/***************************************************************************** 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_ #define SND_BNK_ 0x0 #ifndef SND_BNK__NAME #define SND_BNK__NAME 0x0000000000000000 #endif #ifndef SND_INDX_JB_TRANS_IN #define SND_INDX_JB_TRANS_IN 0 #define SND_NAME_JB_TRANS_IN 0x00000000006e695f736e6172745f626aLL // jb_trans_in #endif #ifndef SND_INDX_JB_TRANS_OUT #define SND_INDX_JB_TRANS_OUT 1 #define SND_NAME_JB_TRANS_OUT 0x0000000074756f5f736e6172745f626aLL // jb_trans_out #endif #ifndef SND_INDX_JB_LASERSHOT_01 #define SND_INDX_JB_LASERSHOT_01 2 #define SND_NAME_JB_LASERSHOT_01 0x0031305f746f6873726573616c5f626aLL // jb_lasershot_01 #endif #ifndef SND_INDX_JB_LASERSHOT_02 #define SND_INDX_JB_LASERSHOT_02 3 #define SND_NAME_JB_LASERSHOT_02 0x0032305f746f6873726573616c5f626aLL // jb_lasershot_02 #endif #ifndef SND_INDX_JB_LASERSHOT_03 #define SND_INDX_JB_LASERSHOT_03 4 #define SND_NAME_JB_LASERSHOT_03 0x0033305f746f6873726573616c5f626aLL // jb_lasershot_03 #endif #ifndef SND_INDX_JB_DAM_01 #define SND_INDX_JB_DAM_01 5 #define SND_NAME_JB_DAM_01 0x0000000000000031305f6d61645f626aLL // jb_dam_01 #endif #ifndef SND_INDX_JB_DAM_02 #define SND_INDX_JB_DAM_02 6 #define SND_NAME_JB_DAM_02 0x0000000000000032305f6d61645f626aLL // jb_dam_02 #endif #ifndef SND_INDX_JB_DTH_01 #define SND_INDX_JB_DTH_01 7 #define SND_NAME_JB_DTH_01 0x0000000000000031305f6874645f626aLL // jb_dth_01 #endif #ifndef SND_INDX_JB_BLADE_EXTEND #define SND_INDX_JB_BLADE_EXTEND 8 #define SND_NAME_JB_BLADE_EXTEND 0x00646e657478655f6564616c625f626aLL // jb_blade_extend #endif #ifndef SND_INDX_JB_BLADE_SPN_LP #define SND_INDX_JB_BLADE_SPN_LP 9 #define SND_NAME_JB_BLADE_SPN_LP 0x00706c5f6e70735f6564616c625f626aLL // jb_blade_spn_lp #endif #ifndef SND_INDX_JB_BLADE_DOWN #define SND_INDX_JB_BLADE_DOWN 10 #define SND_NAME_JB_BLADE_DOWN 0x0000006e776f645f6564616c625f626aLL // jb_blade_down #endif #ifndef SND_INDX_JB_MACE_SPIN_LP #define SND_INDX_JB_MACE_SPIN_LP 11 #define SND_NAME_JB_MACE_SPIN_LP 0x00706c5f6e6970735f6563616d5f626aLL // jb_mace_spin_lp #endif #ifndef SND_INDX_JB_ENGINE_LP #define SND_INDX_JB_ENGINE_LP 12 #define SND_NAME_JB_ENGINE_LP 0x00000000706c5f656e69676e655f626aLL // jb_engine_lp #endif #ifndef SND_INDX_SWOOP_BOT_ATK #define SND_INDX_SWOOP_BOT_ATK 13 #define SND_NAME_SWOOP_BOT_ATK 0x0000006b74615f746f625f706f6f7773LL // swoop_bot_atk #endif #ifndef SND_INDX_BALLCHAIN_SHOT #define SND_INDX_BALLCHAIN_SHOT 14 #define SND_NAME_BALLCHAIN_SHOT 0x0000746f68735f6e696168636c6c6162LL // ballchain_shot #endif #ifndef SND_INDX_BALLCHAIN_SWING #define SND_INDX_BALLCHAIN_SWING 15 #define SND_NAME_BALLCHAIN_SWING 0x00676e6977735f6e696168636c6c6162LL // ballchain_swing #endif #define SND_BNK__MAX_SOUND_ID 15 #define SND_BNK__TOTAL_SOUNDS 16 #endif