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/*
* PARSEC HEADER: aud_game.h
*/
#ifndef _AUD_GAME_H_
#define _AUD_GAME_H_
// aud_game.c implements the following functions
// ---------------------------------------------
// int AUD_DamageRepaired();
// int AUD_EnergyBoosted();
// int AUD_ExtraCollected( int type );
// int AUD_Laser( GenObject *objectpo );
// int AUD_Missile( GenObject *objectpo );
// int AUD_Mine( GenObject *objectpo );
// int AUD_Locked();
// int AUD_LowEnergy();
// int AUD_MaxedOut( int type );
// int AUD_MineCollision();
// int AUD_PlayerKilled();
// int AUD_Select1();
// int AUD_Select2();
// int AUD_ShipDestroyed( GenObject *objectpo );
// int AUD_Tracking();
// int AUD_EnergyExtra();
// int AUD_Lightning( ShipObject *shippo );
// int AUD_LightningOff( ShipObject *shippo );
// int AUD_TrackingBeep();
// int AUD_ButtonSlided();
// int AUD_SpaceCraftViewerIn();
// int AUD_SpaceCraftViewerOut();
// int AUD_NewPlayerJoined();
// int AUD_SelectLaser( int sellaser );
// int AUD_SelectMissile( int selmissile );
// int AUD_SlideIn( int type );
// int AUD_SlideOut( int type );
// int AUD_Countdown( int num );
// int AUD_StartThrust();
// int AUD_IncomingMissile( int looptime );
// int AUD_BootOnBoardComputer();
// int AUD_StopOnBoardComputer();
// int AUD_StartLaserBeam();
// int AUD_StopLaserBeam();
// int AUD_EnemyShieldHit();
// int AUD_EnemyHullHit();
// int AUD_PlayerShieldHit();
// int AUD_PlayerHullHit();
// int AUD_MineDetector();
// int AUD_LowShields();
// int AUD_ActivateAfterBurner();
// int AUD_DeactivateAfterBurner();
// int AUD_SwarmMissiles( Vertex3 *origin, GenObject *dummyobj );
// int AUD_SwarmMissilesOff( GenObject *dummypo );
// int AUD_PhotonLoading( ShipObject *objectpo );
// int AUD_PhotonLoadingOff( ShipObject *objectpo );
// int AUD_PhotonFiring( GenObject* objectpo );
// int AUD_KillsLeft( int killsleft );
// int AUD_EmpBlast( ShipObject *shippo, int level );
// int AUD_YouDidIt();
// int AUD_YouHaveLost();
// int AUD_LiCommenting( int lcid );
// int AUD_LiBabbling( int lbid );
// int AUD_JimCommenting( int jcid );
// int AUD_JimBabbling( int jbid );
// int AUD_Helix( ShipObject *shippo );
// int AUD_HelixOff( ShipObject *shippo );
// int AUD_Teleporter( GenObject* teleporter );
// int AUD_TeleporterOff( GenObject* teleporter );
// int AUD_SkillAmazing();
// int AUD_SkillBrilliant();
// voice enumeration ----------------------------------------------------------
//
#define STD_VOICE 2
#define TRACKING_VOICE 3
#define LOCKED_VOICE 4
#define LOWENERGY_VOICE 5
#define EXPLOSION_VOICE 6
#define DESTROYED_VOICE 7
#define LASER1_VOICE 8
#define MISSILE1_VOICE 9
#define MISSILE2_VOICE 10
#define LIGHTNING_VOICE 11
#define TRACKBEEP_VOICE 12
#define BACKGROUND_VOICE 13
#define ENERGYBOOSTED_VOICE 14
#define NEWPLAYERJOINED_VOICE 15
#define ENEMY_HIT_VOICE 16
#define GUN_SELECT_VOICE 17
#define MISS_SELECT_VOICE 18
#define THRUST_VOICE 19
#define SLIDETHRUST_VOICE 20
#define HELIX_VOICE 21
#define COUNTDOWN_VOICE 22
#define ANNOUNCE_VOICE 23
#define AFTERBURNER_VOICE 24
#define PHOTON_CANNON_VOICE 25
#define SWARM_MISSILE_VOICE 26
#define EMP_VOICE 27
// sound effects enumeration --------------------------------------------------
//
enum {
SND_SELECT1,
SND_SELECT2,
SND_SHIPDESTROYED,
SND_NEWPLAYER,
SND_PLAYERLEFT,
SND_LOWENERGY,
SND_TRACKING,
SND_TARGETLOCKED,
SND_TRACKINGBEEP,
SND_EXPLOSION,
SND_LASER1,
SND_MISSILE1,
SND_MISSILE2,
SND_ENERGYEXTRA,
SND_DROPMINE,
SND_LASER2,
SND_LIGHTNING,
SND_MINEHIT
};
// sound effects names --------------------------------------------------------
//
#define SND_NAME_AFTERBURNER_COLLECTED "afterb collected"
#define SND_NAME_BUTTONSLIDED "buttonslided"
#define SND_NAME_DAMAGE_REPAIRED "damage repaired"
#define SND_NAME_DAZZLING_COLLECTED "dazzling collected"
#define SND_NAME_DROPMINE "drop mine"
#define SND_NAME_DUMB_MISSILE_COLLECTED "dmiss collected"
#define SND_NAME_ENERGYEXTRA "get energy"
#define SND_NAME_EXPLOSION "explosion"
#define SND_NAME_GUIDE_MISSILE_COLLECTED "gmiss collected"
#define SND_NAME_INVISIBILITY_COLLECTED "invis collected"
#define SND_NAME_INVUL_COLLECTED "invul collected"
#define SND_NAME_LASER1 "laser level 1"
#define SND_NAME_LASER2 "laser level 2"
#define SND_NAME_LASER3 "laser level 3"
#define SND_NAME_LIGHTNING "lightning beam"
#define SND_NAME_LOWENERGY "low energy"
#define SND_NAME_MAXED_OUT "maxed out"
#define SND_NAME_MINEHIT "mine hit"
#define SND_NAME_MINE_COLLECTED "mine collected"
#define SND_NAME_MISSILE1 "dumb missile"
#define SND_NAME_MISSILE2 "guided missile"
#define SND_NAME_HELIX "helix"
#define SND_NAME_NEWPLAYER "new player"
#define SND_NAME_OPTIONS_SLIDE_IN "options in"
#define SND_NAME_OPTIONS_SLIDE_OUT "options out"
#define SND_NAME_PLAYERLEFT "player leaves"
#define SND_NAME_SCV_SLIDE_IN "scv in"
#define SND_NAME_SCV_SLIDE_OUT "scv out"
#define SND_NAME_SELECT1 "cursor movement"
#define SND_NAME_SELECT2 "option selected"
#define SND_NAME_SELECT_LASER1 "select laser1"
#define SND_NAME_SELECT_LASER2 "select laser2"
#define SND_NAME_SELECT_LASER3 "select laser3"
#define SND_NAME_SELECT_LASER4 "select laser4"
#define SND_NAME_SELECT_LASER5 "select laser5"
#define SND_NAME_SELECT_MISSILE1 "select missile1"
#define SND_NAME_SELECT_MISSILE2 "select missile2"
#define SND_NAME_SELECT_MISSILE3 "select missile3"
#define SND_NAME_SELECT_MISSILE4 "select missile4"
#define SND_NAME_SHIPDESTROYED "Ship destroyed"
#define SND_NAME_TARGETLOCKED "target locked"
#define SND_NAME_THIEF_COLLECTED "thief collected"
#define SND_NAME_TRACKING "tracking"
#define SND_NAME_TRACKINGBEEP "tracker beep"
#define SND_NAME_COUNTDOWN1 "count1"
#define SND_NAME_COUNTDOWN2 "count2"
#define SND_NAME_COUNTDOWN3 "count3"
#define SND_NAME_COUNTDOWN4 "count4"
#define SND_NAME_COUNTDOWN5 "count5"
#define SND_NAME_SWITCH_GUN "switch gun"
#define SND_NAME_SWITCH_MISSILE "switch missile"
#define SND_NAME_THRUST "thrust"
#define SND_NAME_SLIDETHRUST "slidethrust"
#define SND_NAME_INCOMING "incoming"
#define SND_NAME_BOOTING "booting"
#define SND_NAME_LASERBEAM "laserbeam"
#define SND_NAME_ENEMYSHIELD_HIT "enemy hit"
#define SND_NAME_ENEMYHULL_HIT "enemyhull hit"
#define SND_NAME_PLAYERSHIELD_HIT "playershield hit"
#define SND_NAME_PLAYERHULL_HIT "playerhull hit"
#define SND_NAME_LOW_SHIELDS "low shields"
#define SND_NAME_ONE_KILL_LEFT "one kill left"
#define SND_NAME_TWO_KILLS_LEFT "two kills left"
#define SND_NAME_THREE_KILLS_LEFT "two kills left"
#define SND_NAME_JIM_COMMENT_AFRAID_1 "jim afraid 1"
#define SND_NAME_JIM_COMMENT_AFRAID_2 "jim afraid 2"
#define SND_NAME_JIM_COMMENT_ANGRY_1 "jim angry 1"
#define SND_NAME_JIM_COMMENT_ANGRY_2 "jim angry 2"
#define SND_NAME_JIM_COMMENT_WEAPON_1 "jim weapon 1"
#define SND_NAME_JIM_COMMENT_WEAPON_2 "jim weapon 2"
#define SND_NAME_JIM_COMMENT_WEAPON_3 "jim weapon 3"
#define SND_NAME_JIM_COMMENT_WEAPON_4 "jim weapon 4"
#define SND_NAME_JIM_COMMENT_KILLED_1 "jim killed 1"
#define SND_NAME_JIM_COMMENT_KILLED_2 "jim killed 2"
#define SND_NAME_JIM_COMMENT_EAT_THIS_1 "jim eat this 1"
#define SND_NAME_JIM_COMMENT_EAT_THIS_2 "jim eat this 2"
#define SND_NAME_JIM_COMMENT_ENERGY "jim energy"
#define SND_NAME_JIM_COMMENT_BORED_1 "jim bored 1"
#define SND_NAME_JIM_COMMENT_BORED_2 "jim bored 2"
#define SND_NAME_DECOY_COLLECTED "decoy collected"
#define SND_NAME_LASER_UPGRADE_COLLECTED "laser upgrade collected"
#define SND_NAME_PHOTON_CANNON_COLLECTED "photon cannon collected"
#define SND_NAME_SWARM_MISSILES_COLLECTED "swarm missiles collected"
#define SND_NAME_SKILL_AMAZING "skill amazing"
#define SND_NAME_SKILL_BRILLIANT "skill brilliant"
#define SND_NAME_AFTERBURNER_ACTIVATE "afterburner activate"
#define SND_NAME_AFTERBURNER_DEACTIVATE "afterburner deactivate"
#define SND_NAME_PHOTON_LOADING "photon loading"
#define SND_NAME_PHOTON_FIRING "photon firing"
#define SND_NAME_SWARM_MISSILES "swarm missiles"
#define SND_NAME_YOU_DID_IT "you did it"
#define SND_NAME_YOU_HAVE_LOST "you have lost"
#define SND_NAME_MINE_DETECTOR "mine detector"
#define SND_NAME_EMP_1 "emp1"
#define SND_NAME_EMP_2 "emp2"
#define SND_NAME_EMP_3 "emp3"
#define SND_NAME_TELEPORTER "teleporter"
// distances for max. volume on distance based sound effects ------------------
//
#define MAX_VOLUME_DISTANCE_VISIBLE 4096
#define MAX_VOLUME_DISTANCE_TELEPORTER 500
#endif // _AUD_GAME_H_
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