
Originally Posted by
Swoosh91
@das
The call function (0x006F9160) you see after each sound is the loading procedure, it tells d3d to load sound into ram as far as I can tell.
If you trace it further you can see (at the top of the function) a call to .resize(), which will size the array to fit sounds. Basically, if you find a codecave, write the wished instructions there, jmp back to code, and call that injected procedure, you should be able to load more sounds.
Just theory though, I havent done it :)