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ProcessEscalators + some fixes
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2 changed files with 56 additions and 10 deletions
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@ -39,6 +39,7 @@
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#include "sampman.h"
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#include "Bike.h"
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#include "WindModifiers.h"
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#include "Fluff.h"
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const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
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@ -400,7 +401,7 @@ cAudioManager::ProcessEntity(int32 id)
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case AUDIOTYPE_ESCALATOR:
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if (!m_nUserPause) {
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m_sQueueSample.m_bReverbFlag = true;
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//ProcessEscalators(); //TODO
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ProcessEscalators();
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}
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break;
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case AUDIOTYPE_EXTRA_SOUNDS:
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@ -3072,6 +3073,7 @@ cAudioManager::ProcessHelicopter(cVehicleParams *params)
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return true;
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}
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//TODO use it in ProcessVehicle
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void
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cAudioManager::ProcessPlane(cVehicleParams *params)
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{
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@ -4557,12 +4559,14 @@ 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[] = { {-1042.546, 88.793999, 11.324}, {-1004.476, 181.69701, 11.324} };
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void
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cAudioManager::ProcessExtraSounds()
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{
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const float extraSoundIntensity = 18;
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const float extraSoundIntensity = 18.0f;
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const uint8 extraSoundVolume = 50;
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float distance;
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@ -4574,22 +4578,22 @@ cAudioManager::ProcessExtraSounds()
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m_sQueueSample.m_fDistance = Sqrt(distance);
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else
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m_sQueueSample.m_fDistance = 0.0f;
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m_sQueueSample.m_nVolume = ComputeVolume(50, 18.0f, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(extraSoundVolume, extraSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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this->m_sQueueSample.m_nCounter = i;
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this->m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
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this->m_sQueueSample.m_nBankIndex = 0;
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this->m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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this->m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
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this->m_sQueueSample.m_bIs2D = false;
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this->m_sQueueSample.m_nLoopCount = 0;
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this->m_sQueueSample.m_bReleasingSoundFlag = false;
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this->m_sQueueSample.m_nReleasingVolumeModificator = 4;
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this->m_sQueueSample.m_fSpeedMultiplier = 3.0;
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this->m_sQueueSample.m_nEmittingVolume = 50;
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this->m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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this->m_sQueueSample.m_nEmittingVolume = extraSoundVolume;
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this->m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_ARCADE);
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this->m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_ARCADE);
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this->m_sQueueSample.m_bReverbFlag = true;
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this->m_sQueueSample.m_fSoundIntensity = 18.0f;
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this->m_sQueueSample.m_fSoundIntensity = extraSoundIntensity;
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this->m_sQueueSample.m_bRequireReflection = false;
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this->m_sQueueSample.m_nReleasingVolumeDivider = 3;
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AddSampleToRequestedQueue();
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@ -4598,6 +4602,48 @@ cAudioManager::ProcessExtraSounds()
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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 escalatorsSoundIntensity = 30.0f;
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const uint8 escalatorsSoundVolume = 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::aEscalators[i].m_bIsActive)
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continue;
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m_sQueueSample.m_vecPos = CEscalators::aEscalators[i].m_midPoint;
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distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distance < SQR(escalatorsSoundIntensity)) {
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if (distance > 0.0)
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m_sQueueSample.m_fDistance = Sqrt(distance);
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else
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m_sQueueSample.m_fDistance = 0.0f;
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m_sQueueSample.m_nVolume = ComputeVolume(escalatorsSoundVolume, escalatorsSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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this->m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
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this->m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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this->m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
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this->m_sQueueSample.m_nReleasingVolumeModificator = 3;
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this->m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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this->m_sQueueSample.m_nReleasingVolumeDivider = 5;
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this->m_sQueueSample.m_fSoundIntensity = escalatorsSoundIntensity;
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this->m_sQueueSample.m_nCounter = i;
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this->m_sQueueSample.m_bIs2D = false;
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this->m_sQueueSample.m_nLoopCount = 0;
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this->m_sQueueSample.m_nEmittingVolume = escalatorsSoundVolume;
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this->m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_BOAT_V12_LOOP);
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this->m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_BOAT_V12_LOOP);
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this->m_sQueueSample.m_bReverbFlag = true;
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this->m_sQueueSample.m_bReleasingSoundFlag = false;
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this->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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@ -90,15 +90,15 @@ class CEscalator
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CVector m_pos2;
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CVector m_pos3;
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CMatrix m_matrix;
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bool m_bIsActive;
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bool m_bIsMovingDown;
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int32 m_stepsCount;
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float m_lowerEnd;
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float m_upperEnd;
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CVector m_midPoint;
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float m_radius;
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CObject *m_pSteps[24];
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public:
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bool m_bIsActive;//TODO also recheck!
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CVector m_midPoint;
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CEscalator();
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void Update(void);
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void SwitchOff(void);
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@ -107,8 +107,8 @@ public:
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class CEscalators
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{
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static CEscalator aEscalators[NUM_ESCALATORS];
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public:
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static CEscalator aEscalators[NUM_ESCALATORS];//TODO need recheck this!
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static int32 NumEscalators;
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static void Init(void);
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static void Update(void);
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