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Move sound processors to AudioLogic.cpp, plus small fixes
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dc5ece8327
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13a0bf1c43
5 changed files with 9476 additions and 9448 deletions
8838
src/audio/AudioLogic.cpp
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8838
src/audio/AudioLogic.cpp
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@ -75,7 +75,18 @@ public:
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uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
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uint8 m_nActiveBank;
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cPedComments();
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cPedComments()
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{
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for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
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for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
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m_asPedComments[j][i].m_nProcess = -1;
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m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
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}
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for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
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m_nCommentsInBank[i] = 0;
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m_nActiveBank = 0;
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}
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void Add(tPedComment *com);
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void Process();
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};
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@ -222,11 +233,10 @@ public:
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float speedMultiplier) const;
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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int32 CreateEntity(int32 type, void *entity);
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int32 CreateEntity(eAudioType type, void *entity);
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id);
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void DoJumboVolOffset() const;
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void DoPoliceRadioCrackle();
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// functions returning talk sfx,
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@ -434,14 +444,14 @@ public:
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void ServiceSoundEffects();
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int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(bool status);
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void SetEffectsFadeVolume(uint8 volume) const;
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void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, uint8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const;
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void SetMonoMode(uint8); // todo (mobile)
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void SetMusicFadeVolume(uint8 volume) const;
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void SetMusicFadeVol(uint8 volume) const;
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void SetMusicMasterVolume(uint8 volume) const;
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void SetSpeakerConfig(int32 conf) const;
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
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@ -464,9 +474,11 @@ public:
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bool UsesSiren(int32 model) const;
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bool UsesSirenSwitching(int32 model) const;
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#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume();
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
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#endif
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};
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#ifdef AUDIO_MSS
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@ -29,7 +29,7 @@ cDMAudio::Service(void)
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}
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int32
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cDMAudio::CreateEntity(int32 type, void *UID)
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cDMAudio::CreateEntity(eAudioType type, void *UID)
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{
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return AudioManager.CreateEntity(type, (CPhysical *)UID);
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}
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@ -82,7 +82,7 @@ cDMAudio::SetEffectsFadeVol(uint8 volume)
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uint8 vol = volume;
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if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
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AudioManager.SetEffectsFadeVolume(vol);
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AudioManager.SetEffectsFadeVol(vol);
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}
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void
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@ -91,7 +91,7 @@ cDMAudio::SetMusicFadeVol(uint8 volume)
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uint8 vol = volume;
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if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
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AudioManager.SetMusicFadeVolume(vol);
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AudioManager.SetMusicFadeVol(vol);
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}
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uint8
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@ -20,7 +20,7 @@ public:
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void Terminate(void);
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void Service(void);
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int32 CreateEntity(int32 type, void *UID);
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int32 CreateEntity(eAudioType type, void *UID);
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void DestroyEntity(int32 audioEntity);
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void SetEntityStatus(int32 audioEntity, uint8 status);
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void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
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