Audio fixes

This commit is contained in:
Filip Gawin 2019-08-27 22:46:41 +02:00
parent 01ac2929cd
commit 5a36d46692
7 changed files with 95 additions and 608 deletions

View file

@ -498,7 +498,7 @@ cAudioManager::CreateEntity(int32 type, CPhysical *entity)
m_asAudioEntities[i].m_bIsUsed = true;
m_asAudioEntities[i].m_bStatus = 0;
m_asAudioEntities[i].m_nType = (eAudioType)type;
m_asAudioEntities[i].m_pEntity = (void*)entity;
m_asAudioEntities[i].m_pEntity = (void *)entity;
m_asAudioEntities[i].m_awAudioEvent[0] = SOUND_TOTAL_PED_SOUNDS;
m_asAudioEntities[i].m_awAudioEvent[1] = SOUND_TOTAL_PED_SOUNDS;
m_asAudioEntities[i].m_awAudioEvent[2] = SOUND_TOTAL_PED_SOUNDS;
@ -2823,7 +2823,6 @@ cAudioManager::GetNum3DProvidersAvailable() const
return 0;
}
int32
cAudioManager::GetPedCommentSfx(CPed *ped, int32 sound)
{
@ -3038,6 +3037,13 @@ cAudioManager::PlayOneShot(int32 index, int16 sound, float vol)
EAXJMP(0x57A500);
}
WRAPPER
uint32
cAudioManager::PlaySuspectLastSeen(float x, float y, float z)
{
EAXJMP(0x580500);
}
void
cAudioManager::PlayerJustGotInCar() const
{
@ -3092,7 +3098,6 @@ cAudioManager::PostTerminateGameSpecificShutdown()
;
}
void
cAudioManager::PreInitialiseGameSpecificSetup() const
{
@ -3100,6 +3105,13 @@ cAudioManager::PreInitialiseGameSpecificSetup() const
BankStartOffset[1] = AUDIO_SAMPLE_POLICE_COP_1_ARREST_1;
}
WRAPPER
void
cAudioManager::PreloadMissionAudio(char *)
{
EAXJMP(0x579550);
}
void
cAudioManager::PreTerminateGameSpecificShutdown()
{
@ -7790,6 +7802,20 @@ cAudioManager::ReleaseDigitalHandle() const
if(m_bIsInitialised) { SampleManager.ReleaseDigitalHandle(); }
}
WRAPPER
int32
cAudioManager::ReportCollision(CEntity *a2, CEntity *a3, uint8 a4, uint8 a5, float a6, float a7)
{
EAXJMP(0x568410);
}
WRAPPER
int32
cAudioManager::ReportCrime(eCrimeType crime, const CVector *pos)
{
EAXJMP(0x5803D0);
}
void
cAudioManager::ResetAudioLogicTimers(int32 timer)
{
@ -7824,12 +7850,21 @@ cAudioManager::ResetPoliceRadio()
}
}
WRAPPER
void
cAudioManager::ResetTimers(uint32 a2)
{
EAXJMP(0x57A7B0);
}
WRAPPER void
cAudioManager::Service()
{
EAXJMP(0x57A2A0);
}
WRAPPER
int8 cAudioManager::SetCurrent3DProvider(uint8) { EAXJMP(0x57A910); }
void
cAudioManager::SetDynamicAcousticModelingStatus(bool status)
@ -7891,7 +7926,6 @@ cAudioManager::SetMusicMasterVolume(uint8 volume) const
SampleManager.SetMusicMasterVolume(volume);
}
void
cAudioManager::SetSpeakerConfig(int32 conf) const
{