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https://github.com/GTAmodding/re3.git
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small fixes and cleanup
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parent
1bd497effc
commit
c61160fee3
1 changed files with 45 additions and 51 deletions
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@ -2628,14 +2628,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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case SOUND_31:{
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const float SOUND_INTENSITY = 35.0f;
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relVol = ((CAutomobile*)params->m_pVehicle)->m_aWheelSpeed[1] * 50.0f / 11.0f;
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if (relVol < 0.2f || 1.0f == relVol)
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if (relVol < 0.2f || relVol == 1.0f)
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continue;
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emittingVol = (1.0f - relVol) * 70.0f;
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maxDist = SQR(SOUND_INTENSITY);
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m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_ROT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = heliIndex + 89;
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heliIndex = heliIndex != 1 ? heliIndex + 1 : 0;
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heliIndex = heliIndex != 1 ? heliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
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m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000;
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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@ -3028,12 +3028,6 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams *params)
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return true;
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}
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struct tHelicopterSampleData {
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float m_fMaxDistance;
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float m_fBaseDistance;
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uint8 m_bBaseVolume;
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};
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void
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cAudioManager::ProcessCarHeli(cVehicleParams* params)
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{
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@ -3049,13 +3043,13 @@ cAudioManager::ProcessCarHeli(cVehicleParams* params)
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int16 accelerateState;
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uint32 freq;
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float propellerSpeed;
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float freqModifier; //may be hieght
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float freqModifier; //may be relate to angle with horison
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float cameraAngle;
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bool distanceCalculatedOld;
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float distanceOld;
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CVector vecPosOld;
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float volumeModifier;
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float volumeModifier;//TODO find better name
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bool hunterBool;
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static uint32 freqFrontPrev = 14287;
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@ -4933,37 +4927,37 @@ CVector aVecExtraSoundPosition[] = { {-1042.546f, 88.793999f, 11.324f}, {-1004.4
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void
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cAudioManager::ProcessExtraSounds()
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{
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const float extraSoundIntensity = 18.0f;
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const uint8 extraSoundVolume = 50;
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const float SOUND_INTENSITY = 18.0f;
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const uint8 EMITTING_VOLUME = 50;
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float distance;
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for (int i = 0; i < ARRAY_SIZE(aVecExtraSoundPosition); i++) {
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m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
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distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distance < SQR(extraSoundIntensity)) {
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if (distance < SQR(SOUND_INTENSITY)) {
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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(extraSoundVolume, extraSoundIntensity, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, 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 = 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 = 3.0f;
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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 = 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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m_sQueueSample.m_nCounter = i;
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m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 4;
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m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_ARCADE);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_ARCADE);
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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AddSampleToRequestedQueue();
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}
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}
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@ -4973,8 +4967,8 @@ cAudioManager::ProcessExtraSounds()
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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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const float SOUND_INTENSITY = 30.0f;
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const uint8 EMITTING_VOLUME = 26;
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float distance;
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@ -4983,29 +4977,29 @@ cAudioManager::ProcessEscalators()
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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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if (distance < SQR(SOUND_INTENSITY)) {
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if (distance > 0.0f)
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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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m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, 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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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_nFrequency = i * 50 % 250 + 3973;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_nCounter = i;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_BOAT_V12_LOOP);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_BOAT_V12_LOOP);
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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}
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