1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
|
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file sound_type.h Types related to sounds. */
#ifndef SOUND_TYPE_H
#define SOUND_TYPE_H
struct SoundEntry {
class RandomAccessFile *file;
size_t file_offset;
size_t file_size;
uint16 rate;
uint8 bits_per_sample;
uint8 channels;
uint8 volume;
uint8 priority;
byte grf_container_ver; ///< NewGRF container version if the sound is from a NewGRF.
};
/**
* Sound effects from baseset.
*
* This enum contains the sound effects from the sound baseset.
* For hysterical raisins the order of sound effects in the baseset
* is different to the order they are referenced in TTD/NewGRF.
* - The first two sound effects from the baseset are inserted at position 39.
* (see translation table _sound_idx)
* - The order in the enum is the order using in TTD/NewGRF.
* - The naming of the enum values includes the position in the baseset.
* That is, for sound effects 0x02 to 0x28 the naming is off-by-two.
*/
enum SoundFx {
SND_BEGIN = 0,
SND_02_CONSTRUCTION_WATER = 0, ///< 0 == 0x00 Construction: water infrastructure
SND_03_FACTORY, ///< 1 == 0x01 Industry producing: factory: whistle
SND_04_DEPARTURE_STEAM, ///< 2 == 0x02 Station departure: steam engine
SND_05_TRAIN_THROUGH_TUNNEL, ///< 3 == 0x03 Train enters tunnel: steam engine
SND_06_DEPARTURE_CARGO_SHIP, ///< 4 == 0x04 Station departure: cargo ships
SND_07_DEPARTURE_FERRY, ///< 5 == 0x05 Station departure: passenger ships
SND_08_TAKEOFF_PROPELLER, ///< 6 == 0x06 Takeoff: propeller plane (non-toyland)
SND_09_TAKEOFF_JET, ///< 7 == 0x07 Takeoff: regular jet plane
SND_0A_DEPARTURE_TRAIN, ///< 8 == 0x08 Station departure: diesel and electric engine
SND_0B_MINE, ///< 9 == 0x09 Industry animation: coal/copper/gold mine: headgear
SND_0C_POWER_STATION, ///< 10 == 0x0A Industry animation: power station: spark
SND_0D_UNUSED, ///< 11 == 0x0B unused (1)
SND_0E_LEVEL_CROSSING, ///< 12 == 0x0C Train passes through level crossing
SND_0F_BREAKDOWN_ROADVEHICLE, ///< 13 == 0x0D Breakdown: road vehicle (non-toyland)
SND_10_BREAKDOWN_TRAIN_SHIP, ///< 14 == 0x0E Breakdown: train or ship (non-toyland)
SND_11_UNUSED, ///< 15 == 0x0F unused (2)
SND_12_EXPLOSION, ///< 16 == 0x10 Destruction, crashes, disasters, ...
SND_13_TRAIN_COLLISION, ///< 15 == 0x11 Train+train crash
SND_14_CASHTILL, ///< 18 == 0x12 Income from cargo delivery
SND_15_BEEP, ///< 19 == 0x13 GUI button click
SND_16_NEWS_TICKER, ///< 20 == 0x14 News ticker
SND_17_SKID_PLANE, ///< 21 == 0x15 Plane landing / touching ground
SND_18_TAKEOFF_HELICOPTER, ///< 22 == 0x16 Takeoff: helicopter
SND_19_DEPARTURE_OLD_RV_1, ///< 23 == 0x17 Station departure: truck and old bus (1) (non-toyland)
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)
SND_1B_DEPARTURE_MODERN_BUS, ///< 25 == 0x19 Station departure: modern bus (non-toyland)
SND_1C_DEPARTURE_OLD_BUS, ///< 26 == 0x1A Station departure: old bus (non-toyland)
SND_1D_APPLAUSE, ///< 27 == 0x1B News: first vehicle at station
SND_1E_NEW_ENGINE, ///< 28 == 0x1C News: new engine available
SND_1F_CONSTRUCTION_OTHER, ///< 29 == 0x1D Construction: other (non-water, non-rail, non-bridge)
SND_20_CONSTRUCTION_RAIL, ///< 30 == 0x1E Construction: rail infrastructure
SND_21_ROAD_WORKS, ///< 31 == 0x1F Road reconstruction animation
SND_22_UNUSED, ///< 32 == 0x20 unused (3)
SND_23_UNUSED, ///< 33 == 0x21 unused (4)
SND_24_FARM_1, ///< 34 == 0x22 Industry producing: farm (1): sheep
SND_25_FARM_2, ///< 35 == 0x23 Industry producing: farm (2): cow
SND_26_FARM_3, ///< 36 == 0x24 Industry producing: farm (3): horse
SND_27_CONSTRUCTION_BRIDGE, ///< 37 == 0x25 Construction: bridge
SND_28_SAWMILL, ///< 38 == 0x26 Industry producing: sawmill
SND_00_GOOD_YEAR, ///< 39 == 0x27 New year: performance improved
SND_01_BAD_YEAR, ///< 40 == 0x28 New year: performance declined
SND_29_SUGAR_MINE_2, ///< 41 == 0x29 Industry animation: sugar mine (2): shaking sieve
SND_2A_TOY_FACTORY_3, ///< 42 == 0x2A Industry animation: toy factory (3): eject product
SND_2B_TOY_FACTORY_2, ///< 43 == 0x2B Industry animation: toy factory (2): stamp product
SND_2C_TOY_FACTORY_1, ///< 44 == 0x2C Industry animation: toy factory (1): conveyor belt
SND_2D_SUGAR_MINE_1, ///< 45 == 0x2D Industry animation: sugar mine (1): shaking sieve
SND_2E_BUBBLE_GENERATOR, ///< 46 == 0x2E Industry animation: bubble generator (1): generate bubble
SND_2F_BUBBLE_GENERATOR_FAIL, ///< 47 == 0x2F Industry animation: bubble generator (2a): bubble pop
SND_30_TOFFEE_QUARRY, ///< 48 == 0x30 Industry animation: toffee quarry: drill
SND_31_BUBBLE_GENERATOR_SUCCESS, ///< 49 == 0x31 Industry animation: bubble generator (2b): bubble slurped
SND_32_UNUSED, ///< 50 == 0x32 unused (5)
SND_33_PLASTIC_MINE, ///< 51 == 0x33 Industry producing: plastic fountain
SND_34_ARCTIC_SNOW_1, ///< 52 == 0x34 Tree ambient: arctic snow (1): wind
SND_35_BREAKDOWN_ROADVEHICLE_TOYLAND, ///< 53 == 0x35 Breakdown: road vehicle (toyland)
SND_36_LUMBER_MILL_3, ///< 54 == 0x36 Industry animation: lumber mill (3): crashing tree
SND_37_LUMBER_MILL_2, ///< 55 == 0x37 Industry animation: lumber mill (2): falling tree
SND_38_LUMBER_MILL_1, ///< 56 == 0x38 Industry animation: lumber mill (1): chainsaw
SND_39_ARCTIC_SNOW_2, ///< 57 == 0x39 Tree ambient: arctic snow (2): heavy wind
SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND, ///< 58 == 0x3A Breakdown: train or ship (toyland)
SND_3B_TAKEOFF_JET_FAST, ///< 59 == 0x3B Takeoff: supersonic plane (fast)
SND_3C_DEPARTURE_BUS_TOYLAND_1, ///< 60 == 0x3C Station departure: bus (1) (toyland)
SND_3D_TAKEOFF_JET_BIG, ///< 61 == 0x3D Takeoff: huge jet plane (high capacity)
SND_3E_DEPARTURE_BUS_TOYLAND_2, ///< 62 == 0x3E Station departure: bus (2) (toyland)
SND_3F_DEPARTURE_TRUCK_TOYLAND_1, ///< 63 == 0x3F Station departure: truck (1) (toyland)
SND_40_DEPARTURE_TRUCK_TOYLAND_2, ///< 64 == 0x40 Station departure: truck (2) (toyland)
SND_41_DEPARTURE_MAGLEV, ///< 65 == 0x41 Station departure: maglev engine
SND_42_RAINFOREST_1, ///< 66 == 0x42 Tree ambient: rainforest ambient (1): bird (1)
SND_43_RAINFOREST_2, ///< 67 == 0x43 Tree ambient: rainforest ambient (2): lion
SND_44_RAINFOREST_3, ///< 68 == 0x44 Tree ambient: rainforest ambient (3): monkeys
SND_45_TAKEOFF_PROPELLER_TOYLAND_1, ///< 69 == 0x45 Takeoff: propeller plane (1) (toyland)
SND_46_TAKEOFF_PROPELLER_TOYLAND_2, ///< 70 == 0x46 Takeoff: propeller plane (2) (toyland)
SND_47_DEPARTURE_MONORAIL, ///< 71 == 0x47 Station departure: monorail engine
SND_48_RAINFOREST_4, ///< 72 == 0x48 Tree ambient: rainforest ambient (4): bird (2)
SND_END
};
/** The number of sounds in the original sample.cat */
static const uint ORIGINAL_SAMPLE_COUNT = 73;
typedef uint16 SoundID;
static const SoundID INVALID_SOUND = 0xFFFF;
#endif /* SOUND_TYPE_H */
|