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eaae0bb5e7
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
123 lines
8.4 KiB
C++
123 lines
8.4 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sound_type.h Types related to sounds. */
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#ifndef SOUND_TYPE_H
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#define SOUND_TYPE_H
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struct SoundEntry {
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class RandomAccessFile *file;
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size_t file_offset;
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size_t file_size;
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uint16_t rate;
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uint8_t bits_per_sample;
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uint8_t channels;
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uint8_t volume;
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uint8_t priority;
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byte grf_container_ver; ///< NewGRF container version if the sound is from a NewGRF.
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};
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/**
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* Sound effects from baseset.
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*
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* This enum contains the sound effects from the sound baseset.
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* For hysterical raisins the order of sound effects in the baseset
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* is different to the order they are referenced in TTD/NewGRF.
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* - The first two sound effects from the baseset are inserted at position 39.
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* (see translation table _sound_idx)
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* - The order in the enum is the order using in TTD/NewGRF.
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* - The naming of the enum values includes the position in the baseset.
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* That is, for sound effects 0x02 to 0x28 the naming is off-by-two.
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*/
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enum SoundFx {
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SND_BEGIN = 0,
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SND_02_CONSTRUCTION_WATER = 0, ///< 0 == 0x00 Construction: water infrastructure
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SND_03_FACTORY, ///< 1 == 0x01 Industry producing: factory: whistle
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SND_04_DEPARTURE_STEAM, ///< 2 == 0x02 Station departure: steam engine
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SND_05_TRAIN_THROUGH_TUNNEL, ///< 3 == 0x03 Train enters tunnel: steam engine
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SND_06_DEPARTURE_CARGO_SHIP, ///< 4 == 0x04 Station departure: cargo ships
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SND_07_DEPARTURE_FERRY, ///< 5 == 0x05 Station departure: passenger ships
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SND_08_TAKEOFF_PROPELLER, ///< 6 == 0x06 Takeoff: propeller plane (non-toyland)
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SND_09_TAKEOFF_JET, ///< 7 == 0x07 Takeoff: regular jet plane
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SND_0A_DEPARTURE_TRAIN, ///< 8 == 0x08 Station departure: diesel and electric engine
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SND_0B_MINE, ///< 9 == 0x09 Industry animation: coal/copper/gold mine: headgear
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SND_0C_POWER_STATION, ///< 10 == 0x0A Industry animation: power station: spark
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SND_0D_UNUSED, ///< 11 == 0x0B unused (1)
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SND_0E_LEVEL_CROSSING, ///< 12 == 0x0C Train passes through level crossing
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SND_0F_BREAKDOWN_ROADVEHICLE, ///< 13 == 0x0D Breakdown: road vehicle (non-toyland)
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SND_10_BREAKDOWN_TRAIN_SHIP, ///< 14 == 0x0E Breakdown: train or ship (non-toyland)
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SND_11_UNUSED, ///< 15 == 0x0F unused (2)
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SND_12_EXPLOSION, ///< 16 == 0x10 Destruction, crashes, disasters, ...
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SND_13_TRAIN_COLLISION, ///< 15 == 0x11 Train+train crash
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SND_14_CASHTILL, ///< 18 == 0x12 Income from cargo delivery
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SND_15_BEEP, ///< 19 == 0x13 GUI button click
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SND_16_NEWS_TICKER, ///< 20 == 0x14 News ticker
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SND_17_SKID_PLANE, ///< 21 == 0x15 Plane landing / touching ground
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SND_18_TAKEOFF_HELICOPTER, ///< 22 == 0x16 Takeoff: helicopter
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SND_19_DEPARTURE_OLD_RV_1, ///< 23 == 0x17 Station departure: truck and old bus (1) (non-toyland)
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SND_1A_DEPARTURE_OLD_RV_2, ///< 24 == 0x18 Station departure: truck and old bus (2) (random variation of SND_19_DEPARTURE_OLD_RV_1) (non-toyland)
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SND_1B_DEPARTURE_MODERN_BUS, ///< 25 == 0x19 Station departure: modern bus (non-toyland)
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SND_1C_DEPARTURE_OLD_BUS, ///< 26 == 0x1A Station departure: old bus (non-toyland)
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SND_1D_APPLAUSE, ///< 27 == 0x1B News: first vehicle at station
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SND_1E_NEW_ENGINE, ///< 28 == 0x1C News: new engine available
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SND_1F_CONSTRUCTION_OTHER, ///< 29 == 0x1D Construction: other (non-water, non-rail, non-bridge)
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SND_20_CONSTRUCTION_RAIL, ///< 30 == 0x1E Construction: rail infrastructure
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SND_21_ROAD_WORKS, ///< 31 == 0x1F Road reconstruction animation
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SND_22_UNUSED, ///< 32 == 0x20 unused (3)
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SND_23_UNUSED, ///< 33 == 0x21 unused (4)
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SND_24_FARM_1, ///< 34 == 0x22 Industry producing: farm (1): sheep
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SND_25_FARM_2, ///< 35 == 0x23 Industry producing: farm (2): cow
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SND_26_FARM_3, ///< 36 == 0x24 Industry producing: farm (3): horse
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SND_27_CONSTRUCTION_BRIDGE, ///< 37 == 0x25 Construction: bridge
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SND_28_SAWMILL, ///< 38 == 0x26 Industry producing: sawmill
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SND_00_GOOD_YEAR, ///< 39 == 0x27 New year: performance improved
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SND_01_BAD_YEAR, ///< 40 == 0x28 New year: performance declined
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SND_29_SUGAR_MINE_2, ///< 41 == 0x29 Industry animation: sugar mine (2): shaking sieve
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SND_2A_TOY_FACTORY_3, ///< 42 == 0x2A Industry animation: toy factory (3): eject product
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SND_2B_TOY_FACTORY_2, ///< 43 == 0x2B Industry animation: toy factory (2): stamp product
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SND_2C_TOY_FACTORY_1, ///< 44 == 0x2C Industry animation: toy factory (1): conveyor belt
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SND_2D_SUGAR_MINE_1, ///< 45 == 0x2D Industry animation: sugar mine (1): shaking sieve
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SND_2E_BUBBLE_GENERATOR, ///< 46 == 0x2E Industry animation: bubble generator (1): generate bubble
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SND_2F_BUBBLE_GENERATOR_FAIL, ///< 47 == 0x2F Industry animation: bubble generator (2a): bubble pop
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SND_30_TOFFEE_QUARRY, ///< 48 == 0x30 Industry animation: toffee quarry: drill
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SND_31_BUBBLE_GENERATOR_SUCCESS, ///< 49 == 0x31 Industry animation: bubble generator (2b): bubble slurped
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SND_32_UNUSED, ///< 50 == 0x32 unused (5)
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SND_33_PLASTIC_MINE, ///< 51 == 0x33 Industry producing: plastic fountain
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SND_34_ARCTIC_SNOW_1, ///< 52 == 0x34 Tree ambient: arctic snow (1): wind
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SND_35_BREAKDOWN_ROADVEHICLE_TOYLAND, ///< 53 == 0x35 Breakdown: road vehicle (toyland)
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SND_36_LUMBER_MILL_3, ///< 54 == 0x36 Industry animation: lumber mill (3): crashing tree
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SND_37_LUMBER_MILL_2, ///< 55 == 0x37 Industry animation: lumber mill (2): falling tree
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SND_38_LUMBER_MILL_1, ///< 56 == 0x38 Industry animation: lumber mill (1): chainsaw
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SND_39_ARCTIC_SNOW_2, ///< 57 == 0x39 Tree ambient: arctic snow (2): heavy wind
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SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND, ///< 58 == 0x3A Breakdown: train or ship (toyland)
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SND_3B_TAKEOFF_JET_FAST, ///< 59 == 0x3B Takeoff: supersonic plane (fast)
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SND_3C_DEPARTURE_BUS_TOYLAND_1, ///< 60 == 0x3C Station departure: bus (1) (toyland)
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SND_3D_TAKEOFF_JET_BIG, ///< 61 == 0x3D Takeoff: huge jet plane (high capacity)
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SND_3E_DEPARTURE_BUS_TOYLAND_2, ///< 62 == 0x3E Station departure: bus (2) (toyland)
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SND_3F_DEPARTURE_TRUCK_TOYLAND_1, ///< 63 == 0x3F Station departure: truck (1) (toyland)
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SND_40_DEPARTURE_TRUCK_TOYLAND_2, ///< 64 == 0x40 Station departure: truck (2) (toyland)
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SND_41_DEPARTURE_MAGLEV, ///< 65 == 0x41 Station departure: maglev engine
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SND_42_RAINFOREST_1, ///< 66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
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SND_43_RAINFOREST_2, ///< 67 == 0x43 Tree ambient: rainforest ambient (2): lion
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SND_44_RAINFOREST_3, ///< 68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
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SND_45_TAKEOFF_PROPELLER_TOYLAND_1, ///< 69 == 0x45 Takeoff: propeller plane (1) (toyland)
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SND_46_TAKEOFF_PROPELLER_TOYLAND_2, ///< 70 == 0x46 Takeoff: propeller plane (2) (toyland)
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SND_47_DEPARTURE_MONORAIL, ///< 71 == 0x47 Station departure: monorail engine
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SND_48_RAINFOREST_4, ///< 72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
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SND_END
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};
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/** The number of sounds in the original sample.cat */
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static const uint ORIGINAL_SAMPLE_COUNT = 73;
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typedef uint16_t SoundID;
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static const SoundID INVALID_SOUND = 0xFFFF;
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#endif /* SOUND_TYPE_H */
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