mirror of https://github.com/Nofated095/re-GTA.git
Cleanup audiocode and fix for ComputeDopplerEffectedFrequency
This commit is contained in:
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f192d7052e
commit
bf2316bd54
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@ -154,18 +154,18 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
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m_sQueueSample.m_counter = counter;
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m_sQueueSample.m_counter = counter;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIsDistant = false;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.field_16 = 7;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart =
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m_sQueueSample.m_nLoopStart =
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SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd =
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m_sQueueSample.m_nLoopEnd =
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.field_48 = 4.0f;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.field_56 = 0;
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m_sQueueSample.m_bReleasingSoundFlag = 0;
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m_sQueueSample.field_76 = 5;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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AddSampleToRequestedQueue();
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@ -274,15 +274,15 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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if(counter >= 255) counter = 28;
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if(counter >= 255) counter = 28;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIsDistant = false;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.field_16 = 11;
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m_sQueueSample.m_nReleasingVolumeModificator = 11;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.field_48 = 4.0f;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.field_56 = 1;
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m_sQueueSample.m_bReleasingSoundFlag = 1;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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AddSampleToRequestedQueue();
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File diff suppressed because it is too large
Load Diff
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@ -141,10 +141,10 @@ public:
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int32 m_counter;
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int32 m_counter;
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int32 m_nSampleIndex;
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int32 m_nSampleIndex;
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uint8 m_bBankIndex;
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uint8 m_bBankIndex;
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bool m_bIsDistant;
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bool m_bIs2D;
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uint8 field_14;
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uint8 field_14;
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uint8 field_15;
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uint8 field_15;
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int32 field_16;
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int32 m_nReleasingVolumeModificator;
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int32 m_nFrequency;
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int32 m_nFrequency;
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uint8 m_bVolume;
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uint8 m_bVolume;
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uint8 field_25;
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uint8 field_25;
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@ -158,24 +158,24 @@ public:
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uint8 field_45;
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uint8 field_45;
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uint8 field_46;
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uint8 field_46;
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uint8 field_47;
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uint8 field_47;
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float field_48;
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float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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float m_fSoundIntensity;
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uint8 field_56;
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bool m_bReleasingSoundFlag;
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uint8 field_57;
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uint8 field_57;
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uint8 field_58;
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uint8 field_58;
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uint8 field_59;
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uint8 field_59;
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CVector m_vecPos;
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CVector m_vecPos;
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bool m_bReverbFlag;
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bool m_bReverbFlag;
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uint8 m_bLoopsRemaining;
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uint8 m_bLoopsRemaining;
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bool m_bRequireReflection;
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bool m_bRequireReflection; // Used for oneshots
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uint8 m_bOffset;
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uint8 m_bOffset;
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int32 field_76;
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int32 m_nReleasingVolumeDivider;
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uint8 m_bIsProcessed;
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uint8 m_bIsProcessed;
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uint8 m_bLoopEnded;
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uint8 m_bLoopEnded;
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uint8 field_82;
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uint8 field_82;
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uint8 field_83;
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uint8 field_83;
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int32 calculatedVolume;
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int32 calculatedVolume;
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int8 field_88;
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int8 m_nVolumeChange;
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uint8 field_89;
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uint8 field_89;
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uint8 field_90;
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uint8 field_90;
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uint8 field_91;
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uint8 field_91;
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@ -210,7 +210,7 @@ class tPedComment
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{
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{
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public:
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public:
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int32 m_nSampleIndex;
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int32 m_nSampleIndex;
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int32 m_entityIndex;
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int32 m_nEntityIndex;
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CVector m_vecPos;
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CVector m_vecPos;
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float m_fDistance;
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float m_fDistance;
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uint8 m_bVolume;
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uint8 m_bVolume;
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@ -226,9 +226,9 @@ class cPedComments
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{
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{
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public:
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public:
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tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
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tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
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uint8 indexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
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uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
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uint8 nrOfCommentsInBank[NUM_PED_COMMENTS_BANKS];
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uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
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uint8 activeBank;
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uint8 m_nActiveBank;
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uint8 gap_1163[1];
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uint8 gap_1163[1];
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// reversed all methods
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// reversed all methods
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@ -289,22 +289,22 @@ class cAudioManager
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{
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{
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public:
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public:
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bool m_bIsInitialised;
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bool m_bIsInitialised;
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uint8 field_1;
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uint8 field_1; // unused
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uint8 field_2;
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bool m_bFifthFrameFlag;
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uint8 m_bActiveSamples;
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uint8 m_bActiveSamples;
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uint8 field_4;
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uint8 field_4; // unused
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bool m_bDynamicAcousticModelingStatus;
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bool m_bDynamicAcousticModelingStatus;
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uint8 field_6;
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uint8 field_6; // unused
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uint8 field_7;
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uint8 field_7; // unused
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float speedOfSound;
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float m_fSpeedOfSound;
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bool m_bTimerJustReset;
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bool m_bTimerJustReset;
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uint8 field_13;
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uint8 field_13; // unused
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uint8 field_14;
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uint8 field_14; // unused
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uint8 field_15;
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uint8 field_15; // unused
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int32 m_nTimer;
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int32 m_nTimer;
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tSound m_sQueueSample;
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tSound m_sQueueSample;
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bool m_bActiveSampleQueue;
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bool m_bActiveSampleQueue;
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uint8 gap_109[3];
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uint8 gap_109[3]; // unused
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_bSampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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uint8 m_bSampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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@ -328,10 +328,10 @@ public:
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int32 m_nBridgeEntity;
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int32 m_nBridgeEntity;
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cMissionAudio m_sMissionAudio;
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cMissionAudio m_sMissionAudio;
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int32 m_anRandomTable[5];
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int32 m_anRandomTable[5];
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uint8 field_19192;
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uint8 field_19192; // time?
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uint8 m_bUserPause;
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uint8 m_bUserPause;
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uint8 m_bPreviousUserPause;
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uint8 m_bPreviousUserPause;
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uint8 field_19195; // time?
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uint8 field_19195; // unused
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uint32 m_FrameCounter;
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uint32 m_FrameCounter;
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// getters
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// getters
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@ -128,18 +128,18 @@ cAudioManager::DoPoliceRadioCrackle()
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m_sQueueSample.m_counter = 0;
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m_sQueueSample.m_counter = 0;
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m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
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m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIsDistant = true;
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m_sQueueSample.m_bIs2D = true;
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m_sQueueSample.field_16 = 10;
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_bVolume = m_anRandomTable[2] % 20 + 15;
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m_sQueueSample.m_bVolume = m_anRandomTable[2] % 20 + 15;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
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m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.field_56 = 0;
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m_sQueueSample.m_bReleasingSoundFlag = 0;
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m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bOffset = 63;
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m_sQueueSample.m_bOffset = 63;
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m_sQueueSample.field_76 = 3;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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AddSampleToRequestedQueue();
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}
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}
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