3 typedef enum sound_type {
32 SOUND_ROCKET = 29, /*!< Somebody's shooting rockets */
33 SOUND_N_KILL = 30, /*!< The player kills a non-living/undead monster */
34 SOUND_U_KILL = 31, /*!< The player kills a unique */
35 SOUND_QUEST = 32, /*!< The player has just completed a quest */
36 SOUND_HEAL = 33, /*!< The player was healed a little bit */
37 SOUND_X_HEAL = 34, /*!< The player was healed full health */
38 SOUND_BITE = 35, /*!< A monster bites you */
39 SOUND_CLAW = 36, /*!< A monster claws you */
40 SOUND_M_SPELL = 37, /*!< A monster casts a miscellaneous spell */
41 SOUND_SUMMON = 38, /*!< A monster casts a summoning spell */
42 SOUND_BREATH = 39, /*!< A monster breathes */
43 SOUND_BALL = 40, /*!< A monster casts a ball / bolt spell */
44 SOUND_M_HEAL = 41, /*!< A monster heals itself somehow */
45 SOUND_ATK_SPELL = 42, /*!< A monster casts a misc. offensive spell */
46 SOUND_EVIL = 43, /*!< Something nasty has just happened! */
47 SOUND_TOUCH = 44, /*!< A monster touches you */
48 SOUND_STING = 45, /*!< A monster stings you */
49 SOUND_CRUSH = 46, /*!< A monster crushes / envelopes you */
50 SOUND_SLIME = 47, /*!< A monster drools/spits/etc on you */
51 SOUND_WAIL = 48, /*!< A monster wails */
52 SOUND_WINNER = 49, /*!< Just won the game! */
53 SOUND_FIRE = 50, /*!< An item was burned */
54 SOUND_ACID = 51, /*!< An item was destroyed by acid */
55 SOUND_ELEC = 52, /*!< An item was destroyed by electricity */
56 SOUND_COLD = 53, /*!< An item was shattered */
57 SOUND_ILLEGAL = 54, /*!< Illegal command attempted */
58 SOUND_FAIL = 55, /*!< Fail to get a spell off / activate an item */
59 SOUND_WAKEUP = 56, /*!< A monster wakes up */
60 SOUND_INVULN = 57, /*!< Invulnerability! */
61 SOUND_FALL = 58, /*!< Falling through a trapdoor... */
62 SOUND_PAIN = 59, /*!< A monster is in pain! */
63 SOUND_DESTITEM = 60, /*!< An item was destroyed by misc. means */
64 SOUND_MOAN = 61, /*!< A monster makes a moan/beg/insult attack */
65 SOUND_SHOW = 62, /*!< A monster makes a "show" attack */
66 SOUND_UNUSED = 63, /*!< (no sound for gaze attacks) */
67 SOUND_EXPLODE = 64, /*!< Something (or somebody) explodes */
68 SOUND_GLASS = 65, /*!< A glass feature was crashed */
69 SOUND_REFLECT = 66, /*!< A bolt was reflected */
70 SOUND_MAX = 67, /*!< 効果音定義の最大数 / Maximum numbers of sound effect */
73 extern const concptr angband_sound_name[SOUND_MAX];