Registry

Registry resources define how the game finds and accesses sounds in conjunction with AttribSys resources such as BurnoutGlobalData.

= Overview = Registry entries contain information on specific sounds. This is done by having a system where each sound is an entity and each entity is of a certain type. The most common of these is the ContentSpec, which specifies the load attributes and whether it is an AEMS Bank or a Wave. The other entity types have not been properly researched.

= Structures =

CgsSound::Playback::Entity
Possible type names include:
 * ~ParameterSchema~ (hash: )
 * ~ContentSpec~ (hash: )
 * ~FeatureSchema~ (hash: )
 * ~VoiceSchema~ (hash: )
 * ~SlotSchema~ (hash: )
 * ~VoiceSpec~ (hash: )

CgsSound::Playback::ContentSpec
Immediately followed by a string, usually a  path.

CgsSound::Playback::ContentClass
Possible class values include:
 * AemsVoiceCsisClass (hash: )
 * GenericRwacFeatureImplementation (hash: )

CgsSound::Playback::FeatureSchema
Immediately followed by an array of sound hashes.

CgsSound::Playback::VoiceSchema
= Enumerations =

CgsSound::Playback::EVoiceType
= Bundle resource names = Unlike some resource types, Registry resources are most often listed in the Bundle debug data as simply having the name "Registry". This is only the name of one resource. For convenience, all resource names are listed here.