MiscAudio.h 4.7 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. ///MiscAudio.h/////////////////////////////////////////////////////////////////////////////////////
  24. // This file is for miscellaneous sound hooks that don't have another happy home.
  25. #pragma once
  26. #ifndef _MISCAUDIO_H_
  27. #define _MISCAUDIO_H_
  28. #include "Common/AudioEventRTS.h"
  29. struct MiscAudio
  30. {
  31. static const FieldParse m_fieldParseTable[];
  32. AudioEventRTS m_radarUnitUnderAttackSound; ///< radar sounds to play when unit under attack
  33. AudioEventRTS m_radarHarvesterUnderAttackSound; ///< radar sounds to play when harvester under attack
  34. AudioEventRTS m_radarStructureUnderAttackSound; ///< radar sounds to play when structure under attack
  35. AudioEventRTS m_radarUnderAttackSound; ///< radar sounds to play when ? under attack
  36. AudioEventRTS m_radarInfiltrationSound; ///< radar sounds to play when something is infiltrated
  37. AudioEventRTS m_radarOnlineSound; ///< radar sounds to play when radar goes online
  38. AudioEventRTS m_radarOfflineSound; ///< radar sounds to play when radar goes offline
  39. AudioEventRTS m_defectorTimerTickSound; ///< snd to play during transient invulnerability while defecting // lorenzen
  40. AudioEventRTS m_defectorTimerDingSound; ///< snd to play when you become vulnerable again // lorenzen
  41. AudioEventRTS m_lockonTickSound; ///< snd to play during stealth-fighter-lockon period
  42. AudioEventRTS m_allCheerSound; ///< snd to play when user presses 'cheer' key
  43. AudioEventRTS m_battleCrySound; ///< snd to play when user presses 'battlecry' key
  44. AudioEventRTS m_guiClickSound; ///< snd to play when user presses button in GUI
  45. AudioEventRTS m_noCanDoSound; ///< Global "No Can Do" sound
  46. AudioEventRTS m_stealthDiscoveredSound; ///< I have just discovered an enemy stealth unit
  47. AudioEventRTS m_stealthNeutralizedSound; ///< One of my stealthed units has just been discovered by the enemy
  48. AudioEventRTS m_moneyDepositSound; ///< Money was deposited in my bank
  49. AudioEventRTS m_moneyWithdrawSound; ///< Money was withdrawn from my bank
  50. AudioEventRTS m_buildingDisabled; ///< Building has lost power, been hit with an EMP, or disable hacked.
  51. AudioEventRTS m_buildingReenabled; ///< Building has recovered from being disabled.
  52. AudioEventRTS m_vehicleDisabled; ///< Vehicle has been disabled via EMP or hacker attack.
  53. AudioEventRTS m_vehicleReenabled; ///< Vehicle has recovered from being disabled.
  54. AudioEventRTS m_splatterVehiclePilotsBrain; ///< Pilot has been sniped by Jarmen Kell.
  55. AudioEventRTS m_terroristInCarMoveVoice; ///< Terrorist issues a move order while in a car.
  56. AudioEventRTS m_terroristInCarAttackVoice; ///< Terrorist issues attack order while in a car.
  57. AudioEventRTS m_terroristInCarSelectVoice; ///< Terrorist is selected while in a car.
  58. AudioEventRTS m_crateHeal; ///< When heal crate is picked up.
  59. AudioEventRTS m_crateShroud; ///< When shroud crate is picked up.
  60. AudioEventRTS m_crateSalvage; ///< When salvage crate is picked up.
  61. AudioEventRTS m_crateFreeUnit; ///< When free unit crate is picked up.
  62. AudioEventRTS m_crateMoney; ///< When money crate is picked up.
  63. AudioEventRTS m_unitPromoted; ///< Unit is promoted.
  64. AudioEventRTS m_repairSparks; ///< Battle drone repairs unit.
  65. AudioEventRTS m_sabotageShutDownBuilding; ///< When Saboteur hits a building
  66. AudioEventRTS m_sabotageResetTimerBuilding; ///< When Saboteur hits a building
  67. AudioEventRTS m_aircraftWheelScreech; ///< When a jet lands on a runway.
  68. };
  69. #endif /* _MISCAUDIO_H_ */