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https://git.rip/DMCA_FUCKER/re3.git
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Implement SetupJumboEngineSound
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parent
67398809a3
commit
3b8a177470
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@ -7922,8 +7922,34 @@ cAudioManager::SetSpeakerConfig(int32 conf) const
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SampleManager.SetSpeakerConfig(conf);
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}
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WRAPPER
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bool cAudioManager::SetupJumboEngineSound(uint8, int32) { EAXJMP(0x56F140); }
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bool
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cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
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{
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if(m_sQueueSample.m_fDistance >= 180.f) return 0;
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uint8 emittingVol = vol - gJumboVolOffsetPercentage % 50;
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m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 180.f, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_bVolume) {
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m_sQueueSample.m_counter = 3;
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m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
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m_sQueueSample.m_bBankIndex = 0;
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m_sQueueSample.m_bIsDistant = 0;
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m_sQueueSample.field_16 = 1;
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m_sQueueSample.m_nFrequency = freq;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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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.field_48 = 4.0;
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m_sQueueSample.m_fSoundIntensity = 180.0f;
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m_sQueueSample.field_56 = 0;
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m_sQueueSample.field_76 = 4;
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m_sQueueSample.m_bReverbFlag = 1;
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m_sQueueSample.m_bRequireReflection = 0;
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AddSampleToRequestedQueue();
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}
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return true;
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}
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bool
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cAudioManager::SetupJumboFlySound(uint8 emittingVol)
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@ -354,10 +354,10 @@ public:
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void ClearMissionAudio(); /// ok
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void ClearRequestedQueue(); /// ok
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const; /// ok
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int32 ComputePan(float, CVector *); /// ok
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float speedMultiplier) const; /// ok
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int32 ComputePan(float, CVector *); /// ok
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; /// ok
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int32 CreateEntity(int32 type, void* entity); /// ok
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int32 CreateEntity(int32 type, void *entity); /// ok
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void DestroyAllGameCreatedEntities(); /// ok
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void DestroyEntity(int32 id); /// ok
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@ -535,7 +535,7 @@ public:
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void ProcessProjectiles(); /// ok
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void ProcessRainOnVehicle(cVehicleParams *params); /// ok
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void ProcessReverb() const; /// ok
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bool ProcessReverseGear(cVehicleParams *a2); /// ok
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bool ProcessReverseGear(cVehicleParams *params); /// ok
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void ProcessSawMillScriptObject(uint8 sound); /// ok
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void ProcessScriptObject(int32 id); /// ok
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void ProcessShopScriptObject(uint8 sound); /// ok
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@ -558,12 +558,12 @@ public:
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int32 RandomDisplacement(uint32 seed) const;
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void ReacquireDigitalHandle() const;
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void ReleaseDigitalHandle() const;
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
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float collisionPower, float intensity2); /// ok
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void ReportCrime(int32 crime, const CVector *pos); /// ok
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void ResetAudioLogicTimers(uint32 timer); /// ok
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void ResetPoliceRadio(); /// ok
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void ResetTimers(uint32 time); /// ok
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
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float intensity2); /// ok
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void ReportCrime(int32 crime, const CVector *pos); /// ok
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void ResetAudioLogicTimers(uint32 timer); /// ok
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void ResetPoliceRadio(); /// ok
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void ResetTimers(uint32 time); /// ok
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void Service(); /// ok
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void ServiceCollisions(); /// ok
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@ -585,7 +585,7 @@ public:
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void SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter); /// ok
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void SetUpOneShotCollisionSound(cAudioCollision *col); /// ok
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bool SetupCrimeReport(); /// ok
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bool SetupJumboEngineSound(uint8 a2, int32 a3); // todo
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bool SetupJumboEngineSound(uint8 vol, int32 freq); /// ok
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bool SetupJumboFlySound(uint8 emittingVol); /// ok
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bool SetupJumboRumbleSound(uint8 emittingVol); /// ok
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bool SetupJumboTaxiSound(uint8 vol); /// ok
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