//------------------------------------------------------------------------ // Name : Sound_Define.h // Author : j0 // Desc : »ç¿îµå ³Ñ¹ö¸¦ µðÆÄÀÎÇÔ. //------------------------------------------------------------------------ enum SOUND_DEFINE { BGM_FIELD_TEST = 1, // ¸Ê À̵¿½Ã »ç¿ë BGM_BATTLE = 2, // ÀüÅõ ½Ã »ç¿ë MAINBGM = 3, // Main BGM // ÀÎÅÍÆäÀ̽º 1001~ 2000 CLICK = 1001, // ·Î±×ÀÎ ½Ã ¹öư Ŭ¸¯ WIN_CLOSE = 1002, // °¢Á¾ â ´ÝÈú ¶§ WIN_OPEN = 1003, // °¢Á¾ â ¿­¸± ¶§ EQUIP_OFF_DEFAULT = 1004, // Àåºñâ¿¡¼­ ¾ÆÀÌÅÛÀ» ÁýÀ» ¶§ EQUIP_ON_DEFAULT = 1005, // Àåºñâ¿¡ ¾ÆÀÌÅÛÀ» Àåºñ ½Ãų ¶§ HOLD_BOTTLE = 1006, // Àκ¥Ã¢(¶Ç´Â Äü½½·Ô)¿¡ ¹°¾àÀ» ÁýÀ» ¶§ HOLD_DEFAULT = 1007, // Àκ¥Ã¢(¶Ç´Â Äü½½·Ô)¿¡ Àåºñ¸¦ ÁýÀ» ¶§ HOLD_MONEY = 1008, // Àκ¥Ã¢¿¡ µ·À» ÁýÀ» ¶§ PUT_BOTTLE = 1009, // Àκ¥Ã¢(¶Ç´Â Äü½½·Ô)¿¡ ¹°¾àÀ» ÁýÀ» ¶§ PUT_DEFAULT = 1010, // Àκ¥Ã¢(¶Ç´Â Äü½½·Ô)¿¡ Àåºñ ³õÀ» ¶§ PUT_MONEY = 1011, // Àκ¥Ã¢¿¡ µ·À» ³õÀ» ¶§ USE_DEFAULT = 1011, // µðÆúÆ® °ª // ij¸¯ÅÍ Ç²½ºÅÜ 2001~3000 F_DIRT1 = 2001, // ¿©¼º ¹ß°ÉÀ½ ¼Ò¸® F_DIRT2 = 2002, // Èë¹Ù´Ú F_DIRT3 = 2003, F_DIRT4 = 2004, F_DIRT_LAND = 2005, //µüµüÇÑ ¹Ù´Ú M_DIRT1 = 2006, // ³²¼º ¹ß°ÉÀ½ ¼Ò¸® M_DIRT2 = 2007, // Èë¹Ù´Ú M_DIRT3 = 2008, M_DIRT4 = 2009, M_DIRT_LAND = 2010, //µüµüÇÑ ¹Ù´Ú //ij¸¯ÅͰ¡ µ¥¹ÌÁö ¹Þ¾ÒÀ» ¶§ 3001~4000 DAMAGE_DEFAULT1 = 3001, //µðÆúÆ® °ª DAMAGE_DEFAULT2 = 3002, DAMAGE_DEFAULT3 = 3003, DAMAGE_HEAVY1 = 3004, //Çìºñ¾Æ¸Ó¿¡ µ¥¹ÌÁö ¹ÞÀº °æ¿ì DAMAGE_HEAVY2 = 3005, DAMAGE_HEAVY3 = 3006, DAMAGE_MID1 = 3007, //¹Ìµð¾ö ¾Æ¸Ó¿¡ µ¥¹ÌÁö ¹ÞÀº °æ¿ì DAMAGE_MID2 = 3008, DAMAGE_MID3 = 3009, //ij¸¯ÅÍ °ø°Ý½Ã Àӯ寮 »ç¿îµå4001~5000 IMPACT_2HSWORD1 = 4001, //¾ç¼Õ°Ë IMPACT_2HSWORD2 = 4002, IMPACT_2HSWORD3 = 4003, IMPACT_2HSWORD4 = 4004, IMPACT_ARROW1 = 4005, //ÇÑ¼Õ ¼®±Ã ¾ç¼Õ ¼®±Ã IMPACT_ARROW2 = 4006, IMPACT_ARROW3 = 4007, IMPACT_ARROW4 = 4008, IMPACT_AXE1 = 4009, //¾ç¼Õµµ³¢ IMPACT_AXE2 = 4010, IMPACT_AXE3 = 4011, IMPACT_CRUSH1 = 4012, //Àӽà »ç¿îµå IMPACT_CRUSH2 = 4013, IMPACT_CRUSH3 = 4014, IMPACT_DEFAULT1 = 4015, //Àӽà »ç¿îµå IMPACT_DEFAULT2 = 4016, IMPACT_DEFAULT3 = 4017, IMPACT_HAMMER1 = 4018, //µÐ±â·ù IMPACT_HAMMER2 = 4019, IMPACT_HAMMER3 = 4020, IMPACT_LASH1 = 4021, //äÂï IMPACT_LASH2 = 4022, IMPACT_LASH3 = 4023, IMPACT_SMASH1 = 4024, //Àӽà »ç¿îµå IMPACT_SMASH2 = 4025, IMPACT_SMASH3 = 4026, IMPACT_SWORD1 = 4027, //ÇѼհË, °îµµ IMPACT_SWORD2 = 4028, IMPACT_SWORD3 = 4029, //¹«±â Èֵθ£´Â ¼Ò¸® 5001~6000 SWING_2HSWORD1 = 5001, //¾ç¼Õ°Ë SWING_2HSWORD2 = 5002, SWING_AXE1 = 5003, //¾ç¼Õµµ³¢ SWING_AXE2 = 5004, SWING_ETHER1 = 5005, //¿¡Å׸£¿þÆù SWING_ETHER2 = 5006, SWING_LASH1 = 5007, //äÂï SWING_LASH2 = 5008, SWING_SPEAR1 = 5009, //â SWING_SPEAR2 = 5010, SWING_SWORD1 = 5011, //ÇÑ¼Õ°Ë SWING_SWORD2 = 5012, //½ºÅ¸ÀÏ 3١ Èֵθ£´Â ¼Ò¸®, UNI_CRITICAL = 5801, //Å©¸®Æ¼Äà ÇÑ¼Õ°Ë UNI_DAMAGE = 5802, //µ¥¹ÌÁö UNI_DEFENSE = 5803, //µðÆæ½º UNI_DOWN = 5804, //´Ù¿î ÇѼյµ³¢,ÇÑ¼Õ°Ë UNI_PIERCING = 5805, //ÇǾî½Ì UNI_SPEED = 5806, //½ºÇǵå ÇÑ¼Õ°Ë UNI_STUN = 5807, //½ºÅÏ ¾ç¼Õµµ³¢ //¹ö¼­Ä¿ 6001~7000 BER_ATTACK1 = 6001, //°ø°Ý½Ã ¿Üħ BER_ATTACK2 = 6002, BER_ATTACK3 = 6003, BER_ATTACK4 = 6004, BER_ATTACK5 = 6005, BER_BODYFALL = 6006, //Á¡ÇÁÈÄ ÂøÁö BER_DEATH = 6007, //Á×À»¶§ BER_JUMP = 6008, //Á¡ÇÁ½Ã BER_PAIN1 = 6009, //½ÅÀ½¼Ò¸® BER_PAIN2 = 6010, BER_PAIN3 = 6011, BER_PAIN_HEAVY1 = 6012, //Å©¸®Æ¼Äýà ½ÅÀ½ ¼Ò¸® //µå·¡°ï 7001~8000 , DRA_ATTACK1 = 7001, //°ø°Ý½Ã ¿Üħ DRA_ATTACK2 = 7002, DRA_ATTACK3 = 7003, DRA_ATTACK4 = 7004, DRA_ATTACK5 = 7005, DRA_BODYFALL = 7006, //Á¡ÇÁÈÄ ÂøÁö DRA_DEATH = 7007, //Á×À»¶§ DRA_JUMP1 = 7008, //Á¡ÇÁ½Ã DRA_JUMP2 = 7009, DRA_PAIN1 = 7010, //½ÅÀ½¼Ò¸® DRA_PAIN2 = 7011, DRA_PAIN3 = 7012, DRA_PAIN4 = 7013, DRA_PAIN_HEAVY1 = 7014, //Å©¸®Æ¼Äýà ½ÅÀ½ ¼Ò¸® //»õµµ¿ì8001~9000 //¹ß۸®9001~10000 //¸ÅÁö¼Ç10001~11000 //¸ó½ºÅÍ //µå·¡°ïÁ»ºñ 11001~12000 DZ_ATTACK1 = 11001, //°ø°Ý½Ã ¿Üħ DZ_ATTACK2 = 11002, DZ_BODYFALL = 11003, // Àӽà DZ_DEATH = 11004, //Á×À»¶§ DZ_HIT1 = 11005, //°ø°Ý½Ã Ÿ°ÝÀ½ DZ_HIT2 = 11006, DZ_IDLE1 = 11007, //idle »óÅ·ΠÀÖÀ» ¶§ DZ_IDLE2 = 11008, DZ_PAIN1 = 11009, //½ÅÀ½¼Ò¸® DZ_PAIN2 = 11010, DZ_PAIN3 = 11011, DZ_PAIN_HEAVY = 11012, //Å©¸®Æ¼Äýà ½ÅÀ½¼Ò¸® DZ_SIGHT1 = 11013, //Àû ¹ß°ß ½Ã DZ_SIGHT2 = 11014, DZ_STEP1 = 11015, //Dz½ºÅÜ DZ_STEP2 = 11016, DZ_SWING1 = 11017, //¹«±â Èֵθ£´Â ¼Ò¸® DZ_SWING2 = 11018, //ºñ½ºÆ® 12001~13000 BK_ATTACK1 = 12001, //°ø°Ý½Ã ¿Üħ BK_ATTACK2 = 12002, BK_BODYFALL = 12003, // Àӽà BK_DEATH = 12004, //Á×À»¶§ BK_HIT1 = 12005, //°ø°Ý½Ã Ÿ°ÝÀ½ BK_HIT2 = 12006, BK_IDLE1 = 12007, //idle »óÅ·ΠÀÖÀ» ¶§ BK_IDLE2 = 12008, BK_PAIN1 = 12009, //½ÅÀ½¼Ò¸® BK_PAIN2 = 12010, BK_PAIN3 = 12011, BK_PAIN_HEAVY = 12012, //Å©¸®Æ¼Äýà ½ÅÀ½¼Ò¸® BK_SIGHT1 = 12013, //Àû ¹ß°ß ½Ã BK_SIGHT2 = 12014, BK_STEP1 = 12015, //Dz½ºÅÜ BK_STEP2 = 12016, BK_SWING1 = 12017, //¹«±â Èֵθ£´Â ¼Ò¸® BK_SWING2 = 12018, //¾Ç·ÉÀü»ç (13001~14000) AI_ATTACK1 = 13001, //°ø°Ý½Ã ¿Üħ AI_ATTACK2 = 13002, AI_BODYFALL = 13003, // Àӽà AI_DEATH = 13004, //Á×À»¶§ AI_HIT1 = 13005, //°ø°Ý½Ã Ÿ°ÝÀ½ AI_HIT2 = 13006, AI_IDLE1 = 13007, //idle »óÅ·ΠÀÖÀ» ¶§ AI_IDLE2 = 13008, AI_PAIN1 = 13009, //½ÅÀ½¼Ò¸® AI_PAIN2 = 13010, AI_PAIN3 = 13011, AI_PAIN_HEAVY = 13012, //Å©¸®Æ¼Äýà ½ÅÀ½¼Ò¸® AI_SIGHT1 = 13013, //Àû ¹ß°ß ½Ã AI_SIGHT2 = 13014, AI_STEP1 = 13015, //Dz½ºÅÜ AI_STEP2 = 13016, AI_SWING1 = 13017, //¹«±â Èֵθ£´Â ¼Ò¸® AI_SWING2 = 13018, //¾Ç·É ÁÖ¼ú»ç(14001~15000) NEC_ATTACK1 = 14001, //°ø°Ý½Ã ¿Üħ NEC_ATTACK2 = 14002, NEC_BODYFALL = 14003, // Àӽà NEC_DEATH = 14004, //Á×À»¶§ NEC_HIT1 = 14005, //°ø°Ý½Ã Ÿ°ÝÀ½ NEC_HIT2 = 14006, NEC_IDLE1 = 14007, //idle »óÅ·ΠÀÖÀ» ¶§ NEC_IDLE2 = 14008, NEC_PAIN1 = 14009, //½ÅÀ½¼Ò¸® NEC_PAIN2 = 14010, NEC_PAIN3 = 14011, NEC_PAIN_HEAVY = 14012, //Å©¸®Æ¼Äýà ½ÅÀ½¼Ò¸® NEC_SIGHT1 = 14013, //Àû ¹ß°ß ½Ã NEC_SIGHT2 = 14014, NEC_STEP1 = 14015, //Dz½ºÅÜ NEC_STEP2 = 14016, NEC_SWING1 = 14017, //¹«±â Èֵθ£´Â ¼Ò¸® NEC_SWING2 = 14018, }; // ---------------------------- # define CHARACTER_ATTACK_SOUND_TERM (DRA_ATTACK1 - BER_ATTACK1) // ----------------------------