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C

/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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, either version 3 of the License, or
** (at your option) any later version.
**
** This program 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. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
///MiscAudio.h/////////////////////////////////////////////////////////////////////////////////////
// This file is for miscellaneous sound hooks that don't have another happy home.
#pragma once
#ifndef _MISCAUDIO_H_
#define _MISCAUDIO_H_
#include "Common/AudioEventRTS.h"
struct MiscAudio
{
static const FieldParse m_fieldParseTable[];
AudioEventRTS m_radarUnitUnderAttackSound; ///< radar sounds to play when unit under attack
AudioEventRTS m_radarHarvesterUnderAttackSound; ///< radar sounds to play when harvester under attack
AudioEventRTS m_radarStructureUnderAttackSound; ///< radar sounds to play when structure under attack
AudioEventRTS m_radarUnderAttackSound; ///< radar sounds to play when ? under attack
AudioEventRTS m_radarInfiltrationSound; ///< radar sounds to play when something is infiltrated
AudioEventRTS m_radarOnlineSound; ///< radar sounds to play when radar goes online
AudioEventRTS m_radarOfflineSound; ///< radar sounds to play when radar goes offline
AudioEventRTS m_defectorTimerTickSound; ///< snd to play during transient invulnerability while defecting // lorenzen
AudioEventRTS m_defectorTimerDingSound; ///< snd to play when you become vulnerable again // lorenzen
AudioEventRTS m_lockonTickSound; ///< snd to play during stealth-fighter-lockon period
AudioEventRTS m_allCheerSound; ///< snd to play when user presses 'cheer' key
AudioEventRTS m_battleCrySound; ///< snd to play when user presses 'battlecry' key
AudioEventRTS m_guiClickSound; ///< snd to play when user presses button in GUI
AudioEventRTS m_noCanDoSound; ///< Global "No Can Do" sound
AudioEventRTS m_stealthDiscoveredSound; ///< I have just discovered an enemy stealth unit
AudioEventRTS m_stealthNeutralizedSound; ///< One of my stealthed units has just been discovered by the enemy
AudioEventRTS m_moneyDepositSound; ///< Money was deposited in my bank
AudioEventRTS m_moneyWithdrawSound; ///< Money was withdrawn from my bank
AudioEventRTS m_buildingDisabled; ///< Building has lost power, been hit with an EMP, or disable hacked.
AudioEventRTS m_buildingReenabled; ///< Building has recovered from being disabled.
AudioEventRTS m_vehicleDisabled; ///< Vehicle has been disabled via EMP or hacker attack.
AudioEventRTS m_vehicleReenabled; ///< Vehicle has recovered from being disabled.
AudioEventRTS m_splatterVehiclePilotsBrain; ///< Pilot has been sniped by Jarmen Kell.
AudioEventRTS m_terroristInCarMoveVoice; ///< Terrorist issues a move order while in a car.
AudioEventRTS m_terroristInCarAttackVoice; ///< Terrorist issues attack order while in a car.
AudioEventRTS m_terroristInCarSelectVoice; ///< Terrorist is selected while in a car.
AudioEventRTS m_crateHeal; ///< When heal crate is picked up.
AudioEventRTS m_crateShroud; ///< When shroud crate is picked up.
AudioEventRTS m_crateSalvage; ///< When salvage crate is picked up.
AudioEventRTS m_crateFreeUnit; ///< When free unit crate is picked up.
AudioEventRTS m_crateMoney; ///< When money crate is picked up.
AudioEventRTS m_unitPromoted; ///< Unit is promoted.
AudioEventRTS m_repairSparks; ///< Battle drone repairs unit.
AudioEventRTS m_aircraftWheelScreech; ///< When a jet lands on a runway.
};
#endif /* _MISCAUDIO_H_ */