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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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More audio enums
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19cc1d7854
commit
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@ -5020,7 +5020,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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uint8 param1 = soundParams & 0xFF;
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uint32 param2 = soundParams >> 8;
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 1) + SFX_SKATE_1;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound;
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stereo = true;
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++iSound;
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@ -8448,7 +8448,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_BANK_ALARM_LOOP:
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDINGS_BANK_ALARM;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
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emittingVolume = 90;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDINGS_BANK_ALARM);
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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@ -8460,7 +8460,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP:
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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emittingVolume = 90;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GARAGE_DOOR_LOOP);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -8471,7 +8471,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_SNORING_LOOP:
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m_sQueueSample.m_fSoundIntensity = 6.0f;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_SNORE;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SNORING;
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emittingVolume = 25;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDING_SNORE);
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m_sQueueSample.m_nReleasingVolumeModificator = 6;
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@ -8482,7 +8482,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP:
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m_sQueueSample.m_fSoundIntensity = 40.0f;
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m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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emittingVolume = 60;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TANK_TURRET);
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m_sQueueSample.m_nReleasingVolumeModificator = 4;
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@ -8492,7 +8492,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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break;
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case SCRIPT_SOUND_NEW_BUILDING_BAR_1:
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_1;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_1;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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@ -8503,7 +8503,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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break;
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case SCRIPT_SOUND_NEW_BUILDING_BAR_2:
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_2;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_2;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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@ -8514,7 +8514,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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break;
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case SCRIPT_SOUND_NEW_BUILDING_BAR_3:
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_3;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_3;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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@ -8525,7 +8525,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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break;
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case SCRIPT_SOUND_NEW_BUILDING_BAR_4:
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_4;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_4;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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@ -8537,7 +8537,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_NEW_BUILDING_MALIBU_1:
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if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL1;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_1;
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MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_1);
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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@ -8550,7 +8550,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_NEW_BUILDING_MALIBU_2:
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if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL2;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_2;
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MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_2);
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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@ -8563,7 +8563,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_NEW_BUILDING_MALIBU_3:
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if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL3;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_3;
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MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_3);
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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@ -8576,7 +8576,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_NEW_BUILDING_STRIP_1:
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if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR1;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_1;
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MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_1);
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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@ -8589,7 +8589,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_NEW_BUILDING_STRIP_2:
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if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR2;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_2;
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MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_2);
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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@ -8602,7 +8602,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_NEW_BUILDING_STRIP_3:
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if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR3;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_3;
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MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_3);
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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@ -8614,7 +8614,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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break;
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case SCRIPT_SOUND_NEW_BUILDING_CHURCH:
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_CHURCH;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CHURCH;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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emittingVolume = 127;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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@ -8627,7 +8627,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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emittingVolume = 30;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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m_sQueueSample.m_nBankIndex = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nFrequency = 20812;
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m_sQueueSample.m_nReleasingVolumeModificator = 4;
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m_sQueueSample.m_nReleasingVolumeDivider = 9;
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