mark completed functions in audioManager.h

This commit is contained in:
Roman Masanin 2020-09-26 20:50:51 +03:00
parent ec8ac117ed
commit 356c50ec1e

View file

@ -241,13 +241,13 @@ public:
// "Should" be in alphabetic order, except "getXTalkSfx" // "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); void AddDetailsToRequestedOrderList(uint8 sample);
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
uint8 counter, bool notLooping); uint8 counter, bool notLooping); //done
void AddReflectionsToRequestedQueue(); void AddReflectionsToRequestedQueue();
void AddReleasingSounds(); void AddReleasingSounds();
void AddSampleToRequestedQueue(); void AddSampleToRequestedQueue();
void AgeCrimes(); void AgeCrimes();
void CalculateDistance(bool &condition, float dist); void CalculateDistance(bool &condition, float dist); //done
bool CheckForAnAudioFileOnCD() const; bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples(); void ClearActiveSamples();
void ClearMissionAudio(uint8 slot); void ClearMissionAudio(uint8 slot);
@ -275,7 +275,7 @@ public:
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const; float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const; float GetCollisionRatio(float a, float b, float c, float d) const;
float GetDistanceSquared(const CVector &v) const; float GetDistanceSquared(const CVector &v) const; //done
int32 GetJumboTaxiFreq() const; int32 GetJumboTaxiFreq() const;
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
int8 GetMissionScriptPoliceAudioPlayingStatus() const; int8 GetMissionScriptPoliceAudioPlayingStatus() const;
@ -287,7 +287,7 @@ public:
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
cTransmission *transmission, float velocityChange); cTransmission *transmission, float velocityChange);
bool HasAirBrakes(int32 model) const; bool HasAirBrakes(int32 model) const; //done
void Initialise(); void Initialise();
void InitialisePoliceRadio(); void InitialisePoliceRadio();
@ -302,13 +302,13 @@ public:
void PlayLoadedMissionAudio(uint8 slot); void PlayLoadedMissionAudio(uint8 slot);
void PlayOneShot(int32 index, int16 sound, float vol); void PlayOneShot(int32 index, int16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z); void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar() const; void PlayerJustGotInCar() const; //done
void PlayerJustLeftCar() const; void PlayerJustLeftCar() const; //done
void PostInitialiseGameSpecificSetup(); void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown(); void PostTerminateGameSpecificShutdown(); //done
void PreInitialiseGameSpecificSetup() const; void PreInitialiseGameSpecificSetup() const; //done
void PreloadMissionAudio(uint8 slot, Const char *name); void PreloadMissionAudio(uint8 slot, Const char *name);
void PreTerminateGameSpecificShutdown(); void PreTerminateGameSpecificShutdown(); //done
/// processX - main logic of adding new sounds /// processX - main logic of adding new sounds
void ProcessActiveQueues(); void ProcessActiveQueues();
bool ProcessAirBrakes(cVehicleParams *params); bool ProcessAirBrakes(cVehicleParams *params);
@ -324,14 +324,14 @@ public:
void ProcessCesna(cVehicleParams *params); void ProcessCesna(cVehicleParams *params);
//void ProcessCrane(); //void ProcessCrane();
bool ProcessEngineDamage(cVehicleParams *params); bool ProcessEngineDamage(cVehicleParams *params);
void ProcessEntity(int32 sound); void ProcessEntity(int32 sound); //done
void ProcessExplosions(int32 explosion); void ProcessExplosions(int32 explosion);
void ProcessFireHydrant(); void ProcessFireHydrant();
void ProcessFires(int32 entity); void ProcessFires(int32 entity);
void ProcessFrontEnd(); void ProcessFrontEnd();
void ProcessGarages(); void ProcessGarages();
void ProcessCarHeli(cVehicleParams* params); void ProcessCarHeli(cVehicleParams* params); //done
void ProcessVehicleFlatTyre(cVehicleParams* params); void ProcessVehicleFlatTyre(cVehicleParams* params); //done
void ProcessJumbo(cVehicleParams *); void ProcessJumbo(cVehicleParams *);
void ProcessJumboAccel(CPlane *plane); void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane); void ProcessJumboDecel(CPlane *plane);
@ -346,22 +346,22 @@ public:
void ProcessOneShotScriptObject(uint8 sound); void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped); void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams *params); void ProcessPedOneShots(cPedParams *params);
void ProcessPhysical(int32 id); void ProcessPhysical(int32 id); //done
void ProcessPlane(cVehicleParams *params); void ProcessPlane(cVehicleParams *params); //done
void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); //done
void ProcessProjectiles(); void ProcessProjectiles();
void ProcessRainOnVehicle(cVehicleParams *params); void ProcessRainOnVehicle(cVehicleParams *params);
void ProcessReverb() const; void ProcessReverb() const;
bool ProcessReverseGear(cVehicleParams *params); bool ProcessReverseGear(cVehicleParams *params); //done
void ProcessScriptObject(int32 id); void ProcessScriptObject(int32 id); //done
void ProcessSpecial(); void ProcessSpecial();
#ifdef GTA_TRAIN #ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params); bool ProcessTrainNoise(cVehicleParams *params);
#endif #endif
void ProcessVehicle(CVehicle *vehicle); void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
bool ProcessVehicleDoors(cVehicleParams *params); bool ProcessVehicleDoors(cVehicleParams *params);
void ProcessVehicleEngine(cVehicleParams *params); void ProcessVehicleEngine(cVehicleParams *params); //done
void UpdateGasPedalAudio(CVehicle* veh, int vehType); void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
void ProcessVehicleHorn(cVehicleParams *params); void ProcessVehicleHorn(cVehicleParams *params);
void ProcessVehicleOneShots(cVehicleParams *params); void ProcessVehicleOneShots(cVehicleParams *params);
bool ProcessVehicleReverseWarning(cVehicleParams *params); bool ProcessVehicleReverseWarning(cVehicleParams *params);
@ -369,10 +369,10 @@ public:
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
bool ProcessVehicleSkidding(cVehicleParams *params); bool ProcessVehicleSkidding(cVehicleParams *params);
void ProcessWaterCannon(int32); void ProcessWaterCannon(int32);
void ProcessWeather(int32 id); void ProcessWeather(int32 id); //done
bool ProcessWetRoadNoise(cVehicleParams *params); bool ProcessWetRoadNoise(cVehicleParams *params);
void ProcessEscalators(); void ProcessEscalators(); //done
void ProcessExtraSounds(); void ProcessExtraSounds(); //done
int32 RandomDisplacement(uint32 seed) const; int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const; void ReacquireDigitalHandle() const;
@ -417,11 +417,11 @@ public:
void TranslateEntity(Const CVector *v1, CVector *v2) const; void TranslateEntity(Const CVector *v1, CVector *v2) const;
void UpdateReflections(); void UpdateReflections();
bool UsesReverseWarning(int32 model) const; bool UsesReverseWarning(int32 model) const; //done
bool UsesSiren(int32 model) const; bool UsesSiren(int32 model) const;
bool UsesSirenSwitching(int32 model) const; bool UsesSirenSwitching(int32 model) const;
CVehicle *FindVehicleOfPlayer(); CVehicle *FindVehicleOfPlayer(); //done
void SetPedTalkingStatus(CPed *ped, uint8 status); void SetPedTalkingStatus(CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, int32 time); void SetPlayersMood(uint8 mood, int32 time);