1 /* 2 * This file is part of OpenTTD. 3 * 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. 4 * 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. 5 * 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/>. 6 */ 7 8 /** @file sound_type.h Types related to sounds. */ 9 10 #ifndef SOUND_TYPE_H 11 #define SOUND_TYPE_H 12 13 struct SoundEntry { 14 class RandomAccessFile *file; 15 size_t file_offset; 16 size_t file_size; 17 uint16 rate; 18 uint8 bits_per_sample; 19 uint8 channels; 20 uint8 volume; 21 uint8 priority; 22 byte grf_container_ver; ///< NewGRF container version if the sound is from a NewGRF. 23 }; 24 25 /** 26 * Sound effects from baseset. 27 * 28 * This enum contains the sound effects from the sound baseset. 29 * For hysterical raisins the order of sound effects in the baseset 30 * is different to the order they are referenced in TTD/NewGRF. 31 * - The first two sound effects from the baseset are inserted at position 39. 32 * (see translation table _sound_idx) 33 * - The order in the enum is the order using in TTD/NewGRF. 34 * - The naming of the enum values includes the position in the baseset. 35 * That is, for sound effects 0x02 to 0x28 the naming is off-by-two. 36 */ 37 enum SoundFx { 38 SND_BEGIN = 0, 39 SND_02_CONSTRUCTION_WATER = 0, ///< 0 == 0x00 Construction: water infrastructure 40 SND_03_FACTORY, ///< 1 == 0x01 Industry producing: factory: whistle 41 SND_04_DEPARTURE_STEAM, ///< 2 == 0x02 Station departure: steam engine 42 SND_05_TRAIN_THROUGH_TUNNEL, ///< 3 == 0x03 Train enters tunnel: steam engine 43 SND_06_DEPARTURE_CARGO_SHIP, ///< 4 == 0x04 Station departure: cargo ships 44 SND_07_DEPARTURE_FERRY, ///< 5 == 0x05 Station departure: passenger ships 45 SND_08_TAKEOFF_PROPELLER, ///< 6 == 0x06 Takeoff: propeller plane (non-toyland) 46 SND_09_TAKEOFF_JET, ///< 7 == 0x07 Takeoff: regular jet plane 47 SND_0A_DEPARTURE_TRAIN, ///< 8 == 0x08 Station departure: diesel and electric engine 48 SND_0B_MINE, ///< 9 == 0x09 Industry animation: coal/copper/gold mine: headgear 49 SND_0C_POWER_STATION, ///< 10 == 0x0A Industry animation: power station: spark 50 SND_0D_UNUSED, ///< 11 == 0x0B unused (1) 51 SND_0E_LEVEL_CROSSING, ///< 12 == 0x0C Train passes through level crossing 52 SND_0F_BREAKDOWN_ROADVEHICLE, ///< 13 == 0x0D Breakdown: road vehicle (non-toyland) 53 SND_10_BREAKDOWN_TRAIN_SHIP, ///< 14 == 0x0E Breakdown: train or ship (non-toyland) 54 SND_11_UNUSED, ///< 15 == 0x0F unused (2) 55 SND_12_EXPLOSION, ///< 16 == 0x10 Destruction, crashes, disasters, ... 56 SND_13_TRAIN_COLLISION, ///< 15 == 0x11 Train+train crash 57 SND_14_CASHTILL, ///< 18 == 0x12 Income from cargo delivery 58 SND_15_BEEP, ///< 19 == 0x13 GUI button click 59 SND_16_NEWS_TICKER, ///< 20 == 0x14 News ticker 60 SND_17_SKID_PLANE, ///< 21 == 0x15 Plane landing / touching ground 61 SND_18_TAKEOFF_HELICOPTER, ///< 22 == 0x16 Takeoff: helicopter 62 SND_19_DEPARTURE_OLD_RV_1, ///< 23 == 0x17 Station departure: truck and old bus (1) (non-toyland) 63 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) 64 SND_1B_DEPARTURE_MODERN_BUS, ///< 25 == 0x19 Station departure: modern bus (non-toyland) 65 SND_1C_DEPARTURE_OLD_BUS, ///< 26 == 0x1A Station departure: old bus (non-toyland) 66 SND_1D_APPLAUSE, ///< 27 == 0x1B News: first vehicle at station 67 SND_1E_NEW_ENGINE, ///< 28 == 0x1C News: new engine available 68 SND_1F_CONSTRUCTION_OTHER, ///< 29 == 0x1D Construction: other (non-water, non-rail, non-bridge) 69 SND_20_CONSTRUCTION_RAIL, ///< 30 == 0x1E Construction: rail infrastructure 70 SND_21_ROAD_WORKS, ///< 31 == 0x1F Road reconstruction animation 71 SND_22_UNUSED, ///< 32 == 0x20 unused (3) 72 SND_23_UNUSED, ///< 33 == 0x21 unused (4) 73 SND_24_FARM_1, ///< 34 == 0x22 Industry producing: farm (1): sheep 74 SND_25_FARM_2, ///< 35 == 0x23 Industry producing: farm (2): cow 75 SND_26_FARM_3, ///< 36 == 0x24 Industry producing: farm (3): horse 76 SND_27_CONSTRUCTION_BRIDGE, ///< 37 == 0x25 Construction: bridge 77 SND_28_SAWMILL, ///< 38 == 0x26 Industry producing: sawmill 78 SND_00_GOOD_YEAR, ///< 39 == 0x27 New year: performance improved 79 SND_01_BAD_YEAR, ///< 40 == 0x28 New year: performance declined 80 SND_29_SUGAR_MINE_2, ///< 41 == 0x29 Industry animation: sugar mine (2): shaking sieve 81 SND_2A_TOY_FACTORY_3, ///< 42 == 0x2A Industry animation: toy factory (3): eject product 82 SND_2B_TOY_FACTORY_2, ///< 43 == 0x2B Industry animation: toy factory (2): stamp product 83 SND_2C_TOY_FACTORY_1, ///< 44 == 0x2C Industry animation: toy factory (1): conveyor belt 84 SND_2D_SUGAR_MINE_1, ///< 45 == 0x2D Industry animation: sugar mine (1): shaking sieve 85 SND_2E_BUBBLE_GENERATOR, ///< 46 == 0x2E Industry animation: bubble generator (1): generate bubble 86 SND_2F_BUBBLE_GENERATOR_FAIL, ///< 47 == 0x2F Industry animation: bubble generator (2a): bubble pop 87 SND_30_TOFFEE_QUARRY, ///< 48 == 0x30 Industry animation: toffee quarry: drill 88 SND_31_BUBBLE_GENERATOR_SUCCESS, ///< 49 == 0x31 Industry animation: bubble generator (2b): bubble slurped 89 SND_32_UNUSED, ///< 50 == 0x32 unused (5) 90 SND_33_PLASTIC_MINE, ///< 51 == 0x33 Industry producing: plastic fountain 91 SND_34_ARCTIC_SNOW_1, ///< 52 == 0x34 Tree ambient: arctic snow (1): wind 92 SND_35_BREAKDOWN_ROADVEHICLE_TOYLAND, ///< 53 == 0x35 Breakdown: road vehicle (toyland) 93 SND_36_LUMBER_MILL_3, ///< 54 == 0x36 Industry animation: lumber mill (3): crashing tree 94 SND_37_LUMBER_MILL_2, ///< 55 == 0x37 Industry animation: lumber mill (2): falling tree 95 SND_38_LUMBER_MILL_1, ///< 56 == 0x38 Industry animation: lumber mill (1): chainsaw 96 SND_39_ARCTIC_SNOW_2, ///< 57 == 0x39 Tree ambient: arctic snow (2): heavy wind 97 SND_3A_BREAKDOWN_TRAIN_SHIP_TOYLAND, ///< 58 == 0x3A Breakdown: train or ship (toyland) 98 SND_3B_TAKEOFF_JET_FAST, ///< 59 == 0x3B Takeoff: supersonic plane (fast) 99 SND_3C_DEPARTURE_BUS_TOYLAND_1, ///< 60 == 0x3C Station departure: bus (1) (toyland) 100 SND_3D_TAKEOFF_JET_BIG, ///< 61 == 0x3D Takeoff: huge jet plane (high capacity) 101 SND_3E_DEPARTURE_BUS_TOYLAND_2, ///< 62 == 0x3E Station departure: bus (2) (toyland) 102 SND_3F_DEPARTURE_TRUCK_TOYLAND_1, ///< 63 == 0x3F Station departure: truck (1) (toyland) 103 SND_40_DEPARTURE_TRUCK_TOYLAND_2, ///< 64 == 0x40 Station departure: truck (2) (toyland) 104 SND_41_DEPARTURE_MAGLEV, ///< 65 == 0x41 Station departure: maglev engine 105 SND_42_RAINFOREST_1, ///< 66 == 0x42 Tree ambient: rainforest ambient (1): bird (1) 106 SND_43_RAINFOREST_2, ///< 67 == 0x43 Tree ambient: rainforest ambient (2): lion 107 SND_44_RAINFOREST_3, ///< 68 == 0x44 Tree ambient: rainforest ambient (3): monkeys 108 SND_45_TAKEOFF_PROPELLER_TOYLAND_1, ///< 69 == 0x45 Takeoff: propeller plane (1) (toyland) 109 SND_46_TAKEOFF_PROPELLER_TOYLAND_2, ///< 70 == 0x46 Takeoff: propeller plane (2) (toyland) 110 SND_47_DEPARTURE_MONORAIL, ///< 71 == 0x47 Station departure: monorail engine 111 SND_48_RAINFOREST_4, ///< 72 == 0x48 Tree ambient: rainforest ambient (4): bird (2) 112 SND_END 113 }; 114 115 /** The number of sounds in the original sample.cat */ 116 static const uint ORIGINAL_SAMPLE_COUNT = 73; 117 118 typedef uint16 SoundID; 119 120 static const SoundID INVALID_SOUND = 0xFFFF; 121 122 #endif /* SOUND_TYPE_H */ 123