mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-14 17:18:59 +00:00
Audio: ifdef more things that aren't on ps2
This commit is contained in:
parent
01c70dfb76
commit
eda2c05448
3 changed files with 27 additions and 2 deletions
|
@ -246,6 +246,12 @@ cAudioManager::ProcessReverb()
|
|||
}
|
||||
#else
|
||||
// TODO: PS2 code
|
||||
|
||||
static uint8 OldVolL = 0;
|
||||
static uint8 OldVolR = 0;
|
||||
|
||||
// SoundDistUp, SoundDistLeft, SoundDistRight used in here from TheCamera
|
||||
|
||||
SampleManager.UpdateReverb();
|
||||
#endif
|
||||
}
|
||||
|
@ -1197,6 +1203,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
|
|||
uint8 currentGear;
|
||||
float gasPedalAudio;
|
||||
CVector pos;
|
||||
bool8 slowingDown;
|
||||
|
||||
static int16 LastAccel = 0;
|
||||
static int16 LastBrake = 0;
|
||||
|
@ -1223,6 +1230,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
|
|||
else
|
||||
accelerateState = Pads[0].GetAccelerate();
|
||||
|
||||
slowingDown = params.m_fVelocityChange < -0.001f;
|
||||
channelUsed = SampleManager.GetChannelUsedFlag(CHANNEL_PLAYER_VEHICLE_ENGINE);
|
||||
transmission = params.m_pTransmission;
|
||||
velocityChange = params.m_fVelocityChange;
|
||||
|
@ -1260,7 +1268,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
|
|||
freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f);
|
||||
else
|
||||
freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f);
|
||||
if (params.m_fVelocityChange < -0.001f)
|
||||
if (slowingDown)
|
||||
freqModifier = -freqModifier;
|
||||
} else
|
||||
freqModifier = 0;
|
||||
|
@ -1268,7 +1276,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
|
|||
engineSoundType = aVehicleSettings[params.m_nIndex].m_nBank;
|
||||
soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET);
|
||||
if (accelerateState <= 0) {
|
||||
if (params.m_fVelocityChange < -0.001f) {
|
||||
if (slowingDown) {
|
||||
if (channelUsed) {
|
||||
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
|
||||
bAccelSampleStopped = TRUE;
|
||||
|
@ -1356,10 +1364,14 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef GTA_PS2
|
||||
SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0);
|
||||
#else
|
||||
if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
|
||||
return;
|
||||
SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
|
||||
SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef EXTERNAL_3D_SOUND
|
||||
|
@ -1376,7 +1388,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
|
|||
freq /= 2;
|
||||
SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
|
||||
if (!channelUsed) {
|
||||
#if GTA_VERSION >= GTA3_PC_10
|
||||
SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE);
|
||||
#else
|
||||
SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, TRUE);
|
||||
#endif
|
||||
SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -955,7 +955,12 @@ cAudioManager::ProcessActiveQueues()
|
|||
#else
|
||||
emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
|
||||
#endif
|
||||
#ifdef GTA_PS2
|
||||
{
|
||||
SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex);
|
||||
#else
|
||||
if (SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex)) {
|
||||
#endif
|
||||
SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency);
|
||||
#ifdef EXTERNAL_3D_SOUND
|
||||
SampleManager.SetChannelEmittingVolume(j, emittingVol);
|
||||
|
@ -963,8 +968,10 @@ cAudioManager::ProcessActiveQueues()
|
|||
SampleManager.SetChannelVolume(j, emittingVol);
|
||||
SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
|
||||
#endif
|
||||
#ifndef GTA_PS2
|
||||
SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd);
|
||||
SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount);
|
||||
#endif
|
||||
SampleManager.SetChannelReverbFlag(j, m_asActiveSamples[j].m_bReverbFlag);
|
||||
#ifdef EXTERNAL_3D_SOUND
|
||||
if (m_asActiveSamples[j].m_bIs2D) {
|
||||
|
|
|
@ -271,8 +271,10 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
|
|||
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
|
||||
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
|
||||
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
|
||||
#ifndef GTA_PS2
|
||||
SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
|
||||
SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
|
||||
#endif
|
||||
SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
|
||||
}
|
||||
if (processed) ResetPoliceRadio();
|
||||
|
|
Loading…
Reference in a new issue