Sound Driver Globals Asset: Difference between revisions
No edit summary |
No edit summary |
||
| Line 10: | Line 10: | ||
The global sound drivers asset (snddriverglobals) is part of the D3DBSP system produced by Radiant, and has existed on every CoD game so far. Only 1 is loaded into memory at a time, and they control how sound reacts in different rooms, particularly for 5.1 channel systems. While it has remained mostly unchanged on Infinity Ward games, Treyarch has completely changed it. | The global sound drivers asset (snddriverglobals) is part of the D3DBSP system produced by Radiant, and has existed on every CoD game so far. Only 1 is loaded into memory at a time, and they control how sound reacts in different rooms, particularly for 5.1 channel systems. While it has remained mostly unchanged on Infinity Ward games, Treyarch has completely changed it. | ||
== Infinity Ward Games == | == Infinity Ward Games == | ||
<syntaxhighlight lang="cpp"> | |||
struct XAUDIOREVERBSETTINGS | struct XAUDIOREVERBSETTINGS | ||
{ | { | ||
| Line 47: | Line 48: | ||
#else | #else | ||
XaReverbSettings (*reverbSettings)[0x1A]; | XaReverbSettings (*reverbSettings)[0x1A]; | ||
#endif | |||
const char *name; | const char *name; | ||
}; | }; | ||
</syntaxhighlight> | |||
== World at War == | == World at War == | ||
<syntaxhighlight lang="cpp"> | |||
struct SndDriverGlobals | struct SndDriverGlobals | ||
{ | { | ||
| Line 55: | Line 59: | ||
char unknown[0x5C00]; | char unknown[0x5C00]; | ||
}; | }; | ||
</syntaxhighlight> | |||
== Black Ops 1 == | == Black Ops 1 == | ||
<syntaxhighlight lang="cpp"> | |||
struct SndDriverGlobals | struct SndDriverGlobals | ||
{ | { | ||
| Line 72: | Line 78: | ||
char * masters; //Size = masterCount * 0xB0 | char * masters; //Size = masterCount * 0xB0 | ||
}; | }; | ||
</syntaxhighlight> | |||
== Black Ops 2 == | == Black Ops 2 == | ||
<syntaxhighlight lang="cpp"> | |||
struct SndDriverGlobals | struct SndDriverGlobals | ||
{ | { | ||
| Line 93: | Line 101: | ||
char * unknown5; //Size = unknownCount5 * 0x64 | char * unknown5; //Size = unknownCount5 * 0x64 | ||
}; | }; | ||
</syntaxhighlight> | |||
Revision as of 18:30, 31 January 2014
The global sound drivers asset (snddriverglobals) is part of the D3DBSP system produced by Radiant, and has existed on every CoD game so far. Only 1 is loaded into memory at a time, and they control how sound reacts in different rooms, particularly for 5.1 channel systems. While it has remained mostly unchanged on Infinity Ward games, Treyarch has completely changed it.
Infinity Ward Games
struct XAUDIOREVERBSETTINGS
{
unsigned int ReflectionsDelay;
char ReverbDelay;
char RearDelay;
char PositionLeft;
char PositionRight;
char PositionMatrixLeft;
char PositionMatrixRight;
char EarlyDiffusion;
char LateDiffusion;
char LowEQGain;
char LowEQCutoff;
char HighEQGain;
char HighEQCutoff;
float RoomFilterFreq;
float RoomFilterMain;
float RoomFilterHF;
float ReflectionsGain;
float ReverbGain;
float DecayTime;
float Density;
float RoomSize;
};
struct XaReverbSettings
{
int presetOverridden;
XAUDIOREVERBSETTINGS reverbSettings;
};
struct SndDriverGlobals
{
#ifdef GHOSTS
XaReverbSettings (*reverbSettings)[0x1C];
#else
XaReverbSettings (*reverbSettings)[0x1A];
#endif
const char *name;
};World at War
struct SndDriverGlobals
{
const char * name;
char unknown[0x5C00];
};Black Ops 1
struct SndDriverGlobals
{
const char * name;
unsigned int groupCount;
char * groups; //Size = ((groupCount << 2) + groupCount) << 4
unsigned int curveCount;
char * curves; //Size = curveCount * 0x64
unsigned int panCount;
char * pans; //Size = panCount * 0x3C
unsigned int snapshotGroupCount;
char * snapshotGroups; //Size = snapshotGroupCount << 5
unsigned int contextCount;
char * contexts; //Size = ((contextCount << 2) + contextCount) << 3
unsigned int masterCount;
char * masters; //Size = masterCount * 0xB0
};Black Ops 2
struct SndDriverGlobals
{
const char * name;
unsigned int groupCount;
char * groups; //Size = ((groupCount << 2) + groupCount) << 4
unsigned int curveCount;
char * curves; //Size = curveCount * 0x64
unsigned int panCount;
char * pans; //Size = panCount * 0x3C
unsigned int unknownCount1;
char * unknown1; //Size = ((unknownCount1 << 3) + unknownCount1) << 2
unsigned int unknownCount2;
char * unknown2; //Size = ((unknownCount2 << 3) + unknownCount2) << 2
unsigned int unknownCount3;
char * unknown3; //Size = unknownCount3 * 0xF0
unsigned int unknownCount4;
char * unknown4; //Size = unknownCount4 * 0x3C
unsigned int unknownCount5;
char * unknown5; //Size = unknownCount5 * 0x64
};