re3-wiiu/src/audio/AudioManager.h

489 lines
16 KiB
C
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#pragma once
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PoliceRadio.h"
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class tSound
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{
public:
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int32 m_nEntityIndex;
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int32 m_nCounter;
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int32 m_nSampleIndex;
uint8 m_nBankIndex;
bool m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
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float m_fDistance;
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int32 m_nLoopCount;
int32 m_nLoopStart;
int32 m_nLoopEnd;
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
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float m_fSoundIntensity;
bool m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool m_bReverbFlag;
uint8 m_nLoopsRemaining;
bool m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
int32 m_nReleasingVolumeDivider;
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bool m_bIsProcessed;
bool m_bLoopEnded;
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int32 m_nCalculatedVolume;
int8 m_nVolumeChange;
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};
VALIDATE_SIZE(tSound, 92);
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class CPhysical;
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class CAutomobile;
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class tAudioEntity
{
public:
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eAudioType m_nType;
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void *m_pEntity;
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bool m_bIsUsed;
uint8 m_nStatus;
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int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
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uint8 m_AudioEvents;
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};
VALIDATE_SIZE(tAudioEntity, 40);
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class tPedComment
{
public:
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int32 m_nSampleIndex;
int32 m_nEntityIndex;
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CVector m_vecPos;
float m_fDistance;
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uint8 m_bVolume;
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int8 m_nProcess;
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};
VALIDATE_SIZE(tPedComment, 28);
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class cPedComments
{
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public:
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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;
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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;
}
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void Add(tPedComment *com);
void Process();
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};
VALIDATE_SIZE(cPedComments, 1164);
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class CEntity;
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class cMissionAudio
{
public:
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CVector m_vecPos;
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bool m_bPredefinedProperties;
int32 m_nSampleIndex;
uint8 m_nLoadingStatus;
uint8 m_nPlayStatus;
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bool m_bIsPlaying;
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int32 m_nMissionAudioCounter;
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bool m_bIsPlayed;
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};
VALIDATE_SIZE(cMissionAudio, 32);
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// 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;
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class CPlane;
class CVehicle;
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class CPed;
class cPedParams
{
public:
bool m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
};
class cVehicleParams
{
public:
bool m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
int32 m_nIndex;
float m_fVelocityChange;
};
VALIDATE_SIZE(cVehicleParams, 0x18);
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enum {
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/*
REFLECTION_YMAX = 0, top
REFLECTION_YMIN = 1, bottom
REFLECTION_XMIN = 2, left
REFLECTION_XMAX = 3, right
REFLECTION_ZMAX = 4,
*/
REFLECTION_TOP = 0,
REFLECTION_BOTTOM,
REFLECTION_LEFT,
REFLECTION_RIGHT,
REFLECTION_UP,
MAX_REFLECTIONS,
};
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class cAudioManager
{
public:
bool m_bIsInitialised;
uint8 field_1; // unused
bool m_bFifthFrameFlag;
uint8 m_nActiveSamples;
uint8 field_4; // unused
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bool m_bDynamicAcousticModelingStatus;
float m_fSpeedOfSound;
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bool m_bTimerJustReset;
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int32 m_nTimer;
tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
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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];
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tSound m_asActiveSamples[NUM_SOUNDS_SAMPLES_SLOTS];
tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
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cAudioScriptObjectManager m_sAudioScriptObjectManager;
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cPedComments m_sPedComments;
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int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
int32 m_nPoliceChannelEntity;
cPoliceRadioQueue m_sPoliceRadioQueue;
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int32 m_nFrontEndEntity;
int32 m_nCollisionEntity;
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cAudioCollisionManager m_sCollisionManager;
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int32 m_nProjectileEntity;
int32 m_nBridgeEntity;
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cMissionAudio m_sMissionAudio;
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int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
uint32 m_FrameCounter;
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cAudioManager();
~cAudioManager();
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// getters
uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool ShouldDuckMissionAudio() const { return m_sMissionAudio.m_nPlayStatus == 1; }
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample);
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
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uint8 counter, bool notLooping);
void AddReflectionsToRequestedQueue();
void AddReleasingSounds();
void AddSampleToRequestedQueue();
void AgeCrimes();
void CalculateDistance(bool &condition, float dist);
bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples();
void ClearMissionAudio();
void ClearRequestedQueue();
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const;
int32 ComputePan(float, CVector *);
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
int32 CreateEntity(eAudioType type, void *entity);
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void DestroyAllGameCreatedEntities();
void DestroyEntity(int32 id);
void DoPoliceRadioCrackle();
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// functions returning talk sfx,
// order from GetPedCommentSfx
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uint32 GetPlayerTalkSfx(int16 sound);
uint32 GetCopTalkSfx(int16 sound);
uint32 GetSwatTalkSfx(int16 sound);
uint32 GetFBITalkSfx(int16 sound);
uint32 GetArmyTalkSfx(int16 sound);
uint32 GetMedicTalkSfx(int16 sound);
uint32 GetFiremanTalkSfx(int16 sound);
uint32 GetNormalMaleTalkSfx(int16 sound);
uint32 GetTaxiDriverTalkSfx(int16 sound);
uint32 GetPimpTalkSfx(int16 sound);
uint32 GetMafiaTalkSfx(int16 sound);
uint32 GetTriadTalkSfx(int16 sound);
uint32 GetDiabloTalkSfx(int16 sound);
uint32 GetYakuzaTalkSfx(int16 sound);
uint32 GetYardieTalkSfx(int16 sound);
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uint32 GetColumbianTalkSfx(int16 sound);
uint32 GetHoodTalkSfx(int16 sound);
uint32 GetBlackCriminalTalkSfx(int16 sound);
uint32 GetWhiteCriminalTalkSfx(int16 sound);
uint32 GetMaleNo2TalkSfx(int16 sound);
uint32 GetBlackProjectMaleTalkSfx(int16 sound, int32 model);
uint32 GetWhiteFatMaleTalkSfx(int16 sound);
uint32 GetBlackFatMaleTalkSfx(int16 sound);
uint32 GetBlackCasualFemaleTalkSfx(int16 sound);
uint32 GetWhiteCasualFemaleTalkSfx(int16 sound);
uint32 GetFemaleNo3TalkSfx(int16 sound);
uint32 GetBlackFatFemaleTalkSfx(int16 sound);
uint32 GetWhiteFatFemaleTalkSfx(int16 sound);
uint32 GetBlackFemaleProstituteTalkSfx(int16 sound);
uint32 GetWhiteFemaleProstituteTalkSfx(int16 sound);
uint32 GetBlackProjectFemaleOldTalkSfx(int16 sound);
uint32 GetBlackProjectFemaleYoungTalkSfx(int16 sound);
uint32 GetChinatownMaleOldTalkSfx(int16 sound);
uint32 GetChinatownMaleYoungTalkSfx(int16 sound);
uint32 GetChinatownFemaleOldTalkSfx(int16 sound);
uint32 GetChinatownFemaleYoungTalkSfx(int16 sound);
uint32 GetLittleItalyMaleTalkSfx(int16 sound);
uint32 GetLittleItalyFemaleOldTalkSfx(int16 sound);
uint32 GetLittleItalyFemaleYoungTalkSfx(int16 sound);
uint32 GetWhiteDockerMaleTalkSfx(int16 sound);
uint32 GetBlackDockerMaleTalkSfx(int16 sound);
uint32 GetScumMaleTalkSfx(int16 sound);
uint32 GetScumFemaleTalkSfx(int16 sound);
uint32 GetWhiteWorkerMaleTalkSfx(int16 sound);
uint32 GetBlackWorkerMaleTalkSfx(int16 sound);
uint32 GetBusinessMaleYoungTalkSfx(int16 sound, int32 model);
uint32 GetBusinessMaleOldTalkSfx(int16 sound);
uint32 GetWhiteBusinessFemaleTalkSfx(int16 sound, int32 model);
uint32 GetBlackBusinessFemaleTalkSfx(int16 sound);
uint32 GetSupermodelMaleTalkSfx(int16 sound);
uint32 GetSupermodelFemaleTalkSfx(int16 sound);
uint32 GetStewardMaleTalkSfx(int16 sound);
uint32 GetStewardFemaleTalkSfx(int16 sound);
uint32 GetFanMaleTalkSfx(int16 sound, int32 model);
uint32 GetFanFemaleTalkSfx(int16 sound);
uint32 GetHospitalMaleTalkSfx(int16 sound);
uint32 GetHospitalFemaleTalkSfx(int16 sound);
uint32 GetWhiteConstructionWorkerTalkSfx(int16 sound);
uint32 GetBlackConstructionWorkerTalkSfx(int16 sound);
uint32 GetShopperFemaleTalkSfx(int16 sound, int32 model);
uint32 GetStudentMaleTalkSfx(int16 sound);
uint32 GetStudentFemaleTalkSfx(int16 sound);
uint32 GetCasualMaleOldTalkSfx(int16 sound);
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uint32 GetSpecialCharacterTalkSfx(int32 modelIndex, int32 sound);
uint32 GetEightTalkSfx(int16 sound);
uint32 GetFrankieTalkSfx(int16 sound);
uint32 GetMistyTalkSfx(int16 sound);
uint32 GetOJGTalkSfx(int16 sound);
uint32 GetCatatalinaTalkSfx(int16 sound);
uint32 GetBomberTalkSfx(int16 sound);
uint32 GetSecurityGuardTalkSfx(int16 sound);
uint32 GetChunkyTalkSfx(int16 sound);
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uint32 GetGenericMaleTalkSfx(int16 sound);
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uint32 GetGenericFemaleTalkSfx(int16 sound);
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable();
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char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetDistanceSquared(const CVector &v) const;
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int32 GetJumboTaxiFreq() const;
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uint8 GetMissionAudioLoadingStatus() const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const;
int32 GetPedCommentSfx(CPed *ped, int32 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
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float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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bool HasAirBrakes(int32 model) const;
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void Initialise();
void InitialisePoliceRadio();
void InitialisePoliceRadioZones();
void InterrogateAudioEntities();
bool IsAudioInitialised() const;
bool IsMissionAudioSampleFinished();
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bool IsMP3RadioChannelAvailable() const;
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
void PlayLoadedMissionAudio();
void PlayOneShot(int32 index, int16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar() const;
void PlayerJustLeftCar() const;
void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown();
void PreInitialiseGameSpecificSetup() const;
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void PreloadMissionAudio(Const char *name);
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void PreTerminateGameSpecificShutdown();
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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bool ProcessAirBrakes(cVehicleParams& params);
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void ProcessAirportScriptObject(uint8 sound);
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bool ProcessBoatEngine(cVehicleParams& params);
bool ProcessBoatMovingOverWater(cVehicleParams& params);
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void ProcessBridge();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
void ProcessBridgeWarning();
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bool ProcessCarBombTick(cVehicleParams& params);
void ProcessCesna(cVehicleParams& params);
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void ProcessCinemaScriptObject(uint8 sound);
void ProcessCrane();
void ProcessDocksScriptObject(uint8 sound);
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bool ProcessEngineDamage(cVehicleParams& params);
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void ProcessEntity(int32 sound);
void ProcessExplosions(int32 explosion);
void ProcessFireHydrant();
void ProcessFires(int32 entity);
void ProcessFrontEnd();
void ProcessGarages();
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bool ProcessHelicopter(cVehicleParams& params);
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void ProcessHomeScriptObject(uint8 sound);
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void ProcessJumbo(cVehicleParams& params);
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void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
void ProcessJumboFlying();
void ProcessJumboLanding(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane);
void ProcessJumboTaxi();
void ProcessLaunderetteScriptObject(uint8 sound);
void ProcessLoopingScriptObject(uint8 sound);
void ProcessMissionAudio();
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void ProcessModelCarEngine(cVehicleParams& params);
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void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped);
void ProcessPedHeadphones(cPedParams *params);
void ProcessPedOneShots(cPedParams *params);
void ProcessPhysical(int32 id);
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void ProcessPlane(cVehicleParams& params);
void ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *automobile);
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void ProcessPoliceCellBeatingScriptObject(uint8 sound);
void ProcessPornCinema(uint8 sound);
void ProcessProjectiles();
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void ProcessRainOnVehicle(cVehicleParams& params);
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void ProcessReverb() const;
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bool ProcessReverseGear(cVehicleParams& params);
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void ProcessSawMillScriptObject(uint8 sound);
void ProcessScriptObject(int32 id);
void ProcessShopScriptObject(uint8 sound);
void ProcessSpecial();
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bool ProcessTrainNoise(cVehicleParams& params);
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void ProcessVehicle(CVehicle *vehicle);
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bool ProcessVehicleDoors(cVehicleParams& params);
void ProcessVehicleEngine(cVehicleParams& params);
void ProcessVehicleHorn(cVehicleParams& params);
void ProcessVehicleOneShots(cVehicleParams& params);
bool ProcessVehicleReverseWarning(cVehicleParams& params);
bool ProcessVehicleRoadNoise(cVehicleParams& params);
bool ProcessVehicleSirenOrAlarm(cVehicleParams& params);
bool ProcessVehicleSkidding(cVehicleParams& params);
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void ProcessWaterCannon(int32);
void ProcessWeather(int32 id);
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bool ProcessWetRoadNoise(cVehicleParams& params);
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void ProcessWorkShopScriptObject(uint8 sound);
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int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const;
void ReleaseDigitalHandle() const;
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
float collisionPower, float intensity2);
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void ReportCrime(eCrimeType crime, const CVector &pos);
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void ResetAudioLogicTimers(uint32 timer);
void ResetPoliceRadio();
void ResetTimers(uint32 time);
void Service();
void ServiceCollisions();
void ServicePoliceRadio();
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void ServicePoliceRadioChannel(uint8 wantedLevel);
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void ServiceSoundEffects();
int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(uint8 status);
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void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, uint8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;
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void SetMonoMode(uint8 mono);
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void SetMusicFadeVol(uint8 volume) const;
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void SetMusicMasterVolume(uint8 volume) const;
void SetSpeakerConfig(int32 conf) const;
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
void SetUpOneShotCollisionSound(const cAudioCollision &col);
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bool SetupCrimeReport();
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bool SetupJumboEngineSound(uint8 vol, uint32 freq);
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bool SetupJumboFlySound(uint8 emittingVol);
bool SetupJumboRumbleSound(uint8 emittingVol);
bool SetupJumboTaxiSound(uint8 vol);
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bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
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void SetupPedComments(cPedParams *params, uint32 sound);
void SetupSuspectLastSeenReport();
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void Terminate();
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void UpdateGasPedalAudio(CAutomobile *automobile);
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void UpdateReflections();
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bool UsesReverseWarning(int32 model) const;
bool UsesSiren(int32 model) const;
bool UsesSirenSwitching(int32 model) const;
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#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume();
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
#endif
};
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#ifdef AUDIO_MSS
static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
#endif
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extern cAudioManager AudioManager;