mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+160
-160
@@ -19,131 +19,131 @@ AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
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INT16 gsNumAmbData = 0;
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UINT8 gubCurrentSteadyStateAmbience = SSA_NONE;
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UINT8 gubCurrentSteadyStateSound = 0;
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UINT32 guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
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STEADY_STATE_AMBIENCE gSteadyStateAmbientTable[ NUM_STEADY_STATE_AMBIENCES ] =
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UINT8 gubCurrentSteadyStateAmbience = SSA_NONE;
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UINT8 gubCurrentSteadyStateSound = 0;
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UINT32 guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
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STEADY_STATE_AMBIENCE gSteadyStateAmbientTable[ NUM_STEADY_STATE_AMBIENCES ] =
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{
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// NONE
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"",
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"",
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"",
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"",
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// NIGHT
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"",
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"",
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"",
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"",
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// COUNTRYSIZE
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// DAY
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"SOUNDS\\SSA\\insects Day 01.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\night_crickets_01D.wav",
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"SOUNDS\\SSA\\night_crickets_01B.wav",
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"SOUNDS\\SSA\\night_crickets_01C.wav",
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"SOUNDS\\SSA\\night_crickets_01A.wav",
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// NEAR WATER
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// DAY
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"SOUNDS\\SSA\\swamp_day_01a.wav",
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"SOUNDS\\SSA\\swamp_day_01b.wav",
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"SOUNDS\\SSA\\swamp_day_01c.wav",
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"SOUNDS\\SSA\\swamp_day_01d.wav",
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//NIGHT
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"SOUNDS\\SSA\\marsh_at_night_01a.wav",
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"SOUNDS\\SSA\\marsh_at_night_01b.wav",
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"SOUNDS\\SSA\\marsh_at_night_01c.wav",
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"SOUNDS\\SSA\\marsh_at_night_01d.wav",
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//INWATER
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//DAY
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"SOUNDS\\SSA\\middle_of_water_01d.wav",
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"SOUNDS\\SSA\\middle_of_water_01c.wav",
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"SOUNDS\\SSA\\middle_of_water_01b.wav",
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"SOUNDS\\SSA\\middle_of_water_01a.wav",
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// night
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"SOUNDS\\SSA\\middle_of_water_01d.wav",
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"SOUNDS\\SSA\\middle_of_water_01c.wav",
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"SOUNDS\\SSA\\middle_of_water_01b.wav",
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"SOUNDS\\SSA\\middle_of_water_01a.wav",
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// HEAVY FOREST
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// day
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"SOUNDS\\SSA\\JUNGLE_DAY_01a.wav",
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"SOUNDS\\SSA\\JUNGLE_DAY_01b.wav",
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"SOUNDS\\SSA\\JUNGLE_DAY_01c.wav",
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"SOUNDS\\SSA\\JUNGLE_DAY_01d.wav",
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// night
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"SOUNDS\\SSA\\night_crickets_03a.wav",
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"SOUNDS\\SSA\\night_crickets_03b.wav",
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"SOUNDS\\SSA\\night_crickets_03c.wav",
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"SOUNDS\\SSA\\night_crickets_03d.wav",
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// PINE FOREST
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// DAY
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"SOUNDS\\SSA\\pine_forest_01a.wav",
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"SOUNDS\\SSA\\pine_forest_01b.wav",
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"SOUNDS\\SSA\\pine_forest_01c.wav",
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"SOUNDS\\SSA\\pine_forest_01d.wav",
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// NIGHT
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"SOUNDS\\SSA\\night_crickets_02a.wav",
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"SOUNDS\\SSA\\night_crickets_02b.wav",
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"SOUNDS\\SSA\\night_crickets_02c.wav",
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"SOUNDS\\SSA\\night_crickets_02d.wav",
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// ABANDANDED
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// DAY
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"SOUNDS\\SSA\\metal_wind_01a.wav",
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"SOUNDS\\SSA\\metal_wind_01b.wav",
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"SOUNDS\\SSA\\metal_wind_01c.wav",
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"SOUNDS\\SSA\\metal_wind_01d.wav",
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// NIGHT
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"SOUNDS\\SSA\\night_insects_01a.wav",
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"SOUNDS\\SSA\\night_insects_01b.wav",
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"SOUNDS\\SSA\\night_insects_01c.wav",
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"SOUNDS\\SSA\\night_insects_01d.wav",
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// AIRPORT
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// DAY
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"SOUNDS\\SSA\\rotating radar dish.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\rotating radar dish.wav",
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"",
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"",
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"",
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// WASTE LAND
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// DAY
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"SOUNDS\\SSA\\gentle_wind.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\insects_at_night_04.wav",
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"",
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"",
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"",
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// UNDERGROUND
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// DAY
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"SOUNDS\\SSA\\low ominous ambience.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\low ominous ambience.wav",
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"",
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"",
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"",
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// OCEAN
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// DAY
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"SOUNDS\\SSA\\sea_01a.wav",
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"SOUNDS\\SSA\\sea_01b.wav",
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"SOUNDS\\SSA\\sea_01c.wav",
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"SOUNDS\\SSA\\sea_01d.wav",
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// NIGHT
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"SOUNDS\\SSA\\ocean_waves_01a.wav",
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"SOUNDS\\SSA\\ocean_waves_01b.wav",
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"SOUNDS\\SSA\\ocean_waves_01c.wav",
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"SOUNDS\\SSA\\ocean_waves_01d.wav",
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// NONE
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"",
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"",
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"",
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"",
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// NIGHT
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"",
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"",
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"",
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"",
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// COUNTRYSIZE
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// DAY
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"SOUNDS\\SSA\\insects Day 01.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\night_crickets_01D.wav",
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"SOUNDS\\SSA\\night_crickets_01B.wav",
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"SOUNDS\\SSA\\night_crickets_01C.wav",
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"SOUNDS\\SSA\\night_crickets_01A.wav",
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// NEAR WATER
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// DAY
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"SOUNDS\\SSA\\swamp_day_01a.wav",
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"SOUNDS\\SSA\\swamp_day_01b.wav",
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"SOUNDS\\SSA\\swamp_day_01c.wav",
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"SOUNDS\\SSA\\swamp_day_01d.wav",
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//NIGHT
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"SOUNDS\\SSA\\marsh_at_night_01a.wav",
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"SOUNDS\\SSA\\marsh_at_night_01b.wav",
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"SOUNDS\\SSA\\marsh_at_night_01c.wav",
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"SOUNDS\\SSA\\marsh_at_night_01d.wav",
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//INWATER
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//DAY
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"SOUNDS\\SSA\\middle_of_water_01d.wav",
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"SOUNDS\\SSA\\middle_of_water_01c.wav",
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"SOUNDS\\SSA\\middle_of_water_01b.wav",
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"SOUNDS\\SSA\\middle_of_water_01a.wav",
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// night
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"SOUNDS\\SSA\\middle_of_water_01d.wav",
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"SOUNDS\\SSA\\middle_of_water_01c.wav",
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"SOUNDS\\SSA\\middle_of_water_01b.wav",
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"SOUNDS\\SSA\\middle_of_water_01a.wav",
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// HEAVY FOREST
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// day
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"SOUNDS\\SSA\\JUNGLE_DAY_01a.wav",
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"SOUNDS\\SSA\\JUNGLE_DAY_01b.wav",
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"SOUNDS\\SSA\\JUNGLE_DAY_01c.wav",
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"SOUNDS\\SSA\\JUNGLE_DAY_01d.wav",
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// night
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"SOUNDS\\SSA\\night_crickets_03a.wav",
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"SOUNDS\\SSA\\night_crickets_03b.wav",
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"SOUNDS\\SSA\\night_crickets_03c.wav",
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"SOUNDS\\SSA\\night_crickets_03d.wav",
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// PINE FOREST
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// DAY
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"SOUNDS\\SSA\\pine_forest_01a.wav",
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"SOUNDS\\SSA\\pine_forest_01b.wav",
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"SOUNDS\\SSA\\pine_forest_01c.wav",
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"SOUNDS\\SSA\\pine_forest_01d.wav",
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// NIGHT
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"SOUNDS\\SSA\\night_crickets_02a.wav",
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"SOUNDS\\SSA\\night_crickets_02b.wav",
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"SOUNDS\\SSA\\night_crickets_02c.wav",
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"SOUNDS\\SSA\\night_crickets_02d.wav",
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// ABANDANDED
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// DAY
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"SOUNDS\\SSA\\metal_wind_01a.wav",
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"SOUNDS\\SSA\\metal_wind_01b.wav",
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"SOUNDS\\SSA\\metal_wind_01c.wav",
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"SOUNDS\\SSA\\metal_wind_01d.wav",
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// NIGHT
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"SOUNDS\\SSA\\night_insects_01a.wav",
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"SOUNDS\\SSA\\night_insects_01b.wav",
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"SOUNDS\\SSA\\night_insects_01c.wav",
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"SOUNDS\\SSA\\night_insects_01d.wav",
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// AIRPORT
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// DAY
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"SOUNDS\\SSA\\rotating radar dish.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\rotating radar dish.wav",
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"",
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"",
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"",
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// WASTE LAND
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// DAY
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"SOUNDS\\SSA\\gentle_wind.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\insects_at_night_04.wav",
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"",
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"",
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"",
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// UNDERGROUND
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// DAY
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"SOUNDS\\SSA\\low ominous ambience.wav",
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"",
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"",
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"",
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// NIGHT
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"SOUNDS\\SSA\\low ominous ambience.wav",
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"",
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"",
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"",
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// OCEAN
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// DAY
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"SOUNDS\\SSA\\sea_01a.wav",
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"SOUNDS\\SSA\\sea_01b.wav",
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"SOUNDS\\SSA\\sea_01c.wav",
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"SOUNDS\\SSA\\sea_01d.wav",
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// NIGHT
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"SOUNDS\\SSA\\ocean_waves_01a.wav",
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"SOUNDS\\SSA\\ocean_waves_01b.wav",
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"SOUNDS\\SSA\\ocean_waves_01c.wav",
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"SOUNDS\\SSA\\ocean_waves_01d.wav",
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};
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@@ -216,7 +216,7 @@ void HandleNewSectorAmbience( UINT8 ubAmbientID )
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}
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else
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_0, String("Cannot load Ambient data for tileset" ) );
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DebugMsg(TOPIC_JA2, DBG_LEVEL_0, String("Cannot load Ambient data for tileset" ) );
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}
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}
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}
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@@ -232,8 +232,8 @@ UINT32 SetupNewAmbientSound( UINT32 uiAmbientID )
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{
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RANDOMPARMS rpParms;
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//SoundLog((CHAR8 *)String(" SetupNewAmbientSound()1: uiAmbientID: '%d'", uiAmbientID ) );
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//SoundLog((CHAR8 *)String(" SetupNewAmbientSound()1: uiAmbientID: '%d'", uiAmbientID ) );
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memset(&rpParms, 0xff, sizeof(RANDOMPARMS));
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rpParms.uiTimeMin = gAmbData[ uiAmbientID ].uiMinTime;
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@@ -242,9 +242,9 @@ UINT32 SetupNewAmbientSound( UINT32 uiAmbientID )
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rpParms.uiVolMax = CalculateSoundEffectsVolume( gAmbData[ uiAmbientID ].uiVol );
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rpParms.uiPriority = GROUP_AMBIENT;
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//SoundLog((CHAR8 *)String(" SetupNewAmbientSound()2: gAmbData[ uiAmbientID ].zFilename: '%s', Params: '%s'", gAmbData[ uiAmbientID ].zFilename, &rpParms ) );
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return SoundPlayRandom( gAmbData[ uiAmbientID ].zFilename, &rpParms ); //bug Nr14
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//SoundLog((CHAR8 *)String(" SetupNewAmbientSound()2: gAmbData[ uiAmbientID ].zFilename: '%s', Params: '%s'", gAmbData[ uiAmbientID ].zFilename, &rpParms ) );
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return SoundPlayRandom( gAmbData[ uiAmbientID ].zFilename, &rpParms ); //bug Nr14
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}
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@@ -265,48 +265,48 @@ SOUNDPARMS spParms;
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BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience )
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{
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BOOLEAN fInNight = FALSE;
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INT32 cnt;
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UINT8 ubNumSounds = 0;
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UINT8 ubChosenSound;
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BOOLEAN fInNight = FALSE;
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INT32 cnt;
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UINT8 ubNumSounds = 0;
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UINT8 ubChosenSound;
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// Stop all ambients...
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// Stop all ambients...
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if ( guiCurrentSteadyStateSoundHandle != NO_SAMPLE )
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{
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SoundStop( guiCurrentSteadyStateSoundHandle );
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guiCurrentSteadyStateSoundHandle = NO_SAMPLE;
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}
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// Determine what time of day we are in ( day/night)
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// Determine what time of day we are in ( day/night)
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if( gubEnvLightValue >= LIGHT_DUSK_CUTOFF)
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{
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fInNight = TRUE;
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}
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fInNight = TRUE;
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}
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// loop through listing to get num sounds...
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for ( cnt = ( fInNight * 4 ); cnt < ( NUM_SOUNDS_PER_TIMEFRAME / 2 ); cnt++ )
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{
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if ( gSteadyStateAmbientTable[ ubAmbience ].zSoundNames[ cnt ][ 0 ] == 0 )
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{
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break;
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}
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ubNumSounds++;
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}
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// loop through listing to get num sounds...
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for ( cnt = ( fInNight * 4 ); cnt < ( NUM_SOUNDS_PER_TIMEFRAME / 2 ); cnt++ )
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{
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if ( gSteadyStateAmbientTable[ ubAmbience ].zSoundNames[ cnt ][ 0 ] == 0 )
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{
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break;
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}
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if ( ubNumSounds == 0 )
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{
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return( FALSE );
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}
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ubNumSounds++;
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}
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// Pick one
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ubChosenSound = (UINT8) Random( ubNumSounds );
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if ( ubNumSounds == 0 )
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{
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return( FALSE );
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}
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// Set!
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gubCurrentSteadyStateAmbience = ubAmbience;
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gubCurrentSteadyStateSound = ubChosenSound;
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// Pick one
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ubChosenSound = (UINT8) Random( ubNumSounds );
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guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient( LOWVOLUME, 0 );
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// Set!
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gubCurrentSteadyStateAmbience = ubAmbience;
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gubCurrentSteadyStateSound = ubChosenSound;
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return( TRUE );
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}
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guiCurrentSteadyStateSoundHandle = StartSteadyStateAmbient( LOWVOLUME, 0 );
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return( TRUE );
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}
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Reference in New Issue
Block a user