/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2009 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef __INCLUDED_LIB_SOUND_AUDIO_ID_H__ #define __INCLUDED_LIB_SOUND_AUDIO_ID_H__ #if defined(__cplusplus) extern "C" { #endif /* INGAME AUDIO */ typedef enum { NO_SOUND = -1, /* Beeps */ ID_SOUND_WINDOWCLOSE, ID_SOUND_WINDOWOPEN, ID_SOUND_SELECT, ID_SOUND_BUTTON_CLICK_5, FE_AUDIO_MESSAGEEND, ID_SOUND_ZOOM_ON_RADAR, ID_SOUND_BUILD_FAIL, ID_SOUND_MESSAGEEND, ID_SOUND_GAME_SHUTDOWN, /* Design */ ID_SOUND_TURRET_SELECTED, ID_SOUND_BODY_SELECTED, ID_SOUND_PROPULSION_SELECTED, ID_SOUND_DESIGN_COMPLETED, /* Structures */ ID_SOUND_CONSTRUCTION_STARTED, ID_SOUND_STRUCTURE_COMPLETED, ID_SOUND_STRUCTURE_UNDER_ATTACK, ID_SOUND_STRUCTURE_REPAIR_IN_PROGRESS, ID_SOUND_STRUCTURE_DEMOLISHED, /* Power */ ID_SOUND_POWER_GENERATOR_UNDER_ATTACK, ID_SOUND_POWER_GENERATOR_DESTROYED, ID_SOUND_POWER_LOW, ID_SOUND_RESOURCE_HERE, ID_SOUND_DERRICK_UNDER_ATTACK, ID_SOUND_DERRICK_DESTROYED, ID_SOUND_RESOURCE_DEPLETED, ID_SOUND_POWER_TRANSFER_IN_PROGRESS, ID_SOUND_POWER_GENERATOR_REQUIRED, /* Research */ ID_SOUND_RESEARCH_FACILITY_REQUIRED, ID_SOUND_ARTIFACT, ID_SOUND_ARTIFACT_RECOVERED, ID_SOUND_NEW_RESEARCH_PROJ_AVAILABLE, ID_SOUND_NEW_STRUCTURE_AVAILABLE, ID_SOUND_NEW_COMPONENT_AVAILABLE, ID_SOUND_NEW_CYBORG_AVAILABLE, ID_SOUND_RESEARCH_COMPLETED, ID_SOUND_MAJOR_RESEARCH, ID_SOUND_STRUCTURE_RESEARCH_COMPLETED, ID_SOUND_POWER_RESEARCH_COMPLETED, ID_SOUND_COMPUTER_RESEARCH_COMPLETED, ID_SOUND_VEHICLE_RESEARCH_COMPLETED, ID_SOUND_SYSTEMS_RESEARCH_COMPLETED, ID_SOUND_WEAPON_RESEARCH_COMPLETED, ID_SOUND_CYBORG_RESEARCH_COMPLETED, /* Production */ ID_SOUND_PRODUCTION_STARTED, ID_SOUND_DROID_COMPLETED, ID_SOUND_PRODUCTION_PAUSED, ID_SOUND_PRODUCTION_CANCELLED, ID_SOUND_DELIVERY_POINT_ASSIGNED, ID_SOUND_DELIVERY_POINT_ASSIGNED_TO, /* Repair */ ID_SOUND_UNIT_REPAIRED, /* Detection */ ID_SOUND_SCAVENGERS_DETECTED, ID_SOUND_SCAVENGER_BASE_DETECTED, ID_SOUND_SCAVENGER_OUTPOST_DETECTED, ID_SOUND_POWER_RESOURCE, ID_SOUND_ARTEFACT_DISC, ID_SOUND_ENEMY_UNIT_DETECTED, ID_SOUND_ENEMY_BASE_DETECTED, ID_SOUND_ALLY_DETECTED, ID_SOUND_ENEMY_TRANSPORT_DETECTED, ID_SOUND_ENEMY_LZ_DETECTED, ID_SOUND_FRIENDLY_LZ_DETECTED, ID_SOUND_NEXUS_TOWER_DETECTED, ID_SOUND_NEXUS_TURRET_DETECTED, ID_SOUND_NEXUS_UNIT_DETECTED, ID_SOUND_ENEMY_BATTERY_DETECTED, ID_SOUND_ENEMY_VTOLS_DETECTED, /* Status */ ID_SOUND_SCAVENGER_BASE, ID_SOUND_SCAVENGER_OUTPOST, ID_SOUND_SCAVENGER_OUTPOST_ERADICATED, ID_SOUND_SCAVENGER_BASE_ERADICATED, ID_SOUND_ENEMY_BASE, ID_SOUND_ENEMY_BASE_ERADICATED, ID_SOUND_INCOMING_ENEMY_TRANSPORT, ID_SOUND_ENEMY_LZ, ID_SOUND_LZ1, ID_SOUND_LZ2, /* Combat */ ID_SOUND_UNIT_UNDER_ATTACK, ID_SOUND_UNIT_DESTROYED, ID_SOUND_UNIT_RETREATING, ID_SOUND_UNIT_RETURNING_FOR_REPAIR, /* Artillery Batteries */ ID_SOUND_ASSIGNED_TO_SENSOR, ID_SOUND_SENSOR_LOCKED_ON, ID_SOUND_ASSIGNED_TO_COUNTER_RADAR, ID_SOUND_ENEMY_BATTERY_LOCATED, ID_SOUND_BATTERY_FIRING_COUNTER_ATTACK, /* Vtols */ ID_SOUND_INTERCEPTORS_LAUNCHED, ID_SOUND_REARMING, ID_SOUND_VTOLS_ENGAGING, ID_SOUND_ASSIGNED, ID_SOUND_INTERCEPTORS_ASSIGNED, /* Command Console */ ID_SOUND_COMMAND_CONSOLE_ACTIVATED, ID_SOUND_SHORT_RANGE, ID_SOUND_LONG_RANGE, ID_SOUND_OPTIMUM_RANGE, ID_SOUND_RETREAT_AT_MEDIUM_DAMAGE, ID_SOUND_RETREAT_AT_HEAVY_DAMAGE, ID_SOUND_NO_RETREAT, ID_SOUND_FIRE_AT_WILL, ID_SOUND_RETURN_FIRE, ID_SOUND_CEASEFIRE, ID_SOUND_HOLD_POSITION, ID_SOUND_GUARD, ID_SOUND_PURSUE, ID_SOUND_PATROL, ID_SOUND_RETURN_TO_LZ, ID_SOUND_RECYCLING, ID_SOUND_SCATTER, /* Tutorial Stuff */ ID_SOUND_NOT_POSSIBLE_TRY_AGAIN, ID_SOUND_NO, ID_SOUND_THAT_IS_INCORRECT, ID_SOUND_WELL_DONE, ID_SOUND_EXCELLENT, /* Group and Commander Assignment */ ID_SOUND_ASSIGNED_TO_COMMANDER, ID_SOUND_GROUP_REPORTING, ID_SOUND_COMMANDER_REPORTING, /* Routing */ ID_SOUND_ROUTE_OBSTRUCTED, ID_SOUND_NO_ROUTE_AVAILABLE, /* Transports and LZS */ ID_SOUND_REINFORCEMENTS_AVAILABLE, ID_SOUND_REINFORCEMENTS_IN_TRANSIT, ID_SOUND_TRANSPORT_LANDING, ID_SOUND_TRANSPORT_UNDER_ATTACK, ID_SOUND_TRANSPORT_REPAIRING, ID_SOUND_LZ_COMPROMISED, ID_SOUND_LZ_CLEAR, ID_SOUND_TRANSPORT_RETURNING_TO_BASE, ID_SOUND_TRANSPORT_UNABLE_TO_LAND, /* Mission Messages */ ID_SOUND_MISSION_OBJECTIVE, ID_SOUND_MISSION_UPDATE, ID_SOUND_WARZONE_PAUSED, ID_SOUND_WARZONE_ACTIVE, ID_SOUND_MISSION_RESULTS, ID_SOUND_RESEARCH_STOLEN, ID_SOUND_TECHNOLOGY_TAKEN, ID_SOUND_INCOMING_TRANSMISSION, ID_SOUND_INCOMING_INTELLIGENCE_REPORT, ID_SOUND_MISSION_FAILED, ID_SOUND_MISSION_SUCCESSFUL, ID_SOUND_OBJECTIVE_ACCOMPLISHED, ID_SOUND_OBJECTIVE_FAILED, ID_SOUND_MISSION_TIMER_ACTIVATED, ID_SOUND_10_MINUTES_REMAINING, ID_SOUND_5_MINUTES_REMAINING, ID_SOUND_3_MINUTES_REMAINING, ID_SOUND_2_MINUTES_REMAINING, ID_SOUND_1_MINUTE_REMAINING, ID_SOUND_UNIT_CAPTURED, ID_SOUND_SYSTEM_FAILURE_IMMINENT, ID_SOUND_YOU_ARE_DEFEATED, ID_SOUND_MISSILE_CODES_DECIPHERED, ID_SOUND_1ST_MISSILE_CODES_DECIPHERED, ID_SOUND_2ND_MISSILE_CODES_DECIPHERED, ID_SOUND_3RD_MISSILE_CODES_DECIPHERED, ID_SOUND_MISSILE_CODES_CRACKED, ID_SOUND_ENTERING_WARZONE, ID_ALLIANCE_ACC, ID_ALLIANCE_BRO, ID_ALLIANCE_OFF, ID_CLAN_ENTER, ID_CLAN_EXIT, ID_GIFT, ID_POWER_TRANSMIT, ID_SENSOR_DOWNLOAD, ID_TECHNOLOGY_TRANSFER, ID_UNITS_TRANSFER, /* Group and Commander Voices - Male */ ID_SOUND_GROUP, ID_SOUND_GROUP_0, ID_SOUND_GROUP_1, ID_SOUND_GROUP_2, ID_SOUND_GROUP_3, ID_SOUND_GROUP_4, ID_SOUND_GROUP_5, ID_SOUND_GROUP_6, ID_SOUND_GROUP_7, ID_SOUND_GROUP_8, ID_SOUND_GROUP_9, ID_SOUND_REPORTING, ID_SOUND_COMMANDER, ID_SOUND_COM_SCAVS_DETECTED, ID_SOUND_COM_SCAV_BASE_DETECTED, ID_SOUND_COM_SCAV_OUTPOST_DETECTED, ID_SOUND_COM_RESOURCE_DETECTED, ID_SOUND_COM_ARTEFACT_DETECTED, ID_SOUND_COM_ENEMY_DETECTED, ID_SOUND_COM_ENEMY_BASE_DETECTED, ID_SOUND_COM_ALLY_DETECTED, ID_SOUND_COM_ENEMY_TRANSPORT_DETECTED, ID_SOUND_COM_ENEMY_LZ_DETECTED, ID_SOUND_COM_FRIENDLY_LZ_DETECTED, ID_SOUND_COM_NEXUS_TOWER_DETECTED, ID_SOUND_COM_NEXUS_TURRET_DETECTED, ID_SOUND_COM_NEXUS_DETECTED, ID_SOUND_COM_ENEMY_BATTERY_DETECTED, ID_SOUND_COM_ENEMY_VTOLS_DETECTED, ID_SOUND_COM_ROUTE_OBSTRUCTED, ID_SOUND_COM_NO_ROUTE_AVAILABLE, ID_SOUND_COM_UNABLE_TO_COMPLY, ID_SOUND_COM_RETURNING_FOR_REPAIR, ID_SOUND_COM_HEADING_FOR_RALLY_POINT, /* Radio Clicks */ ID_SOUND_RADIOCLICK_1, ID_SOUND_RADIOCLICK_2, ID_SOUND_RADIOCLICK_3, ID_SOUND_RADIOCLICK_4, ID_SOUND_RADIOCLICK_5, ID_SOUND_RADIOCLICK_6, /* Transport Pilots */ ID_SOUND_APPROACHING_LZ, ID_SOUND_ALRIGHT_BOYS, ID_SOUND_GREEN_LIGHT_IN_5, ID_SOUND_GREEN_LIGHT_IN_4, ID_SOUND_GREEN_LIGHT_IN_3, ID_SOUND_GREEN_LIGHT_IN_2, ID_SOUND_GO_GO_GO, ID_SOUND_PREPARE_FOR_DUST_OFF, /* VTol Pilots */ /* Ver-1 */ ID_SOUND_ENEMY_LOCATED1, ID_SOUND_ON_OUR_WAY1, ID_SOUND_RETURNING_TO_BASE1, ID_SOUND_LOCKED_ON1, ID_SOUND_COMMENCING_ATTACK_RUN1, ID_SOUND_ABORTING_ATTACK_RUN1, /* Ver-2 */ ID_SOUND_ENEMY_LOCATED2, ID_SOUND_ON_OUR_WAY2, ID_SOUND_RETURNING_TO_BASE2, ID_SOUND_LOCKED_ON2, ID_SOUND_COMMENCING_ATTACK_RUN2, ID_SOUND_ABORTING_ATTACK_RUN2, /* Ver-3 */ ID_SOUND_ENEMY_LOCATED3, ID_SOUND_ON_OUR_WAY3, ID_SOUND_RETURNING_TO_BASE3, ID_SOUND_LOCKED_ON3, ID_SOUND_COMMENCING_ATTACK_RUN3, ID_SOUND_ABORTING_ATTACK_RUN3, /* The Collective */ ID_SOUND_COLL_CLEANSE_AND_DESTROY, ID_SOUND_COLL_DESTROYING_BIOLOGICALS, ID_SOUND_COLL_ATTACK, ID_SOUND_COLL_FIRE, ID_SOUND_COLL_ENEMY_DETECTED, ID_SOUND_COLL_ENGAGING, ID_SOUND_COLL_STARTING_ATTACK_RUN, ID_SOUND_COLL_DIE, ID_SOUND_COLL_INTERCEPT_AND_DESTROY, ID_SOUND_COLL_ENEMY_DESTROYED, /* SFX */ /* Weapon Sounds */ ID_SOUND_ROCKET, ID_SOUND_ROTARY_LASER, ID_SOUND_GAUSSGUN, ID_SOUND_LARGE_CANNON, ID_SOUND_SMALL_CANNON, ID_SOUND_MEDIUM_CANNON, ID_SOUND_FLAME_THROWER, ID_SOUND_PULSE_LASER, ID_SOUND_BEAM_LASER, ID_SOUND_MORTAR, ID_SOUND_HOWITZ_FLIGHT, ID_SOUND_BABA_MG_1, ID_SOUND_BABA_MG_2, ID_SOUND_BABA_MG_3, ID_SOUND_BABA_MG_HEAVY, ID_SOUND_BABA_MG_TOWER, ID_SOUND_SPLASH, ID_SOUND_ASSAULT_MG, ID_SOUND_RAPID_CANNON, ID_SOUND_HIVEL_CANNON, ID_SOUND_NEXUS_TOWER, /* Construction sounds */ ID_SOUND_WELD_1, ID_SOUND_WELD_2, ID_SOUND_CONSTRUCTION_START, ID_SOUND_CONSTRUCTION_LOOP, ID_SOUND_CONSTRUCTION_1, ID_SOUND_CONSTRUCTION_2, ID_SOUND_CONSTRUCTION_3, ID_SOUND_CONSTRUCTION_4, /* Explosions */ ID_SOUND_EXPLOSION_SMALL, ID_SOUND_EXPLOSION_LASER, ID_SOUND_EXPLOSION, ID_SOUND_EXPLOSION_ANTITANK, ID_SOUND_RICOCHET_1, ID_SOUND_RICOCHET_2, ID_SOUND_RICOCHET_3, ID_SOUND_BARB_SQUISH, ID_SOUND_BUILDING_FALL, ID_SOUND_NEXUS_EXPLOSION, /* Droid Engine Noises */ ID_SOUND_CONSTRUCTOR_MOVEOFF, ID_SOUND_CONSTRUCTOR_MOVE, ID_SOUND_CONSTRUCTOR_SHUTDOWN, /* Transports */ ID_SOUND_BLIMP_FLIGHT, ID_SOUND_BLIMP_IDLE, ID_SOUND_BLIMP_LAND, ID_SOUND_BLIMP_TAKE_OFF, /* Vtols */ ID_SOUND_VTOL_LAND, ID_SOUND_VTOL_OFF, ID_SOUND_VTOL_MOVE, /* Treads */ ID_SOUND_TREAD, /* Hovers */ ID_SOUND_HOVER_MOVE, ID_SOUND_HOVER_START, ID_SOUND_HOVER_STOP, /* Cyborgs */ ID_SOUND_CYBORG_MOVE, /* Buildings */ ID_SOUND_OIL_PUMP_2, ID_SOUND_POWER_HUM, ID_SOUND_POWER_SPARK, ID_SOUND_STEAM, ID_SOUND_ECM_TOWER, ID_SOUND_FIRE_ROAR, /* Misc */ ID_SOUND_HELP, ID_SOUND_BARB_SCREAM, ID_SOUND_BARB_SCREAM2, ID_SOUND_BARB_SCREAM3, ID_SOUND_OF_SILENCE, /* Extra */ ID_SOUND_LANDING_ZONE, ID_SOUND_SATELLITE_UPLINK, ID_SOUND_NASDA_CENTRAL, ID_SOUND_NUCLEAR_REACTOR, ID_SOUND_SAM_SITE, ID_SOUND_MISSILE_SILO, ID_SOUND_MISSILE_NME_DETECTED, ID_SOUND_STRUCTURE_CAPTURED, ID_SOUND_CIVILIAN_RESCUED, ID_SOUND_CIVILIANS_RESCUED, ID_SOUND_UNITS_RESCUED, ID_SOUND_GROUP_RESCUED, ID_SOUND_GROUP_CAPTURED, ID_SOUND_OBJECTIVE_CAPTURED, ID_SOUND_OBJECTIVE_DESTROYED, ID_SOUND_STRUCTURE_INFECTED, ID_SOUND_GROUP_INFECTED, ID_SOUND_OUT_OF_TIME, ID_SOUND_ENEMY_ESCAPED, ID_SOUND_ENEMY_ESCAPING, ID_SOUND_ENEMY_TRANSPORT_LANDING, ID_SOUND_TEAM_ALPHA_ERADICATED, ID_SOUND_TEAM_BETA_ERADICATED, ID_SOUND_TEAM_GAMMA_ERADICATED, ID_SOUND_TEAM_ALPHA_RESCUED, ID_SOUND_TEAM_BETA_RESCUED, ID_SOUND_TEAM_GAMMA_RESCUED, ID_SOUND_LASER_SATELLITE_FIRING, ID_SOUND_INCOMING_LASER_SAT_STRIKE, /* Nexus */ ID_SOUND_NEXUS_DEFENCES_ABSORBED, ID_SOUND_NEXUS_DEFENCES_NEUTRALISED, ID_SOUND_NEXUS_LAUGH1, ID_SOUND_NEXUS_LAUGH2, ID_SOUND_NEXUS_LAUGH3, ID_SOUND_NEXUS_PRODUCTION_COMPLETED, ID_SOUND_NEXUS_RESEARCH_ABSORBED, ID_SOUND_NEXUS_STRUCTURE_ABSORBED, ID_SOUND_NEXUS_STRUCTURE_NEUTRALISED, ID_SOUND_NEXUS_SYNAPTIC_LINK, ID_SOUND_NEXUS_UNIT_ABSORBED, ID_SOUND_NEXUS_UNIT_NEUTRALISED, /* multiplayer sfx */ ID_SOUND_CYBORG_GROUND, ID_SOUND_CYBORG_HEAVY, ID_SOUND_EMP, ID_SOUND_LASER_HEAVY, ID_SOUND_PLASMA_FLAMER, ID_SOUND_UPLINK, /* added for upgrade - 2/9/99 AB*/ ID_SOUND_LAS_SAT_COUNTDOWN, ID_SOUND_BEACON, /* Last ID */ ID_SOUND_NEXT, // Thanks to this dummy we don't have to redefine ID_MAX_SOUND every time in terms of the preceding enum value ID_MAX_SOUND = ID_SOUND_NEXT - 1, } INGAME_AUDIO; INGAME_AUDIO audio_GetIDFromStr(const char *pWavStr); #if defined(__cplusplus) } #endif #endif // __INCLUDED_LIB_SOUND_AUDIO_ID_H__