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- added ability to use ogg-files in speech sound files.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@642 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7391,18 +7391,31 @@ BOOLEAN InternalDoMercBattleSound( SOLDIERTYPE *pSoldier, UINT8 ubBattleSoundID,
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// OK, build file and play!
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if ( pSoldier->ubProfile != NO_PROFILE )
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{
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sprintf( zFilename, "BATTLESNDS\\%03d_%s.wav", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
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sprintf( zFilename, "BATTLESNDS\\%03d_%s.ogg", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\%03d_%s.wav", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
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}
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if ( !FileExists( zFilename ) )
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{
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// OK, temp build file...
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if ( pSoldier->ubBodyType == REGFEMALE )
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{
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sprintf( zFilename, "BATTLESNDS\\f_%s.wav", gBattleSndsData[ ubSoundID ].zName );
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sprintf( zFilename, "BATTLESNDS\\f_%s.ogg", gBattleSndsData[ ubSoundID ].zName );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\f_%s.wav", gBattleSndsData[ ubSoundID ].zName );
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}
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}
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else
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{
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sprintf( zFilename, "BATTLESNDS\\m_%s.wav", gBattleSndsData[ ubSoundID ].zName );
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sprintf( zFilename, "BATTLESNDS\\m_%s.ogg", gBattleSndsData[ ubSoundID ].zName );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\m_%s.wav", gBattleSndsData[ ubSoundID ].zName );
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}
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}
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}
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}
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@@ -7418,22 +7431,38 @@ BOOLEAN InternalDoMercBattleSound( SOLDIERTYPE *pSoldier, UINT8 ubBattleSoundID,
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{
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if ( ubSoundID == BATTLE_SOUND_DIE1 )
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{
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sprintf( zFilename, "BATTLESNDS\\kid%d_dying.wav", pSoldier->ubBattleSoundID );
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sprintf( zFilename, "BATTLESNDS\\kid%d_dying.ogg", pSoldier->ubBattleSoundID );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\kid%d_dying.wav", pSoldier->ubBattleSoundID );
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}
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}
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else
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{
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sprintf( zFilename, "BATTLESNDS\\kid%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
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sprintf( zFilename, "BATTLESNDS\\kid%d_%s.ogg", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\kid%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
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}
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}
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}
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else
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{
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if ( ubSoundID == BATTLE_SOUND_DIE1 )
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{
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sprintf( zFilename, "BATTLESNDS\\bad%d_die.wav", pSoldier->ubBattleSoundID );
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sprintf( zFilename, "BATTLESNDS\\bad%d_die.ogg", pSoldier->ubBattleSoundID );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\bad%d_die.wav", pSoldier->ubBattleSoundID );
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}
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}
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else
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{
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sprintf( zFilename, "BATTLESNDS\\bad%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
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sprintf( zFilename, "BATTLESNDS\\bad%d_%s.ogg", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
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if ( !FileExists( (STR)zFilename ) )
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{
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sprintf( zFilename, "BATTLESNDS\\bad%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName );
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}
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}
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}
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}
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