// IDs must be monotonically increasing, i.e. they must never be reused
// ID 0 is reserved for "Invalid". Do not use!

VIBE_DEF(1, Disabled, i18n_ctx_noop("NotifVibe", "Disabled"), (AlertType_Notifications | AlertType_Calls), RESOURCE_ID_INVALID)
VIBE_DEF(2, StandardShortPulseLow, i18n_noop("Standard - Low"), AlertType_Notifications, RESOURCE_ID_VIBE_SCORE_STANDARD_SHORT_LOW)
VIBE_DEF(3, StandardLongPulseLow, i18n_noop("Standard - Low"), (AlertType_Calls | AlertType_Alarms), RESOURCE_ID_VIBE_SCORE_STANDARD_LONG_LOW)
VIBE_DEF(4, StandardShortPulseHigh, i18n_noop("Standard - High"), AlertType_Notifications, RESOURCE_ID_VIBE_SCORE_STANDARD_SHORT_HIGH)
VIBE_DEF(5, StandardLongPulseHigh, i18n_noop("Standard - High"), (AlertType_Calls | AlertType_Alarms), RESOURCE_ID_VIBE_SCORE_STANDARD_LONG_HIGH)
VIBE_DEF(8, Pulse, i18n_noop("Pulse"), AlertType_All, RESOURCE_ID_VIBE_SCORE_PULSE)
VIBE_DEF(9, NudgeNudge, i18n_noop("Nudge Nudge"), AlertType_All, RESOURCE_ID_VIBE_SCORE_NUDGE_NUDGE)
#if !PLATFORM_SPALDING
VIBE_DEF(10, Jackhammer, i18n_noop("Jackhammer"), AlertType_All, RESOURCE_ID_VIBE_SCORE_JACKHAMMER)
VIBE_DEF(11, Reveille, "Reveille", AlertType_Alarms, RESOURCE_ID_VIBE_SCORE_REVEILLE)
VIBE_DEF(12, Mario, "Mario", AlertType_All, RESOURCE_ID_VIBE_SCORE_MARIO)
#endif
VIBE_DEF(13, AlarmsLPM, "ALARMS LPM", AlertType_AlarmsLPM, RESOURCE_ID_VIBE_SCORE_ALARM_LPM)
