#pragma once #include "audio_enums.h" #include "AudioCollision.h" #include "PoliceRadio.h" #include "VehicleModelInfo.h" #include "Vehicle.h" class tSound { public: int32 m_nEntityIndex; int32 m_nCounter; int32 m_nSampleIndex; uint8 m_nBankIndex; bool m_bIs2D; int32 m_nReleasingVolumeModificator; uint32 m_nFrequency; uint8 m_nVolume; float m_fDistance; int32 m_nLoopCount; int32 m_nLoopStart; int32 m_nLoopEnd; uint8 m_nEmittingVolume; float m_fSpeedMultiplier; float m_fSoundIntensity; bool m_bReleasingSoundFlag; CVector m_vecPos; bool m_bReverbFlag; uint8 m_nLoopsRemaining; bool m_bRequireReflection; // Used for oneshots uint8 m_nOffset; uint8 field_4C; int32 m_nReleasingVolumeDivider; bool m_bIsProcessed; bool m_bLoopEnded; int32 m_nCalculatedVolume; int8 m_nVolumeChange; }; VALIDATE_SIZE(tSound, 96); class CPhysical; class CAutomobile; class tAudioEntity { public: eAudioType m_nType; void *m_pEntity; bool m_bIsUsed; uint8 m_bStatus; int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS]; float m_afVolume[NUM_AUDIOENTITY_EVENTS]; uint8 m_AudioEvents; }; VALIDATE_SIZE(tAudioEntity, 40); class tPedComment { public: uint32 m_nSampleIndex; int32 m_nEntityIndex; CVector m_vecPos; float m_fDistance; uint8 m_bVolume; int8 m_nProcess; }; VALIDATE_SIZE(tPedComment, 28); class cPedComments { public: tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS]; uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS]; uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS]; uint8 m_nActiveBank; #ifdef GTA_PC bool m_bDelay; uint32 m_nDelayTimer; #endif cPedComments() { for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++) for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) { m_asPedComments[j][i].m_nProcess = -1; m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS; } for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++) m_nCommentsInBank[i] = 0; m_nActiveBank = 0; } void Add(tPedComment *com); // done void Process(); // done }; VALIDATE_SIZE(cPedComments, 0x490); class CEntity; #define MISSION_AUDIO_SLOTS (2) // So instead of doing cMissionAudio [2] they've added [2] to every field of the struct... // Only someone with a VERY EXTRAORDINARY mind could have come up with that class cMissionAudio { public: CVector m_vecPos[MISSION_AUDIO_SLOTS]; bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS]; int32 m_nSampleIndex[MISSION_AUDIO_SLOTS]; uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS]; uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS]; bool m_bIsPlaying[MISSION_AUDIO_SLOTS]; int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS]; bool m_bIsPlayed[MISSION_AUDIO_SLOTS]; bool m_bIsMobile[MISSION_AUDIO_SLOTS]; }; VALIDATE_SIZE(cMissionAudio, 0x38); // name made up class cAudioScriptObjectManager { public: int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES]; int32 m_nScriptObjectEntityTotal; cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; } ~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; } }; class cTransmission; class CPlane; class CVehicle; class CPed; class cPedParams { public: bool m_bDistanceCalculated; float m_fDistance; CPed *m_pPed; cPedParams() { m_bDistanceCalculated = false; m_fDistance = 0.0f; m_pPed = nil; } }; class cVehicleParams { public: int32 m_VehicleType; bool m_bDistanceCalculated; float m_fDistance; CVehicle *m_pVehicle; cTransmission *m_pTransmission; int32 m_nIndex; float m_fVelocityChange; cVehicleParams() { m_VehicleType = -1; m_bDistanceCalculated = false; m_fDistance = 0.0f; m_pVehicle = nil; m_pTransmission = nil; m_nIndex = 0; m_fVelocityChange = 0.0f; } }; VALIDATE_SIZE(cVehicleParams, 0x1C); enum { REFLECTION_NORTH = 0, REFLECTION_SOUTH, REFLECTION_WEST, REFLECTION_EAST, REFLECTION_CEIL_NORTH, REFLECTION_CEIL_SOUTH, REFLECTION_CEIL_WEST, REFLECTION_CEIL_EAST, MAX_REFLECTIONS, }; class cAudioManager { public: bool m_bIsInitialised; uint8 m_bReverb; // unused bool m_bFifthFrameFlag; uint8 m_nActiveSamples; uint8 field_4; // unused bool m_bDynamicAcousticModelingStatus; int8 field_6; float m_fSpeedOfSound; bool m_bTimerJustReset; int32 m_nTimer; tSound m_sQueueSample; uint8 m_nActiveSampleQueue; tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS]; uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS]; uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS]; tSound m_asActiveSamples[NUM_SOUNDS_SAMPLES_SLOTS]; tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES]; int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES]; int32 m_nAudioEntitiesTotal; CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS]; float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS]; cAudioScriptObjectManager m_sAudioScriptObjectManager; // miami uint8 m_bIsPlayerShutUp; uint8 m_nPlayerMood; uint32 m_nPlayerMoodTimer; uint8 field_rest[4]; bool m_bGenericSfx; cPedComments m_sPedComments; int32 m_nFireAudioEntity; int32 m_nWaterCannonEntity; int32 m_nPoliceChannelEntity; cPoliceRadioQueue m_sPoliceRadioQueue; int32 m_nFrontEndEntity; int32 m_nCollisionEntity; cAudioCollisionManager m_sCollisionManager; int32 m_nProjectileEntity; #ifdef GTA_BRIDGE int32 m_nBridgeEntity; #endif int32 m_nEscalatorEntity; int32 m_nExtraSoundsEntity; cMissionAudio m_sMissionAudio; uint8 field_5538; // something related to phone dialogues int32 m_anRandomTable[5]; uint8 m_nTimeSpent; uint8 m_nUserPause; uint8 m_nPreviousUserPause; uint32 m_FrameCounter; cAudioManager(); ~cAudioManager(); // getters uint32 GetFrameCounter() const { return m_FrameCounter; } // done float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; } int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; } bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; } bool ShouldDuckMissionAudio(uint8 slot) const; // "Should" be in alphabetic order, except "getXTalkSfx" void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc) void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done void AddReflectionsToRequestedQueue(); // done void AddReleasingSounds(); // done void AddSampleToRequestedQueue(); // done void AgeCrimes(); // done (inlined in vc) void CalculateDistance(bool &condition, float dist); // done bool CheckForAnAudioFileOnCD() const; // done void ClearActiveSamples(); // done void ClearMissionAudio(uint8 slot); // done (inlined in vc) void ClearRequestedQueue(); // done (inlined in vc) uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done int32 ComputePan(float, CVector *); // done uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done int32 CreateEntity(eAudioType type, void *entity); // done void DestroyAllGameCreatedEntities(); // done void DestroyEntity(int32 id); // done (inlined in vc) void DoPoliceRadioCrackle(); // done // functions returning talk sfx, // order from GetPedCommentSfx uint32 GetPlayerTalkSfx(CPed *ped, int16 sound); uint32 GetCopTalkSfx(CPed *ped, int16 sound); uint32 GetSwatTalkSfx(CPed *ped, int16 sound); uint32 GetFBITalkSfx(CPed *ped, int16 sound); uint32 GetArmyTalkSfx(CPed *ped, int16 sound); uint32 GetMedicTalkSfx(CPed *ped, int16 sound); uint32 GetFiremanTalkSfx(CPed *ped, int16 sound); uint32 GetDefaultTalkSfx(CPed *ped, int16 sound); uint32 GetHFYSTTalkSfx(CPed *ped, int16 sound); uint32 GetHFOSTTalkSfx(CPed *ped, int16 sound); uint32 GetHMYSTTalkSfx(CPed *ped, int16 sound); uint32 GetHMOSTTalkSfx(CPed *ped, int16 sound); uint32 GetHFYRITalkSfx(CPed *ped, int16 sound); uint32 GetHFORITalkSfx(CPed *ped, int16 sound); uint32 GetHMYRITalkSfx(CPed *ped, int16 sound); uint32 GetHMORITalkSfx(CPed *ped, int16 sound); uint32 GetHFYBETalkSfx(CPed *ped, int16 sound); uint32 GetHFOBETalkSfx(CPed *ped, int16 sound); uint32 GetHMYBETalkSfx(CPed *ped, int16 sound); uint32 GetHMOBETalkSfx(CPed *ped, int16 sound); uint32 GetHFYBUTalkSfx(CPed *ped, int16 sound); uint32 GetHFYMDTalkSfx(CPed *ped, int16 sound); uint32 GetHFYCGTalkSfx(CPed *ped, int16 sound); uint32 GetHFYPRTalkSfx(CPed *ped, int16 sound); uint32 GetHFOTRTalkSfx(CPed *ped, int16 sound); uint32 GetHMOTRTalkSfx(CPed *ped, int16 sound); uint32 GetHMYAPTalkSfx(CPed *ped, int16 sound); uint32 GetHMOCATalkSfx(CPed *ped, int16 sound); uint32 GetBMODKTalkSfx(CPed *ped, int16 sound); uint32 GetBMYCRTalkSfx(CPed *ped, int16 sound); uint32 GetBFYSTTalkSfx(CPed *ped, int16 sound); uint32 GetBFOSTTalkSfx(CPed *ped, int16 sound); uint32 GetBMYSTTalkSfx(CPed *ped, int16 sound); uint32 GetBMOSTTalkSfx(CPed *ped, int16 sound); uint32 GetBFYRITalkSfx(CPed *ped, int16 sound); uint32 GetBFORITalkSfx(CPed *ped, int16 sound); uint32 GetBMYRITalkSfx(CPed *ped, int16 sound); uint32 GetBFYBETalkSfx(CPed *ped, int16 sound); uint32 GetBMYBETalkSfx(CPed *ped, int16 sound); uint32 GetBFOBETalkSfx(CPed *ped, int16 sound); uint32 GetBMOBETalkSfx(CPed *ped, int16 sound); uint32 GetBMYBUTalkSfx(CPed *ped, int16 sound); uint32 GetBFYPRTalkSfx(CPed *ped, int16 sound); uint32 GetBFOTRTalkSfx(CPed *ped, int16 sound); uint32 GetBMOTRTalkSfx(CPed *ped, int16 sound); uint32 GetBMYPITalkSfx(CPed *ped, int16 sound); uint32 GetBMYBBTalkSfx(CPed *ped, int16 sound); uint32 GetWMYCRTalkSfx(CPed *ped, int16 sound); uint32 GetWFYSTTalkSfx(CPed *ped, int16 sound); uint32 GetWFOSTTalkSfx(CPed *ped, int16 sound); uint32 GetWMYSTTalkSfx(CPed *ped, int16 sound); uint32 GetWMOSTTalkSfx(CPed *ped, int16 sound); uint32 GetWFYRITalkSfx(CPed *ped, int16 sound); uint32 GetWFORITalkSfx(CPed *ped, int16 sound); uint32 GetWMYRITalkSfx(CPed *ped, int16 sound); uint32 GetWMORITalkSfx(CPed *ped, int16 sound); uint32 GetWFYBETalkSfx(CPed *ped, int16 sound); uint32 GetWMYBETalkSfx(CPed *ped, int16 sound); uint32 GetWFOBETalkSfx(CPed *ped, int16 sound); uint32 GetWMOBETalkSfx(CPed *ped, int16 sound); uint32 GetWMYCWTalkSfx(CPed *ped, int16 sound); uint32 GetWMYGOTalkSfx(CPed *ped, int16 sound); uint32 GetWFOGOTalkSfx(CPed *ped, int16 sound); uint32 GetWMOGOTalkSfx(CPed *ped, int16 sound); uint32 GetWFYLGTalkSfx(CPed *ped, int16 sound); uint32 GetWMYLGTalkSfx(CPed *ped, int16 sound); uint32 GetWFYBUTalkSfx(CPed *ped, int16 sound); uint32 GetWMYBUTalkSfx(CPed *ped, int16 sound); uint32 GetWMOBUTalkSfx(CPed *ped, int16 sound); uint32 GetWFYPRTalkSfx(CPed *ped, int16 sound); uint32 GetWFOTRTalkSfx(CPed *ped, int16 sound); uint32 GetWMOTRTalkSfx(CPed *ped, int16 sound); uint32 GetWMYPITalkSfx(CPed *ped, int16 sound); uint32 GetWMOCATalkSfx(CPed *ped, int16 sound); uint32 GetWFYJGTalkSfx(CPed *ped, int16 sound); uint32 GetWMYJGTalkSfx(CPed *ped, int16 sound); uint32 GetWFYSKTalkSfx(CPed *ped, int16 sound); uint32 GetWMYSKTalkSfx(CPed *ped, int16 sound); uint32 GetWFYSHTalkSfx(CPed *ped, int16 sound); uint32 GetWFOSHTalkSfx(CPed *ped, int16 sound); uint32 GetJFOTOTalkSfx(CPed *ped, int16 sound); uint32 GetJMOTOTalkSfx(CPed *ped, int16 sound); uint32 GetCBTalkSfx(CPed *ped, int16 sound); uint32 GetHNTalkSfx(CPed *ped, int16 sound); uint32 GetSGTalkSfx(CPed *ped, int16 sound); uint32 GetCLTalkSfx(CPed *ped, int16 sound); uint32 GetGDTalkSfx(CPed *ped, int16 sound); uint32 GetBKTalkSfx(CPed *ped, int16 sound); uint32 GetPGTalkSfx(CPed *ped, int16 sound); uint32 GetVICETalkSfx(CPed *ped, int16 sound, int16 model); uint32 GetWFYG1TalkSfx(CPed *ped, int16 sound); uint32 GetWFYG2TalkSfx(CPed *ped, int16 sound); uint32 GetGenericMaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc) uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc) // end of functions returning talk sfx void GenerateIntegerRandomNumberTable(); // done char *Get3DProviderName(uint8 id) const; // done uint8 GetCDAudioDriveLetter() const; // done int8 GetCurrent3DProviderIndex() const; // done int8 AutoDetect3DProviders() const; // done float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used float GetCollisionOneShotRatio(int32 a, float b) const; // done float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc) float GetDistanceSquared(const CVector &v) const; // done (inlined in vc) int32 GetJumboTaxiFreq() const; // done (inlined in vc) uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done uint8 GetNum3DProvidersAvailable() const; // done uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange); // done float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done bool HasAirBrakes(int32 model) const; // done void Initialise(); // done void InitialisePoliceRadio(); // done void InitialisePoliceRadioZones(); // done void InterrogateAudioEntities(); // done (inlined) bool IsAudioInitialised() const; // done bool IsMissionAudioSampleFinished(uint8 slot); // done bool IsMP3RadioChannelAvailable() const; // done bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done void PlayLoadedMissionAudio(uint8 slot); // done void PlayOneShot(int32 index, uint16 sound, float vol); // done void PlaySuspectLastSeen(float x, float y, float z); // done void PlayerJustGotInCar() const; // done void PlayerJustLeftCar() const; // done void PostInitialiseGameSpecificSetup(); // done void PostTerminateGameSpecificShutdown(); // done void PreInitialiseGameSpecificSetup() const; // done void PreloadMissionAudio(uint8 slot, Const char *name); // done void PreTerminateGameSpecificShutdown(); // done /// processX - main logic of adding new sounds void ProcessActiveQueues(); // done bool ProcessAirBrakes(cVehicleParams& params); // done bool ProcessBoatEngine(cVehicleParams& params); bool ProcessBoatMovingOverWater(cVehicleParams& params); //done #ifdef GTA_BRIDGE void ProcessBridge(); // done(bcs not exists in VC) void ProcessBridgeMotor(); // done(bcs not exists in VC) void ProcessBridgeOneShots(); // done(bcs not exists in VC) void ProcessBridgeWarning(); // done(bcs not exists in VC) #endif bool ProcessCarBombTick(cVehicleParams& params); // done void ProcessCarHeli(cVehicleParams& params); // done void ProcessCesna(cVehicleParams& params); // done //void ProcessCrane(); // done(bcs not exists in VC) bool ProcessEngineDamage(cVehicleParams& params); // done void ProcessEntity(int32 sound); // done void ProcessExplosions(int32 explosion); // done void ProcessFireHydrant(); // done void ProcessFires(int32 entity); // done void ProcessFrontEnd(); // done void ProcessGarages(); // done void ProcessJumbo(cVehicleParams& params); // done void ProcessJumboAccel(CPlane *plane); // done void ProcessJumboDecel(CPlane *plane); // done void ProcessJumboFlying(); // done void ProcessJumboLanding(CPlane *plane); // done void ProcessJumboTakeOff(CPlane *plane); // done void ProcessJumboTaxi(); // done void ProcessLoopingScriptObject(uint8 sound); // done void ProcessMissionAudio(); // done void ProcessMissionAudioSlot(uint8 slot); // done void ProcessModelHeliVehicle(cVehicleParams& params); // done void ProcessModelVehicle(cVehicleParams& params); // done void ProcessOneShotScriptObject(uint8 sound); // void ProcessPed(CPhysical *ped); // done void ProcessPedOneShots(cPedParams ¶ms); // void ProcessPhysical(int32 id); // done void ProcessPlane(cVehicleParams& params); // done void ProcessPlayerMood(); // done void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done void ProcessProjectiles(); // done void ProcessRainOnVehicle(cVehicleParams& params); // done void ProcessReverb() const; // done bool ProcessReverseGear(cVehicleParams& params); // done void ProcessScriptObject(int32 id); // done void ProcessSpecial(); // done #ifdef GTA_TRAIN bool ProcessTrainNoise(cVehicleParams ¶ms); //done(bcs not exists in VC) #endif void ProcessVehicle(CVehicle *vehicle); // done bool ProcessVehicleDoors(cVehicleParams ¶ms); // done void ProcessVehicleEngine(cVehicleParams ¶ms); // done void ProcessVehicleFlatTyre(cVehicleParams ¶ms); // done bool ProcessVehicleHorn(cVehicleParams ¶ms); // done void ProcessVehicleOneShots(cVehicleParams ¶ms); // done bool ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done bool ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done bool ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done bool ProcessVehicleSkidding(cVehicleParams ¶ms); // done void ProcessWaterCannon(int32); // done void ProcessWeather(int32 id); // done bool ProcessWetRoadNoise(cVehicleParams& params); // done void ProcessEscalators(); // done void ProcessExtraSounds(); // done int32 RandomDisplacement(uint32 seed) const; // done void ReacquireDigitalHandle() const; // done void ReleaseDigitalHandle() const; // done void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done void ReportCrime(eCrimeType crime, const CVector &pos); // done void ResetAudioLogicTimers(uint32 timer); // done void ResetPoliceRadio(); // done void ResetTimers(uint32 time); // done void Service(); // done void ServiceCollisions(); // done void ServicePoliceRadio(); // done void ServicePoliceRadioChannel(uint8 wantedLevel); // done void ServiceSoundEffects(); // done int8 SetCurrent3DProvider(uint8 which); // done void SetDynamicAcousticModelingStatus(uint8 status); // done void SetEffectsFadeVol(uint8 volume) const; // done void SetEffectsMasterVolume(uint8 volume) const; // done void SetMP3BoostVolume(uint8 volume) const; // done void SetEntityStatus(int32 id, uint8 status); // done uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized void SetMonoMode(uint8 mono); // done void SetMusicFadeVol(uint8 volume) const; // done void SetMusicMasterVolume(uint8 volume) const; // done void SetSpeakerConfig(int32 conf) const; // done void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done void SetUpOneShotCollisionSound(const cAudioCollision &col); // done bool SetupCrimeReport(); // done bool SetupJumboEngineSound(uint8 vol, uint32 freq); // done bool SetupJumboFlySound(uint8 emittingVol); // done bool SetupJumboRumbleSound(uint8 emittingVol); // done bool SetupJumboTaxiSound(uint8 vol); // done bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done void SetupPedComments(cPedParams ¶ms, uint16 sound); // done void SetupSuspectLastSeenReport(); void Terminate(); // done void TranslateEntity(Const CVector *v1, CVector *v2) const; // done void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done void UpdateReflections(); // done bool UsesReverseWarning(int32 model) const; // done bool UsesSiren(cVehicleParams ¶ms) const; // done bool UsesSirenSwitching(cVehicleParams ¶ms) const; // done CVehicle *FindVehicleOfPlayer(); // done 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) uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined) #endif }; //#ifdef AUDIO_MSS //static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error"); //#endif extern cAudioManager AudioManager;