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; // 0x20: use OS sound settingsᵘ, 0x200: PlaySpellLoopedSound, 0x400:SOUNDDEFINITION::SetFrequencyAndVolume
float m_minDistance; float m_maxDistance; float m_distanceCutoff; uint32_t m_EAXDef; };
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] | String | 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 | |
---|---|---|
0 | Unused/Miscellaneous | |
1 | Spells | |
2 | UI | |
3 | Footsteps | |
4 | Weapons/Impact | |
6 | Weapons/Miss | |
7 | Greetings | |
8 | Casting | |
9 | Pick Up/Put Down | |
10 | NPC Combat | |
12 | Errors | |
13 | Birds | |
14 | Objects | |
16 | Death | |
17 | NPC Greetings | |
18 | Test/Temporary | |
19 | Armor/Foley | |
20 | Footsteps | |
21 | Water/Character | |
22 | Water/Liquid | |
23 | Tradeskills | |
25 | Doodads | |
26 | Spell Fizzle | |
27 | NPC Loops | |
28 | Zone Music | |
29 | Emotes | |
30 | Narration Music | |
31 | Narration | |
50 | Zone Ambience |
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; };