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feat(audio): batch 17 of native updates (#1012)
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* feat(audio): batch 17 of native updates

* Update SetPedVoiceFull.md

Document what `SetPedVoiceFull` does, internally.

---------

Co-authored-by: ammonia-cfx <[email protected]>
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AvarianKnight and 4mmonium authored Feb 20, 2024
1 parent 4ec7d47 commit 8f7c02b
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15 changes: 0 additions & 15 deletions AUDIO/N_0x149aee66f0cb3a99.md

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16 changes: 0 additions & 16 deletions AUDIO/N_0x1b7abe26cbcbf8c7.md

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17 changes: 0 additions & 17 deletions AUDIO/N_0x33e3c6c6f2f0b506.md

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18 changes: 0 additions & 18 deletions AUDIO/N_0x6fddad856e36988a.md

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14 changes: 0 additions & 14 deletions AUDIO/N_0xda07819e452ffe8f.md

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19 changes: 3 additions & 16 deletions AUDIO/SetPedIsDrunk.md
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Expand Up @@ -8,22 +8,9 @@ ns: AUDIO
void SET_PED_IS_DRUNK(Ped ped, BOOL toggle);
```
```
Sets the ped drunk sounds. Only works with PLAYER_PED_ID
====================================================
As mentioned above, this only sets the drunk sound to ped/player.
To give the Ped a drunk effect with drunk walking animation try using SET_PED_MOVEMENT_CLIPSET
Below is an example
if (!Function.Call<bool>(Hash.HAS_ANIM_SET_LOADED, "move_m@drunk@verydrunk"))
{
Function.Call(Hash.REQUEST_ANIM_SET, "move_m@drunk@verydrunk");
}
Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Ped.Handle, "move_m@drunk@verydrunk", 0x3E800000);
And to stop the effect use
RESET_PED_MOVEMENT_CLIPSET
```
Sets the ped so they sound drunk
## Parameters
* **ped**:
* **toggle**:
* **ped**:
* **toggle**:
17 changes: 17 additions & 0 deletions AUDIO/SetPedRaceAndVoiceGroup.md
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---
ns: AUDIO
aliases: ["0x1B7ABE26CBCBF8C7"]
---
## SET_PED_RACE_AND_VOICE_GROUP

```c
// 0x1B7ABE26CBCBF8C7
void SET_PED_RACE_AND_VOICE_GROUP(Ped ped, int pedRace, int pvgHash);
```
## Parameters
* **ped**:
* **pedRace**:
* **pvgHash**: PedVoiceGroup hash, defaults to 0
18 changes: 0 additions & 18 deletions AUDIO/SetPedScream.md

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16 changes: 16 additions & 0 deletions AUDIO/SetPedVoiceFull.md
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---
ns: AUDIO
aliases: ["0x40CF0D12D142A9E8", "_SET_PED_SCREAM"]
---
## SET_PED_VOICE_FULL

```c
// 0x40CF0D12D142A9E8
void SET_PED_VOICE_FULL(Ped ped);
```
Calls the same internal function [`_SET_PED_VOICE_GROUP`](#_0x7CDC8C3B89F661B3) calls, but passes `voiceGroupHash` (defined as a parameter in the referenced native) as `0`.
## Parameters
* **ped**:
19 changes: 19 additions & 0 deletions AUDIO/SetPedWallDensity.md
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---
ns: AUDIO
aliases: ["0x149AEE66F0CB3A99"]
---
## SET_PED_WALLA_DENSITY

```c
// 0x149AEE66F0CB3A99 0xE64F97A0
void SET_PED_WALLA_DENSITY(float density, float applyValue);
```
Overrides the calculated ped density that is used to modulate the ambient ped walla sounds (in exteriors only)
If you want to use this for interiors, use [SET_PED_INTERIOR_WALLA_DENSITY](#_0x8BF907833BE275DE)
## Parameters
* **density**: desired walla density
* **applyValue**: how much the desired density affects the actual one
7 changes: 4 additions & 3 deletions AUDIO/SetPlayerAngry.md
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Expand Up @@ -5,11 +5,12 @@ ns: AUDIO

```c
// 0xEA241BB04110F091 0x782CA58D
void SET_PLAYER_ANGRY(Ped ped, BOOL toggle);
void SET_PLAYER_ANGRY(Ped ped, BOOL isAngry);
```
Sets a player ped to use his ANGRY speech contexts
## Parameters
* **ped**:
* **toggle**:
* **ped**:
* **isAngry**:
16 changes: 16 additions & 0 deletions AUDIO/SetPlayerVehicleAlarmAudioActive.md
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---
ns: AUDIO
aliases: ["0x6FDDAD856E36988A"]
---
## SET_PLAYER_VEHICLE_ALARM_AUDIO_ACTIVE

```c
// 0x6FDDAD856E36988A 0x934BE749
void SET_PLAYER_VEHICLE_ALARM_AUDIO_ACTIVE(Vehicle vehicle, BOOL active);
```
Enable player vehicle specific alarm disarm/arm sound triggering
## Parameters
* **vehicle**:
* **active**:
15 changes: 3 additions & 12 deletions AUDIO/SetPortalSettingsOverride.md
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Expand Up @@ -6,19 +6,10 @@ aliases: ["0x044DBAD7A7FA2BE5"]

```c
// 0x044DBAD7A7FA2BE5 0x8AD670EC
void SET_PORTAL_SETTINGS_OVERRIDE(char* p0, char* p1);
```
```
Found in the b617d scripts, duplicates removed:
AUDIO::_044DBAD7A7FA2BE5("V_CARSHOWROOM_PS_WINDOW_UNBROKEN", "V_CARSHOWROOM_PS_WINDOW_BROKEN");
AUDIO::_044DBAD7A7FA2BE5("V_CIA_PS_WINDOW_UNBROKEN", "V_CIA_PS_WINDOW_BROKEN");
AUDIO::_044DBAD7A7FA2BE5("V_DLC_HEIST_APARTMENT_DOOR_CLOSED", "V_DLC_HEIST_APARTMENT_DOOR_OPEN");
AUDIO::_044DBAD7A7FA2BE5("V_FINALEBANK_PS_VAULT_INTACT", "V_FINALEBANK_PS_VAULT_BLOWN");
AUDIO::_044DBAD7A7FA2BE5("V_MICHAEL_PS_BATHROOM_WITH_WINDOW", "V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW");
void SET_PORTAL_SETTINGS_OVERRIDE(char* oldPortalSettingsName, char* newPortalSettingsName);
```
## Parameters
* **p0**:
* **p1**:
* **oldPortalSettingsName**:
* **newPortalSettingsName**:
18 changes: 18 additions & 0 deletions AUDIO/SetPositionForNullConvPed.md
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---
ns: AUDIO
aliases: ["0x33E3C6C6F2F0B506"]
---
## SET_POSITION_FOR_NULL_CONV_PED

```c
// 0x33E3C6C6F2F0B506 0x73C6F979
void SET_POSITION_FOR_NULL_CONV_PED(int speakerConversationIndex, float x, float y, float z);
```
## Parameters
* **speakerConversationIndex**:
* **x**:
* **y**:
* **z**:
14 changes: 14 additions & 0 deletions AUDIO/SetPositionedPlayerVehicleRadioEmitterEnabled.md
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---
ns: AUDIO
aliases: ["0xDA07819E452FFE8F"]
---
## SET_POSITIONED_PLAYER_VEHICLE_RADIO_EMITTER_ENABLED

```c
// 0xDA07819E452FFE8F
void SET_POSITIONED_PLAYER_VEHICLE_RADIO_EMITTER_ENABLED(cs_type(Any) BOOL enabled);
```
## Parameters
* **enabled**: enables/disables a positioned emitter for the player vehicle radio
2 changes: 1 addition & 1 deletion AUDIO/SetRadioAutoUnfreeze.md
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Expand Up @@ -10,5 +10,5 @@ void SET_RADIO_AUTO_UNFREEZE(BOOL toggle);
## Parameters
* **toggle**:
* **toggle**: if true the radio will automatically unfreeze as soon as the player gets in a vehicle

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