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letter 'c' is done
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@ -411,11 +411,11 @@ cAudioManager::SetDynamicAcousticModelingStatus(uint8 status)
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m_bDynamicAcousticModelingStatus = status!=0;
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}
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bool
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cAudioManager::CheckForAnAudioFileOnCD() const
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{
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return SampleManager.CheckForAnAudioFileOnCD();
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}
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//bool
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//cAudioManager::CheckForAnAudioFileOnCD() const
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//{
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// return SampleManager.CheckForAnAudioFileOnCD();
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//}
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uint8
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cAudioManager::GetCDAudioDriveLetter() const
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@ -483,12 +483,18 @@ uint8
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cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const
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{
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float newSoundIntensity;
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float newEmittingVolume;
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if (soundIntensity <= 0.0f)
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return 0;
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newSoundIntensity = soundIntensity / 5.0f;
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if (newSoundIntensity <= distance)
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emittingVolume = sq((soundIntensity - newSoundIntensity - (distance - newSoundIntensity)) / (soundIntensity - newSoundIntensity)) * emittingVolume;
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return emittingVolume;
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if (newSoundIntensity > distance)
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return emittingVolume;
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newEmittingVolume = emittingVolume * SQR((soundIntensity - newSoundIntensity - (distance - newSoundIntensity))
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/ (soundIntensity - newSoundIntensity));
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return Min(127u, newEmittingVolume);
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}
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void
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@ -500,10 +506,9 @@ cAudioManager::TranslateEntity(Const CVector *in, CVector *out) const
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int32
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cAudioManager::ComputePan(float dist, CVector *vec)
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{
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const uint8 PanTable[64] = {0, 3, 8, 12, 16, 19, 22, 24, 26, 28, 30, 31, 33, 34, 36, 37, 39, 40, 41, 42, 44, 45, 46, 47, 48, 49, 49, 50, 51, 52, 53, 53,
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54, 55, 55, 56, 56, 57, 57, 58, 58, 58, 59, 59, 59, 60, 60, 61, 61, 61, 61, 62, 62, 62, 62, 62, 63, 63, 63, 63, 63, 63, 63, 63};
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int32 index = Min(63, Abs(vec->x / (dist / 64.f)));
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const uint8 PanTable[64] = { 0, 3, 8, 12, 16, 19, 22, 24, 26, 28, 30, 31, 33, 34, 36, 37, 39, 40, 41, 42, 44, 45, 46, 47, 48, 49, 49, 50, 51, 52, 53, 53,
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54, 55, 55, 56, 56, 57, 57, 58, 58, 58, 59, 59, 59, 60, 60, 61, 61, 61, 61, 62, 62, 62, 62, 62, 63, 63, 63, 63, 63, 63, 63, 63};
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int32 index = Min(63, Abs(int32(vec->x / (dist / 64.f))));
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if (vec->x > 0.f)
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return Max(20, 63 - PanTable[index]);
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@ -940,6 +945,8 @@ void
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cAudioManager::ClearRequestedQueue()
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{
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for (int32 i = 0; i < m_nActiveSamples; i++) {
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if (i >= m_nActiveSamples)
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break;
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = m_nActiveSamples;
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}
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m_SampleRequestQueuesStatus[m_nActiveSampleQueue] = 0;
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@ -247,16 +247,15 @@ public:
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void AddSampleToRequestedQueue(); // done
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void AgeCrimes(); // done (inlined in vc)
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void CalculateDistance(bool &condition, float dist); // done
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bool CheckForAnAudioFileOnCD() const;
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void ClearActiveSamples(); //done
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void ClearMissionAudio(uint8 slot); //done
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void ClearRequestedQueue();
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const; //done
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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int32 CreateEntity(eAudioType type, void *entity); //done
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void CalculateDistance(bool &condition, float dist); // done
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//bool CheckForAnAudioFileOnCD() const; // not exists in v1.0 and android
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void ClearActiveSamples(); // done
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void ClearMissionAudio(uint8 slot); // done
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void ClearRequestedQueue(); // done (inlined in vc)
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
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int32 ComputePan(float, CVector *); // done
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
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int32 CreateEntity(eAudioType type, void *entity); // done
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id); //done (inlined in vc)
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@ -290,7 +289,7 @@ public:
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void Initialise(); // done
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones();
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void InterrogateAudioEntities();
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void InterrogateAudioEntities(); // done
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bool IsAudioInitialised() const;
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bool IsMissionAudioSampleFinished(uint8 slot);
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bool IsMP3RadioChannelAvailable() const; // done
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