/***************************************************************************** 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_MMJ_ASSEMBLE #define SND_INDX_MMJ_ASSEMBLE 0 #define SND_NAME_MMJ_ASSEMBLE 0x00000000656c626d657373615f6a6d6dLL // mmj_assemble #endif #ifndef SND_INDX_MMJ_ATK_00 #define SND_INDX_MMJ_ATK_00 1 #define SND_NAME_MMJ_ATK_00 0x00000000000030305f6b74615f6a6d6dLL // mmj_atk_00 #endif #ifndef SND_INDX_MMJ_ATK_01 #define SND_INDX_MMJ_ATK_01 2 #define SND_NAME_MMJ_ATK_01 0x00000000000031305f6b74615f6a6d6dLL // mmj_atk_01 #endif #ifndef SND_INDX_MMJ_ATK_02 #define SND_INDX_MMJ_ATK_02 3 #define SND_NAME_MMJ_ATK_02 0x00000000000032305f6b74615f6a6d6dLL // mmj_atk_02 #endif #ifndef SND_INDX_MMJ_DAM_01 #define SND_INDX_MMJ_DAM_01 4 #define SND_NAME_MMJ_DAM_01 0x00000000000031305f6d61645f6a6d6dLL // mmj_dam_01 #endif #ifndef SND_INDX_MMJ_DAM_02 #define SND_INDX_MMJ_DAM_02 5 #define SND_NAME_MMJ_DAM_02 0x00000000000032305f6d61645f6a6d6dLL // mmj_dam_02 #endif #ifndef SND_INDX_MMJ_DTH_01 #define SND_INDX_MMJ_DTH_01 6 #define SND_NAME_MMJ_DTH_01 0x00000000000031305f6874645f6a6d6dLL // mmj_dth_01 #endif #define SND_BNK__MAX_SOUND_ID 6 #define SND_BNK__TOTAL_SOUNDS 7 #endif