Audio: ifdef more things that aren't on ps2

This commit is contained in:
Sergeanur 2021-08-19 08:45:56 +03:00
parent 2120d4d3ce
commit 51ba90dd52
3 changed files with 33 additions and 21 deletions

View file

@ -1997,23 +1997,22 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
float relativeVelocityChange;
float time;
bool8 channelUsed;
bool8 lostTraction;
bool8 slowingDown;
bool8 noGearBox;
bool8 stuckInSand;
bool8 processedAccelSampleStopped;
bool8 isMoped;
static uint32 gearSoundStartTime = CTimer::GetTimeInMilliseconds();
static int32 nCruising = 0;
static int16 LastAccel = 0;
static uint8 CurrentPretendGear = 1;
static bool8 bLostTractionLastFrame = FALSE;
static bool8 bHandbrakeOnLastFrame = FALSE;
static int32 nCruising = 0;
static bool8 bAccelSampleStopped = TRUE;
lostTraction = FALSE;
isMoped = FALSE;
processedAccelSampleStopped = FALSE;
bool8 lostTraction = FALSE;
bool8 isMoped = FALSE;
bool8 processedAccelSampleStopped = FALSE;
static uint32 gearSoundStartTime = CTimer::GetTimeInMilliseconds();
uint8 nChannel = CHANNEL_PLAYER_VEHICLE_ENGINE; // TODO: PS2 channels
if (bPlayerJustEnteredCar) {
bAccelSampleStopped = TRUE;
bPlayerJustEnteredCar = FALSE;
@ -2030,7 +2029,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
accelerateState = Pads[0].GetAccelerate();
brakeState = Pads[0].GetBrake();
}
channelUsed = SampleManager.GetChannelUsedFlag(CHANNEL_PLAYER_VEHICLE_ENGINE);
slowingDown = params.m_fVelocityChange < -0.001f;
channelUsed = SampleManager.GetChannelUsedFlag(nChannel);
if (params.m_pVehicle->m_modelIndex == MI_PIZZABOY || params.m_pVehicle->m_modelIndex == MI_FAGGIO) {
CurrentPretendGear = params.m_pTransmission->nNumberOfGears;
currentGear = CurrentPretendGear;
@ -2110,7 +2110,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f);
else
freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f);
if (params.m_fVelocityChange < -0.001f)
if (slowingDown)
freqModifier = -freqModifier;
} else
freqModifier = 0;
@ -2193,9 +2193,9 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
break;
}
if (accelerateState <= 0) {
if (params.m_fVelocityChange < -0.001f) {
if (slowingDown) {
if (channelUsed) {
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
SampleManager.StopChannel(nChannel);
bAccelSampleStopped = TRUE;
}
if (wheelsOnGround == 0 || params.m_pVehicle->bIsHandbrakeOn || lostTraction)
@ -2207,7 +2207,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
*gasPedalAudioPtr = Max(0.0f, gasPedalAudio);
} else if (LastAccel > 0) {
if (channelUsed) {
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
SampleManager.StopChannel(nChannel);
bAccelSampleStopped = TRUE;
}
nCruising = 0;
@ -2268,7 +2268,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
if (engineSoundType == SFX_BANK_TRUCK)
freq /= 2;
if (channelUsed) {
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
SampleManager.StopChannel(nChannel);
bAccelSampleStopped = TRUE;
}
if (params.m_pVehicle->bIsDrowning)
@ -2292,16 +2292,19 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
else {
nCruising = 1;
params.m_pVehicle->bAudioChangingGear = TRUE;
//break; // while was used just for this fucking place
goto PlayCruising;
}
}
gearSoundStartTime = CTimer::GetTimeInMilliseconds();
params.m_pVehicle->bAudioChangingGear = TRUE;
#ifdef GTA_PS2
SampleManager.InitialiseChannel(nChannel, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0);
#else
if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
return;
SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
#endif
}
#ifdef EXTERNAL_3D_SOUND
@ -2309,22 +2312,22 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f);
#else
SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(120, 50.0f, m_sQueueSample.m_fDistance));
SampleManager.SetChannelPan(CHANNEL_PLAYER_VEHICLE_ENGINE, m_sQueueSample.m_nOffset);
SampleManager.SetChannelVolume(nChannel, ComputeVolume(120, 50.0f, m_sQueueSample.m_fDistance));
SampleManager.SetChannelPan(nChannel, m_sQueueSample.m_nOffset);
#endif
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
if (engineSoundType == SFX_BANK_TRUCK)
freq /= 2;
SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
SampleManager.SetChannelFrequency(nChannel, freq);
if (!channelUsed) {
SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE);
SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
SampleManager.SetChannelReverbFlag(nChannel, m_bDynamicAcousticModelingStatus != FALSE);
SampleManager.StartChannel(nChannel);
}
}
} else {
PlayCruising:
bAccelSampleStopped = TRUE;
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
SampleManager.StopChannel(nChannel);
if (!isMoped && (accelerateState < 150 || wheelsOnGround == 0 || brakeState > 0 || params.m_pVehicle->bIsHandbrakeOn
|| lostTraction || currentGear < params.m_pTransmission->nNumberOfGears - 1)) {
nCruising = 0;

View file

@ -1110,7 +1110,12 @@ cAudioManager::ProcessActiveQueues()
#else
emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
#endif
#ifdef GTA_PS2
{
SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex);
#else
if (SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex)) {
#endif
SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency);
bool8 isMobile = FALSE;
for (int32 l = 0; l < MISSION_AUDIO_SLOTS; l++) {
@ -1132,8 +1137,10 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelVolume(j, emittingVol);
SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
#endif
#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
#endif
SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag);
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[k].m_bIs2D) {

View file

@ -246,8 +246,10 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
#ifndef GTA_PS2
SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
#endif
SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
}
if (processed) ResetPoliceRadio();