*********************************************************

*	2006/04/26					*
*	Little Alien					*
*	Developed in VS 2003				*
*********************************************************

Source: 

- Soundmanager v1.1 added
- Some changes for international versions

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@39 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-26 23:41:05 +00:00
parent 8d9c94f61d
commit c46613069f
26 changed files with 2174 additions and 2605 deletions
+330 -328
View File
@@ -11,7 +11,7 @@
#include "renderworld.h"
#endif
#define SOUND_FAR_VOLUME_MOD 25
#define SOUND_FAR_VOLUME_MOD 25
/*
UINT32 LOWVOLUME START_LOWVOLUME;
@@ -24,306 +24,306 @@ UINT32 guiSoundEffectsVolume = MIDVOLUME;
char szSoundEffects[MAX_SAMPLES][255];// =
//{
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\DIRT IMPACT 01.WAV",
// "SOUNDS\\DIRT IMPACT 01.WAV",
// "SOUNDS\\KNIFE HIT GROUND.WAV",
// "SOUNDS\\FALL TO KNEES 01.WAV",
// "SOUNDS\\FALL TO KNEES 02.WAV",
// "SOUNDS\\KNEES TO DIRT 01.WAV",
// "SOUNDS\\KNEES TO DIRT 02.WAV",
// "SOUNDS\\KNEES TO DIRT 03.WAV",
// "SOUNDS\\HEAVY FALL 01.WAV",
// "SOUNDS\\BODY_SPLAT.WAV",
// "SOUNDS\\GLASS_BREAK1.WAV",
// "SOUNDS\\GLASS_BREAK2.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\RICOCHET 01.WAV",
// "SOUNDS\\RICOCHET 02.WAV",
// "SOUNDS\\DIRT IMPACT 01.WAV",
// "SOUNDS\\DIRT IMPACT 01.WAV",
// "SOUNDS\\KNIFE HIT GROUND.WAV",
// "SOUNDS\\FALL TO KNEES 01.WAV",
// "SOUNDS\\FALL TO KNEES 02.WAV",
// "SOUNDS\\KNEES TO DIRT 01.WAV",
// "SOUNDS\\KNEES TO DIRT 02.WAV",
// "SOUNDS\\KNEES TO DIRT 03.WAV",
// "SOUNDS\\HEAVY FALL 01.WAV",
// "SOUNDS\\BODY_SPLAT.WAV",
// "SOUNDS\\GLASS_BREAK1.WAV",
// "SOUNDS\\GLASS_BREAK2.WAV",
//
// "SOUNDS\\DOOR OPEN 01.WAV",
// "SOUNDS\\DOOR OPEN 02.WAV",
// "SOUNDS\\DOOR OPEN 03.WAV",
// "SOUNDS\\DOOR CLOSE 01.WAV",
// "SOUNDS\\DOOR CLOSE 02.WAV",
// "SOUNDS\\UNLOCK LOCK.WAV",
// "SOUNDS\\KICKIN LOCK.WAV",
// "SOUNDS\\BREAK LOCK.WAV",
// "SOUNDS\\PICKING LOCK.WAV",
// "SOUNDS\\DOOR OPEN 01.WAV",
// "SOUNDS\\DOOR OPEN 02.WAV",
// "SOUNDS\\DOOR OPEN 03.WAV",
// "SOUNDS\\DOOR CLOSE 01.WAV",
// "SOUNDS\\DOOR CLOSE 02.WAV",
// "SOUNDS\\UNLOCK LOCK.WAV",
// "SOUNDS\\KICKIN LOCK.WAV",
// "SOUNDS\\BREAK LOCK.WAV",
// "SOUNDS\\PICKING LOCK.WAV",
//
// "SOUNDS\\GARAGE DOOR OPEN.WAV",
// "SOUNDS\\GARAGE DOOR CLOSE.WAV",
// "SOUNDS\\ELEVATOR DOOR OPEN.WAV",
// "SOUNDS\\ELEVATOR DOOR CLOSE.WAV",
// "SOUNDS\\HIGH TECH DOOR OPEN.WAV",
// "SOUNDS\\HIGH TECH DOOR CLOSE.WAV",
// "SOUNDS\\CURTAINS DOOR OPEN.WAV",
// "SOUNDS\\CURTAINS DOOR CLOSE.WAV",
// "SOUNDS\\METAL DOOR OPEN.WAV",
// "SOUNDS\\METAL DOOR CLOSE.WAV",
// "SOUNDS\\GARAGE DOOR OPEN.WAV",
// "SOUNDS\\GARAGE DOOR CLOSE.WAV",
// "SOUNDS\\ELEVATOR DOOR OPEN.WAV",
// "SOUNDS\\ELEVATOR DOOR CLOSE.WAV",
// "SOUNDS\\HIGH TECH DOOR OPEN.WAV",
// "SOUNDS\\HIGH TECH DOOR CLOSE.WAV",
// "SOUNDS\\CURTAINS DOOR OPEN.WAV",
// "SOUNDS\\CURTAINS DOOR CLOSE.WAV",
// "SOUNDS\\METAL DOOR OPEN.WAV",
// "SOUNDS\\METAL DOOR CLOSE.WAV",
//
// "SOUNDS\\ftp gravel 01.WAV",
// "SOUNDS\\ftp gravel 02.WAV",
// "SOUNDS\\ftp gravel 03.WAV",
// "SOUNDS\\ftp gravel 04.WAV",
// "SOUNDS\\ftp gritty 01.WAV",
// "SOUNDS\\ftp gritty 02.WAV",
// "SOUNDS\\ftp gritty 03.WAV",
// "SOUNDS\\ftp gritty 04.WAV",
// "SOUNDS\\ftp leaves 01.WAV",
// "SOUNDS\\ftp leaves 02.WAV",
// "SOUNDS\\ftp leaves 03.WAV",
// "SOUNDS\\ftp leaves 04.WAV",
// "SOUNDS\\ftp gravel 01.WAV",
// "SOUNDS\\ftp gravel 02.WAV",
// "SOUNDS\\ftp gravel 03.WAV",
// "SOUNDS\\ftp gravel 04.WAV",
// "SOUNDS\\ftp gritty 01.WAV",
// "SOUNDS\\ftp gritty 02.WAV",
// "SOUNDS\\ftp gritty 03.WAV",
// "SOUNDS\\ftp gritty 04.WAV",
// "SOUNDS\\ftp leaves 01.WAV",
// "SOUNDS\\ftp leaves 02.WAV",
// "SOUNDS\\ftp leaves 03.WAV",
// "SOUNDS\\ftp leaves 04.WAV",
//
// "SOUNDS\\CRAWLING 01.WAV",
// "SOUNDS\\CRAWLING 02.WAV",
// "SOUNDS\\CRAWLING 03.WAV",
// "SOUNDS\\CRAWLING 04.WAV",
// "SOUNDS\\BEEP2.WAV",
// "SOUNDS\\ENDTURN.WAV",
// "SOUNDS\\JA2 DEATH HIT.WAV",
// "SOUNDS\\DOORCR_B.WAV",
// "SOUNDS\\HEAD EXPLODING 01.WAV",
// "SOUNDS\\BODY EXPLODING.WAV",
// "SOUNDS\\EXPLODE1.WAV",
// "SOUNDS\\CROW EXPLODING.WAV",
// "SOUNDS\\SMALL EXPLOSION 01.WAV",
// "SOUNDS\\CRAWLING 01.WAV",
// "SOUNDS\\CRAWLING 02.WAV",
// "SOUNDS\\CRAWLING 03.WAV",
// "SOUNDS\\CRAWLING 04.WAV",
// "SOUNDS\\BEEP2.WAV",
// "SOUNDS\\ENDTURN.WAV",
// "SOUNDS\\JA2 DEATH HIT.WAV",
// "SOUNDS\\DOORCR_B.WAV",
// "SOUNDS\\HEAD EXPLODING 01.WAV",
// "SOUNDS\\BODY EXPLODING.WAV",
// "SOUNDS\\EXPLODE1.WAV",
// "SOUNDS\\CROW EXPLODING.WAV",
// "SOUNDS\\SMALL EXPLOSION 01.WAV",
//
// "SOUNDS\\HELI1.WAV",
// "SOUNDS\\BULLET IMPACT 01.WAV",
// "SOUNDS\\BULLET IMPACT 02.WAV",
// "SOUNDS\\BULLET IMPACT 02.WAV",
// "SOUNDS\\HELI1.WAV",
// "SOUNDS\\BULLET IMPACT 01.WAV",
// "SOUNDS\\BULLET IMPACT 02.WAV",
// "SOUNDS\\BULLET IMPACT 02.WAV",
//
// "STSOUNDS\\BLAH.WAV", // CREATURE ATTACK
//
// "SOUNDS\\STEP INTO WATER.WAV",
// "SOUNDS\\SPLASH FROM SHALLOW TO DEEP.WAV",
// "STSOUNDS\\BLAH.WAV", // CREATURE ATTACK
//
// "SOUNDS\\STEP INTO WATER.WAV",
// "SOUNDS\\SPLASH FROM SHALLOW TO DEEP.WAV",
//
// "SOUNDS\\COW HIT.WAV", // COW HIT
// "SOUNDS\\COW DIE.WAV", // COW DIE
// "SOUNDS\\COW HIT.WAV", // COW HIT
// "SOUNDS\\COW DIE.WAV", // COW DIE
//
// // THREE COMPUTER VOICE SOUNDS FOR RG
// "SOUNDS\\LINE 02 FX.WAV",
// "SOUNDS\\LINE 01 FX.WAV",
// "SOUNDS\\LINE 03 FX.WAV",
// // THREE COMPUTER VOICE SOUNDS FOR RG
// "SOUNDS\\LINE 02 FX.WAV",
// "SOUNDS\\LINE 01 FX.WAV",
// "SOUNDS\\LINE 03 FX.WAV",
//
// "SOUNDS\\CAVE COLLAPSING.WAV", // CAVE_COLLAPSE
// "SOUNDS\\CAVE COLLAPSING.WAV", // CAVE_COLLAPSE
//
//
// "SOUNDS\\RAID WHISTLE.WAV", // RAID
// "SOUNDS\\RAID AMBIENT.WAV",
// "SOUNDS\\RAID DIVE.WAV",
// "SOUNDS\\RAID DIVE.WAV",
// "SOUNDS\\RAID WHISTLE.WAV", // RAID
// "SOUNDS\\RAID WHISTLE.WAV", // RAID
// "SOUNDS\\RAID AMBIENT.WAV",
// "SOUNDS\\RAID DIVE.WAV",
// "SOUNDS\\RAID DIVE.WAV",
// "SOUNDS\\RAID WHISTLE.WAV", // RAID
//
// // VEHICLES
// "SOUNDS\\DRIVING 01.WAV", // DRIVING
// "SOUNDS\\ENGINE START.WAV", // ON
// "SOUNDS\\ENGINE OFF.WAV", // OFF
// "SOUNDS\\INTO VEHICLE.WAV", // INTO
// // VEHICLES
// "SOUNDS\\DRIVING 01.WAV", // DRIVING
// "SOUNDS\\ENGINE START.WAV", // ON
// "SOUNDS\\ENGINE OFF.WAV", // OFF
// "SOUNDS\\INTO VEHICLE.WAV", // INTO
//
//
// "SOUNDS\\WEAPONS\\DRY FIRE 1.WAV", // Dry fire sound ( for gun jam )
// "SOUNDS\\WEAPONS\\DRY FIRE 1.WAV", // Dry fire sound ( for gun jam )
//
// // IMPACTS
// "SOUNDS\\WOOD IMPACT 01A.WAV", // S_WOOD_IMPACT1
// "SOUNDS\\WOOD IMPACT 01B.WAV",
// "SOUNDS\\WOOD IMPACT 01A.WAV",
// "SOUNDS\\PORCELAIN IMPACT.WAV",
// "SOUNDS\\TIRE IMPACT 01.WAV",
// "SOUNDS\\STONE IMPACT 01.WAV",
// "SOUNDS\\WATER IMPACT 01.WAV",
// "SOUNDS\\VEG IMPACT 01.WAV",
// "SOUNDS\\METAL HIT 01.WAV", // S_METAL_HIT1
// "SOUNDS\\METAL HIT 01.WAV",
// "SOUNDS\\METAL HIT 01.WAV",
// // IMPACTS
// "SOUNDS\\WOOD IMPACT 01A.WAV", // S_WOOD_IMPACT1
// "SOUNDS\\WOOD IMPACT 01B.WAV",
// "SOUNDS\\WOOD IMPACT 01A.WAV",
// "SOUNDS\\PORCELAIN IMPACT.WAV",
// "SOUNDS\\TIRE IMPACT 01.WAV",
// "SOUNDS\\STONE IMPACT 01.WAV",
// "SOUNDS\\WATER IMPACT 01.WAV",
// "SOUNDS\\VEG IMPACT 01.WAV",
// "SOUNDS\\METAL HIT 01.WAV", // S_METAL_HIT1
// "SOUNDS\\METAL HIT 01.WAV",
// "SOUNDS\\METAL HIT 01.WAV",
//
// "SOUNDS\\SLAP_IMPACT.WAV",
// "SOUNDS\\SLAP_IMPACT.WAV",
//
// // FIREARM RELOAD
// "SOUNDS\\WEAPONS\\REVOLVER RELOAD.WAV", // REVOLVER
// "SOUNDS\\WEAPONS\\PISTOL RELOAD.WAV", // PISTOL
// "SOUNDS\\WEAPONS\\SMG RELOAD.WAV", // SMG
// "SOUNDS\\WEAPONS\\RIFLE RELOAD.WAV", // RIFLE
// "SOUNDS\\WEAPONS\\SHOTGUN RELOAD.WAV", // SHOTGUN
// "SOUNDS\\WEAPONS\\LMG RELOAD.WAV", // LMG
// // FIREARM RELOAD
// "SOUNDS\\WEAPONS\\REVOLVER RELOAD.WAV", // REVOLVER
// "SOUNDS\\WEAPONS\\PISTOL RELOAD.WAV", // PISTOL
// "SOUNDS\\WEAPONS\\SMG RELOAD.WAV", // SMG
// "SOUNDS\\WEAPONS\\RIFLE RELOAD.WAV", // RIFLE
// "SOUNDS\\WEAPONS\\SHOTGUN RELOAD.WAV", // SHOTGUN
// "SOUNDS\\WEAPONS\\LMG RELOAD.WAV", // LMG
//
// // FIREARM LOCKNLOAD
// "SOUNDS\\WEAPONS\\REVOLVER LNL.WAV", // REVOLVER
// "SOUNDS\\WEAPONS\\PISTOL LNL.WAV", // PISTOL
// "SOUNDS\\WEAPONS\\SMG LNL.WAV", // SMG
// "SOUNDS\\WEAPONS\\RIFLE LNL.WAV", // RIFLE
// "SOUNDS\\WEAPONS\\SHOTGUN LNL.WAV", // SHOTGUN
// "SOUNDS\\WEAPONS\\LMG LNL.WAV", // LMG
// // FIREARM LOCKNLOAD
// "SOUNDS\\WEAPONS\\REVOLVER LNL.WAV", // REVOLVER
// "SOUNDS\\WEAPONS\\PISTOL LNL.WAV", // PISTOL
// "SOUNDS\\WEAPONS\\SMG LNL.WAV", // SMG
// "SOUNDS\\WEAPONS\\RIFLE LNL.WAV", // RIFLE
// "SOUNDS\\WEAPONS\\SHOTGUN LNL.WAV", // SHOTGUN
// "SOUNDS\\WEAPONS\\LMG LNL.WAV", // LMG
//
// // ROCKET LAUCNHER
// "SOUNDS\\WEAPONS\\SMALL ROCKET LAUNCHER.WAV", // SMALL ROCKET LUANCHER
// "SOUNDS\\WEAPONS\\MORTAR FIRE 01.WAV", // GRENADE LAUNCHER
// "SOUNDS\\WEAPONS\\MORTAR FIRE 01.WAV", // UNDERSLUNG GRENADE LAUNCHER
// "SOUNDS\\WEAPONS\\ROCKET LAUNCHER.WAV",
// "SOUNDS\\WEAPONS\\MORTAR FIRE 01.WAV",
// // ROCKET LAUCNHER
// "SOUNDS\\WEAPONS\\SMALL ROCKET LAUNCHER.WAV", // SMALL ROCKET LUANCHER
// "SOUNDS\\WEAPONS\\MORTAR FIRE 01.WAV", // GRENADE LAUNCHER
// "SOUNDS\\WEAPONS\\MORTAR FIRE 01.WAV", // UNDERSLUNG GRENADE LAUNCHER
// "SOUNDS\\WEAPONS\\ROCKET LAUNCHER.WAV",
// "SOUNDS\\WEAPONS\\MORTAR FIRE 01.WAV",
//
// // FIREARMS
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_GLOCK17 9mm
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_GLOCK18 9mm
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_BERETTA92 9mm
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_BERETTA93 9mm
// "SOUNDS\\WEAPONS\\38 CALIBER.WAV", // S_SWSPECIAL .38
// "SOUNDS\\WEAPONS\\357 SINGLE SHOT.WAV", // S_BARRACUDA .357
// "SOUNDS\\WEAPONS\\357 SINGLE SHOT.WAV", // S_DESERTEAGLE .357
// "SOUNDS\\WEAPONS\\45 CALIBER SINGLE SHOT.WAV", // S_M1911 .45
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_MP5K 9mm
// "SOUNDS\\WEAPONS\\45 CALIBER SINGLE SHOT.WAV", // S_MAC10 .45
// "SOUNDS\\WEAPONS\\45 CALIBER SINGLE SHOT.WAV", // S_THOMPSON .45
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_COMMANDO 5.56
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_MP53 5.56?
// "SOUNDS\\WEAPONS\\5,45 SINGLE SHOT.WAV", // S_AKSU74 5.45
// "SOUNDS\\WEAPONS\\5,7 SINGLE SHOT.WAV", // S_P90 5.7
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_TYPE85 7.62 WP
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_SKS 7.62 WP
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_DRAGUNOV 7.62 WP
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_M24 7.62 NATO
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_AUG 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_G41 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_RUGERMINI 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_C7 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_FAMAS 5.56mm
// "SOUNDS\\WEAPONS\\5,45 SINGLE SHOT.WAV", // S_AK74 5.45mm
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_AKM 7.62mm WP
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_M14 7.62mm NATO
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_FNFAL 7.62mm NATO
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_G3A3 7.62mm NATO
// "SOUNDS\\WEAPONS\\4,7 SINGLE SHOT.WAV", // S_G11 4.7mm
// "SOUNDS\\WEAPONS\\SHOTGUN SINGLE SHOT.WAV", // S_M870 SHOTGUN
// "SOUNDS\\WEAPONS\\SHOTGUN SINGLE SHOT.WAV", // S_SPAS SHOTGUN
// "SOUNDS\\WEAPONS\\SHOTGUN SINGLE SHOT.WAV", // S_CAWS SHOTGUN
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_FNMINI 5.56mm
// "SOUNDS\\WEAPONS\\5,45 SINGLE SHOT.WAV", // S_RPK74 5.45mm
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_21E 7.62mm
// "SOUNDS\\WEAPONS\\KNIFE THROW SWOOSH.WAV", // KNIFE THROW
// "SOUNDS\\WEAPONS\\TANK_CANNON.WAV",
// "SOUNDS\\WEAPONS\\BURSTTYPE1.WAV",
// "SOUNDS\\WEAPONS\\AUTOMAG SINGLE.WAV",
// // FIREARMS
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_GLOCK17 9mm
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_GLOCK18 9mm
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_BERETTA92 9mm
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_BERETTA93 9mm
// "SOUNDS\\WEAPONS\\38 CALIBER.WAV", // S_SWSPECIAL .38
// "SOUNDS\\WEAPONS\\357 SINGLE SHOT.WAV", // S_BARRACUDA .357
// "SOUNDS\\WEAPONS\\357 SINGLE SHOT.WAV", // S_DESERTEAGLE .357
// "SOUNDS\\WEAPONS\\45 CALIBER SINGLE SHOT.WAV", // S_M1911 .45
// "SOUNDS\\WEAPONS\\9mm SINGLE SHOT.WAV", // S_MP5K 9mm
// "SOUNDS\\WEAPONS\\45 CALIBER SINGLE SHOT.WAV", // S_MAC10 .45
// "SOUNDS\\WEAPONS\\45 CALIBER SINGLE SHOT.WAV", // S_THOMPSON .45
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_COMMANDO 5.56
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_MP53 5.56?
// "SOUNDS\\WEAPONS\\5,45 SINGLE SHOT.WAV", // S_AKSU74 5.45
// "SOUNDS\\WEAPONS\\5,7 SINGLE SHOT.WAV", // S_P90 5.7
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_TYPE85 7.62 WP
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_SKS 7.62 WP
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_DRAGUNOV 7.62 WP
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_M24 7.62 NATO
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_AUG 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_G41 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_RUGERMINI 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_C7 5.56mm
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_FAMAS 5.56mm
// "SOUNDS\\WEAPONS\\5,45 SINGLE SHOT.WAV", // S_AK74 5.45mm
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_AKM 7.62mm WP
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_M14 7.62mm NATO
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_FNFAL 7.62mm NATO
// "SOUNDS\\WEAPONS\\7,62 NATO SINGLE SHOT.WAV", // S_G3A3 7.62mm NATO
// "SOUNDS\\WEAPONS\\4,7 SINGLE SHOT.WAV", // S_G11 4.7mm
// "SOUNDS\\WEAPONS\\SHOTGUN SINGLE SHOT.WAV", // S_M870 SHOTGUN
// "SOUNDS\\WEAPONS\\SHOTGUN SINGLE SHOT.WAV", // S_SPAS SHOTGUN
// "SOUNDS\\WEAPONS\\SHOTGUN SINGLE SHOT.WAV", // S_CAWS SHOTGUN
// "SOUNDS\\WEAPONS\\5,56 SINGLE SHOT.WAV", // S_FNMINI 5.56mm
// "SOUNDS\\WEAPONS\\5,45 SINGLE SHOT.WAV", // S_RPK74 5.45mm
// "SOUNDS\\WEAPONS\\7,62 WP SINGLE SHOT.WAV", // S_21E 7.62mm
// "SOUNDS\\WEAPONS\\KNIFE THROW SWOOSH.WAV", // KNIFE THROW
// "SOUNDS\\WEAPONS\\TANK_CANNON.WAV",
// "SOUNDS\\WEAPONS\\BURSTTYPE1.WAV",
// "SOUNDS\\WEAPONS\\AUTOMAG SINGLE.WAV",
//
// "SOUNDS\\WEAPONS\\SILENCER 02.WAV",
// "SOUNDS\\WEAPONS\\SILENCER 03.WAV",
// "SOUNDS\\WEAPONS\\SILENCER 02.WAV",
// "SOUNDS\\WEAPONS\\SILENCER 03.WAV",
//
// "SOUNDS\\SWOOSH 01.WAV",
// "SOUNDS\\SWOOSH 03.WAV",
// "SOUNDS\\SWOOSH 05.WAV",
// "SOUNDS\\SWOOSH 06.WAV",
// "SOUNDS\\SWOOSH 11.WAV",
// "SOUNDS\\SWOOSH 14.WAV",
// "SOUNDS\\SWOOSH 01.WAV",
// "SOUNDS\\SWOOSH 03.WAV",
// "SOUNDS\\SWOOSH 05.WAV",
// "SOUNDS\\SWOOSH 06.WAV",
// "SOUNDS\\SWOOSH 11.WAV",
// "SOUNDS\\SWOOSH 14.WAV",
//
// // CREATURE_SOUNDS
// "SOUNDS\\ADULT FALL 01.WAV",
// "SOUNDS\\ADULT STEP 01.WAV",
// "SOUNDS\\ADULT STEP 02.WAV",
// "SOUNDS\\ADULT SWIPE 01.WAV",
// "SOUNDS\\Eating_Flesh 01.WAV",
// "SOUNDS\\ADULT CRIPPLED.WAV",
// "SOUNDS\\ADULT DYING PART 1.WAV",
// "SOUNDS\\ADULT DYING PART 2.WAV",
// "SOUNDS\\ADULT LUNGE 01.WAV",
// "SOUNDS\\ADULT SMELLS THREAT.WAV",
// "SOUNDS\\ADULT SMELLS PREY.WAV",
// "SOUNDS\\ADULT SPIT.WAV",
// // CREATURE_SOUNDS
// "SOUNDS\\ADULT FALL 01.WAV",
// "SOUNDS\\ADULT STEP 01.WAV",
// "SOUNDS\\ADULT STEP 02.WAV",
// "SOUNDS\\ADULT SWIPE 01.WAV",
// "SOUNDS\\Eating_Flesh 01.WAV",
// "SOUNDS\\ADULT CRIPPLED.WAV",
// "SOUNDS\\ADULT DYING PART 1.WAV",
// "SOUNDS\\ADULT DYING PART 2.WAV",
// "SOUNDS\\ADULT LUNGE 01.WAV",
// "SOUNDS\\ADULT SMELLS THREAT.WAV",
// "SOUNDS\\ADULT SMELLS PREY.WAV",
// "SOUNDS\\ADULT SPIT.WAV",
//
// // BABY
// "SOUNDS\\BABY DYING 01.WAV",
// "SOUNDS\\BABY DRAGGING 01.WAV",
// "SOUNDS\\BABY SHRIEK 01.WAV",
// "SOUNDS\\BABY SPITTING 01.WAV",
// // BABY
// "SOUNDS\\BABY DYING 01.WAV",
// "SOUNDS\\BABY DRAGGING 01.WAV",
// "SOUNDS\\BABY SHRIEK 01.WAV",
// "SOUNDS\\BABY SPITTING 01.WAV",
//
// // LARVAE
// "SOUNDS\\LARVAE MOVEMENT 01.WAV",
// "SOUNDS\\LARVAE RUPTURE 01.WAV",
// // LARVAE
// "SOUNDS\\LARVAE MOVEMENT 01.WAV",
// "SOUNDS\\LARVAE RUPTURE 01.WAV",
//
// //QUEEN
// "SOUNDS\\QUEEN SHRIEK 01.WAV",
// "SOUNDS\\QUEEN DYING 01.WAV",
// "SOUNDS\\QUEEN ENRAGED ATTACK.WAV",
// "SOUNDS\\QUEEN RUPTURING.WAV",
// "SOUNDS\\QUEEN CRIPPLED.WAV",
// "SOUNDS\\QUEEN SMELLS THREAT.WAV",
// "SOUNDS\\QUEEN WHIP ATTACK.WAV",
// //QUEEN
// "SOUNDS\\QUEEN SHRIEK 01.WAV",
// "SOUNDS\\QUEEN DYING 01.WAV",
// "SOUNDS\\QUEEN ENRAGED ATTACK.WAV",
// "SOUNDS\\QUEEN RUPTURING.WAV",
// "SOUNDS\\QUEEN CRIPPLED.WAV",
// "SOUNDS\\QUEEN SMELLS THREAT.WAV",
// "SOUNDS\\QUEEN WHIP ATTACK.WAV",
//
// "SOUNDS\\ROCK HIT 01.WAV",
// "SOUNDS\\ROCK HIT 02.WAV",
// "SOUNDS\\ROCK HIT 01.WAV",
// "SOUNDS\\ROCK HIT 02.WAV",
//
// "SOUNDS\\SCRATCH.WAV",
// "SOUNDS\\ARMPIT.WAV",
// "SOUNDS\\CRACKING BACK.WAV",
// "SOUNDS\\SCRATCH.WAV",
// "SOUNDS\\ARMPIT.WAV",
// "SOUNDS\\CRACKING BACK.WAV",
//
// "SOUNDS\\WEAPONS\\Auto Resolve Composite 02 (8-22).wav", // The FF sound in autoresolve interface
// "SOUNDS\\WEAPONS\\Auto Resolve Composite 02 (8-22).wav",// The FF sound in autoresolve interface
//
// "SOUNDS\\Email Alert 01.wav",
// "SOUNDS\\Entering Text 02.wav",
// "SOUNDS\\Removing Text 02.wav",
// "SOUNDS\\Computer Beep 01 In.wav",
// "SOUNDS\\Computer Beep 01 Out.wav",
// "SOUNDS\\Computer Switch 01 In.wav",
// "SOUNDS\\Computer Switch 01 Out.wav",
// "SOUNDS\\Very Small Switch 01 In.wav",
// "SOUNDS\\Very Small Switch 01 Out.wav",
// "SOUNDS\\Very Small Switch 02 In.wav",
// "SOUNDS\\Very Small Switch 02 Out.wav",
// "SOUNDS\\Small Switch 01 In.wav",
// "SOUNDS\\Small Switch 01 Out.wav",
// "SOUNDS\\Small Switch 02 In.wav",
// "SOUNDS\\Small Switch 02 Out.wav",
// "SOUNDS\\Small Switch 03 In.wav",
// "SOUNDS\\Small Switch 03 Out.wav",
// "SOUNDS\\Big Switch 03 In.wav",
// "SOUNDS\\Big Switch 03 Out.wav",
// "SOUNDS\\Alarm.wav",
// "SOUNDS\\Fight Bell.wav",
// "SOUNDS\\Helicopter Crash Sequence.wav",
// "SOUNDS\\Attachment.wav",
// "SOUNDS\\Ceramic Armour Insert.wav",
// "SOUNDS\\Detonator Beep.wav",
// "SOUNDS\\Grab Roof.wav",
// "SOUNDS\\Land On Roof.wav",
// "SOUNDS\\Branch Snap 01.wav",
// "SOUNDS\\Branch Snap 02.wav",
// "SOUNDS\\Indoor Bump 01.wav",
// "SOUNDS\\Email Alert 01.wav",
// "SOUNDS\\Entering Text 02.wav",
// "SOUNDS\\Removing Text 02.wav",
// "SOUNDS\\Computer Beep 01 In.wav",
// "SOUNDS\\Computer Beep 01 Out.wav",
// "SOUNDS\\Computer Switch 01 In.wav",
// "SOUNDS\\Computer Switch 01 Out.wav",
// "SOUNDS\\Very Small Switch 01 In.wav",
// "SOUNDS\\Very Small Switch 01 Out.wav",
// "SOUNDS\\Very Small Switch 02 In.wav",
// "SOUNDS\\Very Small Switch 02 Out.wav",
// "SOUNDS\\Small Switch 01 In.wav",
// "SOUNDS\\Small Switch 01 Out.wav",
// "SOUNDS\\Small Switch 02 In.wav",
// "SOUNDS\\Small Switch 02 Out.wav",
// "SOUNDS\\Small Switch 03 In.wav",
// "SOUNDS\\Small Switch 03 Out.wav",
// "SOUNDS\\Big Switch 03 In.wav",
// "SOUNDS\\Big Switch 03 Out.wav",
// "SOUNDS\\Alarm.wav",
// "SOUNDS\\Fight Bell.wav",
// "SOUNDS\\Helicopter Crash Sequence.wav",
// "SOUNDS\\Attachment.wav",
// "SOUNDS\\Ceramic Armour Insert.wav",
// "SOUNDS\\Detonator Beep.wav",
// "SOUNDS\\Grab Roof.wav",
// "SOUNDS\\Land On Roof.wav",
// "SOUNDS\\Branch Snap 01.wav",
// "SOUNDS\\Branch Snap 02.wav",
// "SOUNDS\\Indoor Bump 01.wav",
//
// "SOUNDS\\Fridge Door Open.wav",
// "SOUNDS\\Fridge Door Close.wav",
// "SOUNDS\\Fridge Door Open.wav",
// "SOUNDS\\Fridge Door Close.wav",
//
// "SOUNDS\\Fire 03 Loop.wav",
// "SOUNDS\\GLASS_CRACK.wav",
// "SOUNDS\\SPIT RICOCHET.WAV",
// "SOUNDS\\TIGER HIT.WAV",
// "SOUNDS\\bloodcat dying 02.WAV",
// "SOUNDS\\SLAP.WAV",
// "SOUNDS\\ROBOT BEEP.WAV",
// "SOUNDS\\ELECTRICITY.WAV",
// "SOUNDS\\SWIMMING 01.WAV",
// "SOUNDS\\SWIMMING 02.WAV",
// "SOUNDS\\KEY FAILURE.WAV",
// "SOUNDS\\target cursor.WAV",
// "SOUNDS\\statue open.WAV",
// "SOUNDS\\remote activate.WAV",
// "SOUNDS\\wirecutters.WAV",
// "SOUNDS\\drink from canteen.WAV",
// "SOUNDS\\Fire 03 Loop.wav",
// "SOUNDS\\GLASS_CRACK.wav",
// "SOUNDS\\SPIT RICOCHET.WAV",
// "SOUNDS\\TIGER HIT.WAV",
// "SOUNDS\\bloodcat dying 02.WAV",
// "SOUNDS\\SLAP.WAV",
// "SOUNDS\\ROBOT BEEP.WAV",
// "SOUNDS\\ELECTRICITY.WAV",
// "SOUNDS\\SWIMMING 01.WAV",
// "SOUNDS\\SWIMMING 02.WAV",
// "SOUNDS\\KEY FAILURE.WAV",
// "SOUNDS\\target cursor.WAV",
// "SOUNDS\\statue open.WAV",
// "SOUNDS\\remote activate.WAV",
// "SOUNDS\\wirecutters.WAV",
// "SOUNDS\\drink from canteen.WAV",
// "SOUNDS\\bloodcat attack.wav",
// "SOUNDS\\bloodcat loud roar.wav",
// "SOUNDS\\robot greeting.wav",
// "SOUNDS\\robot death.wav",
// "SOUNDS\\gas grenade explode.WAV",
// "SOUNDS\\air escaping.WAV",
// "SOUNDS\\drawer open.WAV",
// "SOUNDS\\drawer close.WAV",
// "SOUNDS\\locker door open.WAV",
// "SOUNDS\\locker door close.WAV",
// "SOUNDS\\wooden box open.WAV",
// "SOUNDS\\wooden box close.WAV",
// "SOUNDS\\robot stop moving.WAV",
// "SOUNDS\\gas grenade explode.WAV",
// "SOUNDS\\air escaping.WAV",
// "SOUNDS\\drawer open.WAV",
// "SOUNDS\\drawer close.WAV",
// "SOUNDS\\locker door open.WAV",
// "SOUNDS\\locker door close.WAV",
// "SOUNDS\\wooden box open.WAV",
// "SOUNDS\\wooden box close.WAV",
// "SOUNDS\\robot stop moving.WAV",
// "SOUNDS\\water movement 01.wav",
// "SOUNDS\\water movement 02.wav",
// "SOUNDS\\water movement 03.wav",
@@ -339,7 +339,7 @@ char szSoundEffects[MAX_SAMPLES][255];// =
// "SOUNDS\\bloodcat_growl_03.wav",
// "SOUNDS\\bloodcat_growl_04.wav",
// "SOUNDS\\spit ricochet.wav",
// "SOUNDS\\ADULT crippled.WAV",
// "SOUNDS\\ADULT crippled.WAV",
// "SOUNDS\\death disintegration.wav",
// "SOUNDS\\Queen Ambience.wav",
// "SOUNDS\\Alien Impact.wav",
@@ -355,11 +355,11 @@ char szSoundEffects[MAX_SAMPLES][255];// =
// "SOUNDS\\stab into flesh.wav",
// "SOUNDS\\explosion 10.wav",
// "SOUNDS\\explosion 12.wav",
// "SOUNDS\\drink from canteen male.WAV",
// "SOUNDS\\x ray activated.WAV",
// "SOUNDS\\drink from canteen male.WAV",
// "SOUNDS\\x ray activated.WAV",
// "SOUNDS\\catch object.wav",
// "SOUNDS\\fence open.wav",
//
////MADD MARKER
////New Guns
// "SOUNDS\\WEAPONS\\50CAL.WAV",
@@ -369,20 +369,20 @@ char szSoundEffects[MAX_SAMPLES][255];// =
char szAmbientEffects[NUM_AMBIENTS][255] =
{
"SOUNDS\\storm1.wav",
"SOUNDS\\storm2.wav",
"SOUNDS\\rain_loop_22k.wav",
"SOUNDS\\bird1-22k.wav",
"SOUNDS\\bird3-22k.wav",
"SOUNDS\\crickety_loop.wav",
"SOUNDS\\crickety_loop2.wav",
"SOUNDS\\cricket1.wav",
"SOUNDS\\cricket2.wav",
"SOUNDS\\owl1.wav",
"SOUNDS\\owl2.wav",
"SOUNDS\\owl3.wav",
"SOUNDS\\night_bird1.wav",
"SOUNDS\\night_bird3.wav"
"SOUNDS\\storm1.wav",
"SOUNDS\\storm2.wav",
"SOUNDS\\rain_loop_22k.wav",
"SOUNDS\\bird1-22k.wav",
"SOUNDS\\bird3-22k.wav",
"SOUNDS\\crickety_loop.wav",
"SOUNDS\\crickety_loop2.wav",
"SOUNDS\\cricket1.wav",
"SOUNDS\\cricket2.wav",
"SOUNDS\\owl1.wav",
"SOUNDS\\owl2.wav",
"SOUNDS\\owl3.wav",
"SOUNDS\\night_bird1.wav",
"SOUNDS\\night_bird3.wav"
};
UINT8 AmbientVols[NUM_AMBIENTS]={
@@ -404,7 +404,7 @@ UINT8 AmbientVols[NUM_AMBIENTS]={
SOUNDPARMS gDelayedSoundParms;
UINT32 guiDelayedSoundNum;
UINT32 guiDelayedSoundNum;
void DelayedSoundTimerCallback( void );
@@ -443,8 +443,9 @@ UINT32 PlayJA2Sample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoo
spParms.uiSpeed = usRate;
spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
spParms.uiVolume &= 0xFFL;
spParms.uiLoop = ubLoops;
spParms.uiPan = uiPan;
spParms.uiPan = uiPan & 0xFFL;
spParms.uiPriority=GROUP_PLAYER;
return(SoundPlay(szSoundEffects[usNum], &spParms));
@@ -466,6 +467,7 @@ UINT32 PlayJA2StreamingSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UIN
return(SoundPlayStreamedFile(szSoundEffects[usNum], &spParms));
}
UINT32 PlayJA2SampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
@@ -481,6 +483,7 @@ UINT32 PlayJA2SampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, U
spParms.uiPan = uiPan;
spParms.uiPriority=GROUP_PLAYER;
//return(SoundPlay(szFileName, &spParms));
return(SoundPlay((STR) szFileName, &spParms));
}
@@ -499,7 +502,7 @@ UINT32 PlayJA2StreamingSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ub
spParms.uiLoop = ubLoops;
spParms.uiPan = uiPan;
spParms.uiPriority=GROUP_PLAYER;
spParms.EOSCallback=EndsCallback;
spParms.EOSCallback=EndsCallback;
return( SoundPlayStreamedFile(szFileName, &spParms) );
}
@@ -507,7 +510,7 @@ UINT32 PlayJA2StreamingSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ub
UINT32 PlayJA2Ambient( UINT32 usNum, UINT32 ubVolume, UINT32 ubLoops)
{
SOUNDPARMS spParms;
SOUNDPARMS spParms;
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
@@ -557,7 +560,7 @@ UINT32 PlaySoldierJA2Sample( UINT16 usID, UINT32 usNum, UINT32 usRate, UINT32 ub
void SetSpeechVolume( UINT32 uiNewVolume )
{
guiSpeechVolume = __min( uiNewVolume, 127);
guiSpeechVolume = __min( uiNewVolume, 127);
}
@@ -570,7 +573,7 @@ UINT32 GetSpeechVolume( )
void SetSoundEffectsVolume( UINT32 uiNewVolume )
{
guiSoundEffectsVolume = __min( uiNewVolume, 127);
guiSoundEffectsVolume = __min( uiNewVolume, 127);
}
@@ -626,12 +629,13 @@ int x,dif,absDif;
}
#endif
INT8 SoundDir( INT16 sGridNo )
// == Lesh slightly changed this function ============
INT32 SoundDir( INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
INT16 sScreenX, sScreenY;
INT16 sMiddleX;
INT16 sDif, sAbsDif;
INT16 sMiddleX;
INT16 sDif, sAbsDif;
if ( sGridNo == NOWHERE )
{
@@ -650,23 +654,21 @@ INT8 SoundDir( INT16 sGridNo )
sDif = sMiddleX - sScreenX;
if ( ( sAbsDif = abs( sDif ) ) > 64 )
{
{
// OK, NOT the middle.
// Is it outside the screen?
if ( sAbsDif > ( ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2 ) )
{
{
// yes, outside...
if ( sDif > 0 )
{
//return( FARLEFT );
return( 1 );
return( FARLEFT );
//return( 1 );
}
else
//return( FARRIGHT );
return( 126 );
}
else
return( FARRIGHT );
//return( 126 );
}
else // inside screen
{
if ( sDif > 0)
@@ -674,13 +676,13 @@ INT8 SoundDir( INT16 sGridNo )
else
return( RIGHTSIDE );
}
}
}
else // hardly any difference, so sound should be played from middle
return(MIDDLE);
}
INT8 SoundVolume( INT8 bInitialVolume, INT16 sGridNo )
INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
INT16 sScreenX, sScreenY;
@@ -688,10 +690,10 @@ INT8 SoundVolume( INT8 bInitialVolume, INT16 sGridNo )
INT16 sDifX, sAbsDifX;
INT16 sDifY, sAbsDifY;
if ( sGridNo == NOWHERE )
{
return( bInitialVolume );
}
if ( sGridNo == NOWHERE )
{
return( bInitialVolume );
}
// OK, get screen position of gridno.....
ConvertGridNoToXY( sGridNo, &sWorldX, &sWorldY );
@@ -710,17 +712,15 @@ INT8 SoundVolume( INT8 bInitialVolume, INT16 sGridNo )
sAbsDifY = abs( sDifY );
if ( sAbsDifX > 64 || sAbsDifY > 64 )
{
{
// OK, NOT the middle.
// Is it outside the screen?
if ( sAbsDifX > ( ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2 ) ||
sAbsDifY > ( ( gsBottomRightWorldY - gsTopLeftWorldY ) / 2 ) )
{
{
return( __max( LOWVOLUME, ( bInitialVolume - SOUND_FAR_VOLUME_MOD ) ) );
}
}
}
return( bInitialVolume );
}
@@ -940,7 +940,8 @@ void SetPositionSndsInActive( )
}
}
INT8 PositionSoundDir( INT16 sGridNo )
// == Lesh slightly changed this function ============
INT32 PositionSoundDir( INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
INT16 sScreenX, sScreenY;
@@ -973,12 +974,12 @@ INT8 PositionSoundDir( INT16 sGridNo )
// yes, outside...
if ( sDif > 0 )
{
//return( FARLEFT );
return( 1 );
return( FARLEFT );
//return( 1 );
}
else
//return( FARRIGHT );
return( 126 );
return( FARRIGHT );
//return( 126 );
}
else // inside screen
@@ -994,7 +995,7 @@ INT8 PositionSoundDir( INT16 sGridNo )
}
INT8 PositionSoundVolume( INT8 bInitialVolume, INT16 sGridNo )
INT32 PositionSoundVolume( INT8 bInitialVolume, INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
INT16 sScreenX, sScreenY;
@@ -1079,15 +1080,16 @@ void SetPositionSndsVolumeAndPanning( )
}
}
//if the sound is from a stationay object
if( pPositionSnd->uiFlags & POSITION_SOUND_STATIONATY_OBJECT )
{
// make sure you can always hear it
if ( bVolume < 5 )
{
bVolume = 5;
}
}
//if the sound is from a stationay object
if( pPositionSnd->uiFlags & POSITION_SOUND_STATIONATY_OBJECT )
{
// make sure you can always hear it
if ( bVolume < 5 )
{
bVolume = 5;
}
}
SoundSetVolume( pPositionSnd->iSoundSampleID, bVolume );
bPan = PositionSoundDir( pPositionSnd->sGridNo );