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https://github.com/GTAmodding/re3.git
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Merge remote-tracking branch 'upstream/lcs' into lcs
This commit is contained in:
commit
8cbdf27228
3 changed files with 108 additions and 6 deletions
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@ -44,6 +44,7 @@
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#include "Script.h"
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#include "Wanted.h"
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#include "KeyGen.h"
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#include "Ferry.h"
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void
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cAudioManager::PreInitialiseGameSpecificSetup()
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@ -554,6 +555,11 @@ enum
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TRAIN_NOISE_NEAR_MAX_DIST = 70,
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TRAIN_NOISE_VOLUME = 70,
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FERRY_NOISE_MAX_DIST = 70,
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FERRY_NOISE_WATER_VOLUME = 30,
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FERRY_NOISE_ENGINE_MAX_DIST = 160,
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FERRY_NOISE_ENGINE_VOLUME = 40,
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BOAT_ENGINE_MAX_DIST = 90,
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BOAT_ENGINE_REEFER_IDLE_VOLUME = 80,
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@ -1084,10 +1090,10 @@ cAudioManager::ProcessVehicle(CVehicle* veh)
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ProcessVehicleOneShots(params);
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break;
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#ifdef GTA_TRAIN
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case VEHICLE_TYPE_TRAIN:
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ProcessTrainNoise(params);
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ProcessVehicleOneShots(params);
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break;
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case VEHICLE_TYPE_TRAIN:
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ProcessTrainNoise(params);
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ProcessVehicleOneShots(params);
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break;
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#endif
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case VEHICLE_TYPE_HELI:
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ProcessCarHeli(params);
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@ -1114,6 +1120,10 @@ cAudioManager::ProcessVehicle(CVehicle* veh)
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ProcessVehicleOneShots(params);
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((CBike*)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
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break;
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case VEHICLE_TYPE_FERRY:
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ProcessFerryNoise(params);
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ProcessVehicleOneShots(params);
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break;
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default:
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break;
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}
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@ -3726,6 +3736,91 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params)
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return FALSE;
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}
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#endif
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bool8
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cAudioManager::ProcessFerryNoise(cVehicleParams& params)
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{
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CFerry *ferry = (CFerry*)params.m_pVehicle;
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float volMultipler;
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#ifdef FIX_BUGS
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if (!ferry->IsDocked() && params.m_fDistance < SQR(FERRY_NOISE_ENGINE_MAX_DIST)) {
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#else
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if (!ferry->IsDocked() && params.m_fDistance < SQR(FERRY_NOISE_MAX_DIST)){
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#endif
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if (params.m_fVelocityChange > 0.0f) {
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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#ifdef FIX_BUGS // most distant sound should go first
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volMultipler = ((float)SQR(FERRY_NOISE_ENGINE_MAX_DIST) - params.m_fDistance) / (float)SQR(FERRY_NOISE_ENGINE_MAX_DIST);
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m_sQueueSample.m_nVolume = (FERRY_NOISE_ENGINE_VOLUME * volMultipler);
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if (m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = 40;
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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_bIs2D = FALSE;
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m_sQueueSample.m_nPriority = 3;
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m_sQueueSample.m_nFrequency = 12000;
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m_sQueueSample.m_nLoopCount = 0;
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SET_EMITTING_VOLUME(FERRY_NOISE_ENGINE_VOLUME);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_MaxDistance = FERRY_NOISE_ENGINE_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 7;
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SET_SOUND_REVERB(FALSE);
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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#endif
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if (params.m_fDistance < SQR(FERRY_NOISE_MAX_DIST)) {
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volMultipler = ((float)SQR(FERRY_NOISE_MAX_DIST) - params.m_fDistance) / (float)SQR(FERRY_NOISE_MAX_DIST);
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m_sQueueSample.m_nVolume = (FERRY_NOISE_WATER_VOLUME * volMultipler);
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if (m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = 33;
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nPriority = 5;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOAT_WATER_LOOP) + (100 * m_sQueueSample.m_nEntityIndex) % 987;
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m_sQueueSample.m_nLoopCount = 0;
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SET_EMITTING_VOLUME(FERRY_NOISE_WATER_VOLUME);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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m_sQueueSample.m_MaxDistance = FERRY_NOISE_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 3;
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SET_SOUND_REVERB(FALSE);
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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#ifndef FIX_BUGS
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m_sQueueSample.m_nCounter = 40;
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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_bIs2D = FALSE;
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m_sQueueSample.m_nPriority = 3;
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m_sQueueSample.m_nFrequency = 12000;
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m_sQueueSample.m_nLoopCount = 0;
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_MaxDistance = FERRY_NOISE_ENGINE_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 7;
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SET_SOUND_REVERB(FALSE);
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SET_SOUND_REFLECTION(FALSE);
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m_sQueueSample.m_nVolume = volMultipler * FERRY_NOISE_ENGINE_VOLUME;
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SET_EMITTING_VOLUME(FERRY_NOISE_ENGINE_VOLUME);
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AddSampleToRequestedQueue();
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#endif
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}
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}
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}
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return TRUE;
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}
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return FALSE;
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}
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bool8
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cAudioManager::ProcessBoatEngine(cVehicleParams& params)
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{
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@ -687,7 +687,7 @@ cAudioManager::InterrogateAudioEntities()
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}
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void
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cAudioManager::AddSampleToRequestedQueue()
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cAudioManager::AddSampleToRequestedQueue(uint8 unk_lcs)
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{
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uint32 finalPriority;
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uint8 sampleIndex;
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@ -726,6 +726,7 @@ cAudioManager::AddSampleToRequestedQueue()
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m_sQueueSample.m_bReverb = FALSE;
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#endif
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#endif
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m_sQueueSample.field_51_lcs = unk_lcs;
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m_aRequestedQueue[m_nActiveQueue][sampleIndex] = m_sQueueSample;
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@ -1405,6 +1406,10 @@ cAudioManager::GenerateIntegerRandomNumberTable()
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void
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cAudioManager::DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo)
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{
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#ifdef FIX_BUGS
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if (!m_bIsInitialised || m_nExtraSoundsEntity < 0) return;
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m_sQueueSample.m_nEntityIndex = m_nExtraSoundsEntity; // not setting entity ID could cause bugs, let's use extra sounds one
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#endif
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m_sQueueSample.m_nSampleIndex = sample;
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m_sQueueSample.m_nBankIndex = bank;
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m_sQueueSample.m_nCounter = counter;
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@ -59,6 +59,7 @@ public:
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
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#endif
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uint8 field_51_lcs;
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};
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VALIDATE_SIZE(tSound, 96);
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@ -347,7 +348,7 @@ public:
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
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int32 RandomDisplacement(uint32 seed);
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void InterrogateAudioEntities(); // inlined
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void AddSampleToRequestedQueue();
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void AddSampleToRequestedQueue(uint8 unk_lcs = 0);
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
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#ifdef AUDIO_REFLECTIONS
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void AddReflectionsToRequestedQueue();
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@ -415,6 +416,7 @@ public:
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#ifdef GTA_TRAIN
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bool8 ProcessTrainNoise(cVehicleParams ¶ms);
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#endif
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bool8 ProcessFerryNoise(cVehicleParams ¶ms);
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bool8 ProcessBoatEngine(cVehicleParams ¶ms);
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bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms);
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void ProcessPlane(cVehicleParams ¶ms);
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