sc2-gamedata
Classes | Enumerations | Variables
Sound.h File Reference
#include "UnderlyingTypes.h"
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Classes

struct  SPitchShift
 
struct  SReverbBalance
 
struct  SReverbRolloff
 
struct  SVolumeFade
 
struct  SVolumeRolloff
 
struct  SVolumeThreshold
 
struct  SSoundAsset
 
struct  SSoundLocaleFlags
 
class  CSound
 Generic. More...
 

Enumerations

enum  EClassIdCSound { e_classIdCSound }
 Sound Type. More...
 
enum  ESoundBlend { e_soundBlendLinear, e_soundBlendInverse, e_soundBlendLogarithmic }
 Sound Blend. More...
 
enum  ESoundFlag {
  e_soundFlagAutoUnload, e_soundFlagDownload, e_soundFlagIgnorable, e_soundFlagPurgable,
  e_soundFlagStream, e_soundFlagUnpausable, e_soundFlagWait, e_soundFlagHideSubtitle,
  e_soundFlagTemporary, e_soundFlagNeedsUpdate, e_soundFlagNeedsFXA, e_soundFlagNeedsTTS,
  e_soundFlagRerecord, e_soundFlagObsolete, e_soundFlagManualOverride
}
 Sound Flag. More...
 
enum  ESoundSelect { e_soundSelectSequential, e_soundSelectShuffle }
 Sound Select. More...
 
enum  ESoundCategory {
  e_soundCategoryTest, e_soundCategoryME, e_soundCategoryMovie, e_soundCategoryTV,
  e_soundCategoryDialogue, e_soundCategoryMission, e_soundCategoryMusic, e_soundCategoryOther,
  e_soundCategoryAmbient, e_soundCategorySAmbient, e_soundCategoryAlert, e_soundCategoryDeath,
  e_soundCategoryReady, e_soundCategorySpell, e_soundCategoryCombat, e_soundCategoryVoice,
  e_soundCategoryMessage, e_soundCategoryUI, e_soundCategoryUIMovie, e_soundCategoryFlames,
  e_soundCategoryBuild, e_soundCategoryGather, e_soundCategoryDoodad, e_soundCategorySEmitters,
  e_soundCategorySPieces, e_soundCategoryFoley, e_soundCategoryMovement
}
 Sound Category. More...
 
enum  ESoundDupe { e_soundDupePrevent, e_soundDupeReplace }
 Sound Dupe. More...
 
enum  ESoundFormat {
  e_soundFormatPCM8, e_soundFormatPCM16, e_soundFormatPCM24, e_soundFormatPCM32,
  e_soundFormatPCMFLOAT
}
 Sound Format. More...
 
enum  ESoundMode { e_soundMode2D, e_soundMode3DHead, e_soundMode3DWorld }
 Sound Mode. More...
 
enum  ESoundResampler { e_soundResamplerNone, e_soundResamplerLinear, e_soundResamplerCubic, e_soundResamplerSpline }
 Sound Resampler. More...
 
enum  ESpeaker {
  e_speakerFrontLeft, e_speakerFrontRight, e_speakerCenter, e_speakerLFE,
  e_speakerBackLeft, e_speakerBackRight, e_speakerSideLeft, e_speakerSideRight
}
 Speaker. More...
 
enum  ESpeakerMode {
  e_speakerModeMono, e_speakerModeStereo, e_speakerModeQuad, e_speakerModeSurround,
  e_speakerMode5Point1, e_speakerMode7Point1, e_speakerModeProLogic
}
 Speaker Mode. More...
 

Variables

const int32 e_classIdCSoundCount = 1
 
const int32 e_soundBlendCount = 3
 
const int32 e_soundFlagCount = 15
 
const int32 e_soundSelectCount = 2
 
const int32 e_soundCategoryCount = 27
 
const int32 e_soundDupeCount = 2
 
const int32 e_soundFormatCount = 5
 
const int32 e_soundModeCount = 3
 
const int32 e_soundResamplerCount = 4
 
const int32 e_speakerCount = 8
 
const int32 e_speakerModeCount = 7
 

Enumeration Type Documentation

◆ EClassIdCSound

Sound Type.

Remarks
Unknown
Enumerator
e_classIdCSound 

Generic.

◆ ESoundBlend

Sound Blend.

Remarks
Enum
Enumerator
e_soundBlendLinear 

Linear.

e_soundBlendInverse 

Inverse.

e_soundBlendLogarithmic 

Logarithmic.

◆ ESoundCategory

Sound Category.

Remarks
Enum
Enumerator
e_soundCategoryTest 

Test.

e_soundCategoryME 

M&E.

e_soundCategoryMovie 

Movie.

e_soundCategoryTV 

TV.

e_soundCategoryDialogue 

Dialogue.

e_soundCategoryMission 

Mission.

e_soundCategoryMusic 

Music.

e_soundCategoryOther 

Other.

e_soundCategoryAmbient 

Ambient.

e_soundCategorySAmbient 

Set Ambient.

e_soundCategoryAlert 

Alert.

e_soundCategoryDeath 

Death.

e_soundCategoryReady 

Ready.

e_soundCategorySpell 

Spell.

e_soundCategoryCombat 

Combat.

e_soundCategoryVoice 

Voice.

e_soundCategoryMessage 

Message.

e_soundCategoryUI 

User Interface.

e_soundCategoryUIMovie 

UI Movie.

e_soundCategoryFlames 

Flames.

e_soundCategoryBuild 

Build.

e_soundCategoryGather 

Gather.

e_soundCategoryDoodad 

Doodad.

e_soundCategorySEmitters 

Set Emitter.

e_soundCategorySPieces 

Set Pieces.

e_soundCategoryFoley 

Foley.

e_soundCategoryMovement 

Movement.

◆ ESoundDupe

enum ESoundDupe

Sound Dupe.

Remarks
Enum
Enumerator
e_soundDupePrevent 

Prevent.

Prevent means that it will stop new instances from being created when at or above the maximum number.

e_soundDupeReplace 

Replace.

Replace means that the least important instance will be destroyed when a new instance is created.

◆ ESoundFlag

enum ESoundFlag

Sound Flag.

Remarks
Unknown
Enumerator
e_soundFlagAutoUnload 

Auto Unload.

Auto Unload - indicates that the sound assets in this set will be unloaded when the current mission is finished.

e_soundFlagDownload 

Download.

Download – indicates that the first sound in the set will be downloaded if it is not available locally.

e_soundFlagIgnorable 

Can Be Ignored.

Ignorable – indicates that requests to play this sound may be ignored if the category is muted, if there are too many sounds active, or if the sound is not available locally.

e_soundFlagPurgable 

Purgeable.

Purgable – allows the sound to be interrupted while playing if the resource manager needs to make room for more important assets.

e_soundFlagStream 

Stream.

Stream – indicates that FMOD will not attempt to store the entire waveform in memory while playing it. This should be used for any sounds with assets over several megabytes in compressed size. If a sound is configured to stream, only one instance may be played at a time. Existing instances will be replaced.

e_soundFlagUnpausable 

Unpauseable.

Unpausable – indicates that this sound won’t be paused if the category or individual sound is requested to be paused. Normally only used for the loading screen music.

e_soundFlagWait 

Wait.

Wait – indicates that we want to ensure this sound has finished loading before the loading screen is finished.

e_soundFlagHideSubtitle 

Hide Subtitle.

Hide Subtitle – prevents the subtitle from being displayed for this sound if the subtitle option is on or sound is disabled.

e_soundFlagTemporary 

Temporary.

Temporary (Production Only) – indicates that the sound is not final.

e_soundFlagNeedsUpdate 

Needs Update.

Needs Update (Production Only) – indicates that text associated with the sound has changed and the sound may need to be updated.

e_soundFlagNeedsFXA 

Needs FXA.

Needs FXA (Production Only) – facial animation needs to be processed.

e_soundFlagNeedsTTS 

Needs Text To Speech.

Needs TTS (Production Only) – text-to-speech needs to be processed.

e_soundFlagRerecord 

Re-record.

Rerecord (Production Only) – sound needs to be re-recorded to account for text changes.

e_soundFlagObsolete 

Obsolete.

Obsolete (Production Only) – no longer in used and should not be exported or processed.

e_soundFlagManualOverride 

Manual Override.

Manual Override (Production Only) - sound entry is manually overridden and will not be automatically fixed or reset by the editor

◆ ESoundFormat

Sound Format.

Remarks
Enum
Enumerator
e_soundFormatPCM8 

PCM 8.

e_soundFormatPCM16 

PCM 16.

e_soundFormatPCM24 

PCM 24.

e_soundFormatPCM32 

PCM 32.

e_soundFormatPCMFLOAT 

PCM FLOAT.

◆ ESoundMode

enum ESoundMode

Sound Mode.

Remarks
Enum
Enumerator
e_soundMode2D 

2D

Play sound ignoring all position information. Useful for sounds that should appear to be coming from the UI.

e_soundMode3DHead 

3D Head Relative

Play sound treating the position as an offset from the head of the listener. Allows directional sound that is not based on the position of the camera.

e_soundMode3DWorld 

3D World Relative

Play sound treating the position as a point in the world. The location and direction of the world camera determine whether and how the sound will be played.

◆ ESoundResampler

Sound Resampler.

Remarks
Enum
Enumerator
e_soundResamplerNone 

None.

e_soundResamplerLinear 

Linear.

e_soundResamplerCubic 

Cubic.

e_soundResamplerSpline 

Spline.

◆ ESoundSelect

Sound Select.

Remarks
Enum
Enumerator
e_soundSelectSequential 

Sequential.

Sequential means that we will play each of the assets in the sound before repeating.

e_soundSelectShuffle 

Shuffle.

Shuffle means that we will randomly select assets until all of the assets have been played and then we will choose a new playlist.

◆ ESpeaker

enum ESpeaker

Speaker.

Remarks
Unknown
Enumerator
e_speakerFrontLeft 

Front Left.

e_speakerFrontRight 

Front Right.

e_speakerCenter 

Center.

e_speakerLFE 

Low Frequency Effects.

e_speakerBackLeft 

Back Left.

e_speakerBackRight 

Back Right.

e_speakerSideLeft 

Side Left.

e_speakerSideRight 

Side Right.

◆ ESpeakerMode

Speaker Mode.

Remarks
Enum
Enumerator
e_speakerModeMono 

Mono.

e_speakerModeStereo 

Stereo.

e_speakerModeQuad 

Quad.

e_speakerModeSurround 

Surround.

e_speakerMode5Point1 

Surround (5.1)

e_speakerMode7Point1 

Surround (7.1)

e_speakerModeProLogic 

Pro Logic.

Variable Documentation

◆ e_classIdCSoundCount

const int32 e_classIdCSoundCount = 1

◆ e_soundBlendCount

const int32 e_soundBlendCount = 3

◆ e_soundCategoryCount

const int32 e_soundCategoryCount = 27

◆ e_soundDupeCount

const int32 e_soundDupeCount = 2

◆ e_soundFlagCount

const int32 e_soundFlagCount = 15

◆ e_soundFormatCount

const int32 e_soundFormatCount = 5

◆ e_soundModeCount

const int32 e_soundModeCount = 3

◆ e_soundResamplerCount

const int32 e_soundResamplerCount = 4

◆ e_soundSelectCount

const int32 e_soundSelectCount = 2

◆ e_speakerCount

const int32 e_speakerCount = 8

◆ e_speakerModeCount

const int32 e_speakerModeCount = 7