mirror of
https://github.com/GTAmodding/re3.git
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Merge branch 'master' into miami
# Conflicts: # src/audio/AudioLogic.cpp # src/audio/AudioSamples.h # src/audio/soundlist.h # src/core/Frontend.cpp # src/core/Frontend.h # src/core/MenuScreens.cpp # src/peds/Ped.cpp # src/peds/PlayerPed.cpp # src/render/Hud.cpp # src/vehicles/Vehicle.h
This commit is contained in:
commit
afa4fa6510
8 changed files with 314 additions and 120 deletions
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@ -59,6 +59,67 @@ void
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cAudioManager::PreInitialiseGameSpecificSetup() const
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{
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BankStartOffset[SAMPLEBANK_MAIN] = SAMPLEBANK_START;
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#ifdef GTA_PS2
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BankStartOffset[SAMPLEBANK_CAR_PACARD] = SFX_CAR_ACCEL_1;
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BankStartOffset[SAMPLEBANK_CAR_PATHFINDER] = SFX_CAR_ACCEL_2;
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BankStartOffset[SAMPLEBANK_CAR_PORSCHE] = SFX_CAR_ACCEL_3;
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BankStartOffset[SAMPLEBANK_CAR_SPIDER] = SFX_CAR_ACCEL_4;
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BankStartOffset[SAMPLEBANK_CAR_MERC] = SFX_CAR_ACCEL_5;
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BankStartOffset[SAMPLEBANK_CAR_MACKTRUCK] = SFX_CAR_ACCEL_6;
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BankStartOffset[SAMPLEBANK_CAR_HOTROD] = SFX_CAR_ACCEL_7;
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BankStartOffset[SAMPLEBANK_CAR_COBRA] = SFX_CAR_ACCEL_8;
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BankStartOffset[SAMPLEBANK_CAR_NONE] = SFX_CAR_ACCEL_9;
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BankStartOffset[SAMPLEBANK_FRONTEND] = SFX_PAGE_CHANGE_AND_BACK_LEFT;
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BankStartOffset[SAMPLEBANK_TRAIN] = SFX_TRAIN_STATION_AMBIENCE_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_1] = SFX_CLUB_1;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_2] = SFX_CLUB_2;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_3] = SFX_CLUB_3;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_4] = SFX_CLUB_4;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_5] = SFX_CLUB_5;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_6] = SFX_CLUB_6;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_7] = SFX_CLUB_7;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_8] = SFX_CLUB_8;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_9] = SFX_CLUB_9;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_10] = SFX_CLUB_10;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_11] = SFX_CLUB_11;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_12] = SFX_CLUB_12;
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BankStartOffset[SAMPLEBANK_BUILDING_CLUB_RAGGA] = SFX_CLUB_RAGGA;
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BankStartOffset[SAMPLEBANK_BUILDING_STRIP_CLUB_1] = SFX_STRIP_CLUB_1;
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BankStartOffset[SAMPLEBANK_BUILDING_STRIP_CLUB_2] = SFX_STRIP_CLUB_2;
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BankStartOffset[SAMPLEBANK_BUILDING_WORKSHOP] = SFX_WORKSHOP_1;
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BankStartOffset[SAMPLEBANK_BUILDING_PIANO_BAR] = SFX_PIANO_BAR_1;
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BankStartOffset[SAMPLEBANK_BUILDING_SAWMILL] = SFX_SAWMILL_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_DOG_FOOD_FACTORY] = SFX_DOG_FOOD_FACTORY;
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BankStartOffset[SAMPLEBANK_BUILDING_LAUNDERETTE] = SFX_LAUNDERETTE_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_CHINATOWN] = SFX_RESTAURANT_CHINATOWN;
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BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_ITALY] = SFX_RESTAURANT_ITALY;
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BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_1] = SFX_RESTAURANT_GENERIC_1;
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BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_2] = SFX_RESTAURANT_GENERIC_2;
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BankStartOffset[SAMPLEBANK_BUILDING_AIRPORT] = SFX_AIRPORT_ANNOUNCEMENT_1;
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BankStartOffset[SAMPLEBANK_BUILDING_SHOP] = SFX_SHOP_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_CINEMA] = SFX_CINEMA_BASS_1;
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BankStartOffset[SAMPLEBANK_BUILDING_DOCKS] = SFX_DOCKS_FOGHORN;
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BankStartOffset[SAMPLEBANK_BUILDING_HOME] = SFX_HOME_1;
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BankStartOffset[SAMPLEBANK_BUILDING_PORN_1] = SFX_PORN_1_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_PORN_2] = SFX_PORN_2_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_PORN_3] = SFX_PORN_3_LOOP;
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BankStartOffset[SAMPLEBANK_BUILDING_POLICE_BALL] = SFX_POLICE_BALL_1;
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BankStartOffset[SAMPLEBANK_BUILDING_BANK_ALARM] = SFX_BANK_ALARM_1;
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BankStartOffset[SAMPLEBANK_BUILDING_RAVE_INDUSTRIAL] = SFX_RAVE_INDUSTRIAL;
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BankStartOffset[SAMPLEBANK_BUILDING_RAVE_COMMERCIAL] = SFX_RAVE_COMMERCIAL;
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BankStartOffset[SAMPLEBANK_BUILDING_RAVE_SUBURBAN] = SFX_RAVE_SUBURBAN;
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BankStartOffset[SAMPLEBANK_BUILDING_RAVE_COMMERCIAL_2] = SFX_RAVE_COMMERCIAL_2;
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BankStartOffset[SAMPLEBANK_BUILDING_39] = SFX_CLUB_1_1;
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BankStartOffset[SAMPLEBANK_BUILDING_40] = SFX_CLUB_1_2;
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BankStartOffset[SAMPLEBANK_BUILDING_41] = SFX_CLUB_1_3;
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BankStartOffset[SAMPLEBANK_BUILDING_42] = SFX_CLUB_1_4;
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BankStartOffset[SAMPLEBANK_BUILDING_43] = SFX_CLUB_1_5;
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BankStartOffset[SAMPLEBANK_BUILDING_44] = SFX_CLUB_1_6;
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BankStartOffset[SAMPLEBANK_BUILDING_45] = SFX_CLUB_1_7;
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BankStartOffset[SAMPLEBANK_BUILDING_46] = SFX_CLUB_1_8;
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BankStartOffset[SAMPLEBANK_BUILDING_47] = SFX_CLUB_1_9;
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BankStartOffset[SAMPLEBANK_EXTRAS] = SFX_EXPLOSION_1;
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#endif // GTA_PS2
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BankStartOffset[SAMPLEBANK_PED] = SAMPLEBANK_PED_START;
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}
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@ -449,7 +510,7 @@ enum
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struct tVehicleSampleData {
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eSfxSample m_nAccelerationSampleIndex;
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uint8 m_bEngineSoundType;
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uint8 m_nBank;
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eSfxSample m_nHornSample;
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int32 m_nHornFrequency;
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uint8 m_nSirenOrAlarmSample;
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@ -1036,7 +1097,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
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if (m_sQueueSample.m_nVolume != 0) {
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if (automobile->GetStatus() == STATUS_SIMPLE) {
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if (modificator < 0.02f) {
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m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType - 1 + SFX_CAR_IDLE_1;
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m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_IDLE_1;
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freq = modificator * 10000 + 22050;
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m_sQueueSample.m_nCounter = 52;
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} else {
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@ -1045,7 +1106,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
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}
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} else {
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if (automobile->m_fGasPedal < 0.05f) {
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m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType - 1 + SFX_CAR_IDLE_1;
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m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_IDLE_1;
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freq = modificator * 10000 + 22050;
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m_sQueueSample.m_nCounter = 52;
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} else {
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@ -1101,13 +1162,17 @@ cAudioManager::PlayerJustLeftCar(void) const
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}
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void
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cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 unk1, uint8 counter, bool notLooping)
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cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping)
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{
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_nSampleIndex = sample;
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#ifdef GTA_PS2
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m_sQueueSample.m_nBankIndex = bank;
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#else
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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#endif // GTA_PS2
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_nFrequency = freq;
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@ -1144,11 +1209,11 @@ cAudioManager::ProcessCesna(cVehicleParams *params)
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} else if (nAccel < 60) {
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++nAccel;
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}
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AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, 0, 52, true);
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AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, 0, 2, true);
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AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SAMPLEBANK_MAIN, 52, true);
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AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SAMPLEBANK_MAIN, 2, true);
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}
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} else if (params->m_nIndex == DODO) {
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AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, 0, 52, true);
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AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SAMPLEBANK_MAIN, 52, true);
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} else if (params->m_fDistance < SQR(200)) {
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
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@ -1290,8 +1355,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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} else
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freqModifier = 0;
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engineSoundType = aVehicleSettings[params->m_nIndex].m_bEngineSoundType;
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soundOffset = 3 * (engineSoundType - 1);
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engineSoundType = aVehicleSettings[params->m_nIndex].m_nBank;
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soundOffset = 3 * (engineSoundType - CAR_SAMPLEBANKS_OFFSET);
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if (accelerateState <= 0) {
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if (params->m_fVelocityChange < -0.001f) {
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if (channelUsed) {
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@ -1318,16 +1383,16 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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}
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if (gasPedalAudio > 0.05f) {
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freq = (5000.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 19000;
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if (engineSoundType == 6)
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if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK)
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freq /= 2;
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AddPlayerCarSample((25.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63,
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false);
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}
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}
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freq = (10000.f * gasPedalAudio) + 22050;
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if (engineSoundType == 6)
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if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK)
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freq /= 2;
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AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType - 1 + SFX_CAR_IDLE_1), 0, 52, true);
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AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_IDLE_1), SAMPLEBANK_MAIN, 52, true);
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CurrentPretendGear = Max(1, currentGear);
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} else {
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@ -1348,13 +1413,13 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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automobile->m_fGasPedalAudio = accelerationMultipler;
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}
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freq = freqModifier + baseFreq;
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if (engineSoundType == 6)
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if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK)
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freq /= 2;
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if (channelUsed) {
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SampleManager.StopChannel(m_nActiveSamples);
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bAccelSampleStopped = true;
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}
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AddPlayerCarSample(vol, freq, (engineSoundType - 1 + SFX_CAR_REV_1), 0, 2, true);
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AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_REV_1), SAMPLEBANK_MAIN, 2, true);
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} else {
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TranslateEntity(&m_sQueueSample.m_vecPos, &pos);
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if (bAccelSampleStopped) {
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@ -1388,7 +1453,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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SampleManager.SetChannel3DPosition(m_nActiveSamples, pos.x, pos.y, pos.z);
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SampleManager.SetChannel3DDistances(m_nActiveSamples, 50.f, 12.5f);
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freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
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if (engineSoundType == 6)
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if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK)
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freq /= 2;
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SampleManager.SetChannelFrequency(m_nActiveSamples, freq);
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if (!channelUsed) {
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@ -1411,7 +1476,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
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--nCruising;
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}
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freq = 27 * nCruising + freqModifier + 22050;
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if (engineSoundType == 6)
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if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK)
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freq /= 2;
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AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, true);
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}
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@ -3992,7 +4057,7 @@ cAudioManager::ProcessExplosions(int32 explosion)
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if (type == EXPLOSION_HELI)
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m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10;
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS;
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break;
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}
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pos = CExplosion::GetExplosionPosition(i);
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@ -4197,13 +4262,14 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
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m_sQueueSample.m_bIs2D = false;
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emittingVolume = m_anRandomTable[2] % 20 + 90;
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break;
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/*case SCRIPT_SOUND_110:
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case SCRIPT_SOUND_111:
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if (SampleManager.IsSampleBankLoaded(0) != 1)
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/*
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case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1:
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case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2:
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if (!SampleManager.IsSampleBankLoaded(SAMPLEBANK_TRAIN))
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return;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_TRAIN;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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@ -4400,7 +4466,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_1_LOOP_S:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_1;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -4410,7 +4476,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_1_LOOP_L:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_1;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -4420,7 +4486,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_2_LOOP_S:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
|
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_2;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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|
@ -4430,7 +4496,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_2_LOOP_L:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_2;
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emittingVolume = MAX_VOLUME;
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||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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|
@ -4440,7 +4506,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_3_LOOP_S:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_3;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -4450,7 +4516,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_3_LOOP_L:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_3;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -4460,7 +4526,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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case SCRIPT_SOUND_PARTY_4_LOOP_S:
|
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_4;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
|
@ -4470,7 +4536,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
|
|||
case SCRIPT_SOUND_PARTY_4_LOOP_L:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_4;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
|
@ -4480,7 +4546,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
|
|||
case SCRIPT_SOUND_PARTY_1_LOOP:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_1;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
|
@ -4530,7 +4596,7 @@ cAudioManager::ProcessWeather(int32 id)
|
|||
if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
|
||||
if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) {
|
||||
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS;
|
||||
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
|
||||
vol = (m_asAudioEntities[id].m_afVolume[0] - 10.f) + 40;
|
||||
} else {
|
||||
|
@ -4584,6 +4650,7 @@ cAudioManager::ProcessFrontEnd()
|
|||
bool stereo;
|
||||
bool processedPickup;
|
||||
bool processedMission;
|
||||
bool frontendBank;
|
||||
int16 sample;
|
||||
|
||||
static uint8 iSound = 0;
|
||||
|
@ -4594,6 +4661,7 @@ cAudioManager::ProcessFrontEnd()
|
|||
processedPickup = false;
|
||||
stereo = false;
|
||||
processedMission = false;
|
||||
frontendBank = false;
|
||||
switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
|
||||
case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
|
||||
|
@ -4630,7 +4698,7 @@ cAudioManager::ProcessFrontEnd()
|
|||
// processedPickup = true;
|
||||
// stereo = true;
|
||||
// break;
|
||||
//case SOUND_4A:
|
||||
//case SOUND_PICKUP_ERROR:
|
||||
// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
|
||||
// processedPickup = true;
|
||||
// stereo = true;
|
||||
|
@ -4665,13 +4733,18 @@ cAudioManager::ProcessFrontEnd()
|
|||
m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
|
||||
stereo = true;
|
||||
break;
|
||||
case SOUND_FRONTEND_MENU_COMPLETED:
|
||||
case SOUND_FRONTEND_MENU_NEW_PAGE:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
|
||||
stereo = true;
|
||||
frontendBank = true;
|
||||
frontendBank = true;
|
||||
break;
|
||||
case SOUND_FRONTEND_MENU_SUCCESS:
|
||||
case SOUND_FRONTEND_MENU_SETTING_CHANGE:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
|
||||
stereo = true;
|
||||
frontendBank = true;
|
||||
frontendBank = true;
|
||||
frontendBank = true;
|
||||
break;
|
||||
//case SOUND_FRONTEND_EXIT:
|
||||
// m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
|
||||
|
@ -4682,6 +4755,7 @@ cAudioManager::ProcessFrontEnd()
|
|||
// break;
|
||||
case SOUND_FRONTEND_FAIL:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
|
||||
frontendBank = true;
|
||||
stereo = true;
|
||||
break;
|
||||
case SOUND_FRONTEND_NO_RADIO:
|
||||
|
@ -4720,7 +4794,7 @@ cAudioManager::ProcessFrontEnd()
|
|||
m_sQueueSample.m_nCounter = iSound++;
|
||||
m_sQueueSample.m_nLoopCount = 1;
|
||||
m_sQueueSample.m_bReleasingSoundFlag = true;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nBankIndex = frontendBank ? SAMPLEBANK_FRONTEND : SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 0;
|
||||
m_sQueueSample.m_bIs2D = true;
|
||||
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
|
||||
|
@ -5046,7 +5120,7 @@ cAudioManager::ProcessBridgeWarning()
|
|||
if (m_sQueueSample.m_nVolume != 0) {
|
||||
m_sQueueSample.m_nCounter = 0;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
|
||||
m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS;
|
||||
m_sQueueSample.m_bIs2D = false;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 1;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue