get rid of // done comments in audiomanager.h

This commit is contained in:
withmorten 2021-07-11 03:59:37 +02:00
parent 58de524d70
commit f686065769

View file

@ -96,8 +96,8 @@ public:
m_nCommentsInBank[i] = 0; m_nCommentsInBank[i] = 0;
m_nActiveBank = 0; m_nActiveBank = 0;
} }
void Add(tPedComment *com); // done void Add(tPedComment *com);
void Process(); // done void Process();
}; };
VALIDATE_SIZE(cPedComments, 0x490); VALIDATE_SIZE(cPedComments, 0x490);
@ -251,34 +251,34 @@ public:
~cAudioManager(); ~cAudioManager();
// getters // getters
uint32 GetFrameCounter() const { return m_FrameCounter; } // done uint32 GetFrameCounter() const { return m_FrameCounter; }
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; } 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; } int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; } bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool8 ShouldDuckMissionAudio(uint8 slot) const; bool8 ShouldDuckMissionAudio(uint8 slot) const;
// "Should" be in alphabetic order, except "getXTalkSfx" // "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc) void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping); // done void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
void AddReflectionsToRequestedQueue(); // done void AddReflectionsToRequestedQueue();
void AddReleasingSounds(); // done void AddReleasingSounds();
void AddSampleToRequestedQueue(); // done void AddSampleToRequestedQueue();
void AgeCrimes(); // done (inlined in vc) void AgeCrimes(); // inlined in vc
void CalculateDistance(bool8 &condition, float dist); // done void CalculateDistance(bool8 &condition, float dist);
bool8 CheckForAnAudioFileOnCD() const; // done bool8 CheckForAnAudioFileOnCD() const;
void ClearActiveSamples(); // done void ClearActiveSamples();
void ClearMissionAudio(uint8 slot); // done (inlined in vc) void ClearMissionAudio(uint8 slot); // inlined in vc
void ClearRequestedQueue(); // done (inlined in vc) void ClearRequestedQueue(); // inlined in vc
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const;
int32 ComputePan(float, CVector *); // done int32 ComputePan(float, CVector *);
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
int32 CreateEntity(eAudioType type, void *entity); // done int32 CreateEntity(eAudioType type, void *entity);
void DestroyAllGameCreatedEntities(); // done void DestroyAllGameCreatedEntities();
void DestroyEntity(int32 id); // done (inlined in vc) void DestroyEntity(int32 id); // inlined in vc
void DoPoliceRadioCrackle(); // done void DoPoliceRadioCrackle();
// functions returning talk sfx, // functions returning talk sfx,
// order from GetPedCommentSfx // order from GetPedCommentSfx
@ -379,170 +379,170 @@ public:
uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc) uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
// end of functions returning talk sfx // end of functions returning talk sfx
void GenerateIntegerRandomNumberTable(); // done void GenerateIntegerRandomNumberTable();
char *Get3DProviderName(uint8 id) const; // done char *Get3DProviderName(uint8 id) const;
char GetCDAudioDriveLetter() const; // done char GetCDAudioDriveLetter() const;
int8 GetCurrent3DProviderIndex() const; // done int8 GetCurrent3DProviderIndex() const;
int8 AutoDetect3DProviders() const; // done int8 AutoDetect3DProviders() const;
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const; // done float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc) float GetCollisionRatio(float a, float b, float c, float d) const; // inlined in vc
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc) float GetDistanceSquared(const CVector &v) const; // inlined in vc
int32 GetJumboTaxiFreq() const; // done (inlined in vc) int32 GetJumboTaxiFreq() const; // inlined in vc
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done int8 GetMissionScriptPoliceAudioPlayingStatus() const;
uint8 GetNum3DProvidersAvailable() const; // done uint8 GetNum3DProvidersAvailable() const;
uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done uint32 GetPedCommentSfx(CPed *ped, int32 sound);
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
float velocityChange); // done float velocityChange);
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
bool8 HasAirBrakes(int32 model) const; // done bool8 HasAirBrakes(int32 model) const;
void Initialise(); // done void Initialise();
void InitialisePoliceRadio(); // done void InitialisePoliceRadio();
void InitialisePoliceRadioZones(); // done void InitialisePoliceRadioZones();
void InterrogateAudioEntities(); // done (inlined) void InterrogateAudioEntities(); // inlined
bool8 IsAudioInitialised() const; // done bool8 IsAudioInitialised() const;
bool8 IsMissionAudioSampleFinished(uint8 slot); // done bool8 IsMissionAudioSampleFinished(uint8 slot);
bool8 IsMP3RadioChannelAvailable() const; // done bool8 IsMP3RadioChannelAvailable() const;
bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
void PlayLoadedMissionAudio(uint8 slot); // done void PlayLoadedMissionAudio(uint8 slot);
void PlayOneShot(int32 index, uint16 sound, float vol); // done void PlayOneShot(int32 index, uint16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z); // done void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar() const; // done void PlayerJustGotInCar() const;
void PlayerJustLeftCar() const; // done void PlayerJustLeftCar() const;
void PostInitialiseGameSpecificSetup(); // done void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown(); // done void PostTerminateGameSpecificShutdown();
void PreInitialiseGameSpecificSetup() const; // done void PreInitialiseGameSpecificSetup() const;
void PreloadMissionAudio(uint8 slot, Const char *name); // done void PreloadMissionAudio(uint8 slot, Const char *name);
void PreTerminateGameSpecificShutdown(); // done void PreTerminateGameSpecificShutdown();
/// processX - main logic of adding new sounds /// processX - main logic of adding new sounds
void ProcessActiveQueues(); // done void ProcessActiveQueues();
bool8 ProcessAirBrakes(cVehicleParams& params); // done bool8 ProcessAirBrakes(cVehicleParams& params);
bool8 ProcessBoatEngine(cVehicleParams& params); bool8 ProcessBoatEngine(cVehicleParams& params);
bool8 ProcessBoatMovingOverWater(cVehicleParams& params); //done bool8 ProcessBoatMovingOverWater(cVehicleParams& params);
#ifdef GTA_BRIDGE #ifdef GTA_BRIDGE
void ProcessBridge(); // done(bcs not exists in VC) void ProcessBridge();
void ProcessBridgeMotor(); // done(bcs not exists in VC) void ProcessBridgeMotor();
void ProcessBridgeOneShots(); // done(bcs not exists in VC) void ProcessBridgeOneShots();
void ProcessBridgeWarning(); // done(bcs not exists in VC) void ProcessBridgeWarning();
#endif #endif
bool8 ProcessCarBombTick(cVehicleParams& params); // done bool8 ProcessCarBombTick(cVehicleParams& params);
void ProcessCarHeli(cVehicleParams& params); // done void ProcessCarHeli(cVehicleParams& params);
void ProcessCesna(cVehicleParams& params); // done void ProcessCesna(cVehicleParams& params);
//void ProcessCrane(); // done(bcs not exists in VC) //void ProcessCrane();
bool8 ProcessEngineDamage(cVehicleParams& params); // done bool8 ProcessEngineDamage(cVehicleParams& params);
void ProcessEntity(int32 sound); // done void ProcessEntity(int32 sound);
void ProcessExplosions(int32 explosion); // done void ProcessExplosions(int32 explosion);
void ProcessFireHydrant(); // done void ProcessFireHydrant();
void ProcessFires(int32 entity); // done void ProcessFires(int32 entity);
void ProcessFrontEnd(); // done void ProcessFrontEnd();
void ProcessGarages(); // done void ProcessGarages();
void ProcessJumbo(cVehicleParams& params); // done void ProcessJumbo(cVehicleParams& params);
void ProcessJumboAccel(CPlane *plane); // done void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane); // done void ProcessJumboDecel(CPlane *plane);
void ProcessJumboFlying(); // done void ProcessJumboFlying();
void ProcessJumboLanding(CPlane *plane); // done void ProcessJumboLanding(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane); // done void ProcessJumboTakeOff(CPlane *plane);
void ProcessJumboTaxi(); // done void ProcessJumboTaxi();
void ProcessLoopingScriptObject(uint8 sound); // done void ProcessLoopingScriptObject(uint8 sound);
void ProcessMissionAudio(); // done void ProcessMissionAudio();
void ProcessMissionAudioSlot(uint8 slot); // done void ProcessMissionAudioSlot(uint8 slot);
void ProcessModelHeliVehicle(cVehicleParams& params); // done void ProcessModelHeliVehicle(cVehicleParams& params);
void ProcessModelVehicle(cVehicleParams& params); // done void ProcessModelVehicle(cVehicleParams& params);
void ProcessOneShotScriptObject(uint8 sound); // void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped); // done void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams &params); // void ProcessPedOneShots(cPedParams &params);
void ProcessPhysical(int32 id); // done void ProcessPhysical(int32 id);
void ProcessPlane(cVehicleParams& params); // done void ProcessPlane(cVehicleParams& params);
void ProcessPlayerMood(); // done void ProcessPlayerMood();
void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh);
void ProcessProjectiles(); // done void ProcessProjectiles();
void ProcessRainOnVehicle(cVehicleParams& params); // done void ProcessRainOnVehicle(cVehicleParams& params);
void ProcessReverb() const; // done void ProcessReverb() const;
bool8 ProcessReverseGear(cVehicleParams& params); // done bool8 ProcessReverseGear(cVehicleParams& params);
void ProcessScriptObject(int32 id); // done void ProcessScriptObject(int32 id);
void ProcessSpecial(); // done void ProcessSpecial();
#ifdef GTA_TRAIN #ifdef GTA_TRAIN
bool8 ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC) bool8 ProcessTrainNoise(cVehicleParams *params);
#endif #endif
void ProcessVehicle(CVehicle *vehicle); // done void ProcessVehicle(CVehicle *vehicle);
bool8 ProcessVehicleDoors(cVehicleParams &params); // done bool8 ProcessVehicleDoors(cVehicleParams &params);
void ProcessVehicleEngine(cVehicleParams &params); // done void ProcessVehicleEngine(cVehicleParams &params);
void ProcessVehicleFlatTyre(cVehicleParams &params); // done void ProcessVehicleFlatTyre(cVehicleParams &params);
bool8 ProcessVehicleHorn(cVehicleParams &params); // done bool8 ProcessVehicleHorn(cVehicleParams &params);
void ProcessVehicleOneShots(cVehicleParams &params); // done void ProcessVehicleOneShots(cVehicleParams &params);
bool8 ProcessVehicleReverseWarning(cVehicleParams &params); // done bool8 ProcessVehicleReverseWarning(cVehicleParams &params);
bool8 ProcessVehicleRoadNoise(cVehicleParams &params); // done bool8 ProcessVehicleRoadNoise(cVehicleParams &params);
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params); // done bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params);
bool8 ProcessVehicleSkidding(cVehicleParams &params); // done bool8 ProcessVehicleSkidding(cVehicleParams &params);
void ProcessWaterCannon(int32); // done void ProcessWaterCannon(int32);
void ProcessWeather(int32 id); // done void ProcessWeather(int32 id);
bool8 ProcessWetRoadNoise(cVehicleParams& params); // done bool8 ProcessWetRoadNoise(cVehicleParams& params);
void ProcessEscalators(); // done void ProcessEscalators();
void ProcessExtraSounds(); // done void ProcessExtraSounds();
int32 RandomDisplacement(uint32 seed) const; // done int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const; // done void ReacquireDigitalHandle() const;
void ReleaseDigitalHandle() const; // done void ReleaseDigitalHandle() const;
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
void ReportCrime(eCrimeType crime, const CVector &pos); // done void ReportCrime(eCrimeType crime, const CVector &pos);
void ResetAudioLogicTimers(uint32 timer); // done void ResetAudioLogicTimers(uint32 timer);
void ResetPoliceRadio(); // done void ResetPoliceRadio();
void ResetTimers(uint32 time); // done void ResetTimers(uint32 time);
void Service(); // done void Service();
void ServiceCollisions(); // done void ServiceCollisions();
void ServicePoliceRadio(); // done void ServicePoliceRadio();
void ServicePoliceRadioChannel(uint8 wantedLevel); // done void ServicePoliceRadioChannel(uint8 wantedLevel);
void ServiceSoundEffects(); // done void ServiceSoundEffects();
int8 SetCurrent3DProvider(uint8 which); // done int8 SetCurrent3DProvider(uint8 which);
void SetDynamicAcousticModelingStatus(bool8 status); // done void SetDynamicAcousticModelingStatus(bool8 status);
void SetEffectsFadeVol(uint8 volume) const; // done void SetEffectsFadeVol(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const; // done void SetEffectsMasterVolume(uint8 volume) const;
void SetMP3BoostVolume(uint8 volume) const; // done void SetMP3BoostVolume(uint8 volume) const;
void SetEntityStatus(int32 id, bool8 status); // done void SetEntityStatus(int32 id, bool8 status);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
void SetMonoMode(bool8 mono); // done void SetMonoMode(bool8 mono);
void SetMusicFadeVol(uint8 volume) const; // done void SetMusicFadeVol(uint8 volume) const;
void SetMusicMasterVolume(uint8 volume) const; // done void SetMusicMasterVolume(uint8 volume) const;
void SetSpeakerConfig(int32 conf) const; // done void SetSpeakerConfig(int32 conf) const;
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
void SetUpOneShotCollisionSound(const cAudioCollision &col); // done void SetUpOneShotCollisionSound(const cAudioCollision &col);
bool8 SetupCrimeReport(); // done bool8 SetupCrimeReport();
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); // done bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
bool8 SetupJumboFlySound(uint8 emittingVol); // done bool8 SetupJumboFlySound(uint8 emittingVol);
bool8 SetupJumboRumbleSound(uint8 emittingVol); // done bool8 SetupJumboRumbleSound(uint8 emittingVol);
bool8 SetupJumboTaxiSound(uint8 vol); // done bool8 SetupJumboTaxiSound(uint8 vol);
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
void SetupPedComments(cPedParams &params, uint16 sound); // done void SetupPedComments(cPedParams &params, uint16 sound);
void SetupSuspectLastSeenReport(); void SetupSuspectLastSeenReport();
void Terminate(); // done void Terminate();
void TranslateEntity(Const CVector *v1, CVector *v2) const; // done void TranslateEntity(Const CVector *v1, CVector *v2) const;
void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done void UpdateGasPedalAudio(CVehicle *veh, int vehType);
void UpdateReflections(); // done void UpdateReflections();
bool8 UsesReverseWarning(int32 model) const; // done bool8 UsesReverseWarning(int32 model) const;
bool8 UsesSiren(cVehicleParams &params) const; // done bool8 UsesSiren(cVehicleParams &params) const;
bool8 UsesSirenSwitching(cVehicleParams &params) const; // done bool8 UsesSirenSwitching(cVehicleParams &params) const;
CVehicle *FindVehicleOfPlayer(); // done CVehicle *FindVehicleOfPlayer();
void SetPedTalkingStatus(CPed *ped, bool8 status); // done void SetPedTalkingStatus(CPed *ped, bool8 status);
void SetPlayersMood(uint8 mood, uint32 time); // done void SetPlayersMood(uint8 mood, uint32 time);
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); } float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
#ifdef GTA_PC #ifdef GTA_PC
// only used in pc // only used in pc
void AdjustSamplesVolume(); // done (inlined) void AdjustSamplesVolume(); // inlined
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined) uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // inlined
#endif #endif
}; };