cAudioManager declaration reordering

This commit is contained in:
Sergeanur 2021-07-28 10:32:43 +03:00
parent 8960ffaf0b
commit 2aa37813d2
2 changed files with 189 additions and 186 deletions

View file

@ -347,7 +347,7 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio
}
float
cAudioManager::GetCollisionOneShotRatio(int32 a, float b)
cAudioManager::GetCollisionOneShotRatio(uint32 a, float b)
{
switch(a) {
case SURFACE_DEFAULT:

View file

@ -250,42 +250,152 @@ public:
cAudioManager();
~cAudioManager();
// getters
bool8 IsMissionAudioSamplePlaying(uint8 slot); // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool8 ShouldDuckMissionAudio(uint8 slot);
void Initialise();
void Terminate();
void Service();
int32 CreateEntity(eAudioType type, void *entity);
void DestroyEntity(int32 id); // inlined in vc
void SetEntityStatus(int32 id, bool8 status);
void PlayOneShot(int32 index, uint16 sound, float vol);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetMP3BoostVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
void SetMusicFadeVol(uint8 volume);
void SetMonoMode(bool8 mono);
void ResetTimers(uint32 time);
void DestroyAllGameCreatedEntities();
#ifdef GTA_PC
uint8 GetNum3DProvidersAvailable();
char *Get3DProviderName(uint8 id);
int8 GetCurrent3DProviderIndex();
int8 AutoDetect3DProviders();
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 conf);
bool8 IsMP3RadioChannelAvailable();
void ReleaseDigitalHandle();
void ReacquireDigitalHandle();
void SetDynamicAcousticModelingStatus(bool8 status);
bool8 CheckForAnAudioFileOnCD();
char GetCDAudioDriveLetter();
bool8 IsAudioInitialised();
#endif
// "Should" be in alphabetic order, except "getXTalkSfx"
void ServiceSoundEffects();
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
void TranslateEntity(Const CVector *v1, CVector *v2);
int32 ComputePan(float, CVector *);
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
int32 RandomDisplacement(uint32 seed);
void InterrogateAudioEntities(); // inlined
void AddSampleToRequestedQueue();
void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
#ifdef GTA_PC
void AddReflectionsToRequestedQueue();
void UpdateReflections();
#endif
void AddReleasingSounds();
void AddSampleToRequestedQueue();
void AgeCrimes(); // inlined in vc
void ProcessActiveQueues();
void ClearRequestedQueue(); // inlined in vc
void ClearActiveSamples();
void GenerateIntegerRandomNumberTable();
void LoadBankIfNecessary(uint8 bank);
#ifdef GTA_PC
void AdjustSamplesVolume(); // inlined
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // inlined
#endif
// audio logic
void PreInitialiseGameSpecificSetup();
void PostInitialiseGameSpecificSetup();
void PreTerminateGameSpecificShutdown();
void PostTerminateGameSpecificShutdown();
void ResetAudioLogicTimers(uint32 timer);
void ProcessReverb();
float GetDistanceSquared(const CVector &v); // inlined in vc
void CalculateDistance(bool8 &condition, float dist);
bool8 CheckForAnAudioFileOnCD();
void ClearActiveSamples();
void ClearMissionAudio(uint8 slot); // inlined in vc
void ClearRequestedQueue(); // inlined in vc
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
int32 ComputePan(float, CVector *);
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
int32 CreateEntity(eAudioType type, void *entity);
CVehicle *FindVehicleOfPlayer();
void ProcessSpecial();
void ProcessEntity(int32 sound);
void ProcessPhysical(int32 id);
void DestroyAllGameCreatedEntities();
void DestroyEntity(int32 id); // inlined in vc
void DoPoliceRadioCrackle();
// vehicles
void ProcessVehicle(CVehicle *vehicle);
void ProcessCarHeli(cVehicleParams &params);
void ProcessRainOnVehicle(cVehicleParams &params);
bool8 ProcessReverseGear(cVehicleParams &params);
void ProcessModelHeliVehicle(cVehicleParams &params);
void ProcessModelVehicle(cVehicleParams &params);
void ProcessVehicleFlatTyre(cVehicleParams &params);
bool8 ProcessVehicleRoadNoise(cVehicleParams &params);
bool8 ProcessWetRoadNoise(cVehicleParams &params);
void ProcessVehicleEngine(cVehicleParams &params);
void UpdateGasPedalAudio(CVehicle *veh, int vehType);
void PlayerJustGotInCar();
void PlayerJustLeftCar();
void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
void ProcessCesna(cVehicleParams &params);
void ProcessPlayersVehicleEngine(cVehicleParams &params, CVehicle *veh);
bool8 ProcessVehicleSkidding(cVehicleParams &params);
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange);
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
bool8 ProcessVehicleHorn(cVehicleParams &params);
bool8 UsesSiren(cVehicleParams &params);
bool8 UsesSirenSwitching(cVehicleParams &params);
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params);
bool8 UsesReverseWarning(uint32 model);
bool8 ProcessVehicleReverseWarning(cVehicleParams &params);
bool8 ProcessVehicleDoors(cVehicleParams &params);
bool8 ProcessAirBrakes(cVehicleParams &params);
bool8 HasAirBrakes(uint32 model);
bool8 ProcessEngineDamage(cVehicleParams &params);
bool8 ProcessCarBombTick(cVehicleParams &params);
void ProcessVehicleOneShots(cVehicleParams &params);
#ifdef GTA_TRAIN
bool8 ProcessTrainNoise(cVehicleParams &params);
#endif
bool8 ProcessBoatEngine(cVehicleParams &params);
bool8 ProcessBoatMovingOverWater(cVehicleParams &params);
void ProcessPlane(cVehicleParams &params);
void ProcessJumbo(cVehicleParams &params);
void ProcessJumboTaxi();
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane);
void ProcessJumboFlying();
void ProcessJumboLanding(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
bool8 SetupJumboTaxiSound(uint8 vol);
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
bool8 SetupJumboFlySound(uint8 emittingVol);
bool8 SetupJumboRumbleSound(uint8 emittingVol);
int32 GetJumboTaxiFreq(); // inlined in vc
// functions returning talk sfx,
// order from GetPedCommentSfx
// peds
void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams &params);
void SetPedTalkingStatus(CPed *ped, bool8 status);
void SetPlayersMood(uint8 mood, uint32 time);
void ProcessPlayerMood();
// ped comments
void SetupPedComments(cPedParams &params, uint16 sound);
uint32 GetPedCommentSfx(CPed *ped, uint16 sound);
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset);
uint32 GetPlayerTalkSfx(CPed *ped, uint16 sound);
uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound);
uint32 GetCopTalkSfx(CPed *ped, uint16 sound);
uint32 GetSwatTalkSfx(CPed *ped, uint16 sound);
uint32 GetFBITalkSfx(CPed *ped, uint16 sound);
uint32 GetArmyTalkSfx(CPed *ped, uint16 sound);
uint32 GetMedicTalkSfx(CPed *ped, uint16 sound);
uint32 GetFiremanTalkSfx(CPed *ped, uint16 sound);
uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYSTTalkSfx(CPed *ped, uint16 sound);
@ -304,9 +414,7 @@ public:
uint32 GetHFYPRTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMOCATalkSfx(CPed *ped, uint16 sound);
uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYCRTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFOSTTalkSfx(CPed *ped, uint16 sound);
@ -327,6 +435,8 @@ public:
uint32 GetBMYBBTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYCRTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOSTTalkSfx(CPed *ped, uint16 sound);
@ -352,197 +462,90 @@ public:
uint32 GetWMOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYPITalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOCATalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSHTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOSHTalkSfx(CPed *ped, uint16 sound);
uint32 GetJFOTOTalkSfx(CPed *ped, uint16 sound);
uint32 GetJMOTOTalkSfx(CPed *ped, uint16 sound);
uint32 GetCBTalkSfx(CPed *ped, uint16 sound);
uint32 GetHNTalkSfx(CPed *ped, uint16 sound);
uint32 GetBKTalkSfx(CPed *ped, uint16 sound);
uint32 GetCBTalkSfx(CPed *ped, uint16 sound);
uint32 GetSGTalkSfx(CPed *ped, uint16 sound);
uint32 GetCLTalkSfx(CPed *ped, uint16 sound);
uint32 GetGDTalkSfx(CPed *ped, uint16 sound);
uint32 GetBKTalkSfx(CPed *ped, uint16 sound);
uint32 GetPGTalkSfx(CPed *ped, uint16 sound);
uint32 GetViceWhiteTalkSfx(CPed *ped, uint16 sound);
uint32 GetViceBlackTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound);
uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // todo names (inlined in vc)
uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // todo names (inlined in vc)
// end of functions returning talk sfx
void GenerateIntegerRandomNumberTable();
char *Get3DProviderName(uint8 id);
char GetCDAudioDriveLetter();
int8 GetCurrent3DProviderIndex();
int8 AutoDetect3DProviders();
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
float GetCollisionOneShotRatio(int32 a, float b);
float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
float GetDistanceSquared(const CVector &v); // inlined in vc
int32 GetJumboTaxiFreq(); // inlined in vc
uint8 GetMissionAudioLoadingStatus(uint8 slot);
int8 GetMissionScriptPoliceAudioPlayingStatus();
uint8 GetNum3DProvidersAvailable();
uint32 GetPedCommentSfx(CPed *ped, uint16 sound);
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset);
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
float velocityChange);
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
bool8 HasAirBrakes(uint32 model);
uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound);
void Initialise();
void InitialisePoliceRadio();
void InitialisePoliceRadioZones();
void InterrogateAudioEntities(); // inlined
bool8 IsAudioInitialised();
bool8 IsMissionAudioSampleFinished(uint8 slot);
bool8 IsMP3RadioChannelAvailable();
// particles
void ProcessExplosions(int32 explosion);
void ProcessFires(int32 entity);
void ProcessWaterCannon(int32);
void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
// script objects
void ProcessScriptObject(int32 id);
void ProcessOneShotScriptObject(uint8 sound);
void ProcessLoopingScriptObject(uint8 sound);
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
// misc
void ProcessWeather(int32 id);
void ProcessFrontEnd();
//void ProcessCrane();
void ProcessProjectiles();
void ProcessEscalators();
void ProcessExtraSounds();
void ProcessGarages();
void ProcessFireHydrant();
void PlayLoadedMissionAudio(uint8 slot);
void PlayOneShot(int32 index, uint16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar();
void PlayerJustLeftCar();
void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown();
void PreInitialiseGameSpecificSetup();
void PreloadMissionAudio(uint8 slot, Const char *name);
void PreTerminateGameSpecificShutdown();
/// processX - main logic of adding new sounds
void ProcessActiveQueues();
bool8 ProcessAirBrakes(cVehicleParams& params);
bool8 ProcessBoatEngine(cVehicleParams& params);
bool8 ProcessBoatMovingOverWater(cVehicleParams& params);
#ifdef GTA_BRIDGE
void ProcessBridge();
void ProcessBridgeWarning();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
void ProcessBridgeWarning();
#endif
bool8 ProcessCarBombTick(cVehicleParams& params);
void ProcessCarHeli(cVehicleParams& params);
void ProcessCesna(cVehicleParams& params);
//void ProcessCrane();
bool8 ProcessEngineDamage(cVehicleParams& params);
void ProcessEntity(int32 sound);
void ProcessExplosions(int32 explosion);
void ProcessFireHydrant();
void ProcessFires(int32 entity);
void ProcessFrontEnd();
void ProcessGarages();
void ProcessJumbo(cVehicleParams& params);
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
void ProcessJumboFlying();
void ProcessJumboLanding(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane);
void ProcessJumboTaxi();
void ProcessLoopingScriptObject(uint8 sound);
void ProcessMissionAudio();
// mission audio
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
void PreloadMissionAudio(uint8 slot, Const char *name);
uint8 GetMissionAudioLoadingStatus(uint8 slot);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void PlayLoadedMissionAudio(uint8 slot);
bool8 ShouldDuckMissionAudio(uint8 slot);
bool8 IsMissionAudioSamplePlaying(uint8 slot);
bool8 IsMissionAudioSampleFinished(uint8 slot);
void ClearMissionAudio(uint8 slot); // inlined in vc
void ProcessMissionAudioSlot(uint8 slot);
void ProcessModelHeliVehicle(cVehicleParams& params);
void ProcessModelVehicle(cVehicleParams& params);
void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams &params);
void ProcessPhysical(int32 id);
void ProcessPlane(cVehicleParams& params);
void ProcessPlayerMood();
void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh);
void ProcessProjectiles();
void ProcessRainOnVehicle(cVehicleParams& params);
void ProcessReverb();
bool8 ProcessReverseGear(cVehicleParams& params);
void ProcessScriptObject(int32 id);
void ProcessSpecial();
#ifdef GTA_TRAIN
bool8 ProcessTrainNoise(cVehicleParams &params);
#endif
void ProcessVehicle(CVehicle *vehicle);
bool8 ProcessVehicleDoors(cVehicleParams &params);
void ProcessVehicleEngine(cVehicleParams &params);
void ProcessVehicleFlatTyre(cVehicleParams &params);
bool8 ProcessVehicleHorn(cVehicleParams &params);
void ProcessVehicleOneShots(cVehicleParams &params);
bool8 ProcessVehicleReverseWarning(cVehicleParams &params);
bool8 ProcessVehicleRoadNoise(cVehicleParams &params);
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params);
bool8 ProcessVehicleSkidding(cVehicleParams &params);
void ProcessWaterCannon(int32);
void ProcessWeather(int32 id);
bool8 ProcessWetRoadNoise(cVehicleParams& params);
void ProcessEscalators();
void ProcessExtraSounds();
void ProcessMissionAudio();
int32 RandomDisplacement(uint32 seed);
void ReacquireDigitalHandle();
void ReleaseDigitalHandle();
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 &params, 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 &params);
bool8 UsesSirenSwitching(cVehicleParams &params);
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
};
/*