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mark some audio stuff and fix frameCounter
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parent
96f36d16ae
commit
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3 changed files with 35 additions and 51 deletions
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@ -226,14 +226,13 @@ public:
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uint8 m_nUserPause;
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uint8 m_nPreviousUserPause;
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uint32 m_FrameCounter;
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uint32 field_5554;
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cAudioManager();
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~cAudioManager();
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// getters
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uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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uint32 GetFrameCounter() const { return m_FrameCounter; } // done
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
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@ -250,7 +249,7 @@ public:
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void CalculateDistance(bool &condition, float dist); // done
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bool CheckForAnAudioFileOnCD() const; // done
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void ClearActiveSamples(); // done
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void ClearMissionAudio(uint8 slot); // done
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void ClearMissionAudio(uint8 slot); // done (inlined in vc)
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void ClearRequestedQueue(); // done (inlined in vc)
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
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int32 ComputePan(float, CVector *); // done
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@ -266,7 +265,7 @@ public:
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// TODO: miami
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable();
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void GenerateIntegerRandomNumberTable(); // done
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char *Get3DProviderName(uint8 id) const;
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uint8 GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
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@ -290,24 +289,24 @@ public:
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones();
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void InterrogateAudioEntities(); // done
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bool IsAudioInitialised() const;
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bool IsMissionAudioSampleFinished(uint8 slot);
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bool IsAudioInitialised() const; // done
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bool IsMissionAudioSampleFinished(uint8 slot); // done
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bool IsMP3RadioChannelAvailable() const; // done
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, int16 sound, float vol); // done
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void PlaySuspectLastSeen(float x, float y, float z); //
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void PlayerJustGotInCar() const; // done
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void PlayerJustLeftCar() const; // done
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void PostInitialiseGameSpecificSetup(); //
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void PostInitialiseGameSpecificSetup(); // done
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void PostTerminateGameSpecificShutdown(); // done
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void PreInitialiseGameSpecificSetup() const; // done
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void PreloadMissionAudio(uint8 slot, Const char *name); // done
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void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); //done
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void ProcessActiveQueues(); // done
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bool ProcessAirBrakes(cVehicleParams *params);
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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@ -355,32 +354,32 @@ public:
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#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params);
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#endif
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void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
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bool ProcessVehicleDoors(cVehicleParams *params); //done
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void ProcessVehicleEngine(cVehicleParams *params); //done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
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void ProcessVehicleHorn(cVehicleParams *params);
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void ProcessVehicleOneShots(cVehicleParams *params);
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bool ProcessVehicleReverseWarning(cVehicleParams *params);
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bool ProcessVehicleRoadNoise(cVehicleParams *params);
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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bool ProcessVehicleSkidding(cVehicleParams *params);
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id); //done
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bool ProcessWetRoadNoise(cVehicleParams *params);
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void ProcessEscalators(); //done
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void ProcessExtraSounds(); //done
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void ProcessVehicle(CVehicle *vehicle); // done, but need add model functions
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bool ProcessVehicleDoors(cVehicleParams *params); // done
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void ProcessVehicleEngine(cVehicleParams *params); // done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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void ProcessVehicleHorn(cVehicleParams *params); //
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void ProcessVehicleOneShots(cVehicleParams *params); //
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bool ProcessVehicleReverseWarning(cVehicleParams *params); //
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bool ProcessVehicleRoadNoise(cVehicleParams *params); //
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); //
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bool ProcessVehicleSkidding(cVehicleParams *params); //
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void ProcessWaterCannon(int32); //
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void ProcessWeather(int32 id); // done
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bool ProcessWetRoadNoise(cVehicleParams *params); //
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void ProcessEscalators(); // done
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void ProcessExtraSounds(); // done
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int32 RandomDisplacement(uint32 seed) const;
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int32 RandomDisplacement(uint32 seed) const; //
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void ReacquireDigitalHandle() const; // done
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void ReleaseDigitalHandle() const; // done
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
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void ReportCrime(int32 crime, const CVector *pos); // done
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void ResetAudioLogicTimers(uint32 timer);
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void ResetPoliceRadio();
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void ResetTimers(uint32 time);
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void ResetAudioLogicTimers(uint32 timer); // done
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void ResetPoliceRadio(); //
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void ResetTimers(uint32 time); //
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void Service();
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void Service(); //done
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void ServiceCollisions();
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void ServicePoliceRadio();
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void ServicePoliceRadioChannel(int32 wantedLevel);
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