/***************************************************************************** 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_ROCKM_SWISH #define SND_INDX_ROCKM_SWISH 0 #define SND_NAME_ROCKM_SWISH 0x000000000068736977735f6d6b636f72LL // rockm_swish #endif #ifndef SND_INDX_ROCKM_DAM #define SND_INDX_ROCKM_DAM 1 #define SND_NAME_ROCKM_DAM 0x000000000000006d61645f6d6b636f72LL // rockm_dam #endif #ifndef SND_INDX_ROCKM_DTH #define SND_INDX_ROCKM_DTH 2 #define SND_NAME_ROCKM_DTH 0x000000000000006874645f6d6b636f72LL // rockm_dth #endif #ifndef SND_INDX_ROCKM_FIREBALL #define SND_INDX_ROCKM_FIREBALL 3 #define SND_NAME_ROCKM_FIREBALL 0x00006c6c6162657269665f6d6b636f72LL // rockm_fireball #endif #ifndef SND_INDX_ROCKM_FIST_GRND #define SND_INDX_ROCKM_FIST_GRND 4 #define SND_NAME_ROCKM_FIST_GRND 0x00646e72675f747369665f6d6b636f72LL // rockm_fist_grnd #endif #ifndef SND_INDX_ROCKM_CHEST_VOC #define SND_INDX_ROCKM_CHEST_VOC 5 #define SND_NAME_ROCKM_CHEST_VOC 0x00636f765f74736568635f6d6b636f72LL // rockm_chest_voc #endif #ifndef SND_INDX_ROCKM_CHEST_NOV #define SND_INDX_ROCKM_CHEST_NOV 6 #define SND_NAME_ROCKM_CHEST_NOV 0x00766f6e5f74736568635f6d6b636f72LL // rockm_chest_nov #endif #define SND_BNK__MAX_SOUND_ID 6 #define SND_BNK__TOTAL_SOUNDS 7 #endif