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cAudioManager declaration reordering
This commit is contained in:
parent
8960ffaf0b
commit
2aa37813d2
2 changed files with 189 additions and 186 deletions
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@ -347,7 +347,7 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio
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}
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float
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cAudioManager::GetCollisionOneShotRatio(int32 a, float b)
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cAudioManager::GetCollisionOneShotRatio(uint32 a, float b)
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{
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switch(a) {
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case SURFACE_DEFAULT:
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@ -250,42 +250,152 @@ public:
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cAudioManager();
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~cAudioManager();
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// getters
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bool8 IsMissionAudioSamplePlaying(uint8 slot); // { return m_sMissionAudio.m_nPlayStatus == 1; }
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bool8 ShouldDuckMissionAudio(uint8 slot);
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void Initialise();
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void Terminate();
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void Service();
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int32 CreateEntity(eAudioType type, void *entity);
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void DestroyEntity(int32 id); // inlined in vc
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void SetEntityStatus(int32 id, bool8 status);
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void PlayOneShot(int32 index, uint16 sound, float vol);
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void SetEffectsMasterVolume(uint8 volume);
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void SetMusicMasterVolume(uint8 volume);
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void SetMP3BoostVolume(uint8 volume);
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void SetEffectsFadeVol(uint8 volume);
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void SetMusicFadeVol(uint8 volume);
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void SetMonoMode(bool8 mono);
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void ResetTimers(uint32 time);
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void DestroyAllGameCreatedEntities();
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#ifdef GTA_PC
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uint8 GetNum3DProvidersAvailable();
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char *Get3DProviderName(uint8 id);
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int8 GetCurrent3DProviderIndex();
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int8 AutoDetect3DProviders();
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int8 SetCurrent3DProvider(uint8 which);
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void SetSpeakerConfig(int32 conf);
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bool8 IsMP3RadioChannelAvailable();
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void ReleaseDigitalHandle();
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void ReacquireDigitalHandle();
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void SetDynamicAcousticModelingStatus(bool8 status);
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bool8 CheckForAnAudioFileOnCD();
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char GetCDAudioDriveLetter();
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bool8 IsAudioInitialised();
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#endif
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void ServiceSoundEffects();
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
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void TranslateEntity(Const CVector *v1, CVector *v2);
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int32 ComputePan(float, CVector *);
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
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int32 RandomDisplacement(uint32 seed);
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void InterrogateAudioEntities(); // inlined
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
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void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
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#ifdef GTA_PC
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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void AddReleasingSounds();
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void AddSampleToRequestedQueue();
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void AgeCrimes(); // inlined in vc
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void ProcessActiveQueues();
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void ClearRequestedQueue(); // inlined in vc
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void ClearActiveSamples();
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void GenerateIntegerRandomNumberTable();
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void LoadBankIfNecessary(uint8 bank);
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#ifdef GTA_PC
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void AdjustSamplesVolume(); // inlined
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // inlined
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#endif
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// audio logic
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void PreInitialiseGameSpecificSetup();
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void PostInitialiseGameSpecificSetup();
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void PreTerminateGameSpecificShutdown();
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void PostTerminateGameSpecificShutdown();
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void ResetAudioLogicTimers(uint32 timer);
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void ProcessReverb();
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float GetDistanceSquared(const CVector &v); // inlined in vc
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void CalculateDistance(bool8 &condition, float dist);
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bool8 CheckForAnAudioFileOnCD();
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void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot); // inlined in vc
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void ClearRequestedQueue(); // inlined in vc
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
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int32 CreateEntity(eAudioType type, void *entity);
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CVehicle *FindVehicleOfPlayer();
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void ProcessSpecial();
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void ProcessEntity(int32 sound);
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void ProcessPhysical(int32 id);
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id); // inlined in vc
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void DoPoliceRadioCrackle();
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// vehicles
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void ProcessVehicle(CVehicle *vehicle);
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void ProcessCarHeli(cVehicleParams ¶ms);
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void ProcessRainOnVehicle(cVehicleParams ¶ms);
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bool8 ProcessReverseGear(cVehicleParams ¶ms);
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void ProcessModelHeliVehicle(cVehicleParams ¶ms);
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void ProcessModelVehicle(cVehicleParams ¶ms);
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessWetRoadNoise(cVehicleParams ¶ms);
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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void UpdateGasPedalAudio(CVehicle *veh, int vehType);
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
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void ProcessCesna(cVehicleParams ¶ms);
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void ProcessPlayersVehicleEngine(cVehicleParams ¶ms, CVehicle *veh);
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms);
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
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bool8 ProcessVehicleHorn(cVehicleParams ¶ms);
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bool8 UsesSiren(cVehicleParams ¶ms);
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bool8 UsesSirenSwitching(cVehicleParams ¶ms);
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms);
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bool8 UsesReverseWarning(uint32 model);
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bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms);
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms);
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bool8 ProcessAirBrakes(cVehicleParams ¶ms);
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bool8 HasAirBrakes(uint32 model);
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bool8 ProcessEngineDamage(cVehicleParams ¶ms);
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bool8 ProcessCarBombTick(cVehicleParams ¶ms);
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void ProcessVehicleOneShots(cVehicleParams ¶ms);
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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 ProcessBoatEngine(cVehicleParams ¶ms);
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bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms);
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void ProcessPlane(cVehicleParams ¶ms);
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void ProcessJumbo(cVehicleParams ¶ms);
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void ProcessJumboTaxi();
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboTakeOff(CPlane *plane);
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void ProcessJumboFlying();
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void ProcessJumboLanding(CPlane *plane);
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void ProcessJumboDecel(CPlane *plane);
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bool8 SetupJumboTaxiSound(uint8 vol);
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bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
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bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
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bool8 SetupJumboFlySound(uint8 emittingVol);
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bool8 SetupJumboRumbleSound(uint8 emittingVol);
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int32 GetJumboTaxiFreq(); // inlined in vc
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// functions returning talk sfx,
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// order from GetPedCommentSfx
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// peds
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void ProcessPed(CPhysical *ped);
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void ProcessPedOneShots(cPedParams ¶ms);
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void SetPedTalkingStatus(CPed *ped, bool8 status);
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void SetPlayersMood(uint8 mood, uint32 time);
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void ProcessPlayerMood();
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// ped comments
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void SetupPedComments(cPedParams ¶ms, uint16 sound);
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uint32 GetPedCommentSfx(CPed *ped, uint16 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset);
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uint32 GetPlayerTalkSfx(CPed *ped, uint16 sound);
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uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
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uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
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uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound);
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uint32 GetCopTalkSfx(CPed *ped, uint16 sound);
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uint32 GetSwatTalkSfx(CPed *ped, uint16 sound);
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uint32 GetFBITalkSfx(CPed *ped, uint16 sound);
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uint32 GetArmyTalkSfx(CPed *ped, uint16 sound);
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uint32 GetMedicTalkSfx(CPed *ped, uint16 sound);
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uint32 GetFiremanTalkSfx(CPed *ped, uint16 sound);
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uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound);
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uint32 GetHFYSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHFOSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHMYSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHFYPRTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHFOTRTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHMOTRTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHMOCATalkSfx(CPed *ped, uint16 sound);
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uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetBMYCRTalkSfx(CPed *ped, uint16 sound);
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uint32 GetBFYSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetBFOSTTalkSfx(CPed *ped, uint16 sound);
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@ -327,6 +435,8 @@ public:
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uint32 GetBMYBBTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYCRTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFOSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMOSTTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMOTRTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYPITalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMOCATalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYSHTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFOSHTalkSfx(CPed *ped, uint16 sound);
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uint32 GetJFOTOTalkSfx(CPed *ped, uint16 sound);
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uint32 GetJMOTOTalkSfx(CPed *ped, uint16 sound);
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uint32 GetCBTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHNTalkSfx(CPed *ped, uint16 sound);
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uint32 GetBKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetCBTalkSfx(CPed *ped, uint16 sound);
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uint32 GetSGTalkSfx(CPed *ped, uint16 sound);
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uint32 GetCLTalkSfx(CPed *ped, uint16 sound);
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uint32 GetGDTalkSfx(CPed *ped, uint16 sound);
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uint32 GetBKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetPGTalkSfx(CPed *ped, uint16 sound);
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uint32 GetViceWhiteTalkSfx(CPed *ped, uint16 sound);
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uint32 GetViceBlackTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound);
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uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // todo names (inlined in vc)
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uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // todo names (inlined in vc)
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable();
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char *Get3DProviderName(uint8 id);
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char GetCDAudioDriveLetter();
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int8 GetCurrent3DProviderIndex();
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int8 AutoDetect3DProviders();
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
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float GetCollisionOneShotRatio(int32 a, float b);
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float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
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float GetDistanceSquared(const CVector &v); // inlined in vc
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int32 GetJumboTaxiFreq(); // inlined in vc
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uint8 GetMissionAudioLoadingStatus(uint8 slot);
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int8 GetMissionScriptPoliceAudioPlayingStatus();
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uint8 GetNum3DProvidersAvailable();
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uint32 GetPedCommentSfx(CPed *ped, uint16 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset);
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
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float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
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bool8 HasAirBrakes(uint32 model);
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uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound);
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uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound);
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uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound);
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void Initialise();
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones();
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void InterrogateAudioEntities(); // inlined
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bool8 IsAudioInitialised();
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bool8 IsMissionAudioSampleFinished(uint8 slot);
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bool8 IsMP3RadioChannelAvailable();
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// particles
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void ProcessExplosions(int32 explosion);
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void ProcessFires(int32 entity);
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void ProcessWaterCannon(int32);
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void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
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// script objects
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void ProcessScriptObject(int32 id);
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void ProcessOneShotScriptObject(uint8 sound);
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void ProcessLoopingScriptObject(uint8 sound);
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bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
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// misc
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void ProcessWeather(int32 id);
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void ProcessFrontEnd();
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//void ProcessCrane();
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void ProcessProjectiles();
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void ProcessEscalators();
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void ProcessExtraSounds();
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void ProcessGarages();
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void ProcessFireHydrant();
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayOneShot(int32 index, uint16 sound, float vol);
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void PlaySuspectLastSeen(float x, float y, float z);
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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void PostInitialiseGameSpecificSetup();
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void PostTerminateGameSpecificShutdown();
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void PreInitialiseGameSpecificSetup();
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreTerminateGameSpecificShutdown();
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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bool8 ProcessAirBrakes(cVehicleParams& params);
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bool8 ProcessBoatEngine(cVehicleParams& params);
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bool8 ProcessBoatMovingOverWater(cVehicleParams& params);
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#ifdef GTA_BRIDGE
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void ProcessBridge();
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void ProcessBridgeWarning();
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void ProcessBridgeMotor();
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void ProcessBridgeOneShots();
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void ProcessBridgeWarning();
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#endif
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bool8 ProcessCarBombTick(cVehicleParams& params);
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void ProcessCarHeli(cVehicleParams& params);
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void ProcessCesna(cVehicleParams& params);
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//void ProcessCrane();
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bool8 ProcessEngineDamage(cVehicleParams& params);
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void ProcessEntity(int32 sound);
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void ProcessExplosions(int32 explosion);
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void ProcessFireHydrant();
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void ProcessFires(int32 entity);
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void ProcessFrontEnd();
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void ProcessGarages();
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void ProcessJumbo(cVehicleParams& params);
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboDecel(CPlane *plane);
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void ProcessJumboFlying();
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void ProcessJumboLanding(CPlane *plane);
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void ProcessJumboTakeOff(CPlane *plane);
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void ProcessJumboTaxi();
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void ProcessLoopingScriptObject(uint8 sound);
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void ProcessMissionAudio();
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// mission audio
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bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
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void PreloadMissionAudio(uint8 slot, Const char *name);
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uint8 GetMissionAudioLoadingStatus(uint8 slot);
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
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void PlayLoadedMissionAudio(uint8 slot);
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bool8 ShouldDuckMissionAudio(uint8 slot);
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bool8 IsMissionAudioSamplePlaying(uint8 slot);
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bool8 IsMissionAudioSampleFinished(uint8 slot);
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void ClearMissionAudio(uint8 slot); // inlined in vc
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void ProcessMissionAudioSlot(uint8 slot);
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void ProcessModelHeliVehicle(cVehicleParams& params);
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void ProcessModelVehicle(cVehicleParams& params);
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void ProcessOneShotScriptObject(uint8 sound);
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void ProcessPed(CPhysical *ped);
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void ProcessPedOneShots(cPedParams ¶ms);
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void ProcessPhysical(int32 id);
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void ProcessPlane(cVehicleParams& params);
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void ProcessPlayerMood();
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh);
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void ProcessProjectiles();
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void ProcessRainOnVehicle(cVehicleParams& params);
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void ProcessReverb();
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bool8 ProcessReverseGear(cVehicleParams& params);
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void ProcessScriptObject(int32 id);
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void ProcessSpecial();
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#ifdef GTA_TRAIN
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bool8 ProcessTrainNoise(cVehicleParams ¶ms);
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#endif
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void ProcessVehicle(CVehicle *vehicle);
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms);
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms);
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bool8 ProcessVehicleHorn(cVehicleParams ¶ms);
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void ProcessVehicleOneShots(cVehicleParams ¶ms);
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bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms);
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms);
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id);
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bool8 ProcessWetRoadNoise(cVehicleParams& params);
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void ProcessEscalators();
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void ProcessExtraSounds();
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void ProcessMissionAudio();
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int32 RandomDisplacement(uint32 seed);
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void ReacquireDigitalHandle();
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void ReleaseDigitalHandle();
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
|
||||
void ReportCrime(eCrimeType crime, const CVector &pos);
|
||||
void ResetAudioLogicTimers(uint32 timer);
|
||||
// police radio
|
||||
void InitialisePoliceRadioZones();
|
||||
void InitialisePoliceRadio();
|
||||
void ResetPoliceRadio();
|
||||
void ResetTimers(uint32 time);
|
||||
|
||||
void Service();
|
||||
void ServiceCollisions();
|
||||
void SetMissionScriptPoliceAudio(uint32 sfx); // inlined and optimized
|
||||
int8 GetMissionScriptPoliceAudioPlayingStatus();
|
||||
void DoPoliceRadioCrackle();
|
||||
void ServicePoliceRadio();
|
||||
void ServicePoliceRadioChannel(uint8 wantedLevel);
|
||||
void ServiceSoundEffects();
|
||||
int8 SetCurrent3DProvider(uint8 which);
|
||||
void SetDynamicAcousticModelingStatus(bool8 status);
|
||||
void SetEffectsFadeVol(uint8 volume);
|
||||
void SetEffectsMasterVolume(uint8 volume);
|
||||
void SetMP3BoostVolume(uint8 volume);
|
||||
void SetEntityStatus(int32 id, bool8 status);
|
||||
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
|
||||
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
|
||||
void SetMissionScriptPoliceAudio(uint32 sfx); // inlined and optimized
|
||||
void SetMonoMode(bool8 mono);
|
||||
void SetMusicFadeVol(uint8 volume);
|
||||
void SetMusicMasterVolume(uint8 volume);
|
||||
void SetSpeakerConfig(int32 conf);
|
||||
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
|
||||
void SetUpOneShotCollisionSound(const cAudioCollision &col);
|
||||
bool8 SetupCrimeReport();
|
||||
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
|
||||
bool8 SetupJumboFlySound(uint8 emittingVol);
|
||||
bool8 SetupJumboRumbleSound(uint8 emittingVol);
|
||||
bool8 SetupJumboTaxiSound(uint8 vol);
|
||||
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
|
||||
void SetupPedComments(cPedParams ¶ms, uint16 sound);
|
||||
void SetupSuspectLastSeenReport();
|
||||
|
||||
void Terminate();
|
||||
void TranslateEntity(Const CVector *v1, CVector *v2);
|
||||
|
||||
void UpdateGasPedalAudio(CVehicle *veh, int vehType);
|
||||
void UpdateReflections();
|
||||
bool8 UsesReverseWarning(uint32 model);
|
||||
bool8 UsesSiren(cVehicleParams ¶ms);
|
||||
bool8 UsesSirenSwitching(cVehicleParams ¶ms);
|
||||
|
||||
CVehicle *FindVehicleOfPlayer();
|
||||
void SetPedTalkingStatus(CPed *ped, bool8 status);
|
||||
void SetPlayersMood(uint8 mood, uint32 time);
|
||||
void ReportCrime(eCrimeType crime, const CVector &pos);
|
||||
void PlaySuspectLastSeen(float x, float y, float z);
|
||||
void AgeCrimes(); // inlined in vc
|
||||
|
||||
// collision stuff
|
||||
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
|
||||
void ServiceCollisions();
|
||||
void SetUpOneShotCollisionSound(const cAudioCollision &col);
|
||||
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
|
||||
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
|
||||
float GetCollisionOneShotRatio(uint32 a, float b);
|
||||
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
|
||||
float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
|
||||
|
||||
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
|
||||
|
||||
#ifdef GTA_PC
|
||||
// only used in pc
|
||||
void AdjustSamplesVolume(); // inlined
|
||||
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // inlined
|
||||
#endif
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
Loading…
Reference in a new issue