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feat(audio): batch 14 of native updates (#1010)
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* feat(audio): batch 14 of native updates

* Update SetAmbientVoiceNameHash.md

Add alias.

---------

Co-authored-by: ammonia-cfx <[email protected]>
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AvarianKnight and 4mmonium authored Feb 23, 2024
1 parent be05fc8 commit c5c2459
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6 changes: 2 additions & 4 deletions AUDIO/SetAggressiveHorns.md
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Expand Up @@ -8,10 +8,8 @@ ns: AUDIO
void SET_AGGRESSIVE_HORNS(BOOL toggle);
```
```
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.
```
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.
## Parameters
* **toggle**:
* **toggle**:
13 changes: 4 additions & 9 deletions AUDIO/SetAmbientVoiceName.md
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Expand Up @@ -5,17 +5,12 @@ ns: AUDIO

```c
// 0x6C8065A3B780185B 0xBD2EA1A1
void SET_AMBIENT_VOICE_NAME(Ped ped, char* name);
void SET_AMBIENT_VOICE_NAME(Ped ped, char* voiceName);
```
```
Audio List
gtaforums.com/topic/795622-audio-for-mods/
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ
Yes
```
Sets the specified ped to use a specific voice different to the one associated with their model.
## Parameters
* **ped**:
* **name**:
* **ped**:
* **voiceName**:
12 changes: 7 additions & 5 deletions AUDIO/SetAmbientVoiceNameHash.md
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@@ -1,15 +1,17 @@
---
ns: AUDIO
aliases: ["0x9A53DED9921DE990"]
aliases: ["0x9A53DED9921DE990", "_SET_AMBIENT_VOICE_NAME_HASH"]
---
## _SET_AMBIENT_VOICE_NAME_HASH
## SET_AMBIENT_VOICE_NAME_HASH

```c
// 0x9A53DED9921DE990
void _SET_AMBIENT_VOICE_NAME_HASH(Ped ped, cs_type(Any) Hash hash);
void SET_AMBIENT_VOICE_NAME_HASH(Ped ped, cs_type(Any) Hash hash);
```
Sets the specified ped to use a specific voice different to the one associated with their model.
## Parameters
* **ped**:
* **hash**:
* **ped**:
* **hash**:
9 changes: 5 additions & 4 deletions AUDIO/SetAmbientZoneListState.md
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Expand Up @@ -5,12 +5,13 @@ ns: AUDIO

```c
// 0x9748FA4DE50CCE3E 0xBF80B412
void SET_AMBIENT_ZONE_LIST_STATE(char* p0, BOOL p1, BOOL p2);
void SET_AMBIENT_ZONE_LIST_STATE(char* zoneListName, BOOL enabled, BOOL forceUpdate);
```
## Parameters
* **p0**:
* **p1**:
* **p2**:
* **zoneListName**:
* **enabled**: Enables/disables a list of ambient zones for the duration of this script
* **forceUpdate**: Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.
9 changes: 4 additions & 5 deletions AUDIO/SetAmbientZoneListStatePersistent.md
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Expand Up @@ -5,12 +5,11 @@ ns: AUDIO

```c
// 0xF3638DAE8C4045E1 0x5F5A2605
void SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT(char* ambientZone, BOOL p1, BOOL p2);
void SET_AMBIENT_ZONE_LIST_STATE_PERSISTENT(char* ambientZone, BOOL enabled, BOOL forceUpdate);
```
## Parameters
* **ambientZone**:
* **p1**:
* **p2**:
* **ambientZone**:
* **enabled**: Enables/disables a list of ambient zones persistently
* **forceUpdate**: Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.
9 changes: 4 additions & 5 deletions AUDIO/SetAmbientZoneState.md
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Expand Up @@ -5,12 +5,11 @@ ns: AUDIO

```c
// 0xBDA07E5950085E46 0x2849CAC9
void SET_AMBIENT_ZONE_STATE(cs_type(AnyPtr) char* zoneName, BOOL p1, BOOL p2);
void SET_AMBIENT_ZONE_STATE(cs_type(AnyPtr) char* zoneName, BOOL enabled, BOOL forceUpdate);
```
## Parameters
* **zoneName**:
* **p1**:
* **p2**:
* **zoneName**:
* **enabled**: Enables/disables an ambient zone for the duration of this script
* **forceUpdate**: Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.
8 changes: 4 additions & 4 deletions AUDIO/SetAmbientZoneStatePersistent.md
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Expand Up @@ -5,12 +5,12 @@ ns: AUDIO

```c
// 0x1D6650420CEC9D3B 0xC1FFB672
void SET_AMBIENT_ZONE_STATE_PERSISTENT(char* ambientZone, BOOL p1, BOOL p2);
void SET_AMBIENT_ZONE_STATE_PERSISTENT(char* zoneName, BOOL enabled, BOOL forceUpdate);
```
## Parameters
* **ambientZone**:
* **p1**:
* **p2**:
* **zoneName**:
* **enabled**: Enables/disables an ambient zone for the duration of this script
* **forceUpdate**: Set to true to force a zone to become disabled even if its currently active, default behaviour is to only change state when the player leaves the zone.
15 changes: 10 additions & 5 deletions AUDIO/SetAnimalMood.md
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Expand Up @@ -8,11 +8,16 @@ ns: AUDIO
void SET_ANIMAL_MOOD(Ped animal, int mood);
```
```
mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal.
```
```c
enum eAudAnimalMood {
AUD_ANIMAL_MOOD_ANGRY,
AUD_ANIMAL_MOOD_PLAYFUL,
AUD_ANIMAL_MOOD_NUM_MOODS
}
## Parameters
* **animal**:
* **mood**:
* **animal**:
* **mood**: Refer to eAudAnimalMood
218 changes: 110 additions & 108 deletions AUDIO/SetAudioFlag.md
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Expand Up @@ -8,116 +8,118 @@ ns: AUDIO
void SET_AUDIO_FLAG(char* flagName, BOOL toggle);
```
Generic interface to toggle audio functionality, with auto-reset on script termination and support for multiple script threads
```
Possible flag names:
"ActivateSwitchWheelAudio"
"AllowAmbientSpeechInSlowMo"
"AllowCutsceneOverScreenFade"
"AllowForceRadioAfterRetune"
"AllowPainAndAmbientSpeechToPlayDuringCutscene"
"AllowPlayerAIOnMission"
"AllowPoliceScannerWhenPlayerHasNoControl"
"AllowRadioDuringSwitch"
"AllowRadioOverScreenFade"
"AllowScoreAndRadio"
"AllowScriptedSpeechInSlowMo"
"AvoidMissionCompleteDelay"
"DisableAbortConversationForDeathAndInjury"
"DisableAbortConversationForRagdoll"
"DisableBarks"
"DisableFlightMusic"
"DisableReplayScriptStreamRecording"
"EnableHeadsetBeep"
"ForceConversationInterrupt"
"ForceSeamlessRadioSwitch"
"ForceSniperAudio"
"FrontendRadioDisabled"
"HoldMissionCompleteWhenPrepared"
"IsDirectorModeActive"
"IsPlayerOnMissionForSpeech"
"ListenerReverbDisabled"
"LoadMPData"
"MobileRadioInGame"
"OnlyAllowScriptTriggerPoliceScanner"
"PlayMenuMusic"
"PoliceScannerDisabled"
"ScriptedConvListenerMaySpeak"
"SpeechDucksScore"
"SuppressPlayerScubaBreathing"
"WantedMusicDisabled"
"WantedMusicOnMission"
-------------------------------
No added flag names between b393d and b573d, including b573d.
#######################################################################
"IsDirectorModeActive" is an audio flag which will allow you to play speech infinitely without any pauses like in Director Mode.
-----------------------------------------------------------------------
All flag IDs and hashes:
ID: 01 | Hash: 0x20A7858F
ID: 02 | Hash: 0xA11C2259
ID: 03 | Hash: 0x08DE4700
ID: 04 | Hash: 0x989F652F
ID: 05 | Hash: 0x3C9E76BA
ID: 06 | Hash: 0xA805FEB0
ID: 07 | Hash: 0x4B94EA26
ID: 08 | Hash: 0x803ACD34
ID: 09 | Hash: 0x7C741226
ID: 10 | Hash: 0x31DB9EBD
ID: 11 | Hash: 0xDF386F18
ID: 12 | Hash: 0x669CED42
ID: 13 | Hash: 0x51F22743
ID: 14 | Hash: 0x2052B35C
ID: 15 | Hash: 0x071472DC
ID: 16 | Hash: 0xF9928BCC
ID: 17 | Hash: 0x7ADBDD48
ID: 18 | Hash: 0xA959BA1A
ID: 19 | Hash: 0xBBE89B60
ID: 20 | Hash: 0x87A08871
ID: 21 | Hash: 0xED1057CE
ID: 22 | Hash: 0x1584AD7A
ID: 23 | Hash: 0x8582CFCB
ID: 24 | Hash: 0x7E5E2FB0
ID: 25 | Hash: 0xAE4F72DB
ID: 26 | Hash: 0x5D16D1FA
ID: 27 | Hash: 0x06B2F4B8
ID: 28 | Hash: 0x5D4CDC96
ID: 29 | Hash: 0x8B5A48BA
ID: 30 | Hash: 0x98FBD539
ID: 31 | Hash: 0xD8CB0473
ID: 32 | Hash: 0x5CBB4874
ID: 33 | Hash: 0x2E9F93A9
ID: 34 | Hash: 0xD93BEA86
ID: 35 | Hash: 0x92109B7D
ID: 36 | Hash: 0xB7EC9E4D
ID: 37 | Hash: 0xCABDBB1D
ID: 38 | Hash: 0xB3FD4A52
ID: 39 | Hash: 0x370D94E5
ID: 40 | Hash: 0xA0F7938F
ID: 41 | Hash: 0xCBE1CE81
ID: 42 | Hash: 0xC27F1271
ID: 43 | Hash: 0x9E3258EB
ID: 44 | Hash: 0x551CDA5B
ID: 45 | Hash: 0xCB6D663C
ID: 46 | Hash: 0x7DACE87F
ID: 47 | Hash: 0xF9DE416F
ID: 48 | Hash: 0x882E6E9E
ID: 49 | Hash: 0x16B447E7
ID: 50 | Hash: 0xBD867739
ID: 51 | Hash: 0xA3A58604
ID: 52 | Hash: 0x7E046BBC
ID: 53 | Hash: 0xD95FDB98
ID: 54 | Hash: 0x5842C0ED
ID: 55 | Hash: 0x285FECC6
ID: 56 | Hash: 0x9351AC43
ID: 57 | Hash: 0x50032E75
ID: 58 | Hash: 0xAE6D0D59
ID: 59 | Hash: 0xD6351785
ID: 60 | Hash: 0xD25D71BC
ID: 61 | Hash: 0x1F7F6423
ID: 62 | Hash: 0xE24C3AA6
ID: 63 | Hash: 0xBFFDD2B7
Possible flag names:
"ActivateSwitchWheelAudio"
"AllowAmbientSpeechInSlowMo"
"AllowCutsceneOverScreenFade"
"AllowForceRadioAfterRetune"
"AllowPainAndAmbientSpeechToPlayDuringCutscene"
"AllowPlayerAIOnMission"
"AllowPoliceScannerWhenPlayerHasNoControl"
"AllowRadioDuringSwitch"
"AllowRadioOverScreenFade"
"AllowScoreAndRadio"
"AllowScriptedSpeechInSlowMo"
"AvoidMissionCompleteDelay"
"DisableAbortConversationForDeathAndInjury"
"DisableAbortConversationForRagdoll"
"DisableBarks"
"DisableFlightMusic"
"DisableReplayScriptStreamRecording"
"EnableHeadsetBeep"
"ForceConversationInterrupt"
"ForceSeamlessRadioSwitch"
"ForceSniperAudio"
"FrontendRadioDisabled"
"HoldMissionCompleteWhenPrepared"
"IsDirectorModeActive"
"IsPlayerOnMissionForSpeech"
"ListenerReverbDisabled"
"LoadMPData"
"MobileRadioInGame"
"OnlyAllowScriptTriggerPoliceScanner"
"PlayMenuMusic"
"PoliceScannerDisabled"
"ScriptedConvListenerMaySpeak"
"SpeechDucksScore"
"SuppressPlayerScubaBreathing"
"WantedMusicDisabled"
"WantedMusicOnMission"
-------------------------------
No added flag names between b393d and b573d, including b573d.
#######################################################################
"IsDirectorModeActive" is an audio flag which will allow you to play speech infinitely without any pauses like in Director Mode.
-----------------------------------------------------------------------
All flag IDs and hashes:
ID: 01 | Hash: 0x20A7858F
ID: 02 | Hash: 0xA11C2259
ID: 03 | Hash: 0x08DE4700
ID: 04 | Hash: 0x989F652F
ID: 05 | Hash: 0x3C9E76BA
ID: 06 | Hash: 0xA805FEB0
ID: 07 | Hash: 0x4B94EA26
ID: 08 | Hash: 0x803ACD34
ID: 09 | Hash: 0x7C741226
ID: 10 | Hash: 0x31DB9EBD
ID: 11 | Hash: 0xDF386F18
ID: 12 | Hash: 0x669CED42
ID: 13 | Hash: 0x51F22743
ID: 14 | Hash: 0x2052B35C
ID: 15 | Hash: 0x071472DC
ID: 16 | Hash: 0xF9928BCC
ID: 17 | Hash: 0x7ADBDD48
ID: 18 | Hash: 0xA959BA1A
ID: 19 | Hash: 0xBBE89B60
ID: 20 | Hash: 0x87A08871
ID: 21 | Hash: 0xED1057CE
ID: 22 | Hash: 0x1584AD7A
ID: 23 | Hash: 0x8582CFCB
ID: 24 | Hash: 0x7E5E2FB0
ID: 25 | Hash: 0xAE4F72DB
ID: 26 | Hash: 0x5D16D1FA
ID: 27 | Hash: 0x06B2F4B8
ID: 28 | Hash: 0x5D4CDC96
ID: 29 | Hash: 0x8B5A48BA
ID: 30 | Hash: 0x98FBD539
ID: 31 | Hash: 0xD8CB0473
ID: 32 | Hash: 0x5CBB4874
ID: 33 | Hash: 0x2E9F93A9
ID: 34 | Hash: 0xD93BEA86
ID: 35 | Hash: 0x92109B7D
ID: 36 | Hash: 0xB7EC9E4D
ID: 37 | Hash: 0xCABDBB1D
ID: 38 | Hash: 0xB3FD4A52
ID: 39 | Hash: 0x370D94E5
ID: 40 | Hash: 0xA0F7938F
ID: 41 | Hash: 0xCBE1CE81
ID: 42 | Hash: 0xC27F1271
ID: 43 | Hash: 0x9E3258EB
ID: 44 | Hash: 0x551CDA5B
ID: 45 | Hash: 0xCB6D663C
ID: 46 | Hash: 0x7DACE87F
ID: 47 | Hash: 0xF9DE416F
ID: 48 | Hash: 0x882E6E9E
ID: 49 | Hash: 0x16B447E7
ID: 50 | Hash: 0xBD867739
ID: 51 | Hash: 0xA3A58604
ID: 52 | Hash: 0x7E046BBC
ID: 53 | Hash: 0xD95FDB98
ID: 54 | Hash: 0x5842C0ED
ID: 55 | Hash: 0x285FECC6
ID: 56 | Hash: 0x9351AC43
ID: 57 | Hash: 0x50032E75
ID: 58 | Hash: 0xAE6D0D59
ID: 59 | Hash: 0xD6351785
ID: 60 | Hash: 0xD25D71BC
ID: 61 | Hash: 0x1F7F6423
ID: 62 | Hash: 0xE24C3AA6
ID: 63 | Hash: 0xBFFDD2B7
```
## Parameters
* **flagName**:
* **toggle**:
* **flagName**:
* **toggle**:
8 changes: 4 additions & 4 deletions AUDIO/SetAudioSceneVariable.md
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Expand Up @@ -5,12 +5,12 @@ ns: AUDIO

```c
// 0xEF21A9EF089A2668 0x19BB3CE8
void SET_AUDIO_SCENE_VARIABLE(char* scene, char* variable, float value);
void SET_AUDIO_SCENE_VARIABLE(char* scene, char* variableName, float value);
```
## Parameters
* **scene**:
* **variable**:
* **value**:
* **scene**: name of the scene
* **variableName**: name of the variable to add/change
* **value**: value to set the variable to

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