018C
Revision as of 02:55, 17 March 2015 by Spaceeinstein (talk | contribs)
Description
- Adds a short sound effect at a point
Syntax
- 018C: play_sound [int] at [flt1] [flt2] [flt3]
Parameter
- [int]
- Sound index (see below)
- [flt1]
- X-coordinate
- [flt2]
- Y-coordinate
- [flt3]
- Z-coordinate
This opcode adds a short sound effect at a point. Certain sound effects are independent of the point and can be heard anywhere. The sound index does not match the SFX table; it is based on a list hardcoded within the game. Many of the SFX sounds are a combination of or altered from the base sound files.
GTA III
Index | Enum | SFX[2] | Range | Notes |
---|---|---|---|---|
78 | SOUND_ |
2857-2871 | male pain soft | |
79 | SOUND_ |
2857-2871 | male pain loud | |
80 | SOUND_ |
2290-2300 | female pain soft | |
81 | SOUND_ |
2290-2300 | female pain loud | |
82 | SOUND_ |
161-162 | unlimited | item pickup |
83 | SOUND_ |
161-162 | unlimited | item pickup |
92 | SOUND_ |
147 | 40.0 | gate start |
93 | SOUND_ |
147 | 40.0 | gate stop |
94 | SOUND_ |
337 | unlimited | checkpoint |
97 | SOUND_ |
336 | unlimited | countdown timer 3 |
98 | SOUND_ |
336 | unlimited | countdown timer 2 |
99 | SOUND_ |
336 | unlimited | countdown timer 1 |
100 | SOUND_ |
337 | unlimited | countdown finish |
106-108 | 176-178 | 50.0 | bullet hit ground | |
110-111 | 389 | 80.0 | silent, replace the SFX or edit the memory to a different SFX to make this useful | |
112 | 283 | 80.0 | payphone | |
114-115 | 151 | 60.0 | glass break | |
116 | 150 | 60.0 | glass damage | |
117 | 152-155 | 55.0 | glass shards | |
118 | 327 | 60.0 | boxes destroyed | |
119 | 328 | 60.0 | boxes destroyed | |
120 | 140-144 | 60.0 | car collision | |
121 | 29 | 60.0 | tire collision | |
122 | 167-168 | 20.0 | gun shell drop, dependent on what collision the player is currently standing on | |
123 | 168 | 20.0 | gun shell drop soft |
Vice City
Index | Enum[1] | SFX[3] | Range | Notes |
---|---|---|---|---|
1 | SOUND_ |
364-366 | unlimited | blip |
3 | SOUND_ |
143 | 40.0 | metal gate |
5 | SOUND_ |
102 | 80.0 | garage door finished open/close |
7 | SOUND_ |
364-366 | unlimited | blip |
8 | SOUND_ |
364-366 | unlimited | blip |
9 | SOUND_ |
364-366 | unlimited | blip |
10 | SOUND_ |
367-369 | unlimited | high pitch blip |
12 | SOUND_ |
162-164 | 50.0 | bullet hit ground, random selection between 162 and 164 |
13 | SOUND_ |
361-363 | unlimited | successful select |
14 | SOUND_ |
361-363 | unlimited | unsuccessful select |
16 | SOUND_ |
178 | unlimited | "Demolition Man" and "Trojan Voodoo" arm bomb |
18 | SOUND_ |
334 | 40.0 | "No Escape?" card swipe |
19 | SOUND_ |
intermittent male pain | ||
20 | SOUND_ |
intermittent female pain | ||
35 | SOUND_ |
465 | 1000.0 | "Dildo Dodo" Skimmer low fuel ping |
52-54 | 162-164 | 50.0 | bullet hit ground, random selection between 162 and 164 | |
56 | 267 | 80.0 | ringing phone | |
57 | 147 | 60.0 | glass breaking | |
58 | 147 | 60.0 | glass breaking | |
59 | 146 | 60.0 | glass breaking | |
60 | 148-151 | 55.0 | glass breaking, random selection between 148 and 151 | |
61 | 327 | 60.0 | boxes destroyed | |
62 | 328 | 60.0 | boxes destroyed | |
63 | 136-140 | 60.0 | metal sheet explosion, random selection between 136 and 140 | |
64 | 33 | 60.0 | tire hit ground | |
65 | 339 | 60.0 | beach ball | |
66 | 156-157 | 20.0 | gun shell drop, dependent on what collision the player is currently standing on |
- ^ Enums are from Wesser's GTA III/VC definitions.
- ^ These values correspond to an SFX entry. The range is how far the player can be in meters before the sound diminishes. The association between the sound and SFX is hardcoded. For III v1.0, the location of the array for sounds with limited range starts at 0x6092D4. For sounds with unlimited range, the array starts at 0x6095D8.
- ^ For VC v1.0, the location of the array for sounds with limited range starts at 0x6B2C3C. For sounds with unlimited range, the array starts at 0x6B28B8.
Keywords
add, play, create, sound, sfx
See also
- 018D, add continuous sound
External link
Listen to some of the sounds. All the sounds are recorded directly from the game played directly at the viewport.