SFX Editor

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Version-2.50.png The information below describes features introduced in Zelda Classic version 2.50.


The SFX (or Sound Effects) Editor allows for customization of The Legend Of Zelda's original sfx.dat file, which are often undesriable as sound effects in modern quests, and for the addition of new sound effects, which are all hard-coded into the quest file, and can then be accsessed by various Custom Items, Screen Data flags and Scripts. New SFX can only be added in .wav file format. Note that for technical reasons, some WAV files are incompatible with ZQuest.

How to use the SFX Editor

The SFX Editor window.

The SFX Editor is accessed by going to 'Quest->SFX Data' while in the ZQuest main screen. The Editor is generally very simple to use. When opened, there is a list, which shows all the SFX ID numbers. SFX slots 1-60 are hard-coded into the default template, but all numbers greater than 60 are free slots, for general purpose usage. There are 2 buttons at the bottom of this window. The 'Edit' button, and the 'Done' button. To edit sound effect, select any SFX Slot and click the 'Edit' button, or just double-click that slot. Doing so will bring up a window where you edit the selected SFX.

SFX Name
The dialog box at the top of the window, which allows you to rename the sound effect.
Load
When pressed, ZQuest will open up a Browser menu, where new SFX files can be added, which will replace the currently selected SFX.
Default
Pressing 'Default' will set the currently selected SFX back to it's default SFX and name from the default Z1 template.
Play
Press to play the currently selected SFX.
Stop
Press to stop playing the currently selected SFX.
OK
Pressing 'OK' will save all changes made in the current session in the SFX Editor.
Cancel
Pressing 'Cancel' will revert all changes made in the current session in the SFX Editor to the values they were last time the Editor was closed.

Default SFX

"Hard-coded" sound effect slots are those whose functions are not tied to items, strings, enemies or screens, and thus cannot be changed in those editors.

  1. - Arrow is fired.
  2. - Hard-coded sound for when sword beam is fired from Link's sword.
  3. - Bomb explosion or Quake Hammer/Super Quake. Hard-coded sound for enemy bomb explosions.
  4. - Boomerang spinning; Hard-coded sound for enemy boomerangs while "More Sound Effects" Quest rule is enabled.
  5. - Rupee picked up. Hard-coded sound for the subscreen cursor.
  6. - Shield is hit. Hard-coded sound for selecting an option on the 'Continue' screen or the save screen (which is activated by pressing start on a save point combo type) and for when an enemy blocks a weapon.
  7. - Hard-coded sound effect for the chime when screen item appears.
  8. - Dodongo and Gohma's roar.
  9. - Hard-coded shutter bang.
  10. - Enemy death sound. Hard-coded for each Manhandla head or Patra eye destroyed.
  11. - Hard-coded enemy damage sound.
  12. - Hard-coded 'low hearts' warning beep.
  13. - Candle flame. Hard-coded sound for enemy fire and Wand/Book fire. NOTE: Wizzrobes with the 8 shot or Summon shot types use this sound effect; Also, Wizzrobes with the Summon (Layers) Shot Type and walking enemies with the Summon or Summon (Layers) Shot Type use this sound effect only when the "More Sound Effect" Quest Rule is disabled.
  14. - Hard-coded music that plays when Ganon appears/dies.
  15. - Boss damage scream; Hard-coded sound that plays when Ganon appears.
  16. - Hammer pound.
  17. - Hookshot chain rattle.
  18. - Message string typing. Hard-coded sound for the following: rupee counter increase/decrease, life/magic meter increase, Link death sparkle (following spiraling animation). NOTE: This sound effect is also used after Link's life and/or magic is refilled by a fairy, potion, or Triforce piece.
  19. - Hard-coded Link damage sound.
  20. - "Pickup Sound" Chime when item is held above head.
  21. - Hard-coded sound for when a bomb is placed, and when a subscreen item is attached to a slot.
  22. - Heart, Normal Key, or Level Key is collected.
  23. - Hard-coded sound for hearts/magic being refilled by a fairy, potion, or Triforce piece.
  24. - Aquamentus and Gleeok's roar; Hard-coded sound for Ganon's roar.
  25. - Chime when fairy appears, or item is picked up. Hard-coded sound for a Guy appearing.
  26. - "Ocean Sound" screen ambience.
  27. - Chime when Screen Secrets are triggered.
  28. - Hard-coded music that plays when Link dies.
  29. - Hard-coded sound for Link enter or exits a cave.
  30. - Sword swipe.
  31. - Patra, Digdogger and Manhandla's shriek.
  32. - Wand magic sound. Hard-coded sound for enemy magic and enemy whirlwinds. NOTE: Wizzrobes that fire a single projectile also use this sound effect.
  33. - Whistle music.
  34. - Hard-coded music that plays when the ending sequence begins.
  35. - Hard-coded sound for sword/hammer charging up for an attack.
  36. - Hard-coded sound for sword/hammer charging up for a Hurricane Spin or Super Quake attack.
  37. - Din's Fire blast while the "More Sound Effects" Quest Rule is enabled.
  38. - Currently unused; this sound effect slot is reserved for an enemy falling from the ceiling.
  39. - Farore's Wind spell while the "More Sound Effects" Quest Rule is enabled.
  40. - Hard-coded sound effect for an enemy fireball while the "More Sound Effects" Quest Rule is enabled.
  41. - Hard-coded sound effect for a "Tall Grass", "Flowers", or "Bush" combo being slashed while the "More Sound Effects" Quest Rule is enabled.
  42. - Hard-coded sound effect for a "Pound" combo being pounded by the hammer while the "More Sound Effects" Quest Rule is enabled.
  43. - Hover Boots hovering hum.
  44. - Currently unused; this sound effect slot is reserved for enemy ice magic.
  45. - Roc's Feather jump.
  46. - Hard-coded sound effect for the Lens of Truth being turned off while the "More Sound Effects" Quest Rule is enabled.
  47. - Lens of Truth is turned on while the "More Sound Effects" Quest Rule is enabled.
  48. - Nayru's Love shield hum while the "More Sound Effects" Quest Rule is enabled.
  49. - Nayru's Love shield running out while the "More Sound Effects" Quest Rule is enabled.
  50. - Hard-coded sound effect for pushing a push block while the "More Sound Effects" Quest Rule is enabled.
  51. - Hard-coded sound effect for an enemy rock being fired while the "More Sound Effects" Quest Rule is enabled.
  52. - Hard-coded sound effect for a spell rocket descending while the "More Sound Effects" Quest Rule is enabled.
  53. - Hard-coded sound effect for a spell rocket launching while the "More Sound Effects" Quest Rule is enabled.
  54. - Sword spinning (Spin Attack/Hurricane Spin).
  55. - Hard-coded sound effect for Link landing in shallow water, or hammering shallow water while the "More Sound Effects" Quest Rule is enabled.
  56. - Hard-coded sound effect for an enemy summoning other enemies while the "More Sound Effects" Quest Rule is enabled.
  57. - Hard-coded sound effect for a sword tapping a solid (unwalkable) combo (but not a solid combo that can be destroyed by the sword).
  58. - Hard-coded sound effect for a sword tapping a solid (unwalkable) combo with a Bomb flag.
  59. - Hard-coded sound effect for a whistle whirlwind twirling across the screen while the "More Sound Effects" Quest Rule is enabled.
  60. - Cane of Byrna Orbit.

The remaining sound effects are empty by default.