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cAudioManager::ProcessOneShotScriptObject

This commit is contained in:
Sergeanur 2020-12-25 17:22:18 +02:00
parent 587c788ce3
commit fa6eb3a64f
2 changed files with 86 additions and 78 deletions

View file

@ -277,10 +277,7 @@ void
cAudioManager::CalculateDistance(bool &distCalculated, float dist) cAudioManager::CalculateDistance(bool &distCalculated, float dist)
{ {
if (!distCalculated) { if (!distCalculated) {
if (dist > 0.0f) m_sQueueSample.m_fDistance = Sqrt(dist);
m_sQueueSample.m_fDistance = Sqrt(dist);
else
m_sQueueSample.m_fDistance = 0.0f;
distCalculated = true; distCalculated = true;
} }
} }
@ -7918,7 +7915,7 @@ cAudioManager::ProcessExplosions(int32 explosion)
m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i); m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i);
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { 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); m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nCounter = i;
@ -7983,7 +7980,7 @@ cAudioManager::ProcessFires(int32)
m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos; m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { 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); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; 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]; m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(SOUND_INTENSITY)) { 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); m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -8080,10 +8077,7 @@ cAudioManager::ProcessExtraSounds()
m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i]; m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
distance = GetDistanceSquared(m_sQueueSample.m_vecPos); distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distance < SQR(SOUND_INTENSITY)) { if (distance < SQR(SOUND_INTENSITY)) {
if (distance > 0.0f) m_sQueueSample.m_fDistance = Sqrt(distance);
m_sQueueSample.m_fDistance = Sqrt(distance);
else
m_sQueueSample.m_fDistance = 0.0f;
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nCounter = i;
@ -8122,10 +8116,7 @@ cAudioManager::ProcessEscalators()
m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition(); m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
distance = GetDistanceSquared(m_sQueueSample.m_vecPos); distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distance < SQR(SOUND_INTENSITY)) { if (distance < SQR(SOUND_INTENSITY)) {
if (distance > 0.0f) m_sQueueSample.m_fDistance = Sqrt(distance);
m_sQueueSample.m_fDistance = Sqrt(distance);
else
m_sQueueSample.m_fDistance = 0.0f;
m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP; m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
@ -8182,35 +8173,31 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
static uint8 iSound = 0; static uint8 iSound = 0;
switch (sound) { switch (sound) {
/*case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S: case SCRIPT_SOUND_POLICE_CELL_DOOR_CLUNK:
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:
m_sQueueSample.m_fSoundIntensity = 40.0f; m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_COL_GATE; m_sQueueSample.m_nSampleIndex = SFX_COL_GATE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nBankIndex = SFX_BANK_0;
if (sound == SCRIPT_SOUND_GATE_START_CLUNK) m_sQueueSample.m_nFrequency = 10600;
m_sQueueSample.m_nFrequency = 10600; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
else m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = 9000; emittingVolume = 60;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true; 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_1:
case SCRIPT_SOUND_BULLET_HIT_GROUND_2: case SCRIPT_SOUND_BULLET_HIT_GROUND_2:
case SCRIPT_SOUND_BULLET_HIT_GROUND_3: case SCRIPT_SOUND_BULLET_HIT_GROUND_3:
@ -8224,20 +8211,42 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
emittingVolume = m_anRandomTable[2] % 20 + 90; emittingVolume = m_anRandomTable[2] % 20 + 90;
break; break;
/* case SCRIPT_SOUND_WILLIE_CARD_SWIPE:
case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1: emittingVolume = 70;
case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2: m_sQueueSample.m_fSoundIntensity = 40.0f;
if (!SampleManager.IsSampleBankLoaded(SAMPLEBANK_TRAIN)) m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
return; m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_fSoundIntensity = 80.0f; m_sQueueSample.m_nFrequency = 20159;
m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE; m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_TRAIN; m_sQueueSample.m_fSpeedMultiplier = 1.0f;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false; 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: case SCRIPT_SOUND_PAYPHONE_RINGING:
m_sQueueSample.m_fSoundIntensity = 80.0f; m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING; m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING;
@ -8336,6 +8345,18 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_bRequireReflection = true; m_sQueueSample.m_bRequireReflection = true;
emittingVolume = m_anRandomTable[2] % 30 + 60; emittingVolume = m_anRandomTable[2] % 30 + 60;
break; 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: case SCRIPT_SOUND_GUNSHELL_DROP:
playerPed = FindPlayerPed(); playerPed = FindPlayerPed();
if (playerPed) { if (playerPed) {
@ -8348,39 +8369,24 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
case SURFACE_SAND: case SURFACE_SAND:
case SURFACE_RUBBER: case SURFACE_RUBBER:
case SURFACE_HEDGE: case SURFACE_HEDGE:
case SURFACE_SAND_BEACH:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2; 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_nReleasingVolumeModificator = 18;
m_sQueueSample.m_fSoundIntensity = 20.0f; break;
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;
case SURFACE_WATER: case SURFACE_WATER:
return; return;
default: default:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1;
m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000;
m_sQueueSample.m_nReleasingVolumeModificator = 15;
break; 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_fSoundIntensity = 20.0f;
m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@ -8619,7 +8625,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { 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); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume != 0) { if(m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nCounter = 0;
@ -9041,7 +9047,7 @@ cAudioManager::ProcessProjectiles()
m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { 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); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nCounter = i;

View file

@ -517,6 +517,8 @@ public:
void SetPedTalkingStatus(CPed *ped, uint8 status); // done void SetPedTalkingStatus(CPed *ped, uint8 status); // done
void SetPlayersMood(uint8 mood, uint32 time); // done void SetPlayersMood(uint8 mood, uint32 time); // done
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
#ifdef GTA_PC #ifdef GTA_PC
// only used in pc // only used in pc
void AdjustSamplesVolume(); // done (inlined) void AdjustSamplesVolume(); // done (inlined)