/***************************************************************************** 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__1_C #define SND_BNK__1_C 0x0 #ifndef SND_BNK__1_C_NAME #define SND_BNK__1_C_NAME 0x00000000435f3130 #endif #ifndef SND_INDX_AMB_LP #define SND_INDX_AMB_LP 0 #define SND_NAME_AMB_LP 0x00000000000000000000706c5f626d61LL // amb_lp #endif #ifndef SND_INDX_ROCKET_ENG_NSTP #define SND_INDX_ROCKET_ENG_NSTP 1 #define SND_NAME_ROCKET_ENG_NSTP 0x007074736e5f676e655f74656b636f72LL // rocket_eng_nstp #endif #ifndef SND_INDX_ROCKET_ENG_LP #define SND_INDX_ROCKET_ENG_LP 2 #define SND_NAME_ROCKET_ENG_LP 0x000000706c5f676e655f74656b636f72LL // rocket_eng_lp #endif #ifndef SND_INDX_VASE_EXPLODE_01 #define SND_INDX_VASE_EXPLODE_01 3 #define SND_NAME_VASE_EXPLODE_01 0x0031305f65646f6c7078655f65736176LL // vase_explode_01 #endif #ifndef SND_INDX_VASE_EXPLODE_02 #define SND_INDX_VASE_EXPLODE_02 4 #define SND_NAME_VASE_EXPLODE_02 0x0032305f65646f6c7078655f65736176LL // vase_explode_02 #endif #ifndef SND_INDX_YY_YOYO_OPEN_LP #define SND_INDX_YY_YOYO_OPEN_LP 5 #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 6 #define SND_NAME_YY_YOYO_CLOSE 0x00000065736f6c635f6f796f795f7979LL // yy_yoyo_close #endif #ifndef SND_INDX_EL_ZAP_01 #define SND_INDX_EL_ZAP_01 7 #define SND_NAME_EL_ZAP_01 0x0000000000000031305f70617a5f6c65LL // el_zap_01 #endif #ifndef SND_INDX_EL___ZAP_02 #define SND_INDX_EL___ZAP_02 8 #define SND_NAME_EL___ZAP_02 0x000000000032305f70617a5f1f1f6c65LL // el_zap_02 #endif #ifndef SND_INDX_EL_ZAP_03 #define SND_INDX_EL_ZAP_03 9 #define SND_NAME_EL_ZAP_03 0x0000000000000033305f70617a5f6c65LL // el_zap_03 #endif #ifndef SND_INDX_EL_ZAP_04 #define SND_INDX_EL_ZAP_04 10 #define SND_NAME_EL_ZAP_04 0x0000000000000034305f70617a5f6c65LL // el_zap_04 #endif #define SND_BNK__1_C_MAX_SOUND_ID 10 #define SND_BNK__1_C_TOTAL_SOUNDS 11 #endif