#ifndef __SOUNDMANAGERENUMS_H #define __SOUNDMANAGERENUMS_H /* Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc. and the "Aleph One" developers. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This license is contained in the file "COPYING", which is included with this source code; it is available online at http://www.gnu.org/licenses/gpl.html */ // ghs: moved these here because SoundManager's header file is enormous already /* ---------- sound codes */ enum /* ambient sound codes */ { _ambient_snd_water, _ambient_snd_sewage, _ambient_snd_lava, _ambient_snd_goo, _ambient_snd_under_media, _ambient_snd_wind, _ambient_snd_waterfall, _ambient_snd_siren, _ambient_snd_fan, _ambient_snd_spht_door, _ambient_snd_spht_platform, _ambient_snd_heavy_spht_door, _ambient_snd_heavy_spht_platform, _ambient_snd_light_machinery, _ambient_snd_heavy_machinery, _ambient_snd_transformer, _ambient_snd_sparking_transformer, _ambient_snd_machine_binder, _ambient_snd_machine_bookpress, _ambient_snd_machine_puncher, _ambient_snd_electric, _ambient_snd_alarm, _ambient_snd_night_wind, _ambient_snd_pfhor_door, _ambient_snd_pfhor_platform, _ambient_snd_alien_noise1, _ambient_snd_alien_noise2, // LP addition: _ambient_snd_alien_harmonics, NUMBER_OF_AMBIENT_SOUND_DEFINITIONS }; enum /* random sound codes */ { _random_snd_water_drip, _random_snd_surface_explosion, _random_snd_underground_explosion, _random_snd_owl, // LP addition: _random_snd_creak, NUMBER_OF_RANDOM_SOUND_DEFINITIONS }; enum /* sound codes */ { _snd_startup, _snd_teleport_in, _snd_teleport_out, _snd_body_being_crunched, // LP change: _snd_creak, // _snd_nuclear_hard_death, _snd_absorbed, _snd_breathing, _snd_oxygen_warning, _snd_suffocation, _snd_energy_refuel, _snd_oxygen_refuel, _snd_cant_toggle_switch, _snd_switch_on, _snd_switch_off, _snd_puzzle_switch, _snd_chip_insertion, _snd_pattern_buffer, _snd_destroy_control_panel, _snd_adjust_volume, _snd_got_powerup, _snd_got_item, _snd_bullet_ricochet, _snd_metallic_ricochet, _snd_empty_gun, _snd_spht_door_opening, _snd_spht_door_closing, _snd_spht_door_obstructed, _snd_spht_platform_starting, _snd_spht_platform_stopping, _snd_owl, // LP change: _snd_smg_firing, _snd_smg_reloading, // _snd_unused2, // _snd_unused3, _snd_heavy_spht_platform_starting, _snd_heavy_spht_platform_stopping, _snd_fist_hitting, _snd_magnum_firing, _snd_magnum_reloading, _snd_assault_rifle_firing, _snd_grenade_launcher_firing, _snd_grenade_exploding, _snd_grenade_flyby, _snd_fusion_firing, _snd_fusion_exploding, _snd_fusion_flyby, _snd_fusion_charging, _snd_rocket_exploding, _snd_rocket_flyby, _snd_rocket_firing, _snd_flamethrower, _snd_body_falling, _snd_body_exploding, _snd_bullet_hitting_flesh, _snd_fighter_activate, _snd_fighter_wail, _snd_fighter_scream, _snd_fighter_chatter, _snd_fighter_attack, _snd_fighter_projectile_hit, _snd_fighter_projectile_flyby, _snd_compiler_attack, _snd_compiler_death, _snd_compiler_hit, _snd_compiler_projectile_flyby, _snd_compiler_projectile_hit, _snd_cyborg_moving, _snd_cyborg_attack, _snd_cyborg_hit, _snd_cyborg_death, _snd_cyborg_projectile_bounce, _snd_cyborg_projectile_hit, _snd_cyborg_projectile_flyby, _snd_hummer_activate, _snd_hummer_start_attack, _snd_hummer_attack, _snd_hummer_dying, _snd_hummer_death, _snd_hummer_projectile_hit, _snd_hummer_projectile_flyby, _snd_human_wail, _snd_human_scream, _snd_human_hit, _snd_human_chatter, _snd_assimilated_human_chatter, _snd_human_trash_talk, _snd_human_apology, _snd_human_activation, _snd_human_clear, _snd_human_stop_shooting_me_you_bastard, _snd_human_area_secure, _snd_kill_the_player, _snd_water, _snd_sewage, _snd_lava, _snd_goo, _snd_under_media, _snd_wind, _snd_waterfall, _snd_siren, _snd_fan, _snd_spht_door, _snd_spht_platform, // LP change: _snd_alien_harmonics, // _snd_unused4, _snd_heavy_spht_platform, _snd_light_machinery, _snd_heavy_machinery, _snd_transformer, _snd_sparking_transformer, _snd_water_drip, _snd_walking_in_water, _snd_exit_water, _snd_enter_water, _snd_small_water_splash, _snd_medium_water_splash, _snd_large_water_splash, _snd_walking_in_lava, _snd_enter_lava, _snd_exit_lava, _snd_small_lava_splash, _snd_medium_lava_splash, _snd_large_lava_splash, _snd_walking_in_sewage, _snd_exit_sewage, _snd_enter_sewage, _snd_small_sewage_splash, _snd_medium_sewage_splash, _snd_large_sewage_splash, _snd_walking_in_goo, _snd_exit_goo, _snd_enter_goo, _snd_small_goo_splash, _snd_medium_goo_splash, _snd_large_goo_splash, _snd_major_fusion_firing, _snd_major_fusion_charged, _snd_assault_rifle_reloading, _snd_assault_rifle_shell_casings, _snd_shotgun_firing, _snd_shotgun_reloading, _snd_ball_bounce, _snd_you_are_it, _snd_got_ball, _snd_computer_interface_logon, _snd_computer_interface_logout, _snd_computer_interface_page, _snd_heavy_spht_door, _snd_heavy_spht_door_opening, _snd_heavy_spht_door_closing, _snd_heavy_spht_door_open, _snd_heavy_spht_door_closed, _snd_heavy_spht_door_obstructed, _snd_hunter_activate, _snd_hunter_attack, _snd_hunter_dying, _snd_hunter_landing, _snd_hunter_exploding, _snd_hunter_projectile_hit, _snd_hunter_projectile_flyby, _snd_enforcer_activate, _snd_enforcer_attack, _snd_enforcer_projectile_hit, _snd_enforcer_projectile_flyby, _snd_yeti_melee_attack, _snd_yeti_melee_attack_hit, _snd_yeti_projectile_attack, _snd_yeti_projectile_sewage_attack_hit, _snd_yeti_projectile_sewage_flyby, _snd_yeti_projectile_lava_attack_hit, _snd_yeti_projectile_lava_flyby, _snd_yeti_dying, _snd_machine_binder, _snd_machine_bookpress, _snd_machine_puncher, _snd_electric, _snd_alarm, _snd_night_wind, _snd_surface_explosion, _snd_underground_explosion, _snd_defender_attack, _snd_defender_hit, _snd_defender_flyby, _snd_defender_being_hit, _snd_defender_exploding, _snd_tick_chatter, _snd_tick_falling, _snd_tick_flapping, _snd_tick_exploding, _snd_ceiling_lamp_exploding, _snd_pfhor_platform_starting, _snd_pfhor_platform_stopping, _snd_pfhor_platform, _snd_pfhor_door_opening, _snd_pfhor_door_closing, _snd_pfhor_door_obstructed, _snd_pfhor_door, _snd_pfhor_switch_off, _snd_pfhor_switch_on, _snd_juggernaut_firing, _snd_juggernaut_warning, _snd_juggernaut_exploding, _snd_juggernaut_preparing_to_fire, _snd_enforcer_exploding, _snd_alien_noise1, _snd_alien_noise2, // LP addition: this means that there are more Moo sound types // than M2 ones. _snd_civilian_fusion_wail, _snd_civilian_fusion_scream, _snd_civilian_fusion_hit, _snd_civilian_fusion_chatter, _snd_assimilated_civilian_fusion_chatter, _snd_civilian_fusion_trash_talk, _snd_civilian_fusion_apology, _snd_civilian_fusion_activation, _snd_civilian_fusion_clear, _snd_civilian_fusion_stop_shooting_me_you_bastard, _snd_civilian_fusion_area_secure, _snd_civilian_fusion_kill_the_player, NUMBER_OF_SOUND_DEFINITIONS }; enum { NUMBER_OF_SOUND_VOLUME_LEVELS= 8, MAXIMUM_SOUND_VOLUME_BITS= 8, MAXIMUM_SOUND_VOLUME= 1<