Merge pull request #895 from ShFil119/miami_audio

More audio
This commit is contained in:
shfil 2020-12-25 14:02:47 +01:00 committed by GitHub
commit dc72729a40
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 334 additions and 264 deletions

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@ -317,7 +317,6 @@ cAudioManager::ProcessPlayerMood()
return;
}
//lastMissionPassedTime = CTheScripts::GetLastMissionPassedTime();
if (lastMissionPassedTime != -1) {
if (curTime < lastMissionPassedTime) {
lastMissionPassedTime = curTime;
@ -1403,7 +1402,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams& params)
} else if (params.m_fVelocityChange == 0.0f) {
traction = 0.9f;
}
if (transmission->fMaxVelocity <= 0.0) {
if (transmission->fMaxVelocity <= 0.0f) {
relativeChange = 0.0f;
modificator = 0.0f;
} else {
@ -1421,7 +1420,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams& params)
}
modificator = relativeChange;
} else {
modificator = Min(1.0, Abs(params.m_fVelocityChange / transmission->fMaxVelocity > 1.0f));
modificator = Min(1.0f, Abs(params.m_fVelocityChange / transmission->fMaxVelocity > 1.0f));
}
}
} else {
@ -1506,14 +1505,10 @@ cAudioManager::UpdateGasPedalAudio(CVehicle* veh, int vehType)
float gasPedal = Abs(veh->m_fGasPedal);
float* gasPealAudioPtr;
switch (vehType) {
case VEHICLE_TYPE_CAR:
gasPealAudioPtr = &((CAutomobile*)veh)->m_fGasPedalAudio;
case VEHICLE_TYPE_BIKE:
gasPealAudioPtr = &((CBike*)veh)->m_fGasPedalAudio;
default:
return;
break;
switch(vehType) {
case VEHICLE_TYPE_CAR: gasPealAudioPtr = &((CAutomobile *)veh)->m_fGasPedalAudio; break;
case VEHICLE_TYPE_BIKE: gasPealAudioPtr = &((CBike *)veh)->m_fGasPedalAudio; break;
default: return;
}
if (*gasPealAudioPtr < gasPedal)
*gasPealAudioPtr = Min(*gasPealAudioPtr + 0.09f, gasPedal);
@ -1568,29 +1563,12 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sampl
}
void
cAudioManager::ProcessCesna(cVehicleParams& params)
cAudioManager::ProcessCesna(cVehicleParams &params)
{
static uint8 nAccel = 0;
//((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus();
if (FindPlayerVehicle() == params.m_pVehicle) {
if (params.m_nIndex == DODO) {
if (Pads[0].GetAccelerate() <= 0) {
if (nAccel != 0)
--nAccel;
} else if (nAccel < 60) {
++nAccel;
}
AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true);
AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, true);
}
} else if (params.m_nIndex == DODO) {
AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true);
} else if (params.m_fDistance < SQR(200)) {
if(params.m_fDistance < SQR(200)) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
if(m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 52;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
@ -1602,28 +1580,28 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 200.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
if (params.m_fDistance < SQR(90)) {
if(params.m_fDistance < SQR(90)) {
m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
if(m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = 25000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 90.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
@ -3059,6 +3037,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated;
pedParams.m_fDistance = params.m_fDistance;
SetupPedComments(pedParams, SOUND_PED_VCPA_PLAYER_FOUND);
continue;
}
case SOUND_WATER_FALL: {
const float SOUND_INTENSITY = 40.0f;
@ -3144,7 +3123,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
m_sQueueSample.m_nCounter = GunIndex++;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_bRequireReflection = 0;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
continue;
#endif
@ -3254,7 +3233,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
static uint16 LastAccel = 0;
static uint8 LastVol = 0;
static const int intensity = 50;
static const int intensity = 90;
if (params.m_fDistance < SQR(intensity)) {
boat = (CBoat *)params.m_pVehicle;
@ -3415,7 +3394,7 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 6;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
@ -3613,7 +3592,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
//after accel rotor sound
emittingVol = ((cameraAngle + 1.0f) * volumeModifier * 127.0f) / 2.0f;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 140.0, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 140.0f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 1;
if (hunterBool) {
@ -3660,7 +3639,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
if (automobile->bEngineOn) {
if (propellerSpeed < 1.0f) {
emittingVol = (1.0f - propellerSpeed / 2.0f) * 70.0f;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.0, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.0f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
if (hunterBool) {
m_sQueueSample.m_nSampleIndex = SFX_HELI_APACHE_4;
@ -3701,7 +3680,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
m_sQueueSample.m_nFrequency = 18000 + Min(1.0f, (Max(accelerateState, brakeState) / 255.0f) * freqModifier) * 2204;
else
m_sQueueSample.m_nFrequency = 14287 + Min(1.0f, freqModifier) * 3713;
if (propellerSpeed < 1.0)
if (propellerSpeed < 1.0f)
m_sQueueSample.m_nFrequency = (propellerSpeed + 1) * (m_sQueueSample.m_nFrequency / 2.0f);
m_sQueueSample.m_nFrequency = clamp2(m_sQueueSample.m_nFrequency, freqSkimmerPrev, 197);
freqSkimmerPrev = m_sQueueSample.m_nFrequency;
@ -3744,7 +3723,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = hunterBool ? SFX_HELI_APACHE_3 : SFX_CAR_HELI_REA;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_bIs2D = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = (volumeModifier + 1.0f) * 16000;
m_sQueueSample.m_nLoopCount = 0;
@ -3863,8 +3842,8 @@ cAudioManager::ProcessJumbo(cVehicleParams& params)
CPlane *plane;
float position;
//if (params.m_fDistance >= SQR(440))
// return;
if (params.m_fDistance >= SQR(440))
return;
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
plane = (CPlane*)params.m_pVehicle;
@ -4066,27 +4045,26 @@ bool
cAudioManager::SetupJumboFlySound(uint8 emittingVol)
{
const float SOUND_INTENSITY = 440.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
if(m_sQueueSample.m_fDistance >= SOUND_INTENSITY) return false;
int32 vol = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = vol;
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
if(m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false; // todo port fix to re3
AddSampleToRequestedQueue();
}
return true;
@ -4132,7 +4110,7 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
int32
cAudioManager::GetJumboTaxiFreq() const
{
return (60.833f * m_sQueueSample.m_fDistance) + 22050;
return (1.f / 180 * 10950 * m_sQueueSample.m_fDistance) + 22050; // todo port fix to re3
}
#pragma endregion Some jumbo crap
@ -5022,7 +5000,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
uint8 param1 = soundParams & 0xFF;
uint32 param2 = soundParams >> 8;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 1) + SFX_SKATE_1;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
@ -5429,7 +5407,7 @@ cAudioManager::GetPlayerTalkSfx(CPed *ped, int16 sound)
{
uint32 sfx;
if(this->m_bIsPlayerShutUp) return NO_SAMPLE;
if(m_bIsPlayerShutUp) return NO_SAMPLE;
switch(sound) {
case SOUND_PED_DEATH: return 9796;
case SOUND_PED_DAMAGE:
@ -8446,116 +8424,204 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
uint8 emittingVolume;
float distSquared;
switch (sound) {
/*case SCRIPT_SOUND_PARTY_1_LOOP_S:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
switch(sound) {
case SCRIPT_SOUND_BANK_ALARM_LOOP:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_BUILDINGS_BANK_ALARM;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
emittingVolume = 90;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDINGS_BANK_ALARM);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_PARTY_1_LOOP_L:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_2_LOOP_S:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_2;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_2_LOOP_L:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_2;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_3_LOOP_S:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_3;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_3_LOOP_L:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_3;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_4_LOOP_S:
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_4;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
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 = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_4;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
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 = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PRETEND_FIRE_LOOP:
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
case SCRIPT_SOUND_POLICE_CELL_DOOR_SLIDING_LOOP:
case SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
emittingVolume = 80;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nReleasingVolumeModificator = 8;
m_sQueueSample.m_nReleasingVolumeDivider = 10;
emittingVolume = 90;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GARAGE_DOOR_LOOP);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;*/
default:
return;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_SNORING_LOOP:
m_sQueueSample.m_fSoundIntensity = 6.0f;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_SNORE;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SNORING;
emittingVolume = 25;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDING_SNORE);
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP:
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
emittingVolume = 60;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TANK_TURRET);
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_1:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_1;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_2:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_2;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_3:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_3;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_3;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_4:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_4;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_4;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_1:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_1;
MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_1);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_2:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL2;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_2;
MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_2);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_3:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL3;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_3;
MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_3);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_STRIP_1:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_1;
MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_1);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_STRIP_2:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR2;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_2;
MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_2);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_STRIP_3:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR3;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_3;
MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_3);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_BUILDING_CHURCH:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_CHURCH;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CHURCH;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 15;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_NEW_WATERFALL:
emittingVolume = 30;
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = 20812;
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nReleasingVolumeDivider = 9;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false;
break;
default: return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
if(m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
@ -8637,7 +8703,7 @@ cAudioManager::ProcessWeather(int32 id)
modifier = Max(Abs(x), Abs(y)) * 10.0f;
modifier = Min(1.0f, modifier);
wind = Max(CWeather::Wind, modifier);
if (wind > 0.0f && CObject::fDistToNearestTree < 75.0) {
if (wind > 0.0f && CObject::fDistToNearestTree < 75.0f) {
m_sQueueSample.m_nSampleIndex = SFX_PALM_TREE_LO;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PALM_TREE_LO);
m_sQueueSample.m_nVolume = (m_anRandomTable[1] % 10 + 45.0f) * (75.0f - CObject::fDistToNearestTree) * (4.0f / 300.0f) * wind;
@ -9124,7 +9190,7 @@ cAudioManager::ProcessFireHydrant()
const float SOUND_INTENSITY = 35;
float distSquared;
bool distCalculated = 0;
bool distCalculated = false;
m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
@ -9921,7 +9987,7 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
}
break;
case LOADING_STATUS_FAILED:
if (++nFramesUntilFailedLoad[slot] >= 90) {
if (++nFramesUntilFailedLoad[slot] >= 120) {
nFramesForPretendPlaying[slot] = 0;
g_bMissionAudioLoadFailed[slot] = true;
nFramesUntilFailedLoad[slot] = 0;