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small fixes and cleanup

This commit is contained in:
Roman Masanin 2020-09-26 20:24:25 +03:00
parent 1bd497effc
commit c61160fee3

View file

@ -2628,14 +2628,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_31:{
const float SOUND_INTENSITY = 35.0f;
relVol = ((CAutomobile*)params->m_pVehicle)->m_aWheelSpeed[1] * 50.0f / 11.0f;
if (relVol < 0.2f || 1.0f == relVol)
if (relVol < 0.2f || relVol == 1.0f)
continue;
emittingVol = (1.0f - relVol) * 70.0f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_ROT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = heliIndex + 89;
heliIndex = heliIndex != 1 ? heliIndex + 1 : 0;
heliIndex = heliIndex != 1 ? heliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
@ -3028,12 +3028,6 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams *params)
return true;
}
struct tHelicopterSampleData {
float m_fMaxDistance;
float m_fBaseDistance;
uint8 m_bBaseVolume;
};
void
cAudioManager::ProcessCarHeli(cVehicleParams* params)
{
@ -3049,13 +3043,13 @@ cAudioManager::ProcessCarHeli(cVehicleParams* params)
int16 accelerateState;
uint32 freq;
float propellerSpeed;
float freqModifier; //may be hieght
float freqModifier; //may be relate to angle with horison
float cameraAngle;
bool distanceCalculatedOld;
float distanceOld;
CVector vecPosOld;
float volumeModifier;
float volumeModifier;//TODO find better name
bool hunterBool;
static uint32 freqFrontPrev = 14287;
@ -4933,37 +4927,37 @@ CVector aVecExtraSoundPosition[] = { {-1042.546f, 88.793999f, 11.324f}, {-1004.4
void
cAudioManager::ProcessExtraSounds()
{
const float extraSoundIntensity = 18.0f;
const uint8 extraSoundVolume = 50;
const float SOUND_INTENSITY = 18.0f;
const uint8 EMITTING_VOLUME = 50;
float distance;
for (int i = 0; i < ARRAY_SIZE(aVecExtraSoundPosition); i++) {
m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distance < SQR(extraSoundIntensity)) {
if (distance < SQR(SOUND_INTENSITY)) {
if (distance > 0.0)
m_sQueueSample.m_fDistance = Sqrt(distance);
else
m_sQueueSample.m_fDistance = 0.0f;
m_sQueueSample.m_nVolume = ComputeVolume(extraSoundVolume, extraSoundIntensity, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
this->m_sQueueSample.m_nCounter = i;
this->m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
this->m_sQueueSample.m_nBankIndex = SFX_BANK_0;
this->m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
this->m_sQueueSample.m_bIs2D = false;
this->m_sQueueSample.m_nLoopCount = 0;
this->m_sQueueSample.m_bReleasingSoundFlag = false;
this->m_sQueueSample.m_nReleasingVolumeModificator = 4;
this->m_sQueueSample.m_fSpeedMultiplier = 3.0f;
this->m_sQueueSample.m_nEmittingVolume = extraSoundVolume;
this->m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_ARCADE);
this->m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_ARCADE);
this->m_sQueueSample.m_bReverbFlag = true;
this->m_sQueueSample.m_fSoundIntensity = extraSoundIntensity;
this->m_sQueueSample.m_bRequireReflection = false;
this->m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_ARCADE);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_ARCADE);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
AddSampleToRequestedQueue();
}
}
@ -4973,8 +4967,8 @@ cAudioManager::ProcessExtraSounds()
void
cAudioManager::ProcessEscalators()
{
const float escalatorsSoundIntensity = 30.0f;
const uint8 escalatorsSoundVolume = 26;
const float SOUND_INTENSITY = 30.0f;
const uint8 EMITTING_VOLUME = 26;
float distance;
@ -4983,29 +4977,29 @@ cAudioManager::ProcessEscalators()
continue;
m_sQueueSample.m_vecPos = CEscalators::aEscalators[i].m_midPoint;
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distance < SQR(escalatorsSoundIntensity)) {
if (distance > 0.0)
if (distance < SQR(SOUND_INTENSITY)) {
if (distance > 0.0f)
m_sQueueSample.m_fDistance = Sqrt(distance);
else
m_sQueueSample.m_fDistance = 0.0f;
m_sQueueSample.m_nVolume = ComputeVolume(escalatorsSoundVolume, escalatorsSoundIntensity, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
this->m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
this->m_sQueueSample.m_nBankIndex = SFX_BANK_0;
this->m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
this->m_sQueueSample.m_nReleasingVolumeModificator = 3;
this->m_sQueueSample.m_fSpeedMultiplier = 3.0f;
this->m_sQueueSample.m_nReleasingVolumeDivider = 5;
this->m_sQueueSample.m_fSoundIntensity = escalatorsSoundIntensity;
this->m_sQueueSample.m_nCounter = i;
this->m_sQueueSample.m_bIs2D = false;
this->m_sQueueSample.m_nLoopCount = 0;
this->m_sQueueSample.m_nEmittingVolume = escalatorsSoundVolume;
this->m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_BOAT_V12_LOOP);
this->m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_BOAT_V12_LOOP);
this->m_sQueueSample.m_bReverbFlag = true;
this->m_sQueueSample.m_bReleasingSoundFlag = false;
this->m_sQueueSample.m_bRequireReflection = false;
m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_BOAT_V12_LOOP);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_BOAT_V12_LOOP);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}