EvilEngine/SGRP

From Heavy Iron Modding
SGRP
Sound Group
TypeBase
Games usedThe Incredibles

Format

SGRP are base assets, so they start with their 0x8 byte header, then are followed by:

Offset Type Variable Description
0x8 int uPlayedMask Always 0
0xC byte uInfoCount usually 0x00
0xD byte uSetBits usually 0x30
0xE byte uMaxPlays usually 0x80
0xF byte uPriority usually 0x00
0x10 byte uFlags usually 0x00. 01 - PlayGlobally
0x11 byte eSoundCategory usually 0x00. 01 - Choose Random Entry
0x12 byte ePlayRule usually 0x42
0x13 byte uInfoPad0 usually 0x00
0x14 float InnerRadius usually 8.0
0x18 float OuterRadius usually 25.0
0x1C char pszGroupName usually 0
0x20 SoundEntry[amountOfSounds] Sound reference entries
Events
- Event[numberOfEvents] Events

Sound Entry

Offset Type Variable Description
0x0 Asset ID soundAssetID SND/SNDS
0x4 float Volume usually between 0-1
0x8 float minPitchMult usually 0
0xC float maxPitchMult usually 0