Use bool8 in audio code

This commit is contained in:
Sergeanur 2021-05-22 13:08:26 +03:00
commit 1fa0116f5f
25 changed files with 1348 additions and 1350 deletions

View file

@ -13,7 +13,7 @@ public:
int32 m_nCounter;
int32 m_nSampleIndex;
uint8 m_nBankIndex;
bool m_bIs2D;
bool8 m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
@ -24,16 +24,16 @@ public:
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
float m_fSoundIntensity;
bool m_bReleasingSoundFlag;
bool8 m_bReleasingSoundFlag;
CVector m_vecPos;
bool m_bReverbFlag;
bool8 m_bReverbFlag;
uint8 m_nLoopsRemaining;
bool m_bRequireReflection; // Used for oneshots
bool8 m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
uint8 field_4C;
int32 m_nReleasingVolumeDivider;
bool m_bIsProcessed;
bool m_bLoopEnded;
bool8 m_bIsProcessed;
bool8 m_bLoopEnded;
int32 m_nCalculatedVolume;
int8 m_nVolumeChange;
};
@ -48,7 +48,7 @@ class tAudioEntity
public:
eAudioType m_nType;
void *m_pEntity;
bool m_bIsUsed;
bool8 m_bIsUsed;
uint8 m_bStatus;
int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
@ -78,7 +78,7 @@ public:
uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
uint8 m_nActiveBank;
#ifdef GTA_PC
bool m_bDelay;
bool8 m_bDelay;
uint32 m_nDelayTimer;
#endif
@ -110,14 +110,14 @@ class cMissionAudio
{
public:
CVector m_vecPos[MISSION_AUDIO_SLOTS];
bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
bool8 m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
bool m_bIsPlaying[MISSION_AUDIO_SLOTS];
bool8 m_bIsPlaying[MISSION_AUDIO_SLOTS];
int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
bool m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool m_bIsMobile[MISSION_AUDIO_SLOTS];
bool8 m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool8 m_bIsMobile[MISSION_AUDIO_SLOTS];
};
VALIDATE_SIZE(cMissionAudio, 0x38);
@ -141,7 +141,7 @@ class CPed;
class cPedParams
{
public:
bool m_bDistanceCalculated;
bool8 m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
@ -157,7 +157,7 @@ class cVehicleParams
{
public:
int32 m_VehicleType;
bool m_bDistanceCalculated;
bool8 m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
@ -193,15 +193,15 @@ enum {
class cAudioManager
{
public:
bool m_bIsInitialised;
bool8 m_bIsInitialised;
uint8 m_bReverb; // unused
bool m_bFifthFrameFlag;
bool8 m_bFifthFrameFlag;
uint8 m_nActiveSamples;
uint8 field_4; // unused
bool m_bDynamicAcousticModelingStatus;
bool8 m_bDynamicAcousticModelingStatus;
int8 field_6;
float m_fSpeedOfSound;
bool m_bTimerJustReset;
bool8 m_bTimerJustReset;
int32 m_nTimer;
tSound m_sQueueSample;
uint8 m_nActiveSampleQueue;
@ -217,11 +217,11 @@ public:
cAudioScriptObjectManager m_sAudioScriptObjectManager;
// miami
uint8 m_bIsPlayerShutUp;
bool8 m_bIsPlayerShutUp;
uint8 m_nPlayerMood;
uint32 m_nPlayerMoodTimer;
uint8 field_rest[4];
bool m_bGenericSfx;
bool8 m_bGenericSfx;
cPedComments m_sPedComments;
int32 m_nFireAudioEntity;
@ -253,19 +253,19 @@ public:
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool ShouldDuckMissionAudio(uint8 slot) const;
bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool8 ShouldDuckMissionAudio(uint8 slot) const;
// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping); // done
void AddReflectionsToRequestedQueue(); // done
void AddReleasingSounds(); // done
void AddSampleToRequestedQueue(); // done
void AgeCrimes(); // done (inlined in vc)
void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; // done
void CalculateDistance(bool8 &condition, float dist); // done
bool8 CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // done
void ClearMissionAudio(uint8 slot); // done (inlined in vc)
void ClearRequestedQueue(); // done (inlined in vc)
@ -382,7 +382,7 @@ public:
void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const; // done
uint8 GetCDAudioDriveLetter() const; // done
char GetCDAudioDriveLetter() const; // done
int8 GetCurrent3DProviderIndex() const; // done
int8 AutoDetect3DProviders() const; // done
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
@ -399,17 +399,17 @@ public:
float velocityChange); // done
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
bool HasAirBrakes(int32 model) const; // done
bool8 HasAirBrakes(int32 model) const; // done
void Initialise(); // done
void InitialisePoliceRadio(); // done
void InitialisePoliceRadioZones(); // done
void InterrogateAudioEntities(); // done (inlined)
bool IsAudioInitialised() const; // done
bool IsMissionAudioSampleFinished(uint8 slot); // done
bool IsMP3RadioChannelAvailable() const; // done
bool8 IsAudioInitialised() const; // done
bool8 IsMissionAudioSampleFinished(uint8 slot); // done
bool8 IsMP3RadioChannelAvailable() const; // done
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, uint16 sound, float vol); // done
@ -423,20 +423,20 @@ public:
void PreTerminateGameSpecificShutdown(); // done
/// processX - main logic of adding new sounds
void ProcessActiveQueues(); // done
bool ProcessAirBrakes(cVehicleParams& params); // done
bool ProcessBoatEngine(cVehicleParams& params);
bool ProcessBoatMovingOverWater(cVehicleParams& params); //done
bool8 ProcessAirBrakes(cVehicleParams& params); // done
bool8 ProcessBoatEngine(cVehicleParams& params);
bool8 ProcessBoatMovingOverWater(cVehicleParams& params); //done
#ifdef GTA_BRIDGE
void ProcessBridge(); // done(bcs not exists in VC)
void ProcessBridgeMotor(); // done(bcs not exists in VC)
void ProcessBridgeOneShots(); // done(bcs not exists in VC)
void ProcessBridgeWarning(); // done(bcs not exists in VC)
#endif
bool ProcessCarBombTick(cVehicleParams& params); // done
bool8 ProcessCarBombTick(cVehicleParams& params); // done
void ProcessCarHeli(cVehicleParams& params); // done
void ProcessCesna(cVehicleParams& params); // done
//void ProcessCrane(); // done(bcs not exists in VC)
bool ProcessEngineDamage(cVehicleParams& params); // done
bool8 ProcessEngineDamage(cVehicleParams& params); // done
void ProcessEntity(int32 sound); // done
void ProcessExplosions(int32 explosion); // done
void ProcessFireHydrant(); // done
@ -465,25 +465,25 @@ public:
void ProcessProjectiles(); // done
void ProcessRainOnVehicle(cVehicleParams& params); // done
void ProcessReverb() const; // done
bool ProcessReverseGear(cVehicleParams& params); // done
bool8 ProcessReverseGear(cVehicleParams& params); // done
void ProcessScriptObject(int32 id); // done
void ProcessSpecial(); // done
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams &params); //done(bcs not exists in VC)
#endif
void ProcessVehicle(CVehicle *vehicle); // done
bool ProcessVehicleDoors(cVehicleParams &params); // done
bool8 ProcessVehicleDoors(cVehicleParams &params); // done
void ProcessVehicleEngine(cVehicleParams &params); // done
void ProcessVehicleFlatTyre(cVehicleParams &params); // done
bool ProcessVehicleHorn(cVehicleParams &params); // done
bool8 ProcessVehicleHorn(cVehicleParams &params); // done
void ProcessVehicleOneShots(cVehicleParams &params); // done
bool ProcessVehicleReverseWarning(cVehicleParams &params); // done
bool ProcessVehicleRoadNoise(cVehicleParams &params); // done
bool ProcessVehicleSirenOrAlarm(cVehicleParams &params); // done
bool ProcessVehicleSkidding(cVehicleParams &params); // done
bool8 ProcessVehicleReverseWarning(cVehicleParams &params); // done
bool8 ProcessVehicleRoadNoise(cVehicleParams &params); // done
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params); // done
bool8 ProcessVehicleSkidding(cVehicleParams &params); // done
void ProcessWaterCannon(int32); // done
void ProcessWeather(int32 id); // done
bool ProcessWetRoadNoise(cVehicleParams& params); // done
bool8 ProcessWetRoadNoise(cVehicleParams& params); // done
void ProcessEscalators(); // done
void ProcessExtraSounds(); // done
@ -502,26 +502,26 @@ public:
void ServicePoliceRadioChannel(uint8 wantedLevel); // done
void ServiceSoundEffects(); // done
int8 SetCurrent3DProvider(uint8 which); // done
void SetDynamicAcousticModelingStatus(uint8 status); // done
void SetDynamicAcousticModelingStatus(bool8 status); // done
void SetEffectsFadeVol(uint8 volume) const; // done
void SetEffectsMasterVolume(uint8 volume) const; // done
void SetMP3BoostVolume(uint8 volume) const; // done
void SetEntityStatus(int32 id, uint8 status); // done
void SetEntityStatus(int32 id, bool8 status); // done
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
void SetMonoMode(uint8 mono); // done
void SetMonoMode(bool8 mono); // done
void SetMusicFadeVol(uint8 volume) const; // done
void SetMusicMasterVolume(uint8 volume) const; // done
void SetSpeakerConfig(int32 conf) const; // done
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
bool SetupCrimeReport(); // done
bool SetupJumboEngineSound(uint8 vol, uint32 freq); // done
bool SetupJumboFlySound(uint8 emittingVol); // done
bool SetupJumboRumbleSound(uint8 emittingVol); // done
bool SetupJumboTaxiSound(uint8 vol); // done
bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
bool8 SetupCrimeReport(); // done
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); // done
bool8 SetupJumboFlySound(uint8 emittingVol); // done
bool8 SetupJumboRumbleSound(uint8 emittingVol); // done
bool8 SetupJumboTaxiSound(uint8 vol); // done
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
void SetupPedComments(cPedParams &params, uint16 sound); // done
void SetupSuspectLastSeenReport();
@ -530,12 +530,12 @@ public:
void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
void UpdateReflections(); // done
bool UsesReverseWarning(int32 model) const; // done
bool UsesSiren(cVehicleParams &params) const; // done
bool UsesSirenSwitching(cVehicleParams &params) const; // done
bool8 UsesReverseWarning(int32 model) const; // done
bool8 UsesSiren(cVehicleParams &params) const; // done
bool8 UsesSirenSwitching(cVehicleParams &params) const; // done
CVehicle *FindVehicleOfPlayer(); // done
void SetPedTalkingStatus(CPed *ped, uint8 status); // done
void SetPedTalkingStatus(CPed *ped, bool8 status); // done
void SetPlayersMood(uint8 mood, uint32 time); // done
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }