DB/NPCSounds: Difference between revisions

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Line 5: Line 5:
   NPCSOUND_HELLO=0,
   NPCSOUND_HELLO=0,
   NPCSOUND_GOODBYE=1,
   NPCSOUND_GOODBYE=1,
   NPCSOUND_PISSED=2,
   NPCSOUND_PISSED=2,   // drunk
   NPCSOUND_ACK=3,
   NPCSOUND_ACK=3,
   NUM_NPCSOUNDS=4
   NUM_NPCSOUNDS=4
Line 13: Line 13:
   uint32_t m_SoundID[NUM_NPCSOUNDS];
   uint32_t m_SoundID[NUM_NPCSOUNDS];
  };
  };
==Structure==
==Structure==
  '''Column Field Type Notes'''  
  '''Column Field Type Notes'''  

Revision as of 17:31, 3 October 2017

What the NPC's say when clicked on. These sound files are irrelevant to quests.

0.5.3.3368, 1.12.1.5875

enum NPCSOUNDS {
  NPCSOUND_HELLO=0,
  NPCSOUND_GOODBYE=1,
  NPCSOUND_PISSED=2,   // drunk
  NPCSOUND_ACK=3,
  NUM_NPCSOUNDS=4
};
struct NPCSoundsRec {
  uint32_t m_ID;
  uint32_t m_SoundID[NUM_NPCSOUNDS];
};

Structure

Column	Field 			Type 		Notes 
1 	ID 			Integer 		
2 	iRefID_SoundEntries 	Integer 	Greetings 
5 	iRefID_SoundEntries 	Integer 	Farewells 
4 	iRefID_SoundEntries 	Integer 	Pissed 
5 	iRefID_SoundEntries 	Integer 	Q: stores last sound file? memory allocation when table is loaded. 

6.0.1.18179

struct NPCSoundsRec {
  uint32_t m_ID;
  uint32_t m_SoundID[4];
};