Hi Steve,
While there are several schemes to protect game sound effects none of 
them are full proof. It might keep Ivan out and a few like him, but not 
a really determined hacker/cracker.


Steve Crawford wrote:
> If you create a game with external WAV files there's a risk that someone
> will come along with their copy of Goldwave, or some other such package, and
> make changes. You can save them as a resource file which just adds it to the
> executible, so you can end up with a huge executible which probably isn't
> healthy. Or you can use a simple trick which is to take, say, the intro
> sound file, which identifies your programme, make a note of the filesize and
> take a fingerprint from it (say a dozen values from random locations within
> the file). On starting, your executible could check the size of the intro
> file and the fingerprint and then refuse to run if it has been changed.
>
>   


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