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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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.  


==Header Info ==
==0.5.3.3368==
Records....................38
  struct SoundProviderPreferencesRec {
  Fields.....................24
  uint32_t m_ID;
Record Size................96
  {{Template:Type|stringref}} m_Description;
String Block Size.........574
  uint32_t m_Flags;                    // &1: is default OutdoorProviderPref, &2: is default IndoorProviderPref, {{Template:Unverified|&4: is UnderwaterProviderPref}}
 
  uint32_t m_EAXEnvironmentSelection;
==Structure==
  float m_EAXEffectVolume;
'''Column Field Type Notes'''
  float m_EAXDecayTime;
1 ID Integer
  float m_EAXDamping;
2 SRefCon String
  float m_EAX2EnvironmentSize;
3 Unknown Integer NOT used by FMod, it's a WoW Thing.
  float m_EAX2EnvironmentDiffusion;
4 Unknown Integer NOT used by FMod, it's a WoW Thing
  uint32_t m_EAX2Room;
5 Volume Float Assumed to be a WoW thing. 20 = Full Volume
  uint32_t m_EAX2RoomHF;
6 EnvSize Float Environment Size
  float m_EAX2DecayHFRatio;
7 EnvDiffusion Float Environment Diffusion
  uint32_t m_EAX2Reflections;
8 Room Integer Room effect level (at mid frequencies)
  float m_EAX2ReflectionsDelay;
9 RoomHF Integer Room effect level (at high frequencies)
  uint32_t m_EAX2Reverb;
10 DecayHFRatio Float Used on all frequencies?
  float m_EAX2ReverbDelay;
11 Reflections Integer
  float m_EAX2RoomRolloff;
12 ReflectionsDelay Float
  float m_EAX2AirAbsorption;
13 Reverb Integer
  uint32_t m_EAX3RoomLF;
14 ReverbDelay Float
  float m_EAX3DecayLFRatio;
15 RoomLF Float Most likely accurate, but double check
  float m_EAX3EchoTime;
16 HLReference Float
  float m_EAX3EchoDepth;
17 EchoDepth Float Most likely accurate, but double check
  float m_EAX3ModulationTime;
18 Diffusion Float Most likely accurate, but double check
  float m_EAX3ModulationDepth;
19 EchoTime Float
  float m_EAX3HFReference;
20 EnvDiffusion Float Most likely accurate, but double check
  float m_EAX3LFReference;
21 ModulationTime Float
};
22 ModulationDepth Float
23 LFReference Float
24 RoomRolloffFactor Float
 
Retrieved from "http://www.sourcepeek.com/wiki/SoundProviderPreferences.dbc"


==1.12.1.5875 - 6.0.1.18179==
struct SoundProviderPreferencesRec {
  uint32_t m_ID;
  {{Template:Type|stringref}} 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;
};
[[Category:DBC]]
[[Category:DBC]]
[[Category:DBC_Alpha]]
[[Category:DBC_Vanilla]]
[[Category:DBC_BC]]
[[Category:DBC_WotLK]]
[[Category:DBC_Cataclysm]]
[[Category:DBC_MoP]]
[[Category:DBC_WoD]][[Category:6.0.1.18179]]

Latest revision as of 21:46, 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;
  stringref m_Description;
  uint32_t m_Flags;                     // &1: is default OutdoorProviderPref, &2: is default IndoorProviderPref, &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;
};

1.12.1.5875 - 6.0.1.18179

struct SoundProviderPreferencesRec {
  uint32_t m_ID;
  stringref 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;
};