mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-15 10:29:01 +00:00
AudioLogic type fixes and reordering (after peds)
This commit is contained in:
parent
16f892b667
commit
49ee711c75
2 changed files with 85 additions and 85 deletions
|
@ -8118,83 +8118,6 @@ cAudioManager::ProcessWaterCannon(int32)
|
|||
}
|
||||
}
|
||||
|
||||
//positon of arcade machines
|
||||
CVector aVecExtraSoundPosition[] = { CVector(-1042.546f, 88.794f, 11.324f), CVector(-1004.476f, 181.697f, 11.324f) };
|
||||
|
||||
void
|
||||
cAudioManager::ProcessExtraSounds()
|
||||
{
|
||||
const float SOUND_INTENSITY = 18.0f;
|
||||
const uint8 EMITTING_VOLUME = 50;
|
||||
|
||||
float distance;
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(aVecExtraSoundPosition); i++) {
|
||||
m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
|
||||
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
|
||||
if (distance < SQR(SOUND_INTENSITY)) {
|
||||
m_sQueueSample.m_fDistance = Sqrt(distance);
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
|
||||
if (m_sQueueSample.m_nVolume != 0) {
|
||||
m_sQueueSample.m_nCounter = i;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
|
||||
m_sQueueSample.m_bIs2D = FALSE;
|
||||
m_sQueueSample.m_nLoopCount = 0;
|
||||
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 4;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
|
||||
m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
|
||||
SET_LOOP_OFFSETS(SFX_ARCADE)
|
||||
m_sQueueSample.m_bReverbFlag = TRUE;
|
||||
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
|
||||
m_sQueueSample.m_bRequireReflection = FALSE;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
AddSampleToRequestedQueue();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
cAudioManager::ProcessEscalators()
|
||||
{
|
||||
const float SOUND_INTENSITY = 30.0f;
|
||||
const uint8 EMITTING_VOLUME = 26;
|
||||
|
||||
float distance;
|
||||
|
||||
for (int i = 0; i < CEscalators::NumEscalators; i++) {
|
||||
if (!CEscalators::GetEscalator(i).IsActive())
|
||||
continue;
|
||||
m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
|
||||
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
|
||||
if (distance < SQR(SOUND_INTENSITY)) {
|
||||
m_sQueueSample.m_fDistance = Sqrt(distance);
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
|
||||
if (m_sQueueSample.m_nVolume != 0) {
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
|
||||
m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 5;
|
||||
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
|
||||
m_sQueueSample.m_nCounter = i;
|
||||
m_sQueueSample.m_bIs2D = FALSE;
|
||||
m_sQueueSample.m_nLoopCount = 0;
|
||||
m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
|
||||
SET_LOOP_OFFSETS(SFX_BOAT_V12_LOOP)
|
||||
m_sQueueSample.m_bReverbFlag = TRUE;
|
||||
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
|
||||
m_sQueueSample.m_bRequireReflection = FALSE;
|
||||
AddSampleToRequestedQueue();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#pragma region SCRIPT_OBJECTS
|
||||
const int SCRIPT_OBJECT_INTENSITY_S = 30;
|
||||
const int SCRIPT_OBJECT_INTENSITY_L = 80;
|
||||
|
@ -9112,6 +9035,83 @@ cAudioManager::ProcessProjectiles()
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
cAudioManager::ProcessEscalators()
|
||||
{
|
||||
const float SOUND_INTENSITY = 30.0f;
|
||||
const uint8 EMITTING_VOLUME = 26;
|
||||
|
||||
float distance;
|
||||
|
||||
for (int i = 0; i < CEscalators::NumEscalators; i++) {
|
||||
if (!CEscalators::GetEscalator(i).IsActive())
|
||||
continue;
|
||||
m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
|
||||
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
|
||||
if (distance < SQR(SOUND_INTENSITY)) {
|
||||
m_sQueueSample.m_fDistance = Sqrt(distance);
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
|
||||
if (m_sQueueSample.m_nVolume != 0) {
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
|
||||
m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 5;
|
||||
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
|
||||
m_sQueueSample.m_nCounter = i;
|
||||
m_sQueueSample.m_bIs2D = FALSE;
|
||||
m_sQueueSample.m_nLoopCount = 0;
|
||||
m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
|
||||
SET_LOOP_OFFSETS(SFX_BOAT_V12_LOOP)
|
||||
m_sQueueSample.m_bReverbFlag = TRUE;
|
||||
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
|
||||
m_sQueueSample.m_bRequireReflection = FALSE;
|
||||
AddSampleToRequestedQueue();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//positon of arcade machines
|
||||
CVector aVecExtraSoundPosition[] = { CVector(-1042.546f, 88.794f, 11.324f), CVector(-1004.476f, 181.697f, 11.324f) };
|
||||
|
||||
void
|
||||
cAudioManager::ProcessExtraSounds()
|
||||
{
|
||||
const float SOUND_INTENSITY = 18.0f;
|
||||
const uint8 EMITTING_VOLUME = 50;
|
||||
|
||||
float distance;
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(aVecExtraSoundPosition); i++) {
|
||||
m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
|
||||
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
|
||||
if (distance < SQR(SOUND_INTENSITY)) {
|
||||
m_sQueueSample.m_fDistance = Sqrt(distance);
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
|
||||
if (m_sQueueSample.m_nVolume != 0) {
|
||||
m_sQueueSample.m_nCounter = i;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
|
||||
m_sQueueSample.m_bIs2D = FALSE;
|
||||
m_sQueueSample.m_nLoopCount = 0;
|
||||
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 4;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
|
||||
m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
|
||||
SET_LOOP_OFFSETS(SFX_ARCADE)
|
||||
m_sQueueSample.m_bReverbFlag = TRUE;
|
||||
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
|
||||
m_sQueueSample.m_bRequireReflection = FALSE;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
AddSampleToRequestedQueue();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
cAudioManager::ProcessGarages()
|
||||
{
|
||||
|
@ -9784,7 +9784,7 @@ FindMissionAudioSfx(const char *name)
|
|||
}
|
||||
|
||||
bool8
|
||||
cAudioManager::MissionScriptAudioUsesPoliceChannel(int32 soundMission) const
|
||||
cAudioManager::MissionScriptAudioUsesPoliceChannel(uint32 soundMission)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
@ -9809,7 +9809,7 @@ cAudioManager::PreloadMissionAudio(uint8 slot, Const char *name)
|
|||
}
|
||||
|
||||
uint8
|
||||
cAudioManager::GetMissionAudioLoadingStatus(uint8 slot) const
|
||||
cAudioManager::GetMissionAudioLoadingStatus(uint8 slot)
|
||||
{
|
||||
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS)
|
||||
return m_sMissionAudio.m_nLoadingStatus[slot];
|
||||
|
@ -9835,7 +9835,7 @@ cAudioManager::PlayLoadedMissionAudio(uint8 slot)
|
|||
}
|
||||
|
||||
bool8
|
||||
cAudioManager::ShouldDuckMissionAudio(uint8 slot) const
|
||||
cAudioManager::ShouldDuckMissionAudio(uint8 slot)
|
||||
{
|
||||
if (IsMissionAudioSamplePlaying(slot))
|
||||
return m_sMissionAudio.m_nSampleIndex[slot] != STREAMED_SOUND_MISSION_ROK2_01;
|
||||
|
@ -9843,7 +9843,7 @@ cAudioManager::ShouldDuckMissionAudio(uint8 slot) const
|
|||
}
|
||||
|
||||
bool8
|
||||
cAudioManager::IsMissionAudioSamplePlaying(uint8 slot) const
|
||||
cAudioManager::IsMissionAudioSamplePlaying(uint8 slot)
|
||||
{
|
||||
if (m_bIsInitialised) {
|
||||
if (slot < MISSION_AUDIO_SLOTS)
|
||||
|
|
|
@ -255,8 +255,8 @@ public:
|
|||
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
|
||||
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; }
|
||||
bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
|
||||
bool8 ShouldDuckMissionAudio(uint8 slot) const;
|
||||
bool8 IsMissionAudioSamplePlaying(uint8 slot); // { return m_sMissionAudio.m_nPlayStatus == 1; }
|
||||
bool8 ShouldDuckMissionAudio(uint8 slot);
|
||||
|
||||
// "Should" be in alphabetic order, except "getXTalkSfx"
|
||||
void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
|
||||
|
@ -389,7 +389,7 @@ public:
|
|||
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) const;
|
||||
uint8 GetMissionAudioLoadingStatus(uint8 slot);
|
||||
int8 GetMissionScriptPoliceAudioPlayingStatus();
|
||||
uint8 GetNum3DProvidersAvailable();
|
||||
uint32 GetPedCommentSfx(CPed *ped, int32 sound);
|
||||
|
@ -410,7 +410,7 @@ public:
|
|||
|
||||
void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
|
||||
|
||||
bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
|
||||
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
|
||||
|
||||
void PlayLoadedMissionAudio(uint8 slot);
|
||||
void PlayOneShot(int32 index, uint16 sound, float vol);
|
||||
|
|
Loading…
Reference in a new issue