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Ferry sounds done
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parent
0df6fbb30a
commit
07a1339704
2 changed files with 100 additions and 4 deletions
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@ -44,6 +44,7 @@
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#include "Script.h"
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#include "Wanted.h"
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#include "KeyGen.h"
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#include "Ferry.h"
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void
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cAudioManager::PreInitialiseGameSpecificSetup()
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@ -554,6 +555,11 @@ enum
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TRAIN_NOISE_NEAR_MAX_DIST = 70,
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TRAIN_NOISE_VOLUME = 70,
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FERRY_NOISE_MAX_DIST = 70,
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FERRY_NOISE_WATER_VOLUME = 30,
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FERRY_NOISE_ENGINE_MAX_DIST = 160,
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FERRY_NOISE_ENGINE_VOLUME = 40,
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BOAT_ENGINE_MAX_DIST = 90,
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BOAT_ENGINE_REEFER_IDLE_VOLUME = 80,
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@ -1084,10 +1090,10 @@ cAudioManager::ProcessVehicle(CVehicle* veh)
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ProcessVehicleOneShots(params);
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break;
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#ifdef GTA_TRAIN
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case VEHICLE_TYPE_TRAIN:
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ProcessTrainNoise(params);
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ProcessVehicleOneShots(params);
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break;
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case VEHICLE_TYPE_TRAIN:
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ProcessTrainNoise(params);
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ProcessVehicleOneShots(params);
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break;
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#endif
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case VEHICLE_TYPE_HELI:
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ProcessCarHeli(params);
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@ -1114,6 +1120,10 @@ cAudioManager::ProcessVehicle(CVehicle* veh)
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ProcessVehicleOneShots(params);
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((CBike*)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
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break;
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case VEHICLE_TYPE_FERRY:
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ProcessFerryNoise(params);
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ProcessVehicleOneShots(params);
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break;
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default:
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break;
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}
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@ -3726,6 +3736,91 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params)
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return FALSE;
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}
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#endif
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bool8
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cAudioManager::ProcessFerryNoise(cVehicleParams& params)
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{
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CFerry *ferry = (CFerry*)params.m_pVehicle;
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float volMultipler;
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#ifdef FIX_BUGS
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if (!ferry->IsDocked() && params.m_fDistance < SQR(FERRY_NOISE_ENGINE_MAX_DIST)) {
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#else
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if (!ferry->IsDocked() && params.m_fDistance < SQR(FERRY_NOISE_MAX_DIST)){
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#endif
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if (params.m_fVelocityChange > 0.0f) {
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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#ifdef FIX_BUGS // most distant sound should go first
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volMultipler = ((float)SQR(FERRY_NOISE_ENGINE_MAX_DIST) - params.m_fDistance) / (float)SQR(FERRY_NOISE_ENGINE_MAX_DIST);
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m_sQueueSample.m_nVolume = (FERRY_NOISE_ENGINE_VOLUME * volMultipler);
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if (m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = 40;
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nPriority = 3;
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m_sQueueSample.m_nFrequency = 12000;
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m_sQueueSample.m_nLoopCount = 0;
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SET_EMITTING_VOLUME(FERRY_NOISE_ENGINE_VOLUME);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_MaxDistance = FERRY_NOISE_ENGINE_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 7;
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SET_SOUND_REVERB(FALSE);
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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#endif
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if (params.m_fDistance < SQR(FERRY_NOISE_MAX_DIST)) {
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volMultipler = ((float)SQR(FERRY_NOISE_MAX_DIST) - params.m_fDistance) / (float)SQR(FERRY_NOISE_MAX_DIST);
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m_sQueueSample.m_nVolume = (FERRY_NOISE_WATER_VOLUME * volMultipler);
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if (m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = 33;
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nPriority = 5;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOAT_WATER_LOOP) + (100 * m_sQueueSample.m_nEntityIndex) % 987;
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m_sQueueSample.m_nLoopCount = 0;
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SET_EMITTING_VOLUME(FERRY_NOISE_WATER_VOLUME);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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m_sQueueSample.m_MaxDistance = FERRY_NOISE_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 3;
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SET_SOUND_REVERB(FALSE);
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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#ifndef FIX_BUGS
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m_sQueueSample.m_nCounter = 40;
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nPriority = 3;
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m_sQueueSample.m_nFrequency = 12000;
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m_sQueueSample.m_nLoopCount = 0;
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_MaxDistance = FERRY_NOISE_ENGINE_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 7;
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SET_SOUND_REVERB(FALSE);
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SET_SOUND_REFLECTION(FALSE);
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m_sQueueSample.m_nVolume = volMultipler * FERRY_NOISE_ENGINE_VOLUME;
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SET_EMITTING_VOLUME(FERRY_NOISE_ENGINE_VOLUME);
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AddSampleToRequestedQueue();
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#endif
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}
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}
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}
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return TRUE;
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}
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return FALSE;
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}
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bool8
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cAudioManager::ProcessBoatEngine(cVehicleParams& params)
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{
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@ -416,6 +416,7 @@ public:
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#ifdef GTA_TRAIN
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bool8 ProcessTrainNoise(cVehicleParams ¶ms);
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#endif
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bool8 ProcessFerryNoise(cVehicleParams ¶ms);
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bool8 ProcessBoatEngine(cVehicleParams ¶ms);
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bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms);
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void ProcessPlane(cVehicleParams ¶ms);
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