Removed Sounds/SoundsProfiles.xml and relevant code. If you don't want soundfiles to play for a character, remove or rename those soundfiles, no need for an extra xml.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8623 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-09-29 15:06:37 +00:00
parent 0905d5aa47
commit 487c21ffdf
14 changed files with 40 additions and 306 deletions
+26 -49
View File
@@ -94,8 +94,6 @@ class SOLDIERTYPE;
#define DIALOGUE_DEFAULT_SUBTITLE_WIDTH 200
#define TEXT_DELAY_MODIFIER 60
SOUND_PROFILE_VALUES gSoundProfileValue[NUM_PROFILES];
typedef struct
{
UINT16 usQuoteNum;
@@ -2320,17 +2318,7 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
{
if ( fWavFile )
{
// Lesh: patch to allow playback ogg speech files
// build name of wav file (characternum + quotenum)
//SB: curiously, there are no g_%03d_%03d audio files in all russian versions
// #ifdef RUSSIAN
// sprintf( zFileNameHelper,"NPC_SPEECH\\g_%03d_%03d",ubCharacterNum,usQuoteNum );
// #else
if ( gSoundProfileValue[ubCharacterNum].EnabledSound == TRUE )
{
sprintf( zFileNameHelper, "NPC_SPEECH\\d_%03d_%03d", usVoiceSet, usQuoteNum );
}
// #endif
sprintf( zFileNameHelper, "NPC_SPEECH\\d_%03d_%03d", usVoiceSet, usQuoteNum );
}
else
{
@@ -2388,17 +2376,14 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
if ( fWavFile )
{
if ( gSoundProfileValue[ubFileNumID].EnabledSound == TRUE )
// Lesh: patch to allow playback ogg speech files
sprintf( zFileNameHelper, "NPC_SPEECH\\%03d_%03d", ubFileNumID, usQuoteNum );
// WANNE: We do not have any speech files for the other (!= HERVE) santos bartenders, take HERVE speech files
if ( isBartenderSantos && HERVE != ubFileNumID && !SoundFileExists( zFileNameHelper, zFileName ) )
{
// Lesh: patch to allow playback ogg speech files
sprintf( zFileNameHelper,"NPC_SPEECH\\%03d_%03d",ubFileNumID,usQuoteNum );
// WANNE: We do not have any speech files for the other (!= HERVE) santos bartenders, take HERVE speech files
if (isBartenderSantos && HERVE != ubFileNumID && !SoundFileExists( zFileNameHelper, zFileName ) )
{
ubFileNumID = HERVE;
sprintf( zFileNameHelper,"NPC_SPEECH\\%03d_%03d",ubFileNumID,usQuoteNum );
}
ubFileNumID = HERVE;
sprintf( zFileNameHelper, "NPC_SPEECH\\%03d_%03d", ubFileNumID, usQuoteNum );
}
}
else
@@ -2423,28 +2408,23 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
gMercProfiles[ubCharacterNum].Type == PROFILETYPE_VEHICLE ) && gMercProfiles[ ubCharacterNum ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
{
//inshy: fix for UB-1.13 version only sprintf( zFileName,"SPEECH\\r_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( gSoundProfileValue[ubCharacterNum].EnabledSound == TRUE )
{
#ifdef JA2UB
//inshy: fix for UB-1.13 version only
sprintf( zFileNameHelper,"SPEECH\\%03d_%03d",usVoiceSet,usQuoteNum );
//inshy: fix for UB-1.13 version only
sprintf( zFileNameHelper,"SPEECH\\%03d_%03d",usVoiceSet,usQuoteNum );
#else
sprintf( zFileNameHelper,"SPEECH\\r_%03d_%03d",usVoiceSet,usQuoteNum );
sprintf( zFileNameHelper,"SPEECH\\r_%03d_%03d",usVoiceSet,usQuoteNum );
//<SB> Also check for Russian Gold sound files (identical to international ones)
if ( !SoundFileExists( zFileNameHelper, zFileName ) )
sprintf( zFileNameHelper, "SPEECH\\%03d_%03d", usVoiceSet, usQuoteNum );
//<SB> Also check for Russian Gold sound files (identical to international ones)
if ( !SoundFileExists( zFileNameHelper, zFileName ) )
sprintf( zFileNameHelper, "SPEECH\\%03d_%03d", usVoiceSet, usQuoteNum );
#endif
}
}
else
#endif
{
if ( gSoundProfileValue[ubCharacterNum].EnabledSound == TRUE )
{
// build name of wav file (characternum + quotenum)
sprintf( zFileNameHelper, "SPEECH\\%03d_%03d", usVoiceSet, usQuoteNum );
}
// build name of wav file (characternum + quotenum)
sprintf( zFileNameHelper, "SPEECH\\%03d_%03d", usVoiceSet, usQuoteNum );
}
}
else
@@ -2470,20 +2450,17 @@ CHAR8 *GetSnitchDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, B
if ( fWavFile )
{
if ( gSoundProfileValue[ubCharacterNum].EnabledSound == TRUE )
// build name of wav file (characternum + quotenum)
if ( fName )
{
// build name of wav file (characternum + quotenum)
if(fName)
{
sprintf( zFileName, "SPEECH\\SNITCH\\NAMES\\%03d_%03d", usVoiceSet, usQuoteNum );
}
else
{
sprintf( zFileName, "SPEECH\\SNITCH\\%03d_%03d", usVoiceSet, usQuoteNum );
}
SoundFileExists( zFileName, zFilename_Used );
sprintf( zFileName, "SPEECH\\SNITCH\\NAMES\\%03d_%03d", usVoiceSet, usQuoteNum );
}
else
{
sprintf( zFileName, "SPEECH\\SNITCH\\%03d_%03d", usVoiceSet, usQuoteNum );
}
SoundFileExists( zFileName, zFilename_Used );
}
else
{