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Add ps2 audio paths

This commit is contained in:
Sergeanur 2020-07-23 16:14:26 +03:00
parent f2ee6f85c7
commit bcb2b7a534
3 changed files with 102 additions and 3 deletions

View file

@ -220,6 +220,103 @@ extern uint32 BankStartOffset[MAX_SAMPLEBANKS];
static char StreamedNameTable[][25]=
{
#ifdef PS2_AUDIO
"AUDIO\\MUSIC\\HEAD.VB",
"AUDIO\\MUSIC\\CLASS.VB",
"AUDIO\\MUSIC\\KJAH.VB",
"AUDIO\\MUSIC\\RISE.VB",
"AUDIO\\MUSIC\\LIPS.VB",
"AUDIO\\MUSIC\\GAME.VB",
"AUDIO\\MUSIC\\MSX.VB",
"AUDIO\\MUSIC\\FLASH.VB",
"AUDIO\\MUSIC\\CHAT.VB",
"AUDIO\\MUSIC\\HEAD.VB",
"AUDIO\\MUSIC\\POLICE.VB",
"AUDIO\\MUSIC\\CITY.VB",
"AUDIO\\MUSIC\\WATER.VB",
"AUDIO\\MUSIC\\COMOPEN.VB",
"AUDIO\\MUSIC\\SUBOPEN.VB",
"AUDIO\\OTHER\\JB.VB",
"AUDIO\\OTHER\\BET.VB",
"AUDIO\\LUIGI\\L1_LG.VB",
"AUDIO\\LUIGI\\L2_DSB.VB",
"AUDIO\\LUIGI\\L3_DM.VB",
"AUDIO\\LUIGI\\L4_PAP.VB",
"AUDIO\\LUIGI\\L5_TFB.VB",
"AUDIO\\JOEY\\J0_DM2.VB",
"AUDIO\\JOEY\\J1_LFL.VB",
"AUDIO\\JOEY\\J2_KCL.VB",
"AUDIO\\JOEY\\J3_VH.VB",
"AUDIO\\JOEY\\J4_ETH.VB",
"AUDIO\\JOEY\\J5_DST.VB",
"AUDIO\\JOEY\\J6_TBJ.VB",
"AUDIO\\TONI\\T1_TOL.VB",
"AUDIO\\TONI\\T2_TPU.VB",
"AUDIO\\TONI\\T3_MAS.VB",
"AUDIO\\TONI\\T4_TAT.VB",
"AUDIO\\TONI\\T5_BF.VB",
"AUDIO\\SAL\\S0_MAS.VB",
"AUDIO\\SAL\\S1_PF.VB",
"AUDIO\\SAL\\S2_CTG.VB",
"AUDIO\\SAL\\S3_RTC.VB",
"AUDIO\\SAL\\S5_LRQ.VB",
"AUDIO\\EBALL\\S4_BDBA.VB",
"AUDIO\\EBALL\\S4_BDBB.VB",
"AUDIO\\SAL\\S2_CTG2.VB",
"AUDIO\\SAL\\S4_BDBD.VB",
"AUDIO\\SAL\\S5_LRQB.VB",
"AUDIO\\SAL\\S5_LRQC.VB",
"AUDIO\\ASUKA\\A1_SSO.VB",
"AUDIO\\ASUKA\\A2_PP.VB",
"AUDIO\\ASUKA\\A3_SS.VB",
"AUDIO\\ASUKA\\A4_PDR.VB",
"AUDIO\\ASUKA\\A5_K2FT.VB",
"AUDIO\\KENJI\\K1_KBO.VB",
"AUDIO\\KENJI\\K2_GIS.VB",
"AUDIO\\KENJI\\K3_DS.VB",
"AUDIO\\KENJI\\K4_SHI.VB",
"AUDIO\\KENJI\\K5_SD.VB",
"AUDIO\\RAY\\R0_PDR2.VB",
"AUDIO\\RAY\\R1_SW.VB",
"AUDIO\\RAY\\R2_AP.VB",
"AUDIO\\RAY\\R3_ED.VB",
"AUDIO\\RAY\\R4_GF.VB",
"AUDIO\\RAY\\R5_PB.VB",
"AUDIO\\RAY\\R6_MM.VB",
"AUDIO\\LOVE\\D1_STOG.VB",
"AUDIO\\LOVE\\D2_KK.VB",
"AUDIO\\LOVE\\D3_ADO.VB",
"AUDIO\\LOVE\\D5_ES.VB",
"AUDIO\\LOVE\\D7_MLD.VB",
"AUDIO\\LOVE\\D4_GTA.VB",
"AUDIO\\LOVE\\D4_GTA2.VB",
"AUDIO\\LOVE\\D6_STS.VB",
"AUDIO\\ASUKA\\A6_BAIT.VB",
"AUDIO\\ASUKA\\A7_ETG.VB",
"AUDIO\\ASUKA\\A8_PS.VB",
"AUDIO\\ASUKA\\A9_ASD.VB",
"AUDIO\\SHOP\\K4_SHI2.VB",
"AUDIO\\OTHER\\C1_TEX.VB",
"AUDIO\\PHONE\\EL_PH1.VB",
"AUDIO\\PHONE\\EL_PH2.VB",
"AUDIO\\PHONE\\EL_PH3.VB",
"AUDIO\\PHONE\\EL_PH4.VB",
"AUDIO\\PHONE\\YD_PH1.VB",
"AUDIO\\PHONE\\YD_PH2.VB",
"AUDIO\\PHONE\\YD_PH3.VB",
"AUDIO\\PHONE\\YD_PH4.VB",
"AUDIO\\PHONE\\HD_PH1.VB",
"AUDIO\\PHONE\\HD_PH2.VB",
"AUDIO\\PHONE\\HD_PH3.VB",
"AUDIO\\PHONE\\HD_PH4.VB",
"AUDIO\\PHONE\\HD_PH5.VB",
"AUDIO\\PHONE\\MT_PH1.VB",
"AUDIO\\PHONE\\MT_PH2.VB",
"AUDIO\\PHONE\\MT_PH3.VB",
"AUDIO\\PHONE\\MT_PH4.VB",
"AUDIO\\MUSIC\\MISCOM.VB",
"AUDIO\\MUSIC\\END.VB",
#else
"AUDIO\\HEAD.WAV",
"AUDIO\\CLASS.WAV",
"AUDIO\\KJAH.WAV",
@ -315,6 +412,7 @@ static char StreamedNameTable[][25]=
"AUDIO\\MT_PH4.MP3",
"AUDIO\\MISCOM.WAV",
"AUDIO\\END.MP3",
#endif
"AUDIO\\lib_a1.WAV",
"AUDIO\\lib_a2.WAV",
"AUDIO\\lib_a.WAV",

View file

@ -278,3 +278,4 @@ enum Config {
// Audio
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS

View file

@ -51,9 +51,9 @@ extern "C" {
extern int MatFXAtomicDataOffset;
void _rpMatFXD3D8AtomicMatFXEnvRender(RxD3D8InstanceData* inst, int flags, int sel, RwTexture* texture, RwTexture* envMap);
void _rpMatFXD3D8AtomicMatFXRenderBlack(RxD3D8InstanceData *inst);
void _rpMatFXD3D8AtomicMatFXBumpMapRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *bumpMap, RwTexture *envMap);
void _rpMatFXD3D8AtomicMatFXDualPassRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *dualTexture);
void _rpMatFXD3D8AtomicMatFXRenderBlack(RxD3D8InstanceData *inst);
void _rpMatFXD3D8AtomicMatFXBumpMapRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *bumpMap, RwTexture *envMap);
void _rpMatFXD3D8AtomicMatFXDualPassRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *dualTexture);
}