Hard Light Productions Forums
		Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Eli2 on October 20, 2011, 05:42:47 pm
		
			
			- 
				This patch converts #defines into an enum,
 adds doxygen comments taken from the wiki
 and fixes identation and spacing.
 
 Index: code/gamesnd/gamesnd.h
 ===================================================================
 --- code/gamesnd/gamesnd.h	(Revision 7921)
 +++ code/gamesnd/gamesnd.h	(Arbeitskopie)
 @@ -37,242 +37,311 @@
 // this is a callback, so it needs to be a real function
 void common_play_highlight_sound();
 
 -
 -// match original values by default, grow from this
 -#define MIN_GAME_SOUNDS					202
 -#define MIN_INTERFACE_SOUNDS			70
 -
 extern SCP_vector<game_snd> Snds;
 extern SCP_vector<game_snd> Snds_iface;
 
 +/**
 + * symbolic names for misc. game sounds.
 + *
 + * The order here must match the order in sounds.tbl
 + *
 + * INSTRUCTIONS FOR ADDING A NEW SOUND:
 + * Add interface (ie non-gameplay) sounds to the end of the interface list of sounds.
 + * Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc, Weapons, or Ship).
 + *
 + * Then add a symbolic name to the appropriate position in the enum below
 + * and add an entry to sounds.tbl.  If there is no .wav file for the sound yet, specify sound_hook.wav in sounds.tbl.
 + */
 +enum GameSoundsIndex {
 +	SND_MISSILE_TRACKING           = 0,  //!< Missle tracking to acquire a lock (looped)
 +	SND_MISSILE_LOCK               = 1,  //!< Missle lock (non-looping)
 +	SND_PRIMARY_CYCLE              = 2,  //!< cycle primary weapon
 +	SND_SECONDARY_CYCLE            = 3,  //!< cycle secondary weapon
 +	SND_ENGINE                     = 4,  //!< engine sound (as heard in cockpit)
 +	SND_CARGO_REVEAL               = 5,  //!< cargo revealed
 +	SND_DEATH_ROLL                 = 6,  //!< ship death roll
 +	SND_SHIP_EXPLODE_1             = 7,  //!< ship explosion 1
 +	SND_TARGET_ACQUIRE             = 8,  //!< target acquried
 +	SND_ENERGY_ADJUST              = 9,  //!< energy level change success
 +	SND_ENERGY_ADJUST_FAIL         = 10, //!< energy level change fail
 +	SND_ENERGY_TRANS               = 11, //!< energy transfer success
 +	SND_ENERGY_TRANS_FAIL          = 12, //!< energy transfer fail
 +	SND_FULL_THROTTLE              = 13, //!< set full throttle
 +	SND_ZERO_THROTTLE              = 14, //!< set zero throttle
 +	SND_THROTTLE_UP                = 15, //!< set 1/3 or 2/3 throttle (up)
 +	SND_THROTTLE_DOWN              = 16, //!< set 1/3 or 2/3 throttle (down)
 +	SND_DOCK_APPROACH              = 17, //!< dock approach retros
 +	SND_DOCK_ATTACH                = 18, //!< dock attach
 +	SND_DOCK_DETACH                = 19, //!< dock detach
 +	SND_DOCK_DEPART                = 20, //!< dock depart retros
 +	SND_ABURN_ENGAGE               = 21, //!< afterburner engage
 +	SND_ABURN_LOOP                 = 22, //!< afterburner burn sound (looped)
 +	SND_VAPORIZED                  = 23, //!< Destroyed by a beam (vaporized)
 +	SND_ABURN_FAIL                 = 24, //!< afterburner fail (no fuel when aburn pressed)
 +	SND_HEATLOCK_WARN              = 25, //!< heat-seeker launch warning
 +	SND_OUT_OF_MISSLES             = 26, //!< tried to fire a missle when none are left
 +	SND_OUT_OF_WEAPON_ENERGY       = 27, //!< tried to fire lasers when not enough energy left
 +	SND_TARGET_FAIL                = 28, //!< target fail sound (i.e. press targeting key, but nothing happens)
 +	SND_SQUADMSGING_ON             = 29, //!< squadmate message menu appears
 +	SND_SQUADMSGING_OFF            = 30, //!< squadmate message menu disappears
 +	SND_DEBRIS                     = 31, //!< debris sound (persistant, looping)
 +	SND_SUBSYS_DIE_1               = 32, //!< subsystem gets destroyed on player ship
 +	SND_MISSILE_START_LOAD         = 33, //!< missle start load (during rearm/repair)
 +	SND_MISSILE_LOAD               = 34, //!< missle load (during rearm/repair)
 +	SND_SHIP_REPAIR                = 35, //!< ship is being repaired (during rearm/repair)
 +	SND_PLAYER_HIT_LASER           = 36, //!< player ship is hit by laser fire
 +	SND_PLAYER_HIT_MISSILE         = 37, //!< player ship is hit by missile
 +	SND_CMEASURE_CYCLE             = 38, //!< countermeasure cycle
 +	SND_SHIELD_HIT                 = 39, //!< shield hit
 +	SND_SHIELD_HIT_YOU             = 40, //!< player shield is hit
 +	SND_GAME_MOUSE_CLICK           = 41, //!< mouse click
 +	SND_ASPECTLOCK_WARN            = 42, //!< aspect launch warning
 +	SND_SHIELD_XFER_OK             = 43, //!< shield quadrant transfer successful
 +	SND_ENGINE_WASH                = 44, //!< Engine wash (looped)
 +	SND_WARP_IN                    = 45, //!< warp hole opening up for arriving
 +	SND_WARP_OUT                   = 46, //!< warp hole opening up for departing (Same as warp in for now)
 +	SND_PLAYER_WARP_FAIL           = 47, //!< player warp has failed
 +	SND_STATIC                     = 48, //!< hud gauge static
 +	SND_SHIP_EXPLODE_2             = 49, //!< ship explosion 2
 +	SND_PLAYER_WARP_OUT            = 50, //!< ship is warping out in 3rd person
 +	SND_SHIP_SHIP_HEAVY            = 51, //!< heavy ship-ship collide sound
 +	SND_SHIP_SHIP_LIGHT            = 52, //!< light ship-ship collide sound
 +	SND_SHIP_SHIP_SHIELD           = 53, //!< shield ship-ship collide overlay sound
 +	SND_THREAT_FLASH               = 54, //!< missile threat indicator flashes
 +	SND_PROXIMITY_WARNING          = 55, //!< proximity warning (heat seeker)
 +	SND_PROXIMITY_ASPECT_WARNING   = 56, //!< proximity warning (aspect)
 +	SND_DIRECTIVE_COMPLETE         = 57, //!< directive complete
 +	SND_SUBSYS_EXPLODE             = 58, //!< other ship subsystem destroyed
 +	SND_CAPSHIP_EXPLODE            = 59, //!< captial ship explosion
 +	SND_CAPSHIP_SUBSYS_EXPLODE     = 60, //!< captial ship subsystem destroyed
 +	SND_LARGESHIP_WARPOUT          = 61, //!< large ship warps out
 +	SND_ASTEROID_EXPLODE_LARGE     = 62, //!< large asteroid blows up
 +	SND_ASTEROID_EXPLODE_SMALL     = 63, //!< small asteroid blows up
 +	SND_CUE_VOICE                  = 64, //!< sound to indicate voice is about to start
 +	SND_END_VOICE                  = 65, //!< sound to indicate voice has ended
 +	SND_CARGO_SCAN                 = 66, //!< cargo scanning (looped)
 +	SND_WEAPON_FLYBY               = 67, //!< weapon flyby sound
 +	SND_ASTEROID                   = 68, //!< asteroid sound (persistant, looped)
 +	SND_CAPITAL_WARP_IN            = 69, //!< capital warp hole opening
 +	SND_CAPITAL_WARP_OUT           = 70, //!< capital warp hole closing
 +	SND_ENGINE_LOOP_LARGE          = 71, //!< LARGE engine ambient
 +	SND_SUBSPACE_LEFT_CHANNEL      = 72, //!< subspace ambient sound (left channel) (looped)
 +	SND_SUBSPACE_RIGHT_CHANNEL     = 73, //!< subspace ambient sound (right channel) (looped)
 +	SND_MISSILE_EVADED_POPUP       = 74, //!< "evaded" HUD popup
 +	SND_ENGINE_LOOP_HUGE           = 75, //!< HUGE engine ambient
 +	//Weapons section
 +	SND_LIGHT_LASER_FIRE           = 76, //!< SD-4 Sidearm laser fired
 +	SND_LIGHT_LASER_IMPACT         = 77, //!< DR-2 Scalpel fired
 +	SND_HVY_LASER_FIRE             = 78, //!< Flail II fired
 +	SND_HVY_LASER_IMPACT           = 79, //!< Prometheus R laser fired
 +	SND_MASSDRV_FIRED              = 80, //!< Prometheus S laser fired
 +	SND_MASSDRV_IMPACT             = 81, //!< GTW-66 Newton Cannon fired
 +	SND_FLAIL_FIRED                = 82, //!< UD-8 Kayser Laser fired
 +	SND_FLAIL_IMPACT               = 83, //!< GTW-19 Circe laser fired
 +	SND_NEUTRON_FLUX_FIRED         = 84, //!< GTW-83 Lich laser fired
 +	SND_NEUTRON_FLUX_IMPACT        = 85, //!< Laser impact
 +	SND_DEBUG_LASER_FIRED          = 86, //!< Subach-HLV Vasudan laser
 +	SND_ROCKEYE_FIRED              = 87, //!< rockeye missile launch
 +	SND_MISSILE_IMPACT1            = 88, //!< missile impact 1
 +	SND_MAG_MISSILE_LAUNCH         = 89, //!< mag pulse missile launch
 +	SND_FURY_MISSILE_LAUNCH        = 90, //!< fury missile launch
 +	SND_SHRIKE_MISSILE_LAUNCH      = 91, //!< shrike missile launch
 +	SND_ANGEL_MISSILE_LAUNCH       = 92, //!< angel fire missile launch
 +	SND_CLUSTER_MISSILE_LAUNCH     = 93, //!< cluster bomb launch
 +	SND_CLUSTERB_MISSILE_LAUNCH    = 94, //!< cluster baby bomb launch
 +	SND_STILETTO_MISSILE_LAUNCH    = 95, //!< stiletto bomb launch
 +	SND_TSUNAMI_MISSILE_LAUNCH     = 96, //!< tsunami bomb launch
 +	SND_HARBINGER_MISSILE_LAUNCH   = 97, //!< harbinger bomb launch
 +	SND_MEGAWOKKA_MISSILE_LAUNCH   = 98, //!< mega wokka launch
 +	SND_CMEASURE1_LAUNCH           = 99, //!< countermeasure 1 launch
 +	SND_SHIVAN_LIGHT_LASER_FIRE    = 100,//!< Shivan light laser
 +	SND_SHOCKWAVE_EXPLODE          = 101,//!< shockwave ignition
 +	SND_SWARM_MISSILE_LAUNCH       = 102,//!< swarm missile sound
 +	SND_UNDEFINED_103              = 103,//!< Shivan heavy laser
 +	SND_UNDEFINED_104              = 104,//!< Vasudan SuperCap engine
 +	SND_UNDEFINED_105              = 105,//!< Shivan SuperCap engine
 +	SND_UNDEFINED_106              = 106,//!< Terran SuperCap engine
 +	SND_UNDEFINED_107              = 107,//!< Vasudan light laser fired
 +	SND_UNDEFINED_108              = 108,//!< Shivan heavy laser
 +	SND_SHOCKWAVE_IMPACT           = 109,//!< shockwave impact
 +	SND_UNDEFINED_110              = 110,//!< TERRAN TURRET 1
 +	SND_UNDEFINED_111              = 111,//!< TERRAN TURRET 2
 +	SND_UNDEFINED_112              = 112,//!< VASUDAN TURRET 1
 +	SND_UNDEFINED_113              = 113,//!< VASUDAN TURRET 2
 +	SND_UNDEFINED_114              = 114,//!< SHIVAN TURRET 1
 +	SND_TARG_LASER_LOOP            = 115,//!< targeting laser loop sound
 +	SND_FLAK_FIRE                  = 116,//!< Flak Gun Launch
 +	SND_SHIELD_BREAKER             = 117,//!< Flak Gun Impact
 +	SND_EMP_MISSILE                = 118,//!< EMP Missle
 +	SND_AUTOCANNON_LOOP            = 119,//!< Escape Pod Drone
 +	SND_AUTOCANNON_SHOT            = 120,//!< Beam Hit 1
 +	SND_BEAM_LOOP                  = 121,//!< beam loop
 +	SND_BEAM_UP                    = 122,//!< beam power up
 +	SND_BEAM_DOWN                  = 123,//!< beam power down
 +	SND_BEAM_SHOT                  = 124,//!< Beam shot 1
 +	SND_BEAM_VAPORIZE              = 125,//!< Beam shot 2
 +	//Ship Engine Sounds section
 +	SND_TERRAN_FIGHTER_ENG         = 126,//!< Terran fighter engine
 +	SND_TERRAN_BOMBER_ENG          = 127,//!< Terran bomber engine
 +	SND_TERRAN_CAPITAL_ENG         = 128,//!< Terran cruiser engine
 +	SND_SPECIESB_FIGHTER_ENG       = 129,//!< Vasudan fighter engine
 +	SND_SPECIESB_BOMBER_ENG        = 130,//!< Vasudan bomber engine
 +	SND_SPECIESB_CAPITAL_ENG       = 131,//!< Vasudan cruiser engine
 +	SND_SHIVAN_FIGHTER_ENG         = 132,//!< Shivan fighter engine
 +	SND_SHIVAN_BOMBER_ENG          = 133,//!< Shivan bomber engine
 +	SND_SHIVAN_CAPITAL_ENG         = 134,//!< Shivan cruiser engine
 +	SND_REPAIR_SHIP_ENG            = 135,//!< Repair ship beacon/engine sound
 +	SND_UNDEFINED_136              = 136,//!< Terran capital engine
 +	SND_UNDEFINED_137              = 137,//!< Vasudan capital engine
 +	SND_UNDEFINED_138              = 138,//!< Shivan capital engine
 +	// Electrical arc sound fx on the debris pieces
 +	SND_DEBRIS_ARC_01              = 139,//!< 0.10 second spark sound effect
 +	SND_DEBRIS_ARC_02              = 140,//!< 0.25 second spark sound effect
 +	SND_DEBRIS_ARC_03              = 141,//!< 0.50 second spark sound effect
 +	SND_DEBRIS_ARC_04              = 142,//!< 0.75 second spark sound effect
 +	SND_DEBRIS_ARC_05              = 143,//!< 1.00 second spark sound effect
 +	// Beam Sounds
 +	SND_UNDEFINED_144              = 144,//!< LTerSlash beam loop
 +	SND_UNDEFINED_145              = 145,//!< TerSlash	beam loop
 +	SND_UNDEFINED_146              = 146,//!< SGreen 	beam loop
 +	SND_UNDEFINED_147              = 147,//!< BGreen	beem loop
 +	SND_UNDEFINED_148              = 148,//!< BFGreen	been loop
 +	SND_UNDEFINED_149              = 149,//!< Antifighter 	beam loop
 +	SND_UNDEFINED_150              = 150,//!< 1 sec		warm up
 +	SND_UNDEFINED_151              = 151,//!< 1.5 sec 	warm up
 +	SND_UNDEFINED_152              = 152,//!< 2.5 sec 	warm up
 +	SND_UNDEFINED_153              = 153,//!< 3 sec 	warm up
 +	SND_UNDEFINED_154              = 154,//!< 3.5 sec 	warm up
 +	SND_UNDEFINED_155              = 155,//!< 5 sec 	warm up
 +	SND_UNDEFINED_156              = 156,//!< LTerSlash	warm down
 +	SND_UNDEFINED_157              = 157,//!< TerSlash	warm down
 +	SND_UNDEFINED_158              = 158,//!< SGreen	warm down
 +	SND_UNDEFINED_159              = 159,//!< BGreen	warm down
 +	SND_UNDEFINED_160              = 160,//!< BFGreen	warm down
 +	SND_UNDEFINED_161              = 161,//!< T_AntiFtr	warm down
 
 -// symbolic names for misc. game sounds.  The order here must match the order in
 -// sounds.tbl
 -//
 -// INSTRUCTIONS FOR ADDING A NEW SOUND:
 -//
 -// Add interface (ie non-gameplay) sounds to the end of the interface list of sounds.
 -// Add gameplay sounds to the correct portion of the gameplay sounds section (ie Misc,
 -// Weapons, or Ship).
 -//
 -// Then add a symbolic name to the appropriate position in the #define list below
 -// and add an entry to sounds.tbl.  If there is no .wav file for the sound yet,
 -// specify sound_hook.wav in sounds.tbl.
 -//
 -//
 +	SND_COPILOT                    = 162,//!< copilot (SCP)
 +	SND_UNDEFINED_163              = 163,//!< (Empty in Retail)
 +	SND_UNDEFINED_164              = 164,//!< (Empty in Retail)
 +	SND_UNDEFINED_165              = 165,//!< (Empty in Retail)
 +	SND_UNDEFINED_166              = 166,//!< (Empty in Retail)
 +	SND_UNDEFINED_167              = 167,//!< (Empty in Retail)
 +	SND_UNDEFINED_168              = 168,//!< (Empty in Retail)
 +	SND_UNDEFINED_169              = 169,//!< (Empty in Retail)
 +	SND_UNDEFINED_170              = 170,//!< (Empty in Retail)
 +	SND_UNDEFINED_171              = 171,//!< (Empty in Retail)
 +	SND_UNDEFINED_172              = 172,//!< (Empty in Retail)
 +	SND_SUPERNOVA_1                = 173,//!< SuperNova (distant)
 +	SND_SUPERNOVA_2                = 174,//!< SuperNova (shockwave)
 +	SND_UNDEFINED_175              = 175,//!< Shivan large engine
 +	SND_UNDEFINED_176              = 176,//!< Shivan large engine
 +	SND_UNDEFINED_177              = 177,//!< SRed 		beam loop
 +	SND_UNDEFINED_178              = 178,//!< LRed		beam loop
 +	SND_UNDEFINED_179              = 179,//!< Antifighter	beam loop
 +	SND_LIGHTNING_1                = 180,//!< Thunder 1 sound in neblua
 +	SND_LIGHTNING_2                = 181,//!< Thunder 2 sound in neblua
 +	SND_UNDEFINED_182              = 182,//!< 1 sec 	warm up
 +	SND_UNDEFINED_183              = 183,//!< 1.5 sec 	warm up
 +	SND_UNDEFINED_184              = 184,//!< 3 sec 	warm up
 +	SND_UNDEFINED_185              = 185,//!< Shivan Commnode
 +	SND_UNDEFINED_186              = 186,//!< Volition PirateShip
 +	SND_UNDEFINED_187              = 187,//!< SRed 		warm down
 +	SND_UNDEFINED_188              = 188,//!< LRed 		warm down
 +	SND_UNDEFINED_189              = 189,//!< AntiFtr	warm down
 +	SND_UNDEFINED_190              = 190,//!< Instellation 1
 +	SND_UNDEFINED_191              = 191,//!< Instellation 2
 +	SND_UNDEFINED_192              = 192,//!< (Undefined in Retail)
 +	SND_UNDEFINED_193              = 193,//!< (Undefined in Retail)
 +	SND_UNDEFINED_194              = 194,//!< (Undefined in Retail)
 +	SND_UNDEFINED_195              = 195,//!< (Undefined in Retail)
 +	SND_UNDEFINED_196              = 196,//!< (Undefined in Retail)
 +	SND_UNDEFINED_197              = 197,//!< (Undefined in Retail)
 +	SND_UNDEFINED_198              = 198,//!< (Undefined in Retail)
 +	SND_UNDEFINED_199              = 199,//!< (Undefined in Retail)
 
 -//---------------------------------------------------
 -// Misc Sounds
 -//---------------------------------------------------
 -#define	SND_MISSILE_TRACKING			0
 -#define	SND_MISSILE_LOCK				1
 -#define	SND_PRIMARY_CYCLE				2
 -#define	SND_SECONDARY_CYCLE			3
 -#define	SND_ENGINE						4
 -#define	SND_CARGO_REVEAL				5
 -#define	SND_DEATH_ROLL					6
 -#define	SND_SHIP_EXPLODE_1			7
 -#define	SND_TARGET_ACQUIRE			8
 -#define	SND_ENERGY_ADJUST				9
 -#define	SND_ENERGY_ADJUST_FAIL		10
 -#define	SND_ENERGY_TRANS				11
 -#define	SND_ENERGY_TRANS_FAIL		12
 -#define	SND_FULL_THROTTLE				13
 -#define	SND_ZERO_THROTTLE				14
 -#define	SND_THROTTLE_UP				15
 -#define	SND_THROTTLE_DOWN				16
 -#define	SND_DOCK_APPROACH				17
 -#define	SND_DOCK_ATTACH				18
 -#define	SND_DOCK_DETACH				19
 -#define	SND_DOCK_DEPART				20
 -#define	SND_ABURN_ENGAGE				21
 -#define	SND_ABURN_LOOP					22
 -#define	SND_VAPORIZED					23
 -#define	SND_ABURN_FAIL					24
 -#define	SND_HEATLOCK_WARN				25
 -#define	SND_OUT_OF_MISSLES			26
 -#define	SND_OUT_OF_WEAPON_ENERGY	27
 -#define	SND_TARGET_FAIL				28
 -#define	SND_SQUADMSGING_ON			29
 -#define	SND_SQUADMSGING_OFF			30
 -#define	SND_DEBRIS						31
 -#define	SND_SUBSYS_DIE_1				32
 -#define	SND_MISSILE_START_LOAD		33
 -#define	SND_MISSILE_LOAD				34
 -#define  SND_SHIP_REPAIR				35
 -#define  SND_PLAYER_HIT_LASER			36
 -#define  SND_PLAYER_HIT_MISSILE		37
 -#define  SND_CMEASURE_CYCLE			38
 -#define  SND_SHIELD_HIT					39
 -#define  SND_SHIELD_HIT_YOU			40
 -#define	SND_GAME_MOUSE_CLICK			41
 -#define	SND_ASPECTLOCK_WARN			42
 -#define	SND_SHIELD_XFER_OK			43
 -#define  SND_ENGINE_WASH				44
 -#define	SND_WARP_IN						45
 -#define	SND_WARP_OUT					46		// Same as warp in for now
 -#define	SND_PLAYER_WARP_FAIL			47
 -#define	SND_STATIC						48
 -#define	SND_SHIP_EXPLODE_2			49
 -#define	SND_PLAYER_WARP_OUT			50
 -#define	SND_SHIP_SHIP_HEAVY				51
 -#define	SND_SHIP_SHIP_LIGHT				52
 -#define	SND_SHIP_SHIP_SHIELD				53
 -#define	SND_THREAT_FLASH					54
 -#define	SND_PROXIMITY_WARNING			55
 -#define	SND_PROXIMITY_ASPECT_WARNING	56
 -#define	SND_DIRECTIVE_COMPLETE			57
 -#define	SND_SUBSYS_EXPLODE				58
 -#define	SND_CAPSHIP_EXPLODE				59
 -#define	SND_CAPSHIP_SUBSYS_EXPLODE		60
 -#define	SND_LARGESHIP_WARPOUT			61
 -#define	SND_ASTEROID_EXPLODE_LARGE		62
 -#define	SND_ASTEROID_EXPLODE_SMALL		63
 -#define	SND_CUE_VOICE						64
 -#define	SND_END_VOICE						65
 -#define	SND_CARGO_SCAN						66
 -#define	SND_WEAPON_FLYBY					67
 -#define	SND_ASTEROID						68
 -#define	SND_CAPITAL_WARP_IN				69
 -#define	SND_CAPITAL_WARP_OUT				70
 -#define	SND_ENGINE_LOOP_LARGE			71
 -#define	SND_SUBSPACE_LEFT_CHANNEL		72
 -#define	SND_SUBSPACE_RIGHT_CHANNEL		73
 -#define	SND_MISSILE_EVADED_POPUP		74
 -#define  SND_ENGINE_LOOP_HUGE				75
 +	SND_BALLISTIC_START_LOAD       = 200,//!< (SCP)
 +	SND_BALLISTIC_LOAD             = 201,//!< (SCP)
 
 -// Weapon sounds
 -#define	SND_LIGHT_LASER_FIRE				76
 -#define	SND_LIGHT_LASER_IMPACT			77
 -#define	SND_HVY_LASER_FIRE				78
 -#define	SND_HVY_LASER_IMPACT				79
 -#define	SND_MASSDRV_FIRED					80
 -#define	SND_MASSDRV_IMPACT				81
 -#define	SND_FLAIL_FIRED	 				82
 -#define	SND_FLAIL_IMPACT					83
 -#define	SND_NEUTRON_FLUX_FIRED			84
 -#define	SND_NEUTRON_FLUX_IMPACT			85
 -#define	SND_DEBUG_LASER_FIRED			86
 -#define	SND_ROCKEYE_FIRED					87
 -#define	SND_MISSILE_IMPACT1				88
 -#define	SND_MAG_MISSILE_LAUNCH			89
 -#define	SND_FURY_MISSILE_LAUNCH			90
 -#define	SND_SHRIKE_MISSILE_LAUNCH		91
 -#define	SND_ANGEL_MISSILE_LAUNCH		92
 -#define	SND_CLUSTER_MISSILE_LAUNCH		93
 -#define	SND_CLUSTERB_MISSILE_LAUNCH	94
 -#define	SND_STILETTO_MISSILE_LAUNCH	95
 -#define	SND_TSUNAMI_MISSILE_LAUNCH		96
 -#define	SND_HARBINGER_MISSILE_LAUNCH	97
 -#define	SND_MEGAWOKKA_MISSILE_LAUNCH	98
 -#define	SND_CMEASURE1_LAUNCH				99
 -#define	SND_SHIVAN_LIGHT_LASER_FIRE	100
 -#define	SND_SHOCKWAVE_EXPLODE			101
 -#define	SND_SWARM_MISSILE_LAUNCH		102
 -#define	SND_SHOCKWAVE_IMPACT				109
 +	/**
 +	 * Keep this below all defined enum values
 +	 */
 +	MIN_GAME_SOUNDS = 202
 +};
 
 -#define	SND_TARG_LASER_LOOP				115
 -#define  SND_FLAK_FIRE						116
 -#define	SND_SHIELD_BREAKER				117
 -#define	SND_EMP_MISSILE					118
 -#define	SND_AUTOCANNON_LOOP				119
 -#define	SND_AUTOCANNON_SHOT				120
 -#define	SND_BEAM_LOOP						121
 -#define	SND_BEAM_UP							122
 -#define	SND_BEAM_DOWN						123
 -#define	SND_BEAM_SHOT						124
 -#define	SND_BEAM_VAPORIZE					125
 +/**
 + * Interface sounds
 + */
 +enum InterfaceSoundsIndex {
 +	SND_IFACE_MOUSE_CLICK       =0, //!< mouse click
 +	SND_ICON_PICKUP             =1, //!< pick up a ship icon (Empty in Retail)
 +	SND_ICON_DROP_ON_WING       =2, //!< drop a ship icon on a wing slot
 +	SND_ICON_DROP               =3, //!< drop a ship icon back to the list
 +	SND_SCREEN_MODE_PRESSED     =4, //!< press briefing, ship selection or weapons bar (top-left)
 +	SND_SWITCH_SCREENS          =5, //!< Switching to a new screen, but not commit
 +	SND_HELP_PRESSED            =6, //!< help pressed
 +	SND_COMMIT_PRESSED          =7, //!< commit pressed
 +	SND_PREV_NEXT_PRESSED       =8, //!< prev/next pressed
 +	SND_SCROLL                  =9, //!< scroll pressed (and scroll)
 +	SND_GENERAL_FAIL            =10,//!< general failure sound for any event
 +	SND_SHIP_ICON_CHANGE        =11,//!< ship animation starts (ie text and ship first appear)
 +	SND_MAIN_HALL_AMBIENT       =12,//!< ambient sound for the Terran main hall (looping)
 +	SND_BTN_SLIDE               =13,//!< ambient sound for the Vasudan main hall (looping)
 +	SND_BRIEF_STAGE_CHG         =14,//!< brief stage change
 +	SND_BRIEF_STAGE_CHG_FAIL    =15,//!< brief stage change fail
 +	SND_BRIEF_ICON_SELECT       =16,//!< selet brief icon
 +	SND_USER_OVER               =17,//!< user_over (mouse over a control)
 +	SND_USER_SELECT             =18,//!< user_click (mouse selects a control)
 +	SND_RESET_PRESSED           =19,//!< reset (or similar button) pressed
 +	SND_BRIEF_TEXT_WIPE         =20,//!< briefing text wipe
 +	SND_VASUDAN_PA_1            =21,//!< main hall - elevator
 +	SND_WEAPON_ANIM_START       =22,//!< weapon animation starts
 +	SND_MAIN_HALL_DOOR_OPEN     =23,//!< door in main hall opens
 +	SND_MAIN_HALL_DOOR_CLOSE    =24,//!< door in main hall closes
 +	SND_GLOW_OPEN               =25,//!< glow in main hall opens
 +	SND_VASUDAN_PA_2            =26,//!< main hall - crane 1
 +	SND_AMBIENT_MENU            =27,//!< ambient sound for menus off the main hall (looping)
 +	SND_POPUP_APPEAR            =28,//!< popup dialog box appeared
 +	SND_POPUP_DISAPPEAR         =29,//!< popup dialog box goes away
 +	SND_VOICE_SLIDER_CLIP       =30,//!< voice clip played when volume slider changes
 +	SND_VASUDAN_PA_3            =31,//!< main hall - crane 2
 +	SND_MAIN_HALL_GET_PEPSI     =32,//!< main hall options - mouse on
 +	SND_MAIN_HALL_LIFT_UP       =33,//!< main hall options - mouse off
 +	SND_MAIN_HALL_WELD1         =34,//!< main hall tech room - mouse on
 +	SND_MAIN_HALL_WELD2         =35,//!< main hall tech room - mouse off
 +	SND_MAIN_HALL_WELD3         =36,//!< main hall exit open
 +	SND_MAIN_HALL_WELD4         =37,//!< main hall exit close
 +	SND_MAIN_HALL_INT1          =38,//!< main hall random intercom 1
 +	SND_MAIN_HALL_INT2          =39,//!< main hall random intercom 2
 +	SND_MAIN_HALL_INT3          =40,//!< main hall random intercom 3
 +	SND_ICON_HIGHLIGHT          =41,//!< spinning highlight in briefing
 +	SND_BRIEFING_STATIC         =42,//!< static in a briefing stage cut
 +	SND_MAIN_HALL2_CRANE1_1     =43,//!< main hall campaign - mouse on
 +	SND_MAIN_HALL2_CRANE1_2     =44,//!< main hall campaign - mouse off
 +	SND_MAIN_HALL2_CRANE2_1     =45,//!< vasudan hall - hatch open
 +	SND_MAIN_HALL2_CRANE2_2     =46,//!< vasudan hall - hatch close
 +	SND_MAIN_HALL2_CAR1         =47,//!< vasudan hall - roll open
 +	SND_MAIN_HALL2_CAR2         =48,//!< vasudan hall - roll close
 +	SND_MAIN_HALL2_INT1         =49,//!< vasudan hall - lift up
 +	SND_MAIN_HALL2_INT2         =50,//!< vasudan hall - lift down
 +	SND_MAIN_HALL2_INT3         =51,//!< vasudan hall - glow on
 +	SND_INTERFACE_UNDEFINED_52  =52,//!< vasudan hall - glow off
 +	SND_INTERFACE_UNDEFINED_53  =53,//!< vasudan hall - skiff loop
 +	SND_INTERFACE_UNDEFINED_54  =54,//!< vasudan hall - screen on
 +	SND_INTERFACE_UNDEFINED_55  =55,//!< vasudan hall - screen off
 +	SND_INTERFACE_UNDEFINED_56  =56,//!< vasudan hall - vasudan greeting
 +	SND_INTERFACE_UNDEFINED_57  =57,//!< vasudan hall - vasudan bye
 +	SND_INTERFACE_UNDEFINED_58  =58,//!< vasudan hall - vasudan pa 1
 +	SND_INTERFACE_UNDEFINED_59  =59,//!< vasudan hall - vasudan pa 2
 +	SND_INTERFACE_UNDEFINED_60  =60,//!< vasudan hall - vasudan pa 3
 +	SND_VASUDAN_BUP             =61,//!< bup bup bup-bup bup bup
 +	SND_INTERFACE_UNDEFINED_62  =62,//!< thankyou
 +	SND_INTERFACE_UNDEFINED_63  =62,//!< vasudan hall - exit open
 +	SND_INTERFACE_UNDEFINED_64  =62,//!< vasudan hall - exit close
 
 -// Ship engine sounds
 -#define	SND_TERRAN_FIGHTER_ENG			126
 -#define	SND_TERRAN_BOMBER_ENG			127
 -#define	SND_TERRAN_CAPITAL_ENG			128
 -#define	SND_SPECIESB_FIGHTER_ENG		129
 -#define	SND_SPECIESB_BOMBER_ENG			130
 -#define	SND_SPECIESB_CAPITAL_ENG		131
 -#define	SND_SHIVAN_FIGHTER_ENG			132
 -#define	SND_SHIVAN_BOMBER_ENG			133
 -#define	SND_SHIVAN_CAPITAL_ENG			134
 -#define	SND_REPAIR_SHIP_ENG				135
 +	/**
 +	* Keep this below all defined enum values
 +	*/
 +	MIN_INTERFACE_SOUNDS        =70 //!< MIN_INTERFACE_SOUNDS
 +};
 
 -// Debris electric arcing sounds
 -#define	SND_DEBRIS_ARC_01					139		// 0.10 second spark sound effect (3d sound)
 -#define	SND_DEBRIS_ARC_02					140		// 0.25 second spark sound effect (3d sound)
 -#define	SND_DEBRIS_ARC_03					141		// 0.50 second spark sound effect (3d sound)
 -#define	SND_DEBRIS_ARC_04					142		// 0.75 second spark sound effect (3d sound)
 -#define	SND_DEBRIS_ARC_05					143		// 1.00 second spark sound effect (3d sound)
 -
 -// copilot
 -#define	SND_COPILOT							162
 -
 -// supernova 1 and supernova 2
 -#define	SND_SUPERNOVA_1					173
 -#define	SND_SUPERNOVA_2					174
 -
 -// lightning sounds
 -#define	SND_LIGHTNING_1					180
 -#define	SND_LIGHTNING_2					181
 -
 -// added for ballistic primaries - Goober5000
 -#define	SND_BALLISTIC_START_LOAD		200
 -#define	SND_BALLISTIC_LOAD				201
 -
 -//---------------------------------------------------
 -// Interface sounds
 -//---------------------------------------------------
 -#define  SND_IFACE_MOUSE_CLICK		0
 -#define  SND_ICON_PICKUP				1
 -#define  SND_ICON_DROP_ON_WING		2
 -#define  SND_ICON_DROP					3
 -#define  SND_SCREEN_MODE_PRESSED		4
 -#define  SND_SWITCH_SCREENS			5
 -#define  SND_HELP_PRESSED				6
 -#define  SND_COMMIT_PRESSED			7
 -#define  SND_PREV_NEXT_PRESSED		8
 -#define  SND_SCROLL						9
 -#define  SND_GENERAL_FAIL				10
 -#define  SND_SHIP_ICON_CHANGE			11
 -#define  SND_MAIN_HALL_AMBIENT		12
 -#define  SND_BTN_SLIDE					13
 -#define	SND_BRIEF_STAGE_CHG			14
 -#define	SND_BRIEF_STAGE_CHG_FAIL	15
 -#define	SND_BRIEF_ICON_SELECT		16
 -#define	SND_USER_OVER					17
 -#define	SND_USER_SELECT				18
 -#define	SND_RESET_PRESSED				19
 -#define	SND_BRIEF_TEXT_WIPE			20
 -#define	SND_VASUDAN_PA_1				21				// vasudan pa 1
 -#define	SND_WEAPON_ANIM_START		22
 -#define  SND_MAIN_HALL_DOOR_OPEN    23
 -#define  SND_MAIN_HALL_DOOR_CLOSE   24
 -#define	SND_GLOW_OPEN					25
 -#define	SND_VASUDAN_PA_2				26				// vasudan pa 2
 -#define	SND_AMBIENT_MENU				27
 -#define	SND_POPUP_APPEAR				28
 -#define	SND_POPUP_DISAPPEAR			29
 -#define	SND_VOICE_SLIDER_CLIP		30
 -#define  SND_VASUDAN_PA_3				31				// vasudan pa 3
 -#define  SND_MAIN_HALL_GET_PEPSI		32
 -#define  SND_MAIN_HALL_LIFT_UP		33
 -#define  SND_MAIN_HALL_WELD1			34
 -#define  SND_MAIN_HALL_WELD2			35
 -#define  SND_MAIN_HALL_WELD3			36
 -#define  SND_MAIN_HALL_WELD4			37
 -#define  SND_MAIN_HALL_INT1			38			// random intercom message 1
 -#define  SND_MAIN_HALL_INT2			39			// random intercom message 2
 -#define  SND_MAIN_HALL_INT3			40			// random intercom message 3
 -#define	SND_ICON_HIGHLIGHT			41
 -#define	SND_BRIEFING_STATIC			42
 -#define	SND_MAIN_HALL2_CRANE1_1		43
 -#define	SND_MAIN_HALL2_CRANE1_2		44
 -#define	SND_MAIN_HALL2_CRANE2_1		45
 -#define	SND_MAIN_HALL2_CRANE2_2		46
 -#define	SND_MAIN_HALL2_CAR1			47
 -#define	SND_MAIN_HALL2_CAR2			48
 -#define	SND_MAIN_HALL2_INT1			49
 -#define	SND_MAIN_HALL2_INT2			50
 -#define	SND_MAIN_HALL2_INT3			51
 -
 -#define	SND_VASUDAN_BUP				61
 -
 -#endif	/* __GAMESND_H__ */
 +#endif
- 
				Thanks. Committed in r7922 (http://svn.icculus.org/fs2open?view=rev&revision=7922)