DB/SoundProviderPreferences: Difference between revisions
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(New page: 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 FMo...) |
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==Structure== | ==Structure== | ||
struct SoundProviderPreferencesEntry // sizeof(0x60) | |||
{ | |||
m_ID; // +0x0, size 0x4, type 0 | |||
m_Description; // +0x4, size 0x4, type 2 | |||
m_Flags; // +0x8, size 0x4, type 0 | |||
m_EAXEnvironmentSelection; // +0xC, size 0x4, type 0 | |||
m_EAXDecayTime; // +0x10, size 0x4, type 3 | |||
m_EAX2EnvironmentSize; // +0x14, size 0x4, type 3 | |||
m_EAX2EnvironmentDiffusion; // +0x18, size 0x4, type 3 | |||
m_EAX2Room; // +0x1C, size 0x4, type 0 | |||
m_EAX2RoomHF; // +0x20, size 0x4, type 0 | |||
m_EAX2DecayHFRatio; // +0x24, size 0x4, type 3 | |||
m_EAX2Reflections; // +0x28, size 0x4, type 0 | |||
m_EAX2ReflectionsDelay; // +0x2C, size 0x4, type 3 | |||
m_EAX2Reverb; // +0x30, size 0x4, type 0 | |||
m_EAX2ReverbDelay; // +0x34, size 0x4, type 3 | |||
m_EAX2RoomRolloff; // +0x38, size 0x4, type 3 | |||
m_EAX2AirAbsorption; // +0x3C, size 0x4, type 3 | |||
m_EAX3RoomLF; // +0x40, size 0x4, type 0 | |||
m_EAX3DecayLFRatio; // +0x44, size 0x4, type 3 | |||
m_EAX3EchoTime; // +0x48, size 0x4, type 3 | |||
m_EAX3EchoDepth; // +0x4C, size 0x4, type 3 | |||
m_EAX3ModulationTime; // +0x50, size 0x4, type 3 | |||
m_EAX3ModulationDepth; // +0x54, size 0x4, type 3 | |||
m_EAX3HFReference; // +0x58, size 0x4, type 3 | |||
m_EAX3LFReference; // +0x5C, size 0x4, type 3 | |||
}; | |||
Retrieved from "http://www.sourcepeek.com/wiki/SoundProviderPreferences.dbc" | Retrieved from "http://www.sourcepeek.com/wiki/SoundProviderPreferences.dbc" | ||
[[Category:DBC]] | [[Category:DBC]] |
Revision as of 18:57, 16 April 2011
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.
Header Info
Records....................38 Fields.....................24 Record Size................96 String Block Size.........574
Structure
struct SoundProviderPreferencesEntry // sizeof(0x60) { m_ID; // +0x0, size 0x4, type 0 m_Description; // +0x4, size 0x4, type 2 m_Flags; // +0x8, size 0x4, type 0 m_EAXEnvironmentSelection; // +0xC, size 0x4, type 0 m_EAXDecayTime; // +0x10, size 0x4, type 3 m_EAX2EnvironmentSize; // +0x14, size 0x4, type 3 m_EAX2EnvironmentDiffusion; // +0x18, size 0x4, type 3 m_EAX2Room; // +0x1C, size 0x4, type 0 m_EAX2RoomHF; // +0x20, size 0x4, type 0 m_EAX2DecayHFRatio; // +0x24, size 0x4, type 3 m_EAX2Reflections; // +0x28, size 0x4, type 0 m_EAX2ReflectionsDelay; // +0x2C, size 0x4, type 3 m_EAX2Reverb; // +0x30, size 0x4, type 0 m_EAX2ReverbDelay; // +0x34, size 0x4, type 3 m_EAX2RoomRolloff; // +0x38, size 0x4, type 3 m_EAX2AirAbsorption; // +0x3C, size 0x4, type 3 m_EAX3RoomLF; // +0x40, size 0x4, type 0 m_EAX3DecayLFRatio; // +0x44, size 0x4, type 3 m_EAX3EchoTime; // +0x48, size 0x4, type 3 m_EAX3EchoDepth; // +0x4C, size 0x4, type 3 m_EAX3ModulationTime; // +0x50, size 0x4, type 3 m_EAX3ModulationDepth; // +0x54, size 0x4, type 3 m_EAX3HFReference; // +0x58, size 0x4, type 3 m_EAX3LFReference; // +0x5C, size 0x4, type 3 };
Retrieved from "http://www.sourcepeek.com/wiki/SoundProviderPreferences.dbc"