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Initial revision
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1 /*
2  * $Logfile: /Freespace2/code/Gamesnd/GameSnd.h $
3  * $Revision$
4  * $Date$
5  * $Author$
6  *
7  * Routines to keep track of which sound files go where
8  *
9  * $Log$
10  * Revision 1.1  2002/05/03 03:28:12  root
11  * Initial revision
12  *
13  * 
14  * 15    9/12/99 8:09p Dave
15  * Fixed problem where skip-training button would cause mission messages
16  * not to get paged out for the current mission.
17  * 
18  * 14    9/09/99 11:40p Dave
19  * Handle an Assert() in beam code. Added supernova sounds. Play the right
20  * 2 end movies properly, based upon what the player did in the mission.
21  * 
22  * 13    8/27/99 11:59a Jefff
23  * changed some sound names to better reflect new uses
24  * 
25  * 12    8/26/99 9:45a Dave
26  * First pass at easter eggs and cheats.
27  * 
28  * 11    7/19/99 11:47a Jefff
29  * Added sound hook for countermeasure success
30  * 
31  * 10    7/02/99 4:31p Dave
32  * Much more sophisticated lightning support.
33  * 
34  * 9     7/01/99 11:44a Dave
35  * Updated object sound system to allow multiple obj sounds per ship.
36  * Added hit-by-beam sound. Added killed by beam sound.
37  * 
38  * 8     6/25/99 3:08p Dave
39  * Multiple flyby sounds.
40  * 
41  * 7     6/18/99 5:16p Dave
42  * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
43  * dialog to PXO screen.
44  * 
45  * 6     4/19/99 11:01p Dave
46  * More sophisticated targeting laser support. Temporary checkin.
47  * 
48  * 5     2/04/99 6:29p Dave
49  * First full working rev of FS2 PXO support.  Fixed Glide lighting
50  * problems.
51  * 
52  * 4     1/29/99 12:47a Dave
53  * Put in sounds for beam weapon. A bunch of interface screens (tech
54  * database stuff).
55  * 
56  * 3     10/26/98 9:42a Dave
57  * Early flak gun support.
58  * 
59  * 2     10/07/98 10:52a Dave
60  * Initial checkin.
61  * 
62  * 1     10/07/98 10:48a Dave
63  * 
64  * 76    5/18/98 12:59a Lawrance
65  * Replace shockwave impact sound with a new "whoosh" sound that
66  * originates from the shockwave center
67  * 
68  * 75    5/06/98 10:29a Dave
69  * Put in support for panning sounds. Put in new sound hooks for main hall
70  * 2 intercom sounds.
71  * 
72  * 74    4/27/98 3:36p Dave
73  * 
74  * 73    4/25/98 1:25p Lawrance
75  * Make function for playing generic error beep
76  * 
77  * 72    4/19/98 9:33p Lawrance
78  * Added sound hooks for Shivan flyby sound, subspace ambient effect
79  * 
80  * 71    3/23/98 4:13p Lawrance
81  * Add hooks for captial ship specific warp sounds
82  * 
83  * 70    3/21/98 3:34p Lawrance
84  * Added highlight icon sound, added static sound for briefing cut
85  * 
86  * 69    3/17/98 5:55p Lawrance
87  * Support object-linked sounds for asteroids.
88  * 
89  * 68    3/17/98 3:53p Lawrance
90  * First pass at weapon flyby sounds
91  * 
92  * 67    3/16/98 5:54p Lawrance
93  * Play cargo scanning sound
94  * 
95  * 66    3/05/98 10:18p Lawrance
96  * Play voice cue sound when there is no voice file present
97  * 
98  * 65    2/19/98 4:33p Lawrance
99  * add asteroid sound hooks
100  * 
101  * 64    2/12/98 4:59p Lawrance
102  * Add new sound hooks for subsystem explosions, and subsystems getting
103  * destroyed
104  * 
105  * 63    2/11/98 5:32p Dave
106  * Put in hooks for 3 random intercom sounds in the main hall.
107  * 
108  * 62    2/06/98 11:33a Dave
109  * Made sounds customizable through sounds.tbl
110  * 
111  * 61    2/04/98 6:08p Lawrance
112  * Add a light collision sound, overlay a shield collide sound if
113  * applicable.
114  * 
115  * 60    1/30/98 11:48a John
116  * Made debris arcs cast light.  Added sound effects for them.
117  * 
118  * 59    1/11/98 11:14p Lawrance
119  * Preload sounds that we expect will get played.
120  * 
121  * 58    1/07/98 11:10a Lawrance
122  * Add new several new sound hooks.
123  * 
124  * 57    12/24/97 8:54p Lawrance
125  * Integrating new popup code
126  * 
127  * 56    12/09/97 11:31a Lawrance
128  * add missile launch warnings, re-work proximity beep
129  * 
130  * 55    12/05/97 2:39p Lawrance
131  * added some different sounds to main hall, add support for looping
132  * ambient sounds
133  * 
134  * 54    12/03/97 4:58p Hoffoss
135  * 
136  * 53    12/03/97 4:16p Hoffoss
137  * Changed sound stuff used in interface screens for interface purposes.
138  * 
139  * 52    12/01/97 5:25p Hoffoss
140  * Routed interface sound playing through a special function that will
141  * only allow one instance of the sound to play at a time, avoiding
142  * over-mixing problems.
143  * 
144  * 51    11/20/97 5:36p Dave
145  * Hooked in a bunch of main hall changes (including sound). Made it
146  * possible to reposition (rewind/ffwd) 
147  * sound buffer pointers. Fixed animation direction change framerate
148  * problem.
149  * 
150  * 50    11/11/97 10:25p Lawrance
151  * add sound hook for when missile threat flashes
152  * 
153  * 49    11/03/97 11:08p Lawrance
154  * Add sound for collisions with shields.
155  * 
156  * 48    11/03/97 2:07p Lawrance
157  * add ship-to-ship collision sound
158  * 
159  * 47    10/28/97 4:49p Lawrance
160  * add sound hook that gets played when player warps out
161  * 
162  * 46    10/27/97 10:48p Lawrance
163  * add second explosion sound
164  * 
165  * 45    10/11/97 6:39p Lawrance
166  * added sound hooks for static sound
167  * 
168  * 44    10/10/97 7:45p Lawrance
169  * add warp fail sound
170  * 
171  * 43    9/19/97 2:45p Lawrance
172  * add hook for weapon animation sound
173  * 
174  * 42    9/12/97 4:02p John
175  * put in ship warp out effect.
176  * put in dynamic lighting for warp in/out
177  * 
178  * 41    9/07/97 10:01p Lawrance
179  * add some interface hooks
180  * 
181  * 40    9/05/97 4:59p Lawrance
182  * added warp sound hook
183  * 
184  * 39    9/03/97 5:05p Lawrance
185  * add support for ship flyby sound
186  * 
187  * 38    8/25/97 12:25a Lawrance
188  * added sound for when shield energy is transferred between quadrants 
189  * 
190  * 37    8/18/97 5:28p Lawrance
191  * added some new interface sounds
192  * 
193  * 36    8/12/97 5:52p Lawrance
194  * added hook for lock warning from aspect missile
195  * 
196  * 35    8/11/97 9:48p Lawrance
197  * add sound hook for swarm missile
198  * 
199  * 34    8/06/97 10:27a Lawrance
200  * added hook for shockwave create sound
201  * 
202  * 33    7/17/97 10:50a Lawrance
203  * create a Shivan light laser so sound can be assigned
204  * 
205  * 32    6/24/97 11:47p Lawrance
206  * add briefing sound fx
207  * 
208  * 31    6/24/97 3:14p Lawrance
209  * add briefing sounds
210  * 
211  * 30    6/13/97 4:44p Lawrance
212  * added another sound hook in ship selection
213  * 
214  * 29    6/12/97 5:15p Lawrance
215  * added hook for ambient sound in briefing/ship select
216  * 
217  * 28    6/05/97 11:25a Lawrance
218  * use sound signatures to ensure correct sound is loaded
219  * 
220  * 27    6/05/97 1:07a Lawrance
221  * changes to support sound interface
222  * 
223  * 26    6/04/97 1:18p Lawrance
224  * added hooks for shield impacts
225  * 
226  * 25    5/23/97 11:20a Lawrance
227  * counter measure sounds specified in weapons.tbl
228  * 
229  * 24    5/22/97 12:04p Lawrance
230  * added soundhook for cmeasure cycle
231  * 
232  * 23    5/16/97 11:33a Lawrance
233  * add countermeasures and rearm sounds
234  * 
235  * 22    5/14/97 11:24a Lawrance
236  * break up docking sound effect into an approach/depart and attach/detach
237  * 
238  * 21    5/14/97 11:09a Lawrance
239  * add hooks for sounds played when player is hit by lasers or missiles
240  * 
241  * 20    5/14/97 9:54a Lawrance
242  * supporting mission-specific briefing music
243  * 
244  * 19    5/13/97 3:09p Lawrance
245  * added repair/rearm sound
246  * 
247  * 18    5/13/97 10:44a Lawrance
248  * add several new sound effects
249  * 
250  * 17    5/12/97 11:58a Lawrance
251  * removed obsolete sound
252  * 
253  * 16    5/06/97 2:12p Lawrance
254  * rearrange order of sounds
255  * 
256  * 15    5/06/97 9:36a Lawrance
257  * added support for min and max distances for 3d sounds
258  * 
259  * 14    4/23/97 5:19p Lawrance
260  * split up misc sounds into: gamewide, ingame, and interface
261  * 
262  * 13    4/20/97 11:48a Lawrance
263  * added array of filenames for misc sounds.  Will be useful if we want to
264  * unload then re-load sounds
265  * 
266  * 12    4/18/97 2:54p Lawrance
267  * sounds now have a default volume, when playing, pass a scaling factor
268  * not the actual volume
269  * 
270  * 11    4/15/97 2:49p Lawrance
271  * add new sounds
272  * 
273  * 10    3/26/97 11:27a Lawrance
274  * added hooks for sounds to be played when trying to fire missles when
275  * none left / trying to fire lasers with no energy
276  * 
277  * 9     3/19/97 5:53p Lawrance
278  * integrating new Misc_sounds[] array (replaces old Game_sounds
279  * structure)
280  * 
281  * 8     3/17/97 3:47p Mike
282  * Homing missile lock sound.
283  * More on AI ships firing missiles.
284  * 
285  * 7     3/10/97 8:54a Lawrance
286  * added gamesnd_init_looping_sounds()
287  * 
288  * 6     2/28/97 8:41a Lawrance
289  * added afterburner engage and burn sounds
290  * 
291  * 5     2/14/97 12:37a Lawrance
292  * added hooks to play docking/undocking sounds
293  * 
294  * 4     2/13/97 12:03p Lawrance
295  * hooked in throttle sounds
296  * 
297  * 3     2/05/97 10:35a Lawrance
298  * supporting spooled music at menus, briefings, credits etc.
299  * 
300  * 2     1/20/97 7:58p John
301  * Fixed some link errors with testcode.
302  * 
303  * 1     1/20/97 7:08p John
304  *
305  * $NoKeywords: $
306  */
307
308 #ifndef __GAMESND_H__
309 #define __GAMESND_H__
310
311 #include "sound.h"
312 #include "missionparse.h"
313
314 void gamesnd_parse_soundstbl(); // Loads in general game sounds from sounds.tbl
315 void gamesnd_init_sounds();             // initializes the Snds[] and Snds_iface[] array
316 void gamesnd_load_gameplay_sounds();
317 void gamesnd_unload_gameplay_sounds();
318 void gamesnd_load_interface_sounds();
319 void gamesnd_unload_interface_sounds();
320 void gamesnd_preload_common_sounds();
321 void gamesnd_play_iface(int n);
322
323 void gamesnd_play_error_beep();
324
325 void common_play_highlight_sound();     // called from interface code
326
327 // Misc_sounds[] holds handles for misc sounds in the game (list appears in sounds.tbl)
328 #define MAX_GAME_SOUNDS                                 200
329 #define MAX_INTERFACE_SOUNDS                    70
330 #define MAX_SPECIES_FLYBY_SOUNDS                4                               // 4 different possible flybys for species
331
332 extern game_snd Snds[MAX_GAME_SOUNDS];
333 extern game_snd Snds_iface[MAX_INTERFACE_SOUNDS];
334
335 // flyby sounds - 2 for each species (fighter and bomber flybys)
336 extern game_snd Snds_flyby[MAX_SPECIES_NAMES][2];
337
338
339 // symbolic names for misc. game sounds.  The order here must match the order in
340 // sounds.tbl
341 //
342 // INSTRUCTIONS FOR ADDING A NEW SOUND:
343 //
344 // Add interface (ie non-gameplay) sounds to the end of the interface list of sounds.
345 // Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc, 
346 // Weapons, or Ship).
347 //
348 // Then add a symbolic name to the appropriate position in the #define list below
349 // and add an entry to sounds.tbl.  If there is no .wav file for the sound yet, 
350 // specify sound_hook.wav in sounds.tbl.
351 //
352 //
353
354 //---------------------------------------------------
355 // Misc Sounds
356 //---------------------------------------------------
357 #define SND_MISSILE_TRACKING                    0
358 #define SND_MISSILE_LOCK                                1
359 #define SND_PRIMARY_CYCLE                               2
360 #define SND_SECONDARY_CYCLE                     3
361 #define SND_ENGINE                                              4
362 #define SND_CARGO_REVEAL                                5
363 #define SND_DEATH_ROLL                                  6
364 #define SND_SHIP_EXPLODE_1                      7
365 #define SND_TARGET_ACQUIRE                      8
366 #define SND_ENERGY_ADJUST                               9
367 #define SND_ENERGY_ADJUST_FAIL          10
368 #define SND_ENERGY_TRANS                                11
369 #define SND_ENERGY_TRANS_FAIL           12
370 #define SND_FULL_THROTTLE                               13
371 #define SND_ZERO_THROTTLE                               14
372 #define SND_THROTTLE_UP                         15
373 #define SND_THROTTLE_DOWN                               16
374 #define SND_DOCK_APPROACH                               17
375 #define SND_DOCK_ATTACH                         18
376 #define SND_DOCK_DETACH                         19
377 #define SND_DOCK_DEPART                         20
378 #define SND_ABURN_ENGAGE                                21
379 #define SND_ABURN_LOOP                                  22
380 #define SND_VAPORIZED                                   23
381 #define SND_ABURN_FAIL                                  24
382 #define SND_HEATLOCK_WARN                               25
383 #define SND_OUT_OF_MISSLES                      26
384 #define SND_OUT_OF_WEAPON_ENERGY        27
385 #define SND_TARGET_FAIL                         28
386 #define SND_SQUADMSGING_ON                      29
387 #define SND_SQUADMSGING_OFF                     30
388 #define SND_DEBRIS                                              31
389 #define SND_SUBSYS_DIE_1                                32
390 #define SND_MISSILE_START_LOAD          33
391 #define SND_MISSILE_LOAD                                34
392 #define  SND_SHIP_REPAIR                                35
393 #define  SND_PLAYER_HIT_LASER                   36
394 #define  SND_PLAYER_HIT_MISSILE         37      
395 #define  SND_CMEASURE_CYCLE                     38
396 #define  SND_SHIELD_HIT                                 39
397 #define  SND_SHIELD_HIT_YOU                     40
398 #define SND_GAME_MOUSE_CLICK                    41
399 #define SND_ASPECTLOCK_WARN                     42
400 #define SND_SHIELD_XFER_OK                      43
401 #define  SND_ENGINE_WASH                                44
402 #define SND_WARP_IN                                             45
403 #define SND_WARP_OUT                                    46              // Same as warp in for now
404 #define SND_PLAYER_WARP_FAIL                    47
405 #define SND_STATIC                                              48
406 #define SND_SHIP_EXPLODE_2                      49
407 #define SND_PLAYER_WARP_OUT                     50
408 #define SND_SHIP_SHIP_HEAVY                             51
409 #define SND_SHIP_SHIP_LIGHT                             52
410 #define SND_SHIP_SHIP_SHIELD                            53
411 #define SND_THREAT_FLASH                                        54
412 #define SND_PROXIMITY_WARNING                   55
413 #define SND_PROXIMITY_ASPECT_WARNING    56
414 #define SND_DIRECTIVE_COMPLETE                  57
415 #define SND_SUBSYS_EXPLODE                              58
416 #define SND_CAPSHIP_EXPLODE                             59
417 #define SND_CAPSHIP_SUBSYS_EXPLODE              60
418 #define SND_LARGESHIP_WARPOUT                   61
419 #define SND_ASTEROID_EXPLODE_BIG                62
420 #define SND_ASTEROID_EXPLODE_SMALL              63
421 #define SND_CUE_VOICE                                           64
422 #define SND_END_VOICE                                           65
423 #define SND_CARGO_SCAN                                          66
424 #define SND_WEAPON_FLYBY                                        67
425 #define SND_ASTEROID                                            68
426 #define SND_CAPITAL_WARP_IN                             69
427 #define SND_CAPITAL_WARP_OUT                            70
428 #define SND_ENGINE_LOOP_LARGE                   71
429 #define SND_SUBSPACE_LEFT_CHANNEL               72
430 #define SND_SUBSPACE_RIGHT_CHANNEL              73
431 #define SND_MISSILE_EVADED_POPUP                74
432 #define  SND_ENGINE_LOOP_HUGE                           75
433
434 // Weapon sounds
435 #define SND_LIGHT_LASER_FIRE                            76
436 #define SND_LIGHT_LASER_IMPACT                  77
437 #define SND_HVY_LASER_FIRE                              78
438 #define SND_HVY_LASER_IMPACT                            79
439 #define SND_MASSDRV_FIRED                                       80
440 #define SND_MASSDRV_IMPACT                              81
441 #define SND_FLAIL_FIRED                                 82
442 #define SND_FLAIL_IMPACT                                        83
443 #define SND_NEUTRON_FLUX_FIRED                  84
444 #define SND_NEUTRON_FLUX_IMPACT                 85
445 #define SND_DEBUG_LASER_FIRED                   86
446 #define SND_ROCKEYE_FIRED                                       87
447 #define SND_MISSILE_IMPACT1                             88
448 #define SND_MAG_MISSILE_LAUNCH                  89
449 #define SND_FURY_MISSILE_LAUNCH                 90
450 #define SND_SHRIKE_MISSILE_LAUNCH               91
451 #define SND_ANGEL_MISSILE_LAUNCH                92
452 #define SND_CLUSTER_MISSILE_LAUNCH              93
453 #define SND_CLUSTERB_MISSILE_LAUNCH     94
454 #define SND_STILETTO_MISSILE_LAUNCH     95
455 #define SND_TSUNAMI_MISSILE_LAUNCH              96
456 #define SND_HARBINGER_MISSILE_LAUNCH    97
457 #define SND_MEGAWOKKA_MISSILE_LAUNCH    98
458 #define SND_CMEASURE1_LAUNCH                            99
459 #define SND_SHIVAN_LIGHT_LASER_FIRE     100
460 #define SND_SHOCKWAVE_EXPLODE                   101
461 #define SND_SWARM_MISSILE_LAUNCH                102
462 #define SND_SHOCKWAVE_IMPACT                            109
463
464 #define SND_TARG_LASER_LOOP                             115
465 #define  SND_FLAK_FIRE                                          116
466 #define SND_SHIELD_BREAKER                              117
467 #define SND_EMP_MISSILE                                 118
468 #define SND_AUTOCANNON_LOOP                             119
469 #define SND_AUTOCANNON_SHOT                             120
470 #define SND_BEAM_LOOP                                           121
471 #define SND_BEAM_UP                                                     122
472 #define SND_BEAM_DOWN                                           123
473 #define SND_BEAM_SHOT                                           124
474 #define SND_BEAM_VAPORIZE                                       125
475
476 // Ship engine sounds
477 #define SND_TERRAN_FIGHTER_ENG                  126
478 #define SND_TERRAN_BOMBER_ENG                   127
479 #define SND_TERRAN_CAPITAL_ENG                  128
480 #define SND_SPECIESB_FIGHTER_ENG                129
481 #define SND_SPECIESB_BOMBER_ENG                 130
482 #define SND_SPECIESB_CAPITAL_ENG                131
483 #define SND_SHIVAN_FIGHTER_ENG                  132
484 #define SND_SHIVAN_BOMBER_ENG                   133
485 #define SND_SHIVAN_CAPITAL_ENG                  134
486 #define SND_REPAIR_SHIP_ENG                             135
487
488 // Debris electric arcing sounds
489 #define SND_DEBRIS_ARC_01                                       139             // 0.10 second spark sound effect (3d sound)
490 #define SND_DEBRIS_ARC_02                                       140             // 0.25 second spark sound effect (3d sound)
491 #define SND_DEBRIS_ARC_03                                       141             // 0.50 second spark sound effect (3d sound)
492 #define SND_DEBRIS_ARC_04                                       142             // 0.75 second spark sound effect (3d sound)
493 #define SND_DEBRIS_ARC_05                                       143             // 1.00 second spark sound effect (3d sound)
494
495 // copilot
496 #define SND_COPILOT                                                     162
497
498 // supernova 1 and supernova 2
499 #define SND_SUPERNOVA_1                                 173
500 #define SND_SUPERNOVA_2                                 174
501
502 // lightning sounds
503 #define SND_LIGHTNING_1                                 180
504 #define SND_LIGHTNING_2                                 181
505
506
507 //---------------------------------------------------
508 // Interface sounds
509 //---------------------------------------------------
510 #define  SND_IFACE_MOUSE_CLICK          0
511 #define  SND_ICON_PICKUP                                1
512 #define  SND_ICON_DROP_ON_WING          2
513 #define  SND_ICON_DROP                                  3
514 #define  SND_SCREEN_MODE_PRESSED                4
515 #define  SND_SWITCH_SCREENS                     5
516 #define  SND_HELP_PRESSED                               6
517 #define  SND_COMMIT_PRESSED                     7
518 #define  SND_PREV_NEXT_PRESSED          8
519 #define  SND_SCROLL                                             9
520 #define  SND_GENERAL_FAIL                               10
521 #define  SND_SHIP_ICON_CHANGE                   11
522 #define  SND_MAIN_HALL_AMBIENT          12
523 #define  SND_BTN_SLIDE                                  13
524 #define SND_BRIEF_STAGE_CHG                     14
525 #define SND_BRIEF_STAGE_CHG_FAIL        15
526 #define SND_BRIEF_ICON_SELECT           16
527 #define SND_USER_OVER                                   17
528 #define SND_USER_SELECT                         18
529 #define SND_RESET_PRESSED                               19
530 #define SND_BRIEF_TEXT_WIPE                     20
531 #define SND_VASUDAN_PA_1                                21                              // vasudan pa 1
532 #define SND_WEAPON_ANIM_START           22
533 #define  SND_MAIN_HALL_DOOR_OPEN    23
534 #define  SND_MAIN_HALL_DOOR_CLOSE   24
535 #define SND_GLOW_OPEN                                   25
536 #define SND_VASUDAN_PA_2                                26                              // vasudan pa 2
537 #define SND_AMBIENT_MENU                                27
538 #define SND_POPUP_APPEAR                                28
539 #define SND_POPUP_DISAPPEAR                     29
540 #define SND_VOICE_SLIDER_CLIP           30
541 #define  SND_VASUDAN_PA_3                               31                              // vasudan pa 3
542 #define  SND_MAIN_HALL_GET_PEPSI                32
543 #define  SND_MAIN_HALL_LIFT_UP          33
544 #define  SND_MAIN_HALL_WELD1                    34
545 #define  SND_MAIN_HALL_WELD2                    35
546 #define  SND_MAIN_HALL_WELD3                    36
547 #define  SND_MAIN_HALL_WELD4                    37
548 #define  SND_MAIN_HALL_INT1                     38                      // random intercom message 1
549 #define  SND_MAIN_HALL_INT2                     39                      // random intercom message 2
550 #define  SND_MAIN_HALL_INT3                     40                      // random intercom message 3            
551 #define SND_ICON_HIGHLIGHT                      41
552 #define SND_BRIEFING_STATIC                     42
553 #define SND_MAIN_HALL2_CRANE1_1         43
554 #define SND_MAIN_HALL2_CRANE1_2         44
555 #define SND_MAIN_HALL2_CRANE2_1         45
556 #define SND_MAIN_HALL2_CRANE2_2         46
557 #define SND_MAIN_HALL2_CAR1                     47
558 #define SND_MAIN_HALL2_CAR2                     48
559 #define SND_MAIN_HALL2_INT1                     49
560 #define SND_MAIN_HALL2_INT2                     50
561 #define SND_MAIN_HALL2_INT3                     51
562
563 #define SND_VASUDAN_BUP                         61
564
565 #endif  /* __GAMESND_H__ */
566