/***************************************************************************** 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_MENU #define SND_BNK_MENU 0x0 #ifndef SND_BNK_MENU_NAME #define SND_BNK_MENU_NAME 0x00000000756e656d #endif #ifndef SND_INDX_CURSOR_CLK #define SND_INDX_CURSOR_CLK 0 #define SND_NAME_CURSOR_CLK 0x0000000000006b6c635f726f73727563LL // cursor_clk #endif #ifndef SND_INDX_BUZZER #define SND_INDX_BUZZER 1 #define SND_NAME_BUZZER 0x0000000000000000000072657a7a7562LL // buzzer #endif #ifndef SND_INDX_UNDO_SHING #define SND_INDX_UNDO_SHING 2 #define SND_NAME_UNDO_SHING 0x000000000000676e6968735f6f646e75LL // undo_shing #endif #ifndef SND_INDX_GONG #define SND_INDX_GONG 3 #define SND_NAME_GONG 0x000000000000000000000000676e6f67LL // gong #endif #ifndef SND_INDX_SEL_CHIME #define SND_INDX_SEL_CHIME 4 #define SND_NAME_SEL_CHIME 0x00000000000000656d6968635f6c6573LL // sel_chime #endif #ifndef SND_INDX_WASH_SHAKER #define SND_INDX_WASH_SHAKER 5 #define SND_NAME_WASH_SHAKER 0x000000000072656b6168735f68736177LL // wash_shaker #endif #ifndef SND_INDX_MUSIC_MENU #define SND_INDX_MUSIC_MENU 6 #define SND_NAME_MUSIC_MENU 0x000000000000756e656d5f636973756dLL // music_menu #endif #ifndef SND_INDX_MUSIC_MENU_LOUD #define SND_INDX_MUSIC_MENU_LOUD 7 #define SND_NAME_MUSIC_MENU_LOUD 0x0064756f6c5f756e656d5f636973756dLL // music_menu_loud #endif #ifndef SND_INDX_PSEL_CHA_01 #define SND_INDX_PSEL_CHA_01 8 #define SND_NAME_PSEL_CHA_01 0x000000000031305f6168635f6c657370LL // psel_cha_01 #endif #ifndef SND_INDX_PSEL_CHA_02 #define SND_INDX_PSEL_CHA_02 9 #define SND_NAME_PSEL_CHA_02 0x000000000032305f6168635f6c657370LL // psel_cha_02 #endif #ifndef SND_INDX_PSEL_CHA_03 #define SND_INDX_PSEL_CHA_03 10 #define SND_NAME_PSEL_CHA_03 0x000000000033305f6168635f6c657370LL // psel_cha_03 #endif #ifndef SND_INDX_PSEL_CLA_01 #define SND_INDX_PSEL_CLA_01 11 #define SND_NAME_PSEL_CLA_01 0x000000000031305f616c635f6c657370LL // psel_cla_01 #endif #ifndef SND_INDX_PSEL_CLA_02 #define SND_INDX_PSEL_CLA_02 12 #define SND_NAME_PSEL_CLA_02 0x000000000032305f616c635f6c657370LL // psel_cla_02 #endif #ifndef SND_INDX_PSEL_CLA_03 #define SND_INDX_PSEL_CLA_03 13 #define SND_NAME_PSEL_CLA_03 0x000000000033305f616c635f6c657370LL // psel_cla_03 #endif #ifndef SND_INDX_PSEL_JAC_01 #define SND_INDX_PSEL_JAC_01 14 #define SND_NAME_PSEL_JAC_01 0x000000000031305f63616a5f6c657370LL // psel_jac_01 #endif #ifndef SND_INDX_PSEL_JAC_02 #define SND_INDX_PSEL_JAC_02 15 #define SND_NAME_PSEL_JAC_02 0x000000000032305f63616a5f6c657370LL // psel_jac_02 #endif #ifndef SND_INDX_PSEL_JAC_03 #define SND_INDX_PSEL_JAC_03 16 #define SND_NAME_PSEL_JAC_03 0x000000000033305f63616a5f6c657370LL // psel_jac_03 #endif #ifndef SND_INDX_PSEL_KIM_01 #define SND_INDX_PSEL_KIM_01 17 #define SND_NAME_PSEL_KIM_01 0x000000000031305f6d696b5f6c657370LL // psel_kim_01 #endif #ifndef SND_INDX_PSEL_KIM_02 #define SND_INDX_PSEL_KIM_02 18 #define SND_NAME_PSEL_KIM_02 0x000000000032305f6d696b5f6c657370LL // psel_kim_02 #endif #ifndef SND_INDX_PSEL_KIM_03 #define SND_INDX_PSEL_KIM_03 19 #define SND_NAME_PSEL_KIM_03 0x000000000033305f6d696b5f6c657370LL // psel_kim_03 #endif #ifndef SND_INDX_PSEL_OMI_01 #define SND_INDX_PSEL_OMI_01 20 #define SND_NAME_PSEL_OMI_01 0x000000000031305f696d6f5f6c657370LL // psel_omi_01 #endif #ifndef SND_INDX_PSEL_OMI_02 #define SND_INDX_PSEL_OMI_02 21 #define SND_NAME_PSEL_OMI_02 0x000000000032305f696d6f5f6c657370LL // psel_omi_02 #endif #ifndef SND_INDX_PSEL_OMI_03 #define SND_INDX_PSEL_OMI_03 22 #define SND_NAME_PSEL_OMI_03 0x000000000033305f696d6f5f6c657370LL // psel_omi_03 #endif #ifndef SND_INDX_PSEL_RAI_01 #define SND_INDX_PSEL_RAI_01 23 #define SND_NAME_PSEL_RAI_01 0x000000000031305f6961725f6c657370LL // psel_rai_01 #endif #ifndef SND_INDX_PSEL_RAI_02 #define SND_INDX_PSEL_RAI_02 24 #define SND_NAME_PSEL_RAI_02 0x000000000032305f6961725f6c657370LL // psel_rai_02 #endif #ifndef SND_INDX_PSEL_RAI_03 #define SND_INDX_PSEL_RAI_03 25 #define SND_NAME_PSEL_RAI_03 0x000000000033305f6961725f6c657370LL // psel_rai_03 #endif #ifndef SND_INDX_PSEL_FUN_01 #define SND_INDX_PSEL_FUN_01 26 #define SND_NAME_PSEL_FUN_01 0x000000000031305f6e75665f6c657370LL // psel_fun_01 #endif #ifndef SND_INDX_PSEL_FUN_02 #define SND_INDX_PSEL_FUN_02 27 #define SND_NAME_PSEL_FUN_02 0x000000000032305f6e75665f6c657370LL // psel_fun_02 #endif #ifndef SND_INDX_PSEL_FUN_03 #define SND_INDX_PSEL_FUN_03 28 #define SND_NAME_PSEL_FUN_03 0x000000000033305f6e75665f6c657370LL // psel_fun_03 #endif #define SND_BNK_MENU_MAX_SOUND_ID 28 #define SND_BNK_MENU_TOTAL_SOUNDS 29 #endif