]> icculus.org git repositories - taylor/freespace2.git/blob - include/gamesnd.h
re-add PXO sources to project files
[taylor/freespace2.git] / include / gamesnd.h
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Gamesnd/GameSnd.h $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Routines to keep track of which sound files go where
16  *
17  * $Log$
18  * Revision 1.2  2002/06/09 04:41:13  relnev
19  * added copyright header
20  *
21  * Revision 1.1.1.1  2002/05/03 03:28:12  root
22  * Initial import.
23  *
24  * 
25  * 15    9/12/99 8:09p Dave
26  * Fixed problem where skip-training button would cause mission messages
27  * not to get paged out for the current mission.
28  * 
29  * 14    9/09/99 11:40p Dave
30  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
31  * 2 end movies properly, based upon what the player did in the mission.
32  * 
33  * 13    8/27/99 11:59a Jefff
34  * changed some sound names to better reflect new uses
35  * 
36  * 12    8/26/99 9:45a Dave
37  * First pass at easter eggs and cheats.
38  * 
39  * 11    7/19/99 11:47a Jefff
40  * Added sound hook for countermeasure success
41  * 
42  * 10    7/02/99 4:31p Dave
43  * Much more sophisticated lightning support.
44  * 
45  * 9     7/01/99 11:44a Dave
46  * Updated object sound system to allow multiple obj sounds per ship.
47  * Added hit-by-beam sound. Added killed by beam sound.
48  * 
49  * 8     6/25/99 3:08p Dave
50  * Multiple flyby sounds.
51  * 
52  * 7     6/18/99 5:16p Dave
53  * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
54  * dialog to PXO screen.
55  * 
56  * 6     4/19/99 11:01p Dave
57  * More sophisticated targeting laser support. Temporary checkin.
58  * 
59  * 5     2/04/99 6:29p Dave
60  * First full working rev of FS2 PXO support.  Fixed Glide lighting
61  * problems.
62  * 
63  * 4     1/29/99 12:47a Dave
64  * Put in sounds for beam weapon. A bunch of interface screens (tech
65  * database stuff).
66  * 
67  * 3     10/26/98 9:42a Dave
68  * Early flak gun support.
69  * 
70  * 2     10/07/98 10:52a Dave
71  * Initial checkin.
72  * 
73  * 1     10/07/98 10:48a Dave
74  * 
75  * 76    5/18/98 12:59a Lawrance
76  * Replace shockwave impact sound with a new "whoosh" sound that
77  * originates from the shockwave center
78  * 
79  * 75    5/06/98 10:29a Dave
80  * Put in support for panning sounds. Put in new sound hooks for main hall
81  * 2 intercom sounds.
82  * 
83  * 74    4/27/98 3:36p Dave
84  * 
85  * 73    4/25/98 1:25p Lawrance
86  * Make function for playing generic error beep
87  * 
88  * 72    4/19/98 9:33p Lawrance
89  * Added sound hooks for Shivan flyby sound, subspace ambient effect
90  * 
91  * 71    3/23/98 4:13p Lawrance
92  * Add hooks for captial ship specific warp sounds
93  * 
94  * 70    3/21/98 3:34p Lawrance
95  * Added highlight icon sound, added static sound for briefing cut
96  * 
97  * 69    3/17/98 5:55p Lawrance
98  * Support object-linked sounds for asteroids.
99  * 
100  * 68    3/17/98 3:53p Lawrance
101  * First pass at weapon flyby sounds
102  * 
103  * 67    3/16/98 5:54p Lawrance
104  * Play cargo scanning sound
105  * 
106  * 66    3/05/98 10:18p Lawrance
107  * Play voice cue sound when there is no voice file present
108  * 
109  * 65    2/19/98 4:33p Lawrance
110  * add asteroid sound hooks
111  * 
112  * 64    2/12/98 4:59p Lawrance
113  * Add new sound hooks for subsystem explosions, and subsystems getting
114  * destroyed
115  * 
116  * 63    2/11/98 5:32p Dave
117  * Put in hooks for 3 random intercom sounds in the main hall.
118  * 
119  * 62    2/06/98 11:33a Dave
120  * Made sounds customizable through sounds.tbl
121  * 
122  * 61    2/04/98 6:08p Lawrance
123  * Add a light collision sound, overlay a shield collide sound if
124  * applicable.
125  * 
126  * 60    1/30/98 11:48a John
127  * Made debris arcs cast light.  Added sound effects for them.
128  * 
129  * 59    1/11/98 11:14p Lawrance
130  * Preload sounds that we expect will get played.
131  * 
132  * 58    1/07/98 11:10a Lawrance
133  * Add new several new sound hooks.
134  * 
135  * 57    12/24/97 8:54p Lawrance
136  * Integrating new popup code
137  * 
138  * 56    12/09/97 11:31a Lawrance
139  * add missile launch warnings, re-work proximity beep
140  * 
141  * 55    12/05/97 2:39p Lawrance
142  * added some different sounds to main hall, add support for looping
143  * ambient sounds
144  * 
145  * 54    12/03/97 4:58p Hoffoss
146  * 
147  * 53    12/03/97 4:16p Hoffoss
148  * Changed sound stuff used in interface screens for interface purposes.
149  * 
150  * 52    12/01/97 5:25p Hoffoss
151  * Routed interface sound playing through a special function that will
152  * only allow one instance of the sound to play at a time, avoiding
153  * over-mixing problems.
154  * 
155  * 51    11/20/97 5:36p Dave
156  * Hooked in a bunch of main hall changes (including sound). Made it
157  * possible to reposition (rewind/ffwd) 
158  * sound buffer pointers. Fixed animation direction change framerate
159  * problem.
160  * 
161  * 50    11/11/97 10:25p Lawrance
162  * add sound hook for when missile threat flashes
163  * 
164  * 49    11/03/97 11:08p Lawrance
165  * Add sound for collisions with shields.
166  * 
167  * 48    11/03/97 2:07p Lawrance
168  * add ship-to-ship collision sound
169  * 
170  * 47    10/28/97 4:49p Lawrance
171  * add sound hook that gets played when player warps out
172  * 
173  * 46    10/27/97 10:48p Lawrance
174  * add second explosion sound
175  * 
176  * 45    10/11/97 6:39p Lawrance
177  * added sound hooks for static sound
178  * 
179  * 44    10/10/97 7:45p Lawrance
180  * add warp fail sound
181  * 
182  * 43    9/19/97 2:45p Lawrance
183  * add hook for weapon animation sound
184  * 
185  * 42    9/12/97 4:02p John
186  * put in ship warp out effect.
187  * put in dynamic lighting for warp in/out
188  * 
189  * 41    9/07/97 10:01p Lawrance
190  * add some interface hooks
191  * 
192  * 40    9/05/97 4:59p Lawrance
193  * added warp sound hook
194  * 
195  * 39    9/03/97 5:05p Lawrance
196  * add support for ship flyby sound
197  * 
198  * 38    8/25/97 12:25a Lawrance
199  * added sound for when shield energy is transferred between quadrants 
200  * 
201  * 37    8/18/97 5:28p Lawrance
202  * added some new interface sounds
203  * 
204  * 36    8/12/97 5:52p Lawrance
205  * added hook for lock warning from aspect missile
206  * 
207  * 35    8/11/97 9:48p Lawrance
208  * add sound hook for swarm missile
209  * 
210  * 34    8/06/97 10:27a Lawrance
211  * added hook for shockwave create sound
212  * 
213  * 33    7/17/97 10:50a Lawrance
214  * create a Shivan light laser so sound can be assigned
215  * 
216  * 32    6/24/97 11:47p Lawrance
217  * add briefing sound fx
218  * 
219  * 31    6/24/97 3:14p Lawrance
220  * add briefing sounds
221  * 
222  * 30    6/13/97 4:44p Lawrance
223  * added another sound hook in ship selection
224  * 
225  * 29    6/12/97 5:15p Lawrance
226  * added hook for ambient sound in briefing/ship select
227  * 
228  * 28    6/05/97 11:25a Lawrance
229  * use sound signatures to ensure correct sound is loaded
230  * 
231  * 27    6/05/97 1:07a Lawrance
232  * changes to support sound interface
233  * 
234  * 26    6/04/97 1:18p Lawrance
235  * added hooks for shield impacts
236  * 
237  * 25    5/23/97 11:20a Lawrance
238  * counter measure sounds specified in weapons.tbl
239  * 
240  * 24    5/22/97 12:04p Lawrance
241  * added soundhook for cmeasure cycle
242  * 
243  * 23    5/16/97 11:33a Lawrance
244  * add countermeasures and rearm sounds
245  * 
246  * 22    5/14/97 11:24a Lawrance
247  * break up docking sound effect into an approach/depart and attach/detach
248  * 
249  * 21    5/14/97 11:09a Lawrance
250  * add hooks for sounds played when player is hit by lasers or missiles
251  * 
252  * 20    5/14/97 9:54a Lawrance
253  * supporting mission-specific briefing music
254  * 
255  * 19    5/13/97 3:09p Lawrance
256  * added repair/rearm sound
257  * 
258  * 18    5/13/97 10:44a Lawrance
259  * add several new sound effects
260  * 
261  * 17    5/12/97 11:58a Lawrance
262  * removed obsolete sound
263  * 
264  * 16    5/06/97 2:12p Lawrance
265  * rearrange order of sounds
266  * 
267  * 15    5/06/97 9:36a Lawrance
268  * added support for min and max distances for 3d sounds
269  * 
270  * 14    4/23/97 5:19p Lawrance
271  * split up misc sounds into: gamewide, ingame, and interface
272  * 
273  * 13    4/20/97 11:48a Lawrance
274  * added array of filenames for misc sounds.  Will be useful if we want to
275  * unload then re-load sounds
276  * 
277  * 12    4/18/97 2:54p Lawrance
278  * sounds now have a default volume, when playing, pass a scaling factor
279  * not the actual volume
280  * 
281  * 11    4/15/97 2:49p Lawrance
282  * add new sounds
283  * 
284  * 10    3/26/97 11:27a Lawrance
285  * added hooks for sounds to be played when trying to fire missles when
286  * none left / trying to fire lasers with no energy
287  * 
288  * 9     3/19/97 5:53p Lawrance
289  * integrating new Misc_sounds[] array (replaces old Game_sounds
290  * structure)
291  * 
292  * 8     3/17/97 3:47p Mike
293  * Homing missile lock sound.
294  * More on AI ships firing missiles.
295  * 
296  * 7     3/10/97 8:54a Lawrance
297  * added gamesnd_init_looping_sounds()
298  * 
299  * 6     2/28/97 8:41a Lawrance
300  * added afterburner engage and burn sounds
301  * 
302  * 5     2/14/97 12:37a Lawrance
303  * added hooks to play docking/undocking sounds
304  * 
305  * 4     2/13/97 12:03p Lawrance
306  * hooked in throttle sounds
307  * 
308  * 3     2/05/97 10:35a Lawrance
309  * supporting spooled music at menus, briefings, credits etc.
310  * 
311  * 2     1/20/97 7:58p John
312  * Fixed some link errors with testcode.
313  * 
314  * 1     1/20/97 7:08p John
315  *
316  * $NoKeywords: $
317  */
318
319 #ifndef __GAMESND_H__
320 #define __GAMESND_H__
321
322 #include "sound.h"
323 #include "missionparse.h"
324
325 void gamesnd_parse_soundstbl(); // Loads in general game sounds from sounds.tbl
326 void gamesnd_init_sounds();             // initializes the Snds[] and Snds_iface[] array
327 void gamesnd_load_gameplay_sounds();
328 void gamesnd_unload_gameplay_sounds();
329 void gamesnd_load_interface_sounds();
330 void gamesnd_unload_interface_sounds();
331 void gamesnd_preload_common_sounds();
332 void gamesnd_play_iface(int n);
333
334 void gamesnd_play_error_beep();
335
336 void common_play_highlight_sound();     // called from interface code
337
338 // Misc_sounds[] holds handles for misc sounds in the game (list appears in sounds.tbl)
339 #define MAX_GAME_SOUNDS                                 200
340 #define MAX_INTERFACE_SOUNDS                    70
341 #define MAX_SPECIES_FLYBY_SOUNDS                4                               // 4 different possible flybys for species
342
343 extern game_snd Snds[MAX_GAME_SOUNDS];
344 extern game_snd Snds_iface[MAX_INTERFACE_SOUNDS];
345
346 // flyby sounds - 2 for each species (fighter and bomber flybys)
347 extern game_snd Snds_flyby[MAX_SPECIES_NAMES][2];
348
349
350 // symbolic names for misc. game sounds.  The order here must match the order in
351 // sounds.tbl
352 //
353 // INSTRUCTIONS FOR ADDING A NEW SOUND:
354 //
355 // Add interface (ie non-gameplay) sounds to the end of the interface list of sounds.
356 // Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc, 
357 // Weapons, or Ship).
358 //
359 // Then add a symbolic name to the appropriate position in the #define list below
360 // and add an entry to sounds.tbl.  If there is no .wav file for the sound yet, 
361 // specify sound_hook.wav in sounds.tbl.
362 //
363 //
364
365 //---------------------------------------------------
366 // Misc Sounds
367 //---------------------------------------------------
368 #define SND_MISSILE_TRACKING                    0
369 #define SND_MISSILE_LOCK                                1
370 #define SND_PRIMARY_CYCLE                               2
371 #define SND_SECONDARY_CYCLE                     3
372 #define SND_ENGINE                                              4
373 #define SND_CARGO_REVEAL                                5
374 #define SND_DEATH_ROLL                                  6
375 #define SND_SHIP_EXPLODE_1                      7
376 #define SND_TARGET_ACQUIRE                      8
377 #define SND_ENERGY_ADJUST                               9
378 #define SND_ENERGY_ADJUST_FAIL          10
379 #define SND_ENERGY_TRANS                                11
380 #define SND_ENERGY_TRANS_FAIL           12
381 #define SND_FULL_THROTTLE                               13
382 #define SND_ZERO_THROTTLE                               14
383 #define SND_THROTTLE_UP                         15
384 #define SND_THROTTLE_DOWN                               16
385 #define SND_DOCK_APPROACH                               17
386 #define SND_DOCK_ATTACH                         18
387 #define SND_DOCK_DETACH                         19
388 #define SND_DOCK_DEPART                         20
389 #define SND_ABURN_ENGAGE                                21
390 #define SND_ABURN_LOOP                                  22
391 #define SND_VAPORIZED                                   23
392 #define SND_ABURN_FAIL                                  24
393 #define SND_HEATLOCK_WARN                               25
394 #define SND_OUT_OF_MISSLES                      26
395 #define SND_OUT_OF_WEAPON_ENERGY        27
396 #define SND_TARGET_FAIL                         28
397 #define SND_SQUADMSGING_ON                      29
398 #define SND_SQUADMSGING_OFF                     30
399 #define SND_DEBRIS                                              31
400 #define SND_SUBSYS_DIE_1                                32
401 #define SND_MISSILE_START_LOAD          33
402 #define SND_MISSILE_LOAD                                34
403 #define  SND_SHIP_REPAIR                                35
404 #define  SND_PLAYER_HIT_LASER                   36
405 #define  SND_PLAYER_HIT_MISSILE         37      
406 #define  SND_CMEASURE_CYCLE                     38
407 #define  SND_SHIELD_HIT                                 39
408 #define  SND_SHIELD_HIT_YOU                     40
409 #define SND_GAME_MOUSE_CLICK                    41
410 #define SND_ASPECTLOCK_WARN                     42
411 #define SND_SHIELD_XFER_OK                      43
412 #define  SND_ENGINE_WASH                                44
413 #define SND_WARP_IN                                             45
414 #define SND_WARP_OUT                                    46              // Same as warp in for now
415 #define SND_PLAYER_WARP_FAIL                    47
416 #define SND_STATIC                                              48
417 #define SND_SHIP_EXPLODE_2                      49
418 #define SND_PLAYER_WARP_OUT                     50
419 #define SND_SHIP_SHIP_HEAVY                             51
420 #define SND_SHIP_SHIP_LIGHT                             52
421 #define SND_SHIP_SHIP_SHIELD                            53
422 #define SND_THREAT_FLASH                                        54
423 #define SND_PROXIMITY_WARNING                   55
424 #define SND_PROXIMITY_ASPECT_WARNING    56
425 #define SND_DIRECTIVE_COMPLETE                  57
426 #define SND_SUBSYS_EXPLODE                              58
427 #define SND_CAPSHIP_EXPLODE                             59
428 #define SND_CAPSHIP_SUBSYS_EXPLODE              60
429 #define SND_LARGESHIP_WARPOUT                   61
430 #define SND_ASTEROID_EXPLODE_BIG                62
431 #define SND_ASTEROID_EXPLODE_SMALL              63
432 #define SND_CUE_VOICE                                           64
433 #define SND_END_VOICE                                           65
434 #define SND_CARGO_SCAN                                          66
435 #define SND_WEAPON_FLYBY                                        67
436 #define SND_ASTEROID                                            68
437 #define SND_CAPITAL_WARP_IN                             69
438 #define SND_CAPITAL_WARP_OUT                            70
439 #define SND_ENGINE_LOOP_LARGE                   71
440 #define SND_SUBSPACE_LEFT_CHANNEL               72
441 #define SND_SUBSPACE_RIGHT_CHANNEL              73
442 #define SND_MISSILE_EVADED_POPUP                74
443 #define  SND_ENGINE_LOOP_HUGE                           75
444
445 // Weapon sounds
446 #define SND_LIGHT_LASER_FIRE                            76
447 #define SND_LIGHT_LASER_IMPACT                  77
448 #define SND_HVY_LASER_FIRE                              78
449 #define SND_HVY_LASER_IMPACT                            79
450 #define SND_MASSDRV_FIRED                                       80
451 #define SND_MASSDRV_IMPACT                              81
452 #define SND_FLAIL_FIRED                                 82
453 #define SND_FLAIL_IMPACT                                        83
454 #define SND_NEUTRON_FLUX_FIRED                  84
455 #define SND_NEUTRON_FLUX_IMPACT                 85
456 #define SND_DEBUG_LASER_FIRED                   86
457 #define SND_ROCKEYE_FIRED                                       87
458 #define SND_MISSILE_IMPACT1                             88
459 #define SND_MAG_MISSILE_LAUNCH                  89
460 #define SND_FURY_MISSILE_LAUNCH                 90
461 #define SND_SHRIKE_MISSILE_LAUNCH               91
462 #define SND_ANGEL_MISSILE_LAUNCH                92
463 #define SND_CLUSTER_MISSILE_LAUNCH              93
464 #define SND_CLUSTERB_MISSILE_LAUNCH     94
465 #define SND_STILETTO_MISSILE_LAUNCH     95
466 #define SND_TSUNAMI_MISSILE_LAUNCH              96
467 #define SND_HARBINGER_MISSILE_LAUNCH    97
468 #define SND_MEGAWOKKA_MISSILE_LAUNCH    98
469 #define SND_CMEASURE1_LAUNCH                            99
470 #define SND_SHIVAN_LIGHT_LASER_FIRE     100
471 #define SND_SHOCKWAVE_EXPLODE                   101
472 #define SND_SWARM_MISSILE_LAUNCH                102
473 #define SND_SHOCKWAVE_IMPACT                            109
474
475 #define SND_TARG_LASER_LOOP                             115
476 #define  SND_FLAK_FIRE                                          116
477 #define SND_SHIELD_BREAKER                              117
478 #define SND_EMP_MISSILE                                 118
479 #define SND_AUTOCANNON_LOOP                             119
480 #define SND_AUTOCANNON_SHOT                             120
481 #define SND_BEAM_LOOP                                           121
482 #define SND_BEAM_UP                                                     122
483 #define SND_BEAM_DOWN                                           123
484 #define SND_BEAM_SHOT                                           124
485 #define SND_BEAM_VAPORIZE                                       125
486
487 // Ship engine sounds
488 #define SND_TERRAN_FIGHTER_ENG                  126
489 #define SND_TERRAN_BOMBER_ENG                   127
490 #define SND_TERRAN_CAPITAL_ENG                  128
491 #define SND_SPECIESB_FIGHTER_ENG                129
492 #define SND_SPECIESB_BOMBER_ENG                 130
493 #define SND_SPECIESB_CAPITAL_ENG                131
494 #define SND_SHIVAN_FIGHTER_ENG                  132
495 #define SND_SHIVAN_BOMBER_ENG                   133
496 #define SND_SHIVAN_CAPITAL_ENG                  134
497 #define SND_REPAIR_SHIP_ENG                             135
498
499 // Debris electric arcing sounds
500 #define SND_DEBRIS_ARC_01                                       139             // 0.10 second spark sound effect (3d sound)
501 #define SND_DEBRIS_ARC_02                                       140             // 0.25 second spark sound effect (3d sound)
502 #define SND_DEBRIS_ARC_03                                       141             // 0.50 second spark sound effect (3d sound)
503 #define SND_DEBRIS_ARC_04                                       142             // 0.75 second spark sound effect (3d sound)
504 #define SND_DEBRIS_ARC_05                                       143             // 1.00 second spark sound effect (3d sound)
505
506 // copilot
507 #define SND_COPILOT                                                     162
508
509 // supernova 1 and supernova 2
510 #define SND_SUPERNOVA_1                                 173
511 #define SND_SUPERNOVA_2                                 174
512
513 // lightning sounds
514 #define SND_LIGHTNING_1                                 180
515 #define SND_LIGHTNING_2                                 181
516
517
518 //---------------------------------------------------
519 // Interface sounds
520 //---------------------------------------------------
521 #define  SND_IFACE_MOUSE_CLICK          0
522 #define  SND_ICON_PICKUP                                1
523 #define  SND_ICON_DROP_ON_WING          2
524 #define  SND_ICON_DROP                                  3
525 #define  SND_SCREEN_MODE_PRESSED                4
526 #define  SND_SWITCH_SCREENS                     5
527 #define  SND_HELP_PRESSED                               6
528 #define  SND_COMMIT_PRESSED                     7
529 #define  SND_PREV_NEXT_PRESSED          8
530 #define  SND_SCROLL                                             9
531 #define  SND_GENERAL_FAIL                               10
532 #define  SND_SHIP_ICON_CHANGE                   11
533 #define  SND_MAIN_HALL_AMBIENT          12
534 #define  SND_BTN_SLIDE                                  13
535 #define SND_BRIEF_STAGE_CHG                     14
536 #define SND_BRIEF_STAGE_CHG_FAIL        15
537 #define SND_BRIEF_ICON_SELECT           16
538 #define SND_USER_OVER                                   17
539 #define SND_USER_SELECT                         18
540 #define SND_RESET_PRESSED                               19
541 #define SND_BRIEF_TEXT_WIPE                     20
542 #define SND_VASUDAN_PA_1                                21                              // vasudan pa 1
543 #define SND_WEAPON_ANIM_START           22
544 #define  SND_MAIN_HALL_DOOR_OPEN    23
545 #define  SND_MAIN_HALL_DOOR_CLOSE   24
546 #define SND_GLOW_OPEN                                   25
547 #define SND_VASUDAN_PA_2                                26                              // vasudan pa 2
548 #define SND_AMBIENT_MENU                                27
549 #define SND_POPUP_APPEAR                                28
550 #define SND_POPUP_DISAPPEAR                     29
551 #define SND_VOICE_SLIDER_CLIP           30
552 #define  SND_VASUDAN_PA_3                               31                              // vasudan pa 3
553 #define  SND_MAIN_HALL_GET_PEPSI                32
554 #define  SND_MAIN_HALL_LIFT_UP          33
555 #define  SND_MAIN_HALL_WELD1                    34
556 #define  SND_MAIN_HALL_WELD2                    35
557 #define  SND_MAIN_HALL_WELD3                    36
558 #define  SND_MAIN_HALL_WELD4                    37
559 #define  SND_MAIN_HALL_INT1                     38                      // random intercom message 1
560 #define  SND_MAIN_HALL_INT2                     39                      // random intercom message 2
561 #define  SND_MAIN_HALL_INT3                     40                      // random intercom message 3            
562 #define SND_ICON_HIGHLIGHT                      41
563 #define SND_BRIEFING_STATIC                     42
564 #define SND_MAIN_HALL2_CRANE1_1         43
565 #define SND_MAIN_HALL2_CRANE1_2         44
566 #define SND_MAIN_HALL2_CRANE2_1         45
567 #define SND_MAIN_HALL2_CRANE2_2         46
568 #define SND_MAIN_HALL2_CAR1                     47
569 #define SND_MAIN_HALL2_CAR2                     48
570 #define SND_MAIN_HALL2_INT1                     49
571 #define SND_MAIN_HALL2_INT2                     50
572 #define SND_MAIN_HALL2_INT3                     51
573
574 #define SND_VASUDAN_BUP                         61
575
576 #endif  /* __GAMESND_H__ */
577