From fa6eb3a64f86161e6334dcea6669038f9c3daba5 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Fri, 25 Dec 2020 17:22:18 +0200 Subject: [PATCH] cAudioManager::ProcessOneShotScriptObject --- src/audio/AudioLogic.cpp | 162 ++++++++++++++++++++------------------- src/audio/AudioManager.h | 2 + 2 files changed, 86 insertions(+), 78 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 475914c6..4b43adfd 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -277,10 +277,7 @@ void cAudioManager::CalculateDistance(bool &distCalculated, float dist) { if (!distCalculated) { - if (dist > 0.0f) - m_sQueueSample.m_fDistance = Sqrt(dist); - else - m_sQueueSample.m_fDistance = 0.0f; + m_sQueueSample.m_fDistance = Sqrt(dist); distCalculated = true; } } @@ -7918,7 +7915,7 @@ cAudioManager::ProcessExplosions(int32 explosion) m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { - m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared); + m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = i; @@ -7983,7 +7980,7 @@ cAudioManager::ProcessFires(int32) m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos; distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { - m_sQueueSample.m_fDistance = distSquared < 0.0f ? 0.0f : Sqrt(distSquared); + m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = i; @@ -8039,7 +8036,7 @@ cAudioManager::ProcessWaterCannon(int32) m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur]; float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(SOUND_INTENSITY)) { - m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared); + m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; @@ -8080,10 +8077,7 @@ cAudioManager::ProcessExtraSounds() m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i]; distance = GetDistanceSquared(m_sQueueSample.m_vecPos); 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_fDistance = Sqrt(distance); m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = i; @@ -8122,10 +8116,7 @@ cAudioManager::ProcessEscalators() m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition(); distance = GetDistanceSquared(m_sQueueSample.m_vecPos); 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_fDistance = Sqrt(distance); m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP; @@ -8182,35 +8173,31 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) static uint8 iSound = 0; switch (sound) { - /*case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S: - case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L: - male.m_pPed = nil; - male.m_bDistanceCalculated = false; - male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(male, SOUND_INJURED_PED_MALE_OUCH); - return; - case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S: - case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L: - female.m_pPed = nil; - female.m_bDistanceCalculated = false; - female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(female, SOUND_INJURED_PED_FEMALE); - return; - case SCRIPT_SOUND_GATE_START_CLUNK: - case SCRIPT_SOUND_GATE_STOP_CLUNK: + case SCRIPT_SOUND_POLICE_CELL_DOOR_CLUNK: m_sQueueSample.m_fSoundIntensity = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_COL_GATE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - if (sound == SCRIPT_SOUND_GATE_START_CLUNK) - m_sQueueSample.m_nFrequency = 10600; - else - m_sQueueSample.m_nFrequency = 9000; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nFrequency = 10600; + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + emittingVolume = 60; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bRequireReflection = true; - emittingVolume = RandomDisplacement(10) + 50; - break;*/ + break; + case SCRIPT_SOUND_GARAGE_DOOR_CLUNK: + m_sQueueSample.m_fSoundIntensity = 80.0f; + m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; // huh? + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = 22000; + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nReleasingVolumeModificator = 4; + emittingVolume = 60; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bRequireReflection = true; + break; + case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_HIT: case SCRIPT_SOUND_BULLET_HIT_GROUND_1: case SCRIPT_SOUND_BULLET_HIT_GROUND_2: case SCRIPT_SOUND_BULLET_HIT_GROUND_3: @@ -8224,20 +8211,42 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_bIs2D = false; emittingVolume = m_anRandomTable[2] % 20 + 90; break; - /* - case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1: - case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2: - if (!SampleManager.IsSampleBankLoaded(SAMPLEBANK_TRAIN)) - return; - m_sQueueSample.m_fSoundIntensity = 80.0f; - m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_TRAIN; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE); - m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + case SCRIPT_SOUND_WILLIE_CARD_SWIPE: + emittingVolume = 70; + m_sQueueSample.m_fSoundIntensity = 40.0f; + m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = 20159; + m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_fSpeedMultiplier = 1.0f; m_sQueueSample.m_bIs2D = false; - break;*/ + m_sQueueSample.m_bRequireReflection = false; + break; + case SCRIPT_SOUND_MALE_AMBULANCE_OUCH: + male.m_bDistanceCalculated = false; + male.m_fDistance = 0.0f; + male.m_pPed = nil; + male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); + SetupPedComments(male, SOUND_INJURED_PED_MALE_OUCH); + return; + case SCRIPT_SOUND_FEMALE_AMBULANCE_OUCH: + female.m_bDistanceCalculated = false; + female.m_fDistance = 0.0f; + female.m_pPed = nil; + female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); + SetupPedComments(female, SOUND_INJURED_PED_FEMALE); + return; + case SCRIPT_SOUND_SEAPLANE_LOW_FUEL: + m_sQueueSample.m_fSoundIntensity = 1000.0f; + m_sQueueSample.m_nSampleIndex = SFX_SEAPLANE_LOW; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + emittingVolume = 100; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_HORN_JEEP); // BUG? + m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = true; + m_sQueueSample.m_bRequireReflection = false; + break; case SCRIPT_SOUND_PAYPHONE_RINGING: m_sQueueSample.m_fSoundIntensity = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING; @@ -8336,6 +8345,18 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_bRequireReflection = true; emittingVolume = m_anRandomTable[2] % 30 + 60; break; + case SCRIPT_SOUND_HIT_BALL: + m_sQueueSample.m_fSoundIntensity = 60.0f; + m_sQueueSample.m_nSampleIndex = SFX_HIT_BALL; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bRequireReflection = true; + emittingVolume = m_anRandomTable[2] % 30 + 60; + break; case SCRIPT_SOUND_GUNSHELL_DROP: playerPed = FindPlayerPed(); if (playerPed) { @@ -8348,39 +8369,24 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SURFACE_SAND: case SURFACE_RUBBER: case SURFACE_HEDGE: + case SURFACE_SAND_BEACH: m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2; - m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000; + m_sQueueSample.m_nFrequency = RandomDisplacement(600) + 10600; m_sQueueSample.m_nReleasingVolumeModificator = 18; - m_sQueueSample.m_fSoundIntensity = 20.0f; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = false; - emittingVolume = m_anRandomTable[2] % 20 + 30; - distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { - m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume != 0) { - m_sQueueSample.m_nCounter = iSound++; - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_nEmittingVolume = emittingVolume; - m_sQueueSample.m_nLoopStart = 0; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_bReverbFlag = true; - AddSampleToRequestedQueue(); - } - } - return; + break; case SURFACE_WATER: return; default: + m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1; + m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000; + m_sQueueSample.m_nReleasingVolumeModificator = 15; break; } + } else { + m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1; + m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000; + m_sQueueSample.m_nReleasingVolumeModificator = 15; } - m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1; - m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000; - m_sQueueSample.m_nReleasingVolumeModificator = 15; m_sQueueSample.m_fSoundIntensity = 20.0f; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -8619,7 +8625,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { - m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared); + m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if(m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; @@ -9041,7 +9047,7 @@ cAudioManager::ProcessProjectiles() m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { - m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared); + m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = i; diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index 378e16d3..49fb1d8d 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -517,6 +517,8 @@ public: void SetPedTalkingStatus(CPed *ped, uint8 status); // done void SetPlayersMood(uint8 mood, uint32 time); // done + float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); } + #ifdef GTA_PC // only used in pc void AdjustSamplesVolume(); // done (inlined)