/***************************************************************************** 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__3_D #define SND_BNK__3_D 0x0 #ifndef SND_BNK__3_D_NAME #define SND_BNK__3_D_NAME 0x00000000445f3330 #endif #ifndef SND_INDX_AMB_LP #define SND_INDX_AMB_LP 0 #define SND_NAME_AMB_LP 0x00000000000000000000706c5f626d61LL // amb_lp #endif #ifndef SND_INDX_SWITCH_GENERIC #define SND_INDX_SWITCH_GENERIC 1 #define SND_NAME_SWITCH_GENERIC 0x0000636972656e65675f686374697773LL // switch_generic #endif #ifndef SND_INDX_VASE_EXPLODE_01 #define SND_INDX_VASE_EXPLODE_01 2 #define SND_NAME_VASE_EXPLODE_01 0x0031305f65646f6c7078655f65736176LL // vase_explode_01 #endif #ifndef SND_INDX_VASE_EXPLODE_02 #define SND_INDX_VASE_EXPLODE_02 3 #define SND_NAME_VASE_EXPLODE_02 0x0032305f65646f6c7078655f65736176LL // vase_explode_02 #endif #ifndef SND_INDX_LASER_BAR_LP #define SND_INDX_LASER_BAR_LP 4 #define SND_NAME_LASER_BAR_LP 0x00000000706c5f7261625f726573616cLL // laser_bar_lp #endif #ifndef SND_INDX_UPPER_ELEC_LP #define SND_INDX_UPPER_ELEC_LP 5 #define SND_NAME_UPPER_ELEC_LP 0x000000706c5f63656c655f7265707075LL // upper_elec_lp #endif #define SND_BNK__3_D_MAX_SOUND_ID 5 #define SND_BNK__3_D_TOTAL_SOUNDS 6 #endif