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#xxl

adrientd
Of course that node needs to be at a correct position
adrientd
if it's at 0 0 0 and you're far away from the origin, you probably won't hear the sound
pegperegogaucho
some have multiple
adrientd
only one
adrientd
normally
pegperegogaucho
what about the basicenemyleader?
adrientd
"multiple" not necessarily exactly the number of sounds used
adrientd
for multiple in number of groups
adrientd
one sndDictID for normal roman sounds, one for sounds specific to the leader
adrientd
And of course in the sndDictID you can have multiple sounds
adrientd
adrientd
This is a method of the rocket roman hook that plays a sound
adrientd
[this+288h] points to a CKSoundDictID
adrientd
adrientd
another method that plays another sound
adrientd
[CKSoundDictID+4] points to the sound array
adrientd
it is moved to ecx, then you can see that it adds 0xC0 to the address
adrientd
so that it points to the 4th sound entry in the array
adrientd
then that address is given as argument to the CKSoundManager::sndMgPlaySound method
adrientd
Thats what I just found today when trying to make the rocket roman's behaviour work