/***************************************************************************** File created by SCEA Sound Tool (Windows) This bank has included names. This means you can trigger the sounds using the snd_PlaySoundByName API. The beauty of this system is that you (and the sound designer) no longer need to worry about rebuilding the executable whenever the sound designer removes sounds from the bank. If you use straight sound indexes to trigger sounds, one removed sound could throw all the indexes off. If you use the name #defines below as u_long128s you will not have to worry about this. If the specified sound isn't in the bank you will get a plain text message telling you the name of the sound that couldn't be found. The other advantage is that you can treat these u_long128s as null terminated strings. This is very useful for tools (e.g. letting the artist tag animation frames with sound IDs that will be resolved at run-time.) Using this method, the sound designer can supply the artist with a list of names, the artist can tag frames with strings that you stuff into your animation data as u_long128s, and everyone can hear the result WITHOUT the need to recompile the game! These u_long128s are 15 character strings... guaranteed to be null terminated. The index defines are still provided should you still decide to go that route. *****************************************************************************/ #ifndef SND_BNK__4_B #define SND_BNK__4_B 0x0 #ifndef SND_BNK__4_B_NAME #define SND_BNK__4_B_NAME 0x00000000425f3430 #endif #ifndef SND_INDX_AMB_LP #define SND_INDX_AMB_LP 0 #define SND_NAME_AMB_LP 0x00000000000000000000706c5f626d61LL // amb_lp #endif #ifndef SND_INDX_WATERFALL #define SND_INDX_WATERFALL 1 #define SND_NAME_WATERFALL 0x000000000000006c6c61667265746177LL // waterfall #endif #ifndef SND_INDX_FILL_UP #define SND_INDX_FILL_UP 2 #define SND_NAME_FILL_UP 0x00000000000000000070755f6c6c6966LL // fill_up #endif #ifndef SND_INDX_FILL_UP_CHILD #define SND_INDX_FILL_UP_CHILD 3 #define SND_NAME_FILL_UP_CHILD 0x000000646c6968635f70755f6c6c6966LL // fill_up_child #endif #ifndef SND_INDX_DRAIN #define SND_INDX_DRAIN 4 #define SND_NAME_DRAIN 0x00000000000000000000006e69617264LL // drain #endif #ifndef SND_INDX_DRAIN_CHILD #define SND_INDX_DRAIN_CHILD 5 #define SND_NAME_DRAIN_CHILD 0x0000000000646c6968635f6e69617264LL // drain_child #endif #ifndef SND_INDX_VASE_EXPLODE_01 #define SND_INDX_VASE_EXPLODE_01 6 #define SND_NAME_VASE_EXPLODE_01 0x0031305f65646f6c7078655f65736176LL // vase_explode_01 #endif #ifndef SND_INDX_VASE_EXPLODE_02 #define SND_INDX_VASE_EXPLODE_02 7 #define SND_NAME_VASE_EXPLODE_02 0x0032305f65646f6c7078655f65736176LL // vase_explode_02 #endif #ifndef SND_INDX_SGW_APPEARS #define SND_INDX_SGW_APPEARS 8 #define SND_NAME_SGW_APPEARS 0x0000000000737261657070615f776773LL // sgw_appears #endif #ifndef SND_INDX_SGW_GENERIC_PU #define SND_INDX_SGW_GENERIC_PU 9 #define SND_NAME_SGW_GENERIC_PU 0x000075705f636972656e65675f776773LL // sgw_generic_pu #endif #ifndef SND_INDX_YY_YOYO_OPEN_LP #define SND_INDX_YY_YOYO_OPEN_LP 10 #define SND_NAME_YY_YOYO_OPEN_LP 0x00706c5f6e65706f5f6f796f795f7979LL // yy_yoyo_open_lp #endif #ifndef SND_INDX_YY_YOYO_CLOSE #define SND_INDX_YY_YOYO_CLOSE 11 #define SND_NAME_YY_YOYO_CLOSE 0x00000065736f6c635f6f796f795f7979LL // yy_yoyo_close #endif #define SND_BNK__4_B_MAX_SOUND_ID 11 #define SND_BNK__4_B_TOTAL_SOUNDS 12 #endif