// initalize sound data (any wav files get compiled into soundbank) mmInitDefaultMem((mm_addr)soundbank_bin); // load sound effect mmLoadEffect( SFX_BOOM ); // set sound effect parameters mm_sound_effect boom = { { SFX_BOOM } , // id (int)(1.0f * (1<<10)), // rate 0, // handle 255, // volume 255, // panning }; // play effect mmEffectEx(&boom);