mark some audio stuff and fix frameCounter

This commit is contained in:
Roman Masanin 2020-10-12 18:09:58 +03:00
commit e34261d3ef
3 changed files with 35 additions and 51 deletions

View file

@ -226,14 +226,13 @@ public:
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
uint32 m_FrameCounter;
uint32 field_5554;
cAudioManager();
~cAudioManager();
// getters
uint32 GetFrameCounter() const { return m_FrameCounter; }
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
uint32 GetFrameCounter() const { return m_FrameCounter; } // done
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
@ -250,7 +249,7 @@ public:
void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // done
void ClearMissionAudio(uint8 slot); // done
void ClearMissionAudio(uint8 slot); // done (inlined in vc)
void ClearRequestedQueue(); // done (inlined in vc)
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
int32 ComputePan(float, CVector *); // done
@ -266,7 +265,7 @@ public:
// TODO: miami
// end of functions returning talk sfx
void GenerateIntegerRandomNumberTable();
void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const;
int8 GetCurrent3DProviderIndex() const;
@ -290,24 +289,24 @@ public:
void InitialisePoliceRadio();
void InitialisePoliceRadioZones();
void InterrogateAudioEntities(); // done
bool IsAudioInitialised() const;
bool IsMissionAudioSampleFinished(uint8 slot);
bool IsAudioInitialised() const; // done
bool IsMissionAudioSampleFinished(uint8 slot); // done
bool IsMP3RadioChannelAvailable() const; // done
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, int16 sound, float vol); // done
void PlaySuspectLastSeen(float x, float y, float z); //
void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done
void PostInitialiseGameSpecificSetup(); //
void PostInitialiseGameSpecificSetup(); // done
void PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); // done
void PreTerminateGameSpecificShutdown(); // done
/// processX - main logic of adding new sounds
void ProcessActiveQueues(); //done
void ProcessActiveQueues(); // done
bool ProcessAirBrakes(cVehicleParams *params);
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);
@ -355,32 +354,32 @@ public:
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params);
#endif
void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
bool ProcessVehicleDoors(cVehicleParams *params); //done
void ProcessVehicleEngine(cVehicleParams *params); //done
void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
void ProcessVehicleHorn(cVehicleParams *params);
void ProcessVehicleOneShots(cVehicleParams *params);
bool ProcessVehicleReverseWarning(cVehicleParams *params);
bool ProcessVehicleRoadNoise(cVehicleParams *params);
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
bool ProcessVehicleSkidding(cVehicleParams *params);
void ProcessWaterCannon(int32);
void ProcessWeather(int32 id); //done
bool ProcessWetRoadNoise(cVehicleParams *params);
void ProcessEscalators(); //done
void ProcessExtraSounds(); //done
void ProcessVehicle(CVehicle *vehicle); // done, but need add model functions
bool ProcessVehicleDoors(cVehicleParams *params); // done
void ProcessVehicleEngine(cVehicleParams *params); // done
void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
void ProcessVehicleHorn(cVehicleParams *params); //
void ProcessVehicleOneShots(cVehicleParams *params); //
bool ProcessVehicleReverseWarning(cVehicleParams *params); //
bool ProcessVehicleRoadNoise(cVehicleParams *params); //
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); //
bool ProcessVehicleSkidding(cVehicleParams *params); //
void ProcessWaterCannon(int32); //
void ProcessWeather(int32 id); // done
bool ProcessWetRoadNoise(cVehicleParams *params); //
void ProcessEscalators(); // done
void ProcessExtraSounds(); // done
int32 RandomDisplacement(uint32 seed) const;
int32 RandomDisplacement(uint32 seed) const; //
void ReacquireDigitalHandle() const; // done
void ReleaseDigitalHandle() const; // done
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
void ReportCrime(int32 crime, const CVector *pos); // done
void ResetAudioLogicTimers(uint32 timer);
void ResetPoliceRadio();
void ResetTimers(uint32 time);
void ResetAudioLogicTimers(uint32 timer); // done
void ResetPoliceRadio(); //
void ResetTimers(uint32 time); //
void Service();
void Service(); //done
void ServiceCollisions();
void ServicePoliceRadio();
void ServicePoliceRadioChannel(int32 wantedLevel);