mirror of
https://github.com/GTAmodding/re3.git
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Add AUDIO_REFLECTIONS define, fix a bunch of types, fix heli chatter intensity
This commit is contained in:
parent
2526503743
commit
16ff379ebe
11 changed files with 313 additions and 211 deletions
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@ -203,7 +203,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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if(m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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switch(m_sQueueSample.m_nSampleIndex) {
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case SFX_COL_TARMAC_1:
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@ -269,7 +269,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = TRUE;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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}
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@ -285,7 +285,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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if(m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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@ -299,7 +299,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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m_sQueueSample.m_bReleasingSoundFlag = FALSE;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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}
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File diff suppressed because it is too large
Load diff
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@ -30,7 +30,9 @@ cAudioManager::cAudioManager()
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ClearActiveSamples();
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GenerateIntegerRandomNumberTable();
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m_bDoubleVolume = FALSE;
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#ifdef AUDIO_REFLECTIONS
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m_bDynamicAcousticModelingStatus = TRUE;
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#endif
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for (int i = 0; i < NUM_AUDIOENTITIES; i++) {
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m_asAudioEntities[i].m_bIsUsed = FALSE;
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@ -114,7 +116,7 @@ cAudioManager::Service()
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if (m_bIsInitialised) {
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m_nPreviousUserPause = m_nUserPause;
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m_nUserPause = CTimer::GetIsUserPaused();
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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UpdateReflections();
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#endif
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ServiceSoundEffects();
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@ -434,11 +436,13 @@ cAudioManager::ReacquireDigitalHandle()
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}
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}
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#ifdef AUDIO_REFLECTIONS
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void
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cAudioManager::SetDynamicAcousticModelingStatus(bool8 status)
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{
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m_bDynamicAcousticModelingStatus = status;
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}
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#endif
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bool8
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cAudioManager::CheckForAnAudioFileOnCD()
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@ -601,9 +605,11 @@ cAudioManager::InterrogateAudioEntities()
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void
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cAudioManager::AddSampleToRequestedQueue()
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{
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int32 calculatedVolume;
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uint32 calculatedVolume;
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uint8 sampleIndex;
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#ifdef AUDIO_REFLECTIONS
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bool8 bReflections;
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#endif
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if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) {
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calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator * (MAX_VOLUME - m_sQueueSample.m_nVolume);
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@ -617,11 +623,12 @@ cAudioManager::AddSampleToRequestedQueue()
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}
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m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
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m_sQueueSample.m_bLoopEnded = FALSE;
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#ifdef AUDIO_REFLECTIONS
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if (m_sQueueSample.m_bIs2D) {
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m_sQueueSample.m_bRequireReflection = FALSE;
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m_sQueueSample.m_nLoopsRemaining = 0;
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}
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if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount) {
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if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount > 0) {
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bReflections = m_sQueueSample.m_bRequireReflection;
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} else {
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bReflections = FALSE;
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@ -631,12 +638,15 @@ cAudioManager::AddSampleToRequestedQueue()
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if (!m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bReverbFlag = FALSE;
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#endif
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m_asSamples[m_nActiveSampleQueue][sampleIndex] = m_sQueueSample;
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AddDetailsToRequestedOrderList(sampleIndex);
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#ifdef AUDIO_REFLECTIONS
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if (bReflections)
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AddReflectionsToRequestedQueue();
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#endif
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}
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}
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@ -657,7 +667,7 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
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}
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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void
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cAudioManager::AddReflectionsToRequestedQueue()
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{
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@ -675,12 +685,12 @@ cAudioManager::AddReflectionsToRequestedQueue()
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > emittingVolume / 16) {
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m_sQueueSample.m_nCounter += (i + 1) * 256;
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if (m_sQueueSample.m_nLoopCount) {
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if (m_sQueueSample.m_nLoopCount > 0) {
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noise = RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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if (noise <= 0)
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m_sQueueSample.m_nFrequency += noise;
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else
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if (noise > 0)
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m_sQueueSample.m_nFrequency -= noise;
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else
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m_sQueueSample.m_nFrequency += noise;
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}
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m_sQueueSample.m_nReleasingVolumeModificator += 20;
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m_sQueueSample.m_vecPos = m_avecReflectionsPos[i];
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@ -740,7 +750,7 @@ cAudioManager::UpdateReflections()
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m_afReflectionsDistances[4] = 50.0f;
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}
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}
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#endif // GTA_VERSION >= GTA3_PC_10
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#endif // AUDIO_REFLECTIONS
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void
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cAudioManager::AddReleasingSounds()
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@ -768,7 +778,10 @@ cAudioManager::AddReleasingSounds()
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}
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}
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if (!toProcess[i]) {
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if (sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) {
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#ifdef AUDIO_REFLECTIONS
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if (sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) // check if not reflection
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#endif
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{
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if (sample.m_nReleasingVolumeDivider == 0)
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continue;
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if (sample.m_nLoopCount == 0) {
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@ -831,7 +844,7 @@ cAudioManager::ProcessActiveQueues()
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for (int32 j = 0; j < m_nActiveSamples; j++) {
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if (sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex && sample.m_nCounter == m_asActiveSamples[j].m_nCounter &&
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sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) {
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if (sample.m_nLoopCount) {
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if (sample.m_nLoopCount > 0) {
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if (m_FrameCounter & 1)
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flag = !!(j & 1);
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else
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@ -914,13 +927,16 @@ cAudioManager::ProcessActiveQueues()
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for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
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tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
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if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) {
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if (sample.m_nCounter > 255 && sample.m_nLoopCount != 0 && sample.m_nLoopsRemaining != 0) {
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#ifdef AUDIO_REFLECTIONS
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if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nLoopsRemaining > 0) { // check if reflection
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sample.m_nLoopsRemaining--;
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sample.m_nReleasingVolumeDivider = 1;
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} else {
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} else
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#endif
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{
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for (uint8 j = 0; j < m_nActiveSamples; j++) {
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if (!m_asActiveSamples[j].m_bIsProcessed) {
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if (sample.m_nLoopCount != 0) {
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if (sample.m_nLoopCount > 0) {
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samplesPerFrame = sample.m_nFrequency / m_nTimeSpent;
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samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex);
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if (samplesPerFrame == 0)
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@ -1028,7 +1044,7 @@ cAudioManager::ClearActiveSamples()
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m_asActiveSamples[i].m_nVolumeChange = -1;
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m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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m_asActiveSamples[i].m_bReverbFlag = FALSE;
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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m_asActiveSamples[i].m_nLoopsRemaining = 0;
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m_asActiveSamples[i].m_bRequireReflection = FALSE;
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#endif
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@ -9,20 +9,20 @@ class tSound
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public:
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int32 m_nEntityIndex;
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#if GTA_VERSION >= GTA3_PC_10
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int32 m_nCounter;
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uint32 m_nCounter;
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#else
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uint8 m_nCounter;
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#endif
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int32 m_nSampleIndex;
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uint32 m_nSampleIndex;
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uint8 m_nBankIndex;
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bool8 m_bIs2D;
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int32 m_nReleasingVolumeModificator;
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uint32 m_nReleasingVolumeModificator;
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uint32 m_nFrequency;
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uint8 m_nVolume;
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float m_fDistance;
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int32 m_nLoopCount;
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uint32 m_nLoopCount;
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#ifndef GTA_PS2
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int32 m_nLoopStart;
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uint32 m_nLoopStart;
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int32 m_nLoopEnd;
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#endif
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#ifdef EXTERNAL_3D_SOUND
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@ -37,18 +37,18 @@ public:
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool8 m_bReverbFlag;
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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uint8 m_nLoopsRemaining;
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bool8 m_bRequireReflection; // Used for oneshots
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#endif
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uint8 m_nOffset;
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int32 m_nReleasingVolumeDivider;
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uint32 m_nReleasingVolumeDivider;
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bool8 m_bIsProcessed;
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bool8 m_bLoopEnded;
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#if GTA_VERSION < GTA3_PC_10
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int32 unk; // only on PS2, seems unused
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#endif
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int32 m_nCalculatedVolume;
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uint32 m_nCalculatedVolume;
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int8 m_nVolumeChange;
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};
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@ -74,7 +74,7 @@ VALIDATE_SIZE(tAudioEntity, 40);
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class tPedComment
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{
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public:
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int32 m_nSampleIndex;
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uint32 m_nSampleIndex;
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int32 m_nEntityIndex;
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CVector m_vecPos;
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float m_fDistance;
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@ -120,7 +120,7 @@ class cMissionAudio
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public:
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CVector m_vecPos;
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bool8 m_bPredefinedProperties;
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int32 m_nSampleIndex;
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uint32 m_nSampleIndex;
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uint8 m_nLoadingStatus;
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uint8 m_nPlayStatus;
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bool8 m_bIsPlaying;
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@ -168,7 +168,7 @@ public:
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float m_fDistance;
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CVehicle *m_pVehicle;
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cTransmission *m_pTransmission;
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int32 m_nIndex;
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uint32 m_nIndex;
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float m_fVelocityChange;
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cVehicleParams()
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@ -211,8 +211,10 @@ public:
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bool8 m_bReverb; // unused
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bool8 m_bFifthFrameFlag;
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uint8 m_nActiveSamples;
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uint8 m_bDoubleVolume; // unused
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bool8 m_bDoubleVolume; // unused
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#if GTA_VERSION >= GTA3_PC_10
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bool8 m_bDynamicAcousticModelingStatus;
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#endif
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float m_fSpeedOfSound;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
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@ -225,7 +227,7 @@ public:
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
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int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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CVector m_avecReflectionsPos[MAX_REFLECTIONS];
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float m_afReflectionsDistances[MAX_REFLECTIONS];
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#endif
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@ -276,7 +278,9 @@ public:
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bool8 IsMP3RadioChannelAvailable();
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void ReleaseDigitalHandle();
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void ReacquireDigitalHandle();
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#ifdef AUDIO_REFLECTIONS
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void SetDynamicAcousticModelingStatus(bool8 status);
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#endif
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bool8 CheckForAnAudioFileOnCD();
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char GetCDAudioDriveLetter();
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bool8 IsAudioInitialised();
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@ -292,7 +296,7 @@ public:
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void InterrogateAudioEntities(); // inlined on PS2
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined on PS2
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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@ -548,6 +552,11 @@ public:
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#else
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#define SET_EMITTING_VOLUME(vol)
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#endif
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#ifdef AUDIO_REFLECTIONS
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#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bRequireReflection = b
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#else
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#define SET_SOUND_REFLECTION(b)
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#endif
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#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
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static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
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@ -155,7 +155,9 @@ cDMAudio::ReacquireDigitalHandle(void)
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void
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cDMAudio::SetDynamicAcousticModelingStatus(bool8 status)
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{
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#ifdef AUDIO_REFLECTIONS
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AudioManager.SetDynamicAcousticModelingStatus(status);
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#endif
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}
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bool8
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@ -139,7 +139,7 @@ cAudioManager::DoPoliceRadioCrackle()
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m_sQueueSample.m_bReverbFlag = FALSE;
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m_sQueueSample.m_nOffset = 63;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_bRequireReflection = FALSE;
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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@ -1653,9 +1653,15 @@ cSampleManager::UpdateReverb(void)
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if ( AudioManager.m_FrameCounter & 15 )
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return FALSE;
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#ifdef AUDIO_REFLECTIONS
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float y = AudioManager.m_afReflectionsDistances[REFLECTION_TOP] + AudioManager.m_afReflectionsDistances[REFLECTION_BOTTOM];
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float x = AudioManager.m_afReflectionsDistances[REFLECTION_LEFT] + AudioManager.m_afReflectionsDistances[REFLECTION_RIGHT];
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float z = AudioManager.m_afReflectionsDistances[REFLECTION_UP];
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#else
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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#endif
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float normy = norm(y, 5.0f, 40.0f);
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float normx = norm(x, 5.0f, 40.0f);
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@ -2169,7 +2175,7 @@ cSampleManager::StartPreloadedStreamedFile(uint8 nStream)
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bool8
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cSampleManager::StartStreamedFile(uint8 nFile, uint32 nPos, uint8 nStream)
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{
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int i = 0;
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uint32 i = 0;
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uint32 position = nPos;
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char filename[MAX_PATH];
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@ -2250,7 +2256,7 @@ cSampleManager::StartStreamedFile(uint8 nFile, uint32 nPos, uint8 nStream)
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if ( !_pMP3List )
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{
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nFile = 0;
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_bIsMp3Active = 0;
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_bIsMp3Active = FALSE;
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#ifdef PS2_AUDIO_PATHS
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strcpy(filename, m_szCDRomRootPath);
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strcat(filename, PS2StreamedNameTable[nFile]);
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@ -2295,7 +2301,7 @@ cSampleManager::StartStreamedFile(uint8 nFile, uint32 nPos, uint8 nStream)
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}
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}
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_bIsMp3Active = 0;
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_bIsMp3Active = FALSE;
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}
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while ( ++i < nNumMP3s );
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position = 0;
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@ -1363,9 +1363,15 @@ bool8 cSampleManager::UpdateReverb(void)
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if ( AudioManager.m_FrameCounter & 15 )
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return FALSE;
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#ifdef AUDIO_REFLECTIONS
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float y = AudioManager.m_afReflectionsDistances[REFLECTION_TOP] + AudioManager.m_afReflectionsDistances[REFLECTION_BOTTOM];
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float x = AudioManager.m_afReflectionsDistances[REFLECTION_LEFT] + AudioManager.m_afReflectionsDistances[REFLECTION_RIGHT];
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float z = AudioManager.m_afReflectionsDistances[REFLECTION_UP];
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#else
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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#endif
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float normy = norm(y, 5.0f, 40.0f);
|
||||
float normx = norm(x, 5.0f, 40.0f);
|
||||
|
@ -1653,7 +1659,7 @@ cSampleManager::StartPreloadedStreamedFile(uint8 nStream)
|
|||
bool8
|
||||
cSampleManager::StartStreamedFile(uint8 nFile, uint32 nPos, uint8 nStream)
|
||||
{
|
||||
int i = 0;
|
||||
uint32 i = 0;
|
||||
uint32 position = nPos;
|
||||
char filename[MAX_PATH];
|
||||
|
||||
|
@ -1728,7 +1734,7 @@ cSampleManager::StartStreamedFile(uint8 nFile, uint32 nPos, uint8 nStream)
|
|||
if ( !_pMP3List )
|
||||
{
|
||||
nFile = 0;
|
||||
_bIsMp3Active = 0;
|
||||
_bIsMp3Active = FALSE;
|
||||
CStream *stream = aStream[nStream];
|
||||
#ifdef PS2_AUDIO_PATHS
|
||||
if(!stream->Open(PS2StreamedNameTable[nFile], IsThisTrackAt16KHz(nFile) ? 16000 : 32000))
|
||||
|
@ -1767,7 +1773,7 @@ cSampleManager::StartStreamedFile(uint8 nFile, uint32 nPos, uint8 nStream)
|
|||
}
|
||||
|
||||
}
|
||||
_bIsMp3Active = 0;
|
||||
_bIsMp3Active = FALSE;
|
||||
}
|
||||
while ( ++i < nNumMP3s );
|
||||
position = 0;
|
||||
|
|
|
@ -44,7 +44,9 @@ CMenuScreen aScreens[MENUPAGES] = {
|
|||
MENUACTION_AUDIOHW, "FEA_3DH", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
|
||||
MENUACTION_SPEAKERCONF, "FEA_SPK", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
|
||||
#endif
|
||||
#ifdef AUDIO_REFLECTIONS
|
||||
MENUACTION_DYNAMICACOUSTIC, "FET_DAM", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
|
||||
#endif
|
||||
MENUACTION_RADIO, "FEA_RSS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
|
||||
MENUACTION_RESTOREDEF, "FET_DEF", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
|
||||
MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
|
||||
|
|
|
@ -439,7 +439,9 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
|
|||
MENUACTION_AUDIOHW, "FEA_3DH", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
|
||||
MENUACTION_SPEAKERCONF, "FEA_SPK", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
|
||||
#endif
|
||||
#ifdef AUDIO_REFLECTIONS
|
||||
MENUACTION_DYNAMICACOUSTIC, "FET_DAM", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
|
||||
#endif
|
||||
MENUACTION_RADIO, "FEA_RSS", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
|
||||
MENUACTION_RESTOREDEF, "FET_DEF", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
|
||||
MENUACTION_CHANGEMENU, "FEDS_TB", { nil, SAVESLOT_NONE, MENUPAGE_NONE },
|
||||
|
|
|
@ -171,6 +171,7 @@ enum Config {
|
|||
# define PS2_MENU
|
||||
#elif defined GTA_PC
|
||||
# define EXTERNAL_3D_SOUND
|
||||
# define AUDIO_REFLECTIONS
|
||||
# ifndef GTA_HANDHELD
|
||||
# define PC_PLAYER_CONTROLS // mouse player/cam mode
|
||||
# endif
|
||||
|
@ -429,6 +430,7 @@ enum Config {
|
|||
// Audio
|
||||
#define EXTERNAL_3D_SOUND // use external engine to simulate 3d audio spatialization. OpenAL would not work without it (because it works in a 3d space
|
||||
// originally and making it work in 2d only requires more resource). Will not work on PS2
|
||||
#define AUDIO_REFLECTIONS // Enable audio reflections. Disabled on mobile, didn't exist yet on PS2.
|
||||
#define RADIO_SCROLL_TO_PREV_STATION
|
||||
#define AUDIO_CACHE
|
||||
#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 44 (PC has 28 originally)
|
||||
|
@ -490,3 +492,6 @@ enum Config {
|
|||
#if defined(GTA_PS2) && defined(EXTERNAL_3D_SOUND)
|
||||
#error EXTERNAL_3D_SOUND cannot work on PS2
|
||||
#endif
|
||||
#if defined(AUDIO_REFLECTIONS) && GTA_VERSION < GTA3_PC_10
|
||||
#error AUDIO_REFLECTIONS cannot work with versions below GTA3_PC_10
|
||||
#endif
|
Loading…
Reference in a new issue