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re3/src/audio/AudioManager.h

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#pragma once
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PoliceRadio.h"
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#include "VehicleModelInfo.h"
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class tSound
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{
public:
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int32 m_nEntityIndex;
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int32 m_nCounter;
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int32 m_nSampleIndex;
uint8 m_nBankIndex;
bool m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
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float m_fDistance;
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int32 m_nLoopCount;
int32 m_nLoopStart;
int32 m_nLoopEnd;
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
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float m_fSoundIntensity;
bool m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool m_bReverbFlag;
uint8 m_nLoopsRemaining;
bool m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
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uint8 field_4C;
int32 m_nReleasingVolumeDivider;
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bool m_bIsProcessed;
bool m_bLoopEnded;
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int32 m_nCalculatedVolume;
int8 m_nVolumeChange;
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};
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VALIDATE_SIZE(tSound, 96);
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class CPhysical;
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class CAutomobile;
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class tAudioEntity
{
public:
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eAudioType m_nType;
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void *m_pEntity;
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bool m_bIsUsed;
uint8 m_nStatus;
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int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
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uint8 m_AudioEvents;
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};
VALIDATE_SIZE(tAudioEntity, 40);
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class tPedComment
{
public:
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int32 m_nSampleIndex;
int32 m_nEntityIndex;
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CVector m_vecPos;
float m_fDistance;
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uint8 m_bVolume;
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int8 m_nProcess;
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};
VALIDATE_SIZE(tPedComment, 28);
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class cPedComments
{
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public:
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tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
uint8 m_nActiveBank;
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cPedComments()
{
for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
m_asPedComments[j][i].m_nProcess = -1;
m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
}
for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
m_nCommentsInBank[i] = 0;
m_nActiveBank = 0;
}
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void Add(tPedComment *com);
void Process();
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};
VALIDATE_SIZE(cPedComments, 1164);
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class CEntity;
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#define MISSION_AUDIO_SLOTS (2)
// So instead of doing cMissionAudio [2] they've added [2] to every field of the struct...
// Only someone with a VERY EXTRAORDINARY mind could have come up with that
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class cMissionAudio
{
public:
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CVector m_vecPos[MISSION_AUDIO_SLOTS];
bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
bool m_bIsPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
bool m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool m_bIsMobile[MISSION_AUDIO_SLOTS];
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};
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VALIDATE_SIZE(cMissionAudio, 0x38);
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// name made up
class cAudioScriptObjectManager
{
public:
int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES];
int32 m_nScriptObjectEntityTotal;
cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
};
class cTransmission;
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class CPlane;
class CVehicle;
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class CPed;
class cPedParams
{
public:
bool m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
};
class cVehicleParams
{
public:
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eVehicleType m_VehicleType;
bool m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
int32 m_nIndex;
float m_fVelocityChange;
};
VALIDATE_SIZE(cVehicleParams, 0x18);
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enum {
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/*
REFLECTION_YMAX = 0, top
REFLECTION_YMIN = 1, bottom
REFLECTION_XMIN = 2, left
REFLECTION_XMAX = 3, right
REFLECTION_ZMAX = 4,
*/
REFLECTION_TOP = 0,
REFLECTION_BOTTOM,
REFLECTION_LEFT,
REFLECTION_RIGHT,
REFLECTION_UP,
MAX_REFLECTIONS,
};
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class cAudioManager
{
public:
bool m_bIsInitialised;
uint8 field_1; // unused
bool m_bFifthFrameFlag;
uint8 m_nActiveSamples;
uint8 field_4; // unused
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bool m_bDynamicAcousticModelingStatus;
float m_fSpeedOfSound;
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bool m_bTimerJustReset;
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int32 m_nTimer;
tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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tSound m_asActiveSamples[NUM_SOUNDS_SAMPLES_SLOTS];
tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
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cAudioScriptObjectManager m_sAudioScriptObjectManager;
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// miami
uint8 m_bIsPlayerShutUp;
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uint8 m_nPlayerMood;
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uint32 m_nPlayerMoodTimer;
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uint8 field_rest[4];
uint8 field_4B3C;
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cPedComments m_sPedComments;
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int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
int32 m_nPoliceChannelEntity;
cPoliceRadioQueue m_sPoliceRadioQueue;
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int32 m_nFrontEndEntity;
int32 m_nCollisionEntity;
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cAudioCollisionManager m_sCollisionManager;
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int32 m_nProjectileEntity;
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#ifdef GTA_BRIDGE
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int32 m_nBridgeEntity;
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#endif
int32 m_nEscalatorEntity;
int32 m_nExtraSoundsEntity;
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cMissionAudio m_sMissionAudio;
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uint8 field_5538; // something related to phone dialogues
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int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
uint32 m_FrameCounter;
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uint32 field_5554;
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cAudioManager();
~cAudioManager();
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// getters
uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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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; }
bool ShouldDuckMissionAudio(uint8 slot) const;
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample);
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
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uint8 counter, bool notLooping);
void AddReflectionsToRequestedQueue();
void AddReleasingSounds();
void AddSampleToRequestedQueue();
void AgeCrimes();
void CalculateDistance(bool &condition, float dist);
bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot);
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void ClearRequestedQueue();
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const;
int32 ComputePan(float, CVector *);
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
int32 CreateEntity(eAudioType type, void *entity);
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void DestroyAllGameCreatedEntities();
void DestroyEntity(int32 id);
void DoPoliceRadioCrackle();
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// functions returning talk sfx,
// order from GetPedCommentSfx
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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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char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
int8 AutoDetect3DProviders() const;
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetDistanceSquared(const CVector &v) const;
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int32 GetJumboTaxiFreq() const;
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const;
int32 GetPedCommentSfx(CPed *ped, int32 sound);
void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
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float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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bool HasAirBrakes(int32 model) const;
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void Initialise();
void InitialisePoliceRadio();
void InitialisePoliceRadioZones();
void InterrogateAudioEntities();
bool IsAudioInitialised() const;
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bool IsMissionAudioSampleFinished(uint8 slot);
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bool IsMP3RadioChannelAvailable() const;
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayOneShot(int32 index, int16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar() const;
void PlayerJustLeftCar() const;
void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown();
void PreInitialiseGameSpecificSetup() const;
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreTerminateGameSpecificShutdown();
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
bool ProcessAirBrakes(cVehicleParams *params);
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);
#ifdef GTA_BRIDGE
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void ProcessBridge();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
void ProcessBridgeWarning();
#endif
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bool ProcessCarBombTick(cVehicleParams *params);
void ProcessCesna(cVehicleParams *params);
//void ProcessCrane();
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bool ProcessEngineDamage(cVehicleParams *params);
void ProcessEntity(int32 sound);
void ProcessExplosions(int32 explosion);
void ProcessFireHydrant();
void ProcessFires(int32 entity);
void ProcessFrontEnd();
void ProcessGarages();
bool ProcessHelicopter(cVehicleParams *params);
void ProcessJumbo(cVehicleParams *);
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
void ProcessJumboFlying();
void ProcessJumboLanding(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane);
void ProcessJumboTaxi();
void ProcessLoopingScriptObject(uint8 sound);
void ProcessMissionAudio();
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void ProcessMissionAudioSlot(uint8 slot);
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void ProcessModelCarEngine(cVehicleParams *params);
void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams *params);
void ProcessPhysical(int32 id);
void ProcessPlane(cVehicleParams *params);
void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh);
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void ProcessProjectiles();
void ProcessRainOnVehicle(cVehicleParams *params);
void ProcessReverb() const;
bool ProcessReverseGear(cVehicleParams *params);
void ProcessScriptObject(int32 id);
void ProcessSpecial();
#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params);
#endif
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void ProcessVehicle(CVehicle *vehicle);
bool ProcessVehicleDoors(cVehicleParams *params);
void ProcessVehicleEngine(cVehicleParams *params);
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void UpdateGasPedalAudio(float* gasPedalAudio, float vehGasPedal);
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void ProcessVehicleHorn(cVehicleParams *params);
void ProcessVehicleOneShots(cVehicleParams *params);
bool ProcessVehicleReverseWarning(cVehicleParams *params);
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);
void ProcessWeather(int32 id);
bool ProcessWetRoadNoise(cVehicleParams *params);
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int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const;
void ReleaseDigitalHandle() const;
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
float collisionPower, float intensity2);
void ReportCrime(int32 crime, const CVector *pos);
void ResetAudioLogicTimers(uint32 timer);
void ResetPoliceRadio();
void ResetTimers(uint32 time);
void Service();
void ServiceCollisions();
void ServicePoliceRadio();
void ServicePoliceRadioChannel(int32 wantedLevel);
void ServiceSoundEffects();
int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(uint8 status);
void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
void SetMP3BoostVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, uint8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const;
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void SetMonoMode(uint8 mono);
void SetMusicFadeVol(uint8 volume) const;
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void SetMusicMasterVolume(uint8 volume) const;
void SetSpeakerConfig(int32 conf) const;
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
void SetUpOneShotCollisionSound(const cAudioCollision &col);
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bool SetupCrimeReport();
bool SetupJumboEngineSound(uint8 vol, int32 freq);
bool SetupJumboFlySound(uint8 emittingVol);
bool SetupJumboRumbleSound(uint8 emittingVol);
bool SetupJumboTaxiSound(uint8 vol);
bool SetupJumboWhineSound(uint8 emittingVol, int32 freq);
void SetupPedComments(cPedParams *params, uint32 sound);
void SetupSuspectLastSeenReport();
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void Terminate();
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void UpdateReflections();
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bool UsesReverseWarning(int32 model) const;
bool UsesSiren(int32 model) const;
bool UsesSirenSwitching(int32 model) const;
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CVehicle *FindVehicleOfPlayer();
void SetPedTalkingStatus(CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, int32 time);
#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume();
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
#endif
};
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#ifdef AUDIO_MSS
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static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
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#endif
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extern cAudioManager AudioManager;