32void InitializeSoundPool();
void PlayTileSound(const GRFFile *file, SoundID sound_id, TileIndex tile)
Play a NewGRF sound effect at the location of a specific tile.
SoundID GetNewGRFSoundID(const GRFFile *file, SoundID sound_id)
Resolve NewGRF sound ID.
SoundEntry * AllocateSound(uint num)
Allocate sound slots.
bool LoadNewGRFSound(SoundEntry &sound, SoundID sound_id)
Extract meta data from a NewGRF sound.
size_t GetSoundPoolAllocatedMemory()
Get size of memory allocated to sound effects.
VehicleSoundEvent
Events at which a sound might be played.
@ VSE_VISUAL_EFFECT
Vehicle visual effect (steam, diesel smoke or electric spark) is shown.
@ VSE_TOUCHDOWN
Whenever a plane touches down.
@ VSE_RUNNING
Vehicle running normally.
@ VSE_START
Vehicle starting, i.e. leaving, the station.
@ VSE_STOPPED_16
Every 16 ticks while the vehicle is stopped (speed == 0).
@ VSE_LOAD_UNLOAD
Whenever cargo payment is made for a vehicle.
@ VSE_TUNNEL
Train entering a tunnel.
@ VSE_RUNNING_16
Every 16 ticks while the vehicle is running (speed > 0).
@ VSE_BREAKDOWN
Vehicle breaking down.
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force=false)
Checks whether a NewGRF wants to play a different vehicle sound effect.
Dynamic data of a loaded NewGRF.
Types related to vehicles.