DB/SoundProviderPreferences

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World of Warcraft uses the FMod Sound Library by Firelite Technologies ("http://www.fmod.org/"). The data stored in this table corresponds with the struct FMOD_REVERB_PROPERTIES in the FMod API.

For more indepth descriptions of these properties under win32, you'll need to check the EAX2 and EAX3 documentation at "http://developer.creative.com/" under the 'downloads' section.

However, chances are you will not need to ever touch anything in this DBC.

0.5.3.3368

struct SoundProviderPreferencesRec {
  uint32_t m_ID;
  stringref m_Description;
  uint32_t m_Flags;                     // &1: is default OutdoorProviderPref, &2: is default IndoorProviderPref, &4: is UnderwaterProviderPref
  uint32_t m_EAXEnvironmentSelection;
  float m_EAXEffectVolume;
  float m_EAXDecayTime;
  float m_EAXDamping;
  float m_EAX2EnvironmentSize;
  float m_EAX2EnvironmentDiffusion;
  uint32_t m_EAX2Room;
  uint32_t m_EAX2RoomHF;
  float m_EAX2DecayHFRatio;
  uint32_t m_EAX2Reflections;
  float m_EAX2ReflectionsDelay;
  uint32_t m_EAX2Reverb;
  float m_EAX2ReverbDelay;
  float m_EAX2RoomRolloff;
  float m_EAX2AirAbsorption;
  uint32_t m_EAX3RoomLF;
  float m_EAX3DecayLFRatio;
  float m_EAX3EchoTime;
  float m_EAX3EchoDepth;
  float m_EAX3ModulationTime;
  float m_EAX3ModulationDepth;
  float m_EAX3HFReference;
  float m_EAX3LFReference;
};

1.12.1.5875 - 6.0.1.18179

struct SoundProviderPreferencesRec {
  uint32_t m_ID;
  stringref m_Description;
  uint32_t m_Flags;
  uint32_t m_EAXEnvironmentSelection;
  float m_EAXDecayTime;
  float m_EAX2EnvironmentSize;
  float m_EAX2EnvironmentDiffusion;
  uint32_t m_EAX2Room;
  uint32_t m_EAX2RoomHF;
  float m_EAX2DecayHFRatio;
  uint32_t m_EAX2Reflections;
  float m_EAX2ReflectionsDelay;
  uint32_t m_EAX2Reverb;
  float m_EAX2ReverbDelay;
  float m_EAX2RoomRolloff;
  float m_EAX2AirAbsorption;
  uint32_t m_EAX3RoomLF;
  float m_EAX3DecayLFRatio;
  float m_EAX3EchoTime;
  float m_EAX3EchoDepth;
  float m_EAX3ModulationTime;
  float m_EAX3ModulationDepth;
  float m_EAX3HFReference;
  float m_EAX3LFReference;
};