DB/SoundProviderPreferences: Difference between revisions
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However, chances are you will not need to ever touch anything in this DBC. | However, chances are you will not need to ever touch anything in this DBC. | ||
== | ==0.5.3.3368== | ||
struct | struct SoundProviderPreferencesRec { | ||
uint32_t m_ID; | |||
{{Template:Type|stringref}} m_Description; | |||
uint32_t m_Flags; // &1: is default OutdoorProviderPref, &2: is default IndoorProviderPref, {{Template:Unverified|&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; | |||
}; | }; | ||
==6.0.1.18179== | ==1.12.1.5875 - 6.0.1.18179== | ||
struct SoundProviderPreferencesRec { | struct SoundProviderPreferencesRec { | ||
uint32_t m_ID; | uint32_t m_ID; | ||
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}; | }; | ||
[[Category:DBC]] | [[Category:DBC]] | ||
[[Category:DBC_Alpha]] | |||
[[Category:DBC_Vanilla]] | |||
[[Category:DBC_BC]] | |||
[[Category:DBC_WotLK]] | [[Category:DBC_WotLK]] | ||
[[Category:DBC_Cataclysm]] | |||
[[Category:DBC_MoP]] | |||
[[Category:DBC_WoD]][[Category:6.0.1.18179]] | [[Category:DBC_WoD]][[Category:6.0.1.18179]] |
Latest revision as of 20:46, 3 October 2017
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; stringrefⁱ m_Description; uint32_t m_Flags; // &1: is default OutdoorProviderPref, &2: is default IndoorProviderPref, &4: is UnderwaterProviderPrefᵘ 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; stringrefⁱ 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; };