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