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Adding sound intensity consts

This commit is contained in:
Sergeanur 2020-05-02 23:31:45 +03:00
parent 52a13e3301
commit c62d35fed0
2 changed files with 204 additions and 155 deletions

View file

@ -7910,11 +7910,13 @@ cAudioManager::ProcessSpecial()
bool
cAudioManager::ProcessTrainNoise(cVehicleParams *params)
{
const float SOUND_INTENSITY = 300.0f;
CTrain *train;
uint8 emittingVol;
float speedMultipler;
if (params->m_fDistance >= 90000.f)
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (params->m_fVelocityChange > 0.0f) {
@ -7923,8 +7925,8 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params)
speedMultipler = Min(1.0f, train->m_fSpeed * 250.f / 51.f);
emittingVol = (75.f * speedMultipler);
if (train->m_fWagonPosition == 0.0f) {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 300.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 32;
m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -7936,7 +7938,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = 300.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
@ -7944,9 +7946,10 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params)
AddSampleToRequestedQueue();
}
}
if (params->m_fDistance < 4900.f) {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 70.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
const float SOUND_INTENSITY = 70.0f;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 33;
m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -7958,7 +7961,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 70.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
@ -8070,12 +8073,14 @@ cAudioManager::ProcessVehicle(CVehicle *veh)
bool
cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
{
const float SOUND_INTENSITY = 40.0f;
CAutomobile *automobile;
int8 doorState;
int32 emittingVol;
float velocity;
if (params->m_fDistance >= 1600.f)
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
automobile = (CAutomobile *)params->m_pVehicle;
@ -8087,7 +8092,7 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel));
if (velocity > 0.0035f) {
emittingVol = (100.f * velocity * 10.f / 3.f);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 40.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = i + 6;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1;
@ -8100,7 +8105,7 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 1.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = true;
@ -8116,13 +8121,14 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
void
cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
{
const float SOUND_INTENSITY = 50.0f;
CVehicle *playerVeh;
CVehicle *veh;
CAutomobile *automobile;
float relativeGearChange;
float relativeChange;
uint8 volume;
eSfxSample accelerationSample;
int32 freq = 0; // uinitialized variable
uint8 emittingVol;
cTransmission *transmission;
@ -8130,7 +8136,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
float modificator;
float traction = 0.f;
if (params->m_fDistance < SQR(50.f)) {
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
playerVeh = FindPlayerVehicle();
veh = params->m_pVehicle;
if (playerVeh == veh && veh->GetStatus() == STATUS_WRECKED) {
@ -8204,72 +8210,37 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
freq = 13000.f * modificator + 14000;
if (modificator >= 0.75f) {
emittingVol = 120;
volume = ComputeVolume(120, 50.f, m_sQueueSample.m_fDistance);
volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
} else {
emittingVol = modificator * 4.0f / 3.0f * 40.f + 80.f;
volume = ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
}
} else {
modificator = 0.f;
emittingVol = 80;
volume = ComputeVolume(80, 50.f, m_sQueueSample.m_fDistance);
volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
}
m_sQueueSample.m_nVolume = volume;
if (m_sQueueSample.m_nVolume) {
if (automobile->GetStatus() == STATUS_SIMPLE) {
if (modificator < 0.02f) {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType + SFX_CAR_REV_10;
freq = 10000.f * modificator + 22050;
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType - 1 + SFX_CAR_IDLE_1;
freq = modificator * 10000 + 22050;
m_sQueueSample.m_nCounter = 52;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
m_sQueueSample.m_nFrequency /= 2;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
return;
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex;
m_sQueueSample.m_nCounter = 2;
}
accelerationSample = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex;
} else {
if (automobile->m_fGasPedal < 0.05f) {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType + SFX_CAR_REV_10; // to recheck idle sounds start
// 1 postion later
freq = 10000.f * modificator + 22050;
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType - 1 + SFX_CAR_IDLE_1;
freq = modificator * 10000 + 22050;
m_sQueueSample.m_nCounter = 52;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
m_sQueueSample.m_nFrequency /= 2;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
return;
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex;
m_sQueueSample.m_nCounter = 2;
}
accelerationSample = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex;
}
m_sQueueSample.m_nSampleIndex = accelerationSample;
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
@ -8281,13 +8252,12 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
return;
}
}
}
@ -8296,23 +8266,24 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
void
cAudioManager::ProcessVehicleHorn(cVehicleParams *params)
{
const float SOUND_INTENSITY = 40.0f;
CAutomobile *automobile;
if (params->m_fDistance < 1600.f) {
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
automobile = (CAutomobile *)params->m_pVehicle;
if ((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params->m_nIndex)) && automobile->m_modelIndex != MI_MRWHOOP) {
if (automobile->m_nCarHornTimer) {
if (params->m_pVehicle->GetStatus() != STATUS_PLAYER) {
if (automobile->m_nCarHornTimer > 44)
automobile->m_nCarHornTimer = 44;
automobile->m_nCarHornTimer = Min(44, automobile->m_nCarHornTimer);
if (automobile->m_nCarHornTimer == 44)
automobile->field_22D = (uint8(m_FrameCounter) + uint8(m_sQueueSample.m_nEntityIndex)) & 7;
automobile->field_22D = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7;
if (!hornPatternsArray[automobile->field_22D][44 - automobile->m_nCarHornTimer])
return;
}
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, 40.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 4;
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nHornSample;
@ -8325,7 +8296,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 5.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
@ -8364,7 +8335,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT:
case SOUND_CAR_DOOR_CLOSE_BACK_LEFT:
case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT:
maxDist = 2500.f;
{
const float SOUND_INTENSITY = 50.0f;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[2] % 5 + 122;
switch (aVehicleSettings[params->m_nIndex].m_bDoorType) {
case 0:
@ -8386,16 +8359,19 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_DOOR_OPEN_BONNET:
case SOUND_CAR_DOOR_OPEN_BUMPER:
case SOUND_CAR_DOOR_OPEN_FRONT_LEFT:
case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT:
case SOUND_CAR_DOOR_OPEN_BACK_LEFT:
case SOUND_CAR_DOOR_OPEN_BACK_RIGHT:
maxDist = 2500.f;
{
const float SOUND_INTENSITY = 50.0f;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[1] % 10 + 117;
switch (aVehicleSettings[params->m_nIndex].m_bDoorType) {
case 0:
@ -8417,11 +8393,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_WINDSHIELD_CRACK:
maxDist = 900.f;
{
const float SOUND_INTENSITY = 30.0f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 68;
@ -8429,11 +8408,13 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
break;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
} break;
case SOUND_CAR_JUMP:
{
const float SOUND_INTENSITY = 35.0f;
emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
maxDist = 1225.f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iWheelIndex++;
@ -8447,21 +8428,27 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
break;
}
case SOUND_CAR_ENGINE_START:
{
const float SOUND_INTENSITY = 40.0f;
emittingVol = 60;
maxDist = 1600.f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 33;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_LIGHT_BREAK:
{
const float SOUND_INTENSITY = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 37;
@ -8469,12 +8456,15 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = 900.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 10 + 30;
break;
}
case SOUND_CAR_HYDRAULIC_1:
case SOUND_CAR_HYDRAULIC_2:
{
const float SOUND_INTENSITY = 35.0f;
if (event == MOONBEAM) // todo check
m_sQueueSample.m_nFrequency = 15600;
else
@ -8485,24 +8475,30 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
maxDist = 1225.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[0] % 15 + 55;
break;
}
case SOUND_CAR_HYDRAULIC_3:
{
const float SOUND_INTENSITY = 35.0f;
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 86;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nReleasingVolumeDivider = 7;
noReflections = true;
maxDist = 1225.f;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[0] % 15 + 55;
break;
}
case SOUND_CAR_JERK:
{
const float SOUND_INTENSITY = 35.0f;
m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 87;
@ -8510,11 +8506,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
maxDist = 1225.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[1] % 15 + 55;
break;
}
case SOUND_CAR_SPLASH:
{
const float SOUND_INTENSITY = 40.0f;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol <= 300.f)
continue;
@ -8529,75 +8528,93 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = (55.f * relVol);
maxDist = 1600.f;
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_17:
{
const float SOUND_INTENSITY = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 47;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + RandomDisplacement(600);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
maxDist = 2500.f;
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_18:
case SOUND_19:
{
const float SOUND_INTENSITY = 35.0f;
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 59;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 5.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
maxDist = 1225.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[1] % 20 + 70;
break;
}
case SOUND_CAR_TANK_TURRET_ROTATE:
{
const float SOUND_INTENSITY = 40.0f;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol > 0.038400002f)
vol = 0.038400002f;
if (vol > 96.0f / 2500.0f)
vol = 96.0f / 2500.0f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 79;
m_sQueueSample.m_nFrequency = (3000.f * vol * 26.041666f) + 9000;
m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSoundIntensity = 40.0f;
emittingVol = (37.f * vol * 26.041666f) + 90;
maxDist = 1600.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = (37.f * vol * 2500.0f / 96.0f) + 90;
maxDist = SQR(SOUND_INTENSITY);
noReflections = true;
break;
}
case SOUND_CAR_BOMB_TICK:
{
const float SOUND_INTENSITY = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 80;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = 900.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_bRequireReflection = true;
emittingVol = 60;
break;
}
case SOUND_PLANE_ON_GROUND:
{
const float SOUND_INTENSITY = 180.0f;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 81;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 180.0f;
maxDist = 32400.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 25 + 75;
break;
}
case SOUND_WEAPON_SHOT_FIRED:
{
const float SOUND_INTENSITY = 120.0f;
emittingVol = m_anRandomTable[2];
maxDist = 14400.f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = GunIndex++;
@ -8608,9 +8625,12 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 120.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
break;
}
case SOUND_WEAPON_HIT_VEHICLE:
{
const float SOUND_INTENSITY = 40.0f;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 34;
@ -8618,25 +8638,29 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
maxDist = 1600.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[3] % 20 + 90;
break;
}
case SOUND_BOMB_TIMED_ACTIVATED:
case SOUND_55:
case SOUND_BOMB_ONIGNITION_ACTIVATED:
case SOUND_BOMB_TICK:
{
const float SOUND_INTENSITY = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 36;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB);
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
emittingVol = 50;
maxDist = 2500.f;
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_PED_HELI_PLAYER_FOUND:
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
@ -8654,18 +8678,23 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT);
continue;
case SOUND_WATER_FALL:
{
const float SOUND_INTENSITY = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 15;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
maxDist = 1600.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_bRequireReflection = true;
emittingVol = m_anRandomTable[4] % 20 + 90;
break;
}
case SOUND_SPLATTER:
{
const float SOUND_INTENSITY = 40.0f;
m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 48;
@ -8674,15 +8703,16 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
++CrunchOffset;
maxDist = 1600.f;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 20 + 55;
CrunchOffset &= 1u;
CrunchOffset %= 2;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_PED_COLLISION:
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (20.f < vol)
vol = 20.f;
{
const float SOUND_INTENSITY = 40.0f;
vol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]);
emittingVol = (vol / 20.0f * 127.f);
if (!emittingVol)
continue;
@ -8693,16 +8723,17 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
maxDist = 1600.f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
break;
}
default:
continue;
}
if (params->m_fDistance < maxDist) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
if (m_sQueueSample.m_nVolume != 0) {
if (noReflections) {
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
@ -8724,14 +8755,16 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
bool
cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
{
const float SOUND_INTENSITY = 50.0f;
CVehicle *veh = params->m_pVehicle;
if (params->m_fDistance >= 2500.f)
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(60, 50.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 12;
m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING;
@ -8744,7 +8777,7 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
@ -8758,13 +8791,15 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
bool
cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
{
const float SOUND_INTENSITY = 95.0f;
int32 emittingVol;
uint32 freq;
float modificator;
int sampleFreq;
float velocity;
if (params->m_fDistance >= 9025.f)
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (params->m_pTransmission) {
if (params->m_pVehicle->m_vecMoveSpeed.z) {
@ -8772,7 +8807,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
if (velocity > 0.0f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
emittingVol = 30.f * Min(1.f, velocity / (0.5f * params->m_pTransmission->fMaxVelocity));
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 95.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -8793,7 +8828,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 95.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_bReverbFlag = true;
@ -8809,7 +8844,9 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
void
cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
{
if (params->m_fDistance < 12100.f) {
const float SOUND_INTENSITY = 110.0f;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
CVehicle *veh = params->m_pVehicle;
if (veh->m_bSirenOrAlarm == 0 && veh->m_nAlarmState <= 0)
return;
@ -8819,7 +8856,7 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
return;
#endif
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, 110.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 5;
if (UsesSiren(params->m_nIndex)) {
@ -8848,7 +8885,7 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 7.0f;
m_sQueueSample.m_fSoundIntensity = 110.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
@ -8862,13 +8899,15 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
void
cAudioManager::ProcessVehicleSkidding(cVehicleParams *params)
{
const float SOUND_INTENSITY = 40.0f;
CAutomobile *automobile;
cTransmission *transmission;
int32 emittingVol;
float newSkidVal = 0.0f;
float skidVal = 0.0f;
if (params->m_fDistance >= 1600.f)
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return;
automobile = (CAutomobile *)params->m_pVehicle;
if (!automobile->m_nWheelsOnGround)
@ -8903,7 +8942,7 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams *params)
if (skidVal > 0.0f) {
emittingVol = 50.f * skidVal;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 40.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 3;
switch (params->m_pVehicle->m_nSurfaceTouched) {
@ -8936,7 +8975,7 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
@ -8948,15 +8987,17 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams *params)
void cAudioManager::ProcessWaterCannon(int32)
{
const float SOUND_INTENSITY = 900.0f;
for (int32 i = 0; i < NUM_WATERCANNONS; i++) {
if (CWaterCannons::aCannons[i].m_nId) {
m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
float distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
if (distSquared < 900.f) {
if (distSquared < SOUND_INTENSITY) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_fSoundIntensity = 900.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = 15591;
@ -9039,13 +9080,15 @@ cAudioManager::ProcessWeather(int32 id)
bool
cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
{
const float SOUND_INTENSITY = 30.0f;
float relativeVelocity;
int32 emittingVol;
float modificator;
int freq;
float velChange;
if (params->m_fDistance >= 900.f)
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (params->m_pTransmission) {
if (params->m_pVehicle->m_vecMoveSpeed.z) {
@ -9054,7 +9097,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
relativeVelocity = Min(1.0f, velChange / (0.5f * params->m_pTransmission->fMaxVelocity));
emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
@ -9069,7 +9112,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_bReverbFlag = true;
@ -9350,11 +9393,12 @@ cAudioManager::SetSpeakerConfig(int32 conf) const
bool
cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
{
if (m_sQueueSample.m_fDistance >= 180.f)
const float SOUND_INTENSITY = 180.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
uint8 emittingVol = vol - gJumboVolOffsetPercentage / 100;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 180.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 3;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
@ -9367,7 +9411,7 @@ cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 180.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_bReverbFlag = true;
@ -9380,10 +9424,11 @@ cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
bool
cAudioManager::SetupJumboFlySound(uint8 emittingVol)
{
if (m_sQueueSample.m_fDistance >= 440.0f)
const float SOUND_INTENSITY = 440.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
int32 vol = ComputeVolume(emittingVol, 440.0f, m_sQueueSample.m_fDistance);
int32 vol = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = vol;
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
@ -9395,7 +9440,7 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol)
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSoundIntensity = 440.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bReverbFlag = true;
@ -9409,10 +9454,11 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol)
bool
cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
{
if (m_sQueueSample.m_fDistance >= 240.f)
const float SOUND_INTENSITY = 240.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 240.0f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 5;
@ -9426,7 +9472,7 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 240.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 12;
m_sQueueSample.m_nOffset = 0;
@ -9445,14 +9491,15 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
bool
cAudioManager::SetupJumboTaxiSound(uint8 vol)
{
if (m_sQueueSample.m_fDistance >= 180.f)
const float SOUND_INTENSITY = 180.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
uint8 emittingVol = (vol / 2) + ((vol / 2) * m_sQueueSample.m_fDistance / 180);
uint8 emittingVol = (vol / 2) + ((vol / 2) * m_sQueueSample.m_fDistance / SOUND_INTENSITY);
if (m_sQueueSample.m_fDistance / 180 < 0.7f)
if (m_sQueueSample.m_fDistance / SOUND_INTENSITY < 0.7f)
emittingVol -= emittingVol * gJumboVolOffsetPercentage / 100;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 180.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 1;
@ -9466,7 +9513,7 @@ cAudioManager::SetupJumboTaxiSound(uint8 vol)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 180.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_bReverbFlag = true;
@ -9479,10 +9526,12 @@ cAudioManager::SetupJumboTaxiSound(uint8 vol)
bool
cAudioManager::SetupJumboWhineSound(uint8 emittingVol, int32 freq)
{
if (m_sQueueSample.m_fDistance >= 170.f)
const float SOUND_INTENSITY = 170.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 170.f, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2;
@ -9496,7 +9545,7 @@ cAudioManager::SetupJumboWhineSound(uint8 emittingVol, int32 freq)
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 170.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_bReverbFlag = true;

View file

@ -193,7 +193,7 @@ public:
uint8 m_bRainAudioCounter;
uint8 m_bRainSamplesCounter;
uint8 m_nCarHornTimer;
int8 field_22D; // last horn?
uint8 field_22D; // last horn?
bool m_bSirenOrAlarm;
int8 m_comedyControlState;
CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car