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Audio fixes

This commit is contained in:
Sergeanur 2021-01-05 00:31:31 +02:00
parent 33fd33b03a
commit 32d3ea0a2d
3 changed files with 109 additions and 104 deletions

View file

@ -4201,109 +4201,109 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
switch (sound) {
case SOUND_STEP_START:
case SOUND_STEP_END:
if (!params.m_pPed->bIsLooking) {
emittingVol = m_anRandomTable[3] % 15 + 45;
if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
emittingVol /= 2;
maxDist = 400.f;
switch (params.m_pPed->m_nSurfaceTouched) {
case SURFACE_GRASS:
sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1;
break;
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
sampleIndex = m_anRandomTable[4] % 5 + SFX_FOOTSTEP_GRAVEL_1;
break;
case SURFACE_CAR:
case SURFACE_GARAGE_DOOR:
case SURFACE_CAR_PANEL:
case SURFACE_THICK_METAL_PLATE:
case SURFACE_SCAFFOLD_POLE:
case SURFACE_LAMP_POST:
case SURFACE_FIRE_HYDRANT:
case SURFACE_GIRDER:
case SURFACE_METAL_CHAIN_FENCE:
case SURFACE_CONTAINER:
case SURFACE_NEWS_VENDOR:
sampleIndex = m_anRandomTable[0] % 5 + SFX_FOOTSTEP_METAL_1;
break;
case SURFACE_SAND:
sampleIndex = (m_anRandomTable[4] & 3) + SFX_FOOTSTEP_SAND_1;
break;
case SURFACE_WATER:
sampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
break;
case SURFACE_WOOD_CRATES:
case SURFACE_WOOD_BENCH:
case SURFACE_WOOD_SOLID:
sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_WOOD_1;
break;
case SURFACE_HEDGE:
sampleIndex = m_anRandomTable[2] % 5 + SFX_COL_VEG_1;
break;
default:
sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_CONCRETE_1;
break;
}
m_sQueueSample.m_nSampleIndex = sampleIndex;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 32;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
switch (params.m_pPed->m_nMoveState) {
case PEDMOVE_WALK:
emittingVol /= 4;
m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_RUN:
emittingVol /= 2;
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_SPRINT:
m_sQueueSample.m_nFrequency = 12 * m_sQueueSample.m_nFrequency / 10;
break;
default:
break;
}
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
if (params.m_pPed->bIsInTheAir)
continue;
emittingVol = m_anRandomTable[3] % 15 + 45;
if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
emittingVol /= 2;
maxDist = 400.f;
switch (params.m_pPed->m_nSurfaceTouched) {
case SURFACE_GRASS:
sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1;
break;
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
sampleIndex = m_anRandomTable[4] % 5 + SFX_FOOTSTEP_GRAVEL_1;
break;
case SURFACE_CAR:
case SURFACE_GARAGE_DOOR:
case SURFACE_CAR_PANEL:
case SURFACE_THICK_METAL_PLATE:
case SURFACE_SCAFFOLD_POLE:
case SURFACE_LAMP_POST:
case SURFACE_FIRE_HYDRANT:
case SURFACE_GIRDER:
case SURFACE_METAL_CHAIN_FENCE:
case SURFACE_CONTAINER:
case SURFACE_NEWS_VENDOR:
sampleIndex = m_anRandomTable[0] % 5 + SFX_FOOTSTEP_METAL_1;
break;
case SURFACE_SAND:
sampleIndex = (m_anRandomTable[4] & 3) + SFX_FOOTSTEP_SAND_1;
break;
case SURFACE_WATER:
sampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
break;
case SURFACE_WOOD_CRATES:
case SURFACE_WOOD_BENCH:
case SURFACE_WOOD_SOLID:
sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_WOOD_1;
break;
case SURFACE_HEDGE:
sampleIndex = m_anRandomTable[2] % 5 + SFX_COL_VEG_1;
break;
default:
sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_CONCRETE_1;
break;
}
m_sQueueSample.m_nSampleIndex = sampleIndex;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - SOUND_STEP_START + 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
switch (params.m_pPed->m_nMoveState) {
case PEDMOVE_WALK:
emittingVol /= 4;
m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_RUN:
emittingVol /= 2;
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_SPRINT:
m_sQueueSample.m_nFrequency = 12 * m_sQueueSample.m_nFrequency / 10;
break;
default:
break;
}
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FALL_LAND:
case SOUND_FALL_COLLAPSE:
if (!ped->bIsLooking) {
maxDist = SQR(30);
emittingVol = m_anRandomTable[3] % 20 + 80;
if (ped->m_nSurfaceTouched == SURFACE_WATER) {
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
} else if (sound == SOUND_FALL_LAND) {
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
} else {
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
if (params.m_pPed->bIsInTheAir)
continue;
maxDist = SQR(30);
emittingVol = m_anRandomTable[3] % 20 + 80;
if (ped->m_nSurfaceTouched == SURFACE_WATER) {
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
} else if (sound == SOUND_FALL_LAND) {
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
} else {
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_37:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
@ -4342,6 +4342,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency = 20000;
goto AddFightSound;
case SOUND_FIGHT_46:
case SOUND_187:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 18000;
goto AddFightSound;
@ -4461,7 +4462,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
continue;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ACCEL_13;
m_sQueueSample.m_nBankIndex = SFX_BANK_0; // SFX_BANK_CAR_CHAINSAW
m_sQueueSample.m_nCounter = 64;
m_sQueueSample.m_nCounter = 70;
m_sQueueSample.m_nFrequency = 27000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
@ -5159,7 +5160,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nReleasingVolumeDivider = 3;
}
}
break;
continue;
default:
SetupPedComments(params, sound);
continue;

View file

@ -10,6 +10,7 @@
#include "sampman.h"
#include "Camera.h"
#include "World.h"
#include "ZoneCull.h"
cAudioManager AudioManager;
@ -589,7 +590,7 @@ cAudioManager::AddSampleToRequestedQueue()
}
m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
m_sQueueSample.m_bLoopEnded = false;
if (m_sQueueSample.m_bIs2D) {
if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) {
m_sQueueSample.m_bRequireReflection = false;
m_sQueueSample.m_nLoopsRemaining = 0;
}
@ -601,6 +602,9 @@ cAudioManager::AddSampleToRequestedQueue()
}
m_sQueueSample.m_bRequireReflection = false;
if ( m_bReverb && m_sQueueSample.m_bIs2D )
m_sQueueSample.field_4C = 30;
if (!m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bReverbFlag = false;
@ -647,9 +651,9 @@ cAudioManager::AddReflectionsToRequestedQueue()
emittingVolume = m_sQueueSample.m_nVolume;
oldFreq = m_sQueueSample.m_nFrequency;
} else {
emittingVolume = (m_sQueueSample.m_nVolume / 2) + (m_sQueueSample.m_nVolume / 16);
emittingVolume = (9 * m_sQueueSample.m_nVolume) / 16;
}
m_sQueueSample.m_fSoundIntensity = m_sQueueSample.m_fSoundIntensity / 2.f;
m_sQueueSample.m_fSoundIntensity /= 2.f;
int halfOldFreq = oldFreq >> 1;

View file

@ -521,7 +521,7 @@ void CStream::Pause()
if ( !HasSource() ) return;
ALint sourceState = AL_PAUSED;
alGetSourcei(m_pAlSources[0], AL_SOURCE_STATE, &sourceState);
if (sourceState != AL_PAUSED )
if (sourceState != AL_PAUSED)
alSourcePause(m_pAlSources[0]);
alGetSourcei(m_pAlSources[1], AL_SOURCE_STATE, &sourceState);
if (sourceState != AL_PAUSED)