DB/SoundEntries
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Defining sounds that are used on different things such as spells, weapon-hits, weather, music etc.
0.5.3.3368
struct SoundEntriesRec {
uint32_t m_ID;
uint32_t m_soundType;
stringrefⁱ m_name;
stringrefⁱ m_File[10]; // If empty the corresponding m_Freq is ignored
uint32_t m_Freq[10]; // Used when selecting the next random sound to play (SOUNDDEFINITION::GetRandomFileName
)
stringrefⁱ m_DirectoryBase;
float m_volumeFloat;
float m_pitch;
float m_pitchVariation;
uint32_t m_priority;
uint32_t m_channel;
uint32_t m_flags; // SoundInterfaceFlags
float m_minDistance;
float m_maxDistance;
float m_distanceCutoff;
uint32_t m_EAXDef;
};
enum SoundInterfaceFlags
{
UNUSED = 0x0001, // still seen in file for a lot of spells
UNUSED = 0x0002,
UNUSED = 0x0004,
UNUSED = 0x0008,
UNUSED = 0x0010,
NO_DUPLICATES = 0x0020, // client prevents the same sound overlapping
UNUSED = 0x0040,
UNUSED = 0x0080,
UNUSED = 0x0100,
LOOPING = 0x0200,
VARY_PITCH = 0x0400,
VARY_VOLUME = 0x0800,
UNUSED = 0x1000,
}
1.12.1.5875
struct SoundEntriesRec { uint32_t m_ID; uint32_t m_soundType; stringrefⁱ m_name; stringrefⁱ m_File[10]; // If empty the corresponding m_Freq is ignored uint32_t m_Freq[10]; // Used when selecting the next random sound to play (SOUNDDEFINITION::GetRandomFileName
) stringrefⁱ m_DirectoryBase; float m_volumeFloat; uint32_t m_flags; // 0x20: use OS sound settingsᵘ, 0x200: PlaySpellLoopedSound, 0x400:SOUNDDEFINITION::SetFrequencyAndVolume
float m_minDistance; float m_maxDistance; float m_distanceCutoff; foreign_keyⁱ<uint32_t, &SoundEntriesAdvancedRec::m_ID> m_soundEntriesAdvancedID; };
Structure
Column | Field | Type | Notes |
---|---|---|---|
1 | ID | Integer | |
2 | SoundType | Integer | Value to identify the type. See table below for values. |
3 | Name | String | |
4-13 | Filenames[10] | String | One entry can have more subentries. Used for different sounds at weapons. |
14-23 | Freq[10] | Integer | Related to the files above. Maybe a count of how much they are played in any way?. |
24 | FilePath | String | The filenames come without path. This is set here. |
25 | Volume | Float | |
26 | Flags | Integer | Has the values 0, 1, 32, 33, 34, 512, 513, 544, 1024 and 1056. (hex: 0h, 1h, 20h, 200h, 400h) |
27 | minDistance | Float | |
28 | distanceCutoff | Float | Radius from the sound emitter's world position |
29 | EAXDef | Integer | |
30 | soundEntriesAdvancedID | Integer |
Sound Types (Column 2)
Value | Meaning | |
---|---|---|
1 | Spells | |
2 | UI | |
3 | Footsteps | |
4 | Combat Impacts | |
6 | Combat Swings | |
7 | Greetings | |
8 | Casting | |
9 | Pick Up/Put Down | // "Item Use Sounds" |
10 | NPC Combat | // Monster Sounds |
12 | Errors | // "VocalUISounds" |
13 | Birds | // "Point Sound Emitters" in 2.5 client |
14 | Doodad Sounds | |
16 | Death Thud Sounds | |
17 | NPC Sounds | |
18 | Test/Temporary | // deosn't exist in blizzard's enum in 2.5 |
19 | Foley Sounds (NOT EDITABLE) | |
20 | Footsteps(Splashes) | |
21 | CharacterSplashSounds | |
22 | WaterVolume Sounds | |
23 | Tradeskill Sounds | |
24 | Terrain Emitter Sounds | |
25 | Game Object Sounds | |
26 | SpellFizzles | |
27 | CreatureLoops | |
28 | Zone Music Files | |
29 | Character Macro Lines | // emotes |
30 | Cinematic Music | |
31 | Cinematic Voice | |
50 | Zone Ambience | |
52 | Sound Emitters | |
53 | Vehicle States |
6.0.1.18179
struct SoundEntriesRec { uint32_t m_ID; uint32_t m_soundType; stringrefⁱ m_name; foreign_keyⁱ<uint32_t, &FileDataRec::m_ID> m_FileDataID[20]; uint32_t m_Freq[20]; float m_volumeFloat; uint32_t m_flags; float m_minDistance; float m_distanceCutoff; uint32_t m_EAXDef; foreign_keyⁱ<uint32_t, &SoundEntriesAdvancedRec::m_ID> m_soundEntriesAdvancedID; float m_volumevariationplus; float m_volumevariationminus; float m_pitchvariationplus; float m_pitchvariationminus; float m_pitchAdjust; uint32_t m_dialogtype; foreign_keyⁱ<uint32_t, &SoundBusRec::m_ID> m_busOverwriteID; };