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rewieved some audio functions

This commit is contained in:
Roman Masanin 2020-10-02 03:55:26 +03:00
parent e54b540bd4
commit 63e5faef11
4 changed files with 11 additions and 15 deletions

View file

@ -35,4 +35,4 @@ public:
void AddCollisionToRequestedQueue();
};
VALIDATE_SIZE(cAudioCollisionManager, 852);
VALIDATE_SIZE(cAudioCollisionManager, 0x354);

View file

@ -510,7 +510,7 @@ cAudioManager::ComputePan(float dist, CVector *vec)
return Min(107, PanTable[index] + 63);
}
int32
uint32
cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const
{
uint32 newFreq = oldFreq;
@ -519,11 +519,7 @@ cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1,
if (dist != 0.0f) {
float speedOfSource = (dist / m_nTimeSpent) * speedMultiplier;
if (m_fSpeedOfSound > Abs(speedOfSource)) {
if (speedOfSource < 0.0f) {
speedOfSource = Max(speedOfSource, -1.5f);
} else {
speedOfSource = Min(speedOfSource, 1.5f);
}
speedOfSource = clamp2(speedOfSource, 0.0f, 1.5f);
newFreq = (oldFreq * m_fSpeedOfSound) / (speedOfSource + m_fSpeedOfSound);
}
}
@ -952,7 +948,7 @@ cAudioManager::ClearRequestedQueue()
void
cAudioManager::ClearActiveSamples()
{
for (int32 i = 0; i < m_nActiveSamples; i++) {
for (uint8 i = 0; i < m_nActiveSamples; i++) {
m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
m_asActiveSamples[i].m_nCounter = 0;
m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;

View file

@ -250,14 +250,14 @@ public:
void CalculateDistance(bool &condition, float dist); //done
bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples();
void ClearMissionAudio(uint8 slot);
void ClearActiveSamples(); //done
void ClearMissionAudio(uint8 slot); //done
void ClearRequestedQueue();
int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
float speedMultiplier) const;
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
float speedMultiplier) const; //done
int32 ComputePan(float, CVector *);
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 DestroyEntity(int32 id);
@ -311,7 +311,7 @@ public:
void PreloadMissionAudio(uint8 slot, Const char *name);
void PreTerminateGameSpecificShutdown(); //done
/// processX - main logic of adding new sounds
void ProcessActiveQueues();
void ProcessActiveQueues(); //done
bool ProcessAirBrakes(cVehicleParams *params);
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);

View file

@ -43,4 +43,4 @@ public:
}
};
VALIDATE_SIZE(cPoliceRadioQueue, 444);
VALIDATE_SIZE(cPoliceRadioQueue, 0x1BC);