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Mark audio code which is the same in re3 as done

This commit is contained in:
Filip Gawin 2020-09-30 18:14:50 +02:00
parent 0a58e3e430
commit 4ec5e44b68
2 changed files with 34 additions and 38 deletions

View file

@ -239,27 +239,26 @@ public:
bool ShouldDuckMissionAudio(uint8 slot) const; bool ShouldDuckMissionAudio(uint8 slot) const;
// "Should" be in alphabetic order, except "getXTalkSfx" // "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done
uint8 counter, bool notLooping); //done void AddReflectionsToRequestedQueue(); // done
void AddReflectionsToRequestedQueue(); void AddReleasingSounds(); // done
void AddReleasingSounds(); void AddSampleToRequestedQueue(); // done
void AddSampleToRequestedQueue(); void AgeCrimes(); // done (inlined in vc)
void AgeCrimes();
void CalculateDistance(bool &condition, float dist); // done void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples(); void ClearActiveSamples();
void ClearMissionAudio(uint8 slot); void ClearMissionAudio(uint8 slot); //done
void ClearRequestedQueue(); void ClearRequestedQueue();
int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
float speedMultiplier) const; float speedMultiplier) const;
int32 ComputePan(float, CVector *); int32 ComputePan(float, CVector *);
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
int32 CreateEntity(eAudioType type, void *entity); int32 CreateEntity(eAudioType type, void *entity); // done
void DestroyAllGameCreatedEntities(); void DestroyAllGameCreatedEntities();
void DestroyEntity(int32 id); void DestroyEntity(int32 id); //done (inlined in vc)
void DoPoliceRadioCrackle(); void DoPoliceRadioCrackle();
// functions returning talk sfx, // functions returning talk sfx,
@ -271,43 +270,41 @@ public:
char *Get3DProviderName(uint8 id) const; char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const; uint8 GetCDAudioDriveLetter() const;
int8 GetCurrent3DProviderIndex() const; int8 GetCurrent3DProviderIndex() const;
int8 AutoDetect3DProviders() const; int8 AutoDetect3DProviders() const; // done
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const; float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const; float GetCollisionRatio(float a, float b, float c, float d) const;
float GetDistanceSquared(const CVector &v) const; //done float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
int32 GetJumboTaxiFreq() const; int32 GetJumboTaxiFreq() const;
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
int8 GetMissionScriptPoliceAudioPlayingStatus() const; int8 GetMissionScriptPoliceAudioPlayingStatus() const;
uint8 GetNum3DProvidersAvailable() const; uint8 GetNum3DProvidersAvailable() const; // done
int32 GetPedCommentSfx(CPed *ped, int32 sound); int32 GetPedCommentSfx(CPed *ped, int32 sound);
void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const; void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
cTransmission *transmission, float velocityChange); float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
cTransmission *transmission, float velocityChange);
bool HasAirBrakes(int32 model) const; // done bool HasAirBrakes(int32 model) const; // done
void Initialise(); void Initialise(); // done
void InitialisePoliceRadio(); void InitialisePoliceRadio();
void InitialisePoliceRadioZones(); void InitialisePoliceRadioZones();
void InterrogateAudioEntities(); void InterrogateAudioEntities();
bool IsAudioInitialised() const; bool IsAudioInitialised() const;
bool IsMissionAudioSampleFinished(uint8 slot); bool IsMissionAudioSampleFinished(uint8 slot);
bool IsMP3RadioChannelAvailable() const; bool IsMP3RadioChannelAvailable() const; // done
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
void PlayLoadedMissionAudio(uint8 slot); void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, int16 sound, float vol); void PlayOneShot(int32 index, int16 sound, float vol); // done
void PlaySuspectLastSeen(float x, float y, float z); void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar() const; // done void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done void PlayerJustLeftCar() const; // done
void PostInitialiseGameSpecificSetup(); void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown(); // done void PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); void PreloadMissionAudio(uint8 slot, Const char *name); // done
void PreTerminateGameSpecificShutdown(); // done void PreTerminateGameSpecificShutdown(); // done
/// processX - main logic of adding new sounds /// processX - main logic of adding new sounds
void ProcessActiveQueues(); void ProcessActiveQueues();
@ -375,11 +372,10 @@ public:
void ProcessExtraSounds(); //done void ProcessExtraSounds(); //done
int32 RandomDisplacement(uint32 seed) const; int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const; void ReacquireDigitalHandle() const; // done
void ReleaseDigitalHandle() const; void ReleaseDigitalHandle() const; // done
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
float collisionPower, float intensity2); void ReportCrime(int32 crime, const CVector *pos); // done
void ReportCrime(int32 crime, const CVector *pos);
void ResetAudioLogicTimers(uint32 timer); void ResetAudioLogicTimers(uint32 timer);
void ResetPoliceRadio(); void ResetPoliceRadio();
void ResetTimers(uint32 time); void ResetTimers(uint32 time);
@ -394,7 +390,7 @@ public:
void SetEffectsFadeVol(uint8 volume) const; void SetEffectsFadeVol(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const; void SetEffectsMasterVolume(uint8 volume) const;
void SetMP3BoostVolume(uint8 volume) const; void SetMP3BoostVolume(uint8 volume) const;
void SetEntityStatus(int32 id, uint8 status); void SetEntityStatus(int32 id, uint8 status); //done
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const; void SetMissionScriptPoliceAudio(int32 sfx) const;

View file

@ -725,7 +725,7 @@ cAudioManager::AgeCrimes()
{ {
for (uint8 i = 0; i < ARRAY_SIZE(m_sPoliceRadioQueue.crimes); i++) { for (uint8 i = 0; i < ARRAY_SIZE(m_sPoliceRadioQueue.crimes); i++) {
if (m_sPoliceRadioQueue.crimes[i].type != CRIME_NONE) { if (m_sPoliceRadioQueue.crimes[i].type != CRIME_NONE) {
if (++m_sPoliceRadioQueue.crimes[i].timer > 1500) m_sPoliceRadioQueue.crimes[i].type = CRIME_NONE; if (++m_sPoliceRadioQueue.crimes[i].timer > 1200) m_sPoliceRadioQueue.crimes[i].type = CRIME_NONE;
} }
} }
} }