#include "RumbleFxTable.hpp" namespace urde { const SAdsrData RumbleFxTable[] = { /* attackGain, autoReleaseDur, attackDur, decayDur, sustainGain, releaseDur, hasSustain, autoRelease */ {0.48f, 0.f, 0.3f, 0.125f, 0.1f, 0.5f, false, false}, {0.66f, 0.f, 0.11f, 0.175f, 0.42f, 0.375f, false, false}, {0.42f, 0.f, 0.1f, 0.225f, 0.225f, 0.f, false, false}, {1.5f, 0.f, 0.1f, 0.225f, 1.025f, 0.4f, false, false}, {0.786f, 0.f, 0.1f, 0.16f, 0.655f, 0.255f, false, false}, {1.2f, 0.f, 0.4f, 0.1f, 1.f, 0.055f, false, false}, {1.2f, 0.f, 0.05f, 0.3f, 0.4f, 1.1f, false, false}, // CameraShake {1.02f, 0.f, 0.065f, 0.175f, 0.85f, 0.9f, false, false}, // EscapeSequenceShake {0.48f, 0.f, 0.065f, 0.175f, 0.4f, 0.0f, false, false}, {0.72f, 0.f, 0.001f, 0.001f, 0.6f, 0.1f, false, false}, {0.24f, 0.f, 0.001f, 0.525f, 0.2f, 0.2f, false, false}, {2.4f, 0.f, 0.001f, 0.466f, 0.f, 0.f, false, false}, // PlayerBump {0.5532f, 0.f, 0.f, 1.345f, 0.f, 1.756f, false, false}, // PlayerGunCharge {2.4f, 0.f, 0.01f, 0.125f, 0.25f, 0.5f, false, false}, // PlayerMissileFire {0.84f, 0.f, 0.1f, 0.125f, 0.35f, 1.0f, false, false}, // PlayerGrappleFire {2.4f, 0.f, 0.1f, 0.225f, 0.38f, 0.3f, false, false}, // PlayerLand {0.48f, 0.f, 0.065f, 0.175f, 0.4f, 0.f, false, false}, // IntroBossProjectile (??) {0.3024f, 0.f, 0.1f, 1.345f, 0.f, 1.756f, false, false}, // PlayerGrappleSwoosh {0.72f, 0.f, 0.01f, 0.01f, 0.6f, 0.1f, false, false}, {1.1904f, 0.f, 0.f, 0.125f, 0.683f, 0.5f, true, false}, {1.2f, 0.f, 0.01f, 0.621f, 0.f, 0.f, false, false}, {0.5268f, 0.f, 0.114f, 1.008f, 0.f, 0.325f, false, false}, {0.6828f, 0.f, 0.f, 0.821f, 0.f, 0.f, false, false}, {1.8f, 0.f, 0.5f, 0.425f, 0.35f, 0.5f, false, false} }; }