diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index 28ddfeee..523092fd 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -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; diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index cb4ac2cf..293cb1a8 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -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