#pragma once #include // The game's own menu sounds, for the pages ReSkate draws in its pause menu. The game plays // them through its UI audio manager, which listens for one event // (Audio/UI/Manager/Events/DGO_UI_PlayOneShot_Event) carrying which sound // (Audio/_Systems/EnumTypeInfoAssets/DGO_Audio_UI_OneShot_Enum). This raises that event the // way the game's own code raises events, so the sounds are the game's, at the player's own // volume settings. namespace dingosdk::multiplayer { // Values of the game's enum. enum class UiSound : std::uint32_t { cancel = 0, navigate = 3, toggle = 5, select = 7, tab = 56 }; // Any thread: the sound is played at the next client tick (the newest asked for wins). void queue_ui_sound(std::uint32_t sound) noexcept; // Client thread, each tick while a world is up. void tick_ui_sounds(std::uintptr_t base, bool loading) noexcept; } // namespace dingosdk::multiplayer