE_UNKNOWN_0x99             0x99 // SE43 ?Launcher fully charged? Duplicate of SE26
#define SE_UNKNOWN_0x9A             0x9A // SE44 Pokemon being absorbed into ball (when catching)
#define SE_UNKNOWN_0x9B             0x9B // SE45 *gusty wind landing*
#define SE_UNKNOWN_0x9C             0x9C // SE46 Pokemon entered Pokeball (when catching)
#define SE_UNKNOWN_0x9D             0x9D // SE47 Pokeball hit ground; High pitched related to 22
#define SE_UNKNOWN_0x9E             0x9E // SE48 Pokeball shake, During catch confirmation
#define SE_UNKNOWN_0x9F             0x9F // SE49 *Up warp?*
#define SE_UNKNOWN_0xA0             0xA0 // ?? *Downward complement to SE49* ??
#define SE_UNKNOWN_0xA1             0xA1 // SE50 *hit clack*
#define SE_UNKNOWN_0xA2             0xA2 // SE51 *Brush*
#define SE_UNKNOWN_0xA3             0xA3 // SE52 Duplicate of SE3; Coins collected?
#define SE_UNKNOWN_0xA4             0xA4 // SE53 Duplicate of SE41
#define SE_UNKNOWN_0xA5             0xA5 // SE54 Duplicate of SE01; Menu Selection
#define SE_UNKNOWN_0xA6             0xA6 // SE55 Duplicate of SE02; Menu Cancel
#define SE_UNKNOWN_0xA7             0xA7 // SE56 *Pokeball Escape? *
#define SE_PIKA_CHARGE_DO           0xA8 // SE57 Do (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_RE           0xA9 // SE58 Re (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_MI           0xAA // SE59 Mi (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_FA           0xAB // SE60 Fa (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_SO           0xAC // SE61 So (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_LA           0xAD // SE62 La (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_TI           0xAE // SE63 Ti (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_PIKA_CHARGE_HIGH_DO      0xAF // SE64 Do (Title pokemon pinball logo tones / ramp spin pikachu charger)
#define SE_UNKNOWN_0xB0             0xB0 // SE65 *extended flight takeoff*
#define SE_UNKNOWN_0xB1             0xB1 // SE181 Pi~Ka CHU!
#define SE_UNKNOWN_0xB2             0xB2 // SE182 Pika - pika - pi-ka
#define SE_UNKNOWN_0xB3             0xB3 // SE183 Pi~ Chu!
#define SE_UNKNOWN_0xB4             0xB4 // ?? Duplicate of SE49
#define SE_UNKNOWN_0xB5             0xB5 // No Sound
#define SE_UNKNOWN_0xB6             0xB6 // SE66 *Puddle slap?*
#define SE_UNKNOWN_0xB7             0xB7 // SE67 *Spring Gate Bounce*
#define SE_UNKNOWN_0xB8             0xB8 // SE68 *Slap*
#define SE_UNKNOWN_0xB9             0xB9 // SE69 *Fall into water*
#define SE_UNKNOWN_0xBA             0xBA // *Ground thud*
#define SE_UNKNOWN_0xBB             0xBB // *Landing*
#define SE_UNKNOWN_0xBC             0xBC // *Dumpster lid*
#define SE_UNKNOWN_0xBD             0xBD // SE 70 Ruby board Pokemart gate open
#define SE_UNKNOWN_0xBE             0xBE // *5 note rise*
#define SE_UNKNOWN_0xBF             0xBF // *5 note fall*
#define SE_UNKNOWN_0xC0             0xC0 // *Duplicate of SE66*
#define SE_UNKNOWN_0xC1             0xC1 // *Duplicate of SE88*
#define SE_UNKNOWN_0xC2             0xC2 // SE71 Ruby board Sharpedo spit ball
#define SE_UNKNOWN_0xC3             0xC3 // SE72 Duplicate of SE70?
#define SE_UNKNOWN_0xC4             0xC4 // *Explosive at water surface*
#define SE_UNKNOWN_0xC5             0xC5 // SE73 *Jump off tin clatter*
#define SE_UNKNOWN_0xC6             0xC6 // SE74 Chikorita leaf blades
#define SE_UNKNOWN_0xC7             0xC7 // SE75 Zigzagoon emerge
#define SE_UNKNOWN_0xC8             0xC8 // SE76 Ruby Pond Contents change; Duplicate of 66
#define SE_UNKNOWN_0xC9             0xC9 // SE77 Ruby Pond Chinchou leave
#define SE_UNKNOWN_0xCA             0xCA // SE78 *flipper 2?*
#define SE_UNKNOWN_0xCB             0xCB // Duplicate of SE70/SE72
#define SE_UNKNOWN_0xCC             0xCC // SE79 *tong vwii vwii vwii*
#define SE_UNKNOWN_0xCD             0xCD // SE80 *Metal coin gate*
#define SE_UNKNOWN_0xCE             0xCE // SE81 *Springy landing thud*
#define SE_UNKNOWN_0xCF             0xCF // SE82 Duplicate of SE66
#define SE_UNKNOWN_0xD0             0xD0 // SE83 *Chirp*
#define SE_UNKNOWN_0xD1             0xD1 // SE84 *Flat board hit ground*
#define SE_UNKNOWN_0xD2             0xD2 // SE85 Shroomish hit; Duplicate of SE66
#define SE_UNKNOWN_0xD3             0xD3 // SE86 *Wave shot*
#define SE_UNKNOWN_0xD4             0xD4 // SE87 *Swamp frog bubbling*
#define SE_UNKNOWN_0xD5             0xD5 // SE88 *Smaller puddle slap*
#define SE_UNKNOWN_0xD6             0xD6 // SE89 *Juicy slash*
#define SE_UNKNOWN_0xD7             0xD7 // SE90 *Explosive collapse*
#define SE_UNKNOWN_0xD8             0xD8 // SE91 *Ti-ring* RS: Exp. Bar filled up
#define SE_UNKNOWN_0xD9             0xD9 // No Sound
#define SE_UNKNOWN_0xDA             0xDA // No Sound
#define SE_UNKNOWN_0xDB             0xDB // No Sound
#define SE_UNKNOWN_0xDC             0xDC // SE92 Sapphire Hatch Machine Spinner
#define SE_UNKNOWN_0xDD             0xDD // SE93 Sapphire Hatched Pokemon Lands
#define SE_UNKNOWN_0xDE             0xDE // SE94 Sapphire Hatch machine Power up stage?
#define SE_UNKNOWN_0xDF             0xDF // SE95 Sapphire board Hatch machine
#define SE_UNKNOWN_0xE0             0xE0 // SE96 Sapphire Lower Hatched Pokemon
#define SE_UNKNOWN_0xE1             0xE1 // SE97 *Close tailgate*
#define SE_UNKNOWN_0xE2             0xE2 // SE98 *Water 3*
#define SE_UNKNOWN_0xE3             0xE3 // SE99 Duplicate of SE68
#define SE_UNKNOWN_0xE4             0xE4 // SE100 *Bird Cry*
#define SE_UNKNOWN_0xE5             0xE5 // SE101 Duplicate of SE70
#define SE_UNKNOWN_0xE6             0xE6 // SE102 *Footstep on wood floor*
#define SE_UNKNOWN_0xE7             0xE7 // SE103 *Sh-ting*
#define SE_UNKNOWN_0xE8             0xE8 // SE104 Sapphire electric gate *short stable electric buzz Higher pictched than SE 153*
#define SE_UNKNOWN_0xE9             0xE9 // SE105 Seedot drops into basket
#define SE_UNKNOWN_0xEA             0xEA // SE106 Seedot lands in basket
#define SE_UNKNOWN_0xEB             0xEB // SE107 *Rubber Mallet Thwack*
#define SE_UNKNOWN_0xEC             0xEC // SE108 Duplicate of SE80
#define SE_UNKNOWN_0xED             0xED // No Sound
#define SE_UNKNOWN_0xEE             0xEE // No Sound
#define SE_UNKNOWN_0xEF             0xEF // No Sound
#define SE_UNKNOWN_0xF0             0xF0 // No Sound
#define SE_UNKNOWN_0xF1             0xF1 // SE109 Dusclops stage start, and Duskull hit (same as 119)
#define SE_UNKNOWN_0xF2             0xF2 // SE110 Duskull death cry
#define SE_DUSCLOPS_DEPART_INCOMPLETE  0xF3 // SE111 Duskull leaves, unhit
#define SE_DUSCLOPS_MOVE            0xF4 // SE112 Dusclops entry, footsteps
#define SE_DUSCLOPS_APPEAR          0xF5 // SE113 Dusclops appears
#define SE_DUSCLOPS_HIT             0xF6 // SE114 Dusclops Hit (same as 31, 129, 139, 151)
#define SE_DUSCLOPS_BALL_ABSORB     0xF7 // SE115 Dusclops absorbs ball
#define SE_DUSCLOPS_BALL_LAUNCH     0xF8 // SE116 Dusclops launch absorbed ball
#define SE_UNKNOWN_0xF9             0xF9 // SE117 Dusclops Captured
#define SE_UNKNOWN_0xFA             0xFA // *Muted Triangle tripple tap*
#define SE_UNKNOWN_0xFB             0xFB // No Sound
#define SE_UNKNOWN_0xFC             0xFC // SE118 Kecleon looks side (same as SE84)
#define SE_UNKNOWN_0xFD             0xFD // SE119 Kecleon Vanish (same as 109)
#define SE_UNKNOWN_0xFE             0xFE // SE120 Kecleon found exclamation
#define SE_UNKNOWN_0xFF             0xFF // SE121 Kecleon walk
#define SE_UNKNOWN_0x100            0x100 // SE122 Kecleon trip
#define SE_UNKNOWN_0x101            0x101 // SE123 Kecleon hit
#define SE_UNKNOWN_0x102            0x102 // SE124 Kecleon hits ground; Duplicate of 97
#define SE_UNKNOWN_0x103            0x103 // SE125 Kecleon surrenders
#define SE_KECLEON_TREE_HIT         0x104 // SE126 Kecleon tree hit
#define SE_KECLEON_SCOPE_FALL       0x105 // SE127 Package falls from tree; Duplicate of 105
#define SE_KECLEON_SCOPE_ACTIVATED  0x106 // SE128 Scope initiates
#define SE_UNKNOWN_0x107            0x107 // No Sound
#define SE_UNKNOWN_0x108            0x108 // No Sound
#define SE_UNKNOWN_0x109            0x109 // No Sound
#define SE_UNKNOWN_0x10A            0x10A // SE129 Kyogre Hit
#define SE_UNKNOWN_0x10B            0x10B // SE130 Kyogre Emerges / 'jumps'
#define SE_UNKNOWN_0x10C            0x10C // SE131 Kyogre Dives / jump landing
#define SE_UNKNOWN_0x10D            0x10D // SE132 Kyogre Create Whirlpool
#define SE_UNKNOWN_0x10E            0x10E // SE133 Kyogre Ice Breath ring
#define SE_UNKNOWN_0x10F            0x10F // SE134 *Whirlpool launches ball skyward*
#define SE_UNKNOWN_0x110            0x110 // SE135 Kyrogre freezes ball
#define SE_UNKNOWN_0x111            0x111 // SE136 Freeze escape hit
#define SE_UNKNOWN_0x112            0x112 // SE137 *Flash Frozen*
#define SE_UNKNOWN_0x113            0x113 // SE138 Whirlpool catches ball
#define SE_UNKNOWN_0x114            0x114 // No Sound
#define SE_UNKNOWN_0x115            0x115 // No Sound
#define SE_UNKNOWN_0x116            0x116 // No Sound
#define SE_UNKNOWN_0x117            0x117 // No Sound
#define SE_UNKNOWN_0x118            0x118 // SE139 Groudon Hit (Same as 31, 114, 129, 151)
#define SE_GROUDON_STEP             0x119 // SE140 Groudon Step
#define SE_UNKNOWN_0x11A            0x11A // SE141 *medium power hit*
#define SE_UNKNOWN_0x11B            0x11B // SE142 Groudon Lands
#define SE_UNKNOWN_0x11C            0x11C // SE143 *??Lava Splash?*
#define SE_UNKNOWN_0x11D            0x11D // SE144 Groudon Fire Ring
#define SE_UNKNOWN_0x11E            0x11E // SE145 *Bark?*
#define SE_UNKNOWN_0x11F            0x11F // SE146 *Sandstorm?*
#define SE_UNKNOWN_0x120            0x120 // SE147 *Door Slam*
#define SE_GROUDON_BOULDER_LAND     0x121 // SE148 Groudon Boulders Land/Hit
#define SE_GROUDON_DUSTORM_LIFT     0x122 // SE149 *Ground duststorm lift*
#define SE_GROUDON_BALL_HIT_FIRE    0x123 // SE150 Ball hit Groudon Fire
#define SE_UNKNOWN_0x124            0x124 // No Sound
#define SE_UNKNOWN_0x125            0x125 // No Sound
#define SE_RAYQUAZA_HIT             0x126 // SE151 Rayquaza Hit (Same as 31, 114, 129, 139)
#define SE_RAYQUAZA_WIND            0x127 // SE152 *Wind noise*
#define SE_UNKNOWN_0x128            0x128 // SE153 *Short stable electric tone* (SE19 has long form)
#define SE_RAYQUAZA_FLYBY           0x129 // SE154 Rayquaza flyby
#define SE_UNKNOWN_0x12A            0x12A // SE155 Escape hit from ball trapped by lightning
#define SE_UNKNOWN_0x12B            0x12B // SE156 Ball Launched by Rayquaza Tornado
#define SE_UNKNOWN_0x12C            0x12C // SE157 Ball Lands after launch
#define SE_UNKNOWN_0x12D            0x12D // SE158 *Wall crashes after flyby?*
#define SE_RAYQUAZA_STAGE_WIND      0x12E // SE159 Stage wind for Rayquaza bonus stage.
#define SE_UNKNOWN_0x12F            0x12F // No Sound
#define SE_UNKNOWN_0x130            0x130 // No Sound
#define SE_UNKNOWN_0x131            0x131 // No Sound
#define SE_UNKNOWN_0x132            0x132 // No Sound
#define SE_UNKNOWN_0x133            0x133 // No Sound
#define SE_UNKNOWN_0x134            0x134 // SE160 *splash?*
#define SE_UNKNOWN_0x135            0x135 // SE161 *deeper splash*
#define SE_UNKNOWN_0x136            0x136 // SE162 *water engulf*
#define SE_UNKNOWN_0x137            0x137 // SE163 *Pokemon leaves ball/escape?* Same as 38
#define SE_UNKNOWN_0x138            0x138 // SE164 *Snare brush*
#define SE_UNKNOWN_0x139            0x139 // SE165 *Crowd cheer*
#define SE_UNKNOWN_0x13A            0x13A // No Sound
#define SE_UNKNOWN_0x13B            0x13B // SE166 *Traffic whistle two blast*
#define SE_UNKNOWN_0x13C            0x13C // SE167 Hit Sealeo in bonus game *Thud*
#define SE_UNKNOWN_0x13D            0x13D // SE168 Sealeo nose bounce in bonus game (Same as 169)
#define SE_UNKNOWN_0x13E            0x13E // SE169 Sealeo nose bounce in bonus game (Same as 168)
#define SE_UNKNOWN_0x13F            0x13F // *coin*
#define SE_UNKNOWN_0x140            0x140 // SE170 Spheal emerges from water
#define SE_UNKNOWN_0x141            0x141 // No Sound
#define SE_UNKNOWN_0x142            0x142 // SE184 Pika!
#define SE_UNKNOWN_0x143            0x143 // No Sound
#define SE_JIRACHI_MOVE             0x144 // SE171 *Chime*
#define SE_JIRACHI_HIT              0x145 // SE172 *Rising success whistle*
#define SE_UNKNOWN_0x146            0x146 // SE173 Peliper flies after grabbing ball
#define SE_UNKNOWN_0x147            0x147 // SE174 Peliper drops ball (Same as SE39)
#define SE_UNKNOWN_0x148            0x148 // SE175 *Latch*
#define SE_UNKNOWN_0x149            0x149 // SE176 *Double Step*
#define SE_HIGH_SCORE_EARNED        0x14A // SE178 High Score Earned
#define SE_UNKNOWN_0x14B            0x14B // SE179 Duplicate of 36
#define SE_UNKNOWN_0x14C            0x14C // SE177 *rumble*

#endif // GUARD_CONSTANTS_BG_MUSIC_H
