#include "Consoles_SoundEngine.h" #include "minecraft/sounds/SoundTypes.h" const char* ConsoleSoundEngine::wchSoundNames[eSoundType_MAX] = { "mob/chicken/chicken", // eSoundType_MOB_CHICKEN_AMBIENT "mob/chicken/chickenhurt", // eSoundType_MOB_CHICKEN_HURT "mob/chicken/chickenplop", // eSoundType_MOB_CHICKENPLOP "mob/cow/say", // eSoundType_MOB_COW_AMBIENT "mob/cow/hurt", // eSoundType_MOB_COW_HURT "mob/pig/pig", // eSoundType_MOB_PIG_AMBIENT "mob/pig/pigdeath", // eSoundType_MOB_PIG_DEATH "mob/sheep/sheep", // eSoundType_MOB_SHEEP_AMBIENT "mob/wolf/growl", // eSoundType_MOB_WOLF_GROWL "mob/wolf/whine", // eSoundType_MOB_WOLF_WHINE "mob/wolf/panting", // eSoundType_MOB_WOLF_PANTING "mob/wolf/bark", // eSoundType_MOB_WOLF_BARK "mob/wolf/hurt", // eSoundType_MOB_WOLF_HURT "mob/wolf/death", // eSoundType_MOB_WOLF_DEATH "mob/wolf/shake", // eSoundType_MOB_WOLF_SHAKE "mob/blaze/breathe", // eSoundType_MOB_BLAZE_BREATHE "mob/blaze/hit", // eSoundType_MOB_BLAZE_HURT "mob/blaze/death", // eSoundType_MOB_BLAZE_DEATH "mob/ghast/moan", // eSoundType_MOB_GHAST_MOAN "mob/ghast/scream", // eSoundType_MOB_GHAST_SCREAM "mob/ghast/death", // eSoundType_MOB_GHAST_DEATH "mob/ghast/fireball", // eSoundType_MOB_GHAST_FIREBALL "mob/ghast/charge", // eSoundType_MOB_GHAST_CHARGE "mob/endermen/idle", // eSoundType_MOB_ENDERMEN_IDLE "mob/endermen/hit", // eSoundType_MOB_ENDERMEN_HIT "mob/endermen/death", // eSoundType_MOB_ENDERMEN_DEATH "mob/endermen/portal", // eSoundType_MOB_ENDERMEN_PORTAL "mob/zombiepig/zpig", // eSoundType_MOB_ZOMBIEPIG_AMBIENT "mob/zombiepig/zpighurt", // eSoundType_MOB_ZOMBIEPIG_HURT "mob/zombiepig/zpigdeath", // eSoundType_MOB_ZOMBIEPIG_DEATH "mob/zombiepig/zpigangry", // eSoundType_MOB_ZOMBIEPIG_ZPIGANGRY "mob/silverfish/say", // eSoundType_MOB_SILVERFISH_AMBIENT, "mob/silverfish/hit", // eSoundType_MOB_SILVERFISH_HURT "mob/silverfish/kill", // eSoundType_MOB_SILVERFISH_DEATH, "mob/silverfish/step", // eSoundType_MOB_SILVERFISH_STEP, "mob/skeleton/skeleton", // eSoundType_MOB_SKELETON_AMBIENT, "mob/skeleton/skeletonhurt", // eSoundType_MOB_SKELETON_HURT, "mob/spider/spider", // eSoundType_MOB_SPIDER_AMBIENT, "mob/spider/spiderdeath", // eSoundType_MOB_SPIDER_DEATH, "mob/slime/slime", // eSoundType_MOB_SLIME, "mob/slime/slimeattack", // eSoundType_MOB_SLIME_ATTACK, "mob/creeper/creeper", // eSoundType_MOB_CREEPER_HURT, "mob/creeper/creeperdeath", // eSoundType_MOB_CREEPER_DEATH, "mob/zombie/zombie", // eSoundType_MOB_ZOMBIE_AMBIENT, "mob/zombie/zombiehurt", // eSoundType_MOB_ZOMBIE_HURT, "mob/zombie/zombiedeath", // eSoundType_MOB_ZOMBIE_DEATH, "mob/zombie/wood", // eSoundType_MOB_ZOMBIE_WOOD, "mob/zombie/woodbreak", // eSoundType_MOB_ZOMBIE_WOOD_BREAK, "mob/zombie/metal", // eSoundType_MOB_ZOMBIE_METAL, "mob/magmacube/big", // eSoundType_MOB_MAGMACUBE_BIG, "mob/magmacube/small", // eSoundType_MOB_MAGMACUBE_SMALL, "mob/cat/purr", // eSoundType_MOB_CAT_PURR "mob/cat/purreow", // eSoundType_MOB_CAT_PURREOW "mob/cat/meow", // eSoundType_MOB_CAT_MEOW // 4J-PB - correct the name of the event for hitting ocelots "mob/cat/hitt", // eSoundType_MOB_CAT_HITT // "mob.irongolem.throw", // // eSoundType_MOB_IRONGOLEM_THROW "mob.irongolem.hit", //// eSoundType_MOB_IRONGOLEM_HIT "mob.irongolem.death", //// eSoundType_MOB_IRONGOLEM_DEATH "mob.irongolem.walk", //// eSoundType_MOB_IRONGOLEM_WALK "random/bow", // eSoundType_RANDOM_BOW, "random/bowhit", // eSoundType_RANDOM_BOW_HIT, "random/explode", // eSoundType_RANDOM_EXPLODE, "random/fizz", // eSoundType_RANDOM_FIZZ, "random/pop", // eSoundType_RANDOM_POP, "random/fuse", // eSoundType_RANDOM_FUSE, "random/drink", // eSoundType_RANDOM_DRINK, "random/eat", // eSoundType_RANDOM_EAT, "random/burp", // eSoundType_RANDOM_BURP, "random/splash", // eSoundType_RANDOM_SPLASH, "random/click", // eSoundType_RANDOM_CLICK, "random/glass", // eSoundType_RANDOM_GLASS, "random/orb", // eSoundType_RANDOM_ORB, "random/break", // eSoundType_RANDOM_BREAK, "random/chestopen", // eSoundType_RANDOM_CHEST_OPEN, "random/chestclosed", // eSoundType_RANDOM_CHEST_CLOSE, "random/door_open", // eSoundType_RANDOM_DOOR_OPEN, "random/door_close", // eSoundType_RANDOM_DOOR_CLOSE, "ambient/weather/rain", // eSoundType_AMBIENT_WEATHER_RAIN, "ambient/weather/thunder", // eSoundType_AMBIENT_WEATHER_THUNDER, "ambient/cave/cave", // eSoundType_CAVE_CAVE, DON'T USE FOR XBOX 360!!! "portal/portal", // eSoundType_PORTAL_PORTAL, // 4J-PB - added a couple that were still using std::string "portal/trigger", // eSoundType_PORTAL_TRIGGER "portal/travel", // eSoundType_PORTAL_TRAVEL "fire/ignite", // eSoundType_FIRE_IGNITE, "fire/fire", // eSoundType_FIRE_FIRE, "damage/hit", // eSoundType_DAMAGE_HURT, "damage/fallsmall", // eSoundType_DAMAGE_FALL_SMALL, "damage/fallbig", // eSoundType_DAMAGE_FALL_BIG, "note/harp", // eSoundType_NOTE_HARP, "note/bd", // eSoundType_NOTE_BD, "note/snare", // eSoundType_NOTE_SNARE, "note/hat", // eSoundType_NOTE_HAT, "note/bassattack", // eSoundType_NOTE_BASSATTACK, "tile/piston.in", // eSoundType_TILE_PISTON_IN, "tile/piston.out", // eSoundType_TILE_PISTON_OUT, "liquid/water", // eSoundType_LIQUID_WATER, "liquid/lavapop", // eSoundType_LIQUID_LAVA_POP, "liquid/lava", // eSoundType_LIQUID_LAVA, "step/stone", // eSoundType_STEP_STONE, "step/wood", // eSoundType_STEP_WOOD, "step/gravel", // eSoundType_STEP_GRAVEL, "step/grass", // eSoundType_STEP_GRASS, "step/metal", // eSoundType_STEP_METAL, "step/cloth", // eSoundType_STEP_CLOTH, "step/sand", // eSoundType_STEP_SAND, // below this are the additional sounds from the second soundbank "mob/enderdragon/end", // eSoundType_MOB_ENDERDRAGON_END "mob/enderdragon/growl", // eSoundType_MOB_ENDERDRAGON_GROWL "mob/enderdragon/hit", // eSoundType_MOB_ENDERDRAGON_HIT "mob/enderdragon/wings", // eSoundType_MOB_ENDERDRAGON_MOVE "mob/irongolem/throw", // eSoundType_MOB_IRONGOLEM_THROW "mob/irongolem/hit", // eSoundType_MOB_IRONGOLEM_HIT "mob/irongolem/death", // eSoundType_MOB_IRONGOLEM_DEATH "mob/irongolem/walk", // eSoundType_MOB_IRONGOLEM_WALK // TU14 "damage/thorns", // eSoundType_DAMAGE_THORNS "random/anvil_break", // eSoundType_RANDOM_ANVIL_BREAK "random/anvil_land", // eSoundType_RANDOM_ANVIL_LAND "random/anvil_use", // eSoundType_RANDOM_ANVIL_USE "mob/villager/haggle", // eSoundType_MOB_VILLAGER_HAGGLE "mob/villager/idle", // eSoundType_MOB_VILLAGER_IDLE "mob/villager/hit", // eSoundType_MOB_VILLAGER_HIT "mob/villager/death", // eSoundType_MOB_VILLAGER_DEATH "mob/villager/yes", // eSoundType_MOB_VILLAGER_YES "mob/villager/no", // eSoundType_MOB_VILLAGER_NO "mob/zombie/infect", // eSoundType_MOB_ZOMBIE_INFECT "mob/zombie/unfect", // eSoundType_MOB_ZOMBIE_UNFECT "mob/zombie/remedy", // eSoundType_MOB_ZOMBIE_REMEDY "step/snow", // eSoundType_STEP_SNOW "step/ladder", // eSoundType_STEP_LADDER "dig/cloth", // eSoundType_DIG_CLOTH "dig/grass", // eSoundType_DIG_GRASS "dig/gravel", // eSoundType_DIG_GRAVEL "dig/sand", // eSoundType_DIG_SAND "dig/snow", // eSoundType_DIG_SNOW "dig/stone", // eSoundType_DIG_STONE "dig/wood", // eSoundType_DIG_WOOD // 1.6.4 "fireworks/launch", // eSoundType_FIREWORKS_LAUNCH, "fireworks/blast", // eSoundType_FIREWORKS_BLAST, "fireworks/blast_far", // eSoundType_FIREWORKS_BLAST_FAR, "fireworks/large_blast", // eSoundType_FIREWORKS_LARGE_BLAST, "fireworks/large_blast_far", // eSoundType_FIREWORKS_LARGE_BLAST_FAR, "fireworks/twinkle", // eSoundType_FIREWORKS_TWINKLE, "fireworks/twinkle_far", // eSoundType_FIREWORKS_TWINKLE_FAR, "mob/bat/idle", // eSoundType_MOB_BAT_IDLE, "mob/bat/hurt", // eSoundType_MOB_BAT_HURT, "mob/bat/death", // eSoundType_MOB_BAT_DEATH, "mob/bat/takeoff", // eSoundType_MOB_BAT_TAKEOFF, "mob/wither/spawn", // eSoundType_MOB_WITHER_SPAWN, "mob/wither/idle", // eSoundType_MOB_WITHER_IDLE, "mob/wither/hurt", // eSoundType_MOB_WITHER_HURT, "mob/wither/death", // eSoundType_MOB_WITHER_DEATH, "mob/wither/shoot", // eSoundType_MOB_WITHER_SHOOT, "mob/cow/step", // eSoundType_MOB_COW_STEP, "mob/chicken/step", // eSoundType_MOB_CHICKEN_STEP, "mob/pig/step", // eSoundType_MOB_PIG_STEP, "mob/enderman/stare", // eSoundType_MOB_ENDERMAN_STARE, "mob/enderman/scream", // eSoundType_MOB_ENDERMAN_SCREAM, "mob/sheep/shear", // eSoundType_MOB_SHEEP_SHEAR, "mob/sheep/step", // eSoundType_MOB_SHEEP_STEP, "mob/skeleton.death", // eSoundType_MOB_SKELETON_DEATH, "mob/skeleton/step", // eSoundType_MOB_SKELETON_STEP, "mob/spider/step", // eSoundType_MOB_SPIDER_STEP, "mob/wolf/step", // eSoundType_MOB_WOLF_STEP, "mob/zombie/step", // eSoundType_MOB_ZOMBIE_STEP, "liquid/swim", // eSoundType_LIQUID_SWIM, "mob/horse/land", // eSoundType_MOB_HORSE_LAND, "mob/horse/armor", // eSoundType_MOB_HORSE_ARMOR, "mob/horse/leather", // eSoundType_MOB_HORSE_LEATHER, "mob/horse/zombie.death", // eSoundType_MOB_HORSE_ZOMBIE_DEATH, "mob/horse/skeleton.death", // eSoundType_MOB_HORSE_SKELETON_DEATH, "mob/horse/donkey.death", // eSoundType_MOB_HORSE_DONKEY_DEATH, "mob/horse/death", // eSoundType_MOB_HORSE_DEATH, "mob/horse/zombie.hit", // eSoundType_MOB_HORSE_ZOMBIE_HIT, "mob/horse/skeleton.hit", // eSoundType_MOB_HORSE_SKELETON_HIT, "mob/horse/donkey.hit", // eSoundType_MOB_HORSE_DONKEY_HIT, "mob/horse/hit", // eSoundType_MOB_HORSE_HIT, "mob/horse/zombie.idle", // eSoundType_MOB_HORSE_ZOMBIE_IDLE, "mob/horse/skeleton.idle", // eSoundType_MOB_HORSE_SKELETON_IDLE, "mob/horse/donkey.idle", // eSoundType_MOB_HORSE_DONKEY_IDLE, "mob/horse/idle", // eSoundType_MOB_HORSE_IDLE, "mob/horse/donkey.angry", // eSoundType_MOB_HORSE_DONKEY_ANGRY, "mob/horse/angry", // eSoundType_MOB_HORSE_ANGRY, "mob/horse/gallop", // eSoundType_MOB_HORSE_GALLOP, "mob/horse/breathe", // eSoundType_MOB_HORSE_BREATHE, "mob/horse/wood", // eSoundType_MOB_HORSE_WOOD, "mob/horse/soft", // eSoundType_MOB_HORSE_SOFT, "mob/horse/jump", // eSoundType_MOB_HORSE_JUMP, "mob/witch/idle", // eSoundType_MOB_WITCH_IDLE, <--- // missing "mob/witch/hurt", // eSoundType_MOB_WITCH_HURT, <--- // missing "mob/witch/death", // eSoundType_MOB_WITCH_DEATH, <--- // missing "mob/slime/big", // eSoundType_MOB_SLIME_BIG, "mob/slime/small", // eSoundType_MOB_SLIME_SMALL, "eating", // eSoundType_EATING <--- missing "random/levelup", // eSoundType_RANDOM_LEVELUP // 4J-PB - Some sounds were updated, but we can't do that for the 360 or we // have to do a new sound bank instead, we'll add the sounds as new ones and // change the code to reference them "fire/new_ignite", }; const char* ConsoleSoundEngine::wchUISoundNames[eSFX_MAX] = { "back", "craft", "craftfail", "focus", "press", "scroll", };