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More audio
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867133e93d
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@ -71,31 +71,33 @@ cAudioManager::GetCollisionOneShotRatio(int32 a, float b) const
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case SURFACE_TARMAC:
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case SURFACE_PAVEMENT:
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case SURFACE_STEEP_CLIFF:
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case SURFACE_TRANSPARENT_STONE: result = GetCollisionRatio(b, 10.f, 60.f, 50.f); break;
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case SURFACE_TRANSPARENT_STONE:
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case SURFACE_CONCRETE_BEACH: result = GetCollisionRatio(b, 10.f, 60.f, 50.f); break;
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case SURFACE_GRASS:
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case SURFACE_GRAVEL:
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case SURFACE_MUD_DRY:
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case SURFACE_CARDBOARDBOX: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
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case SURFACE_GRAVEL: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
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case SURFACE_MUD_DRY: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
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case SURFACE_CAR: result = GetCollisionRatio(b, 6.f, 50.f, 44.f); break;
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case SURFACE_GLASS: result = GetCollisionRatio(b, 0.1f, 10.f, 9.9f); break;
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case SURFACE_GLASS:
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case SURFACE_METAL_CHAIN_FENCE: result = GetCollisionRatio(b, 0.1f, 10.f, 9.9f); break;
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case SURFACE_TRANSPARENT_CLOTH:
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case SURFACE_THICK_METAL_PLATE: result = GetCollisionRatio(b, 30.f, 130.f, 100.f); break;
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case SURFACE_GARAGE_DOOR: result = GetCollisionRatio(b, 20.f, 100.f, 80.f); break;
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case SURFACE_CAR_PANEL: result = GetCollisionRatio(b, 0.f, 4.f, 4.f); break;
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case SURFACE_SCAFFOLD_POLE:
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case SURFACE_METAL_GATE: result = GetCollisionRatio(b, 1.f, 10.f, 9.f); break;
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case SURFACE_METAL_GATE:
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case SURFACE_LAMP_POST: result = GetCollisionRatio(b, 1.f, 10.f, 9.f); break;
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case SURFACE_FIRE_HYDRANT: result = GetCollisionRatio(b, 1.f, 15.f, 14.f); break;
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case SURFACE_GIRDER: result = GetCollisionRatio(b, 8.f, 50.f, 42.f); break;
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case SURFACE_METAL_CHAIN_FENCE: result = GetCollisionRatio(b, 0.1f, 10.f, 9.9f); break;
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case SURFACE_PED: result = GetCollisionRatio(b, 0.f, 20.f, 20.f); break;
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case SURFACE_SAND: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_WATER: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_SAND:
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case SURFACE_WATER:
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case SURFACE_RUBBER:
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case SURFACE_WHEELBASE:
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case SURFACE_SAND_BEACH: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_WOOD_CRATES: result = GetCollisionRatio(b, 1.f, 4.f, 3.f); break;
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case SURFACE_WOOD_BENCH: result = GetCollisionRatio(b, 0.1f, 5.f, 4.9f); break;
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case SURFACE_WOOD_SOLID: result = GetCollisionRatio(b, 0.1f, 40.f, 39.9f); break;
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case SURFACE_RUBBER:
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case SURFACE_WHEELBASE: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_PLASTIC: result = GetCollisionRatio(b, 0.1f, 4.f, 3.9f); break;
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case SURFACE_HEDGE: result = GetCollisionRatio(b, 0.f, 0.5f, 0.5f); break;
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case SURFACE_CONTAINER: result = GetCollisionRatio(b, 4.f, 40.f, 36.f); break;
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@ -135,8 +137,8 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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m_sQueueSample.m_nFrequency = 6050.f * ratio + 16000;
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vol = 30.f * ratio;
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} else if(surface1 == SURFACE_GRAVEL || surface2 == SURFACE_GRAVEL || surface1 == SURFACE_MUD_DRY ||
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surface2 == SURFACE_MUD_DRY || surface1 == SURFACE_SAND || surface2 == SURFACE_SAND) {
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} else if(surface1 == SURFACE_GRAVEL || surface2 == SURFACE_GRAVEL || surface1 == SURFACE_MUD_DRY || surface2 == SURFACE_MUD_DRY ||
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surface1 == SURFACE_SAND || surface2 == SURFACE_SAND || surface1 == SURFACE_SAND_BEACH || surface2 == SURFACE_SAND_BEACH) {
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ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
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m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
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m_sQueueSample.m_nFrequency = 6000.f * ratio + 10000;
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@ -156,12 +158,12 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio
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void
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cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter)
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{
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bool distCalculated = false;
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if(col.m_fIntensity2 > 0.0016f) {
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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CalculateDistance(distCalculated, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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@ -266,7 +268,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 4;
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break;
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case SFX_COL_PED_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 5;
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 2;
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break;
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case SFX_COL_WOOD_CRATES_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 4;
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@ -317,7 +317,6 @@ cAudioManager::ProcessPlayerMood()
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return;
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}
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//lastMissionPassedTime = CTheScripts::GetLastMissionPassedTime();
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if (lastMissionPassedTime != -1) {
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if (curTime < lastMissionPassedTime) {
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lastMissionPassedTime = curTime;
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@ -1568,29 +1567,12 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sampl
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}
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void
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cAudioManager::ProcessCesna(cVehicleParams& params)
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cAudioManager::ProcessCesna(cVehicleParams ¶ms)
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{
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static uint8 nAccel = 0;
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//((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus();
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if (FindPlayerVehicle() == params.m_pVehicle) {
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if (params.m_nIndex == DODO) {
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if (Pads[0].GetAccelerate() <= 0) {
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if (nAccel != 0)
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--nAccel;
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} else if (nAccel < 60) {
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++nAccel;
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}
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AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true);
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AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, true);
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}
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} else if (params.m_nIndex == DODO) {
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AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true);
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} else if (params.m_fDistance < SQR(200)) {
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if(params.m_fDistance < SQR(200)) {
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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if(m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 52;
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m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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@ -1602,28 +1584,28 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
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m_sQueueSample.m_nEmittingVolume = 80;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 8.0f;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = 200.0f;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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if (params.m_fDistance < SQR(90)) {
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if(params.m_fDistance < SQR(90)) {
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m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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if(m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 2;
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m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_nFrequency = 25000;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nReleasingVolumeDivider = 4;
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m_sQueueSample.m_nEmittingVolume = 80;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 8.0f;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = 90.0f;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_bReverbFlag = true;
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@ -3271,7 +3253,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
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static uint16 LastAccel = 0;
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static uint8 LastVol = 0;
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static const int intensity = 50;
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static const int intensity = 90;
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if (params.m_fDistance < SQR(intensity)) {
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boat = (CBoat *)params.m_pVehicle;
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@ -3432,7 +3414,7 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params)
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_fSoundIntensity = 50.0f;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_nReleasingVolumeDivider = 6;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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@ -3880,8 +3862,8 @@ cAudioManager::ProcessJumbo(cVehicleParams& params)
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CPlane *plane;
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float position;
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//if (params.m_fDistance >= SQR(440))
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// return;
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if (params.m_fDistance >= SQR(440))
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return;
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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plane = (CPlane*)params.m_pVehicle;
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@ -4083,27 +4065,26 @@ bool
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cAudioManager::SetupJumboFlySound(uint8 emittingVol)
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{
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const float SOUND_INTENSITY = 440.0f;
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if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
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return false;
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if(m_sQueueSample.m_fDistance >= SOUND_INTENSITY) return false;
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int32 vol = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = vol;
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
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if(m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 0;
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m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 1;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false; // todo port fix to re3
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AddSampleToRequestedQueue();
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}
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return true;
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@ -4149,7 +4130,7 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
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int32
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cAudioManager::GetJumboTaxiFreq() const
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{
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return (60.833f * m_sQueueSample.m_fDistance) + 22050;
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return (1.f / 180 * 10950 * m_sQueueSample.m_fDistance) + 22050; // todo port fix to re3
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}
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#pragma endregion Some jumbo crap
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@ -5449,7 +5430,7 @@ cAudioManager::GetPlayerTalkSfx(CPed *ped, int16 sound)
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{
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uint32 sfx;
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if(this->m_bIsPlayerShutUp) return NO_SAMPLE;
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if(m_bIsPlayerShutUp) return NO_SAMPLE;
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switch(sound) {
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case SOUND_PED_DEATH: return 9796;
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case SOUND_PED_DAMAGE:
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@ -8466,116 +8447,204 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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uint8 emittingVolume;
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float distSquared;
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switch (sound) {
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/*case SCRIPT_SOUND_PARTY_1_LOOP_S:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
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switch(sound) {
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case SCRIPT_SOUND_BANK_ALARM_LOOP:
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDINGS_BANK_ALARM;
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m_sQueueSample.m_nBankIndex = 0;
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emittingVolume = 90;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDINGS_BANK_ALARM);
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_bIs2D = 0;
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break;
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case SCRIPT_SOUND_POLICE_CELL_DOOR_SLIDING_LOOP:
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case SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP:
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP;
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m_sQueueSample.m_nBankIndex = 0;
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emittingVolume = 90;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GARAGE_DOOR_LOOP);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_bIs2D = 0;
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break;
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case SCRIPT_SOUND_PARTY_1_LOOP_L:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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case SCRIPT_SOUND_SNORING_LOOP:
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m_sQueueSample.m_fSoundIntensity = 6.0f;
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m_sQueueSample.m_nSampleIndex = SFX_BUILDING_SNORE;
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m_sQueueSample.m_nBankIndex = 0;
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emittingVolume = 25;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDING_SNORE);
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m_sQueueSample.m_nReleasingVolumeModificator = 6;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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m_sQueueSample.m_fSpeedMultiplier = 3.0;
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m_sQueueSample.m_bIs2D = 0;
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break;
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case SCRIPT_SOUND_PARTY_2_LOOP_S:
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m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_2;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP:
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m_sQueueSample.m_fSoundIntensity = 40.0f;
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m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
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m_sQueueSample.m_nBankIndex = 0;
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emittingVolume = 60;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TANK_TURRET);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 4;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PARTY_2_LOOP_L:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_2;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
|
||||
case SCRIPT_SOUND_NEW_BUILDING_BAR_1:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_1;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PARTY_3_LOOP_S:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_3;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
|
||||
case SCRIPT_SOUND_NEW_BUILDING_BAR_2:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_2;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PARTY_3_LOOP_L:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_3;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
|
||||
case SCRIPT_SOUND_NEW_BUILDING_BAR_3:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_3;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PARTY_4_LOOP_S:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_4;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
|
||||
case SCRIPT_SOUND_NEW_BUILDING_BAR_4:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_4;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PARTY_4_LOOP_L:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_4;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
|
||||
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_1:
|
||||
if(MusicManager.m_nPlayingTrack == 18) return;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL1;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
MusicManager.SetMalibuClubTrackPos(40);
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PARTY_1_LOOP:
|
||||
m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1;
|
||||
emittingVolume = MAX_VOLUME;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
|
||||
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_2:
|
||||
if(MusicManager.m_nPlayingTrack == 18) return;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL2;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
MusicManager.SetMalibuClubTrackPos(41);
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_PRETEND_FIRE_LOOP:
|
||||
m_sQueueSample.m_fSoundIntensity = 50.0f;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
|
||||
emittingVolume = 80;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 8;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 10;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
|
||||
break;*/
|
||||
default:
|
||||
return;
|
||||
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_3:
|
||||
if(MusicManager.m_nPlayingTrack == 18) return;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL3;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
MusicManager.SetMalibuClubTrackPos(42);
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_NEW_BUILDING_STRIP_1:
|
||||
if(MusicManager.m_nPlayingTrack == 17) return;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR1;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
MusicManager.SetStripClubTrackPos(43);
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_NEW_BUILDING_STRIP_2:
|
||||
if(MusicManager.m_nPlayingTrack == 17) return;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR2;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
MusicManager.SetStripClubTrackPos(44);
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_NEW_BUILDING_STRIP_3:
|
||||
if(MusicManager.m_nPlayingTrack == 17) return;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR3;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
MusicManager.SetStripClubTrackPos(45);
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_NEW_BUILDING_CHURCH:
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_CHURCH;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
emittingVolume = 127;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 15;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 4.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
case SCRIPT_SOUND_NEW_WATERFALL:
|
||||
emittingVolume = 30;
|
||||
m_sQueueSample.m_fSoundIntensity = 80.0;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
|
||||
m_sQueueSample.m_nBankIndex = 0;
|
||||
m_sQueueSample.m_nFrequency = 20812;
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 4;
|
||||
m_sQueueSample.m_nReleasingVolumeDivider = 9;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 2.0;
|
||||
m_sQueueSample.m_bIs2D = 0;
|
||||
break;
|
||||
default: return;
|
||||
}
|
||||
|
||||
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
|
||||
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
|
||||
m_sQueueSample.m_fDistance = Sqrt(distSquared);
|
||||
if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
|
||||
m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
|
||||
if (m_sQueueSample.m_nVolume != 0) {
|
||||
if(m_sQueueSample.m_nVolume != 0) {
|
||||
m_sQueueSample.m_nCounter = 0;
|
||||
m_sQueueSample.m_bIs2D = false;
|
||||
m_sQueueSample.m_nLoopCount = 0;
|
||||
|
@ -9941,7 +10010,7 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
|
|||
}
|
||||
break;
|
||||
case LOADING_STATUS_FAILED:
|
||||
if (++nFramesUntilFailedLoad[slot] >= 90) {
|
||||
if (++nFramesUntilFailedLoad[slot] >= 120) {
|
||||
nFramesForPretendPlaying[slot] = 0;
|
||||
g_bMissionAudioLoadFailed[slot] = true;
|
||||
nFramesUntilFailedLoad[slot] = 0;
|
||||
|
|
|
@ -20,7 +20,7 @@ const int allChannels = channels + 2;
|
|||
cAudioManager::cAudioManager()
|
||||
{
|
||||
m_bIsInitialised = false;
|
||||
field_1 = 1;
|
||||
m_bReverb = true;
|
||||
m_fSpeedOfSound = 6.86f;
|
||||
m_nTimeSpent = 50;
|
||||
m_nActiveSamples = NUM_SOUNDS_SAMPLES_SLOTS;
|
||||
|
@ -426,7 +426,8 @@ cAudioManager::CheckForAnAudioFileOnCD() const
|
|||
uint8
|
||||
cAudioManager::GetCDAudioDriveLetter() const
|
||||
{
|
||||
return SampleManager.GetCDAudioDriveLetter();
|
||||
if(m_bIsInitialised) return SampleManager.GetCDAudioDriveLetter();
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool
|
||||
|
@ -456,7 +457,7 @@ cAudioManager::ServiceSoundEffects()
|
|||
ClearActiveSamples();
|
||||
}
|
||||
m_nActiveSampleQueue = m_nActiveSampleQueue == 1 ? 0 : 1;
|
||||
ProcessReverb();
|
||||
if(m_bReverb) ProcessReverb();
|
||||
ProcessSpecial();
|
||||
ClearRequestedQueue();
|
||||
InterrogateAudioEntities();
|
||||
|
|
|
@ -176,7 +176,7 @@ class cAudioManager
|
|||
{
|
||||
public:
|
||||
bool m_bIsInitialised;
|
||||
uint8 field_1; // unused
|
||||
uint8 m_bReverb; // unused
|
||||
bool m_bFifthFrameFlag;
|
||||
uint8 m_nActiveSamples;
|
||||
uint8 field_4; // unused
|
||||
|
@ -256,8 +256,8 @@ public:
|
|||
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
|
||||
int32 CreateEntity(eAudioType type, void *entity); // done
|
||||
|
||||
void DestroyAllGameCreatedEntities(); // done ? I don't seed pEntity = nil;
|
||||
void DestroyEntity(int32 id); // done (inlined in vc) ? I not seen id checks
|
||||
void DestroyAllGameCreatedEntities(); // done
|
||||
void DestroyEntity(int32 id); // done (inlined in vc)
|
||||
void DoPoliceRadioCrackle(); // done
|
||||
|
||||
// functions returning talk sfx,
|
||||
|
@ -359,38 +359,39 @@ public:
|
|||
uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
|
||||
// end of functions returning talk sfx
|
||||
|
||||
void GenerateIntegerRandomNumberTable(); // done
|
||||
char *Get3DProviderName(uint8 id) const;
|
||||
uint8 GetCDAudioDriveLetter() const;
|
||||
int8 GetCurrent3DProviderIndex() const;
|
||||
int8 AutoDetect3DProviders() const; // done
|
||||
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
|
||||
float GetCollisionOneShotRatio(int32 a, float b) const;
|
||||
float GetCollisionRatio(float a, float b, float c, float d) const;
|
||||
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
|
||||
int32 GetJumboTaxiFreq() const;
|
||||
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
|
||||
int8 GetMissionScriptPoliceAudioPlayingStatus() const;
|
||||
uint8 GetNum3DProvidersAvailable() const; // done
|
||||
uint32 GetPedCommentSfx(CPed *ped, int32 sound);
|
||||
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
|
||||
float GetVehicleDriveWheelSkidValue(CVehicle* veh, tWheelState wheelState, float gasPedalAudio, cTransmission* transmission, float velocityChange); // done
|
||||
float GetVehicleNonDriveWheelSkidValue(CVehicle* veh, tWheelState wheelState, cTransmission* transmission, float velocityChange); // done
|
||||
void GenerateIntegerRandomNumberTable(); // done
|
||||
char *Get3DProviderName(uint8 id) const; // done
|
||||
uint8 GetCDAudioDriveLetter() const; // done
|
||||
int8 GetCurrent3DProviderIndex() const; // done
|
||||
int8 AutoDetect3DProviders() const; // done
|
||||
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
|
||||
float GetCollisionOneShotRatio(int32 a, float b) const; // done
|
||||
float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc)
|
||||
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
|
||||
int32 GetJumboTaxiFreq() const; // done (inlined in vc)
|
||||
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
|
||||
int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done
|
||||
uint8 GetNum3DProvidersAvailable() const; // done
|
||||
uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done
|
||||
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done
|
||||
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
|
||||
float velocityChange); // done
|
||||
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
|
||||
|
||||
bool HasAirBrakes(int32 model) const; // done
|
||||
|
||||
void Initialise(); // done
|
||||
void InitialisePoliceRadio(); //done
|
||||
void InitialisePoliceRadioZones(); //done
|
||||
void InterrogateAudioEntities(); // done
|
||||
bool IsAudioInitialised() const; // done
|
||||
void Initialise(); // done
|
||||
void InitialisePoliceRadio(); // done
|
||||
void InitialisePoliceRadioZones(); // done
|
||||
void InterrogateAudioEntities(); // done (inlined)
|
||||
bool IsAudioInitialised() const; // done
|
||||
bool IsMissionAudioSampleFinished(uint8 slot); // done
|
||||
bool IsMP3RadioChannelAvailable() const; // done
|
||||
bool IsMP3RadioChannelAvailable() const; // done
|
||||
|
||||
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
|
||||
|
||||
void PlayLoadedMissionAudio(uint8 slot); // done
|
||||
void PlayOneShot(int32 index, uint16 sound, float vol); // done
|
||||
void PlayOneShot(int32 index, uint16 sound, float vol); // done
|
||||
void PlaySuspectLastSeen(float x, float y, float z); // done
|
||||
void PlayerJustGotInCar() const; // done
|
||||
void PlayerJustLeftCar() const; // done
|
||||
|
@ -403,7 +404,7 @@ public:
|
|||
void ProcessActiveQueues(); // done
|
||||
bool ProcessAirBrakes(cVehicleParams& params); // done
|
||||
bool ProcessBoatEngine(cVehicleParams& params);
|
||||
bool ProcessBoatMovingOverWater(cVehicleParams& params);
|
||||
bool ProcessBoatMovingOverWater(cVehicleParams& params); //done
|
||||
#ifdef GTA_BRIDGE
|
||||
void ProcessBridge(); // done(bcs not exists in VC)
|
||||
void ProcessBridgeMotor(); // done(bcs not exists in VC)
|
||||
|
@ -412,7 +413,7 @@ public:
|
|||
#endif
|
||||
bool ProcessCarBombTick(cVehicleParams& params); // done
|
||||
void ProcessCarHeli(cVehicleParams& params); // done
|
||||
void ProcessCesna(cVehicleParams& params); //
|
||||
void ProcessCesna(cVehicleParams& params); // done
|
||||
//void ProcessCrane(); // done(bcs not exists in VC)
|
||||
bool ProcessEngineDamage(cVehicleParams& params); // done
|
||||
void ProcessEntity(int32 sound); // done
|
||||
|
@ -420,7 +421,7 @@ public:
|
|||
void ProcessFireHydrant(); // done
|
||||
void ProcessFires(int32 entity); // done
|
||||
void ProcessFrontEnd(); // done
|
||||
void ProcessGarages(); //
|
||||
void ProcessGarages(); // done
|
||||
void ProcessJumbo(cVehicleParams& params); // done
|
||||
void ProcessJumboAccel(CPlane *plane); // done
|
||||
void ProcessJumboDecel(CPlane *plane); // done
|
||||
|
@ -428,9 +429,9 @@ public:
|
|||
void ProcessJumboLanding(CPlane *plane); // done
|
||||
void ProcessJumboTakeOff(CPlane *plane); // done
|
||||
void ProcessJumboTaxi(); // done
|
||||
void ProcessLoopingScriptObject(uint8 sound); //
|
||||
void ProcessMissionAudio(); //
|
||||
void ProcessMissionAudioSlot(uint8 slot); //
|
||||
void ProcessLoopingScriptObject(uint8 sound); // done
|
||||
void ProcessMissionAudio(); // done
|
||||
void ProcessMissionAudioSlot(uint8 slot); // done
|
||||
void ProcessModelHeliVehicle(cVehicleParams& params); // done
|
||||
void ProcessModelVehicle(cVehicleParams& params); // done
|
||||
void ProcessOneShotScriptObject(uint8 sound); //
|
||||
|
@ -450,15 +451,15 @@ public:
|
|||
bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
|
||||
#endif
|
||||
void ProcessVehicle(CVehicle *vehicle); // done
|
||||
bool ProcessVehicleDoors(cVehicleParams& params); // done
|
||||
void ProcessVehicleEngine(cVehicleParams& params); // done
|
||||
void ProcessVehicleFlatTyre(cVehicleParams& params); // done
|
||||
bool ProcessVehicleHorn(cVehicleParams& params); // done
|
||||
void ProcessVehicleOneShots(cVehicleParams& params); // done
|
||||
bool ProcessVehicleReverseWarning(cVehicleParams& params); // done
|
||||
bool ProcessVehicleRoadNoise(cVehicleParams& params); // done
|
||||
bool ProcessVehicleSirenOrAlarm(cVehicleParams& params); // done
|
||||
bool ProcessVehicleSkidding(cVehicleParams& params); // done
|
||||
bool ProcessVehicleDoors(cVehicleParams ¶ms); // done
|
||||
void ProcessVehicleEngine(cVehicleParams ¶ms); // done
|
||||
void ProcessVehicleFlatTyre(cVehicleParams ¶ms); // done
|
||||
bool ProcessVehicleHorn(cVehicleParams ¶ms); // done
|
||||
void ProcessVehicleOneShots(cVehicleParams ¶ms); // done
|
||||
bool ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done
|
||||
bool ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done
|
||||
bool ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done
|
||||
bool ProcessVehicleSkidding(cVehicleParams ¶ms); // done
|
||||
void ProcessWaterCannon(int32); // done
|
||||
void ProcessWeather(int32 id); // done
|
||||
bool ProcessWetRoadNoise(cVehicleParams& params); // done
|
||||
|
@ -474,52 +475,52 @@ public:
|
|||
void ResetPoliceRadio(); // done
|
||||
void ResetTimers(uint32 time); // done
|
||||
|
||||
void Service(); //done
|
||||
void ServiceCollisions(); //done
|
||||
void ServicePoliceRadio();
|
||||
void ServicePoliceRadioChannel(uint8 wantedLevel);
|
||||
void ServiceSoundEffects();
|
||||
int8 SetCurrent3DProvider(uint8 which);
|
||||
void SetDynamicAcousticModelingStatus(uint8 status);
|
||||
void SetEffectsFadeVol(uint8 volume) const;
|
||||
void SetEffectsMasterVolume(uint8 volume) const;
|
||||
void SetMP3BoostVolume(uint8 volume) const;
|
||||
void SetEntityStatus(int32 id, uint8 status); //done
|
||||
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
|
||||
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
|
||||
void SetMissionScriptPoliceAudio(int32 sfx) const;
|
||||
void SetMonoMode(uint8 mono);
|
||||
void SetMusicFadeVol(uint8 volume) const;
|
||||
void SetMusicMasterVolume(uint8 volume) const;
|
||||
void SetSpeakerConfig(int32 conf) const;
|
||||
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
|
||||
void SetUpOneShotCollisionSound(const cAudioCollision &col);
|
||||
bool SetupCrimeReport();
|
||||
bool SetupJumboEngineSound(uint8 vol, uint32 freq);
|
||||
bool SetupJumboFlySound(uint8 emittingVol);
|
||||
bool SetupJumboRumbleSound(uint8 emittingVol);
|
||||
bool SetupJumboTaxiSound(uint8 vol);
|
||||
bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
|
||||
void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
|
||||
void Service(); // done
|
||||
void ServiceCollisions(); // done
|
||||
void ServicePoliceRadio(); // done
|
||||
void ServicePoliceRadioChannel(uint8 wantedLevel); // done
|
||||
void ServiceSoundEffects(); // done
|
||||
int8 SetCurrent3DProvider(uint8 which); // done
|
||||
void SetDynamicAcousticModelingStatus(uint8 status); // done
|
||||
void SetEffectsFadeVol(uint8 volume) const; // done
|
||||
void SetEffectsMasterVolume(uint8 volume) const; // done
|
||||
void SetMP3BoostVolume(uint8 volume) const; // done
|
||||
void SetEntityStatus(int32 id, uint8 status); // done
|
||||
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
|
||||
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
|
||||
void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
|
||||
void SetMonoMode(uint8 mono); // done
|
||||
void SetMusicFadeVol(uint8 volume) const; // done
|
||||
void SetMusicMasterVolume(uint8 volume) const; // done
|
||||
void SetSpeakerConfig(int32 conf) const; // done
|
||||
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
|
||||
void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
|
||||
bool SetupCrimeReport(); // done
|
||||
bool SetupJumboEngineSound(uint8 vol, uint32 freq); // done
|
||||
bool SetupJumboFlySound(uint8 emittingVol); // done
|
||||
bool SetupJumboRumbleSound(uint8 emittingVol); // done
|
||||
bool SetupJumboTaxiSound(uint8 vol); // done
|
||||
bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
|
||||
void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
|
||||
void SetupSuspectLastSeenReport();
|
||||
|
||||
void Terminate(); //done
|
||||
void TranslateEntity(Const CVector *v1, CVector *v2) const; //done
|
||||
void Terminate(); // done
|
||||
void TranslateEntity(Const CVector *v1, CVector *v2) const; // done
|
||||
|
||||
void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
|
||||
void UpdateReflections(); //done
|
||||
bool UsesReverseWarning(int32 model) const; //done
|
||||
bool UsesSiren(cVehicleParams& params) const; //done
|
||||
bool UsesSirenSwitching(cVehicleParams& params) const; //done
|
||||
void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
|
||||
void UpdateReflections(); // done
|
||||
bool UsesReverseWarning(int32 model) const; // done
|
||||
bool UsesSiren(cVehicleParams ¶ms) const; // done
|
||||
bool UsesSirenSwitching(cVehicleParams ¶ms) const; // done
|
||||
|
||||
CVehicle *FindVehicleOfPlayer(); //done
|
||||
void SetPedTalkingStatus(CPed *ped, uint8 status);
|
||||
void SetPlayersMood(uint8 mood, uint32 time);
|
||||
CVehicle *FindVehicleOfPlayer(); // done
|
||||
void SetPedTalkingStatus(CPed *ped, uint8 status); // done
|
||||
void SetPlayersMood(uint8 mood, uint32 time); // done
|
||||
|
||||
#ifdef GTA_PC
|
||||
// only used in pc
|
||||
void AdjustSamplesVolume();
|
||||
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
|
||||
void AdjustSamplesVolume(); // done (inlined)
|
||||
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined)
|
||||
#endif
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue