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