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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef __GAMESND_H__
#define __GAMESND_H__
#include "sound/sound.h"
#include "mission/missionparse.h"
void gamesnd_parse_soundstbl(); // Loads in general game sounds from sounds.tbl
void gamesnd_close(); // close out gamesnd... only call from game_shutdown()!
void gamesnd_load_gameplay_sounds();
void gamesnd_unload_gameplay_sounds();
void gamesnd_load_interface_sounds();
void gamesnd_unload_interface_sounds();
void gamesnd_preload_common_sounds();
void gamesnd_load_gameplay_sounds();
void gamesnd_unload_gameplay_sounds();
void gamesnd_play_iface(int n);
void gamesnd_play_error_beep();
int gamesnd_get_by_name(const char* name);
int gamesnd_get_by_iface_name(const char* name);
int gamesnd_get_by_tbl_index(int index);
int gamesnd_get_by_iface_tbl_index(int index);
//flags for parse_sound and parse_sound_list
enum parse_sound_flags
{
PARSE_SOUND_GENERAL_SOUND = 0, //!< search for sound in the general table in sound.tbl
PARSE_SOUND_INTERFACE_SOUND = (1 << 0), //!< Search for sound in the interface part of sounds.tbl
PARSE_SOUND_SCP_SOUND_LIST = (1 << 1), //!< Parse the list of sounds SCP style (just indexes and/or files names, no count first)
PARSE_SOUND_MAX
};
//This should handle NO_SOUND just fine since it doesn't directly access lowlevel code
//Does all parsing for a sound
void parse_sound(const char* tag, int* idx_dest, const char* object_name, parse_sound_flags = PARSE_SOUND_GENERAL_SOUND);
void parse_sound_list(const char* tag, SCP_vector<int>& destination, const char* object_name, parse_sound_flags = PARSE_SOUND_GENERAL_SOUND);
// this is a callback, so it needs to be a real function
void common_play_highlight_sound();
extern SCP_vector<game_snd> Snds;
extern SCP_vector<game_snd> Snds_iface;
/**
* symbolic names for misc. game sounds.
*
* The order here must match the order in sounds.tbl
*
* INSTRUCTIONS FOR ADDING A NEW SOUND:
* Add interface (ie non-gameplay) sounds to the end of the interface list of sounds.
* Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc, Weapons, or Ship).
*
* Then add a symbolic name to the appropriate position in the enum below
* and add an entry to sounds.tbl. If there is no .wav file for the sound yet, specify sound_hook.wav in sounds.tbl.
*/
enum GameSoundsIndex {
SND_MISSILE_TRACKING = 0, //!< Missle tracking to acquire a lock (looped)
SND_MISSILE_LOCK = 1, //!< Missle lock (non-looping)
SND_PRIMARY_CYCLE = 2, //!< cycle primary weapon
SND_SECONDARY_CYCLE = 3, //!< cycle secondary weapon
SND_ENGINE = 4, //!< engine sound (as heard in cockpit)
SND_CARGO_REVEAL = 5, //!< cargo revealed
SND_DEATH_ROLL = 6, //!< ship death roll
SND_SHIP_EXPLODE_1 = 7, //!< ship explosion 1
SND_TARGET_ACQUIRE = 8, //!< target acquried
SND_ENERGY_ADJUST = 9, //!< energy level change success
SND_ENERGY_ADJUST_FAIL = 10, //!< energy level change fail
SND_ENERGY_TRANS = 11, //!< energy transfer success
SND_ENERGY_TRANS_FAIL = 12, //!< energy transfer fail
SND_FULL_THROTTLE = 13, //!< set full throttle
SND_ZERO_THROTTLE = 14, //!< set zero throttle
SND_THROTTLE_UP = 15, //!< set 1/3 or 2/3 throttle (up)
SND_THROTTLE_DOWN = 16, //!< set 1/3 or 2/3 throttle (down)
SND_DOCK_APPROACH = 17, //!< dock approach retros
SND_DOCK_ATTACH = 18, //!< dock attach
SND_DOCK_DETACH = 19, //!< dock detach
SND_DOCK_DEPART = 20, //!< dock depart retros
SND_ABURN_ENGAGE = 21, //!< afterburner engage
SND_ABURN_LOOP = 22, //!< afterburner burn sound (looped)
SND_VAPORIZED = 23, //!< Destroyed by a beam (vaporized)
SND_ABURN_FAIL = 24, //!< afterburner fail (no fuel when aburn pressed)
SND_HEATLOCK_WARN = 25, //!< heat-seeker launch warning
SND_OUT_OF_MISSLES = 26, //!< tried to fire a missle when none are left
SND_OUT_OF_WEAPON_ENERGY = 27, //!< tried to fire lasers when not enough energy left
SND_TARGET_FAIL = 28, //!< target fail sound (i.e. press targeting key, but nothing happens)
SND_SQUADMSGING_ON = 29, //!< squadmate message menu appears
SND_SQUADMSGING_OFF = 30, //!< squadmate message menu disappears
SND_DEBRIS = 31, //!< debris sound (persistant, looping)
SND_SUBSYS_DIE_1 = 32, //!< subsystem gets destroyed on player ship
SND_MISSILE_START_LOAD = 33, //!< missle start load (during rearm/repair)
SND_MISSILE_LOAD = 34, //!< missle load (during rearm/repair)
SND_SHIP_REPAIR = 35, //!< ship is being repaired (during rearm/repair)
SND_PLAYER_HIT_LASER = 36, //!< player ship is hit by laser fire
SND_PLAYER_HIT_MISSILE = 37, //!< player ship is hit by missile
SND_CMEASURE_CYCLE = 38, //!< countermeasure cycle
SND_SHIELD_HIT = 39, //!< shield hit
SND_SHIELD_HIT_YOU = 40, //!< player shield is hit
SND_GAME_MOUSE_CLICK = 41, //!< mouse click
SND_ASPECTLOCK_WARN = 42, //!< aspect launch warning
SND_SHIELD_XFER_OK = 43, //!< shield quadrant transfer successful
SND_ENGINE_WASH = 44, //!< Engine wash (looped)
SND_WARP_IN = 45, //!< warp hole opening up for arriving
SND_WARP_OUT = 46, //!< warp hole opening up for departing (Same as warp in for now)
SND_PLAYER_WARP_FAIL = 47, //!< player warp has failed
SND_STATIC = 48, //!< hud gauge static
SND_SHIP_EXPLODE_2 = 49, //!< ship explosion 2
SND_PLAYER_WARP_OUT = 50, //!< ship is warping out in 3rd person
SND_SHIP_SHIP_HEAVY = 51, //!< heavy ship-ship collide sound
SND_SHIP_SHIP_LIGHT = 52, //!< light ship-ship collide sound
SND_SHIP_SHIP_SHIELD = 53, //!< shield ship-ship collide overlay sound
SND_THREAT_FLASH = 54, //!< missile threat indicator flashes
SND_PROXIMITY_WARNING = 55, //!< proximity warning (heat seeker)
SND_PROXIMITY_ASPECT_WARNING = 56, //!< proximity warning (aspect)
SND_DIRECTIVE_COMPLETE = 57, //!< directive complete
SND_SUBSYS_EXPLODE = 58, //!< other ship subsystem destroyed
SND_CAPSHIP_EXPLODE = 59, //!< captial ship explosion
SND_CAPSHIP_SUBSYS_EXPLODE = 60, //!< captial ship subsystem destroyed
SND_LARGESHIP_WARPOUT = 61, //!< large ship warps out
SND_ASTEROID_EXPLODE_LARGE = 62, //!< large asteroid blows up
SND_ASTEROID_EXPLODE_SMALL = 63, //!< small asteroid blows up
SND_CUE_VOICE = 64, //!< sound to indicate voice is about to start
SND_END_VOICE = 65, //!< sound to indicate voice has ended
SND_CARGO_SCAN = 66, //!< cargo scanning (looped)
SND_WEAPON_FLYBY = 67, //!< weapon flyby sound
SND_ASTEROID = 68, //!< asteroid sound (persistant, looped)
SND_CAPITAL_WARP_IN = 69, //!< capital warp hole opening
SND_CAPITAL_WARP_OUT = 70, //!< capital warp hole closing
SND_ENGINE_LOOP_LARGE = 71, //!< LARGE engine ambient
SND_SUBSPACE_LEFT_CHANNEL = 72, //!< subspace ambient sound (left channel) (looped)
SND_SUBSPACE_RIGHT_CHANNEL = 73, //!< subspace ambient sound (right channel) (looped)
SND_MISSILE_EVADED_POPUP = 74, //!< "evaded" HUD popup
SND_ENGINE_LOOP_HUGE = 75, //!< HUGE engine ambient
//Weapons section
SND_LIGHT_LASER_FIRE = 76, //!< SD-4 Sidearm laser fired
SND_LIGHT_LASER_IMPACT = 77, //!< DR-2 Scalpel fired
SND_HVY_LASER_FIRE = 78, //!< Flail II fired
SND_HVY_LASER_IMPACT = 79, //!< Prometheus R laser fired
SND_MASSDRV_FIRED = 80, //!< Prometheus S laser fired
SND_MASSDRV_IMPACT = 81, //!< GTW-66 Newton Cannon fired
SND_FLAIL_FIRED = 82, //!< UD-8 Kayser Laser fired
SND_FLAIL_IMPACT = 83, //!< GTW-19 Circe laser fired
SND_NEUTRON_FLUX_FIRED = 84, //!< GTW-83 Lich laser fired
SND_NEUTRON_FLUX_IMPACT = 85, //!< Laser impact
SND_DEBUG_LASER_FIRED = 86, //!< Subach-HLV Vasudan laser
SND_ROCKEYE_FIRED = 87, //!< rockeye missile launch
SND_MISSILE_IMPACT1 = 88, //!< missile impact 1
SND_MAG_MISSILE_LAUNCH = 89, //!< mag pulse missile launch
SND_FURY_MISSILE_LAUNCH = 90, //!< fury missile launch
SND_SHRIKE_MISSILE_LAUNCH = 91, //!< shrike missile launch
SND_ANGEL_MISSILE_LAUNCH = 92, //!< angel fire missile launch
SND_CLUSTER_MISSILE_LAUNCH = 93, //!< cluster bomb launch
SND_CLUSTERB_MISSILE_LAUNCH = 94, //!< cluster baby bomb launch
SND_STILETTO_MISSILE_LAUNCH = 95, //!< stiletto bomb launch
SND_TSUNAMI_MISSILE_LAUNCH = 96, //!< tsunami bomb launch
SND_HARBINGER_MISSILE_LAUNCH = 97, //!< harbinger bomb launch
SND_MEGAWOKKA_MISSILE_LAUNCH = 98, //!< mega wokka launch
SND_CMEASURE1_LAUNCH = 99, //!< countermeasure 1 launch
SND_SHIVAN_LIGHT_LASER_FIRE = 100,//!< Shivan light laser
SND_SHOCKWAVE_EXPLODE = 101,//!< shockwave ignition
SND_SWARM_MISSILE_LAUNCH = 102,//!< swarm missile sound
SND_UNDEFINED_103 = 103,//!< Shivan heavy laser
SND_UNDEFINED_104 = 104,//!< Vasudan SuperCap engine
SND_UNDEFINED_105 = 105,//!< Shivan SuperCap engine
SND_UNDEFINED_106 = 106,//!< Terran SuperCap engine
SND_UNDEFINED_107 = 107,//!< Vasudan light laser fired
SND_UNDEFINED_108 = 108,//!< Shivan heavy laser
SND_SHOCKWAVE_IMPACT = 109,//!< shockwave impact
SND_UNDEFINED_110 = 110,//!< TERRAN TURRET 1
SND_UNDEFINED_111 = 111,//!< TERRAN TURRET 2
SND_UNDEFINED_112 = 112,//!< VASUDAN TURRET 1
SND_UNDEFINED_113 = 113,//!< VASUDAN TURRET 2
SND_UNDEFINED_114 = 114,//!< SHIVAN TURRET 1
SND_TARG_LASER_LOOP = 115,//!< targeting laser loop sound
SND_FLAK_FIRE = 116,//!< Flak Gun Launch
SND_SHIELD_BREAKER = 117,//!< Flak Gun Impact
SND_EMP_MISSILE = 118,//!< EMP Missle
SND_AUTOCANNON_LOOP = 119,//!< Escape Pod Drone
SND_AUTOCANNON_SHOT = 120,//!< Beam Hit 1
SND_BEAM_LOOP = 121,//!< beam loop
SND_BEAM_UP = 122,//!< beam power up
SND_BEAM_DOWN = 123,//!< beam power down
SND_BEAM_SHOT = 124,//!< Beam shot 1
SND_BEAM_VAPORIZE = 125,//!< Beam shot 2
//Ship Engine Sounds section
SND_TERRAN_FIGHTER_ENG = 126,//!< Terran fighter engine
SND_TERRAN_BOMBER_ENG = 127,//!< Terran bomber engine
SND_TERRAN_CAPITAL_ENG = 128,//!< Terran cruiser engine
SND_SPECIESB_FIGHTER_ENG = 129,//!< Vasudan fighter engine
SND_SPECIESB_BOMBER_ENG = 130,//!< Vasudan bomber engine
SND_SPECIESB_CAPITAL_ENG = 131,//!< Vasudan cruiser engine
SND_SHIVAN_FIGHTER_ENG = 132,//!< Shivan fighter engine
SND_SHIVAN_BOMBER_ENG = 133,//!< Shivan bomber engine
SND_SHIVAN_CAPITAL_ENG = 134,//!< Shivan cruiser engine
SND_REPAIR_SHIP_ENG = 135,//!< Repair ship beacon/engine sound
SND_UNDEFINED_136 = 136,//!< Terran capital engine
SND_UNDEFINED_137 = 137,//!< Vasudan capital engine
SND_UNDEFINED_138 = 138,//!< Shivan capital engine
// Electrical arc sound fx on the debris pieces
SND_DEBRIS_ARC_01 = 139,//!< 0.10 second spark sound effect
SND_DEBRIS_ARC_02 = 140,//!< 0.25 second spark sound effect
SND_DEBRIS_ARC_03 = 141,//!< 0.50 second spark sound effect
SND_DEBRIS_ARC_04 = 142,//!< 0.75 second spark sound effect
SND_DEBRIS_ARC_05 = 143,//!< 1.00 second spark sound effect
// Beam Sounds
SND_UNDEFINED_144 = 144,//!< LTerSlash beam loop
SND_UNDEFINED_145 = 145,//!< TerSlash beam loop
SND_UNDEFINED_146 = 146,//!< SGreen beam loop
SND_UNDEFINED_147 = 147,//!< BGreen beem loop
SND_UNDEFINED_148 = 148,//!< BFGreen been loop
SND_UNDEFINED_149 = 149,//!< Antifighter beam loop
SND_UNDEFINED_150 = 150,//!< 1 sec warm up
SND_UNDEFINED_151 = 151,//!< 1.5 sec warm up
SND_UNDEFINED_152 = 152,//!< 2.5 sec warm up
SND_UNDEFINED_153 = 153,//!< 3 sec warm up
SND_UNDEFINED_154 = 154,//!< 3.5 sec warm up
SND_UNDEFINED_155 = 155,//!< 5 sec warm up
SND_UNDEFINED_156 = 156,//!< LTerSlash warm down
SND_UNDEFINED_157 = 157,//!< TerSlash warm down
SND_UNDEFINED_158 = 158,//!< SGreen warm down
SND_UNDEFINED_159 = 159,//!< BGreen warm down
SND_UNDEFINED_160 = 160,//!< BFGreen warm down
SND_UNDEFINED_161 = 161,//!< T_AntiFtr warm down
SND_COPILOT = 162,//!< copilot (SCP)
SND_UNDEFINED_163 = 163,//!< (Empty in Retail)
SND_UNDEFINED_164 = 164,//!< (Empty in Retail)
SND_UNDEFINED_165 = 165,//!< (Empty in Retail)
SND_UNDEFINED_166 = 166,//!< (Empty in Retail)
SND_UNDEFINED_167 = 167,//!< (Empty in Retail)
SND_UNDEFINED_168 = 168,//!< (Empty in Retail)
SND_UNDEFINED_169 = 169,//!< (Empty in Retail)
SND_UNDEFINED_170 = 170,//!< (Empty in Retail)
SND_UNDEFINED_171 = 171,//!< (Empty in Retail)
SND_UNDEFINED_172 = 172,//!< (Empty in Retail)
SND_SUPERNOVA_1 = 173,//!< SuperNova (distant)
SND_SUPERNOVA_2 = 174,//!< SuperNova (shockwave)
SND_UNDEFINED_175 = 175,//!< Shivan large engine
SND_UNDEFINED_176 = 176,//!< Shivan large engine
SND_UNDEFINED_177 = 177,//!< SRed beam loop
SND_UNDEFINED_178 = 178,//!< LRed beam loop
SND_UNDEFINED_179 = 179,//!< Antifighter beam loop
SND_LIGHTNING_1 = 180,//!< Thunder 1 sound in neblua
SND_LIGHTNING_2 = 181,//!< Thunder 2 sound in neblua
SND_UNDEFINED_182 = 182,//!< 1 sec warm up
SND_UNDEFINED_183 = 183,//!< 1.5 sec warm up
SND_UNDEFINED_184 = 184,//!< 3 sec warm up
SND_UNDEFINED_185 = 185,//!< Shivan Commnode
SND_UNDEFINED_186 = 186,//!< Volition PirateShip
SND_UNDEFINED_187 = 187,//!< SRed warm down
SND_UNDEFINED_188 = 188,//!< LRed warm down
SND_UNDEFINED_189 = 189,//!< AntiFtr warm down
SND_UNDEFINED_190 = 190,//!< Instellation 1
SND_UNDEFINED_191 = 191,//!< Instellation 2
SND_UNDEFINED_192 = 192,//!< (Undefined in Retail)
SND_UNDEFINED_193 = 193,//!< (Undefined in Retail)
SND_UNDEFINED_194 = 194,//!< (Undefined in Retail)
SND_UNDEFINED_195 = 195,//!< (Undefined in Retail)
SND_UNDEFINED_196 = 196,//!< (Undefined in Retail)
SND_UNDEFINED_197 = 197,//!< (Undefined in Retail)
SND_UNDEFINED_198 = 198,//!< (Undefined in Retail)
SND_UNDEFINED_199 = 199,//!< (Undefined in Retail)
SND_BALLISTIC_START_LOAD = 200,//!< (SCP)
SND_BALLISTIC_LOAD = 201,//!< (SCP)
/**
* Keep this below all defined enum values
*/
MIN_GAME_SOUNDS = 202
};
/**
* Interface sounds
*/
enum InterfaceSoundsIndex {
SND_IFACE_MOUSE_CLICK =0, //!< mouse click
SND_ICON_PICKUP =1, //!< pick up a ship icon (Empty in Retail)
SND_ICON_DROP_ON_WING =2, //!< drop a ship icon on a wing slot
SND_ICON_DROP =3, //!< drop a ship icon back to the list
SND_SCREEN_MODE_PRESSED =4, //!< press briefing, ship selection or weapons bar (top-left)
SND_SWITCH_SCREENS =5, //!< Switching to a new screen, but not commit
SND_HELP_PRESSED =6, //!< help pressed
SND_COMMIT_PRESSED =7, //!< commit pressed
SND_PREV_NEXT_PRESSED =8, //!< prev/next pressed
SND_SCROLL =9, //!< scroll pressed (and scroll)
SND_GENERAL_FAIL =10,//!< general failure sound for any event
SND_SHIP_ICON_CHANGE =11,//!< ship animation starts (ie text and ship first appear)
SND_MAIN_HALL_AMBIENT =12,//!< ambient sound for the Terran main hall (looping)
SND_BTN_SLIDE =13,//!< ambient sound for the Vasudan main hall (looping)
SND_BRIEF_STAGE_CHG =14,//!< brief stage change
SND_BRIEF_STAGE_CHG_FAIL =15,//!< brief stage change fail
SND_BRIEF_ICON_SELECT =16,//!< selet brief icon
SND_USER_OVER =17,//!< user_over (mouse over a control)
SND_USER_SELECT =18,//!< user_click (mouse selects a control)
SND_RESET_PRESSED =19,//!< reset (or similar button) pressed
SND_BRIEF_TEXT_WIPE =20,//!< briefing text wipe
SND_VASUDAN_PA_1 =21,//!< main hall - elevator
SND_WEAPON_ANIM_START =22,//!< weapon animation starts
SND_MAIN_HALL_DOOR_OPEN =23,//!< door in main hall opens
SND_MAIN_HALL_DOOR_CLOSE =24,//!< door in main hall closes
SND_GLOW_OPEN =25,//!< glow in main hall opens
SND_VASUDAN_PA_2 =26,//!< main hall - crane 1
SND_AMBIENT_MENU =27,//!< ambient sound for menus off the main hall (looping)
SND_POPUP_APPEAR =28,//!< popup dialog box appeared
SND_POPUP_DISAPPEAR =29,//!< popup dialog box goes away
SND_VOICE_SLIDER_CLIP =30,//!< voice clip played when volume slider changes
SND_VASUDAN_PA_3 =31,//!< main hall - crane 2
SND_MAIN_HALL_GET_PEPSI =32,//!< main hall options - mouse on
SND_MAIN_HALL_LIFT_UP =33,//!< main hall options - mouse off
SND_MAIN_HALL_WELD1 =34,//!< main hall tech room - mouse on
SND_MAIN_HALL_WELD2 =35,//!< main hall tech room - mouse off
SND_MAIN_HALL_WELD3 =36,//!< main hall exit open
SND_MAIN_HALL_WELD4 =37,//!< main hall exit close
SND_MAIN_HALL_INT1 =38,//!< main hall random intercom 1
SND_MAIN_HALL_INT2 =39,//!< main hall random intercom 2
SND_MAIN_HALL_INT3 =40,//!< main hall random intercom 3
SND_ICON_HIGHLIGHT =41,//!< spinning highlight in briefing
SND_BRIEFING_STATIC =42,//!< static in a briefing stage cut
SND_MAIN_HALL2_CRANE1_1 =43,//!< main hall campaign - mouse on
SND_MAIN_HALL2_CRANE1_2 =44,//!< main hall campaign - mouse off
SND_MAIN_HALL2_CRANE2_1 =45,//!< vasudan hall - hatch open
SND_MAIN_HALL2_CRANE2_2 =46,//!< vasudan hall - hatch close
SND_MAIN_HALL2_CAR1 =47,//!< vasudan hall - roll open
SND_MAIN_HALL2_CAR2 =48,//!< vasudan hall - roll close
SND_MAIN_HALL2_INT1 =49,//!< vasudan hall - lift up
SND_MAIN_HALL2_INT2 =50,//!< vasudan hall - lift down
SND_MAIN_HALL2_INT3 =51,//!< vasudan hall - glow on
SND_INTERFACE_UNDEFINED_52 =52,//!< vasudan hall - glow off
SND_INTERFACE_UNDEFINED_53 =53,//!< vasudan hall - skiff loop
SND_INTERFACE_UNDEFINED_54 =54,//!< vasudan hall - screen on
SND_INTERFACE_UNDEFINED_55 =55,//!< vasudan hall - screen off
SND_INTERFACE_UNDEFINED_56 =56,//!< vasudan hall - vasudan greeting
SND_INTERFACE_UNDEFINED_57 =57,//!< vasudan hall - vasudan bye
SND_INTERFACE_UNDEFINED_58 =58,//!< vasudan hall - vasudan pa 1
SND_INTERFACE_UNDEFINED_59 =59,//!< vasudan hall - vasudan pa 2
SND_INTERFACE_UNDEFINED_60 =60,//!< vasudan hall - vasudan pa 3
SND_VASUDAN_BUP =61,//!< bup bup bup-bup bup bup
SND_INTERFACE_UNDEFINED_62 =62,//!< thankyou
SND_INTERFACE_UNDEFINED_63 =62,//!< vasudan hall - exit open
SND_INTERFACE_UNDEFINED_64 =62,//!< vasudan hall - exit close
/**
* Keep this below all defined enum values
*/
MIN_INTERFACE_SOUNDS =70 //!< MIN_INTERFACE_SOUNDS
};
#endif
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