Fix #10490: Allow ships to exit depots if another is not moving at the exit point...
[openttd-github.git] / src / sound_type.h
blobadc1438e6b15d840340c5f526b0f1586fac04814
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 */
8 /** @file sound_type.h Types related to sounds. */
10 #ifndef SOUND_TYPE_H
11 #define SOUND_TYPE_H
13 struct SoundEntry {
14 class RandomAccessFile *file;
15 size_t file_offset;
16 size_t file_size;
17 uint16_t rate;
18 uint8_t bits_per_sample;
19 uint8_t channels;
20 uint8_t volume;
21 uint8_t priority;
22 byte grf_container_ver; ///< NewGRF container version if the sound is from a NewGRF.
25 /**
26 * Sound effects from baseset.
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.
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
115 /** The number of sounds in the original sample.cat */
116 static const uint ORIGINAL_SAMPLE_COUNT = 73;
118 typedef uint16_t SoundID;
120 static const SoundID INVALID_SOUND = 0xFFFF;
122 #endif /* SOUND_TYPE_H */