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feat(audio): batch 21 of native updates (#1017)
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* feat(audio): batch 21 of native updates

* Update SetVehicleStartupRevSound.md

Change parameter name soundSet to setName.

* Update SetPedClothEventsEnabled.md

Re-add nativedb introduced date.

---------

Co-authored-by: ammonia-cfx <38232208+4mmonium@users.noreply.github.com>
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AvarianKnight and 4mmonium committed Mar 18, 2024
1 parent e2a25db commit 5cef053
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22 changes: 0 additions & 22 deletions AUDIO/SetPedAudioFootstepQuiet.md

This file was deleted.

18 changes: 18 additions & 0 deletions AUDIO/SetPedClothEventsEnabled.md
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---
ns: AUDIO
aliases: ["0x29DA3CA8D8B2692D", "_SET_PED_AUDIO_FOOTSTEP_QUIET"]
---
## SET_PED_CLOTH_EVENTS_ENABLED

```c
// 0x29DA3CA8D8B2692D
void SET_PED_CLOTH_EVENTS_ENABLED(Ped ped, BOOL enabled);
```
```
NativeDB Introduced: v1493
```
## Parameters
* **ped**:
* **enabled**:
6 changes: 3 additions & 3 deletions AUDIO/SetVehicleRadioLoud.md
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Expand Up @@ -5,11 +5,11 @@ ns: AUDIO

```c
// 0xBB6F1CAEC68B0BCE 0x8D9EDD99
void SET_VEHICLE_RADIO_LOUD(Vehicle vehicle, BOOL toggle);
void SET_VEHICLE_RADIO_LOUD(Vehicle vehicle, BOOL loud);
```
## Parameters
* **vehicle**:
* **toggle**:
* **vehicle**:
* **loud**:
15 changes: 5 additions & 10 deletions AUDIO/SetVehicleStartupRevSound.md
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Expand Up @@ -6,20 +6,15 @@ aliases: ["0xF1F8157B8C3F171C"]

```c
// 0xF1F8157B8C3F171C 0x1C0C5E4C
void SET_VEHICLE_STARTUP_REV_SOUND(Vehicle vehicle, char* p1, char* p2);
void SET_VEHICLE_STARTUP_REV_SOUND(Vehicle vehicle, char* soundName, char* setName);
```
Overrides the vehicle's startup engine rev sound.
2 calls found in the b617d scripts:
```cpp
AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS");
AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS");
```
You can reset this with [RESET_VEHICLE_STARTUP_REV_SOUND](#_0xD2DCCD8E16E20997)
## Parameters
* **vehicle**:
* **p1**:
* **p2**:
* **vehicle**:
* **soundName**:
* **setName**:
31 changes: 4 additions & 27 deletions AUDIO/StartAlarm.md
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Expand Up @@ -5,35 +5,12 @@ ns: AUDIO

```c
// 0x0355EF116C4C97B2 0x703F524B
void START_ALARM(char* alarmName, BOOL p2);
void START_ALARM(char* alarmName, BOOL skipStartup);
```
```
Example:
This will start the alarm at Fort Zancudo.
AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
First parameter (char) is the name of the alarm.
Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.
----------
It DOES make a difference but it has to do with the duration or something I dunno yet
----------
Found in the b617d scripts:
AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS", 0);
AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER", 1);
AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B", 0);
AUDIO::START_ALARM("BIG_SCORE_HEIST_VAULT_ALARMS", a_0);
AUDIO::START_ALARM("FBI_01_MORGUE_ALARMS", 1);
AUDIO::START_ALARM("FIB_05_BIOTECH_LAB_ALARMS", 0);
AUDIO::START_ALARM("JEWEL_STORE_HEIST_ALARMS", 0);
AUDIO::START_ALARM("PALETO_BAY_SCORE_ALARM", 1);
AUDIO::START_ALARM("PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM", 0);
AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
AUDIO::START_ALARM("PORT_OF_LS_HEIST_SHIP_ALARMS", 0);
AUDIO::START_ALARM("PRISON_ALARMS", 0);
AUDIO::START_ALARM("PROLOGUE_VAULT_ALARMS", 0);
```
You should call [PREPARE_ALARM](#_0x9D74AE343DB65533) and wait for its value to be true before using this
## Parameters
* **alarmName**:
* **p2**:
* **alarmName**:
* **skipStartup**:
1 change: 1 addition & 0 deletions AUDIO/StartPreloadedConversation.md
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Expand Up @@ -8,4 +8,5 @@ ns: AUDIO
void START_PRELOADED_CONVERSATION();
```

For use with [PRELOAD_SCRIPT_CONVERSATION](#_0x3B3CAD6166916D87) and [GET_IS_PRELOADED_CONVERSATION_READY](#_0xE73364DB90778FFA)

10 changes: 5 additions & 5 deletions AUDIO/StartScriptConversation.md
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Expand Up @@ -5,13 +5,13 @@ ns: AUDIO

```c
// 0x6B17C62C9635D2DC 0xE5DE7D9D
void START_SCRIPT_CONVERSATION(BOOL p0, BOOL p1, BOOL p2, BOOL p3);
void START_SCRIPT_CONVERSATION(BOOL displaySubtitles, BOOL addToBriefScreen, BOOL cloneConversation, BOOL interruptible);
```
## Parameters
* **p0**:
* **p1**:
* **p2**:
* **p3**:
* **displaySubtitles**:
* **addToBriefScreen**: Defaults to true
* **cloneConversation**: Defaults to false
* **interruptible**: Defaults to true
6 changes: 3 additions & 3 deletions AUDIO/StartScriptPhoneConversation.md
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Expand Up @@ -5,11 +5,11 @@ ns: AUDIO

```c
// 0x252E5F915EABB675 0x38E42D07
void START_SCRIPT_PHONE_CONVERSATION(BOOL p0, BOOL p1);
void START_SCRIPT_PHONE_CONVERSATION(BOOL displaySubtitles, BOOL addToBriefScreen);
```
## Parameters
* **p0**:
* **p1**:
* **displaySubtitles**:
* **addToBriefScreen**: Defaults to true
14 changes: 3 additions & 11 deletions AUDIO/StopAlarm.md
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Expand Up @@ -5,18 +5,10 @@ ns: AUDIO

```c
// 0xA1CADDCD98415A41 0xF987BE8C
void STOP_ALARM(char* alarmName, BOOL toggle);
void STOP_ALARM(char* alarmName, BOOL instantStop);
```
```
Example:
This will stop the alarm at Fort Zancudo.
AUDIO::STOP_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
First parameter (char) is the name of the alarm.
Second parameter (bool) has to be true (1) to have any effect.
```
## Parameters
* **alarmName**:
* **toggle**:
* **alarmName**:
* **instantStop**: Whether to kill the alarm instantly, or to let the audio system turn it off when it becomes inaudible
5 changes: 2 additions & 3 deletions AUDIO/StopAllAlarms.md
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Expand Up @@ -5,10 +5,9 @@ ns: AUDIO

```c
// 0x2F794A877ADD4C92 0xC3CB9DC6
void STOP_ALL_ALARMS(BOOL stop);
void STOP_ALL_ALARMS(BOOL instantStop);
```
## Parameters
* **stop**:
* **instantStop**: Whether to kill the alarm instantly, or to let the audio system turn it off when it becomes inaudible
6 changes: 4 additions & 2 deletions AUDIO/StopAudioScene.md
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Expand Up @@ -5,10 +5,12 @@ ns: AUDIO

```c
// 0xDFE8422B3B94E688 0xA08D8C58
void STOP_AUDIO_SCENE(char* scene);
void STOP_AUDIO_SCENE(char* sceneName);
```
Stops the named mixing scene (which was previously started by this script)
## Parameters
* **scene**:
* **sceneName**:

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